ryai458 said:
Zenn3k said:
Being able to kill anyone at anytime with possible lasting consequences, including straight up failure of your goal (hence, game over screen). This includes Children as well and a return of the "Child killer" reputation.
I'd also like to see Traits return, and not just converted into overpowered (and really, the only worthwhile) Perks
More interesting and original Perks. Do we REALLY need 10 perks that add "15 points to whatever"? How about Perks that effect the game?
You mean like cannibal, solar powered, child at heart, mysterious stranger, grim reaper sprint, ninja, to name a few.
Yes, more like those.
On multiple playthroughs, you'll likely pick those same perks over and over because so many perks were either bugged and didn't work correctly, or were flat out useless.
Useless Fallout 3 Perks (non-quest):
Daddy's Boy/Girl
Gun Nut
Little Leaguer
Thief
Entomologist (not enough insects in the game to make it worthwhile)
Scoundrel
Lead Belly (rads were never a problem)
Rad Resistance
Size Matters
Impartial Mediation (save states)
Here and Now (worst Perk in the game)
Tag!
Action Boy/Girl (because of Grim Reaper, its useless)
Infiltrator (save states)
Computer Whiz (save states)
Explorer (we have teh internet)
And many more can be made rather pointless if you know the in's and out's of the game.
There simply isn't enough variety in the Perks, the Perks should really DEFINE your character build and how you want to play the game, every choice should IMO have an opposite.