I'm highly ambivalent toward this game. I'm enjoying it, but there are so many ragequit moments that could be fixed with just some tweaks. And a few more that might be a bit more challenging, but worth it IMO. I'm not including bug fixes, many of which are called for and you know it.
- Better sorting/filtering options for the Dweller list. Some specific things I wish I could do:
- Reverse sort by happiness (to find the unhappiest dwellers)
- Sort by health/damage (to find injured dwellers)
- Sort by SPECIAL unmodified by outfit (to find dwellers in need of training)
- Sort by total SPECIAL (to find adventurers and rare dwellers)
- Sort by weapon (by average damage, descending order to find first-responders, or ascending order for those in need of an upgrade)
- Sort by gear (by total SPECIAL bonus, to find dwellers with no outfits or common gear in need of upgrades)
- Sort correctly by completion time (seriously, what's up with the current method? It makes no sense.)
- Sort and filter by room type (training, production, other)
- Better dweller selection. As http://www.gamesas.com/index.php?showtopic=1532776, this is critical when dwellers are in a fight that's too much for their level. Make it so that if you have a dweller selected and you tap them again, you select the one behind them. Also, being able to heal from the dweller list would be nice. Even better: an autoheal toggle, so that dwellers in the vault heal the same way adventurers do.
- Easier dweller dragging isn't a quick fix but would be much welcomed. I drag the map instead of a dweller way too often, and sometimes the reverse. Use multitouch! Hold the bottom left corner to force snap-to-dweller, for instance. Going straight into dragging from the list would be handy, too (especially for dwellers en route).
- The objective pop-up is really annoying. It's far too easy to hit it instead of something else on the screen, especially the Rush button, since a lot of objectives (incidents, resources, happiness) are most easily done by rushing. I personally never want to click it, but it could be moved if people do use it (intentionally). The one time I do want to click it, when it's completed. it's not useful for me to do so because I need to go look up my new objective anyway.
- Objectives... seriously, these need a major overhaul. Many of them are just not fun. Assigning dwellers to the correct room is pretty bad, but it's not the worst if you have lots of adventurers or adventurers-in-training. Bald dwellers is a joke. Equipping a specific item (I got Plasma Rifles) is either all but impossible (the chances of finding a specific weapon that rare are virtually nil) or trivial (you already have one). Many are just tedious (equipping an outfit/weapon, dancing). Babies force you to abandon population control, or else send dwellers out to die on purpose (which many players probably don't want to have to do), and merging rooms is similar (I just build them and sell them). Make objectives challenging but controllable.
- Scale the rewards. The CAPs rewards from lunchboxes and objectives are really nice in the early game, but trivial by midgame. 500 CAPs as a Rare card is just insulting when you have 50k in the bank you aren't really using. And I only complete CAP objectives to cycle through them for lunchbox ones. I understand the IAP model requires some dud pulls, but seriously, even 10,000 CAPs would be a "bad" pull for me right now, although not totally useless. And I've only been playing for 15 days.
- Be a little more transparent about the mechanics. Players shouldn't have to experiment so much to figure out how everything works in a sim game like this. I can see making adventuring be a little more "random," but, for instance, the Radio Studio is just baffling. Why does Charisma over 10 not improve times, when SPECIAL above 10 does help for production rooms? Why don't radio workers earn experience? (Mine are all level 2 only due to happiness manipulation.) Attraction chance should be explicit, and frankly should have a nonzero chance of Rare dwellers. (I use the room almost purely for happiness, as babies are safer and more controllable.) Happiness bonus should also be explicit. On a related note, it's baffling that a STR 10+3 dweller shows up as 10 when moving into an empty Power Plant, but as +3 when replacing a 10 from the room.
- Deathclaws... I don't personally think they're too hard, unless you get two or more in quick succession. That's crazy, especially when you're having trouble finding and healing injured dwellers (see above). The odds and timing of them need to be fixed. Right now, I queue up a whole bunch of "door opening" events at once, do them all really quick, then quit to the menu before the deathclaws show up, which they do with a 100% chance. Or I try to do them all during an existing Incident. Unless I have an Incidents objective, in which case I open the door as many times as possible, carefully healing after each one. This is extreme metagaming and shouldn't be encouraged.
Thanks for your attention.