Give us our freaking perks back for every level we go up!
I like this change though. It makes perks more interesting because you can't just choose every perk that strikes your fancy any more. You have to make... GASP... DECISIONS about what perk you choose.
Fix Grim Reaper's Spirit.
It's not broken. Indeed, Obsidian fixed it from its broken Fallout 3 incarnation. Getting 20 AP back for a kill is a hell of a lot better than getting all your AP back. That just made the game easy. Nearly every battle became "Chain up VATS, become invincible, win."
The return of Almost Perfect.
I disagree with this one too. Almost Perfect was a terrible perk that made the choices you made building your character utterly meaningless.
"Return all of the old perks maybe some with a new twist."
This one is a conditional agree, assuming they aren't terrible (like almost perfect) or stupid (like some random +5 to guns perk).
"Allow us to mod the "named" guns (ps mods for .50 cal)"
This is the only suggestion of yours that I agree with completely. Especially mods for the AMR.
"I personally pre-ordered this game. So I played through the main quest just to have the disappointment like in the original release of FO3 of all of my collecting being for nothing because the game just ends. Not allowing me to finish anymore side quests. It's like you guys didn't learn from the original round of [censored]ing that the game should keep going after you finish the main quest."
The game ending is a feature, not a flaw. It's a good feature, one that makes the ending have gravitas and impact without requiring an extra decade of development time to accurately reflect the post-game world. I mean, we saw how freeplay after the end works with a real Fallout end (as opposed to the "nothing really changes, lolz" stupidity in Fallout 3/Broken Steel) in Fallout 2. It was only good for the lulz of hearing junkies talk about how you blew up the oil rig. And abusing the hint book. This is due to how you've got a good reason to do the sidequests before the end, as many of them have an impact on the ending narration.
"So then I decided to do everything but the main quest. Collect all of the guns to modify, only to have the game delete the things i had collected, then glitch because it had deleted my pre-order DLC pack equipment. And this was after the patch which randomly locked doors for no reason and brought dead people back to life."
They fixed the ressurection fix the very same day, and the "randomly locked door" appears to be a tie in for the DLC, given how it's an abandoned Brotherhood bunker and has "Gone to Sierra Madre" scrawled inside.
I don't really think you're being fair here.
"Bethesda I'm not mad, i have played your games for years. You have given me hours upon hours of enjoyment so i have always bought your games and every DLC you have released (yes, even horse armor). I know you can fix it."
Your proposed "fixes" would be harmful to the game's quality. It's like injecting liquid acid into your veins in order to "deal" with your muscles getting more toned after a work out. That is to say, doing something harmful to try and "fix" something that isn't broken.
Balance is for multiplayer games. There is nothing to balance unless there is a competitive aspect.
No, balance is for any game. You can't have a game that's too easy, otherwise it becomes boring. You can't have a game that's too hard, otherwise it's not fun and becomes more of a chore.
"Hence the term "Grim Reaper's Sprint". As in death himself running uninterupted through a crowd ending as many lives as there are those to get in his way."
That doesn't make for good gameplay though. Also, Fallout 3's version was more like "Grim Reaper's Marathon" considering how there was no real limit to how many you could kill in one fight. Especially since VATS lopped off 90% of all damage during the VATS-scene. Which is another great fix that Obsidian implemented to make the game less stupidly easy.
"The point is that it is fun."
You know what else is "fun?" Opening up the console and typing TGM. Or player.setav
10. That lets you do exactly what you want, with the only issue being that it's actually called cheating, rather than exploiting a totally broken and terrible perk.
Unless you're on a console. But if you are... Tough cookies. Play on the PC if you want to cheat easily. I don't see why the developers should make it easy to cheat.
"If you don't think so then you dont have to use that particular perk. Simply banishing any feature from a game has nothing to do with the holy "balance"...it is about restricting a certain fanbase from their chosen method of play. In a multiplayer game this is called balance...in a single player game this is called something a bit less polite. Prickish being the nicest one of the lot."
No, he's right. Your suggestions are terrible. By letting the player get 9 of everything with one perk, you're basically making character build meaningless; each character becomes like every other.
"In objective reality...they would neither improve nor diminish the game. But a general return to the values of freedom and fun in FO3 would greatly increase its replay value. Play through once on the highest difficulty and in hardcoe mode then play through again using all of the silly and highly overpowered perks and items just for giggles."
Not really. If we're speaking "objectively", then they would diminish the game by making character development decisions meaningless. Currently, the game is highly replayable (just like the originals) because you have to make decisions about your character, and because one character can grant a totally different experience from another due to how you set up his/her stats.
Adding in Almost Perfect or a Perk Every Level means that this replayability crashes and burns because every character is just like the others. Suddenly, there is no effective difference between what was originally a STR 3 scientist with energy-weapons specialization (because E-weapons take less STR to use) and a STR 9 INT 3 Rambo-type character who loves his miniguns.
It also undermines a lot of the improvements to the SPECIAL system; what's the point of weapon strength thresholds when every character can easily get 9 STR with a single perk? Answer: There is none.