Fallout 4, All of my criticisms

Jogre

So Old I'm Losing Radiation Signs
I think Fallout 4 was a good game, and definitely showed that Bethesda is at least trying, but I had many criticisms of it all throughout game-play. Here are all the criticisms I have.
  • The Perk System: I thought this was a good idea, but it kind of seems like a wasted opportunity. Every single perk is either based around combat, or on preparing for combat. It could have gone much better, like what if you could also use the Medic perk to help injured people in a non-combat situation, or if the crafting perks helped you repair objects in the world, or if the Science/Chemist/Nuclear Physicist perks unlocked new dialogue options based on your knowledge of science. I always thought the skill system was a little messy, but this alternative is just awful. Also, the fact that you have no specialization whatsoever. With Tag Skills at least you could choose what you're character is good at at the very beggining. I sense it would be a lot better if you could choose one perk at the very beggining of the game.
  • No Traits: Traits have been an important part of Fallout since 1. They allow much more character customization. There is no logical reason whatsoever why Bethesda should remove this from the game, and could have very easily been implemented
  • Encounters EVERYWHERE: Take 1 step, piss of 5 Bloat-Flies, 3 Super Mutants and a Yaoi Gaui. I get that the Commonwealth is suppsoed to be a dangerous place, but this is just ridiculous. Yes I'd want a couple of encounters on my Journey to Diamond City, but not as excessive as they currently are.
  • Stupid Equipment Stats: In Fallout 3, Beth introduced this idea of Out of Combat outfits giving you bonuses. Though it makes sense for a Lab Coat to give you a slight bonus to science, since you are properly equipped for the job, The equipment in 4 is just obscene. So wearing a military uniform makes you stronger and more agile?, Or you're suddenly tougher, and people are willing to listen to you more when wearing a postman suit?, or the fact that wearing a suit or tuxedo makes you more able to threaten people with charisma checks. It would make sense for suits and tuxedos to give you a slight bonus to very specific charisma checks, but to boost it in general is ridiculous. You're suddenly more perceptive when wearing a nice suit?, That definitely works. If you get bonuses to charisma from suits, why don't you make it easier to persuade BOS while in BOS uniform?, So baseball caps make you more perceptive now do they?, Formal Hats come under the whole Suits and Tuxedo thing, shouldn't be speech in general but very specific, and a very small bonus. And Visors giving you bonuses to perception. I would understand a very minor bonus to perception based roles, but perception in general is a no no. Pompadour Wig shouldn't give a full out bonus to Charisma, maybe a minor bonus at most. So wearing a sea captain hat makes you tougher?, The Fedora making you luckier, I'm going to semi-ignore. Sunglasses make you more perceptive?, That's stupid. If anything sunglasses should give you no bonuses to anything, but penalties during night and while inside. So wearing glasses makes you more perceptive regardless of whether you need glasses or not?, And maybe Welding Goggles should just give you a bonus to using Shiskebabs and Flamers, rather than being full out perception bonus
  • Radiation = HP: This mechanic seemed really, really dumb to me. So wounds wont heal because you're too radiated?, Makes sense. I much prefer the idea of radiation making you gradually gain penalties to stats, like in pretty much every other Fallout game ever.
  • Addiction: So you can now cure addiction through use of one drug. Seems legit. I much preferred it in the earlier games, where addiction is permanent, or in New Vegas where the only way to cure addiction is to find Julie Farkas and go in to Rehab(But even with that mechanic, I think it should make you more prone to that addiction at later dates). If it was a cure solely to Jet Addiction, it'd be fine, because a cure to Jet was discovered in FO2, but anything else you should just suck it up and live with it. On a side note, I think they should bring back Rad-Away addiction, not as a proper addiction, but as this idea of the more you use Rad-Away, the more used to it you're body becomes. Adds a whole new level of challenge.
  • Limbs Healing with Stimpaks: This was a flaw in Fallout 3 as well. The idea of Stimpaks is they heal open wounds, not make your arm suddenly less broken. I prefer the traditional idea in 1, 2 and NV where you have to find a doctor to heal crippled limbs.
  • Collateral Damage in Big Leagues: Since my character was melee focused, I took and maxed out the Big Leagues perk. You know what's kind of annoying, how it hits EVERY SINGLE TARGET in front of you. You're supposed to be getting more skilled at melee weapons with that perk, not less. Like seriously, the number of times I aimed for a Super-Mutant and a settler got in the way are obscene. Or the amount of times I accidentally provoked someone using Big Leagues.
  • No Ammo Anywhere: This was also a flaw in Fallout 3. Ammunition is so rare, that I have had to resort to only using ranged weapons against powerful foes, and using melee at pretty much every other time. Its really annoying that you can't use any of
  • Less consequences for Hacking: In fallout 3 and New Vegas, if you failed to hack in to a terminal, that's it, you were locked out. Now Hacking very rarely locks you out, and by maxing out the perk, you can make it so it never does. Kind of seems silly.
  • Only one type of Lockpick: Fallout 3 and New Vegas also suffered from this, but I dislike the idea of the fact that every single lock-picking attempt is done with Bobby Pins. I get the idea, but why not make it like in 1 and 2, where you also have Lockpicks and Electronic Lockpicks. You could make each one give different bonuses to lockpicking, and available for different types of lock.
  • Bobbleheads: Again, Fallout 3 as well. The fact that you can find little items that improve your stats. I built my character to be balanced thank you very much. Shit, I just picked up an item that permanently increases my strength. That ruins my whole character build, and immersion. And how would finding little bobble-heads improve your stats so much.
  • Feral Ghouls with extremely obscene lairs: Yes I get it, Ghouls in Graveyards and Tombs to add to the whole "Zombie" idea. Can't Ghouls just choose a lair which is actually efficient instead of being their for effect? And what's the point in them lying down and standing up again?, so every Ghoul ever is sleeping when I'm not there.
  • Super Mutants having no relevance whatsoever, yet still being their: Lets face it, Super Mutants in Fallout 4 had little relevance to the plot, and it wouldn't have made one difference were they not there, yet Beth still made a special effort to come up with a whole story as to how they could force Super-Mutants in. If it contributes to have Super-Mutants in the story, put 'em in, if it doesn't, don't just force them in just because they are iconic to the series.
  • Dungeon Respawning: I've just wiped out an entire gang of raiders, oh nope their were survivors, better go back and clear those guys out. Oh, there causing trouble again. FFS, SRSLY?, I've cleared out this same factory 5 times, and yet still the same gang of Raiders continue to terrorize it. I literally feel like I have accomplished nothing
  • Dialogue: Can't believe this is so low down on the list, but the whole idea of the Dialogue Wheel is stupid. Kellog be like "You ready?" and you're four responses are "Yes", "Yes", "Yes" and "Yes". They shouldn't force you in to saying one thing, and plus the keywords aren't nearly descriptive enough. "Feral Ghouls are attacking the village", Dialogue option "Annoyed". WTF does Annoyed mean?, That could be absolutely anything. The amount of times I had to load a previous save because my character said something he wouldn't naturally say is obscene.
  • Brotherhood is an overused cliche: One thing I liked about 4 was that they almost made entirely new factions. ALMOST. The Brotherhood has been in every single game so far, yet this doesn't always have to be the case. I mean, there are bound to be some places the Brotherhood hasn't been to yet. Please Beth, don't make every single patch of land ever home to the Brotherhood just because they are so iconic
  • Companions being player-sexual: Why does every companions sexuality have to be directly towards the player?, It breaks the immersion in to the character. Maybe you could make it so different characters had different sexualities, and you can't get with absolutely everyone.
  • Forced in to Family Type: So your character is in a heterosexual marriage, and has a kid. Great!, what if you're character is gay, or asexual, or doesn't want kids, or doesn't want to get married?, I guess you could semi-justify it with cultural taboos in the 1950s, but most of those were little more than taboos. Whose to say you're character would conform to social norms, and not just be someone who decides not to get married, cause there were people like that in the 50s.
  • No alternate endings: Again, 3 suffered from this majorly as well. It didn't bother me as much in 4 as it did in 3, because I understand their aren't many significant communities, and the game carries on after the end, but it would still have been nice if Maybe(You will think of me), if you didn't complete a certain few quests, Goodneighbour gets destroyed by an army of raiders, or at least some minor evidence that you're actions/apathy had consequences. Maybe, after you help a faction win, you can watch them expand across the Commonwealth a lot more, ect.
  • Virgil: Very minor criticism here, but Virgil had glasses in Super-Mutant form, and suddenly lost them when he turned human. Dafuq?
These are all the criticisms I can think of at the moment. Feel free to add your own, and I may add some more at a later date.
 
  • Being Forced to accept quest rewards:This was just an awful feature. The fact that you have to accept quest rewards and can't refuse it for the greater good. Like coming across an Old Man who lost his daughter, and he just decides to give you all his money. There is no way on God's Earth that I am accepting a quest reward from Arlen Glass, please give me the option to decline.
  • Forces you in to role of concerned father: So no matter how much of an evil character you want to play, you have to be looking for your son. I guess you can just ignore that quest, but you have to complete it in order to complete the game. Kinda sucks.
  • Not having to work for faction leadership/membership: 5 Minutes(No pun intended) in to the game, General of the Minutemen. I mean, Preston Garvey is a much better fighter, and much more experienced, and would definitely suit the role much better. I mean, if you were invited to join the Minutemen, and slowly became the General, fair enough, but granting it to you straight away is stupid. Also, help infiltrate one complex, suddenly member of BOS.
  • Railroad disappointing: Hey Bethesda, could you make one of the most paranoid and secretive factions in the commonwealth a little easier to find please, thank you :). SRSLY, the Institute hasn't discovered the old church yet?, you are able to find it off of one super easy tip from a random journalist. "Follow the Freedom Trail?", Maybe if the tip was something more like "Walk the path of freedom" it would be ok, but the fact that you are literally told the exact set of tourist attractions you have to visit to find the railroad. And setting their password as "Railroad", could you be a little bit more obvious please?, I mean seriously, a Courser could probably ask around, find the location of Railroad HQ in about 5 minutes, and break in super easily. And the fact that 99% of the time, Glory is the only person actually guarding the entrance. I mean, how easy would it be just to kill her, and force your way inside.
 
  • No Ammo Anywhere: This was also a flaw in Fallout 3. Ammunition is so rare, that I have had to resort to only using ranged weapons against powerful foes, and using melee at pretty much every other time. Its really annoying that you can't use any of

Honestly I think this is a good thing, though in the context of Fallout 3 where civilization looks like just got bombed yesterday. Don't know really now about FO4 society, but if there trades running around there should be already a munition factory somewhere. Of course that would only mean that you can only get ammos from merchants or armed faction/group.
 
The ammo perk gives you quite a bit of ammo.

as for this statement: "I think Fallout 4 was a good game, and definitely showed that Bethesda is at least trying" Using the same game engine, having the same bugs, deleting the dialogue and putting in a crafting system and robot that says 1000 names along with procedurally generated kill quests is your definition of trying?

Bethesda was trying to market the game, sure. They did a hell of a job at that. Making the game? Not so much.
 
I will notice just one thing, Virgil's glasses when he is a mutie were broken.

Don't know why he's still wearing them.
 
  • No Ammo Anywhere: This was also a flaw in Fallout 3. Ammunition is so rare, that I have had to resort to only using ranged weapons against powerful foes, and using melee at pretty much every other time. Its really annoying that you can't use any of

Honestly I think this is a good thing, though in the context of Fallout 3 where civilization looks like just got bombed yesterday. Don't know really now about FO4 society, but if there trades running around there should be already a munition factory somewhere. Of course that would only mean that you can only get ammos from merchants or armed faction/group.

I have been having a very different experience playing through Fallout 4. I'm finding the game to be insanely Monty Haul, throwing ammo and weapons at me at every turn. One example is the Arcjet quest, by the time I finished that quest I had around 20 Institute laser weapons (mixed bag of pistols, auto pistols, and rifles) and over 500 fusion cells. I used Danse's rifle pretty extensively and by the time I faced off with Kellogg I had nearly 800 fusion cells, despite the excessive use. From scouting around and checking things out I now have four power armor frames, two full sets of T-45, one full set of T-51, plus the full set of T-60, as well as five or six sets of various pieces (arms, legs, torsos). The power armor situation has gotten silly enough that I've left suits where I found them and just took the fusion cores; I have 42 fusion cores so far which should let me stomp around in PA for about 15 hours.

I'm not seeing scarcity as a problem in Fallout 4 at all, quite the opposite.
 
Wait what? Ammo in Fallout 3 was rare to find? It's quite the OPPOSITE of that, from what I played.
 
You know what really drives home that 4 isnt an RPG? That with all the supposed boosts to stats with magazines etc.. they never feel like they make a difference and that stats even existing is all show. The fact that you cant even SEE your stats. They may as well not exist.
 
You know what really drives home that 4 isnt an RPG? That with all the supposed boosts to stats with magazines etc.. they never feel like they make a difference and that stats even existing is all show. The fact that you cant even SEE your stats. They may as well not exist.

I never liked the magazines, they were too... 'magical' to be really immersive. They worked best in Fallout 1/2 but even then I didn't really like them.
 
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