"Why I'm tired of Fallout 4 encumbrance"

What did you expect guys. The first and most popular mods I've seen on the Nexus are: Add 1000 of each junk to your workshop, Fusion Cores not draining, remove encumbrance, auto-solve for hacking and lockpicking, unlock all perks in the game, get all bobbleheads and magazines, or simply godmode... Or adding more legendary enemies to the world. Do we really need more of this pointless Borderlands-style legendary enemies to fight and get some enchanted weapons from?

That's it, the main target audience for F4 seems to be the casual gamer. You can also see this at how ridiculous easy the game is even on Survival difficulty. :roll:

But to be fair, there are also quite a few more ambitious mods around. Like bringing back the old dialogue menu, craftable ammo or optimizing the difficulty level towards harder.


Actually, the most popular mods currently are:
F4 configuration tool
nude mod
better graphics
better blood
lowered weapons
optimized graphics
armor slots for outfits
better eyes
settlement supplies (more building options)
darker nights
and THEN a cheat mod that gives you stuff
And then there are 7 more mods before you get easier hacking/lockpicking, fusion cores and encumbrance.
And that's ordered by number of DLs, if you order them by endorsements, the most popular cheat mod is in the 15th place. Unsurprisingly, NewDialog is the most endorsed mod.
So they are hardly the most popular anymore. But it's no surprise since right now modding is very limited until the tools come out.
 
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(At)Askorti: Not anymore (they were in the first week), but they're still among the most popular in the Top 50. I mean really, why would anyone want to dumb this things down? Fusion Cores aren't scarce, lockpicking & hacking is easier but also more fun than before and the encumbrance is out of RL touch when compared to F3/NV. So why bother with that stuff? The last time I was massively interested in cheats was at the age of 14. At that time I really loved to screw around with "bigbang" or a flying tank in GTA Vice City. Not a bad things per se, but kind of shows how many casuals are into F4 right now.
 
I've seen people say they want all the RNG elements removed from RPGs and praise the new crit system.
I dont understand people ha.


I'm so inconsistent personally. I love video game RPGs for the control I have over my character in how they progress and having a RNG to simulate the randomness, variation and uncontrollable-by-me-nature of the world around me is a big part of that. Yet something about american table tops annoy me for being to reliable on luck or randomness. :irked:
 
While I don't usually mod my games with "cheat" mods I kind of like the idea of Lockpicking/Hacking to be automated. My character should unlock that shit not me.
 
(At)Askorti: Not anymore (they were in the first week), but they're still among the most popular in the Top 50. I mean really, why would anyone want to dumb this things down? Fusion Cores aren't scarce, lockpicking & hacking is easier but also more fun than before and the encumbrance is out of RL touch when compared to F3/NV. So why bother with that stuff? The last time I was massively interested in cheats was at the age of 14. At that time I really loved to screw around with "bigbang" or a flying tank in GTA Vice City. Not a bad things per se, but kind of shows how many casuals are into F4 right now.

When it comes to encumbrance, I'm not surprised. When clearing out a dungeon, I used to go into god mode and pick up all the loot after I was done with the living. I didn't feel like going back and forth 5 times just to get all the stuff. Now I just don't bother with picking most stuff up because I have hundrets of the rare stuff and thousands of the common ones.
 
It does make somewhat sense for the kind of game that Beth created with F4, with all that crafting and settlement building though. I have no clue how well that settlement building works though. A certain degree of randomisation would be needed I guess. You have to get the materials from somewhere. But a few players say that the settlement building while good in theory, has also a lot of short comings - and not just with the UI.
 
It does make somewhat sense for the kind of game that Beth created with F4, with all that crafting and settlement building though. I have no clue how well that settlement building works though. A certain degree of randomisation would be needed I guess. You have to get the materials from somewhere. But a few players say that the settlement building while good in theory, has also a lot of short comings - and not just with the UI.

The settlement building has no depth whatsoever.
 
Personally I would just as soon do without the lock picking & hacking minigames.

In F1&2 the loot found was as much part of the story as the dialogue itself; I still remember the excitement of finding the Bozar after having to kill a couple of badass robots with rocket launchers. In F3,4, and NV 95% of the lockpicks are nothing but health & ammo drops hidden behind sodoku puzzles, spaced out so that you'll always have enough for the boss fight, a la Doom 2.

As for the encumbrance, the real problem with it is the broken interface that is the pipboy. When you're dealing with this many types of objects and ammo, merely arranging it according to 5 categories, alphabetically, isn't enough - and don't get me started on how poorly the mouse interfaced with it.
 
"As big as an ocean, as deep as a puddle." Sums up most Bethesda games for me.

EDIT:
Point was: I wouldn't be surprised if FO5 listens to this request.
 
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The settlement building has no depth whatsoever.

Agreed. yesterday I've spent several hours building high-rise buildings in Sanctuary Hills. Not because there's any real benefit to them, not because it was necessary, but because I wanted to have high rise scrap buildings in my town. Also, the "high-rise" part was just 5 floors because the height seems to be limited depending on the location. But I wanted them so I got them. Now they stand empty, because there's not much to put in them. One will probably become a power armor storage. After I start giving enough of a damn to actually start collecting them...
 
I want to know why anything you make looks like a big pile of junk(exceptions for a few items of course), Not sure why you can't put up all new things. I think it's funny how you take ceramic from coffee cups and apply it to something I mean how does that work?
 
I don't think it's really feasible to remove inventory limits from a game like Fallout 4. Even if you eliminated the notion of "things have weight, and you can only carry so much weight" you're still going to have to set a numerical limit on the number of items that can be stored in the player's inventory, and you're probably going to want to set it reasonably low so that navigating your inventory isn't frustrating (Bethesda's games already have UI issues, no need to worsen it with 10,000 items in your sack).

So ultimately it's a question of which is better a weight limit or a numerical limit, and since there's so much cruft in Bethesda games (it's part of their charm) you're better off with a system where you can hold more carrots than you can rocket launchers.

If anything this complaint highlights that Bethesda may have made too many items useful in minor ways in Fallout 4.
 
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