1. Sniper rifles are extremely overpowered currently. Not only they are pin-point accurate with true-sight scope even at max range allowing player to snipe enemies that aren't even on ED-E's sensors yet, they also get insanely high 5x critical rate. They should be reduced in power by both decreasing their accuracy below 100% and reducing their crit multiplier from 5x to something more sane like 1.5x. Sneak criticals, they are way overpowered and should be reduced in occurrence to silenced weapons, melee weapons and unarmed techniques.
This is a balance issue, not a design choice. And I disagree with you as well, a low gun skill with average luck leaves me with few criticals.
2. Fast travel, there should be a way to get to the important locations DIRECTLY. Getting to the suite in Lucky 38 means going through 3-4 different loading screens and running for at least a minute. It's wasting our time guys. All districts in Freeside should be on the map, there should be a way to get inside larger map structures too. For example inside BoS bunker or McCarran terminal. I'm sick and tired of running for a minute through a sand-storm because I have to drop a laser pistol and leave right away. Similarily, fast travel outside of friendly buildings should be allowed so I don't need to walk out before I can move on.
Disagree again, this destroys the sense of the world being large. You may be sick of running around and not "energizing" into the exact spot that you want, but this is a personal preference. I think that philosophy is lazy, why not drive a car on auto-pilot so we don't even have to play the game?! Heck lets just watch it happen?! No.
3. Energy weapons should be the ones that focus on modding in different ways. We should be able to customize projectiles on plasma or laser more than now. Every second gun has an upgrade or two while only handful of energy weapons can be modded - and typically those of very low tiers. It should be the other way round. Give us more scopes here, high-tech guns should use more advanced targeting techniques than cowboy shotguns.
Totally disagree here. After nuclear war what kind of knowledge will be Most prevalent with regards to firearms in the wasteland? Guns, Not lasers. Lasers are high-tech items and there should really be alot fewer of them IMHO than guns, which there are hundreds of millions in households even today. After war, guns and traditional firearms will dominate all forms of weapons, and mods would clearly be most prevalent there.
4. Rebalance survival recipes. They require tons and tons of rare ingredients for little gain rendering vast majority of them simply useless. Since we can't realistically make ourselves stimpaks (there are like 5 empty syringes in the entire game), how about at least we could hunt and prepare ourselves food to make up for it Allow for more recycling. When I use a stimpak, I want to be left with an empty syringe. When I drink a battle of water or coke I'd want to keep that battle and be able to refill it at nearest water source. When I do mass purification, how about I didn't lose the pressure cooker which is hard as hell to find (10 or so in the whole game). Why can't we cook on stoves? Why?
I agree that stoves should have also been cooking sites (and I modded my game to this effect in the first week). To say this is a "bad design choice" again goes too far, this was an Ovesight not a design flaw. Your request for more features in survival is interesting, but again just opinion and Not flaws in the game's ovearall design.
5. Can't purchase stealth boys, can't manufacture them either. Can't purchase weapon parts to assemble them using high skills. Can't purchase ammo parts to assemble them into what we want. Why there aren't HP and AP recipes at the bench? Why are weapon schematics gone? Wouldn't it be better if instead of giving the player a fully functional unique rifle instead you gave him schematics and a list of parts to make one?
Stealth boys are too powerful as it is, what your suggesting would totally wreck combat balance. The point of having very few of them around is so that we can't use them Regularly in combat - they are specialty items that should be used in special situations. To make them craftable would make players like Nitekin - no one would ever need to be visible. This was a Good design choice, you have it backwards.
6. Enemies. They should get more perception - and when fired at they shouldn't just blindly run around, they should duck and cover and try to snipe the player. They need their sight range improved - and they need to be smarter at dealing with a sniper so player has to come down and finish them off after the first few shots because they are all hidden behind obstacles and refuse to come out.
Interesting opinion, this Was upgraded from Fallout3 where you could shoot and kill an enemy, and the enemy right next to them wouldn't even react if you were hidden. At least now when you kill an enemy, the rest of them go alert and start hunting for you. They run around chaotically because they can't find the player, this is Strategy on the players' part, not a design flaw. Try doing that again and remaining visible so the rest of the enemy can see you after you kill one - they will come right for you.
7. SPECIAL. Charisma and Perception should play a bigger role. How about capping max gun skills with Perception so you need at least 5 to reach 100? How about capping social skills in a similar way to prevent people with CHA at 1 to get to Speech 100? This would encourage more balanced builds and reduce the number of dump stats.
Disagree, I think the Charisma and Perception are well balanced.
Honestly and with no offense intended, I see very little discussion of actual "design flaws" and alot of opinions about likes/dis-likes - which if fine and good, we all have them, but these aren't design flaws.
Miax