Ability to deletebarter inventory during exploration

Post » Sat Feb 13, 2016 7:40 pm

Has there been any talk or does anyone else think that in the future we may be able to manage our inventory in the wasteland? This seems to be another one of those restrictions that is motivated purely on getting the quick buck. This really plays on our impatience with sending a mass amount of dwellers into the wasteland and instead resorting to the quick satisfaction through buying those lunchboxes. I hope that once Bethesda has acquired "enough" that obvious changes like this will be implemented to give this game that more rpg/fallout feel to it! Could you imagine 1 dweller being out in the wasteland for say 6 months, once all 100 of his/her carrying inventory is all rare/legendary weapons? Just a thought.

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Trista Jim
 
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Post » Sun Feb 14, 2016 3:09 am

lt would be better to abolish the arbitrary 100 items inventory limit than adding ability to manipulate inventory manually. The former is much simpler to understand and to implement than the latter. The 100 items limit has no valid or reasonable justification in game design point of view.

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Sammie LM
 
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Post » Sun Feb 14, 2016 4:15 am

Agreed although I wonder if this would run into any performance issues? Maybe not, but since this app is unstable (more or less) to begin with I would have to say that still giving us the ability to drop a rusty pistol or sell our 100th Luck Suit will give the player much more immersion into the fallout world. Thanks simcutie for the response.

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JLG
 
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Post » Sat Feb 13, 2016 9:28 pm

I would like an increase over the 100 as well (since I do have a few dwellers who can travel more than 100 hours with just the 25 STIMs) ... if they would let you sell at the entrance that would solve a lot of micromanagement (since presumably you are selling to folks in the wasteland rather than your own vault) ... also, maybe they could add a merchant event(s) (there is a big gap in fixed events between 30 and 60 and 60 and 100 ... perhaps they could put a merchant event at 50 and 80 hours ... and follow on event at 150 for the truly adventurous)

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Gavin Roberts
 
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Post » Sun Feb 14, 2016 7:19 am

Such massive garbages can be handled when the explorer return home. lt does not make much difference in terms of game mechanics whether the garbages are discarded early midway or late on vault entrance.
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Andrea P
 
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Post » Sun Feb 14, 2016 8:18 am

Wow! Putting it this way it really shows just how much the possibilities are endless! Of course if they came out with a more rebuffed performance PC version, how awesome it would be to give a player a 1st person encounter into an event. Whew!

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JD FROM HELL
 
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Post » Sat Feb 13, 2016 7:58 pm

Although I know folks hate DLC this would make a nice DLC add on to the full version of FO4 releasing in November (and then they could leverage all the built in code for the full game as needed for crafting, encounters, etc) ... that would also let them keep the price lower since I think the IAP model doesn't really work well for PCs or consoles and they would need an alternative way to build lunchbox stockpiles (without buying them) ... if it had sufficient features and resolution I would be willing to pay $10 for a DLC version maybe ... they could put an arcade machine you can build/purchase in your base that allowed you to enter and play the Fallout Shelter Mini-game :banana:

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KRistina Karlsson
 
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Post » Sun Feb 14, 2016 2:40 am

I too have thought about this and agree on all counts. I'd spend $20 on a rebuffed version of this fit into FO4!

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Wayne Cole
 
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Post » Sat Feb 13, 2016 7:11 pm

If game designer feel need to limit the outcome of single exploration, set hard limit on number of days the explorer can spend in the wasteland.


The 25 Stimpaks limit was imposed for the purpose, but the limit has been broken due to game bug. So set hard limit on exploration time like 100 hours that explorer can not exceed. Then 100 items inventory limit can be abolished without much concern. And it seems that exploration exceeding 100 hours does not yield better result. kind of saturation or ceiling, it seems.


Such time limit is much reasonable than inventory limit.

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Robyn Howlett
 
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Post » Sun Feb 14, 2016 1:29 am

I might as well (depending on the features) but I think the $10-15 lines up with other DLC content better ... they would need a lot more features than the mobile version to get a large number of $20 purchasers I would think (if they wanted to do the mobile version without lunch box purchases but better memory management, better resolution, and higher limits for dwellers/items I think they could get $5-7.50) ... for the $10-20 range they would need many more features and enhancements



I also like the idea of accessing it through an in-game arcade machine because then it doesn't distract from that game ... it makes our dweller just like us since I think all of us would play games in the apocalypse (if we could) :D

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jeremey wisor
 
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Post » Sat Feb 13, 2016 6:46 pm

True and again, agree on all counts! Excellent response and thanks again!!! :) .

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Lucy
 
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Post » Sun Feb 14, 2016 1:00 am

$10-$15 DLC for mobile game?

Unfortunately, mobile game market doesn't work that way. $10 DLC works only in PC/console game market. In mobile game market, you can sell $1 in-app purchase, or max $5 per major episode for AAA titles. $10 or more price tag is suitable for new installment (separate expansion) of the mobile game.

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Lisha Boo
 
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Post » Sun Feb 14, 2016 12:09 am

Agree ... we were suggesting that Fallout Shelter release on the PC with a PC optimized version (better resolution, better memory management, fewer limits, etc) ... we were discussing that it be a DLC add-on to Fallout 4

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ijohnnny
 
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