How to improve replayability

Post » Sun Feb 14, 2016 12:27 pm

Hello GameDevs!



Thank you so much for such a great game!



Here are some ideas (successfully used in other games), which will improve the replayability of the Fallout Shelter:



1. Implement final target goal (combination of X advlt dwellers, Y caps and Z happiness). When it is reached, announce "Game Over, you won!" when goal is reached, but don't stop there. Keep reading, as just a few things would tremendously improve the game after the official end:



1.1 Allow to mark one dweller (as is, with its armor, weapon and skills) as permanent - next game will have him/her among the initial dwellers. Do this for every "game over", allowing us, players, to assemble a team of permanent dwellers so every new vault will be a little better than the previous one. We get N games, you get paid lunchboxes with every game. Win-win situation, if you manage to provide a stimulus for a new game.



1.2 At the same time (i.e. after the "game over" but before the start of the new vault, allow to get one superspecial item (weapon or armor) from the aftergame list, which is only available after the successful completion of the vault objectives (for the current path - see below).



1.3 Allow to choose between several target paths for a new vault: "normal" (original targets), "greedy" (e.g. its primary goal would be to get X million caps no matter happiness or number of dwellers), "military" (primary goal: repel X attacks), "technology" (build and maintain X advanced rooms) etc.. Ideally, each path should have some unique reward at the end - either a special dweller (to be marked permanent), or weapon/armor to be kept forever..



The bullets above will allow to satisfy both goals: introduce a reasonable "game over", and lure people into playing more because of the permanent rewards to be used in the next game. More games = more $, and more rewarding experience for hardcoe players (they are paying more than casual players anyway, so give them an infinite goal to play FS for years).



Minor notes:


- Raider attack should be rewarded with 1 regular weapon or armor.


- Deathclaw attack should have 5% chance of rare item, and 0.5% chance of legendary item.


- Mr.Gutsy (armored, heavy weapon) is a must have, to be stationed at Vault's entrance - available strictly as a rare unit in lunchbox.



Thanks again!

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Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Sun Feb 14, 2016 9:15 am

More thoughts:



1. Please cap the return time at 8 hrs at most, no matter how much time actual exploration took. Two points here:


- First - current ratio of time spend vs time to enjoy the item is really disappointing/frustrating. It is always goes like this; "Super! My lucky explorer got a rare/legendary item! (excitement) Now, I will be able to handle it to one of my dwellers in ... (wait, what?) 17 hours? (complete frustration, don't want to play it until I get the item)". Eight hours delay max means players will be able to enjoy shiny stuff within same day of playing, so no real interruption occurs.


- Second - in real life, area exploration never means "run in a straight line as far as you can get, and be lucky to stumble upon a locker..". One can spend 12 hours exploring things within just a 1-mile radius from vault entrance (spiraling), and yet get back home with loot in a mere minites. While radius (distance from the vault entrance) increases linearly, area to be searched (aka time in game terms) stuff grows exponentially. But return time depends on radius, not area searched. This should be definitely accounted for - please!



2. Quality of loot (or chance to find good loot) found during expeditions should be directly and clearly dependent on dweller's skills or gear. Currently, there is no statistically meaningful difference between the L50 all-10-special explorer and a L10 one-stat trained rookie. 30 rookies outperform 10 well-trained experts. Tested on 100's of expeditions, sad but true. If players are allowed to train dwellers for something (speding weeks in a process), this something better be very-very obvious and rewarding.



3. In the game there is one and only one type of the useful loot - rare and legendary weapons. Everything else either looses value after two days of playing (e.g. even stat-buffing legendary clothes - due to the training), or is simply not useful since day one. Low-grade weapons are useless when just one legendary/rare weapon could be passed across the vault for radroach/molerat events! Please add some value to rare/legendary armor - for example, via % of damage resistance attribute (to help fight Deathclaws and other mutants).

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Laura Hicks
 
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