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Vintorez

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Everything posted by Vintorez

  1. The main thing that I would recommend implementing with the new system is for the magazine loot table to factor in all player's perk adjustments, perhaps with its own slider akin to the kill xp share range. So let's say you set the range to 10k. If I go looting as an SMG user, I would also find magazines suitable to my Shotgun user friend who prefers to stay near the base and gather raw resources. I may find less of my own because the quantity would stay the same, but it means my friend doesn't fall behind just because looting isn't his responsibility. Or we can just set the range to 100, and that way we can let your speed looter do his thing while still getting our cut. Perhaps even better it could just be a toggle in the social menu that can be flipped on the fly. Tick on "Enable Party Loot" and everyone who also enables it will be factored into a communal magazine probability table. Then if somebody needs to catch up or just wants to speed ahead a bit more they can drop out (with an automatic party alert) and take on a few POIs to get their ranks up. The fewer people you play with, the more work each individual has to do. If you play solo then you need to be a jack of all trades to an extent. But in multiplayer players often divide the responsibilities, and some end up looting far less than others by choice. I think it's a fair assumption that every play group will have somebody looting, but the new system assumes that every player will be looting, which is not always the case and a scenario that should be accounted for.
  2. It would be funny if the "vehicle" was just a recipe combining a robotic drone and an old parachute backpack so the drone is just carrying you around via the parachute strings.
  3. Might be interesting if bandits primarily dropped weapon and armor parts, feels like equipment crafting mostly just acts as RNG protection to at least get quality 5 gear once you have the rank to do so and haven't found a quality 6 yet, and is wasteful to use parts for anything less. Having a somewhat targetable source could help adjust how they're used.
  4. Hope bandits can call out to alert other bandits to your position
  5. We got model swap mods for hats, would be cool to have some for vehicles of similar form factor.
  6. I usually just play until I die, unless it was from some kind of glitch or another.
  7. Not to mention how annoying it trying to drive through wasteland with the random steel beams stopping you so much
  8. I like this idea, one for each attribute and maybe ones for the +10% crafting time and xp gain, and one for the lucky goggle bonuses. Could even give them two mod slots so you can mix and match them.
  9. I figured the idea was that it had a hollow stuff could be stored in.
  10. I don't put points for it, but I do try to seek bookstores and garages to get the blueprints fairly quickly.
  11. Maybe pipe guns could be better suited as disposable emergency weapons rather than their own tier. Low durability and the inability to repair them would make them less viable to use all the time, but it's nice to have them early on when it can sometimes feel like you're smacking zombies with a wet noodle. Also been thinking if it would be better to have two separate skill trees, one for combat and one for utility instead of having them bound together.
  12. Perhaps traders should have most of their high tier stuff be behind it's own per-player tab. Then, in order to for the trader to actually start stocking that tab, the player has to sell/donate their own high tier stuff to the trader to level it up. Could be done with a "Requested items" board that rotates with quests. Sometimes they might want a ton of raw materials, or maybe they want some high tier food you happen to know how to make. Obv A21 stuff, but would be neat IMO.
  13. From watching the stream I can't help but think that the pipe rifle could have a more interesting reload animation. Maybe a latch that keeps the barrel closed, or a have that big lug nut need to be unscrewed a bit from the barrel in order to free it. Just something that could be a pet project for a future build if anyone on the team feels the same. Also going back to the idea of zombies breaking food containers, that could be an interesting function for attracting bandits when they're implemented. Could be based on quantity so having less but higher tier food would draw less attention that just stockpiling canned food.
  14. With the passive radiation hazard being considered, how about if we could build a powered cleansing device to open up a practical way to build bases in the Wasteland? I'd love the idea of making maps that are mostly or entirely wasteland and you need to keep purification stations fueled and powered to survive that creeping death. Could have air purifiers that nullify the radiation effect and expensive Detox stations that cure rad sickness at an accelerated or instant rate. Requiring power would keep them limited but could create a whole new flavor of gameplay.
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