#Ideas on how to improve LEGO Fortnite based on Minecraft experience +extra.

1 messages · Page 1 of 1 (latest)

short zephyr
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(1/4)
What is written here is just my thoughts and impressions that have accumulated during the game, but I think that at least some of them are worth your attention.

Let's not deny the obvious - LEGO Fortnite is a cheap Minecraft with Fortnite skins and the ability to build cars.

To improve this game, you can first try to improve the aspects for which Minecraft itself is also valued - a huge number of small, in themselves insignificant details (blocks), which are quite easy to combine with each other into huge, detailed buildings. This encourages players to spend hours or even DAYS of their time on the game to finish that very building or car or something else that you have been thinking about for so long, but did not have the environment to build. To improve the aspect of construction, perhaps the main entertainment in the entire game, it is worth doing some work:

  1. Players need a lot more building elements. It would be nice if these were not only full walls and roofs, but also various cut-up varieties of them, so that it would be easier to play with the shapes of buildings.

    1.1 You can add a free quest line to the mode, among the rewards of which there will be simple, non-detailed buildings in a large number of variations. Quests can require "Shelter 5-15-30 residents", "Find 2-6-12 special chests/buildings in the world"...

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(2/4)

1.2 Let's pay attention to the elephant in the room: the complexity problem. This is the MAIN minus in the game. The game assumes that players will strive to create detailed, gigantic structures, you even sell sets of buildings for this for gigantic price tags, but at the same time the game has a fairly easily achievable ceiling of buildings in a radius of 100 meters (and why do I have to learn about this from a random player on YouTube and not in some "in-depth tutorial" from YOU), which can still be bypassed, which leads to the fact that cars near this area are loaded into the world stretched into the sky, as a result of which it is even impossible to break them normally, not to mention the fact that they cannot be used normally. I do not know how, but the limit of buildings should be increased by 2 times. Some players build a huge number of buildings on a small plot of territory, leaving the rest of the space completely empty, others may try to build giant buildings on several chunks. I don't know how you can guess all at once, but I can offer to give players loading settings - players who build in detail will load a small area, those who build large can have a distant drawing so that they can see their entire not detailed building. Players who build small can have 2-3 times more memory for their range, but the range also increases or something like that. To prevent cars from breaking, you can add a function to put the entire building into inventory or reduce it to one block, which can be turned into a car later.

1.3 You can add buildings made of metal - players can build secret research labs, industrial zones, UFOs from them...

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(3/4)

  1. Also note that unlike Minecraft, this mode does not have the ability to play on a common server with a large number of random players. I'm talking about servers where all players share one survival world, cooperate or fight with each other, create social interactions. Maybe this was not done specifically to avoid community toxicity, but it can still be a relevant idea to attract players.

  2. The mechanics of cars need to be improved - 4-5 channels for thrusters, separate channels for balloons, an indicator showing the weight of the vehicle, the strength of the balloons and the height above sea level, so that it would be easier to build air structures.

    3.1 Also, I still have not seen building kits for creating cars (bumpers, headlights, spoilers, trunks, wheels, presets for cars ... cosmetics. And you can also do this for ships, planes, etc.). This will be interesting not only for players who build machines, but can also be useful for ordinary builders and travelers who want to travel in style.

  3. For players who are interested in battles, you can make special caves-dungeons. They have almost no ore or minerals, but there is an arena filled with traps, different enemies and bosses, which will be very interesting to fight.
    4.1 No one uses blasters from the Star Wars update - change the durability of all blasters to twice as much or give the ability to combine several broken ones into one.

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(4/4)

  1. About the landscape - it's not the most beautiful and it wouldn't hurt to make some changes.

    5.1 I don't know exactly what's wrong with the Grasslands generation, but I can notice that some forests look bad. Is it possible to generate them so that large trees are deep in the forest, and small ones are mostly on the edges? It would also be nice if +- all the rocks were covered with moss / grass, so that they would look more organic in this whole ecosphere?

    5.2 The so-called desert is more reminiscent of a mesa with its abundance of ugly mountains. I would suggest reducing the amount of rocks by 66%, so that this biome really looks like a desert and can be used for a field to test cars.

    5.3 The roads are strange - they go from nowhere to nowhere along a trajectory that does not match the landscape. Landscapes where a road climbs a high mountain, and then immediately turns off it look not only stupid, but also ugly.

5.4 Cave entrances look ugly. I suggest changing them visually.
5.4.1 Grassland caves now look like hills with a bunch of rocks around them and some trees above and next to them (they have roots growing into the cave from them).
5.4.2 Desert cave looks like one or two mesa mountains with a small rift between them. The height of the mountains can vary.
5.4.3 Snow cave can look like an ice cliff covered with snow and spruce trees with a passage hidden behind icicles to the ground, surrounded by ice blocks.

   5.5 Beaches would look great if it weren't for the giant, indestructible rocks everywhere that ruin the scenery. Make it possible to destroy these rocks.
short zephyr
# short zephyr (4/4) 5. About the landscape - it's not the most beautiful and it wouldn't hurt...
  • (5/4)

My goal in the game is to build a beautiful town with a castle, but if it is located around empty meadows without vegetation, it will greatly reduce the beauty of the entire building. To prevent this, I try not to cut down trees and stones, which makes the game more difficult and less enjoyable. To get rid of this, give players the opportunity to plant bushes, trees, and maybe even stones. It would also be nice to change the color of the soil, since in the place of some forests there is podzol, which in itself looks bad, especially when there are no large trees and vegetation in this forest.

Edit: You can also add raids on the village near which the player is located. Every +-7 in-game days or with a random probability every day a crowd of local bandits can attack the village, every tenth raid is attacked by Brutus. Thus, players will really be interested in strengthening the village.

dense raptor
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This was allways a thing why are you posting it here

dense raptor
# short zephyr + (5/4) My goal in the game is to build a beautiful town with a castle, but if...

These ideas are good and all but some are not viable such as the cave suggestions because what If you have built on top of the caves? It will have to be a new world only thing which is something they are trying to avoid. Same goes for the terrain generation. Also the complexity error solution will not work because you suggest that if you build more stuff you should render less than if you build a few stuff which would suck because you won't even be able to view your build if you can't even render it because it's large. I didn't understand that vehicle thing you said but I really like some of your ideas. I made 3 posts about my ideas too if you want to check them just type #1255106553145589790 2.0 and 3.0.

short zephyr
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The more detailed the building, the smaller the loading radius. As a settings parameter, it is a very useful thing. There are many types of buildings that require high detail, but do not require much space. If they simply increase the memory for buildings, I will be for it. There is another idea - to increase the memory for buildings only for village chunks. But it is necessary to take into account that the problem is where more buildings appear around the clogged zone - they bypass their restrictions and make editing in the previous clogged zone impossible.

As for the cars bug, I meant this:

short zephyr
dense raptor
dense raptor
dense raptor
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But what if the building is too detailed to be loaded in even on its own

short zephyr
dense raptor
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Oh

short zephyr
molten oxide
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I don't think comparing Fortnite to other games is a great idea (it can create beef between them) 😬
These are definetly great suggestions though! I hope Fortnite accepts them 😄

short zephyr
molten oxide
fallow hare
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drama between... two corporations?