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Sadly most quests are not as interesting, but there are a few good ones. I made a thread about spoiler free POIs and interesting quests....will find it, and post it in a minute.
RPing has been dumbed down too. Less conversation options, you can't play an evil character, or a dum one (which was a staple of the old games) You can try a sneaky melee character, or a glass cannon. These should make things a little more interesting. I was really excited about survival difficulty, but it turned out to be more of a chore than anything else.
Can't help you with the mods, since I only use graphical mods, nothing that impacts gameplay.
Incorrect. The Map is around 40% Larger than Fallout 3, 70% larger than Fallout: New Vegas and 75% the size of Skyrim. (So 25% smaller than Skyrim)
People forget, Fallout 3 and New Vegas has huge swaths of land that were blocked by invisible walls. Most of DC in Fallout 3, and almost half the map in New Vegas (All of the Area east of the Colorodo River, as well as a large amount of border territory between the map end, and the game boundary)
I personally believe Skyrim was 1/3 the size it needed to be, and Fallout 4 is half the size it needs to be. So I'm not exactly trying to say "It's big enough" because, (Especially in the case of Skyrim) you're trying to capture the scope of a Nation or City in the scale of 20KM.
Sadly, when operating on this level, Procedural assistance seems like a necessary evil. They used it with Oblivion, which honestly, I didnt' think the World itself was all that bad for it. What was bad about Oblivion in regards to the World, was how even with hand-made dungeons, 99.999% of them all felt the same.
Which is an incredibly stupid and pretentious argument. Let's be real, you're just trying to say "It didn't meet my expectations" in a way that doesn't make you seem like a self-serving entitled whiner.
Yeah, there's mods that let everyone die.
You'll immediately regret the decision when all your quest essential NPCs get killed by random events.
Let me tell you a little something about game design.
When you make a game, you create an implicit contract that the player is the center-of-the-world. In an agency driven experience like gaming, there's just no escaping that fact. Because of this, the idea that NPCS (especially unique or essential NPCS like Merchants or Quest dispensers) can be killed outside of the player's control is an avoid-at-all-costs circumstance.
Now, expendable NPCS like "Settler" should be fair game, and I am kind of baffled at the decision to grant them "Protected" (But not immortal) status, since as far as any player is concerned, an unnamed Settler is just a renewable resource.
Named NPCs should be protected though. I think a happy middle ground for "Protected" NPC status would be something like in Survival mode, where an NPC goes down, and stays down unless you give them a stimpak, in the case of NPCs, they die if you leave them down for too long/leave the area. That way the player retains agency, but at least some manner of cost and consequence is associated with the tension in battle.
I edited my previous post basically agreeing with you on all important points.
In the old games you could kill anyone. The worst thing that could happen was you missed out on sidequest. Here, you can actually "break" the main questline by killing some essential NPCs.