VATS is core if you consider the whole combat system from 1 and 2 a core mechanic and I do. The only reason it was there in 3 was as a nostalgia play for how the game used to work. Now it doesn't even do that since it is really just a badly done bullet time which, since you have long run animations it results in you taking a lot of fire you shouldn't take not to mention the issues while trying to "target" the right body parts. The FO3 system was at least an attempt at a compromise...this system not so much.
Fallouts 1 and 2 didn't have VATs- or rather, they didn't have the FPS-centric focus of the modern Fallout. Which, as far as FPS games went, VATS of FO3 and FNV was pretty bad at.
They broke SPECIAL by allowing you to level up stats as well as perks. You are basically crazy to not dump everything into INT early on. Given how fast you level up with the higher INT you will be able to level up pretty darn much everything on your stats and stil fill in any perks you want. It makes it way too easy for your character to have it all instead of making the trade offs SPECIAL used to ask you to make.
You could level up stats as well as perks in FO3 and FNV as well- there was just a level cap. Which made INT more broken, not less, since that meant that there were finite skill points (the real bread and butter of perks and powers) and INT was everything. In contrast, FO4 INT just helps your xp gain.
FO4 doesn't have a level cap, but that doesn't mean there aren't trade-offs: your tradeoffs are what you choose and prioritize in the dozens of hours it takes to get there. If you aren't the sort to grind to maximum level, you'll never hit that point of redundancy. If you are, it's a tradeoff of what you spend in the mean-time- just like choosing 'crafting' perks rather than combat perks can catch up with you being out-matched by enemies in combat.
I thought the twist was something anyone should have seen a mile away but that is personal. I didn't like the factions because you basically had good guys with no plan or ideology (railroad and Minutemen) versus bad guys with a plan and a vague ideology (BOS and Institute). There is a lot of interesting discussion to be had if the Minutemen for example were more explicitly for freedom and democracy and the BOS and their security and stability first plan and the connections and trade offs. That isn't there so there's no real subtlety or interest to these bunches.
So your issue was that they weren't charicatured enough? Or that the caricatures and ideologies weren't explicit enough?
Let's ignore the contrast to, say, FO3- where we get those wonderfully fleshed out factions of the Brotherhood or Enclave. Or FNV, where our premier bad guy faction was so over the top they literally crucify their would-be allies just to show they mean business.
And, of course, the truly faction-significant FO and FO2, which allowed the player to indugle in well developed ideologies.
Power armor has always been broken but it has always been very rare and a goal. The cores are needed because they made the suit so common. What I disliked is that it was still immensely powerful so any plot quest basically meant wear the armor while nothing much else required it -- and the mobility issues and UI in it made me only wear it if I had to.
Weren't you complaining about broken systems just a few points ago? Wouldn't reducing the brokenness of something- such as restricting use- be an improvement?
I'm not sure I'd call it 'very rare'- at least not in any sense of being 'hard' to get. In terms of prevalence, sure, but the stuff was pretty much given away to anyone who followed the relevant plotlines. FO2 has a huge exploit strategy in which you can just run off and get handed a full suit from the start. FO3 gives you training as part of the main quest, and an entire DLC, and gives you the stuff easily.
You also haven't pointed out why the lore being broken in this case is so important to the franchise.
Settlement as an idea is a net plus. The implementation of the idea isn't. Impossible to know what settlers are doing, a settlement status screen that is just flat out lying to you a lot of the time. A mostly impenetrable happiness system and a build UI that is just nine kinds of wrong. Toss in that in gameplay terms more settlements actually make your life harder and not easier.
How does this not go being personal? Plenty of people have found it quite enjoyable, and manage well enough.
There are a lot of quests but if you strip the various procedural out I'm not sure there are. I felt like I burned through a hub like Diamond City amazingly fast and there wasn't any similar other hub site that gave out volumes of quests.
Yes and no. The thing about procedural development is how it's used. They can be used as simple filler (such as when you go back to the same location to fight the same place), but they can also be used as the exploration-promting devices as any other quest.
FO4 uses procedurally generated quests as encouragements to go and find areas which typically have their own sub-story. University Point, for example, isn't a 'quest'- but it's a relevant part of the backstory of the setting. Or being sent to Jamaica Plains, which leads to uncovring the quest for the Treasure of Jamaica plains (which isn't found in a city). Fallouts have typically had an issue in which most locations not part of static quest were rarely reached- road less traveled, and so on. Radiant Quests provide a targetted incentive to go out and go to new places.
Moreover, radiant quests can be an effective part of the story and world-building. Minutemen have their settlement quests, which ties strongly into their story of communities coming together and forming something, as well as the expansion/re-establishment of the Minutemen. The crops quest for the Brotherhood is similar about how it establishes the tone of the Brotherhood's entry into the Commonwealth. Etc. etc. These quests may be more or less procedurally generated... but they're effective parts of conveying the factions.
Procedural quests also offer a significant value of continued relevance. In FNV, there are finite things to do. The city of Vegas has a lot of quests of various sizes... but once you're done, you're done. You can't even keep on gambling unless you play to lose.