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RetroGhoul31

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I have a few ideas FP. I have been playing the game for a good while now and it seems there's more room for improvement. I was thinking being able to paint and mod vehicles add a car and semi or maybe even a motorboat

More weapons like Grenade Launcher, Tommy Gun, p90, more rifles, different types of Ammo like .45 ACP or 5.56mm. Even grenades for the launcher. More character customization choices and different clothes.i would really love to see all of this in the game in 2021. My gamertag on steam is UBCSCmdrBlack thank you for your time and hopefully consider these ideas.

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  • 2 months later...

once the game goes gold. i know a mod creator whos already made a calibers mod for the vanilla guns but when the game goes gold he plans to make a gun mod that adds several guns that will either use the bullets already in the game or even the calibers from his already available mod

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  • 2 weeks later...
35 minutes ago, Grectounn said:

I'm interested in games inside games. For example, a lotto or something like that.

None of these are very likely not going to be in the vanilla game, but there are several "games" using mods and server side add ons:

- I have a mod with checkers, soduku, tic tac toe? (I forget ;)) and chess.  All of mine use containers as the board. All were just for fun and also to "collect them all"

- I've seen like... 3? other "chess" mods, and I think a checkers mod as well.  Some of these use special game blocks, and you have to create the board out of blocks.

- There's some gambling machines (A Snufkins mod?). literally putting in tokens and pulling the lever, with payout chances.

- For server side, it seems a lot of servers have a "lotto" of sorts, where they do item giveaways, or for in game currency ( separate from Duke casino tokens). This is not the standard "gimmie" command on servers to just give you an item every now and then.  I believe some of these require you to be a paying player on the server though, but you could always run your own via a server manager.

- For "larger games" Gnamod "horde mode" has you defend a beacon,  and Snufkin has a mod that's kinda like Fortnite.

Edited by doughphunghus (see edit history)
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  • 5 weeks later...
On 12/31/2020 at 3:24 PM, meganoth said:

To add to MonkCrimsons info, after the pipe guns weapons are probably finished, except maybe for legendary weapons as an upgrade to the existing weapons. If you want more weapons, look at some of the mods in the Mod section of the forum.

 

Have you any info about new zombies variants?

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23 minutes ago, meganoth said:

No, I don't have any inside info. And the new zombies they were talking about until now seem to be all out now (just today they showed the new cop model).

 

I hope the will show them fast : but did they say it will be new variants or just HD model like cop?

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5 hours ago, Matt115 said:

I hope the will show them fast : but did they say it will be new variants or just HD model like cop?

 

There was talk about boss zombies. At the moment there is the demo and a new plague zombie. Not sure they will continue though as they need to add bandits

 

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On 12/31/2020 at 1:05 AM, RetroGhoul31 said:

I have a few ideas FP. I have been playing the game for a good while now and it seems there's more room for improvement. I was thinking being able to paint and mod vehicles add a car and semi or maybe even a motorboat

More weapons like Grenade Launcher, Tommy Gun, p90, more rifles, different types of Ammo like .45 ACP or 5.56mm. Even grenades for the launcher. More character customization choices and different clothes.i would really love to see all of this in the game in 2021. My gamertag on steam is UBCSCmdrBlack thank you for your time and hopefully consider these ideas.

i think the game is good in terms of guns, Now maybe a Thumper would be nice but some more range weapons for intellect would be nice, like a Spike rifle or a Junk rifle. 

new ammos are hmmm i would just make a new ammo for snipers (like 308) sense 7.76 is too veritial IMO its used in too many things unlike 9mm or 44. 

new clothing/new armor system, i do think they had more but ill think of some,

I think boats are rather odd for this game sense water is not a big part. maybe a Vehicle mod to allow them to move on the water, like a Car boat (just adds a motar and barrels on the sudan or jeep)

New traps would be nice, like steal spikes, a Zap trap (not the wire but something to Burn and kill zombies, like a tesla coil), A fire trap, and thats all i can think of. 

TBH all i can think of that could be added more are some new zombies. Mostly special types ill make a post down here about it soon. 

but i do like your enthusiasm :)

 

 

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3 minutes ago, Adam the Waster said:

snipped 

 

Spoiler

Heres some of the zombie ideas

TLC for old

  • Screamer (new model, can Very rarely spawn during a blood moon, and in POIs)

 

  • Spider: Better jump (your walls resistance is futile) they can jump about 15 blocks high and 15 blocks long, when closes to you they can spit a Grey liquid that slows you down... Kinda like @SnowDog1942 on a night out! its a "Web" and the bite can causes a nasty infection (aka its like Poison) Like a spider! and new look!

 

  • Cop: Better range attack to be more of a Sniper, acid puddles do damage over time to you, and degrades armor a bit faster.

 

  • Feral Wight or wight. has 1000 base HP, acts like the Ghost people for Fallout new vegas in the way that THEY DON'T LIKE TO DIE! they will Die to a head shot Unlike the ghost people! they can have their arms blown off and legs thrown in a wood chipper and they will want to eat you! the Only way to keep them dead is a (Headshot, Burning them, or blowing them up! Nothing else or else they will keep coming! Again Like snowdog!


-------------------------------------------
New zombies 
(normal zombies) 

  • Rotten Walker: its like the burned zombie but it just rotten skin, bone and flesh, Also has as much HP as a burned zombie but fits in with every place!

Special 

i still need to work on some of the ideas

 

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4 hours ago, Adam the Waster said:

i think the game is good in terms of guns, Now maybe a Thumper would be nice but some more range weapons for intellect would be nice, like a Spike rifle or a Junk rifle. 
....

 

More range weapons for intellect? Why? Intellect already has 4 shotguns, 3 rifles, 3 machine guns and 4 pistols and revolvers.

 

😉

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17 hours ago, meganoth said:

 

More range weapons for intellect? Why? Intellect already has 4 shotguns, 3 rifles, 3 machine guns and 4 pistols and revolvers.

 

😉

yeah but best to have something for all classes 

The Junk turret is the only Ranged weapon in intellect that can be buffed, But its really meant as a Defensive weapon, PLUS TFP can get really crazy with some of the ideas (idk about lasers but god knows)

Something like a Simple Junk pistol that shoots junk rounds 

then maybe for tier 2 you got a Junk rifle (Or Junker) where its a much better version but it can fire more things, (Junk rounds, Darts, Bullets, etc)

then Tier 3 they could get Freaky!

Hellfire: a Flamethrower with 2 firing types! Flame Blech Classic Flamethrower style And the Fire shot Shoots a fireball that blows up like a Smaller molotov (Kinda like the Incinerator from Fallout NV)

Junk Tesla: A junk rifle but on Crack, it can fire things like Junk rounds and darts and it Fires the projectile better and adds a Electrical effect. it could even chain but thats rare!

Or even some other things, Like a Hubcap Launcher, or a even a Discount Junk jet from fallout!

 

 

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1 hour ago, Adam the Waster said:

yeah but best to have something for all classes 

The Junk turret is the only Ranged weapon in intellect that can be buffed, But its really meant as a Defensive weapon, PLUS TFP can get really crazy with some of the ideas (idk about lasers but god knows)

Something like a Simple Junk pistol that shoots junk rounds 

then maybe for tier 2 you got a Junk rifle (Or Junker) where its a much better version but it can fire more things, (Junk rounds, Darts, Bullets, etc)

then Tier 3 they could get Freaky!

Hellfire: a Flamethrower with 2 firing types! Flame Blech Classic Flamethrower style And the Fire shot Shoots a fireball that blows up like a Smaller molotov (Kinda like the Incinerator from Fallout NV)

Junk Tesla: A junk rifle but on Crack, it can fire things like Junk rounds and darts and it Fires the projectile better and adds a Electrical effect. it could even chain but thats rare!

Or even some other things, Like a Hubcap Launcher, or a even a Discount Junk jet from fallout!

 

 

 

What I meant was that because INTs own weapons still let you use your hands you already have lots of weapons for Intellect, i.e. all the weapons of other attributes are useable for an Intellect player as well.

 

If you are a strength player for example, it does not make much sense to have a pistol as well, because you can't use them both at the same time. But as INT player you can use your turrets AND and a shotgun at the same time.

 

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2 hours ago, Adam the Waster said:

yeah but best to have something for all classes 

The Junk turret is the only Ranged weapon in intellect that can be buffed, But its really meant as a Defensive weapon, PLUS TFP can get really crazy with some of the ideas (idk about lasers but god knows)

Something like a Simple Junk pistol that shoots junk rounds 

then maybe for tier 2 you got a Junk rifle (Or Junker) where its a much better version but it can fire more things, (Junk rounds, Darts, Bullets, etc)

then Tier 3 they could get Freaky!

Hellfire: a Flamethrower with 2 firing types! Flame Blech Classic Flamethrower style And the Fire shot Shoots a fireball that blows up like a Smaller molotov (Kinda like the Incinerator from Fallout NV)

Junk Tesla: A junk rifle but on Crack, it can fire things like Junk rounds and darts and it Fires the projectile better and adds a Electrical effect. it could even chain but thats rare!

Or even some other things, Like a Hubcap Launcher, or a even a Discount Junk jet from fallout!

 

 

Well there is something like that - usa create rocket which penetreate a bunker and burn inside M202 FLASH - Wikipedia

 

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On 12/31/2020 at 6:05 AM, RetroGhoul31 said:

I have a few ideas FP. I have been playing the game for a good while now and it seems there's more room for improvement. I was thinking being able to paint and mod vehicles add a car and semi or maybe even a motorboat

More weapons like Grenade Launcher, Tommy Gun, p90, more rifles, different types of Ammo like .45 ACP or 5.56mm. Even grenades for the launcher. More character customization choices and different clothes.i would really love to see all of this in the game in 2021. My gamertag on steam is UBCSCmdrBlack thank you for your time and hopefully consider these ideas.

 

Dedicated ammo for each weapon would probably make more sense in terms of realism. On the other hand, managing any type of munitions and stacking them up in the backpack is a tricky part. There is probably no ultimate solution for that. What I would attempt to do in such a case... probably the increase of stacking size of 7.62 from 150 to 240 is one of the solutions. Also, I would make sure that players as a reward may receive ammo type that can be chosen by themselves. Ammo could be less present in POIs, but instead, players might have wider access to it through trader somehow or a magic reward box/storage, etc.  When it comes to a grenade launcher, it is a fun weapon to use, especially LMG bouncing grenades. In addition, the launcher might be attached to an assault tactical rifle or to be used separately. Flying AK is next on the list - just kidding. Without pain, there is no gain.

 

In addition to vehicle mods, I would like to see vehicles damaging or killing Zombies finally. Also, some XP granted for a confirmed Zombie kill would be cool, let's say 1/4 of XP for roadkill. Huuuge 4x4 truck for 4 or even 5 players inside. Such a vehicle could be customizable and a bit pricey, but might work as a mobile fortified base with .40 cal or rocket launcher during a horde night also. Sounds like lots of fun and more reasons to purchase/download or simply play the game, at least for me.

 

On 4/27/2021 at 7:40 PM, meganoth said:

 

More range weapons for intellect? Why? Intellect already has 4 shotguns, 3 rifles, 3 machine guns and 4 pistols and revolvers.

 

😉

 

I believe that having 4 stiff classes, grand perks - you name it, with certain abilities and weapons behind it is actually a drawback in the production process. I would love to see weapons being developed independently from any list (so more weapons could be introduced for sake of content, same with abilities), perhaps as a separate tree for rifle and melee weapons, etc. So the pistol could behave finally as a basic/early game weapon and fists, with a low cost involved in perking these weapons, etc. 

Then we could have some more like 8-10 smaller thematical clusters or trees instead of the 4-5 restraining lists that are currently present. Right now any change in Fortitude is automatically forcing devs and community to rethink the entire structure. I would rather break current classes into several categories developed independently from one another. This could grant wider freedom of choice to players at the same time. The main focus should be emphasized on the development of things, later implementation, balance, etc. Thanks to this solution in the early game I could perk in Stealth, and both Heavy and Light Armour at the same time with suppressed Pistol, etc. - why not. I hope that the devs won't give up on revising and updating the game.

 

 

 

 

 

 

 

 

 

 

 

 

 

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8 hours ago, TWORDY said:

 

Dedicated ammo for each weapon would probably make more sense in terms of realism. On the other hand, managing any type of munitions and stacking them up in the backpack is a tricky part. There is probably no ultimate solution for that. What I would attempt to do in such a case... probably the increase of stacking size of 7.62 from 150 to 240 is one of the solutions. Also, I would make sure that players as a reward may receive ammo type that can be chosen by themselves. Ammo could be less present in POIs, but instead, players might have wider access to it through trader somehow or a magic reward box/storage, etc.  When it comes to a grenade launcher, it is a fun weapon to use, especially LMG bouncing grenades. In addition, the launcher might be attached to an assault tactical rifle or to be used separately. Flying AK is next on the list - just kidding. Without pain, there is no gain.

 

In addition to vehicle mods, I would like to see vehicles damaging or killing Zombies finally. Also, some XP granted for a confirmed Zombie kill would be cool, let's say 1/4 of XP for roadkill. Huuuge 4x4 truck for 4 or even 5 players inside. Such a vehicle could be customizable and a bit pricey, but might work as a mobile fortified base with .40 cal or rocket launcher during a horde night also. Sounds like lots of fun and more reasons to purchase/download or simply play the game, at least for me.

 

 

I believe that having 4 stiff classes, grand perks - you name it, with certain abilities and weapons behind it is actually a drawback in the production process. I would love to see weapons being developed independently from any list (so more weapons could be introduced for sake of content, same with abilities), perhaps as a separate tree for rifle and melee weapons, etc. So the pistol could behave finally as a basic/early game weapon and fists, with a low cost involved in perking these weapons, etc. 

Then we could have some more like 8-10 smaller thematical clusters or trees instead of the 4-5 restraining lists that are currently present. Right now any change in Fortitude is automatically forcing devs and community to rethink the entire structure. I would rather break current classes into several categories developed independently from one another. This could grant wider freedom of choice to players at the same time. The main focus should be emphasized on the development of things, later implementation, balance, etc. Thanks to this solution in the early game I could perk in Stealth, and both Heavy and Light Armour at the same time with suppressed Pistol, etc. - why not. I hope that the devs won't give up on revising and updating the game.

 

 

You seem to be long enough here to have played A17. A17 had your proposed system in general and the devs redesigned it to what we have now. There is littel chance that they will go back to a system they already tried and found wanting

 

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On 4/29/2021 at 10:03 AM, meganoth said:

 

You seem to be long enough here to have played A17. A17 had your proposed system in general and the devs redesigned it to what we have now. There is littel chance that they will go back to a system they already tried and found wanting

 

Please, treat my post merely as a source of possible inspiration, rather than something that must be considered at all cost or implemented with 100% accuracy 😔.

 

I would rather humbly state that I was one of many people who had been trying to address the previous system (primarily with its potential flaws). The constant creation of tools was some sort of a flaw in game design (when it comes to aesthetics and game flow) in my honest view. Players who have been here since day 1 probably miss learn by doing a lot, including me myself (or at least some part of it), but it's mainly due to nostalgia. Sometimes I ask my inner-self, does any proposed change improve the gameplay in any aspect? Does any change would possibly look better in trailers, streams, media coverage?  Make easily accessible, approachable to a wider audience, so I could bring my mates into this.

 

Eurekas come to my mind about gameplay solutions based on other games, podcasts, books, etc, you name it. I just open a forum, then write down my thoughts, usually in a form of a chaotic stream of thoughts. So to my understanding, I might be sharing different (better) solutions according to my perception of things based on some sort of intuition (inner voice). I would not recommend taking literally or translating what I myself usually put down in form of a forum post. Even criticism is welcome because it usually brings more ideas to the table.

 

Well. Thank You for remembering my name. 😅

Edited by TWORDY (see edit history)
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On 4/29/2021 at 11:03 AM, meganoth said:

 

You seem to be long enough here to have played A17. A17 had your proposed system in general and the devs redesigned it to what we have now. There is littel chance that they will go back to a system they already tried and found wanting

 

Or he had idea that some types of ammo are this same groupe but have diffrent caliber : i was watching a dude who was shooting with diffrent amount of gunpowder or with diffrent caliber using this same gune. So something like diffrent types of bullet casing like it was in previouse versions but more "extended".

Edited by Matt115 (see edit history)
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On 12/31/2020 at 9:05 AM, RetroGhoul31 said:

I have a few ideas FP. I have been playing the game for a good while now and it seems there's more room for improvement. I was thinking being able to paint and mod vehicles add a car and semi or maybe even a motorboat

More weapons like Grenade Launcher, Tommy Gun, p90, more rifles, different types of Ammo like .45 ACP or 5.56mm. Even grenades for the launcher. More character customization choices and different clothes.i would really love to see all of this in the game in 2021. My gamertag on steam is UBCSCmdrBlack thank you for your time and hopefully consider these ideas.

Where is new ideas?

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5 hours ago, Matt115 said:

Or he had idea that some types of ammo are this same groupe but have diffrent caliber : i was watching a dude who was shooting with diffrent amount of gunpowder or with diffrent caliber using this same gune. So something like diffrent types of bullet casing like it was in previouse versions but more "extended".

I wasn't talking about ammo, I was talking about his idea in the second section, about the thematic clusters of perks

Edited by meganoth (see edit history)
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I see there is some sort of dose of confusion around 😦.

 

56 minutes ago, meganoth said:

I wasn't talking about ammo, I was talking about his idea in the second section, about the thematic clusters of perks

 

I mentioned ammo types also back in the day, and mods (solely I had a pistol, shotgun, rifle, etc. on mind but devs went further and mods are available for tools also). I am rather satisfied with the presence of mods in the game, but implementation is the other part of the story that would require a long essay on the website.

----

Going back to the new/old system. Some huge companies experiment with progression and unlocking systems. I would rather not openly mention for my own were some of the ideas come from, but if You don't know what is all about, it's certainly a business model in the first place. Currently, companies put some effort into giving more freedom when it comes to progression or player specialization. This should not be a secret, especially if some of the mods deal with that. Most successful games and iterations are actually mods created by private people if someone doesn`t know the history of the gaming industry.

 

So to make things clear so there are no misconceptions, I never asked for 5 grand perks as specializations. What I had in mind back then was assigning earned points into the ability so the players would not have to repeatedly craft items in order to progress - that was not solely my own conception, including some of the other guys in the forum behind it.

 

Right now I believe that splitting entire abilities might slightly improve progression also so the weapons, tool progression might be completely independent in some sense. Pretty much as Health, Stamina, Stealth, Influence Perks, Mechanical skills, You name it. But without at least 3 concepts with graphical representation, it's hard to quantify this type of progression, which is exactly the same as the current one (yes exactly), but the only difference is in more direct access to those abilities - without 5 grand-perks watching over them. Making some of the abilities faster to progress in, easily available (gating by more point requirements), so here players could experience some sense of progression also.

 

As a matter of fact, nowadays players jump from Fortitude to Strenght, Intelligence and choose necessary abilities to their needs. This is what I am trying to convey and make it easier in general, have a more neat and flexible system that follows the same rules. Rolling out a map would be easier. So, simply put, the only thing that would be gone is actually the 5 primary perks, and the rest of the abilities would act on their own.

 

So, simply put, primarily the only thing that is gone is the 5 primary grand-perks. Melee and Rifles would be a whole different branch. Some other perks would be in other branches in nicely graphically presented progression trees instead of tables like it's nowadays. That's what I think and it's solely my opinion on how the things might have looked around. I'm opened to criticism rather than stagnation. I am not sure if anyone would follow this concept without having it drawn on the board. It's merely a concept and I wrote an essay again at 5AM in Saturday...

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5 hours ago, TWORDY said:

I see there is some sort of dose of confusion around 😦.

 

 

I mentioned ammo types also back in the day, and mods (solely I had a pistol, shotgun, rifle, etc. on mind but devs went further and mods are available for tools also). I am rather satisfied with the presence of mods in the game, but implementation is the other part of the story that would require a long essay on the website.

----

Going back to the new/old system. Some huge companies experiment with progression and unlocking systems. I would rather not openly mention for my own were some of the ideas come from, but if You don't know what is all about, it's certainly a business model in the first place.

 

I don't know why you make a secret out of it, ideas luckily are still not protectable by patents or copyright.

 

5 hours ago, TWORDY said:

 

 

Currently, companies put some effort into giving more freedom when it comes to progression or player specialization. This should not be a secret, especially if some of the mods deal with that. Most successful games and iterations are actually mods created by private people if someone doesn`t know the history of the gaming industry.

 

I would disagree. There are some notable subgenre ideas or concepts that started as a mod, the League-of-Legends and battle royales and a handful others, but for each of them I can list two concepts that started as an indie game. For example the 4 subgenres which were started by Minecraft, Dwarf Fortress, Factorio and Slay the Spire.

 

 

5 hours ago, TWORDY said:

So to make things clear so there are no misconceptions, I never asked for 5 grand perks as specializations. What I had in mind back then was assigning earned points into the ability so the players would not have to repeatedly craft items in order to progress - that was not solely my own conception, including some of the other guys in the forum behind it.

 

Right now I believe that splitting entire abilities might slightly improve progression also so the weapons, tool progression might be completely independent in some sense. Pretty much as Health, Stamina, Stealth, Influence Perks, Mechanical skills, You name it. But without at least 3 concepts with graphical representation, it's hard to quantify this type of progression, which is exactly the same as the current one (yes exactly), but the only difference is in more direct access to those abilities - without 5 grand-perks watching over them. Making some of the abilities faster to progress in, easily available (gating by more point requirements), so here players could experience some sense of progression also.

 

My "mathematical sense" had a heart attack when you said this 😉. Something is either exactly like something else or it is different, but not both. I assume you simply wanted to say it is very similar.

 

TFP changed the system of A17 because it made some abilities too fast to progress in. A system with progressive costs the higher you go into a perk (what you seem to propose here) would certainly have some advantages. But also maybe the disadvantage of making it too easy to get your prefered perk selection and then sticking with it in every game, which eventually will lead you to hurt replayability. Not everything a player wants is also beneficial to him.

 

The other aspect is that 7D2D is near the end of development where redesigns will only happen if they can be done with minimal effort or the system in place is too bad to go into release with it. For example a perk tree concept would need a redesign of the UI, the current list design can't adequately represent a tree. And it would need rebalancing of perks.

 

Not to say that a rebalancing of some of the perks isn't needed anyway, but at the current time my impression is that TFP is satisfied with the current perk system and will probably only do isolated corrections to specific perks. And any discussions about a new perk systems would only apply to a sequel of 7D2D.

 

5 hours ago, TWORDY said:

 

As a matter of fact, nowadays players jump from Fortitude to Strenght, Intelligence and choose necessary abilities to their needs. This is what I am trying to convey and make it easier in general, have a more neat and flexible system that follows the same rules. Rolling out a map would be easier. So, simply put, the only thing that would be gone is actually the 5 primary perks, and the rest of the abilities would act on their own.

 

So, simply put, primarily the only thing that is gone is the 5 primary grand-perks. Melee and Rifles would be a whole different branch. Some other perks would be in other branches in nicely graphically presented progression trees instead of tables like it's nowadays. That's what I think and it's solely my opinion on how the things might have looked around. I'm opened to criticism rather than stagnation. I am not sure if anyone would follow this concept without having it drawn on the board. It's merely a concept and I wrote an essay again at 5AM in Saturday...

 

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