Things Fallout 4 needs

Post » Mon Nov 30, 2015 2:01 am

Edit1: had 2x 3). Fixed.

Edit2: added Major-9and Minor-1,2,3

Edit3: added Major-10, Minor-4

Edit4: added Major-11

Edit5: added Minor-5

Edit6: added Major-12,13,14,15,16,17,18 & Minor-6,7,8,9

Edit7: added Major-19 & Minor 10

Some things Fallout 4 needs. Major category is for impactful improvements that affect the game in a major way or big QOL changes. Minor is more of a feature want or cosmetic things that don't impact gameplay in too big a way mechanically. Category assignement is subjective obviously :)

Major

1) UI for management of settlers and their assignements

This is something that is really missing. Some sort of table with settlers and their works assigned would be nice. Right now it's hard to do and tell what they do and sometimes gotta go look for them in odd places. This would make things a lot more pleasant especially with 10 or so settlements to manage

2) Companion markers on the map

Each companion should have its own icon with name visible on the map similar to Power Armors so we can more easily find them (especially ones assigned to supply lines).

3) Supply lines sharing other items between settlements besides raw materials

That's the entire purpose of having a supply lines. Trash is not shared so raw materials from it aren't accounted for unless you manually salvage them which is tedious. Armors and Weapons as well as things settlements produce like water, caps etc should be shared between settlements with supply lines. This is QOL change.

4) More settlements structures in Build Mode

I feel we need a lot more different structures to be able to build more things. Options for having wall with place for doors for example are severely limited

5) Toggle Clipping ON/OFF & Toggle Snapping ON/OFF in Build Mode

We need to be able to toggle these to have more control over our settlements and how they look and stick together. I know this is an easy thing to implement. Map it so some button combination or w/e. There are commands for it on PC (most likely) that aren't there for PS4/X1.

Along with this we need to be able to turn snapping to other objects off. This is really irksome when you want to place something close by but it snaps whether you want it or not. These 2 are imo crucial for enhancing this feature of the game.

6) AP cost for weapons & mods

We should have another statistic added which is AP cost for using a weapon in V.A.T.S. Besides having this stat on a weapon we should also have it visible when modifying our weapons so we can see that mod X adds 2 AP cost or mod z substracts 5 AP from use.

7) Ability to use grenades of all sorts in V.A.T.S.

I don't know if I simply missed something obvious here but with equipped grenades I wasn't able to use them in V.A.T.S. at all.

8) Smarter companions

By this I mean that companions should be able to use stimpaks themselves if I gave it to them. I gave Strong 5 stimpaks and let him be but he never ever used them. I think this is a bit silly and unintuitive because it's opposite of what was in FNV/F3. Along with this goes better pathing for them. They could really use it.

There should be some bahavioral menu to set some behaviours for our companions. Like what sort of distance should they keep from us, should they be agressive or defensive or smart. That sort of stuff.

9) Button remapping for PC/XO/PS4

Players should be able to rebind their keys however they want. For example seperate Grenade/Melee button for better Melee gameplay.

10) Equipment Manager

Ability to make 'sets' of items and organize them in group. For example Charisma Set consisting of glasses, hat and suit that we can equip with a single press. Or Armor Set where with a single click we can wear all of our armor parts like chest armor, helmet, glasses and so on.

It could be easily done by allowing us to organize things in set and allowing us to select them from seperate UI category. So Armors would have all parts but "Outfits" would have a single group name (example) "Charisma" and it would auto select all parts. Avoids screen clutter.

11) Short crafting tutorial and build mode tutorial

Will make players more aware of how it works and gives a starting point for them. It is also good to explain to them how Supply Lines work and what are requirements for it.

12) Settlement gates should be lockable

What's the purpose of having a gate when it's always opened and enemies can come through it without problems?

13) Better Settler AI (especially when under attack)

If I create walls and gates and guard posts to protect a settlement and its settlers then why in the world when under attack settlers all run out of a settlement, outside its walls to engage enemies and die stupidly? This seriously needs a fix. I have a nice walled/gated settlement with guard outposts and turrets but still settlers just run out in [censored] rage far away from settlement into the wasteland and die stupid death. Very, very annoying.

14) hardcoe Mode

Seperate from Difficulty so we can avoid DMG sponges. A mode that would require player to eat/sleep/drink/health regen from stims and other sources slowed a lot. Negative conditions after not eating/drinking/sleeping growing in strength. Ammo has weight. Basically everything besides quest items should have weight and an increased weight too.

15) Faction based buildings

So we can have that BOS bunker/base of ours or institute science site or railroad or minutemen. I won't lie, I hoped I would be able to build more High-Tech buildings with high Science! perk.

16) Being able to build underground

Preferable with "loading screen" so the object limit is seperate from settlement. Think of a bunker/hidden underground room.

17) More monster types

So far it's some animals, muties a lot of ghouls, humans. Need more types and subsets of monsters to make the place even more alive.

18) Added option for "view latest".

Similar to viewing by weight, value and so on.

19) Full dialog preview when highlighting particular dialog option.

For example we have 'sarcasm', 'yes', 'no', 'reward'. When we highlight (without choosing) for example 'sarcasm' it changes to a full line and then we see: 'Well, aren't you a Cpt. Obvious', 'yes', 'no', 'reward'. Then if we highlight 'reward' we get, for example, 'you will have to make up for my time lost and potential health risks', 'sarcasm', 'yes', 'no'. Something like this. We could eventually have it displayed at the bottomg of the scree or top if there are cases of a lot of text.

Minor

1) Visible Holstered weapons

At least as much as possible. Rifles, pistols, melee weapons shouldn't just vanish in thin air. May be a little more problematic with Heavy Weapons like minigun.

2) More categories in UI for item classes

It would be good if we had seperate category for 'keys', 'food', 'meds' for example or options to set it up ourselves or have additional sorting options including item type so it's lined up more nicely

3) New craftable items

Like ammunition

4) Seperate sliders for Pip-Boy Flashlight.

So we can have different HUD/Pipboy color and different Flashlight. Personally I would love to still have standard green pipboy and hud but green flashlight is too tiring for eyes and I had to change it to more warm-white color.

5) Toggle Head apparel ON/OFF

Because we may want something for stats but not for looks and taking it off is irksome. Some of us spent a lot of time crafting perfect character ;)

6) Settlers from different factions

If we are part of BOS let us have BOS "settlers" in our base. That kind of thing. Same with other factions.

7) Lock companion gear

So "take all" option doesn't take locked gear like their armor (especially if it's layered), weapons or ammo.

8) Zoom levels for scopes

Speaks for itself pretty much. So we can zoom in/out while looking through a scope. Can be easily done with some keymapping for scope mode.

9) "Scrap all Junk" and "scrap" option at a workshop.

So we don't have to carry it manually between settlements because supply lines don't account this for. Would allow us to quickly scrap all junk in the inventory and in workshop (seperate action for both for more control). Added option for scrapping them one by one without having to drop them to the ground.

10) Slaver faction

There has always been one and possibility to become one in every Fallout game. We have characters in F4 that belonged to slavers at some point. I think it would be a good Fallout thing to add.

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Melly Angelic
 
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Post » Mon Nov 30, 2015 5:11 am

reserved

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Jynx Anthropic
 
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Post » Sun Nov 29, 2015 5:25 pm

reserved just in case

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Jeff Turner
 
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Post » Sun Nov 29, 2015 3:15 pm

I just want a separate button for my grenades and bashes and a better timed block and I'm pretty good but all your suggestions would be nice.

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Jessie
 
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Post » Mon Nov 30, 2015 5:56 am

I can see how that is important for melee builds. How many times have you thrown grenade right under your feet?

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steve brewin
 
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Post » Sun Nov 29, 2015 6:11 pm

Sanctuary suffers greatly from that. I ery much agree on 3 and 4. What's the point of building a farm up if you have to prouce food in any settlement anyway. The only thing that makes sense is to build as many scrappers as possible and set a supply line.

The option to mark stuff like beds and power armor for player usage only. Enemies also should never spawn inside a settlement.

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Nadia Nad
 
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Post » Sun Nov 29, 2015 7:29 pm

visible holstered weapons please.

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claire ley
 
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Post » Mon Nov 30, 2015 2:20 am

I want a separate category for keys in the inventory, maybe even in the data tab. Must is getting crowded and I often don't find a holotape or similar.

Craftable ammo would be nice, too.
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April D. F
 
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Post » Mon Nov 30, 2015 2:34 am

Head bob toggle.

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Melis Hristina
 
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Post » Mon Nov 30, 2015 5:43 am

I meant water as in purified water and not as in resource needed to have settlement running. Excess food and water is stored in workshop which you can sell/use and I think it should be shared. Otherwise you have to visit every settlement to pick it up which in a game as big as F4 with lots of things to do takes away too much time.

Power Armor is easy. Just take out Fusion Core and no one else besides you will be able to use it.

I have not encountered enemies spawning inside the settlement but then again I have built walls and main entrance covered with turrets. Do you have walls?

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Theodore Walling
 
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Post » Sun Nov 29, 2015 8:22 pm

Great game, but I'd like it to be the last game they develop on this outdated engine they are using.

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Nadia Nad
 
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Post » Mon Nov 30, 2015 12:21 am

- Increase settlement size with new settlers. For example not restricted by number of objects (because there are whole finish houses only counting as one) but by area and height. So all available area is without restriction.

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Amy Masters
 
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Post » Sun Nov 29, 2015 9:27 pm

This may be dependant on technical limitations such as machine power or game engine.

As for object limitations I was really disappointed that I walled my settlement, made buildings and shops and suddenly I have reached maximum size and I remain unable to decorate it. Makes walling a settlement really punitive.

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Enny Labinjo
 
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Post » Mon Nov 30, 2015 2:22 am

If it's really technical difficulties then perhaps it's because they haven't calculated how much fencing actually use. Of course players build fences when it's obviously there for it. The game simply doesn't work unless your game never adventured deeply into settlement defences. It's not disappointing, it's more like a relief, because since it doesn't work it takes away the urge to play the game.

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Chica Cheve
 
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Post » Sun Nov 29, 2015 9:20 pm

I try to use some stuff as a natural fence. Like Starlight Cienema's big screen thingy. It's huge, has room and can block enemies. Houses walls used as part of the fence since it also blocks a path for enemies.

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Laura Tempel
 
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Post » Mon Nov 30, 2015 1:07 am

I'd like to be able to "save" an entire outfit or at least organize them a bit more.

Sometimes I try on a suit then want to change back into my base layer and all the armor pieces and that can get finnicky when im loaded up on loot.
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Phoenix Draven
 
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Post » Mon Nov 30, 2015 3:55 am

I like that list. I would really like a game manual someday so we don't have to play the guessing game to figure out how settle building and scrapping/crafting works.

I would like a white flashlight on my Pipboy without having to make my Pipboy color white also. So we need three items with color change, the Pipboy, the Flashlight and the HUD.

I would like to be able to just breakdown a weapon. Instead of Scrapping or Modding, I'd like to be able to just break it down so all it's parts end up in my MODS pile.

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Shelby McDonald
 
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Post » Sun Nov 29, 2015 8:26 pm

Head apparel on/off is a must for me. I loved it in Skyrim and I would love to see it return here.

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Kara Payne
 
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Post » Sun Nov 29, 2015 8:53 pm

I agree so much with the first 5 points. I made a post where i mentioned several of them.

Settlement building really need some UI changes.

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Anna Krzyzanowska
 
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Post » Sun Nov 29, 2015 3:18 pm

YES! Especially now that you have to dress up like a clown to get your CHR bonuses. I hate seeing that during the actual dialog scenes.

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KIng James
 
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Post » Sun Nov 29, 2015 7:05 pm

Added all except being able to scrap mods. It would render Science/Gun Nut a lot less relevant if you could just store all of your mods and enever have to craft again. We want to avoid making perks useless.

Great points and something I also thought about but forgot!

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Daramis McGee
 
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Post » Sun Nov 29, 2015 8:03 pm

I mentioned it because it just seems really odd that if I want a mod off a gun I CAN'T just take it off, I have to craft a standard mod to replace the mod I'm wanting to just pull off. Not that big of a deal later on when you have more crafting junk than you need, but a real pain early on.

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Hannah Barnard
 
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Post » Sun Nov 29, 2015 10:42 pm

dont get me wrong, i love the game more than any other fallout. they came leaps and bounds on this one. the one thing i miss is being able to craft/break down/change weapon ammo at the ammo bench. It was so nice to be able to turn all thos3 pesky 10mm rounds into pieces and parts and make more 556. I also miss the faction system, and how i could wear clothing from factions that hated me to "blend in"

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Dalley hussain
 
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Post » Mon Nov 30, 2015 2:19 am

This would be absolutely awesome. Preset loadouts are essential when you can piece your armor together this way.

That weapon breakdown thing has really been annoying me. Like, why do I have to build a new custom piece for a gun in order to take the old one of? I don't WANT to end up with a fully usable gun, I just want the parts!

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Mashystar
 
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Post » Mon Nov 30, 2015 6:53 am

- The Junk gate should have a lock, so when a settler is assigned to it, then the settler will bar it for enemies or otherwise there shouldn't be a gate.

- It's pretty slow to equip all settlers with the best weapons - first you have to find the stuff in the workbench (and afterwards put it back) and then you have to ring the bell to try and find the new settler that according to the numbers should have arrived. Dunno how it could be improved.

- Fencing the whole settlement is also very slow. It probably won't ruin anything, if there was a "constructive" dialog with a settler about it instead, because it's pretty obvious where the fencing is going to be to encircle the settlement. So perhaps a dialog "Construct 1) junk , 2) wood or 3) metal fence and place gate a) to water, B) at bridge, c) or at backyard (etc)" and then the settler would do it, but slower just to make it look entertaining.

- Pit to fall into - if enemies are stupid enough to go head on why waste ammo.

- Settlement supply-lines should require a settler, a brahmin and hired mercenaries for escort!

- Tagging items doesn't have a reset button???

- Settlement attack dynamics, so when starting a new game it's not the same. Building defenses is entertaining regardless it being used or not. Perhaps only 2-3 out of 4 settlements get attacked.

- A settler assigned to repair duty who will repair turrets, walls and defenses.

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An Lor
 
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