Beefs -
1. The level cap was too easy to reach - and once you did there was no incentive for exploring other than 1. find a good weapon you can use forever, and 2. skill books and bobbleheads
fix - higher level cap OR just harder to reach -seemed to take longer to get really powerful in FO2. MORE unique items/ exploration incentives than FO3 - more quest reward perks (i like the choose 1 of 2 perks for more customization) and greater in game (not just dialogue) effects from your quests - ie you save harold, trees start to spread elsewhere, or you kill some bandits, new merchants become available.
2. Character Development was BS because you can max out almost everything and do anything with any character
- Like FO 1 and 2 make SPECIAL stats harder to increase, and impossible to max across the board - also make ALL stats worthwhile - no more dropping CHA to 1 because it's useless.
3. Housing - this can be a great way to see your in-game progress and rewards. instead of a bed and display case make a home with real reasons to go - ie: slowly build your own casino - quests to get more monetary gain from casino, unique merchants, unique services. unique item storage .make your house a real benefit to you the key is UNIQUE services availalbe no where else in the game.
last one for now...
4. SCARCITY! This is HUGE. In FO3 my inventory was constantly full of ak 47s and whatever else. They tried to use the repair function to fix this but that felt kind of silly. They have to ditch "realism" a bit and make it so every enemy with a gun doesn't actually give you a gun to loot. Let's say it broke or something in the fight. But finding a serviceable weapon in the wasteland should be a BIG DEAL to the PC.
This goes for Stimpaks too - Waaaaay too many stimpaks in FO3 - you were basically invincible if you didnt mind pausing - stimpaks should take a couple seconds of in-game time to apply, unlimited instant heal = no real danger.
So - just put less total containers in the game. FO3 could be renamed "lookin in crates". Instead of 50 containers per building make it 10.
/rantover, for now.
