[B]Holsters and Quivers.[/B]
Okay so first off, as it stands right now it is really hard to discern who is armed and who isn't. I understand that this is ALPHA and you may already be planning this but I want to hear feedback on this idea. This is all considering that drawing a weapon is going to take a certain amount of time. You wouldn't need a holster to carry a weapon, you could pull a Last of Us style shove the pistol in your pants, or have weapons have a sling of some sort. However this would mean you take a bit longer to reach and take out your firearm.
With a holster on your hip you can reach for your pistols much quicker than if you just shoved in in your pants since they are designed to be easily accessible, this means other players can see your weapon more visibly than if you just shoved it in your pants. Decisions decisions, do you craft a holster to get to your weapons faster, or do you decide to keep it concealed.
[B]1. Crafting of Holsters and Quivers[/B]
A workbench would be required, and would take 25 seconds for the small holsters and 60 seconds for the large holster. 60 seconds to craft a quiver as well.
Let's use up all that extra Leather guys.
10 Leather to craft a Small weapon/pistol/sidearm holster.
25 Leather to craft a Large weapon/rifle/long gun sleeve/holster.
40 Leather to craft a Quiver that holds 24 Arrows in one slot.
[B]2.Usage of the holsters and the quiver[/B]
You can carry as many weapons as you have slots, but in order to get to them quickly you can craft a holster for them. You can carry 2 holsters for access to two different weapons, one large; one small. You must equip the holster and quiver just like armor or any other type of equipment. Another benefit of the holsters are that it can take up a whole new button on the hotbar perhaps the Q key could be the weapons set key. To keep the hotbar for food, tools, and medical equipment and so your pack won't get bogged down by stuff that isn't inside it.
The quiver holds more arrows, and allows for a faster arrow loading speed at the cost of allowing people so see you are packing.
Large weapons like the Bow, MP5, M4, Bolt Action Rifle, Shotgun and Pipe Shotgun qualify to fit in the large holster. Pistols and the Handcannon fit in the small holster.
The holsters can cut the time it takes to reach for your weapon by 15-30% depending on the type and size of the weapon. However it makes your weapons more visible. Pistols get the most benefit from this, and larger weapons get a smaller benefit. Precious seconds can save your life
Good idea? Bad idea? Talk about it. I'm just saying if we can't stop dangerous people from killing each other at least make it possible to avoid them, know what I'm saying?
Yes I basically just copy pasted what I put in my thread here. I'm sorry.
To reiterate, you do not need a holster to carry two weapons at any one time, it just makes the weapons more noticeable by keeping them in eyesight but allows the holster wearer to whip the weapon out faster.
[B]1. Friends list and enemies list:[/B]
Currently you can only see someone's name if they are directly in front of you and only if they are 3 feet away from you. I think that you should be able to have a friends list. People who are in your friends list with have their name appear above their head if they are within 20 or 30 feet from you (because i can identify my friends by their faces from 30 feet). In addition you should be able to have an enemies list who's names will also appear withink 20 or 30 feed but maybe a differnent color of name (because i can identify people I don't like by their faces from 30 feet)
[B]2. Arrows/Bows:[/B]
I would like to see flaming arrows. (put arrow in campfire and it burns) or arrow + fuel = flaming arrow.
You could even make like napalm (high level item) + arrow and have an arrow that damages or catches wood on fire to damage wood structures.
I would like to see a more advanced/modern bow with a scope of some sort that does more damage and is an upgrade from the basic wood bow
[B]3. Resource/Food:[/B]
I would also like to see digging (crafing and shovel and digging for animals/resouces/bugs) and fishing (using meat or grubs to craft bait and using wood and cloth for fishing bow).
I would like to see cloth come from plants instead of bears/pigs/wolves/deer Fur comes from animals and most cloth comes from plants.
[B]4. Shelter/scouting:[/B]
I think it would be cool to be able to make treehouses and to climb trees to see what's around when you're in a field and there's nothing to use as a lookout.
[B]5. Melee Weapons:[/B]
You mentioned spears and I wanted to add that I think we should be able to make spears wood/stone/metal Spears would have a longer range than the other melee weapons and they would have a jabbing attack instead of a slashing one.
[B]6. Balance changes:[/B]
[U]6a. Suicde for free stuff[/U]
I think there should be an incentive to prevent players from killing themselves. I shouldn't throw myself off a cliff because i want a fresh torch or more health kits or 1200 food). As it is now if i'm hungry, out of health kids, or have no torches i just suicide rather than getting new ones. Maybe give a bonus for staying alive past a certain point?
[U]6b. radiation does not scare me at all so what's the point of rad pills and armor?[/U]
I think that rad town radiation needs a buff. I'm able to get C4, guns, and hang out there for a long time with no problem with no rad armor and no rad pills (unlike some of the other ratiation zones). I think radiation needs a buff and you should start taking damage after 300 rad (or maybe having rad doubles calorie consumption). Even in very high rad areas with no rad suit and no rad pills i'm able to run in, get an M4 and some ammo and run out with little or no damage (yet if a ran naked through a nuclear reactor meltdown I would be dead).
I think you should have to have some sort of armor (cloth at least) to be able to get a chest from a rad area and you would wind up taking significant damage (like 30 or 40).
I also think that a rad suit should be buffed so you can stay in high rad areas with full rad gear at least twice a long as you can. I walk into a rad area with a full rad suit and i can only stay there for a few more seconds than I could when I was naked. I feel like this should be more like a few more minutes.
[U]6c. 100 sleeping bags > all[/U]
Someone comes to attack my base and steal all my stuff. They come heavily armored and prepared to take what I have. I have hordes of treasure ripe for the taking and no weapons or armor to back them up. I do, however, have 100 sleeping bags. I throw myself at my attackers take a few bullets (maybe hit one with a rock) and then instantly respawn to then throw myself at my attackers take a few bullets and die. After instantly respawning at my camp of sleeping bags a few dozen times they're out of ammo and i'm hitting them with rocks and they run away, defeated, at the power of 100 sleeping bags. (this has happed to me more than once and i only have like 13 sleeping bags)
Also someone can have sleeping bags and use them to teleport across the map. (teleport to an airdrop anyone?)
The fix is to have a max number of sleeping bags down at any one time.
[U]6d. I can sabatoge a base faster than you can unsabatoge it[/U]
I saw a huge base with this big elaborate door. All it took was somone with a foundation, 2 pillars, and a wall to make someone have to use multiple c4 to get their base back. alas the c4 they need to get their base back is behind an easily constructed wooden wall. I can come up with a few hundred lumber 100 times faster than I can come up with 2 c4.
I had somone that had recently added a new doorway to their base and someone else ran up and put a metal door on it. Now your base is our base and i'm going to take all your stuff.
I saw a base that someone was building and all someone had to do was drop a few pillars in the middle of foundations to ruin the whole base floor plan.
I can misclick when placing a pillar and ruin a large portion of my base
[U]6e. I can easily kill the toughest zombie or most ferocious bear with a rock[/U]
Once a mob starts to attack something it never stops. I could have one person run around in circles (or stands out of reach) while the other person beats the attacking monster with a rock and we will easily kill it.
Mobs should either attack the closest target or the target which is doing the most damage
[B]7. Stamina/calorie burn rate[/B]
I think that someone in full kevlar, carrying ammo, and multiple weapons, health kits, and lots of stuff should use more calories running than a naked guy carrying nothing.
Running up a hill with a load of rocks should make me use a LOT of calories. Either use significantly more calories or I should get out of breath and slow down.
[B]8. changing/dismantling existing items[/B]
If i have a stone hachet I should be able to take the stone off and make a metal hatchet without having to craft it from scratch. It would be cool to be able to dismantle certain basic items.
[B]9. Household decorations[/B]
Many people would like to decorate their base with cool little crafted objects (bear skin rug, deer head, Big fish mounted on the wall)
[B]10. Addional status ailments[/B]
minor wound: more prone to bleeding when struck. Will go away on it's own slightly increases the chance of sickness or infection
Major wound: any hit will cause bleeding. Will turn into a minor wound over time. Dramatically increases the chance of sickness or infection and can cause dizzyness
Sickness: slightly lower movement/attack speed. Reduced health regeneration. May cause vomiting.
Infection: Health will slightly drease over time. Will decrease faster if also sick. Will not go away while major .
Freezing: Uncontrollable shivering. Can become freezing if cold for too long. (or if cold and wet) Can crouch to huddle and go back to cold.
Dizzyness: character wobbles and stumbles kind of like when you got drunk in world of warcraft
[B]11. Additional voice functions in game[/B]
There are a lot of people who are using things like teamspeak/ventrillo/skype to communicate in private outside of the game. This makes things very confusing. I can't tell if a friend is talking to me only or to the game.
In the game I feel like i should be able to whisper instead of talk loudly so that only people around me can hear (or only people inside of my building can hear). (i'm outside of someones base whispering to my friend "go inside" without the guy in the base easily hearing us) It would be even more badass (and get me even more immersed in the game) if it detected the volume of the speakers voice to determine if it was a whisper or not (a function which could be toggled as autodetect or as a keyboard button press for people who are whispering because they don't want to wake a sleeping baby vs they are sneaking up on a deer)
There could be walkie talkies which would act as using vent or skype so that you could press your walkie talkie button and only people w
I see alot of good things in there. +1
[QUOTE=searious;43286321]I see alot of good things in there. +1[/QUOTE]
Any suggestions? This is for the community by the community so i would love to hear some feedback!
[QUOTE=Daniel Munoz;43286350]Any suggestions? This is for the community by the community so i would love to hear some feedback![/QUOTE]
you'r not really the community
[QUOTE=Unemphatic;43286867]you'r not really the community[/QUOTE]
I have been doing this threads for months, longer than you've even had an account on these forums, it has changed immensely since i first started it because of community suggestions. Keep trying to one up me, i love proving you wrong. ;)
[QUOTE=Daniel Munoz;43286901]I have been doing this threads for months, longer than you've even had an account on these forums, it has changed immensely since i first started it because of community suggestions. Keep trying to one up me, i love proving you wrong. ;)[/QUOTE]
cool right so when did you start this thread not months ago and erm ive been here since open alpha mate
[URL="http://http://facepunch.com/showthread.php?t=1295567"]http://http://facepunch.com/showthread.php?t=1295567[/URL]
There it is, mate! a month before you even got an account on the forums.
ive had more than this forum account, previous one have had their password forgotten
[editline]23rd December 2013[/editline]
[QUOTE=Daniel Munoz;43287041][URL="http://http://facepunch.com/showthread.php?t=1295567"]http://http://facepunch.com/showthread.php?t=1295567[/URL]
There it is, mate! a month before you even got an account on the forums.[/QUOTE]
also loving that fake link
[URL="http://facepunch.com/showthread.php?t=1295567"]http://facepunch.com/showthread.php?t=1295567[/URL]
There we go! Anymore questions? If not stop spamming me with these useless comments
yes there is one question did you know that i had my first account when garry's mod came out?. No so you sir are wrong
[QUOTE=Unemphatic;43287150]yes there is one question did you know that i had my first account when garry's mod came out?. No so you sir are wrong[/QUOTE]
Did you know that your words mean nothing without proof? Get off my thread. You are not contributing whatsoever.
you cant make me get off your thread i like to read your idea's whether i like then or not
[QUOTE=Unemphatic;43287203]you cant make me get off your thread i like to read your idea's whether i like then or not[/QUOTE]
You're spamming my thread with childish comments. Stop.
[QUOTE=Daniel Munoz;43287234]You're spamming my thread with childish comments. Stop.[/QUOTE]
thats not rally childish but meh whatever bruv
[QUOTE=Unemphatic;43287251]thats not rally childish but meh whatever bruv[/QUOTE]
I'm am done responding to you. Happy Holidays!
[QUOTE=Unemphatic;43287020]cool right so when did you start this thread not months ago and erm ive been here since open alpha mate[/QUOTE]
Seriously man, every thread I read you're just spewing childish anger. Go back under your rock kid.
[QUOTE=Daniel Munoz;43287271]I'm am done responding to you. Happy Holidays![/QUOTE]
I think we should have a section about balance changes.
[QUOTE=iamcpc;43287357]I think we should have a section about balance changes.[/QUOTE]
So a changes section and a additions section?
[QUOTE=Daniel Munoz;43287370]So a changes section and a additions section?[/QUOTE]
Yeah. Check out my post. Maybe like bug changes/balance changes/additions. Do developers or facepunch staff ever post on the forums?
[ nevermind ]
[QUOTE=iamcpc;43287565]Yeah. Check out my post. Maybe like bug changes/balance changes/additions. Do developers or facepunch staff ever post on the forums?[/QUOTE]
Yes, they are just prbably very busy this time of year
[QUOTE][B]I. Game Mechanics[/B]
-Your hot bar no longer acts as inventory space, only as quick access to items
-To gather wood from trees you much first cut the tree down. Then you must cut up the fallen trunk into 3 sections. Once you have cut the trunk the logs can be collected. Branches will also be collected
-Small trees can be torn down immediately (which you can gather branches from), larger ones require an axe
-Trees that have been cut down remain as a stump and will eventually grow back again.
-Guns and heavy weapons (axes and sledgehammers) can damage and leave holes in structures, which can be repaired
-Hatchets are less effective on rock and pickaxes are less effective when gathering wood
-Each building material has a height limit. Wood has the lowest, then stone, then metal.
-Items fill up your inventory based on their size. For example, logs would take up two slots while paper would only take up one.
-Also, as stack size increases so will the amount of space that is taken up in your inventory.
-Place-able torches
-Un-canned and unpreserved food can eventually rotten unless kept in an icebox. Eating rotten food does fill up your hunger bar, but it deals damage.
-Things like hunger, thirst, comfort, health, etc. all have a symbol that will disappear and reappear depending on it’s state. The less cluttered the screen the more immersive the experience.
-Hot bar becomes more transparent and the background more visible
-Chat is no longer accessible right away; you need to gain access to a HAM radio that are common in supply drops[/QUOTE]
I agree with most of these. Well, all of them actually. Just have to take into account the comments that were made about building heights.
Height: Stone < Wood < Metal
Sturdiness: Wood < Stone < Metal
[QUOTE][B]II. Your Survivor[/B]:
-Character Customization allows you to change facial features, skin color along with gender, the list goes on.
-You spawn with damaged clothing that offers very low protection
-You start with only 12 inventory slots
-In the armor tab a bag slot is added
-A primary and secondary weapon slot is added to your inventory
-Your survivor can wear several different styles of war paint or none at all if you choose (might help with clans)
-If not equipped with fur clothing during the winter after a certain amount of time your character will begin to freeze and you will not regenerate health
-Ability to go prone
-A thirst meter is added
-When you equip a backpack it will show up. Any weapons equipped will show up on your model making it clear whether you or an enemy is a threat.
-Nameplates are removed
-When eating or healing you go through an animation
-Full-body awareness is added
-When jumping your survivor can grab onto ledges
-A skill system is added, there are 10 categories (ex. Gunman, crafter, cook, etc.) You progress through the ten bars in each by doing the action. Every time you die you lose a bar in each category.
-You cans steal from player’s inventories without killing them, although a sound is made when stealing[/QUOTE]
Again, I mostly agree with all of that. I won't go over the skill system because I don't really know what to say about it. What I'd like to suggest though is a delay on healing from eating food. The food meter would go up instantly, but it would take a certain amount of time for health to start going up. That, or the duration of the HoT would have to be increased (ex: 1hp every 2 secs for 20 secs if it heals for 10). This is for avoiding unrealistic fighting situations like "I didn't die from that bullet because I shoved meat into my mouth, allowing me to shot that guy in the head instead." I know it's not that much realistic to use a medikit in the middle of a gunfight either, but it at least makes more sense. Also that too can be balanced so using a medikit makes you go through an animation, making it absurdly dangerous to use one right in front of the enemy, instead forcing you to go into cover first.
Be it that way or another, I just think the healing system overall needs some tweaking. Adding animations for using consumables is one step in the right direction, to me.
[QUOTE][B]III. Crafting: [/B]
-You can now craft signs which can be attached to structures or stand
-Mines and bear traps (will kill animals and damage players) can now be crafted
-Your bag can be upgraded three times, from small to medium, then to large
-The more complex the gun, the more parts that are needed
-Canteens can be crafted and filled with water
-Saddles can now be crafted
-Ghillie suits can now be crafted aiding you in hunting (same stats as cloth armor)
-Storage boxes can be equipped with traps, for example explosives can be attached so when it is opened the bomb goes off potentially killing the invader but also putting your items at risk
-Iceboxes can be crafted (made from metal, ice which is found during the winter, wood and grass)
-Safes can be crafted, same strength as a metal door
-You can craft a sledgehammer (used to destroy structures but uses up a lot of calories)
-You can now craft a canoe (can fit two players) along with fishing gear (fishing rod, lures, cages, etc.)
-C4 is replaced with scrap metal bombs
-Kevlar is replaced with scrap metal armor[/QUOTE]
I'd like to take the opportunity of that bag system to talk about something I'd enjoy seeing ingame (though I think a lot of people might disagree with me on that): weight and burden. The bigger your load, the slower you move and the clunkier your movements are. Even carrying an empty large bag wille make you slightly more 'clumsy' than carrying a lightly loaded small bag, though your speed would barely be affected. The effects could even be moved to someplace else, like adding more camera movement when moving without affecting any stats. However if we're going down the stat-affecting road, I think it'd give more depth to strategy by carefully choosing what you go out with. Are you going out to gather supplies? Go with a large bag. Out man-hunting? Might wanna lighten your load and be as swift as possible. I won't go in any more depth with this than I just did until I get some feedback from the op, so I can at least know if such a feature would be acceptable by the devs (I don't even know who the op is, or at least what he does. Shame on me.)
[QUOTE][B]IV. Building[/B]- When placing an object (such as a barricade or foundation) it goes through a construction timer, there are 3 intervals of this timer which will be visually represented
-When an object is being constructed you move slowly and cannot venture away from the build site
-Log piles are removed as a wood source[/QUOTE]
Three words: yes, yes, YES. I don't have much else to say about this.
[B]V. Weapons and Combat[/B]-You have primary and secondary weapon slots, making it so you cannot be a one man army with twenty guns at your disposal and if you want to switch to another gun you have to go through a short timer[/QUOTE]
I liked pretty much everything I saw in that part, so I'll just focus on an small idea I got regarding what I quoted.
I like the idea of making switching weapons slow and dangerous, adding to the importance of managing your ammo use and weapons of choice. I think it'd be already planed to make different animation times for each weapons (drawing/putting away a revolver would be faster than it'd be a shotgun, etc.), so here's what I've been thinking in addition to that: adding a keybinding for dropping the weapon in use. Dropping it would obviously be faster than putting it back in its sling/holster/belt/etc. so you could immediately take out your other weapon instead. Depending on the situation you'd take the risk of losing your weapon if you're eventually forced to retreat for example, but it can also make the difference between life and death. Also there'd have to be an animation when you pick a weapon up, so you can't just drop your weapon, draw your other one, and instantly pick it back up.
To add some variation I even thought about this: 'standard pick-up', and 'one-handed pick-up' (lame names sorry). With the standard one, yo
To many hackers plain and simple
well good ideas
[URL="http://facepunch.com/showthread.php?t=1338098&p=43292247#post43292247"]check out my suggestion list[/URL]
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