features/implementations that could be made

•an expedition buff

expeditions seem incredibly high-risk low-reward at the moment (well i say at the moment, but they’ve never been anything special). there are a select few that do give quite a hefty amount of 4* materials though. however, these expeditions never give the player the quality of resource they need at their current point in game, due to the excessive power level needed for the success rate to be somewhat decent. for example, crafting resource/supply cache expeditions could have a power level requirement of 815 for a 100% success rate, but only give tier 4 resources. obviously, a person at the point in the game of needing tier 4 resources wouldn’t be able to achieve 815 whatsoever, as they wouldn’t have 5* evolution (assuming they’re in beginning of twine/late canny valley), so even with 5 hero slots, they’d only be able to achieve power level 530 (again, assuming that there’s no hero type bonuses too). this still leaves quite a chance that the expedition fails, and you don’t even know if you even are going to get any 4* materials too.
also, survivor expeditions just aren’t even remotely worth it. they very rarely give epic survivors, even for the highest level expeditions.

•PWO (play with others (the mission selection above where your storm shield is))

i’m fairly sure that this almost never gets used, however of course, i could be completely wrong. i would think that the only times that PWO is used, is either to get the achievement required with it, completing quests that require it, or doing the 1000 PWO challenge. also, in twine peaks, you can’t select the option of having PL160 zones to mission search.

•custom control

seriously why can’t we get custom controls. enough said.
seriously though, having multiple buttons for one control (example, sliding and upgrading, and repairing) is an absolute nightmare.

•account levelling buff

the account level rewards aren’t really the best things ever, i mean, being at level 307 and getting 9,500 hero exp really isn’t too much. obviously this isn’t needed but it would just be nicer, the same could be said for the collection book too really with its rewards.

•atlas building

why can we place a ceiling directly on the atlas on the innermost layer, but can’t place walls directly on the atlas on the innermost layer? that makes no sense to me.

•repeatable quests

a bit of a small nitpick, but why in the ‘Quest Log’, are repeatable missions labelled as an event? (it says Event: Repeatable Quests).

•long arm of the law

why in the first place did they remove striker a.c’s perk of having a longer tile range for AMC (anti-material charge)? i see it as quite unnecessary, there wasn’t really much reason to do it, especially seeing as his perk got replaced with a virtually useless one. it’s not like having this as a team perk instead is game-breaking, right?

•the ‘store’ tab

surely, if we can’t use v-bucks in save the world anymore, there shouldn’t be any reason to have them included in the ‘store’ section.

•radar towers/missions

the rewards you get back for building a radar tower aren’t too great. you can spend something like 410 brick on building one, and get 30 brick back as a reward. why can’t we get about 75% of the materials used back, aswell as a couple of other materials (ie rough ore, planks, nuts and bolts) too? maybe just something similar to that might make it worthwhile, not sure.

•smasher balancing

it seems a tad bit ridiculous for smashers to have the insane amount of health they do, and the insane amount of damage they deal. however though, this is very difficult to balance, because the game just wouldn’t be challenging without them being the way they currently are. i do however, feel like they spawn quite excessively. this might just be an unnecessary complaint though, and they may be the only thing currently balancing the game.

•all weapons having all elements

i don’t understand why some weapons have an inability to have all elemental perks. like i understand if the entire class of weapon is based around it (ie sci-fi and neon weapons) and is therefore locked to having only one type, but it doesn’t make much sense for something such as vacuum tube weapons to be locked to nature. or for any regular weapon to not be able to have a certain element, like a jacko-launcher.

•founders weapons

why can’t founders weapons have their own section in the collection book? if it became much of an issue for non-founders, they could put it so only people with founders edition can view that section in the collection book. and also, why can’t the founders revolt be upgraded to legendary? i understand it might become ‘broken’ if it were to get that treatment, but then again the pistol class isn’t a very broadly used class in the game.

•collection book researching

really, the only reason we have to use legendary flux is because they removed the usage of vbucks in StW entirely. why can’t they change this so we use a large amount of research points instead, based on how many points our research lab is able to hold (example, if you can hold 33600 research points, unslotting a legendary schematic requires something like 20k research points, an epic costs 15k, etc). the only way research points are used after maxing out FORT stats are for expeditions, which are already an issue of their own. i mean they are also literally called “research” points.

•ammo cap

seeing as we recently had a change of being able to hold a certain amount of items in one stack, why can’t we get a buff to how much ammo we can hold too? this really isn’t a necessary change whatsoever, but it would just be a nice QoL (quality of life) change.

•ventures

when you reach 140 zones in ventures, would it be a good idea to allow weapon schematic crafting? if we’re already allowed to craft traps, why can’t we with schematics too. i would also suggest being able to swap items over from the inventories but that would be a little bit broken to allow.

•”free range”

wouldn’t it be nice to have a creative-like section where you can test out weapons or something? my idea is that on the zone-selection screen, there could be another zone which is labelled “free range”, and you can set up simulations with husks, buildings, game mechanics, power levels, traps, etc, in there. again, this seriously isn’t a necessary implementation whatsoever, but would just be nice.

Source: https://www.reddit.com/r/FORTnITE/comments/wc9tcr/featuresimplementations_that_could_be_made/

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