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maxon-69

3 simple and high-quality suggestions for the game

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1. Separate slots in the clothes - I was always annoyed that the pan can be shoved into the pocket of my pants. Make the slots separate. It will be harder to play, I understand, but should not a 30 kilogram battery fit in a jacket! And I think it's very easy to implement this in the game.

2. Experience points of the player - everything is simple here - the longer you do not die - the more your level of endurance and health reserve increases. Here it is important that your condition should be good. If you are injured, then the reserve of forces should be less. That is, make these parameters variables. This will increase the cost of players ' lives. You can experiment with stamina - for example, you just started playing and your stamina level is minimal. After a couple of hours, stamina level is +5 After 3 hours, it is +15. If you are sick, he fell - 10, injured-20. Another example, you just showed up. And you can't run with 3 batteries (your stamina is at zero) and playing for a week, you can run with these 3 batteries and the stamina level is restored when you stand. You can also limit the need for food if you play for a long time without dying. I think there is also no difficulty with the implementation, only fine-tuning the parameters.

3. Heartbeat (sound effect) - for example, you are injured and you lose consciousness - at this point you begin to hear your heartbeat. The screen darkens, the pulse decreases, the heartbeat becomes weaker, but more distinct. And if you inject adrenaline, the heartbeat becomes strong and frequent. All this will give players a better feel for their character. I think this is a very useful suggestion for developers!

 

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1. Agreed

2. Maybe a bad example by increasing your health reserves, but soft stats for running might be okay. I honestly would like it more without soft stats.

3. Agree, more feedback is necessary from your character's status like: Bleeding (screen distortion on the edges?), Hunger (rumbling stomach), Thirst (occasional pulsing screen blur? like every 3-10 minutes if red thirst), Wet clothes should also look wet (for example, IRL a lot of clothes get darker when wet due to the fabric soaking up water?) + having water droplets on them would also be a nice detail.
Medical stuff should also cause screen sharpening effect, stronger colors, contrast changes(?) according to what you take/ how strong it is.

Next stuff could be slightly off topic:

Guns also need more feedback sounds. Fire mode switching needs a "click" with slightly different sound queues. Gun ranging also needs a clicking sound (different than fire mode switch). Maybe even more exaggerated difference in sound when fired in: Open field VS a city.
Ammo counter also needs a rework, player should have to check their mags to know approximately how many rounds are left like: "Full", "Almost full", "Half", "Almost empty" instead of the constant counter that updates with each shot.
Player checks a mag, it says "Full" for a couple of seconds and it fades out.

Edited by DefectiveWater
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1.  Not a QoL improvement.  Let's not make inventory management more difficult.  Staying out of the UI as much as possible is a real goal for the team.

2.  Please, no statistic improvements.  Seems like a huge task to implement.  Then would require waves of balancing.

3.  Heartbeat idea.  Maybe.  It doesn't really affect my status or decision making in the game, however.

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"(...)2. Experience points of the player - everything is simple here - the longer you do not die - the more your level(...)" - "nextdays" mod is trying to implement something like that. And let me tell you, most people don't give a damn. Majority will still KOS - for loot, for fun or just because. Levels are a great thing though - especially for lone wolves. Such system creates another reason to try to survive. Another reason to play. And it has low probability of happening in vanilla. Also "just because". It needs a lot of tinkering and balance on top of that.

I'd rather change how the game starts and then make the thing with levels shine. Player is like a survivor of a shipwreck. So make him hurt at the beginning. Over the time he'll get better because his injures will heal.

Edited by nemorus
added a few lines...
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On 6/4/2021 at 4:59 PM, DefectiveWater said:

1. Agreed

2. Maybe a bad example by increasing your health reserves, but soft stats for running might be okay. I honestly would like it more without soft stats.

3. Agree, more feedback is necessary from your character's status like: Bleeding (screen distortion on the edges?), Hunger (rumbling stomach), Thirst (occasional pulsing screen blur? like every 3-10 minutes if red thirst), Wet clothes should also look wet (for example, IRL a lot of clothes get darker when wet due to the fabric soaking up water?) + having water droplets on them would also be a nice detail.
Medical stuff should also cause screen sharpening effect, stronger colors, contrast changes(?) according to what you take/ how strong it is.

Next stuff could be slightly off topic:

Guns also need more feedback sounds. Fire mode switching needs a "click" with slightly different sound queues. Gun ranging also needs a clicking sound (different than fire mode switch). Maybe even more exaggerated difference in sound when fired in: Open field VS a city.
Ammo counter also needs a rework, player should have to check their mags to know approximately how many rounds are left like: "Full", "Almost full", "Half", "Almost empty" instead of the constant counter that updates with each shot.
Player checks a mag, it says "Full" for a couple of seconds and it fades out.

You think correctly and I like your ideas on visual feedback. Hunger and thirst, as you say, should also affect the game character. I would add that the hungry and dehydrated can't run. This is true in real life! As for the visual effects, it's cool, but I don't know how difficult it is to implement into the game.

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Heartbeat is a must!
It would make sense for thoses that sprinting all the time especially during pvp it would add so much immersion. Maybe even blur effect for sprinting too :')

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