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Posted

Okay, let me start by saying this is not a request topic (already have one of those) this is a thread where we discuss things we wish were included in the game already. It can be anything from features from other games, re-implemented features from previous Fallout games, or just ideas that you think of yourself.

 

 

I miss skill checks... I know there's speech checks, but remember in NV where your SPECIAL stats and skill levels could actually affect dialogue? Well my Sole Survivor has 10 perception, but he never noticed Deacon following him everywhere he went? Or why can't you talk to institute scientists on an academic level if you have high enough intelligence; or if your intelligence is low enough, why can't your character be borderline retarded like in NV? (don't be mad at me, Obsidian did it.) :blush:

  • 2 weeks later...
Posted

... Only me huh, fine. :classic_confused:

 

Another thing that I enjoyed in NV was the anonymity of the Courier, he wasn't defined as a fully fleshed out character with any backstory, all you knew was that he took a job as a courier to deliver a chip; after that, his creation was purely up to the creator. Not to mention that he just felt like another cog in the machine of progress; whereas Nate/Nora are the story, and everything has to do with their decisions, in NV you are largely a tool for somebody else's ambition. In theory that probably sounds like Nate/Nora's situation sounds better, but because the entirety of the story revolves around them makes it so you can't do the main story as anybody else without turning a blind eye to damn near every line of dialogue. Free roleplay suffers because they designed the game with a character-driven story in mind.

 

Why can't I just be some strong merc whom gets recruited into the institute like Kellogg was? Why can't I just be the lone wanderer? 

Posted

I miss the atmosphere of 3.  New Vegas sort of recaptured it with Lonesome Road, but Fallout 4 just doesn't have it.  When I first played 3, it was like "Holy shit!  This is what the world would look like if a nuclear apocalypse happened."  I miss the eeriness, that slight paranormal, Lovecraftian feeling when wandering around the Capital Wasteland.

 

I miss the open RPG mechanics of 3 and NV.  The dialogue checks, the perks, the skills, and the speech checks.

 

I miss the darkness of the previous games, too.  You could sell children into slavery in 3.  There just isn't anything like that in 4.  4 just feels so sanitized by comparison.

 

I really miss the weapons and ammo selection from NV.  It felt like Obsidian actually did some damn research on guns and how they work, with the multiple ammunition types, and properly functioning lever action rifles.  Bethesda couldn't even be bothered to put in a damn pump action shotgun in 4.  Speaking of which, I miss the flamer from the other games.  Goddamn that thing was the best.  Just running around in a  radiation suit, acting like a crazy pyromaniac.  The one in 4 just fucking sucks, unless you find a kneecapper, or a bleeding legendary version, it just sucks.  Which reminds me of how much I dislike the legendary drop system in 4.

 

I wish they would have included an origin system like in Dragon Age: Origins.  Say you could pick a raider background, or a mercenary, or a tribal.  And each of the backgrounds would change your initial stats, perks, and how people would react to you.

Posted

Out of everything else--and I share this gripe with 99% of Skyrim's unique items--I want so-called "legendary" items to be truly unique. Not just some generic item with one of several special abilities slapped on, and not the same damn abilities across several weapons. Even in the CK the only thing truly unique about legendary items was their special ability that was often randomly chosen from a pool. At least in earlier titles the truly unique items were deliberately placed in specific locations or on specific enemies and not found on one tagged "legendary" by RNGesus.

Posted
On ‎4‎/‎15‎/‎2018 at 6:06 PM, GimmeBACON said:

... Only me huh, fine. :classic_confused:

 

Another thing that I enjoyed in NV was the anonymity of the Courier, he wasn't defined as a fully fleshed out character with any backstory, all you knew was that he took a job as a courier to deliver a chip; after that, his creation was purely up to the creator. Not to mention that he just felt like another cog in the machine of progress; whereas Nate/Nora are the story, and everything has to do with their decisions, in NV you are largely a tool for somebody else's ambition. In theory that probably sounds like Nate/Nora's situation sounds better, but because the entirety of the story revolves around them makes it so you can't do the main story as anybody else without turning a blind eye to damn near every line of dialogue. Free roleplay suffers because they designed the game with a character-driven story in mind.

 

Why can't I just be some strong merc whom gets recruited into the institute like Kellogg was? Why can't I just be the lone wanderer? 

I didn't know who "Nate & Nora" were so I googled it.

They ask you to name Player and mine has been "Peaches" for years.

"Courier?"

I don't just live under a rock, I'm the high priest there.

But it's coming back to me (sort of), except all my games since forever are some helpless NPC, some  really badass deity or overbearing general requiring the player to go somewhere, navigate a maze, push the switch/press the button.

The obvious "You're just a tool" moment in fallout 4 is the part in the BOS where you blow up the world or leave the game unfinished.

Curie has this little tacked-on voice (no accent) to say "I think you did the right thing." yeah, right.

"War never changes" so lets have lots more.

Nationalism is a crock (So lets build a robot with all the pat phrases to go out and kill everything)

Sexlab rules and *I wish* there were more of it in fallout 4;

I used to think the game-engine made the people act all funny, but it must be modder-interest in the game.

 

Posted

I was thinking about this before but i would like to see a couple of things in the game.

 

Shields

I don't mean the basic shield idea from elder scrolls but a complex rock-paper-scissor shield system.

some examples

stop signs could be used as an anti-melee shield but useless against guns

barrels could be cut open and have basic bullet deflection i.e Pistols and shotguns

lead lined barrels for gamma or plasma weapons

reflective surfaces for laser weapons

and huge shields for power armor

 

Weapons that only power armor users can use

 

 

Posted
On 16/04/2018 at 12:05 PM, shadowlord445 said:

I miss the atmosphere of 3.  New Vegas sort of recaptured it with Lonesome Road, but Fallout 4 just doesn't have it.  When I first played 3, it was like "Holy shit!  This is what the world would look like if a nuclear apocalypse happened."  I miss the eeriness, that slight paranormal, Lovecraftian feeling when wandering around the Capital Wasteland.

 

I miss the open RPG mechanics of 3 and NV.  The dialogue checks, the perks, the skills, and the speech checks.

 

I miss the darkness of the previous games, too.  You could sell children into slavery in 3.  There just isn't anything like that in 4.  4 just feels so sanitized by comparison.

 

I really miss the weapons and ammo selection from NV.  It felt like Obsidian actually did some damn research on guns and how they work, with the multiple ammunition types, and properly functioning lever action rifles.  Bethesda couldn't even be bothered to put in a damn pump action shotgun in 4.  Speaking of which, I miss the flamer from the other games.  Goddamn that thing was the best.  Just running around in a  radiation suit, acting like a crazy pyromaniac.  The one in 4 just fucking sucks, unless you find a kneecapper, or a bleeding legendary version, it just sucks.  Which reminds me of how much I dislike the legendary drop system in 4.

 

I wish they would have included an origin system like in Dragon Age: Origins.  Say you could pick a raider background, or a mercenary, or a tribal.  And each of the backgrounds would change your initial stats, perks, and how people would react to you.

For this very point, there is a mod you'd like: Modern Firearms (and Modern Sidearms).

 

As for the other points, like you...

Posted

Settlements that settlers improve and/or rebuild themselves. Including placing furniture, building new homes, and even fixing up existing structures that you can't (without mods) scrap completely. I know there's a mod that does something like this, but it still requires time spent in the settlement management system and is still pretty basic.

 

The ability to remap hotkeys in-game. That was a huge issue when I was still playing, forcing me to use an outside program to assign new functions to existing keys and even mouse buttons (I use an 18-button gaming mouse). Likewise, better control in the settlement management for people who use a mouse and keyboard rather than a game controller. Try getting items to snap properly without one; it's impossible without mods.

 

A PC that wasn't fully-voiced. 'Nuff said.

 

Inhabited buildings that aren't open to the elements. Use that extra wood/scrap metal for another three-quarters of a building or a door? Not a difficult choice. That includes plugging up holes in the walls and roof. People used to do that with waddle and dab during the Dark Ages. We have the technology!

Posted
On 4/17/2018 at 3:54 PM, Ernest Lemmingway said:

Settlements that settlers improve and/or rebuild themselves. Including placing furniture, building new homes, and even fixing up existing structures that you can't (without mods) scrap completely. I know there's a mod that does something like this, but it still requires time spent in the settlement management system and is still pretty basic.

 

The ability to remap hotkeys in-game. That was a huge issue when I was still playing, forcing me to use an outside program to assign new functions to existing keys and even mouse buttons (I use an 18-button gaming mouse). Likewise, better control in the settlement management for people who use a mouse and keyboard rather than a game controller. Try getting items to snap properly without one; it's impossible without mods.

 

A PC that wasn't fully-voiced. 'Nuff said.

 

Inhabited buildings that aren't open to the elements. Use that extra wood/scrap metal for another three-quarters of a building or a door? Not a difficult choice. That includes plugging up holes in the walls and roof. People used to do that with waddle and dab during the Dark Ages. We have the technology!

Actually with Sim Settlements (the mod I think you were referring to) you just have to make a desk and assign a city leader and the game will upgrade the settlement without any input needed from you.

Posted
4 hours ago, ercramer69 said:

Actually with Sim Settlements (the mod I think you were referring to) you just have to make a desk and assign a city leader and the game will upgrade the settlement without any input needed from you.

That's actually the least complaint I had about FO4. And I know about Sim Settlements; I've seen reviews on YouTube.

Posted

I would be happy with just a gameplay balance overhaul mod akin to FWE. The shooter mechanics are much improved over the previous entries, and the world, item and monster design is still top notch, but Bethesda still thinks everyone plays with a controller and is missing an arm.

 

Four-play may be basic, but i never much used the fancier mods anyway, so i'm good on that front. (Though a 'romance' mod like Amorous Adventures would be nice).

 

Sure it's stupid and missing in RP content, but it works nicely enough as a Murder Hobo Adventures: Sci-Fi.

 

The settlement system i don't like at all, however. Makes playtroughs with the, what i envision as 'goody-two-shoes' character painful, since Minutemen would be a natural choice. However the psycho sniper works nicely with the Institute, and the power-armored merc with BoS.

 

But seriously, challenge! For reference, this is what i consider challenging:

https://www.youtube.com/watch?v=KBlcUj9S6qw

:tongue:

 

That makes think, is there an increased spawns mod and/or an additional monster types mod?

Posted

animations for prone unsupported and supported, low crawl through ditches sneaking up, High crawl, side to side. the reason to use camo and silencers because mole rats find you right off and so does others no matter the distance and cover. Is this to vague of a Idea?

Posted
13 hours ago, ToJKa said:

Sure it's stupid and missing in RP content, but it works nicely enough as a Murder Hobo Adventures: Sci-Fi.

Tabodi! :classic_biggrin:

 

Multiple solutions to quests that don't involve killing everything at [random location].

 

Power armor as it was handled in previous titles: armor we could put into our inventory, that was actually rare, and didn't require fuel. Save that crap for actual vehicles. Like the tank in Fallout Tactics that could fire actual heavy shells.

 

No more radiant quests. Bring back a multitude of actual quests.

 

A setting that isn't a cheap attempt at using Americana and history. Especially the poor way it's been done twice now.

 

A Karma system. One that actually does something. Along with faction rep and titles based on what we do or don't do. I want my Prizefighter/Gigolo/Porn Star/Made Man back.

Posted
1 hour ago, Ernest Lemmingway said:

Power armor as it was handled in previous titles: armor we could put into our inventory, that was actually rare, and didn't require fuel.

I disagree with that, i quite like the implementation in F4. Especially given the fancy upgrades you can build for it.

 

Though i agreee that it should be rare instead of running into one every twenty meters. And non-named raider bosses with PA? :classic_rolleyes:

Still, i do love sniping their cores and watch them explode.

Posted

You know... I don't really like the crafting/scrapping system as a whole, remember when a rare weapon/armor was something you strove for and used because it's fucking amazing?  Not anymore, now you can find a better weapon than any unique just from beating some "Legendary" Radroach.

 

I think the upgrading feature was a good idea, I just think they should have had more "unique" uniques, made them better than non-uniques, and the random "Legendary" drops should have been weaker than said unique items.

Posted

Another thing, I think this game could use a level cap.  Even on survival mode, once I reach like level 35-40, it starts to feel like I'm over powered.  Granted, if you put a level cap in, the perks would have to be reworked, along with enemy scaling, and who knows what else.

 

 

Posted

A simple thing would have been to keep the basic gun animations and holster.  I loved it when my Avi was walking around in FONV with his/her colt sidearm and anti personnel rifle on the back. 

 

I also prefer the ability to be good or bad from FO2 and FONV, though I never played a bad person.  Also......  I have yet to complete the FO4 story line because.......I just don't care.  This actually may be a good thing since the FO4 is so big (like Skyrim) that I "forget" to go rescue my baby boy.  

 

Finally, I complain about it often, but come on......200 yrs after the bomb?  I believe that BS wanted to pull a Disney and say only FO3 was canon (Disney dropped all the books and games about Star Wars and said only the movies are Canon.  FU Kyle Katan and Jan "what ever your last name was, but you were hot so it didn't matter to me").  So I would ahve loved to see tie ins to FO1, FO2, and FONV.  Even FO3 talked about the events in FO2. 

 

 

Posted
3 hours ago, steelpanther24 said:

A simple thing would have been to keep the basic gun animations and holster.  I loved it when my Avi was walking around in FONV with his/her colt sidearm and anti personnel rifle on the back. 

 

I also prefer the ability to be good or bad from FO2 and FONV, though I never played a bad person.  Also......  I have yet to complete the FO4 story line because.......I just don't care.  This actually may be a good thing since the FO4 is so big (like Skyrim) that I "forget" to go rescue my baby boy.  

 

Finally, I complain about it often, but come on......200 yrs after the bomb?  I believe that BS wanted to pull a Disney and say only FO3 was canon (Disney dropped all the books and games about Star Wars and said only the movies are Canon.  FU Kyle Katan and Jan "what ever your last name was, but you were hot so it didn't matter to me").  So I would ahve loved to see tie ins to FO1, FO2, and FONV.  Even FO3 talked about the events in FO2. 

 

 

 

There are a few mods that take care of the visible holstering of weapons.... i.e. sidearm with anti-material rifle on back.

 

Visible Weapons (framework)

Just Visible Holstered Weapons

Holsters and Sheaths

Max's Visible Holstered Weapons

 

Personally, I carry this with it: DKS-501 with the visible weapons patch, along with sidearm

 

FO4 is considered "canon" by Bethesda, and they do make references to the events of FO3 periodically during the main story line and in terminals.  Not to get nerdy on you.... but with the exception of the initial game, the Fallout game series all happens in a relatively close time line to one another, and well after the bombs fell.

 

2077 - Nuclear apocalypse

2161 - Fallout begins

2241 - Fallout 2 begins

2277 - Fallout 3 begins

2281 - Fallout New Vegas begins

2287 - Fallout 4 begins

 

Some notable references to previous titles:

 

During a Kellog sequence (no spoiler) we hear about the NCR (FO2 or FONV)

MacCready mentions he is from Little Lamplight (FO3)

BoS reference previous game events, characters, and chapters of the Brotherhood repeatedly

Danse mentions Rivet City as one of pre-BoS memories (FO3)

Curie banters about Super Mutant reproduction and how they would rule the world, if they could - so they cannot.  FO1 reference where BoS autopsy results confirmed

Jack Cabot mentions wanting to go to the Mojave looking for a lost city (FONV)

Deacon recites the Robert House security override code to Deezer if you take him to Covenant

Nuka World has a reference message that Nuka Wild was created to compete with Sunset Sarsaparilla (FONV)

Here is a major plot spolier, seriously, don't click it if you don't want it ruined: 

Spoiler

There is a forked ending path for the BoS that involves reviving Liberty Prime

 

I'm sure there's more.... this is what came to mind quickly

 

 

 

Posted
20 hours ago, AWP3RATOR said:

Kyle Katarn and Jan Ors - we're full service around here!

I like who played her in Dark Forces II, a bit Lara Croft-y but still a nice sidekick. 

 

Point taken wrt the time line, though, I still believe that FO1 would have/could have worked 40 years after the bombs.  So in terms of  a wish list, my "time adjustment"  is something that can't be done. 

 

I do use the visible weapons mod, along with a craftable side arm, but it was the animation of pulling them from the holster that was cool. 

Posted
1 hour ago, steelpanther24 said:

I like who played her in Dark Forces II, a bit Lara Croft-y but still a nice sidekick. 

 

Point taken wrt the time line, though, I still believe that FO1 would have/could have worked 40 years after the bombs.  So in terms of  a wish list, my "time adjustment"  is something that can't be done. 

 

I do use the visible weapons mod, along with a craftable side arm, but it was the animation of pulling them from the holster that was cool. 

The animations are certainly a bit lacking in the vanilla game.  Some modders with the animation gift are working on it, but it's been slow going.

Posted

The damn transfer settlement system... I get why people have their own mods that add their own items into the game, but there's so fucking many mods that people use and are required for their blueprints, that it makes me hate using the feature all together. It probably doesn't help my feelings on the matter that I hate the Sim City approach to the game all together, but at least when you downloaded city overhaul mods in Skyrim it was just a few simple esp's, and you rarely had to worry about mod dependencies or fixing the city yourself.

 

Not to mention that the cities in Fallout 3/NV, and Skyrim, while fewer then Fallout 4's settlements, were actually fleshed out with named NPC's, quests, and atmosphere... I mean which places are more memorable, Novac or the Coastal Cottage? Underworld or Oberland Station? Markarth or Tenpines Bluff?

 

Granted Fallout 4 has a few settlements that are interesting (Covenant/Bunker Hill/Egret Tours Marina/etc), I think the game would have been better if there was less settlements, and the ones they kept were better fleshed out as a whole.

Posted
1 hour ago, GimmeBACON said:

The damn transfer settlement system... I get why people have their own mods that add their own items into the game, but there's so fucking many mods that people use and are required for their blueprints, that it makes me hate using the feature all together. It probably doesn't help my feelings on the matter that I hate the Sim City approach to the game all together, but at least when you downloaded city overhaul mods in Skyrim it was just a few simple esp's, and you rarely had to worry about mod dependencies or fixing the city yourself.

 

Not to mention that the cities in Fallout 3/NV, and Skyrim, while fewer then Fallout 4's settlements, were actually fleshed out with named NPC's, quests, and atmosphere... I mean which places are more memorable, Novac or the Coastal Cottage? Underworld or Oberland Station? Markarth or Tenpines Bluff?

 

Granted Fallout 4 has a few settlements that are interesting (Covenant/Bunker Hill/Egret Tours Marina/etc), I think the game would have been better if there was less settlements, and the ones they kept were better fleshed out as a whole.

Tis is why I have stayed away from transfer settlements - too many mod dependencies.  Some of them are absolutely stunning and incredibly well done (Playboy mansion), but come with a 20+ mod price tag - that I just can't fit in my LO for a Settlement I'll travel to once, admire it, then ultimately ignore because it doesn't fit in with the gameplay for the rest of the game.  Lately I've just been using Rise of the Commonwealth and letting the little sims do their own thing in each settlement.  Even this though, comes with a lot of options - but I find they are far easier to merge down and use, than the Transfer Settlement dependencies.

Posted

My biggest wish? That Bugthesda would get rid of the Creation Club, or at least stop adding to it, so Script Extender would stop being invalidated every few months and modders wouldn't need to worry about their work being stolen by the damn company. I know that's about as likely as winning the lottery, but a lemming can dream.

Posted

I got to looking at the map, and I realized how much of it is just wasted by water.  There isn't anything out there, to my knowledge.  Bethesda could have added underwater locations, maybe a few more islands to see, hell even underwater enemies to fight.  But, nope, just wasted space.

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