I am not far enough in to have some real QOL thoughts. so if the below is in the game but I haven’t gotten there yet…my bad!

I spend a lot of time in inventory mgmt.

some nice to haves, to start:

  • consume item along with pick up (game changer for food)
  • split food from medicine, eat all button
  • split magazines from notes; can we get a bookshelf? A
  • places that I have visited should have a vendor $ amt based on the vendors I have visited.
  • I should be able to fast travel to key POI - my homes, outposts, vendors, lodges, etc from some sort of grid view with sorting (including $$$)
  • location variants — seems like a biggy
  • trenchcoats (for hiding my shotty from the po po) & capes (for my crimson drip). I love the poncho & farm hat, very very nice.
  • shoe cosmetics (we see slippers…) - how about a Mikey Dunx shoe designer?
  • A more fine tuned method to place clutter, both in and out of base mode; lockers, fridges & desks should auto stack instead of “toss the orange…oops”
  • an option to keep ship clutter, demotivating to clutter a ship then…poof
  • ship hab door placement but I get why there is an autopather…
  • …how about a walk ship mode in ship builder to change hab door placement?
  • Resource cargo that stays in a specific ship.
  • NPC feet on coffee table animation; NPC bathroom usage?
  • basic ammo manufacturing in an outpost
  • an aliens style radar sweep BECAUSE why not
  • my watch should have some craftable bitz, like a communicator for talking to my peeps back on the ship, or they can tell me what their ship scanners are picking up. Maybe as a drone controller, other cool stuff.

There is a ton in this game and I feel guilty, so much is done so well. The above are relatively minor — I imagine things to do over QOL in DLC.

However a few seem like low hanging fruit….

  • Hossenfeffer@feddit.uk
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    1 year ago

    I've started playing with the shipbuilder so:

    • be able to save a half-built ship design rather than having to finish it in a single sitting
    • highlighting which parts are triggering a particular error or warning
    • all parts you've encountered to be visible in the build lists even if they're not available at the current shipyard, marked as not available but with a way to see which shipyard has them
    • a way to override the automatic placement of doors and ladders
    • a way to do a walkthrough of the partially built interior of a ship so you can see how the layout works before having to fit engines, gear, fuel tanks, etc
    • some way for players to share / trade ship designs

     

    I feel like Bethesda has released the game with Minimum Viable Product systems in some areas (ship-building, outpost-building, inventory management in particular) knowing that the modding community will massively improve the barebones.