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Author Topic: Hunting grounds  (Read 1211 times)

avv

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Hunting grounds
« on: September 02, 2010, 03:04:00 pm »

Big post, but I didn't plan all this in one hour a moment ago.

Right now we get our stuff from encounters or gather it from random maps. This doesn't stand. It hasn't got anything to do with multiplayer and is too repetitive. In addition I'm fed up with the encounter farming and the way they work.

This suggestion is based on what Sius once said in nma forums and a mmo game called dead frontier. Sius was the first dude who suggested hunting grounds territories. In dead frontier there is a zombie infested city which players get to explore and they get all their stuffs from there.

I suggest that all random encounters will be removed and hunting grounds will be implemented. Only obstacle you will meet in worldmap is the travelling speed.
Instead of encounters the wasteland is littered with areas with varying sizes which can be unlocked by just finding them, quests, maps, computers and npcs.

These areas would be called hunting grounds where players would gather, explore and fight or try to avoid enemies. All basic crafting materials would be found there, guarded by monsters. Materials and loot would be randomly generated in props and containers for players to find. They wouldn't always be in the same places. Players would find differend loot depending on their skills. Monsters would also spawn depending on the hunting groun's location in worldmap and what happens in the hunting ground. For example sounds of fighting could call in patrols or raiders but scare off animals like brahmins and civilian-type of npcs. Bodies would attract rats and ants. By acting stupid players could get into real troubble by calling in too many hostile npcs.

What comes to caravans, there would be certain checkpoints where caravans would visit. For example caravan going from hub to new reno would stop at four of these hunting grounds, travel across them one at time and then reach its destination. This would provide players a chance to ambush a caravan in one of those hunting grounds if they receive the information when the caravan leaves.

Patrols would also visit these hunting grounds. Their job would be to exterminate pests, bandits and enemies of their faction.

Problems that exist with this suggestion:
- Fighting is too simple and favoured by powerbuilds
- Field of view would pay big role here and low PE players would suffer excessively
- Too much running, not enough sneaking. Players should be allowed to carefully explore the area, looking for dangers and avoid or ambush them.
- Monsters chase you forever, you can't outrun or hide from them without leaving the area
- Looting and "searching" isn't working in enjoyable way. There's too much clicking and dragging with mouse, not to mention it takes action points. It would be just more enjoyable to walk next to container and press L and instantly open the container.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

vilaz

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Re: Hunting grounds
« Reply #1 on: September 02, 2010, 04:31:05 pm »

I heard that there are some plans about "dungeon exploring" and it will look like something you just said. Idea is good. It could bring some fresh air into game could be consider as a major update.

But such ground could be only RT mode. For some players it is really pain in the ***.

Hmm... I actually don't have anything more to say about this.
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avv

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Re: Hunting grounds
« Reply #2 on: September 02, 2010, 04:42:09 pm »

But such ground could be only RT mode. For some players it is really pain in the ***.

That's right I listed that in the problems section. Problem with real time combat is for example that fighting multiple npcs is hell, in this case we could include fewer mobs to patrol the hunting grounds so that players wouldn't become overwhelmed. When combat becomes more sophisticated more mobs could be added.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
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