• Still expecting this after 380 hours in game
    4 replies, posted
I will make it short, but here are the stuff I am mostly expecting and for which I have not seen specific information on Twitter, DevBlog or Trello 1 - Keeping up the promise to provide a lot more hostile environment/monsters in regards of PvE, eventually forcing players to work together and making certain moments of the days a lot more dangerous (nighttime, weather events, etc.). Since the rumored dinosaurs (hehe, thx Ark for destroying any future hope of this), nothing serious has been spoken about. 2 - Implement a secondary shortcuts action bar for characters animations, so that we could wave arms, make sign of peace, give a finger, knee, sit on ground like you would rest around a fire, etc. We would switch from one shortcut bar to the other using Tab. 3 - An ability to loot players when you are behind them. Instead of being able to loot them solely when they are crippled or dead. This would be very interesting for a softer roleplay, and would permit to loot players by threatening them if we can keep them still. Most fun would be to sneak behind a guy, steal his stuff, and leave without being noticed while he continues to farm... Skyrim thief mode :-D 4 - Vehicles... No long details needed - a bicycle would be a start, some mad-maxed motorbikes or rusted handmade buggies... I know it is somehow in the pipe, but still waiting for it ;-) 5 - Removal of padlocks, or heavy changes in the door opening mechanism. I see two possible game mechanics: a. Remove padlocks. Well I get that they are somehow more practical than keys, and that it can be very punishing to get kicked out of your own base because you lost the key for any reason. But I keep thinking that we need other ways to sneak into bases, without using explosives everytime. b. Force players to enter the code, even if they learned it, or simulate a code input with a delay. With specific in-game items, like mono/binoculars (which is also a feature I expect at some point), and at a reasonable distance, it would help you to read, let's say, 50% of the code entered by the player. 6. A specific desk wall that would allow you to store items. Behind the counter, you could organize trade. I have seen the previous Community Update and it shows this store where the guy has this box going through door, so that people can use the box, and he can too. This is ugly and unrealistic. Simplify this, make a desk-windowed wall that can store stuff.
#3 was already implemented and removed because it was so ridiculously broken. #5. Nah.. If you make even more ways to get into people's bases, raiding is going to be so ridiculously easy that no one will even bother making a base. Think about it. What's the point of putting on a lock if it can just be easily bypassed? #6 has me confused. You say a chest going through a door is unrealistic, but then ask for a wall that can store stuff...?
[QUOTE=ScrapDraft;48106488]#3 was already implemented and removed because it was so ridiculously broken.[/QUOTE] Well, so it deserves to be properly made. [QUOTE=ScrapDraft;48106488] #5. Nah.. If you make even more ways to get into people's bases, raiding is going to be so ridiculously easy that no one will even bother making a base. Think about it. What's the point of putting on a lock if it can just be easily bypassed? [/QUOTE] You got it wrong. What I propose is that you look behind you while you type a code on a padlock. If there is nobody, you are safe. If you enter the code in front of a world of spies, your problem. You would have to think about setting your padlocks in a way you can type without being seen, meaning more thinking in architecture, deeper gameplay, overall benefits. [QUOTE=ScrapDraft;48106488] #6 has me confused. You say a chest going through a door is unrealistic, but then ask for a wall that can store stuff...? [/QUOTE] Not a simple wall, a windowed wall with integrated storage container, something like that [url]http://www.architecturalarmour.com/FreshFiles/Security%20Counter%20screen.JPG[/url], but rusted ;)
i agree with most of these. #1 and #2 i optimistically look forward to as both have been mentioned in various ways. #3 was broken, but could really do with fixing and re-implementing. range should be limited, and preferably have a forced animation for looting attached to it. #4 has to be implemented with balanced care, but #6 as previously suggested would be very useful. i'm not sold on #5 really. inputting codes each time would increase game tension, but would also reduce their value immensely. you would have to make it that you unlock the keylock the same way (ie interact with the lock) to balance it. don't know how i feel on that one. it would certainly be game changing.
Indeed mrknifey, the padlock features I suggest would be gamechanging, in a way that indeed it increases tension and adds to the gameplay. It would make things harder overall, which, I suppose, is a good thing. My main concern is that padlocks are currently not offering any weakness to balance their powerful features : insta-save, insta-opening door, unbreakable, unspyable, etc. They are simply OP, I love the key system it's so much better but nobody uses it, because padlocks are OP. [B]At least, if there is electricity, padlocks should ONLY work with electricity, so that we could shut down electricity and they would stop working.[/B]
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