Forum Discussion

whyBoolin's avatar
4 months ago

Feature Suggestion: “Open All” Option for Product Boxes

TL;DR:
Allow players to open all items in a box at once instead of one at a time. This saves time and removes repetitive animations that slow down progression & hurt long-term engagement.

Description:
Currently, each Product Box must be opened individually, triggering the same “Congratulations” animation and confirmation screens (“Skip,” “Equip,” or “Go Back”). For boxes with 30+ items, this process can take several minutes, making the experience unnecessarily slow and tedious.

Adding an “Open All” option would automatically open every item within the selected box, provided the player has sufficient funds. This feature would massively improve the quality of life for players while maintaining the same reward logic and progression system. Opening 30 boxes one by one might look great on paper as player engagement, but it’s really just players stuck in menus instead of playing.

I understand the psychology behind the design, it’s a variable reward loop. The issue is when the rewards aren’t always meaningful, or when you’re opening dozens of boxes in a row, that loop stops feeling rewarding, starts feeling repetitive & ultimately feels like wasted time. 

Why it’s useful:

  • Removes unnecessary repetition and wait time,
  • Keeps the reward loop satisfying without slowing players down,
  • Reduces frustration for players who have earned or purchased multiple boxes over time,
  • Makes progression and customization feel smoother and more modern,

Example:
The attached mock-up screenshot shows how the interface could include an “Open All” button next to the existing “Open Box” option. It could use the same layout and style already established in the current UI. This can of course be assigned to any key or button as well.

6 Replies

  • DucksEA's avatar
    DucksEA
    Seasoned Veteran
    4 months ago

    How many Titles would it unlock before getting the 38 Quick Drop Items? 

  • whyBoolin's avatar
    whyBoolin
    Hero
    4 months ago

    I wasn't expecting to reply in detail like this, but you bring up a great point.

    TL;DR:
    I personally think it should give you every Title and every Quick Drop Item, given the player has enough to cover the entire box. I’d be happy with any improvement though, the first DIY Box was pretty exhausting.

    Notes:

    • I used extremely simple logic for the UX. A different route could definitely be taken, but I try to stay practical with all of my suggestions.
    • I used the DIY Box as the example because they're the hardest to open & the least informative. I would hope if used, the logic is applied to all boxes.

    How it works:
    Due to the titles not being listed individually in the box, I assumed the easiest option would be: 

    • Show the total cost but keep it greyed out until the player has enough Rip Chips.
    • Once they do, allow the box to open all at once similar to how a bundle unlock works.


    Logic is simple; calculate the total price, link the rewards, and check the player’s Rip Chip balance. Plus, it doesn't entirely damage the reward loop.

    Alternative:
    Someone in the discord mentioned they would rather buy the max amount they could afford, instead of just saving up to get every item.

    This is also an option, but it requires more conditional logic. Every individuals Rip Chips would need to be calculated and constantly adjusted on the UI. Much more work for a coder I imagine. 

    I'm more of an artist/designer I don't code, just have an understanding of it.

    Options:

    • Have a function that calculates the box cost each time a player opens the Item Shop.
    • Have the predetermined cost greyed out until the player has the sufficient funds.

    Clarification: 
    To this day I'm not sure how many titles come in each box, so for the example I used:

    38 Items x 250 Rip Chips = 9500 Rip Chips.

    I think the entire Hedgemont DIY Box was around 20,000 Rip Chips to complete, so I figured they would understand that titles weren't accounted for in the mock-up calculation. 

  • EA_cuervo's avatar
    EA_cuervo
    Icon for Community Manager rankCommunity Manager
    4 months ago

    Hey whyBoolin​, that's great feedback. I see you put a lot of time and effort into making it as detailed as possible. The screenshot also looks great! I will make sure to pass it on to the team! 

  • GrizzlyOner's avatar
    GrizzlyOner
    New Traveler
    4 months ago

    EA How is it possible that you don't figure out such basic things on your own?  Do any of you play the product you publish? 

  • whyBoolin's avatar
    whyBoolin
    Hero
    4 months ago

    Hey, thanks for your time on the post! Yeah I can't turn my brain off haha. I enjoy contributing in any capacity & ultimately just want to see the game succeed. I'm an indie dev, so a lot of my work overlaps with building for large communities. 

    Thanks again for passing it along to the team ❤️ Have a great day!

  • whyBoolin's avatar
    whyBoolin
    Hero
    4 months ago

    I’m sure they do, homie. From my own experience, priorities shift, delays happen, and sometimes it’s just not part of the design system. Sometimes it takes a community member to point something out or shine some light on what’s being overlooked.