Any hope for further updates?

Post » Sun Feb 14, 2016 9:05 pm

I realize this was basically just playable advertising for Fallout 4, but it's quite a fun little game. I do have a couple suggestions for things that could be changed.



1, Vault Door upgrades are pointless. Sure, having a couple extra seconds to get people into position is useful, but only in the very beginning. Once your dwellers have some semi decent weapons raiders aren't really an issue and the door is useless against deathclaws so it might as well be open when they eventually come.



Solution: Having the second tier door keep raiders out and the third tier door keep deathclaws and raiders out would make upgrading worth the caps. As it is, even though it's only a total of 2500, it's essentially throwing caps away. Failing that, adding automated turrets to the outside are of the vault entrance to automatically attack and weaken, if not outright kill the attackers. At tier 3 the automated turrets can kill raiders before they can get inside and can severely wound deathclaws before they get in.



2, Having guards in the vault door room is actually detrimental and cause you to lose even more resources and here's why. A, Your resources start going down as soon as the vault door is breached regardless of what room the attackers are in. B, You can only have 2 guards in the door room so when something comes knocking, they stop in the door room and fight with the guards. Even with really nice weapons, two guards alone can't kill all the raiders before the survivors run off to another room, which takes several seconds. On the other hand, having no guards at the door and the first room after the vault door be a 3 wide room with 6 well armed dwellers results in raiders dying before they even finish running all the way into the room. They're actually dead faster if allowed to simply run in instead of trying to stop them at the door with only two people. Likewise with the deathclaws. I currently have a kill room set up that kills all raiders before they even get all the way into the room and kills a deathclaw and leaves the others so severely wounded that they die within a few seconds of hitting the second room.





Solution: resources should not start dropping until the attackers have passed the door room. This gives a reason to have door guards since they will soften up the attackers (and will even kill some of them in the case of raiders) so that they die that much faster once they move to the next room, thus the player losing less resources.




3. During events dwellers are forever running behind one another making it impossible to click on ones in the back, which usually means dwellers die because you can click on them to heal them.



Solution: A list view for room occupants from which you can select any dweller on the list and force them to move to the foreground so you can click on them as well as heal them and administer radaway from that list.

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Nicholas C
 
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Post » Sun Feb 14, 2016 4:14 pm


I think the purpose of delay is to arm your dwellers appropriately because of "kill X raiders without weapon" etc. objectives. That would be quite difficult if they would just rush straight in.

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Jaki Birch
 
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Post » Sun Feb 14, 2016 9:13 am

Also could be great to have a easier way to heal people all the time. When you have 160 dwellers, it's hard to click on them one by one...

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Naomi Ward
 
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Post » Sun Feb 14, 2016 7:14 pm

Abandon all your hope. Bethesda is too busy to take time to fix FO shelter. They are all hand full to prepare coming release of Fallout 4 this year.

Maybe no further patch forever.
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bonita mathews
 
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Post » Sun Feb 14, 2016 6:11 pm


Just a hunch...the development teams aren't using the same resources between games. That's what I'd guess having worked at EA for 10 years. ;)

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Mizz.Jayy
 
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Post » Sun Feb 14, 2016 2:03 pm

First time I assigned guards to the vault door, they just ended up on Coffee Break after a while. I ditched the idea, especially since more often than not those two guys will be generating resources and levelling up, compared to doig nothing but a few seconds delay to raider/deathclaw attacks.



And really, why would attackers and defenders agree to fighting only for several seconds, then stop so the former can go into the next room and continue on? IMO they should only go to next room after the first room are all killed.



Oh yeah, and overlapping health bars are the bane of this game. Oh you want to continue looking at your full health guy and not the guy almost dead right behind him? Let's zoom in as well...into the next room!



I actually thought of a list that allows you to heal the dwellers rather than a massive touch-fest that has you zipping around the vault.

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Sasha Brown
 
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Post » Sun Feb 14, 2016 9:21 pm

I'd like to be able to order dwellers by increasing health and happiness, so the lowest are at the top. Early in the game, you can use that sort, and scroll to the bottom to find the unhappy, but you get over 100 dwellers, and scrolling down to the bottom becomes difficult to impossible. If this was possible for health, you could use it to find who needs stims

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Red Bevinz
 
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Post » Sun Feb 14, 2016 7:44 pm

You're wrong about the guards in the Vault room not being able to stop Raiders. I have 2 guards fitted with power armor and stats all over 8--endurance, strength, and perception are at 10. 1 has a Missile Launcher and the other has a minigun. I can kill all Raiders in that room at 135 dwellers--I froze my population and room count--with ease. Deathcrawlers can be a bit difficult still do to high dps but they only get through 4 rooms including my Vault, but it has been getting easier because I'm boosting my first 3 rooms in stats and weapons.



Aside from that, I do agree that some additions to the Vault room would be nice and that resources can only be taken when the corresponding production room is on the same level as the enemies. This would add to more strategic opportunities with room placement.

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Marcus Jordan
 
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Post » Sun Feb 14, 2016 8:21 am


Yeah I know that 2 guards *can* kill all raiders in the room if they have good enough weapons, but that doesn't change the fact that it takes longer for the raiders to die that way because 2 dwellers can't kill them as quickly as 6 dwellers together can, thus you end up losing even more resources. I have tested this just today as a matter of fact. Without door guards, time inside the vault is about 8 seconds until all 4 raiders are killed. With 2 guards at the door time inside the vault until all 4 raiders are killed is over 15 seconds. I didn't check resource levels other than to see that the bars were noticeably lower in the test with the door guards, but assuming rate of resource is constant then double the time till raiders are killed means double the resources lost. It's actually harmful to the vault to use door guards. It's best to build a 3 wide room right after the vault door and let the raiders and deathclaws just move freely into that room so that 6 dwellers together can kill them quickly.

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Code Affinity
 
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Post » Sun Feb 14, 2016 10:52 am

Yeah, my two guards kill the raiders 90% of the time. However the Deathclaws are out of f'ing control. The game is designed to spite every single attempt to navigation the interface, click on dwellers and heal them. They stack up on each other, the GD robot gets in the way (moved them OFF the top two floors simply due to design flaws), and the random strength of the Deathclaws makes one attack entirely different then the last. My dwellers on the first two floors are DECKED with amazing 18+ weapons, and still can't stop these bastards until at least the extreme right is reached. The game's auto panning / zooming is robbing me of literally hundreds of thousands of caps due to unnecessary deaths. The Molerats are also insanely powerful, and can wipe out your entire vault if you don't heal the crap out of every room fighting them. It doesn't matter what outfit you put on a dweller, whether their stats are all maxed with a level 50 base, they all drop like flies to f'ing RATS! Absurd.



Still, this game rocks balls!

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Emma-Jane Merrin
 
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Post » Sun Feb 14, 2016 10:06 pm

I don't have problems with deathclaws. They hit my kill room, 1 of them dies in that first room then after a few seconds the remaining 2 drop down into the next room and they both die within a few seconds. I don't even have to worry about it when Deathclaws show up. I continue doing whatever I was doing, collecting levels, training levels, whatever, then go heal my people once it's over. No one even comes close to dying.

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T. tacks Rims
 
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Post » Sun Feb 14, 2016 1:10 pm


Please share your dweller stats / guns / levels.

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Vicki Gunn
 
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Post » Sun Feb 14, 2016 3:12 pm


Just look through these screenshots. There's one that shows the first few levels of the vault itself so you can see the layout then one for each dweller showing their stats, level, and weapon. Just look at the room they are in in relation to the vault layout picture to figure out if they are in the first room or second room.



http://s357.photobucket.com/user/david_jones54/library/

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Terry
 
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Post » Sun Feb 14, 2016 6:03 pm


Definitely not the case. We continue to read through the forums and work on new updates for Fallout Shelter.



As soon as we have new updates for the game, we'll make sure to let everyone know.

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Suzy Santana
 
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Post » Sun Feb 14, 2016 10:05 am

Thanks for information.


But I feel very sorry that you Bethesda take so long time to fix such critical problem like crash and loss of save file. Such game breaking bug should have been fixed long long times ago.


The crash itself may take time to fix. But it is easy to prevent loss of save file with backup copy, even in case of crash. Such simple temporary fix can be made in very short time. (I am developer) Such fix would have prevented many many loss of save file and rage and despair of players who lost their vault due to crash.
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STEVI INQUE
 
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Post » Sun Feb 14, 2016 5:38 pm



Clouds man, clouds. Google Games app is the answer.
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Niisha
 
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Post » Sun Feb 14, 2016 3:00 pm

One of the biggest things I am missing is some sort of money sink. My vault has 170 dwellers and there is nothing I can build to improve my vault anymore. I am training my dwellers now to have 10 in all stats and sending about 10 into the wasteland in the hope they bring better guns and armor back with them.



It would be nice if you could buy some weapons and armor for some caps or even buy lunchboxes with it.



I like the idea of having an automated turret upgrade to your vault door. As people already set upgrading it seems a bit pointless when Deathclaws are knocking on it.

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Connor Wing
 
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Post » Sun Feb 14, 2016 10:15 am

Damn, I still haven't found at least THREE of those guns. Good show!

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Scarlet Devil
 
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Post » Sun Feb 14, 2016 9:39 pm



Nope, (Google play/iCloud based) cloud means online connection requirement. One of the beauty of this game is off line playable.

Cloud storage for occasional upload and backup/ transfer to other device is very desirable.

But primary vault data should be stored locally.

.
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Maddy Paul
 
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Post » Sun Feb 14, 2016 9:40 pm

I would prefer an on-demand save function, too!


Using universaltime to store timestamps would be nice (I'm living and working in two different time zones and have had a few timer-related hiccups with my first vault).
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Elle H
 
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Post » Sun Feb 14, 2016 7:27 pm

Yes, of course. Look at the cloud model EA used for Sim City Buildit, you can still play offline normally, the only functions you can't access are: visits to your Facebook friends, Global Market, and your Personal Deposit. Everything else is stored locally.


But now Bethesda has added a cloud model to FOS after this v1.2 update.
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Luna Lovegood
 
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