Suggestions for next(s) updates

Post » Sun Feb 14, 2016 4:33 am

All right, my turn to list what, in my opinion, this game absolutely needs. I'll try to make this post the most visual I can, so people will be able to jump troughout sessions if they don't care about something.


Colors will be used as follows:


Problem


Cause


Solution



Life Quality



- Obviously, solve all the bugs



- Please, don't make the game easier than it actually is. No autoheal, no security stations, just nothing that dumbs the game out. People need to understand that large rooms are more efficient than small ones, but that incurs in harder incidents, with the intensity of fire, mole rats or rad roaches NOT being the only factor. Dwellers being hard to tap on (when they move, when they stack on each other etc) is intended, and it's part of the game. Dwellers dieing now and then is part of the game. This is not Farm Ville. This is Fallout. I also had my hard moments, but overcoming them has been a funny part of the game. Also, at the moment, incident management is the only thing that has to be handled manually. Please, don't make it automatic.



- We need a more light, more visual way to see what our explorers are doing, and a few options such as "sort loot by rarity" or "sell all common quality items". While the current system is ok when you have just a bunch of explorers out, it is absolutely chaotic (and crashy) when we have 20+ people out. There should be something like a simple list showing:


1. Explorer's name, level and hp


2. remaining stimpacks and radaways


3. How long they've been out


4. Number of common items collected, rare items collected and legendary items collected (maybe rare and legendary counter could be flashing if they found anything new?)


From the list, then you could tap on single dwellers names to show up either just their loot, or the complete adventure log as it is now.



- Add how many health points a dweller has to its statistic window (when you tap on his special)



- The Radio Station should be reworked. It actually is more a bad thing than a good thing.


As it is now, The morale boost is buggy. For some reason (probably because decimals are taken into account), when a dweller is working in the radio station, maximum dweller happines becomes 99% instead of 100%. But mostly, the new dwellers gained from the radio stations really don't make up for the huge amount of deathclaw attacks you get in exchange. Breeding is way better as you can decide when and how many people you want to acquire.



Endgame



- Above all things, we need new content! Currently, once you reach the point where you have 200 dwellers and incidents aren't harming you anymore, there's absolutely no reason to acquire better equipment, send dozens of explorers out or anything. We need something to use our hardly earned super dwellers with good weapons and outfits. I'll link my previous idea, but take it just as an example:


http://www.gamesas.com/topic/1532986-new-content-idea-raiding-the-raiders-or-other-meanies/


I still believe that instanced dungeons (other vaults, towers, caves, whatever) where we can send teams of dwellers is the way to go.



- We absolutely need a money sink system. I've taken only 17 days to reach the point where I don't need money anymore, and this should not be happening. There are many ways to solve this problem, as many users suggested:


1. Wandering traders coming at your base selling nice items for inhumane prices (it's a money sink system, after all)


2. More super expensive room upgrades


3. New contents (new rooms, new things to do etc) that constantly require money



- We need a form of reward that can be acquired exclusively trough effort.


I absolutely respect that Bethesda wants to earn money from this title. But there should be stuff that people can't buy, just like in any other (good) game



S.P.E.C.I.A.L.



- The way Endurance works could be tweaked.


For those who don't know yet: at the moment, a dwellers is always born with 105 hp. When they level up, they gain [2.5 + (0.5 * E)] hp. E stands for endurance, and any bonus given by outfits is counted in the formula. Plus, this is not retroactive. If you train endurance on an already high level dweller, he/she will NOT gain the hp that they would have acquired if they had high endurance since they were level 1.


Now, when I discovered this very important thing, I thought "ok, many of my dwellers are completely useless now. But at least, this is going to give me more things to do, as well... there currently isn't anything to do in the game". But the idea of having to kill my low hp dwellers doesn't thrill me too much. Also, the thing that bonuses given by outfits are counted in the hp gain, MAKES NO SENSE AT ALL. There are some ways to face this problem.


1. Remove the hp gain formula, and replace it with: a dweller's hp is ALWAYS [105 + (level * 2.5) + (level * 0.5 * E)]


2. You want to keep the non retroactive hp gain formula? Fine, then take away outfit bonus from it. Not only it really makes no sense at all (why a dweller wearing wasteland outfit should grow up with more hp than another dweller wearing a military suit?!), but it forces us to stick with a very small selection of outfits until our people reach level 50.


I know that Fallout games have always been like this. But take The Elder Scrolls series. Morrowind and Oblivion also worked like this, forcing players to focus on maxing out endurance as soon as possible, since its hp gain effects were not retroactive. Skyrim didn't work like this... and it was absolutely better. We had a lot more freedom when choosing what to focus on improving and when to do so.



- As it is now, once you hit endgame (when resource production isn't an issue anymore), Endurance is the only imporant stat to have.


All the other stats really look useless. It shouldn't be like this. Every SPECIAL attribute should be as important as the other ones.



- Many users suggested a cap to each dweller's maximum stats. While I like the idea (cmon, having everyone good at everything is boring at end), it might be too late now, unless they decide to increase the current statistic cap.



Edit: Made the post more visual

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Daniel Holgate
 
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Joined: Tue May 29, 2007 1:02 am

Post » Sun Feb 14, 2016 9:40 am

bump

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Markie Mark
 
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Post » Sun Feb 14, 2016 5:16 am

Crafting some weapon if you have 10 rusted of one kind your could try to make a better version of it. in a new room chance of have normal or better would depend of crafman ability luck and perception agilty intelleingence.

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Rhysa Hughes
 
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