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Gathering after wipe

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Luther Blissett:
I'd be quite happy with either of those to be honest.

Would the first option mean you could ONLY find resources when finding encounters, or just that the chance would be much greater?

If the former, are there any thoughts regarding adding some more "non-combat" encounters i.e. a corpse, a strange looking tree, a little campfire, a broken truck etc - little flavour encounters that may contain resources, but not necessarily involve killing 20 rats etc, which would allow you to run in, explore a little, gather and escape? (avoiding staying in the encounter for too long and getting shot in the back by a Light Support Weapon)

Bartosz:

--- Quote from: Luther Blissett on August 16, 2011, 01:28:54 PM ---I'd be quite happy with either of those to be honest.

Would the first option mean you could ONLY find resources when finding encounters, or just that the chance would be much greater?

If the former, are there any thoughts regarding adding some more "non-combat" encounters i.e. a corpse, a strange looking tree, a little campfire, a broken truck etc - little flavour encounters that may contain resources, but not necessarily involve killing 20 rats etc, which would allow you to run in, explore a little, gather and escape? (avoiding staying in the encounter for too long and getting shot in the back by a Light Support Weapon)

--- End quote ---

Those would be independent rolls, so yes, that totally begs for non-combat encounters as well (in safer areas).

avv:

--- Quote from: scypior on August 16, 2011, 01:43:28 PM ---Those would be independent rolls, so yes, that totally begs for non-combat encounters as well (in safer areas).

--- End quote ---

Treasure hunting would be nice yes, but it would require bigger encounter maps.

About this scavenging:
It's still a bit like work. Similar to junk and flower gathering. Hopefully it will be so that when you enter, you will always find at least some of the materials you were looking for. It's no use to put players in encounters with nothing there. Slights randomnes in material ammounts and type (small chance to find epics) will keep up the interest. In addition it's better to put lots of materials in the same encounter rather than little materials in many differend encounters + increase the map size and dimensions (containers and corners to find the treasures from). Bigger size and dimensions will also reduce the way players will spawn there out of nowhere and get an edge over you because of element of surprise. Or die because the enc was being camped.


--- Quote ---For that, we could add items that reduce timeout - say food
--- End quote ---

If the food exists as items, its purpose breaks. Player buys it with alt and moves it to an alt that couldn't buy it for some reason.

Bartosz:

--- Quote ---Hopefully it will be so that when you enter, you will always find at least some of the materials you were looking for

--- End quote ---
This should be handled by attaching the resource type to the worldmap zones. Bear in mind you would not be looking for this by entering a map from worldmap, but by encountering it.

avv:
I see, but what if the player doesn't want to encounter it? Is he constantly pulled in those forced material encounters or is there a chance to avoid them?

In addition gotta keep in mind where player spends most of his time: is it on the worldmap circling and trying to encounter material location or inside the encounter struggling to get the materials. Gameplay-wise it would be best if majority of time was spent inside the encounter.

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