• Rust's Future - A giant list of possible changes, additions and content.
    41 replies, posted
First off I have played 42 hours of the Rust alpha and for the most part have enjoying it fully so far, this game has HUGE potential in my opinion far surpassing that of the also recently released DayZ alpha. I've played in various ways to get a different feel for what works and what different play styles and perspectives feel like to play in-game. I started out playing in a low pop newer server being helpful to other new players, collecting resources, learning mechanics, building a large solo base and experiencing being raided for the first time. Next I started joining highly populated servers and trying to scratch out my own life amidst the chaos and constant killing on sight commonly experienced by many. I moved onto joining up with randoms for survival and even tried my hand at raiding on a small scale as a team. Lastly I joined mid to high pop servers and collected enough resources for a bow and arrows and began stealthily hunting, killing and collecting from anything in sight (zombies and humans alike) solo. I feel I've attained a strong understanding of the way the game is played, how to be successful and what to expect overall in most situations. This should give you a fairly clear picture of my experience within the game with which I'm basing the following suggestions, critiques and possible changes/additions on. I think the easiest way to go about this is to just list in no specific order within these two basic categories. A) My personal critiques coupled with possible related changes to address them. B) Additions (content and mechanics). So lets start it off. A) [U][B]Critiques and Changes[/B][/U] 1. Inventory could be variable/upgradeable - new spawn's could start with a much smaller inventory and different kinds of backpacks etc. could be craftable or manmade ones found in airdrops. 2. Carry weight could slow down player to promote escape in newer less well-equipped players. - % based increase/decrease in move speed based on weight within certain margins. 3. Large amounts of resources to be carried slowly in arms to make it more difficult to raid and promote teams and teamwork - large amount of extra weight/inventory above max can be carried in arms effectively making carrier vulnerable and also forcing them to make decision to potentially have to drop resources and run/defend themselves instead of just getting to run off with all of someone else's loot without much difficulty. 4. blueprints and research kits make it to easy to possess strong items early and without much effort depending on RnG. - These should be replaced with studying an item you've found (only ones that are craftable) to be able to craft it yourself. This could take a moderate amount of time and cause an increase in food consumption along with requiring a workbench. (I know this next one has been somewhat addressed by dev's for future updates but I am still listing it) 5. Factory and precision produced weapons, ammo and items should NOT be craftable in any way to make them more valuable and rare. - They should only be attainable through airdrops. and not be able to be reproduced by players. 6. Rock and wood nodes could have a much more realistic way of being implemented. - permanent rocks across entire map which have resources added to them randomly and periodically. Wood nodes replaced with fallen limbs from trees which also happens randomly and periodically. 7. Arrows should not be a giant white tracer upon being fired as is negates the stealthy purpose of using a bow in this first place - This one is just obvious when it's more clear someone's firing a bow at you during the night then it is someone firing a silenced M4. 8. Area specific loot spawns (such as those within towns, buildings and other area's of attraction and likely conflict) could spawn within openable containers that are visually permanent so as to discourage camping within vision waiting to see them spawn before moving into area of possible danger. - Also including some fully dynamic random loot spawns (possibly in the form of an assumed dead survivors backpack) that will not spawn within vision and/or a specific distance of players. This will encourage more scouting and foraging in different area's. Now for some basic content of the top of my head I think would fit well within the game world. I would imagine most of these are or have been discussed by the dev's at some point. B) [U][B]Additions[/B][/U] 1. Wolves in small packs. 2. Coyotes (smaller lone version of wolf basically replacing lone wolves as they are now) 3. Mountain Lions and Mountain goats (mostly in mountain areas obviously) 4. Mutated/radiated versions of most wild animals (stronger, more rare and more dangerous versions of wild animals 5. Zombies replaced with crazed/mutated survivors (Something like this may have been mentioned by dev's already iirc) 6. Slingshot (craftable - a step down from basic craftable bow) 7. Wood, stone, iron arrows (also may have been hinted at/mentioned in Trello notes) 8. Smaller plane drops at more regular intervals with accordingly smaller, less rare loot. 9. Traps (for humans and ones for smaller animals. 10. Make large animals harder to catch/kill with hand tools. 11. Berry bushes, wild carrots, apple trees etc. 12. Proficiency levels for some aspects of the game that decrease without use and decrease faster the higher level of proficiency acquired. (say 5 levels for basic things like archery, building, crafting, etc.) This may be to RPG like for the games direction/goals the dev's have. 13. A basic compass (uncraftable) 14. Ability to throw stones (decoy, attention, aggro and light damage/screen blur usages) This is all I have time for and can think of at this moment. I may edit and add more later on depending on the response and whether or not I remember some other things I'd thought about for this earlier. I hope this gets some discussions going and would like to hear other peoples idea's, feedback etc. Also I have purposely left out any and all technical, desync, lag, connection, bug related topics and issues as I'm sure the dev's are very aware of those things already. Many commonly discussed things like ease of C4 raiding/nerf to C4 etc are also being skipped over in my lists as they are being discussed constantly.
Compass seems unnecessary as the sun rises in the east every morning and the moon rises in the east every night, you can just use that?
Excellent posts and some great suggestions. I like where this thread is going!
[QUOTE=Rimtak;43309440]Compass seems unnecessary as the sun rises in the east every morning and the moon rises in the east every night, you can just use that?[/QUOTE] Yes you can use the sun definately but I guess you could look at the compass as a reward/upgrade to find later on making things easier and more precise. Just an idea.
[QUOTE=The_Haminator;43309742]Yes you can use the sun definately but I guess you could look at the compass as a reward/upgrade to find later on making things easier and more precise. Just an idea.[/QUOTE] Compass is convenient to have, still. There's a time period where I don't know if the sun is rising or setting and that makes it difficult to use them as directions.
[QUOTE=BazzBerry;43309873]Compass is convenient to have, still. There's a time period where I don't know if the sun is rising or setting and that makes it difficult to use them as directions.[/QUOTE] Agreed, when moon or sun is high i have no idea. This mostly only comes into play when far away from the road because after a few hours playing most people know where everything is around the middle of the map.
okay so 40 hours or 400 doesnt matter the game is in early alpha so most of the systems are frameworks etc. so using gameplay as a way to say you know what is up is pretty silly imo that said 1. bad idea, the # of items needed to craft basic stuff makes this one further step to make it hard to survive the first night and adds nothing but making it harder for a new spawn 2. bad idea, makes hunting players easier and makes killing noobs with loads of wood/stone easier still since some one hunting people is going to be carrying minimal supplies in case they die, this ends up penalizing farmers and making them easier to gank 3. again just rewards gankers farming other players, no one will farm when they always lose it to a gank squad it just encouraged griefing other players and never gathering yourself 4/5. i dont see how your suggestion changes this at all, and when combined with 5 means one group who takes it first can basically camp or rush every other air drop after that with M4's while everyone else has garbage 6. permanent resource spawns make it easy to macro farm an area 7. sounds like a bug at night but an arrow is a fuck ton bigger than a bullet and you do see them travel in the air 8. if you want to gather special stuff go play monster hunter or something. this game is about conflict the resources don't need to be complex just for the sake of being complex B 1. packs? are you kidding im sure new players would love to have 4-5 chase them at once... 2. why? 3. again why? pretty sure this isnt a pve centric game why do you think it needs more dumb ai animals we have plenty as is 4. they've said zombies are going away and im sick of zomibes go play dayZ or the other million zombie games 5. we have players for that 6. its alpha there is no difference in mechanics game wise between this and a bow, its just a dif skin and projectile 7. why? we have mp5s ffs what difference would a wood/stone/iron arrow make? 8. the point of the drop is to cause a king of the hill moment and stir up conflict, it does that by being a big reward, take that away and people wont bother fighting over them 9. we have these they are called spike walls 10. why this isnt a pve centric game its a means to an end 11. oh great plan you want to reduce inventory sizes but add a bunch of pointless items that do the same thing but wont stack makes total sense 12. its not an rpg go play fable 13. a compass, how bout we jut give you a minimap ffs 14. again we have arrows and silencers and its no different in mechancis from a bow
[QUOTE=Nogrim;43310250]okay so 40 hours or 400 doesnt matter the game is in early alpha so most of the systems are frameworks etc. so using gameplay as a way to say you know what is up is pretty silly imo that said 1. bad idea, the # of items needed to craft basic stuff makes this one further step to make it hard to survive the first night and adds nothing but making it harder for a new spawn 2. bad idea, makes hunting players easier and makes killing noobs with loads of wood/stone easier still since some one hunting people is going to be carrying minimal supplies in case they die, this ends up penalizing farmers and making them easier to gank 3. again just rewards gankers farming other players, no one will farm when they always lose it to a gank squad it just encouraged griefing other players and never gathering yourself 4/5. i dont see how your suggestion changes this at all, and when combined with 5 means one group who takes it first can basically camp or rush every other air drop after that with M4's while everyone else has garbage 6. permanent resource spawns make it easy to macro farm an area 7. sounds like a bug at night but an arrow is a fuck ton bigger than a bullet and you do see them travel in the air 8. if you want to gather special stuff go play monster hunter or something. this game is about conflict the resources don't need to be complex just for the sake of being complex B 1. packs? are you kidding im sure new players would love to have 4-5 chase them at once... 2. why? 3. again why? pretty sure this isnt a pve centric game why do you think it needs more dumb ai animals we have plenty as is 4. they've said zombies are going away and im sick of zomibes go play dayZ or the other million zombie games 5. we have players for that 6. its alpha there is no difference in mechanics game wise between this and a bow, its just a dif skin and projectile 7. why? we have mp5s ffs what difference would a wood/stone/iron arrow make? 8. the point of the drop is to cause a king of the hill moment and stir up conflict, it does that by being a big reward, take that away and people wont bother fighting over them 9. we have these they are called spike walls 10. why this isnt a pve centric game its a means to an end 11. oh great plan you want to reduce inventory sizes but add a bunch of pointless items that do the same thing but wont stack makes total sense 12. its not an rpg go play fable 13. a compass, how bout we jut give you a minimap ffs 14. again we have arrows and silencers and its no different in mechancis from a bow[/QUOTE] I was going to reply intelligently and thoroughly with a response to each and all of your obviously well thought out and mature answers to why EVERY one of my suggestions/changes is so clearly wrong in your eyes such as "its not an rpg go play fable", "if you want to gather special stuff go play monster hunter or something.", "im sick of zomibes go play dayZ" and "why?" but then I remembered George Carlin's quote "Never argue with an idiot. They will only bring you down to their level and beat you with experience." I can say after reading everything you wrote you had maybe three points against why some of these idea's for changes/additions may not be beneficial to the game and/or players in certain aspects. Your post also showed me that I may have needed to elaborate a bit more on some of the topics in my list as its clear for many of them you didn't even understand what I was proposing, yet you argued against what you somehow incorrectly came to the conclusion was my idea/position. Either way this is about as much attention as I feel your post deserves, but we can let others be the judge.
Most if not all of your ideas were good. I completely agree with players being encumbered depending on how much stuff they are carrying. Kevlar etc slowing players down. Gives the little guys a much better chance of getting away.
if you wanna know what we're working on you can check out [url]https://trello.com/b/lG8jtz6v/rust[/url]
[QUOTE=creztor;43311069]Most if not all of your ideas were good. I completely agree with players being encumbered depending on how much stuff they are carrying. Kevlar etc slowing players down. Gives the little guys a much better chance of getting away.[/QUOTE] Yes this is exactly what I mean't, carrying an M4 with attachments, a bunch of ammo, med kits and full kevlar armor would be much heavier/slower compared to the new player with a stone axe and a cloth shirt he found. No player runs around with a full inventory unless they are raiding, moving or farming loot and being risky by not making frequent enough drops at their shack/stash. The whole idea is to make the overall weight of a well equipped player higher then the lightly equipped player (in terms of weapons and armor) [editline]26th December 2013[/editline] [QUOTE=MaxOfS2D;43311138]if you wanna know what we're working on you can check out [url]https://trello.com/b/lG8jtz6v/rust[/url][/QUOTE] Hello Max, I keep up to date on the team's progress daily through trello. This is one of those games where I wish I had programming/technical skills that I could somehow donate to your cause. I've idea crafted a few games quite similar to rust over the years but unfortunately idea's are a dime a dozen. Keep up the great work! Give me a way to donate and I'd be glad to throw the team money in support. I wouldn't care if you bought red bull and pizza with it :).
can you possibly add a chat log so that we can see chat we may have missed...? With this like other mmorpgs we can whisper people or form gangs that can only talk to each other in the chat and worry less about what we may say in general world chat. This could also be used to whisper admins to report bad behaviour, if the server admins allow whispers from everyone or only start private chats with players like a GM chat in some other games.
[QUOTE=The_Haminator;43309092]First off I have played 42 hours of the Rust alpha and for the most part have enjoying it fully so far, this game has HUGE potential in my opinion far surpassing that of the also recently released DayZ alpha. I've played in various ways to get a different feel for what works and what different play styles and perspectives feel like to play in-game. I started out playing in a low pop newer server being helpful to other new players, collecting resources, learning mechanics, building a large solo base and experiencing being raided for the first time. Next I started joining highly populated servers and trying to scratch out my own life amidst the chaos and constant killing on sight commonly experienced by many. I moved onto joining up with randoms for survival and even tried my hand at raiding on a small scale as a team. Lastly I joined mid to high pop servers and collected enough resources for a bow and arrows and began stealthily hunting, killing and collecting from anything in sight (zombies and humans alike) solo. I feel I've attained a strong understanding of the way the game is played, how to be successful and what to expect overall in most situations. This should give you a fairly clear picture of my experience within the game with which I'm basing the following suggestions, critiques and possible changes/additions on. I think the easiest way to go about this is to just list in no specific order within these two basic categories. A) My personal critiques coupled with possible related changes to address them. B) Additions (content and mechanics). So lets start it off. A) [U][B]Critiques and Changes[/B][/U] 1. Inventory could be variable/upgradeable - new spawn's could start with a much smaller inventory and different kinds of backpacks etc. could be craftable or manmade ones found in airdrops. 2. Carry weight could slow down player to promote escape in newer less well-equipped players. - % based increase/decrease in move speed based on weight within certain margins. 3. Large amounts of resources to be carried slowly in arms to make it more difficult to raid and promote teams and teamwork - large amount of extra weight/inventory above max can be carried in arms effectively making carrier vulnerable and also forcing them to make decision to potentially have to drop resources and run/defend themselves instead of just getting to run off with all of someone else's loot without much difficulty. 4. blueprints and research kits make it to easy to possess strong items early and without much effort depending on RnG. - These should be replaced with studying an item you've found (only ones that are craftable) to be able to craft it yourself. This could take a moderate amount of time and cause an increase in food consumption along with requiring a workbench. (I know this next one has been somewhat addressed by dev's for future updates but I am still listing it) 5. Factory and precision produced weapons, ammo and items should NOT be craftable in any way to make them more valuable and rare. - They should only be attainable through airdrops. and not be able to be reproduced by players. 6. Rock and wood nodes could have a much more realistic way of being implemented. - permanent rocks across entire map which have resources added to them randomly and periodically. Wood nodes replaced with fallen limbs from trees which also happens randomly and periodically. 7. Arrows should not be a giant white tracer upon being fired as is negates the stealthy purpose of using a bow in this first place - This one is just obvious when it's more clear someone's firing a bow at you during the night then it is someone firing a silenced M4. 8. Area specific loot spawns (such as those within towns, buildings and other area's of attraction and likely conflict) could spawn within openable containers that are visually permanent so as to discourage camping within vision waiting to see them spawn before moving into area of possible danger. - Also including some fully dynamic random loot spawns (possibly in the form of an assumed dead survivors backpack) that will not spawn within vision and/or a specific distance of players. This will encourage more scouting and foraging in different area's. Now for some basic content of the top of my head I think would fit well within the game world. I would imagine most of these are or have been discussed by the dev's at some point. B) [U][B]Additions[/B][/U] 1. Wolves in small packs. 2. Coyotes (smaller lone version of wolf basically replacing lone wolves as they are now) 3. Mountain Lions and Mountain goats (mostly in mountain areas obviously) 4. Mutated/radiated versions of most wild animals (stronger, more rare and more dangerous versions of wild animals 5. Zombies replaced with crazed/mutated survivors (Something like this may have been mentioned by dev's already iirc) 6. Slingshot (craftable - a step down from basic craftable bow) 7. Wood, stone, iron arrows (also may have been hinted at/mentioned in Trello notes) 8. Smaller plane drops at more regular intervals with accordingly smaller, less rare loot. 9. Traps (for humans and ones for smaller animals. 10. Make large animals harder to catch/kill with hand tools. 11. Berry bushes, wild carrots, apple trees etc. 12. Proficiency levels for some aspects of the game that decrease without use and decrease faster the higher level of proficiency acquired. (say 5 levels for basic things like archery, building, crafting, etc.) This may be to RPG like for the games direction/goals the dev's have. 13. A basic compass (uncraftable) 14. Ability to throw stones (decoy, attention, aggro and light damage/screen blur usages) This is all I have time for and can think of at this moment. I may edit and add more later on depending on the response and whether or not I remember some other things I'd thought about for this earlier. I hope this gets some discussions going and would like to hear other peoples idea's, feedback etc. Also I have purposely left out any and all technical, desync, lag, connection, bug related topics and issues as I'm sure the dev's are very aware of those things already. Many commonly discussed things like ease of C4 raiding/nerf to C4 etc are also being skipped over in my lists as they are being discussed constantly.[/QUOTE] I strongly agree with the first 3. I would like to see dedicated weapon slots and have the amount increase with each armor tier. The same would apply to inventory and the rest of the quickbar or "belt." Everything in the weapon slots would be visible on the enemy no matter what. When the player is looking in his inventory you would have a visual indicator, he would be looking in a bag. A naked would only have 1 weapon slot and a few inventory slots. It's silly having a naked who is carrying a bunch of wood and other shit pull a shotgun out of his ass and kill you. These changes would add more incentive to wear good armor along with making it not really worth it to kill nakeds.
[QUOTE=MitchellBade;43312235]I strongly agree with the first 3. I would like to see dedicated weapon slots and have the amount increase with each armor tier. The same would apply to inventory and the rest of the quickbar or "belt." Everything in the weapon slots would be visible on the enemy no matter what. When the player is looking in his inventory you would have a visual indicator, he would be looking in a bag. A naked would only have 1 weapon slot and a few inventory slots. It's silly having a naked who is carrying a bunch of wood and other shit pull a shotgun out of his ass and kill you. These changes would add more incentive to wear good armor along with making it not really worth it to kill nakeds.[/QUOTE] They might as well just implement an EXP system where you get exp from wildlife and level up and as you level up you gain additional weapon/armor slots or will be able to equip better and better armor/weapons/bags. While they're at it, they should add a skill tree system (1 skill point every 2nd level up) that gives you access to skills for survival/crafting/exploring/combat. Scale the exp gained starting from level 1 (400 exp to reach level 2) then add 2.5% needed ontop of the 400 to reach level 3, increasing the percentage by 1.5% every level. /brainstorming :eng101: [editline]26th December 2013[/editline] [QUOTE=crazymonk;43312114]can you possibly add a chat log so that we can see chat we may have missed...? With this like other mmorpgs we can whisper people or form gangs that can only talk to each other in the chat and worry less about what we may say in general world chat. This could also be used to whisper admins to report bad behaviour, if the server admins allow whispers from everyone or only start private chats with players like a GM chat in some other games.[/QUOTE] That would only create chaos if you allowed whispers to admins. Admins are players as well and don't need beggars begging for materials/weapons/you name it 24/7... That's the point though, this isn't an mmorpg. It's a survival game. You've got an ingame voice chat, use it. If not, get on a TS3 server with your buddies. Most servers have their own TS3/Ventrilo/Mumble server as well.
I would be highly disappointed if none of these ideas were implemented.
[QUOTE=The_Haminator;43310956]I was going to reply intelligently and thoroughly with a response to each and all of your obviously well thought out and mature answers to why EVERY one of my suggestions/changes is so clearly wrong in your eyes such as "its not an rpg go play fable", "if you want to gather special stuff go play monster hunter or something.", "im sick of zomibes go play dayZ" and "why?" but then I remembered George Carlin's quote "Never argue with an idiot. They will only bring you down to their level and beat you with experience." I can say after reading everything you wrote you had maybe three points against why some of these idea's for changes/additions may not be beneficial to the game and/or players in certain aspects. Your post also showed me that I may have needed to elaborate a bit more on some of the topics in my list as its clear for many of them you didn't even understand what I was proposing, yet you argued against what you somehow incorrectly came to the conclusion was my idea/position. Either way this is about as much attention as I feel your post deserves, but we can let others be the judge.[/QUOTE] i'm sorry you have to resort to insults, you posted ideas i gave a critique of them. they arent all bad ideas just that they dont acomplish what you want with them. all of the weight ones actually penalize new players who are gathering and carrying items like stacks of wood. would those not be the heaviest items? a new player is carrying 1000s of lbs worth of wood, unless you plan on making and m4 and kevlar ridiculously weighted this will only be slowing down the people they are preying on. you dont attack some one when your carrying a ton of loot, you attack some one who is full when you have bare bones combat gear you dont mind losing on. it wont help new players, it will make them that much easier for advanced players to farm. a lot of the ideas i shot down are beta features cloning weapons and re skinning them is not the point of alpha, the sling shot example its a great idea i want one too, but from the code side of things its exactly the same as a bow an arrow just a different skin and some tweaked values so adding it now is just bloating things that dont need to be tested, same goes for a lot of the animals. it adds nothing in terms of gameplay its just content, something to save for beta when its just a matter of cloning it and changing skins/ values. the rest of your ideas only add the PVE aspect of the game when the focus is pvp your trying to add a bunch of fluff that brings nothing to the core mechanics or alters them in a way that is more rpg like. rpg elements will only make a death that much more frustrating if it is wiped on death or meaningless if its not
Inventory weight sounds good, minimalists may be less prepared but they are more agile than cumbersome rambo engineers.
tl;dr but arrows need tracers atm. IRL it is very easy to tell where an arrow was shot from, but in-game like Rust where the arrows are damn fast if there's no tracer then it's really hard to tell.
[QUOTE=The_Haminator;43309092] [B] 2. Carry weight could slow down player to promote escape in newer less well-equipped players. - % based increase/decrease in move speed based on weight within certain margins.[/B] It could be a good idea, but the advanced player should have a new transport mechanic to compensate from my POV (like horses or other mountable animals).[B] 3. Large amounts of resources to be carried slowly in arms to make it more difficult to raid and promote teams and teamwork - large amount of extra weight/inventory above max can be carried in arms effectively making carrier vulnerable and also forcing them to make decision to potentially have to drop resources and run/defend themselves instead of just getting to run off with all of someone else's loot without much difficulty.[/B] Totally against, after few hours the "farming" become a pain so if in addition you are vulnerable as fuck... About the looting I don't see the problem, actually you can't empty a big fortress if you are alone or few, you have to choose the most valuable things and let other stuff in place. [B] 4. blueprints and research kits make it to easy to possess strong items early and without much effort depending on RnG. - These should be replaced with studying an item you've found (only ones that are craftable) to be able to craft it yourself. This could take a moderate amount of time and cause an increase in food consumption along with requiring a workbench.[/B] Against, I still spend a lot of time doing nothing when I wait to build a wall, I don't want to spend more time to research something. [B] 5. Factory and precision produced weapons, ammo and items should NOT be craftable in any way to make them more valuable and rare. - They should only be attainable through airdrops. and not be able to be reproduced by players.[/B] Against, there is only advantages to stack with about ten of friends without any drawback, if the few big groups are the only one with big stuff it will be just unplayable for lonewolves/little groups. I actually play with approx 10 mates, we simply stomp the server and the other guys are well equiped, but there is always tension when we raid a house because the guys inside have the same guns and can defend, if we are the only one with big guns there will be absolutely no interest. However I think guns/C4 should not be the "only" center of the game but I think everybody should have the opportunity craft a good Shotgun to defend his house. [B] 12. Proficiency levels for some aspects of the game that decrease without use and decrease faster the higher level of proficiency acquired. (say 5 levels for basic things like archery, building, crafting, etc.) This may be to RPG like for the games direction/goals the dev's have.[/B] Totally against, I like RPG but the interesting thing in Rust is everything is concrete, there is no artificial abilities which are determined by numbers or any XP system. Your skill come from your experience, not from an artificial rule. Actually I find the system very simple, add things on it will just make it more complex or frustrating without any plus. I agree with other propositions, I definitely support a more hostile world with more dangerous monsters or climatic conditions (Stalker Emissions <3).
I agree with most d think you have a very valid point for most, while i do agree with being weighed down from different items like wood, minerals etc it would be hard to out run a player with their mind set to killing you when you've just been banging trees with a rock for an hour just to get a house up and running. But still very good points I would like to see more of your ideas.
Firstly, Haminator, if you can't take negative critiques about your own I don't know why you're giving them to the devs. Secondly: 1 - The inventory idea, to me, sounds purely awful. People who suggest it and even praise the idea for it are simply deluded (no offense). I have played games that try to be realistic and it's terrible. 2 - How shitty. So what, you want us to build wheelbarrows to carry 30 planks of wood? ... Surely we couldn't carry that much ourselves. So wood is fine, but an M4 with ammo would be heavier? The progress level for every person in this game needs to be on equal value. If things had a weight to them, with inventory space, new spawns would barely be able to progress without high-end players coming in and killing them. 3 - LOL. Same as what I said above. 4 - I truly don't know about this one to be honest. 5 - So what... You're expecting modern weapons to only be dropped via the airdrops? What happens then when the first person gets the first airdrop, how are people suppose to compete against them in the next airdrop when he's the only one with the weapons. No. 6 - I don't like the suggestion. 7 - This is probably the one thing that I agree with. 8 - This isn't Day Z --- XD
Wolves in small packs? Only if they have a harder time noticing you - or if you could outrun them. Because right now - holy fuck, if a wolf finds you and you have nowhere to go, you might as well give up.
[QUOTE=Coyoteze;43313058]Wolves in small packs? Only if they have a harder time noticing you - or if you could outrun them. Because right now - holy fuck, if a wolf finds you and you have nowhere to go, you might as well give up.[/QUOTE] Stuck it in a node or mountain ?
Loin Cloth Player made tattoo's (your friend or you can tattoo your character using his mouse Players being able to remove there walls without having to blow it up (even if it removes the wall from the game) Ability to look far out Getting shot in the leg gives like 5% chance to break your leg More guns Spears Jeeps (I heard they are anti transportation for normal players but we should at least have jeeps just make them very hard to craft/fix) and easily breakable by guns. Rain,Snow on map (hopefully rare but happens) Swords Axes AK47 Longer day time More zombie types/Models Tigers Hair, and it grows over time. (Able to cut it) Lanterns Ability to go in the none deep part of the lakes and fill water bottles Temperature displayed on the screen Ability to wave Compass Paper that you can draw on with mouse Messeges you can drop and leave places More armors Cocktail Magnum Cow Boy hat If somone kills you while you are near your door and sleeping bag it gives you the option to place a bounty on there head for a reward (bounty hunter vigilantes) Wild dogs that will attack wolfs/bears with you if you feed it Wall Paper Ability to see players names when they are really close instead of only if you aim at them. (in real life you can see a face without pointing your gun at them) Female characters (booooobs) Chairs and the ability to sit (slows down hunger)
[QUOTE=IAmDerek;43313247]Loin Cloth Player made tattoo's (your friend or you can tattoo your character using his mouse) - [U]this would require some weird stuff with textures etc. easier would be arm or head bands and a variety of colors to id friends (same goal different method)[/U] Players being able to remove there walls without having to blow it up (even if it removes the wall from the game) [U]- this is probably in the works[/U] Ability to look far out [U]- binoculars?[/U] Getting shot in the leg gives like 5% chance to break your leg [U]- this would be brutal and i think a little op and frustrating for the breakee[/U] More guns [U]- its only alpha once the basics of a gun are programmed 100s can be added with art and some tweaks to values so those will come eventually[/U] Spears [U]- if it would work like arrows in terms of coding they can easily do this they just need a new model for it, i like the idea of more low level weapons once we hit beta phase[/U] Jeeps (I heard they are anti transportation for normal players but we should at least have jeeps just make them very hard to craft/fix) and easily breakable by guns. [U]- car is being added now so obviously vehicles are incoming [/U] Rain,Snow on map (hopefully rare but happens) - dunno if we will get snow that sticks, this would result in the cold stat effect being a bit more important though and is imo something to look in to Swords Axes AK47 [U]- more weapons easy to do once its out of alpha and features are decided on[/U] Longer day time[U] - i really like the current model any longer and it would be too much down time imho[/U] More zombie types/Models -[U] they are apparently removing zombies in the next build or so[/U] Tigers [U]- fuck no we do not need murder machines in game lol bears are bad enough[/U] Hair, and it grows over time. (Able to cut it) [U]you cant even see yourself why would this ever matter?[/U] Lanterns[U] -mechanics wise same as a torch, again alpha is to get the skeleton, re skinned and tweaked weapons will come i the beta phase[/U] Ability to go in the none deep part of the lakes and fill water bottles - [U]im not sure we need to add thirst the hunger stat seems to do its job pretty well, and having water be a factor would make any noobs who spawn inland screwed that much worse (remember thirst kills faster than hunger) adding this in to the hunger system could be a good idea though[/U] Temperature displayed on the screen [U]- will only matter if variable weather is added since dark = cold currently[/U] Ability to wave [U]- gestures are definitely needed[/U] Compass - [U]a big maybe here, i think this would over simplify what you can already do by looking at the sun and tree shadows [/U] Paper that you can draw on with mouse [U]- this is almost impossible to do with out the server getting bloated by the textures they would need to save to do this[/U] Messeges you can drop and leave places [U]- im hoping for sign post like minecraft where you could type out a message or label[/U] More armors [U]- again content that will come by beta[/U] Cocktail -[U] moltov? they need a system for fire and burning if they go that route[/U] If somone kills you while you are near your door and sleeping bag it gives you the option to place a bounty on there head for a reward (bounty hunter vigilantes) [U]- devs have made it quite clear they will not be doing anything to dissuade player killing what so ever[/U] Wild dogs that will attack wolfs/bears with you if you feed it [U]- guard dogs? i like these for houses just a wold that aggros people who hit your buildings (this needs an ownership system but they are working on one now)[/U] Wall Paper -[U] this isnt the sims[/U] Ability to see players names when they are really close instead of only if you aim at them. (in real life you can see a face without pointing your gun at them) - use voice chat and communicate with them names from far removes the threat of surprises Female characters (booooobs) - what are you 12.... Chairs and the ability to sit (slows down hunger) - again not the sims, if you want to stop hunger log out [/QUOTE]
Loin Cloth Player made tattoo's (your friend or you can tattoo your character using his mouse Players being able to remove there walls without having to blow it up (even if it removes the wall from the game) Ability to look far out Getting shot in the leg gives like 5% chance to break your leg More guns Spears Jeeps (I heard they are anti transportation for normal players but we should at least have jeeps just make them very hard to craft/fix) and easily breakable by guns. Rain,Snow on map (hopefully rare but happens) Swords Axes AK47 Longer day time More zombie types/Models Tigers Hair, and it grows over time. (Able to cut it) Lanterns Ability to go in the none deep part of the lakes and fill water bottles Temperature displayed on the screen Ability to wave Compass Paper that you can draw on with mouse Messeges you can drop and leave places More armors Cocktail Magnum Cow Boy hat If somone kills you while you are near your door and sleeping bag it gives you the option to place a bounty on there head for a reward (bounty hunter vigilantes) Wild dogs that will attack wolfs/bears with you if you feed it Wall Paper Ability to see players names when they are really close instead of only if you aim at them. (in real life you can see a face without pointing your gun at them) Female characters (booooobs) Chairs and the ability to sit (slows down hunger) agree to all of that -boobs/ females are important, i am not 12 -more weapons but you need more resources to built a rifle.Also the damage from a rifle must be higher as the damage from a pistol -more modifications for weapons, telescope, bayonet, -mod limit for each weapon 2 -with bionuculars you can see the name
[QUOTE=IAmDerek;43313247]Loin Cloth If somone kills you while you are near your door and sleeping bag it gives you the option to place a bounty on there head for a reward (bounty hunter vigilantes) [/QUOTE] Bounties would be bad, your friend could just kill you and receive a free bounty. You'll respawn and have your stuff back without any problem. You need to loose something else then your gear if you are going to implement a bounty system.
[QUOTE=crazymonk;43312114]can you possibly add a chat log so that we can see chat we may have missed...? With this like other mmorpgs we can whisper people or form gangs that can only talk to each other in the chat and worry less about what we may say in general world chat. This could also be used to whisper admins to report bad behaviour, if the server admins allow whispers from everyone or only start private chats with players like a GM chat in some other games.[/QUOTE] I like this idea [editline]26th December 2013[/editline] [QUOTE=MitchellBade;43312235]I strongly agree with the first 3. I would like to see dedicated weapon slots and have the amount increase with each armor tier. The same would apply to inventory and the rest of the quickbar or "belt." Everything in the weapon slots would be visible on the enemy no matter what. When the player is looking in his inventory you would have a visual indicator, he would be looking in a bag. A naked would only have 1 weapon slot and a few inventory slots. It's silly having a naked who is carrying a bunch of wood and other shit pull a shotgun out of his ass and kill you. These changes would add more incentive to wear good armor along with making it not really worth it to kill nakeds.[/QUOTE] Agreed here as well, great idea's, maybe almost take a page from Last of Us back pack interactions
in game Friend request, that turns of the Player damage.
why dont they just remove wood piles and buff how much and fast you gather wood from trees like 3 per hit instead of 1 with 30 wood per tree instead of like 11 , why the hell is wood in random piles anyway.
Sorry, you need to Log In to post a reply to this thread.