• Community speaks: Ideas, concepts, and suggestions.
    57 replies, posted
[QUOTE=V1nc3nt;41879514]I love all the ideas, the only thing I cant get on with is the idea of removing the attachments, IK its supposed to stay realistic, but it should stay a game at some point to. Since I dont have the game correct me if Im wrong with the following Ideas. -Guns can also be found and not only crafted -Attachments can ONLY be found and are fairly rare. -Extremely rare chance to find NVG's -Build houses etc. with other materials (e.g. stone) like the metal doors. -Sniper like weapon (CZ 550 in DayZ) ~ I know this was alredy listed, but the chance of finding such weapon without a scope is not very high (talking about real life here), so I suggest giving it a scope but therefore a low rate of fire, high recoil, only 5 shots per clip, ammo rare to find, only craftable without the scope + force to scope out after every shot.[/QUOTE] The only only I'm worried about is the sniping issue, many people feel like it would hurt the game. Maybe we could just add a scope that can be only found for the hunting rifle instead of a new gun altogether?
[QUOTE=Daniel Munoz;41865988]Maybe like a shanty town? like this: [url]http://aphs.worldnomads.com/terrihorner/21364/IMG_2373.jpg[/url][/QUOTE] yeah, we should just put a bunch of poor ass african towns in the game. It actually fits the whole theme rather well
[QUOTE=Sosadus;41880095]yeah, we should just put a bunch of poor ass african towns in the game. It actually fits the whole theme rather well[/QUOTE] Thanks for your feedback! You sir are a genius I'm surprised facepunch hasn't hired you yet. Lmao.
[QUOTE=UberMunchkin;41866409][url=http://i.imgur.com/gYmx8VG.jpg]Here's the fixed image[/url]. There are actually some urban areas in-game, but [url=http://imgur.com/a/oewiv#0]they're rather small[/url] (The yellow boxes) and aren't that much. But I guess a mix between open and urban areas would be nice, there's about 16² kilometres of land (I think), so there's certainly enough space to put a small bunch of torn-down buildings somewhere.[/QUOTE] It is a really cool idea, but it looks like something right out of dayz. although scavenging in houses is always fun, i find these larger, more city-like areas sort of take away the wilderness survival aspect of the game, which is that you can build stuff out of things that you see in a forest.
Hey what do you guys think they should add for materials? A lot of people want this so i thought i should add it in somehow. Share your ideas!
Thinking about granite, limestone, grable for ex making concrete, cement Oils for ex weaponry, fuel, machinery Sand for sandbags Rubble such as wrecks, old machinery,piles to search to get metal parts, trinkets, electronics etc (ex for reinforcement material to walls, build machinery & gadgets etc)
[QUOTE=Daniel Munoz;41860861][I][U][B]THESE ARE ALL FEATURES FOR WHEN IT IS APPROPRIATE TO ADD THEM. [/B][/U][/I] [B] I. Your Survivor:[/B] -Character Customization allows you to choose your name (which will appear in the chat), change facial features and skin color and along with gender, the list goes on. It also allows you to choose your initial limited clothes picking from different patterns and colors (Instead of the military outfit that is in place now). -Every one starts with only 6 inventory slots (the hot bar) and a hatchet. Although you can carry one additional item in your hand (allowing a 7th item) -Your survivor can wear several different styles of tribal face paint or none at all if you choose -Initially you only has the ability to carry a single pistol at any given time -If not equipped with the right clothing during the winter after a certain amount of time your character will begin to freeze and lose health [B]II. Crafting: [/B] -The items you can initially craft is very limited. You will gain the ability to craft more items as you create the tools necessary. Each tools is linked with more items and certain items require multiple tools to craft -Clothing can now be crafted, this includes: Long sleeve shirts, jackets, hoodies, gloves, boots, etc. -Clothes have a very basic appearance and are initially have a brown leather color which can be dyed with the essential materials -Mines and bear traps (will kill animals and damage players) can now be crafted -A backpack can now be crafted in order to gain your full inventory (all 30 slots) -You can now craft a map, which becomes more detailed as you explore the map and will show people in your “pack” (friends list) -Gun holsters can now be crafted in order to carry two pistols and up to two long guns (such as shotguns, rifles, a bow, etc.) -Guns and ammunition are much harder to craft but also come with more power: the first step to building your guns is crafting a makeshift furnace. Then by using this furnace you create the parts of the weapon. Such as the stock or barrel. You then have to refine these parts and polish them using certain tools (hammer and screwdriver maybe). Then you can assemble the weapon into the final product. -Walls damaged by gunfire can be repaired -Torches can now be crafted and are a way to light up your surroundings using very little resources. They can be carried or placed in a wall or on the floor. Torches eventually burn out. -Gates can now be crafted and function very similarly to doors except are much larger allowing horses and cars to pass through (horses are mentioned later) -Saddles can now be crafted (purpose is self-explanatory) -A small amount of cars (along with pick-up trucks and motor bikes) can be repaired once enough parts (the number varies depending on the vehicle) are found throughout the world but the number of cars is never changed causing players to fight over them -You can now combine leather and kelvar armor to make heavy armor (similar appearance to the juggernauts in call of duty) which will absorb much more damage but makes you move much slower -Ghillie suits can now be crafted aiding you in hunting and making it harder for players to see you [B]III. Weapons and Combat[/B] -Guns now can jam causing the player to go through a 4 to 6 second animation, which will in turn un-jam the weapon (this can only happen when reloading so you wont die because your gun jammed in the middle of a fire fight) -There is now a peek mechanic allowing players to fire at an angle from behind cover -While using a firearm you can melee an enemy which will knock them back and stun them -Weapons and armor have a much more crude look to them, weapons have rust and dents (an almost orc-like look to them) and armor looks as if it was made by a man living in the wild. -A spear can now be crafted (good for hunting and very cost-effective) -Bows and Arrows can now be crafted (they are silent and can kill with two well-placed shots, and the arrow drops as distance increases) with very little resources -A crossbow can now be crafted (a more modern style without the scope: [url]http://www.crossbownation.com/forum/...831c90f733.jpg[/url]). The crossbow requires much more to make (similar to gun construction). It has more accuracy and damage than the bow but with a longer reload time, although they both use the same ammunition. -A makeshift riot shield can now be crafted used only as a form of defense Guns: They are now generic weapon types that fit certain roles with only one or two per type such as: -A shotgun (a double barrel which can fire both bullets at the same time, and a pump-action, based off the remington 870) -A Pistol (a model similar to what is already in the game that is based of the colt 1911, along with a revolver that deals more damage with less in the clip and more recoil) -A Hunting rifle (bolt-action, good at range but can only be used with iron sights, based off the mauser) -A Burst rifle (limited to a 3 shot burst, if fired off very quickly it will jam, based off the stg 44) [B]IV. Hunting wildlife and enemies:[/B] -There are more animals the list includes: bobcats, wolves, rats, birds and even bears. (With these new animals maybe new collectable items can be found) -If the animal is killed by the bow and arrow or the spear more items will be skinned and collected due to the cleanness of the kill -Horses can now be found although they are fairly rare and need to be broken (tamed) and have a saddle equipped in order to be ridden -Horses can be tied to and structure or tree and can be fed in order to regain health -Horses have a lot of health -Maniacs (which are practically replacements for zombies) can be found throughout the world and will aggressively attack you with anything from their fists to a hammer to a pickaxe and will constantly twitch, mumble and talk to themselves due to their insanity [B]V. Game Mechanics[/B] -Armor and certain weapons and tools (the bow, spear, hatchet and pickaxe) now have a durability meter that slowly is depleted to the point where the item breaks (maybe rust can develop on them!). -Gathering wood from trees is a longer process but pays off much more: First you must cut the tree down. Then you must cut up the fallen trunk into smaller sections. One you have cut the trunk into smaller logs these logs can be collected. -Trees that have been cut down remain, as a stump until a certain amount of time has passed which then the tree will grow back again. -Firearms now can punch holes through structures much like in DICE’s Battlefield series. -Although walls, barricades and doors can only severely damaged not completely destroyed and can be repaired. -You can now trade with other players -You can now add players into your “pack” which allow them to open your doors -Friends can be seen on your map -As you begin to loose more and more health your screen begins to go black and white -In order to heal yourself you much go through an animation of your survivor bandaging himself up [B]VI. The Game World [/B] -Much larger maps (making horses and vehicles more valuable) - Cars can spawn individually or in large numbers (such as a junkyard) giving resources such as metal fragments (from the car itself), rations or even other valuable items from the past as loot. -Cars regenerate loot over time making junkyards hop spots and very valuable areas -While any resource can be found anywhere, there are areas where one certain resource’s presence is huge (junkyards and caves for metal, forests for wood, plains for animals) -Seasons are now added (winter, summer, spring, fall) all with different weather patterns (snow increase in the winter, rain increase in the spring) -Resources to craft ammunition are much more scarce so players need to be more conservative when it comes to firing off rounds -Binoculars can now be found only as loot -There is no more weapon attachments throughout the world -Dynamic events now occur throughout the map such as: A military group passing through the area providing new weapons vehicles and supplies, friendly A
[QUOTE=JUGHD;41896610][editline]20th August 2013[/editline] There should be snipers in the game[/QUOTE] the only thing i am worried about is that is might become overpowered, the whole map is a snipers paradise with lines of sight everywhere you go. If it is in the game, it has to be very hard to use effectively. [editline]19th August 2013[/editline] [QUOTE=RogueNerdy;41896073]Thinking about granite, limestone, grable for ex making concrete, cement Oils for ex weaponry, fuel, machinery Sand for sandbags Rubble such as wrecks, old machinery,piles to search to get metal parts, trinkets, electronics etc (ex for reinforcement material to walls, build machinery & gadgets etc)[/QUOTE] So the new materials would be cement, sandbags and rubble that could b used to reinforce materials?
[QUOTE=Daniel Munoz;41896964]So the new materials would be cement, sandbags and rubble that could b used to reinforce materials?[/QUOTE] As I dont really know the background story and over all theme much yet, but yes. If melting and other forms of crafting is implemented these could be combined. So you could make all from fortified bunkers, stronghold safes to nasty traps. or as said, upgrade the building. Gradually harder to make, also different strenght, for example creating cement and just plaster it over the wall, is fast but less durible, if you on the other hand first create a wall of bricks then cement thats vastly superior. And if the wall is attached to a cement foundation its even stronger. One idea is to take a selected few to have a /TP command (teleport) to either far away area of the map to building ideas or perhaps a secluded pve island, main purpose to just alpha all the building parts of the game.
the only worry i have is that the game will be even harder for newcomers, i wonder how the game will work when it comes to servers. Hopefully they have a set player count for each server so they dont get overcrowded.
Crafting potions, Some herbs and flower can help make potions. The positions can either regenerate health for a short time, run faster, extra damage when using weapons, and increase hunger for a short time without getting hungry.And also increase of speed
[QUOTE=PrinceChawmin;41927960]Crafting potions, Some herbs and flower can help make potions. The positions can either regenerate health for a short time, run faster, extra damage when using weapons, and increase hunger for a short time without getting hungry.And also increase of speed[/QUOTE] Maybe more like different drugs you can make that have short term affects, maybe like increases crafting time, the ability to sense nearby animals or people, or resistance to radiation. All delivered through a need and gathered from different plants. Similar to far cry 3? [editline]22nd August 2013[/editline] What do you guys think?
[QUOTE=RogueNerdy;41897573]As I dont really know the background story and over all theme much yet, but yes. If melting and other forms of crafting is implemented these could be combined. So you could make all from fortified bunkers, stronghold safes to nasty traps. or as said, upgrade the building. Gradually harder to make, also different strenght, for example creating cement and just plaster it over the wall, is fast but less durible, if you on the other hand first create a wall of bricks then cement thats vastly superior. And if the wall is attached to a cement foundation its even stronger. One idea is to take a selected few to have a /TP command (teleport) to either far away area of the map to building ideas or perhaps a secluded pve island, main purpose to just alpha all the building parts of the game.[/QUOTE] But how would you get these materials? How could cement be made? It would have to be a hard material to gain access to.
[QUOTE=Daniel Munoz;41952439]But how would you get these materials? How could cement be made? It would have to be a hard material to gain access to.[/QUOTE] Maybe this could be put in? [url]http://en.wikipedia.org/wiki/Sulfur_concrete[/url]
[QUOTE=zenthekiller;41952476]Maybe this could be put in? [url]http://en.wikipedia.org/wiki/Sulfur_concrete[/url][/QUOTE] Thats genius! Maybe in the form of cinder blocks? And how exactly would the crafting process work?
[QUOTE=Daniel Munoz;41952502]Thats genius! Maybe in the form of cinder blocks? And how exactly would the crafting process work?[/QUOTE] No clue, but you will probably need some tools and something similar to a furnace for it to work.
[QUOTE=zenthekiller;41952521]No clue, but you will probably need some tools and something similar to a furnace for it to work.[/QUOTE] Definitely, probably should update the list now!
Hey guys i got an idea, what if items took up space in your inventory based on their size? For example, paper would only take up one slot while logs would take up two. What do you guys think? Let me know!
[QUOTE=Daniel Munoz;41954469]Hey guys i got an idea, what if items took up space in your inventory based on their size? For example, paper would only take up one slot while logs would take up two. What do you guys think? Let me know![/QUOTE] Yes this could be the bases for a more realistic approach for a survival game. This is a good idea so that people don't carry so many fucking m4's
[QUOTE=MaxOfS2D;41861416]We're going towards smaller islands (8x8km instead of 16), but more than one island... eventually. 16x16km is a LOT for Unity to handle.[/QUOTE] Sorry For not knowing but for gmod what Engine did the use, and why the switch to unity?
[QUOTE=zoofi;41956999]Sorry For not knowing but for gmod what Engine did the use, and why the switch to unity?[/QUOTE] Gmod I [I]think[/I] used the source engine. Correct me if I am wrong
[QUOTE=zoofi;41956999]Sorry For not knowing but for gmod what Engine did the use, and why the switch to unity?[/QUOTE] Considering Garry's Mod is essentially a modification for Half-Life 2, a game that runs on Source, I'd say it runs on Source Engine. Why switch to Unity? Probably because it's better for making an entirely new full game+they don't have to deal with Hammer Editor's mapsize limits.
Was thinking again, hey Im old, or da phun fellow players calling me, grandpa... Visualize the crafting setup from minecraft, lets call it modul crafting. You get 6x6 slot window. each slot has (clickable) alternating images of every part of a house (except doors) You add additional angular parts and other shapes, extensions to building houses and bases to it. (and one empty image) Now you alternate the images to your liking, you will see what resources you need to build that particular part. Beside the slots you have alternative options like make into a door, floor, wall etc With the resources in your inventory you hit build and the creates the design you just chooses.
Thinking of background stories, possible aims and goals. The reason, why and where are we going. Couple of thoughts to kickstart discussion. - One could go with the simple route, world just turned to shit where the island is located, most of the mainland is radiated, few of us stranded to rebuild society from scratch, as the outside world cant reach us, and just leave it at that. - Colliders around the world manage to solve dark matter, during there experiments they punch trough the barrier of string theory. The island contains one of the bigger colliders up to date and is flashing trough the multi-verses creating havoc on its people, while the rest of the world having hard time to contain its effects to the island alone, so it does not spread to the rest of the world. Endless cycles making the people flash back after death into its own multi-copy, naked and bare. In the mix is multi-verses corroded with viruses and contamination's making disturbance on the islands, leaving items, effects, buildings and life forms that fades out after time. The outside world is split, either help you or destroy you. This could help devs to implement future content, islands flashes (as in ex tv-serie Lost) and new troubles comes your way. There are tons of scenarios they could be using, I write much more scenarios, if any one is interested.
An idea to get more active players in, Devs should make events, inviting youtubers and other big personalities (like all from pwedie to Totalbiscuit, Athene etc) Teleport them into a pre-made fortress and we (alphas) can try to find them and get them. Perhaps have some prizes and gifts after the event
[QUOTE=RogueNerdy;41971569]Thinking of background stories, possible aims and goals. The reason, why and where are we going. Couple of thoughts to kickstart discussion. - One could go with the simple route, world just turned to shit where the island is located, most of the mainland is radiated, few of us stranded to rebuild society from scratch, as the outside world cant reach us, and just leave it at that. - Colliders around the world manage to solve dark matter, during there experiments they punch trough the barrier of string theory. The island contains one of the bigger colliders up to date and is flashing trough the multi-verses creating havoc on its people, while the rest of the world having hard time to contain its effects to the island alone, so it does not spread to the rest of the world. Endless cycles making the people flash back after death into its own multi-copy, naked and bare. In the mix is multi-verses corroded with viruses and contamination's making disturbance on the islands, leaving items, effects, buildings and life forms that fades out after time. The outside world is split, either help you or destroy you. This could help devs to implement future content, islands flashes (as in ex tv-serie Lost) and new troubles comes your way. There are tons of scenarios they could be using, I write much more scenarios, if any one is interested.[/QUOTE] As interesting as that is, i think the charm of rust is that you have your own survivor story the you drive. They should add more possible elements to enrich the game world, but i dont think adding a narrative would be the right move.
An idea I had was when you make a door you get a key for that door. The key stays in your inventory even if you die and cannot be looted. The key could be duplicated for free and infinite amount of times so your friends can get inside your house.
[QUOTE=Daniel Munoz;41995860]As interesting as that is, i think the charm of rust is that you have your own survivor story the you drive. They should add more possible elements to enrich the game world, but i dont think adding a narrative would be the right move.[/QUOTE] Perhaps not so much ingame, but on its future site, cgi and press material etc. We shall see how they will present it.
Sorry, you need to Log In to post a reply to this thread.