Things added fixed in the next update please..

Post » Mon Feb 15, 2016 11:04 am

  1. Add the ability to find legendary items in the wasteland if you manage to get someone to stay out there long enough (I can't see to get much past 3 days in Survival mode)

  2. Add the ability for explorers to auto-return when they run out of stimpacks. I don't care if this is a paid upgrade - ADD IT! I can't always check my phone during the day, just like today, where I lost one dweller in my new survival vault :( and 5 in my main survival vault. Thankfully no major weapons or kit lost, but losing the main dweller in my starter vault is going to hurt. I know it should be hard, but it shouldn't kill dwellers off if you can't manage to get onto the game during the day.

  3. If you do loose a dweller in the wasteland, future explorers should have a chance of coming across the dead dweller and picking up his outfit, weapon(s) and pet if he has one. ESPECIALLY if you have paid for these items. This Game (or as far as I'm concerned all games) should not LOOSE items that you have PAID for. Its easy enough to tag lunch boxes as paid for items and the items you get within them have a paid for flag against them simple and adds nothing to memory, other than a few bytes per item.

  4. Have the dwellers auto-apply stimpacks in the vault. I've lost more than I care to think about simply because I can't click on them thanks to UI issues.

  5. Remove the 500caps card from lunchboxes when you clearly don't need the money.

  6. Add the ability to find the odd pet whilst out in the wasteland


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1) Is a perfect end-game scenario and will keep people playing the game, I'm certainly not spending loads of real money to buy lunchboxes in the vain hope of getting some.

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Jerry Cox
 
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Post » Mon Feb 15, 2016 6:50 am

Ok, so #2 is nearly there thanks to Pets and the fact that they return with the items even if the dweller dies, which is good. Makes pets worth having!



If I can add a few to the list..




* Fix the bug which causes health bars to not display during incidents, this makes applying stimpacks totally hit and miss.


* Fix the UI selection issues with dwellers and robots overlapping - i.e. don't allow them to occupy the same space when stopped.


* Stop re-positioning the viewport when there is an incident taking place. I know knowing the two dwellers are getting jiggy with it is fun to know, but not when you're trying to stop some deathclaws having your entire power stations staff for lunch.

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Andy durkan
 
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Post » Mon Feb 15, 2016 7:43 am

I realize some might think #2 is antithetical to survival mode, but I agree, losing dwellers because I'm too busy to even play (or even just sleeping) seems wrong. I try to gauge whether they have enough stimpaks to survive if I think I might not be playing for a while, but often bring them back when they still have 15 stimpaks left, because I can't be sure. Just going to bed, no time to check in the morning, don't get around to it until after noon.. and I get penalized for that? Really?



I'm not sure about auto-return, but I wish they'd figure something out. Losing dwellers when I'm not even playing makes no sense to me.



#4 is just a UI problem. Auto-stimpaks would be too easy-mode. I've http://www.gamesas.com/topic/1565850-simple-dweller-ui-selection-fix/, akin to playing a healer in MMORPGs - let players use the room assignment list, to monitor health, and select dwellers. When they die because I can't click on them, when I'm trying and trying, but they won't stop running back and forth and standing on top of eachother.. or when I can't even see their health bars.. incredibly frustrating.

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Ben sutton
 
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