• This game is great but here are a few things to make it amazing.
    4 replies, posted
I am going to list off some things take them or leave them. I feel that these could add community to servers and realism and rewarding game play for a survival game. First things first, this game is great but the raiding system needs a major overhaul. Someone building a 30 story house made of wood to force someone from building a 30 story stair case in 2 minutes to break in is nuts. (Total loss of immersion) Breaking into someones base needs to be more organic. Have them battering ram a door down while another player is hiding under his staircase with a 12 gauge leveled at the door. Have better locking mechanism as you find supplies and blueprints to add mods to doors like deadbolts and bar the doors. Use a grappling hook and climb up to a window and slowly saw through metal bars, smoke out your foes by slowly suffocating them through a window. Not build a staircase and c4 there way into a wooden 30 story highrise. For bases a few suggestions. Building things like a well and maybe running a garden for water and food. Adding armor to a base like sheets of steel to the outside of a wood base or a layer of metal over the regular metal base to increase its resistance. Bonfires for perimeter lighting and central tribal feel to villages. Effigies would be cool too to ward off evil spirits and players, letting them know they are not welcome and will be set upon if spotted. No one likes being tea bagged by a 12 year old with a squeaky voice, but an option to incapacitate your foe and rob him and leave him laying on the ground missing his items is rewarding and realistic.( You can leave the suicide option when they are knocked out if you like to help stave off abuse) Possibly allow only a few 20-30 seconds of black out followed by the thieves hurriedly tying up the person with rope that can be wiggled free from after a minute of attempting to break loose. Allows for some role playing if desired or just some conversing/mocking of a future friend/foe. I saw the bear trap which made me very excited, but lets take it a step further and add snares, mines, claymores, proximity alerts or lines with cans to clang when they step thru them. Functional camouflage clothing and fear evoking raider costumes for the flamboyant. Unless your goal is to be another fps lets make guns rarer/slower to gain/less overpowered and widen out the shield/armor/melee weapons to promote a more post apocalyptic ammo is in short supply melee/bow/some guns feel to the game. Maybe make guns degrade in the harsh environment so using them is more of a special occasion than an every given moment option. Vehicles are huge if your going to have a large map and want people to not feel like you built them a running simulator. To recap major overhaul for the raiding base system to promote realism in both base design and raiding. Ways of being overt with your intentions aka being a bandit if you see fit. A slower weapon progression to promote a gritty melee kill or be killed feel to the game. More hidden defenses and hunting traps to add an unseen threat to running up on even an unattended base/village. Ways to enhance your base other than just making it taller and taller or inside a rock. Options for structures that provide water and food, and last but not least transportation. Boats and fishing would rock too :) Maybe even a system where you cant build everything yourself so your forced to find and trade with others to make things that are higher tier. Like a mechanic makes the parts you need to get your vehicle going. Training + blueprinting to make it to higher level crafting. Anyways thanks for reading this and I look forward to whatever the game turns into. Even if it stays the same as it was in the last incarnation.
nice ^
Great suggestions. +1 from me
Finally a post with good ideas ! +1
Great ideas. You should research the development roadmap and goals Garry has set to get an idea of the game. It's very much heading in the direction you suggest, and it seems like it'll probably end up being one of the greatest (And maybe most frustrating in the style of roguelike difficulty) games ever. However your actual content and mechanic ideas are useful and interesting. +1!
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