My list of stuff to improve the game

Post » Sat Feb 13, 2016 9:58 pm

1.) Have an audio prompt when production is ready to harvest not a notification, I have the game open while I work and earphones on and I still miss the completion of production.


2.) To have a better way of defending against raiders, I get raider attacks what I don't get is how there is no way of preventing them from going floor to floor in my fault. Didn't the first fallout have turrets to defend the vault with.


3.) I don't know what deal with the ramping up of the difficulty of Radroaches, They spawn into an empty room and then suddenly they are everywhere, I saved 7k in caps and that went down to 500 after reviving everyone. You do know it's difficult to control dwellers while in combat and in leading them 1 by 1 room to room, and then having to click them to heal them, they run around and position themselves on top of one another making it difficult to get to the guy who needs healing, so maybe taking it easy on the radroaches.



Last thing I just want to mention the earliest form of Sprinkle Systems were invented in 15th century by Leonardo Davinci. If Vault Tec was so advance how come they don't have one, sure water is in short supply and yet we can still make more.

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pinar
 
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Post » Sat Feb 13, 2016 3:43 pm

I will edit in more suggestions as I go.


1) Resources Automatically Collect - REALLY WANT THIS

Make it an automatic mechanic or add a room to do it.


2) Easier Management of Guns/Apparel

In the little cog thing at the top left, add a column for equipped items.


3) Trader Post

The ability to buy (with caps) resources and equipement at a HIGH price.


4) Notifications for when your Explorers are at half health/run out of stim packs and rad away.


EDIT1:

5) A "survivability" for dwellers.

It tells you how well your dwellers would do in the wastes. It would take into account SPECIAL, apparel, level, and weapon equipped. Accessible via cog menu thing.


6) A family tree menu that is literally a family tree. This would provide information on who is related to who, the charisma of each dweller, and whether a dweller is dead.

Edited by Shapeless, 26 June 2015 - 11:00 PM.


~From another thread





EDIT: Going off the OP's #3:

Have all non active/wandering dwellers react to all disasters. For example, non-active dwellers would report to the vault door when raiders attack (and chase the raiders down) The non-active dwellers don't count towards a room's maximum dweller limit (eg. having 10 dwellers in a production room during a fire disaster). This cuts down on the horrid amount if micromanagement in this game.
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Wayne W
 
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Post » Sun Feb 14, 2016 1:21 am

Not letting it crash on startup would be a nice improvement.

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JESSE
 
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Post » Sat Feb 13, 2016 8:49 pm

Hey guys, what fun are games when they do everything for us?


Trading posts are dumb, because that is why you send people out into the wastes for.



What does a family tree add to the game? What is the benefit of this besides fan fiction and personal storytelling?



Radroaches - never had a problem, all you need to do is drag people to the room with the roaches in it, dont worry they will go back to their original room after the emergency (this works for fires and raiders as well)

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Isabell Hoffmann
 
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Post » Sun Feb 14, 2016 12:23 am

Not letting it crash on startup would be a nice improvement.

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Cassie Boyle
 
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Post » Sat Feb 13, 2016 5:51 pm

I vote that the relentless crashing of the app be rectified.

If we were able to play the game that in itself would be the best improvement.
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Brittany Abner
 
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Post » Sat Feb 13, 2016 10:17 pm

I want a Hair Salon room.



When I drag a vault dweller into it, I want to see a menu where I can change his or her hair style, color, and facial hair.

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Juan Cerda
 
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Post » Sat Feb 13, 2016 9:53 pm

1) My design is that you can spend caps (at a high price) for resources if you happen to be really low for the time and weapons if raiders/roaches begin out-leveling you. Sending people into the wastes takes hours, but people die in less than 10 minutes.

2) To keep track of the families in the vault. Y'know, to stay away from inbreeding.

3) Yes that works but micromanagement is not easy with my fingers. Hence my idea.
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ijohnnny
 
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Post » Sat Feb 13, 2016 5:57 pm


1) Holy crap, you run out of recources? You can't run the vault - thats the point of the game. You die in Wasteland? HOW? If you send a dweller with 0 stimpacks, vault outfit and clenched fist only he will manage to get himself items anyway. Recall, heal (regenrate with time), repeat, snowball. Just need to check on him twice. Not that hard. You got no time for this? Dont play games if you got no time for them....


2) Thats why they got surnames. Inbreed is impossible. Shame.

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Charlotte X
 
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Post » Sat Feb 13, 2016 9:18 pm

1) Please speak English good grief bro.

2) Both parents have different surnames, and the baby gets the mothers surname if the father bangs other women.


And I'll just ignore you as you're likely trolling. Have a nice day.
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Rebecca Dosch
 
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Post » Sat Feb 13, 2016 11:14 pm


So you won't agree or disagree or comment at all about your playstyle? JEEZ, your problem only. Don't need to thank me for the tips about expolring.

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Kill Bill
 
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Post » Sat Feb 13, 2016 6:05 pm

Folks, stop sniping at each other please. You can disagree without getting hot under the collar, ok? Be civil.

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Stacy Hope
 
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Post » Sat Feb 13, 2016 1:49 pm

Agree with several requests above, and adding my 2 cents as the game is not good enough yet according to me, far from the ALL IS PERFECT reviews.



Tested on my iPad 3, with almost 80 people in my vault today.



BUGS:


- App crashes each time I exit the game to the menu (to stop the time), and go back to the iOS dashboard.



- I suffer sever frame rate drops when the radroaches attack. The more there are rooms under attack, the lower the frame rate is... which leads to several deaths.



- Zoom out to the 2D view (far better frame rate... ) is pretty hard to do. Most of the time it doesn't work. A button would have been better.



- Radroaches inside the vault can kill a full room of people even if they all have decent weapons (shotguns, guns, ...). They are far more stronger that enemies you encounter outside the vault. This is a serious issue (and worst if, as said above, they start from an empty room, contaminating surroundings rooms, which is very very hard to manage).



IMPROVEMENTS:


- Exploration: make it more interesting, at least with a world map where we can select destinations (each one = a difficulty level = the harder the better for the rewards), and follow the progression of our explorers outside the vault.



- Exploration: optional VATS gameplay when encountering an enemy.



- Exploration: make people auto come back when running out of supplies. How do they come so dumb to continue until they are dead? Seriously... and do they never find stimpacks and radpacks when exploring?



- Incidents: here you have several options...


--- add a Pause to make us heal the people as it can quickly turns into a nightmare as you can't select the ones behind others (and they die) + frame rate issue = epic fail (mainly radroaches attacks)


--- Allow people to auto heal. The explorer outside can do it... WHY the people inside the vault are that stupid as they do not use stimpacks and dies? That's crazy. Even optional would be better than this for the players who are crazy enough to want this manual.


--- Allow us to select several "warriors" who will be in charge of defending the vault when problems occure.



- Rush: I gave up with the rush as the % is all but reliable. Sometimes, you can fail 5 or 6 times with a % lower than 30% ... sometimes it's ok. You may answer "hey, you just are unlucky"... maybe, but I see that in THIS game I'm really unlucky indeed.



- Families: as I renamed almost everybody in my vault, ignoring family names, it's pretty hard now to have babies as I have to try several times with a lot of "this is good to be with my family"... of course, I have no idea at all that I'm trying to make a dad having six with his daughter... 'cause I renamed them "Odin" and "Esmeralda". When you have 80 people, it's pretty hard to remember who is the father/mother of who.



- People: that would be nice to be able from the people menu to see their equipement to change it without having to check them one by one to see who has an old gun (as we do not see weapons until they fight).



- Rooms: allow us to move the rooms, even if we have to pay a bit. How do they come to destroy almost a whole room (as we gain few caps in return), instead of moving to room for few caps (as people are not crazy in those eras, they reuse and reuse... but not here).



- Rooms: do not lock the rooms to the number of people. We should be able to create the vault we want from start, and the price should justify why a room is so hard to get.



PS: a tips about the raiders... add a large room with your stronger 6 people inside with the best weapons you have, right after the entrance... raiders will never survive this room as they go straight forward, and from up to down, floors by floors.

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Cat
 
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Post » Sat Feb 13, 2016 11:47 pm

I agree with all you posted I just had a suggestion about rooms expanding on what I think you are suggesting.

A change use option would be ok, so you don't have to destroy them just change the use. The cost should be no more than half that of a full destroy and rebuild but possibly takes time,

or a system where you can swop rooms of the same size in a set time interval for free you just lose production if the rooms you want to swop produce anything. So you pack the rooms up and move them, it could be the number of dwellers active in the rooms dictates how long the swop takes.

This isn't an exhaustive list of the ways it could be done. But you get the idea make reconfiguring a vault less expensive and a management challenge in the bargin.
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Timara White
 
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Post » Sat Feb 13, 2016 12:39 pm

I found an interesting way to avoid the radroaches spread through the vault : make a chessboard structure as they only spread LeftRightUpDown direction and never in diagonal. It forces you to dig deep underground but it can save a lot of people in the vault.



Now, i have all my 3 slots "resource" rooms on the left > [lift] > 2 slots living rooms in the middle (almost always empty) > [lift] > 3 slots "training" rooms on the right. And with a chessboard structure, that works pretty nice. Last time the radroaches invaded an empty living rooms, they stopped right after as they can not find another room.



Anyway, I hope they will try to fix as many things as possible.

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Alexander Lee
 
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