True Gas
True Gas
True Gas
An I&S Product
V2
2
Table of Contents
Primary Thesis.......................................................................................................................................pg 3-5
Expansion
Zombie Revision..................................................................................................................................pg 6-10
Zombie AI
Proficiency/Stat Revision..................................................................................................................pg 11-22
Proficiency
Practice
Gameplay Revision...........................................................................................................................pg 23-36
Customization
Top Survivor/PvP Reform
Automatic Pausing
New Death Messages
TypeSave
Background Noise
Health/Hunger Reform
Class-Making
Destructible Items
SPvP
Electricity
Item Revision....................................................................................................................................pg 37-47
Combining Foods
New Masks
Mask Bonuses
Avatar Revision
Clothing Bonuses
Try-Before-You-Buy
Marketplace Revision.......................................................................................................................pg 48-52
Trade Revision
GM Token
Service Revision................................................................................................................................pg 53-55
Renting
Raffles
Bounty Hunting
Weapon Revision..............................................................................................................................pg 56-61
Weapon Crafting
Weapon Modifying
Start Game Weapons
Environment Revision.......................................................................................................................pg 62-90
Environmental Movies
Graphics
Mall
Player-Owned Houses
Underground
Environmental Damage
Flooded Areas
I&S....................................................................................................................................................pg 91-92
3
Expansion
Zombies& Inner City
Well I looked through some of the suggested zombies and people have messed up heads so I said screw that and decided
to go off the material that Gregg Taylor has drawn. The art can be found at gregtaylorart.com and
here: http://deadfrontierdev.blogspot.com/ at Admin's development blog.
Admin has said that in 3d we will be able to travel what is now the size of 4 blocks without a loading screen. So to me the
logical expansion to accompany this would be making the map 4x larger. Not only would it allow for that easier start-game
and harder end-game that Admin suggested but it would also allow for all the new types of zombies that seem to be
coming into the Dead Frontier Universe along with the possibility of more servers and more outposts that we have been
set as a definite goal.
My thoughts were that since we currently have 6 zones we could get 10 zones. The map would be even more oddly
shaped and possibly even spreading backward into areas behind the outpost.
Leveling
Oh, gosh. This is complicated I really don't know where to begin. I guess I'll begin with a disclaimer:
I don't expect this to be added now. I'm just probing the community to get a feel for opinions,
Please read at least most of this thread before posting.
OK.
Currently the level cap is 200 at which point on ceases to level and is stuck with their NEAR perfect stats and
proficiencies. And the PERFECT end game is pretty much set in stone. What makes MMO's so addicting is that no matter
how much effort you put into it there is still some challenge or some impossible quest to keep the highest leveled people
hooked or there is such a massive amount of power customization that it is difficult to make the perfect character. Due to
the caps that have been made for stats and proficiencies, max level can't simply be raised and due to people being pissed
you can't wipe the server and start on a completely new system . So here's my solution:
Now I'll explain the whole tiered weapons thing. *Sigh* As the person in that tier increases their level they'll be able to
equip tier 2 weapons which have the same names and appearances of lower tiered weapons but they are simply more
powerful in whatever aspect.
4
Tier 1:
Under lvl 50.
Tier 2
Level 50 Broken
There is no reward for breaking out of this tier except for well breaking out of this tier since you received ALL of your 5 by
5 leveling points
Tier 3
Level 200 Broken
Okay here's where it gets difficult to explain. Once you break lvl. 100 you are given an option. You can either accept your
lvl 200 self or you can move on to Tier 3 where you can no equip ALL Tier 1-2 weapons. You also receive the Tier 3 Master
weapon.
You'll go back to level one after lvl 200 but you'll keep your stats (hidden) under you're new 25/25/25/25/25/25 stats which
you can now slowly raise. So at 1 stat point and 1 pro point per level at tier 2 level 200 one will have 200 proficiency points
and 200 stat points. Here's where it gets even more complicated. The "master" weapon is absolutely customizable with
let's say five different possible customizations with twenty different options for each type of customization. You probably
haven't taken probability in a while so I'll do the math for you:
20 x 20 x 20 x 20 x 20 = 3 200 000
That means there are 3,200,000 possibilities for your weapon if you have one of each type of customization. And guess
what they are ALL equal as long one of each customization on. Every adjustment has its advantages and disadvantages.
How it would appear in you inventory:
Slot
Slot Master Weapon
Slot Slot Slot
If you're having trouble imagining would one of those customization could be, think maybe scopes or (insert name of
those blades you put at the end of a gun here). The master weapons (if fully-customized) have about the power of a 100
point tier 3 weapon. But those customizations are extremely expensive and rare.
Note- The master weapons are non-transferable.
I know what you're thinking "We alls gon get murdered by Gregg". But not only can you block high tier players from your
multiplayer games but there should also be a separate elite shop. In other words there would be a winner from each tier.
size=10pt]Tier 4-[/size]
So at 1 stat point and one pro point per level at tier 2 level 200 one will have their tier two master weapons and one tier two
lvl 100 weapon.
You get you tier 4 master armor.
That's unfathomable amount of equal customizations and unfathomable amount of zombies to be killed. By the way to
give you some perspective.
Tier 5-
New lvl 200 Met.
5
REMEMBER- If you're reading too much into the iron man/usain bolt thing remember that in the new far reaches of the
inner city zombies will be able to match that.
Be thoughtful in commenting.
Weapons
Upper Tier Weapons-
The tier 3 weapons that I was talking about for would get a power boost compared to their lower-tiered version while
having weaknesses that can be solved by correctly investing the 200 stat points that can be earned in the upper tier.
Effects on Weapons
Blades/Blunts- These weapons would get an 11 point damage boost in the next tier. This would allow the dusk razor to
two-crit the boner. With 124 crit you could have 95% critical chance.
Handguns/Burst Handguns- These weapons would have lowered accuracy and reloading but damage upped by around 7
damage a pellet. At 124 accuracy and 75 reloading they would fire normally assuming you had insta-reload prior to the
tiering.
Revolvers- These weapons would have lowered reloading. Reloading these guys would be like doing open-heart surgery
in the middle of your fight. It's damage would be upped by around 8 damage a pellet. For normal firing you would want
124 reloading and 75 accuracy.
Rifles- Rifles would get around a 5 damage boost and to match revolvers their accuracy would be perfect at 25.
SMG- Sub machine guns would get a critical chance increase to average. They would have lowered accuracy and
reloading requiring the same stats as revolvers.
HMG- Heavy machine guns would get increased damage by around 2 points. They would have lowered reloading. This
would group rifles/handguns+HMG together and revolvers+SMGs together.
Shotguns- Increased number of pellets and lowered reloading. This allows for the strength build of HMGs plus shotguns.
Explosives- Would have average accuracy and reloading allowing them to fit into both builds.
A bientôt
6
Zombie AI
Credit to Marvulus
As everyone who has played this game for a few hours know, the current zombie AI is pretty simple and very easily to abuse. As it stands, it
seems that zombies move in 8 directions until they reach the survivors... There is also the issue of obstacles. Once reaching an obstacle,
zombies will just "bounce back" as seen by the picture below...
We know that the AI will change, but we don't necessarily know what this entails. So, I figured at throw out a crack at things that may work,
and drew up a few visuals to show how tactics would be able to change... Granted, I'm basing a lot of my logic on current game play, this
could very easily be translated to 30+ zombies per screen with buffs / de-buffs.
The way I thought would be the most efficient for zombies would be to reach their target as fast as possible, thus allowing them to eat faster.
We know based on movies that zombies tend to be capable of basic reasoning, relying largely on instinct... So, I figure that they should be
able to climb over furniture if it is within their best interest to do so. For example, as can be seen below, when the zombie (red), encounters
a bed.
Once hitting the object, if you calibrate its distance from the survivor (blue) by tracking its movement at a 120 degrees or so, it would
recognize that there is no suitable path to go around... In that case, it climbs over the object. Climbing would need to be a new animation
obviously, but I'd say that as a zombie is traveling over the object, or bed in this case, it would travel at about 50% its normal speed, more so
depending on different buffs / tweaks but that's variable.
I mentioned above that encountering an object should bring an "awareness" by the zombie to see if its it is in its best interest to climb over
the object or not. In the below image, the opposite effect would occur.
7
When the zombie hits the bed, it would realize that there is a faster path directly to the left, enabling it to run around to that location. Once it
reaches that location and maximizes its closeness to the survivor, the AI resets to its normal unencumbered system of going towards the
survivor.
The last thing that would need to be mentioned is how other zombies would factor into the equation. When a faster zombie encounters a
slower one hindering its path, it shouldn't allow the slower of the group to keep it from reaching its target... The same rules as if it reaches the
bed above close enough to go around would apply. This would also lead to a system of priority in determining what the object is...
Walls / zombies / un-climbable objects < Climbable objects < open space.
What this means is that if a zombie encounters one of the former (walls / zombies / etc) and knows that it can't scale it, then it would look for
the next best option. The second option to utilize is if it is better to climb over something. However, climbing over an object would be slowly
and thus be less of interest to the zombie then open space, which is what it would always strive to reach first when attacking a survivor...
Below I would show a scenario where a zombie encounters another zombie, which has chose to climb over an object seeing as that option is
the most viable given its condition... The second zombie recognizes the first as "impassable" but still is able to see that climbing over the
bed is faster than turning and retreating.
In fact, there would be very few situations short of a "zombie wall" that would force a zombie to retreat and try again. In the rare event where
there would be, say 3 fat reds obstructing the path of a SLA, the SLA would recognize that this pathway is not a viable measure to attack the
survivor, bounce back, and try again...
Disable the ability of players to hide behind a bed and be invulnerable, free to snipe targets.
Provided zombies aren't able to attack while "climbing", players would still have the opportunity to improve their safety with
objects, and use them slow zombies down and control their movements better.
8
However, this would put players at a disadvantage, unless they were able to climb over beds themselves... If this were introduced, before
even going into "climb mode" where I would think that a decreased speed and lack of attacking would be most beneficial, the game would
need to recognize that the player can get to the other side of the object so that they don't simply become trapped on the bed, and also to
prevent them from staying on the bed invulnerable.
Now, how this would work is that a player needs to push a new button. It could be anything, but we'll say "c" for climb... Once pressed, your
character goes into climbing and autopilots his way to the other side of the object, where you gain control again. However, to prevent the
result of people miss-hitting the button at inopportune times and dying, if there was a 0.5-1.0 sec time needed holding "c" down before your
character is out of your control. Disabling climbing pre-maturely leaves him at the side you started, unmoved...
Now, assuming that both the zombie AI and character climbing is enabled, this would bring about the issue of whether moveable furniture is
alright or not. Though it's on the DNSL currently, if the game were to be tweaked to this way, there wouldn't be too many balancing issues
behind it except for stairwells and maybe doorways.
Of course, for starters there would need to be a new button. Same deal as before, but for convenience sake we'll say "x" is equivalent to
pushing... Pushing an object would move it in a uniform direction until x is disabled... I don't think it would be fair to make the speed of the
object vary with endurance placed or strength, and instead should work at a uniform speed... The advantage of pushing objects would be to
fortify your position better when attacked indoors. But, it wouldn't technically be overpowered because zombies would still be able to get in,
albeit at a reduced speed and power. Since entire floors will be open without a loading screen, the issue of blocking doors and "spawn
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points" for zombies is pretty non-existent. What happens to be problematic is how easy it would make it for survivors...
After thinking it through some more, I figured that there should be a push / pull system, instead of pushing an object in one direction... Here is
the problem with one way:
So, there would need to be both a push / pull option... Perhaps having a "g" for "grab" option, and while holding you are able to travel either
Up / Down or Left / Right, depending on the orientation of you in relation to the object. This would look more like this:
There could be a tweak to speeds, and I'd imagine this wouldn't be too difficult since each would essentially register as different commands.
If you're pushing, realistically you would be going faster than pulling, as anyone who has moved heavy furniture can say...
The only potential problem, and I'd imagine it would be very possible with the slightest error, would be people fortifying rooms with no way in
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or out. Perhaps there could be a reset system where once a player leaves that screen, whether they leave the game or enter their inventory,
then the room resets to how it started... This would prevent the potential of people being permanently stuck, and since moving furniture
should only be a last option / temporary it wouldn't be too much of a blow.
Thoughts?
Edit2: Here is Duane's alternative which would be far more efficient, but perhaps not as in-depth or various. If I understand it correctly, once
the zombie enters the area it would determine the fastest path instead of only making a decision to deviate or not once it encounters an
obstacle like what I have...
Different color meshes do different actions. For example, let's say one creature goes 3 squares in a second. That's 6 triangles. Each red
square is the normal floor.
Each yellow square takes 1.25 times as long as a red square to cross. It could represent a table, or low shelf.
Each blue square takes 1.5 times as long as a red square to cross. High shelves like in the stores, car hoods, etc.
And the AI would find the fastest path to get to a person using that logic.
Not only is it possible, it's easy. In fact, you could literally code the walking AI in a few lines.
Edit3: Something tanozer also brought up would be the possibility of destructible objects. The one problem I can think of is how that would
factor in now that there are no multiplayer games but rather the auto-instancing system... If this could be introduced though, it could simply
follow a resetting system where when people haven't been in the room for x amt of time it respawns.
Edit: So this thread will be reported and MaFa has a look-see... HAI WE SHUD ALSO HAZ TANKZ AND FIRE POWERED SUPER PETZ ON
FIRE!!!!
11
Proficiencies
P2 Credit to Tanozer
pro•fi•cien•cy (prə-fĭsh'ən-sē)
n. pl. pro•fi•cien•cies
The state or quality of being proficient; competence.
At this point in time proficiencies allow the user to simply wield higher level weapons but that is not what a proficiency is. A proficiency is
one's ability to be competent on the subject. One can barely say they are proficient at using a battle axe just because they can wave it back
and forth at their enemies. If one is proficient at handling a battle axe they would be able to parry with it and swing it at enemies when
bringing it back to its original position. This applies to guns also because just about anyone can pull a trigger but it takes a level of expertise
to handle it while running or to commit advanced actions with guns, or even to use it for advanced tactics even to use it effectively when out
of ammo. This change does not affect grenade launchers and machine guns except for the initial improvement.
Melee
When one becomes proficient in handling melee they can, as said before, parry, block, and hit on the return. Now of course we can't
negligent and disregard the importance of balancing so in order to compensate for the added strength level 100 melee weapons would
receive a penalty of their damage being cut in half (I'll explain this later) and all weapons under level. 70 would only have 'high critical
chance' (I'll also explain this).
Starting with the bowie knife (level 20 knife) one should to be able to commit Advanced Weapon Actions which I will talk about later.
Starting with the Kris (level 50 knife) one should be able to parry a hit i.e.- maybe a 20% chance that whenever a zombie hits you and you
have your knife out that the hit will be parried thus taking 50% of the damage.
Starting with the machete (level 70 blade) one would have a "very high critical chance".
Starting with the katana (level 100 blade) one would "slow attack speed". But it would have its damaged divided by 1.5 (the concept is put in
details later). (In other words it would have the same DPS) The katana would sweep at a 135 degree angle and return to position (maybe a
fancy return when we get 3D). It would deliver damage in both directions. The weapon comes back to resting position in exactly a second.
The same principle would apply for blunts with a few adjustments. Blunts would keep attack speed and damage and If you don't have a built
in graphing calculator this means that all DPS' will remain the same. To account for the lowered critical chance one may want to decrease
the damage of all melee weapons by 4 or 5.
Chainsaws would not be effected by such a change because well one doesn't really become more proficient in the handling of a chainsaws
at this point in the game's development.
For more information on the concept of blocking-http://fairview.deadfrontier.com/onlinezombiemmo/index.php?topic=356471.0
After 75 points pistols should allow for pistol whipping after ammo reaches zero. This attack should deliver 0 damage and has the push back
of a shotgun. It is possible that some sort of balancing system could be implemented where damage can go up to possibly 5 if the player has
melee skill.
After 75 points rifles and shotguns should allow for a whack after ammo reaches zero. The whack has the range of blade or blunt as
opposed to the pistol whip having the range of a knife. The damage would be 0. It is possible that some sort of balancing system could be
implemented where damage can go up to possibly 5 if the player has melee skill. The knockback would be significant.
After 100 points ALL guns should allow you to shoot as you sprint.
After 100 points rifles auto adjust the aimer to hit the closest zombie. Don't tell me when you invested in rifles you weren't looking to obtain
killer accuracy. This doesn't mean 100% accuracy this just means all bullets will be aimed at a zombie.
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Raven's Part
http://fairview.deadfrontier.com/onlinezombiemmo/index.php?topic=359822.0
While most endgame weapons are ok, if you look at the weapon trees
there are some weapons tree that haven't been fixed for 2 years.
They are outdated now and I hope to see this suggestion implemented
with the 3D change.
This way we also don't give the idea to the load of new people that we have
an outdated weapon system.
Pistols
Pistols are a good example of what a weapon tree should be, except for one thing.
Semi-automatic pistols require 20 more crit points than Revolvers, yet they
don't have anything to balance it out.
Faster reloading doesn't really matter in the end, since you will need 110+ anyway
for the other weapons, Accuracy is what makes the difference.
So Semi-autos should have High Accuracy, thus requiring 20 less than Revolvers
and balancing out the problem.
Rifles
While the idea of 2 weapon trees, one with 1.5 shot per second rifles with
good base damage and one with high damage rifles with 1 shot per second
is good by itself, it's not supported by facts.
An M82A2 still requires 3 crits to take down LAs, same bullets spent as Dragunov
but 1 second more taken and much more expensive ammo.
With this mistake basically all the 1 shot per second rifle tree is useless,
a M82A2 should be able to kill LAs in 2 crits to be balanced with the counterpart.
Melee
Shotguns
The main problem for shotguns is that you don't have 2 trees, just one.
IRL we have 2 kinds of ammo, buckshots (what we use now in DF) and slugs.
Shotguns need a tree with 1.5 shot per second shotguns ending with a 96 dps
one that draws low aggro, to give strength build a way to manage aggro and
finally balance out shotguns.
USAS is currently off too.
Bullet effective yet almost useless in PvE and overpowered in PvP.
Solution for both: 6 bullets per second, 4x5 damage per bullet.
No more OP in pvp due to relying on more bullets, and a reliable weapon
13
for PvE.
Machine Guns
Solution:
FM FNC: 6.5 damage, 5 skill
M16: 7 damage, 30 str, 10 skill
Mesa ACR: 7.5 damage, 35 str, 20 skill
SA80: 8 damage, 40 str, 30 skill
Stell AUG: 8.5 damage, 45 str, 40 skill
XM8: 9 damage, 50 str, 50 skill
FM FAL: 9.5 damage, 60 str, 60 skill
AK-47: 10 damage, 70 str, 70 skill
FM Mitrail: 9 damage, 80 str, 80 skill
FM MAG: 10 damage, 90 str 90 skill
M60: 11 damage, 100 str, 100 skill
From a stats standpoint the change would be as simple as giving the weapons zero or 100% critical chance and making 1 shot per second
rifle's DPS=damage and 1.5 shot per second rifle's DPS/1.5=damage. They would not do heavy knockback. It works. They would not do
heavy knockback. It works. The level 100 rifle is nudged up damage wise though even though it uses the same ammo as the OP96. Check
down for more info on that. So here's how it would look. 7.5/9mm/12.7 rifles would be given piercing ability to make up for low DPS. 7.5
would pierce through a maximum of 2 zeds and 12.7/9mm up to 3 zeds.
It would also sync very well with HMGs due to ammo type. It's like this was meant to be.
Hybrid
SLW Enforcer, SDW D. Razor, HAW GAU-19
SLW Enforcer, LDW XM25, HAW GAU-19
SLW M82A2. SDW D. Razor, HAW GAU-19
Critical
SLW Enforcer, SDW D. Razor, HAW Sterling SMG
SLW Enforcer, LDW Grinder, HAW Sterling SMG
SLW Enforcer, LDW XM25, HAW Sterling SMG
Strength
SLW Vintorez/M82A2, SDW SP-10, HAW M60/GAU-19
SLW Vintorez/M8212, LDW USAS-12, HAW M60/GAU-19
SLW Vintorez/M8212, LDW XM25, HAW M60/GAU-19
Reformed Katana
Slow Attack Speed
Average Accuracy
Very High Critical Chance
100 Melee Required
10 Damage per Hit
1.5 Hit(s) per Second
63 DPS (Which is 2.1 higher than it is right now, don't go into cardiac arrest >.>)
It'll take 4 hits to kill a LA which is quite fair. (Amp would be essentially the same)
Reformed Amputator
Slow Attack Speed
Average Accuracy
Very High Critical Chance
11 Damage Per Hit
It'll take 4 hits to kill an LA.
I know what you're thinking "this would have 1.5 hits per second and kill LAs in two hits". You're probably thinking that would be
overpowered but a weapon that is of the same value as the dusk enforcer needs a 1 up. Don't even consider an argument about DPS before
considering the DPS of other weapon classes along with all the disadvantages of melee.
Level 80 Pistol:
A good level 80 pistol would be a machine pistol which could add a totally new dynamic to pistols
There is no damage boost for this.
Modeled After: HK VP70Z
.38 Pistol Ammo
18 Round Capacity
Slow Reload Speed
Fast Firing Speed
Average Accuracy
High Critical Chance
80 Pistol Skill Required
3 Shots Per Second
5 Damage Per Hit
63 DPS
That places it exactly between CZ9ZB and Desert Eagle as it shout be.
Revised M60
Revised to fit perfectly with rifles. Remember the FN MAG would still exist.
Modeled After:M60
9mm Rifle Ammo (Syncs perfectly with the vintorez [see above])
200 Round Capacity
Very Slow Reload Speed
Super Fast Firing Speed
Ultra Low Accuracy (To maintain that balance it would have gau accuracy)
Very Low Critical Chance
100 Strength Required
100 Machine Gun Skill Required
11 Damage per Hit (Slight damage boost due to transition to 9mm but it's still balanced)
12 Shot(s) per Second
158.4 DPS (I'm magic aren't I [perfectly balanced with level 100 SMG but note accuracy and ammo price for major differences])
If you argue that this is unbalanced note the cheaper ammo.
Level 70 Shotgun
The critically acclaimed "pimped out saiga-20" would take the spot.
Modeled After: Pancor Jackhammer (Yes I know it's 12g but we have done a lot of edits to shotguns.)
16 Gauge Ammo
20 Round Capacity
Slow Reload Speed
Average Firing Speed
Zero Critical Chance
70 Strength Required
70 Shotgun Skill Required
3 x 10 Damage per Hit
2 Shot(s) per Second
60 DPS
Loud
That places it between the Mossberg and Protecta where it should be. It's weak compared to the Protecta but it takes advantage of cheap
ammo.
As for explosives I think those gaps should be filled with new types of explosives as suggested here:
http://fairview.deadfrontier.com/onlinezombiemmo/index.php?topic=359967.0
Silent Melee-
Pros-
Unlimited Ammo
Massive Knockback
Not Reliant on Accuracy or Reloading
Silent
Cons-
No Range
Lowest DPSing weapons in the game (excluding explosives which don't count)
Needs Critical Hit To Be Effective
Very Slow
Chainsaws-
Pros-
Very Fast
Can Keep Zeds Back Forever
Very High DPS
Generates Aggro
Cons-
No Range
Low Knockback (comparably)
Generates Aggro
Requires Critical Hit To Be Effective
Pistols-
Pros-
High DPSing at high levels
Silent
Massive Knockback
18
Cons-
Slow
Requires Accuracy & Reloading & Critical
Rifles-
Pros-
Silent
Doesn't Require Accuracy
Cheap Ammo
Cons-
Slow
Requires Critical and a little less Reloading
SMGs-
Pros-
Very High Knockback
Requires No Accuracy
Cheap Ammo
Fast
High Aggro
Cons-
Requires A Lot of Critical
Tiny Clip Sizes
No lvl 100 Weapon
High Aggro
HMGs-
Pros-
Enough Bullets to Cause Very High Knockback
Requires No Accuracy or Critical
Highest DPS In The Game
High Aggro
Cons-
Runs Through Bullets Very Quickly
Expensive Bullets
Requires Strength
High Aggro
Shotguns-
Pros-
High Knockback
Spray
Requires Very Little Accuracy And No Critical
High Aggro
Cons-
Requires Strength & Reloading
Expensive Ammo
Very Low DPS
High Aggro
Explosives-
Pros-
Area Damage
Heat Shield
19
High Aggro
Cons-
Expensive Ammo
High Aggro
The FUTURE!
Blades-
Pros-
High Speeds Can Escape Stickier Situations
Blocking
Unlimited Ammo
Massive Knockback
Silent
No Accuracy or Reloading Necessary
Cons-
Low Damage
No Range
Requires Critical
Lowest DPSing weapons in the game (excluding explosives which don't count)
Blunts-
Pros-
Higher Damage Allows For Quicker Kills When You Can't Hit Consecutively
Blocking
Unlimited Ammo
Massive Knockback
Silent
No Accuracy or Reloading Necessary
Cons-
Very Slow
No Range
Requires Critical
Lowest DPSing weapons in the game (excluding explosives which don't count)
Pistols-
Pros-
High DPSing at high levels
Silent
Massive Knockback
"2" per second ones can keep back LAs forever
Cheap Ammo
Cons-
Slow
Requires Accuracy & Reloading & Critical
Rifles-
Pros-
Not Reliant On Stats Other Than Reloading
Very High DPS
Fewest Hits with a Gun To Kill an LA
Silent
Cheap Ammo
Cons-
Very Slow
20
Requires Strength
SMGs-
Pros-
Very High Knockback
Requires No Accuracy
Cheap Ammo
Fast
High Aggro
Cons-
Requires A Lot of Critical
Tiny Clip Sizes
High Aggro
HMGs-
Pros-
Enough Bullets to Cause Very High Knockback
Requires No Accuracy or Critical
Highest DPS In The Game
High Aggro
Cons-
Runs Through Bullets Very Quickly
Expensive Bullets
Requires Strength
High Aggro
Shotguns-
Pros-
High Knockback
Large Spray
Requires Very Little Accuracy And No Critical
Cons-
Requires Strength & Reloading
Expensive Ammo
Explosives-
Pros-
Area Damage
Heat Shield
High Aggro
Cons-
Expensive Ammo
High Aggro
Explosives
WARNING!- This section contains DNS material. So yes I am using
one of my Get-Away-With-DNS-Free-Passes right now
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Lvl 10 Explosives
C4
Obviously I'm talking about remote detonated C4
No Clip
10 is a stack
One can be set down at a time simply by clicking the screen while having that weapon selected and the explosive device will be set
down where your character is and it will explode when you click the screen again. It can be used to guard yourself when
looting/barricading and could be useful in PvP. The area that the blast effects would be about twice that of a grenade launcher and
do about 50 damage.
Lvl 30 Explosives
Land Mines
Detonates when something steps on it (excluding the person who set it down)
No Clip
20 is a stack
Up to 5 can be set down at a time. Hold off zombies or kills people in PvP far more effectively. It would have the same blast radius
and do about 50 damage.
Level 50 Explosives
Hand Grenades
*Yup it's DNS-material*
24 Grenade Clip
24 is a stack
Same blast radius and damage except you get to control it.
Level 70 Explosives
The DNS weapon that's name is not to be uttered.
36 Ammo Clip
Super Fast Firing Speed
Average Reload Speed
800 is a stack (Incendiary Bullets)
Admin is wrong about one thing
"The one thing worse than 8 SLAs is 8 SLAs on fire."
"That" weapon would not leave zeds if whenever people used "that" weapon in real life things just burned there would be no point to
using as opposed to a match. "That" weapon actually sends out such a burst of heat that it completely decimates anything it's aimed
at. On a human all that would remain is the ashy corpse of the zeds. So I propose that "that" weapon would be able to destroy any
zed in as quick as 3 seconds (1 clip). The zombie would be temporarily stunned if you didn't hold on it for long enough. While you
were holding it down it would hit multiple zombies and delay them indefinitely.
60 DPS
Practice
Credit to SeargentMac
Changing how the skills we have effect the way weapons work.
Weapons have a damage range instead of a set damage and crit chance. For my example I will use a "Lock 19".
Lock 19
9mm handgun
15 round capacity
average to fast reload
slow to average firing speed
low to average accuracy
high critical
20 pistol skill required
1-3 damage per hit
1-2 shots per second
What I am suggesting is this. The skill needed to use the weapon remains the same as it is currently ingame. The effectiveness of
the weapon depends on your level within that skill. Your level can be anywhere between 1 and 100 depending on how much you
use that weapon. If your are new to the pistol skill your level will start at one and you will be on the lower end of the stats for that
particular weapon.
For example if you have 20 pistol skill you can equip the Lock 19. Your level within pistol skill is 5 out of 100. Therefore you have a
average reload, slow firing speed, low accuracy, high critical and .5 to 1dph with the Lock 19.
Now you've been playing for a while. You haven't added any skill points to pistol however you have shot zombies non-stop for
about 10 hours. Now you level within the 20 pistol skill is 100. You now have fast reload, average firing speed, average accuracy,
high critical and 2.5 to 3 dph with the Lock 19.
I know what you're thinking, holy hell, now I don't have to level to be able to up my reload, accuracy and critical skills. Not so. You
still need the required number in the skill to be able to have the max for that ability.
For example, still Lock 19. If you only have 25 points in reload and a 100 lvl (within 20 pistol skill) for pistols you still only have an
average reload. To make it a fast reload you are going to need 100 points in reload.
One of the only things that really bothers me about this game is the fact that the weapons do a set amount of damage. There
should be a damage range. A high level character should be able to do more damage than a lower level.
All you have to do is use the weapon to get the points.
Other weapon examples to come if there is any interest.
EDIT:
Every time you put points in the skill you have to Grind more points in the level. For example.
level 1 character
5 melee skill points spent, 1-30 "practice points" in melee
level 10 character
40 melee skill points spent, 1-100 "practice points" in melee
level 20 character
80 melee skill points spent, 1-150 "practice points" in melee
23
Gameplay
Credit to Tanozer
Customization
Control-
Yup it has been suggested 1000x and I'm about to suggest it again: We need to be able to edit the game's controls. It is a MUST
and is practically a gaming standard.
Audio-
Able to adjust the level of sound rather than just on and off. I know what you're going to say: "Just adjust the sound on your
computer". What if I want to hear my pandora louder. I know what you're going to say: "Adjust the mixer". Well Windows likes to
combine multiple windows into one sound bar. This is also a gaming standard
Video-
Able to adjust the position of HUD objects. I don't need a weapon list so I would prefer to just delete it and move my mission list up.
We all know what the other video customization is so I won't even mention it.
Gameplay-
Able to adjust what can be auto-looted (without you having to say yes or no such as ammo for your gun or high leveled items. Along
with setting priority for example I would choose for solid object to be looted first and then bodies.
Credit to Xoren
Currently, we have the Yes and No buttons to accept and deny loot. You can hit the enter key to accept, without having to click yes.
My proposition is that there be an instant No key as well. I think that it could work out as it being the Delete or Back space button.
This was made mainly due to people playing about accidentally looting in a low-level area, and getting whammed by a crow in MP.
Money auto-accept
This is self-explanatory. You set the setting to "Money accept" at the Inner-City menu, and when you loot, you will see a small green
$ at the top of the screen, here is an idea of what it would look like. This was done in MS paint, so don't expect much.
24
However, you will lose 5% of the money that you find on this mode. There are two reasons, one being roleplay, the other being
about making sure that people don't rely on this, as OldeCharlie has said, as it would make people even lazier. The roleplay part of
it could be that, while looting it, you did not take time to look at the cash, resulting in you not finding all of it.
Quick loot
This would mainly be used during aggro. What it does is loot at a faster pace, taking 11/2seconds to loot an object, instead of the
three that we have now. What it would do is lower the chance of loot by 50%. It would also reduce the amount of money and ammo
by 50%. This does not unbalance gameplay, as the cons completely negate the pros in terms of balance. The key to use it will be
"Q." The roleplay explanation for this is that, while looting, you did not take the time to search the object well, and missed out on
some valuable items.
wanted to organize them.
TS
Credit to Tanozer
In order to improve the system of grinding it makes sense to me that (now that you know who ruined the grinding system for everyone) we should be
able to see the fraction of exp so we can see immediately when our exp has stopped going up due to anti-cheat programming
Alternatively we could stop zombie spawns instead of stopping exp increase. This might still allow for abuse though.
To adjust top survivor for our rapidly growing population I also think it would be a good idea to raise the length of time it takes to regain Top Survivor as
in from 3 weeks to 3-4 months (maybe even more). I have found that some people attempt to get TS but have no reasoning as to why. They already have
everything from the elite shop but they just want bragging rights. Extending the period of time that is needed to wait would also make it possible for non
GAU users to take the prize. Of course records would still be listed on All-Time so if you're looking for bragging rights rather than elite shop you still have
something to aim for.
Anyway if you have access to the elite shop you should be buying everything as it should be fiscally irresponsible to decide not to get anything.
25
Automatic Pausing
Credit to tanozer
This is a simple suggestion. I mean, when we die, the game tells us we got killed and that we suffer in agony and lose literally die.
"You fall to the ground with your mind clouded with pain and critically wounded. The last thing you hear is the moaning and
screaming of countless zombies gathering around you. Later that night you find yourself lying in a bed at Nastya's Outpost. The
guards tell you that a survivor rescued you, and you find out that he took all of your cash as payment for his services. You realize
how lucky you are, and head out of the building, ready to continue with your daily routine"
Any comments?
(This is not a cosmetic change, it's really wrong and unmoody that the game actually "revives" you each time you die)
26
Type-Save
Credit to Hooliovoncoolio
You know when your typing something and a zombie attacks you? Isn't that annoying? Well here is a non-cheating, easy way to fix
this.
Let's say you're typing a message and you're only able to type "Hey guys", but you hear a crow so you stop to kill it, you press tab
again and rather than having to start all over again, you press tab and "hey guys" is still there from where you left of, allowing you to
finish.
Background Noise
s we all know, sometimes walking the streets of the inner city or slugging it out with the zeds during OA there are lots of noise....but
what about the BGM/S?
What I think would be a good idea is to put different background noises that boost the effect of various events.
Aggro spike: maybe when or right after you hear the change in music, one could hear in the distance the sound of a large horde
coming to your position, mix variations of moans, groans and so on. what effect this would achieve is a sense of that zombies from
blocks around have heard the racket your making and they all had mashed together into a horde to chase down their meal.
During OAs/ outside OAs: during the OA we all know the Air siren, but that's all we can hear. so, for this, maybe, one can hear the
rattle of varied gunfire from other locations around the outpost. mostly to add on to the effect telling you and your teammates are
not the only ones defending the OP.
Outside the OA, like in the inner city. all the noise from the op, the siren, the gunfire will vary in volume. the farther you are from the
OP the more quiet it is and visa versa when closer to the OP. So you can be out in red fat/ red LA, and only hear a really muffled
popping noise with a quiet siren in the far distance. while somewhere in gray or purp you can hear the siren as well some of the
gunfire.
bosses:
but the Behemoth well, the screen sake and the loud foot falls are good but what about other noises? like an odd roar from the
behemoth?
MISC stuff:
a tone to state that you have completed a mission like a Pencil writing sound or a distinctive click.
a stomach growling noise to indicate that your hunger status has dropped, more like from Nourished to Fine for example, not when
you lose 1% while in the city.
during courier missions, when your near your objective building you can hear muffled chatter and other noises from behind the
barricade and maybe a "Thanks Man!" or some sort of thank you from the survivors on the other side when you made your delivery,
mostly to give more life to the cade and more sense of accomplishment when you make the delivery.
(only could be heard in SP for the sake of things)
and maybe it'll be never or forever-n-a-half before it could be done. but maybe every gun has its own firing sound, so you can tell
who is using what without even asking.
something else like that, the individual zombies that are on screen, for now they all sound the same, but look different, maybe
various pitches of sounds based on what zombie is on screen.
27
To make this practical for chefs and doctors the hunger drain would have to be lowered to maybe 4%. I also believe it is logical
that a starving chef should be able to cook and critical doctor should be able to heal. And finally give them ability to perform their
task in the inner city. Now this may seem unbalanced but you'll see why it's fair later
2. The second problem is that this might make the game far too easy but in the following system healing would still be either at the
expense of money or time (a lot of time)
In most games nowadays health is naturally recovered. While in other games the recovering process is rapid in this game since it
center around realism should likely be very slow maybe at a rate of about 1% every 10 minutes meaning 6% in 1 hour which is not
enough to bring you up an entire status but it is still realistic. BUT hunger goes in the opposite direction quickly going down while
you're in the inner city only to be remedied by going to ones inventory and eating food.
At Nastya's Outpost you recover no health or hunger because you have a plethora of service people ready and available.
28
Class Making
Credit to Shub Niggurath
Engineers on the other hand are a totally different story because there is no other way to repair your armor other than to bring it to
an engineer. If engineers wanted to they could charge 10,000 for each repair. Eventually they will realize that and prices will go up.
Engineers I find should probably be able to repair their armor in the inner city but probably don't need the decreased hunger
expense because of the pure they cash they can make with their services if they were put to the task.
I understand that this has been suggested before, however I have been helping the most recent OP of this topic make it better, Here
is my suggestion.
When starting off you are required to pick from a list of classes, all of which we should know.
THIS IS NOT ON THE DNSL DUE TO CONTEXT. In the DNSL it states "New Classes" this is not that in actuality, this is
a system of Making classes on our own, not requiring admin to nitpick them and spend time on any class that the I&S forums craps
out.
DON'T BE RETARDED! Making your own class does not mean " +99 to all stats, and an infinite GAU to start with " a.k.a.
AdminPwn's Cyborg class.
This is a very structured system in order to create a custom class balanced to the basic classes with slight nerfing.
The system of points I used to represent the classes fits along the lines of this chart:
Following this chart, We are able to get the point values of the classes listed here:
SERVICE/PRODUCTION
Doctor:
Medical Service: 20 points
+ $80: 8 points
Total: 28 points
Farmer:
Food Production: 20 points
+ Basic Rifle: 10 points
Total: 30 points
Chef:
Cook Service: 20 points
+ Basic Knife: 10 points
29
Total: 30 points
Scientist:
Med. Production: 20 points
+ $50: 5 points
Total: 25 points
Engineer:
Repair service: 20 points
+ $50: 5 points
Total: 25 points
STAT-BASED CLASSES:
Boxer:
+ 20 Strength: 20 points
+ 10 Melee Skill: 10 points
Total: 30 points
Soldier:
-20% EXP: -20 points (20 extra points for other stuff)
+ 5 Strength: 5 points
+ 10 Accuracy: 10 points
+ 10 Endurance: 10 points
+ 10 Reloading: 10 points
+ 10 Machine gun: 10 points
+ Basic MG: 10 points
Total: 35 points
Police Officer:
+ 10 Accuracy: 10 points
+ 5 Reloading: 5 points
+ 10 Pistol: 10 points
+ 10 Shotgun: 10 points
+ Basic Shotgun: 10 points
Total: 45!?!?! Points
Tis' just a minor glitch, nothing more.
Fireman:
+ 20 Endurance: 20 points
+ 10 Melee: 10 points
+ Basic Blunt: 10 points
Total: 40 points
Athlete:
+ 25 Agility: 25 points
Total: 25 points
ROLE-PLAYING CLASSES:
(I will only do a select few as many of these are similar)
Teacher:
+ 30% EXP: 30 points
Total: 30 points
Lawyer:
+ 30% EXP: 30 points
+ $100: 10 points
Total: 40 points
Student:
30
Now that we have cracked open some statistics You will notice a few outliers right now, but just ignore them in the meanwhile. With
the general average in mind, the points allotted for the custom classes should be a flexible 30.
SYSTEM SET-UP:
When in character creation you have the option of choosing one of the regular classes, or you can make your own by moving the
class selection over enough to reach it.
On the custom class a warning will show, stating that custom classes should only be used by people that have basic understanding
of the game.
Below that a whole new plethora of options arise, resembling oddly the level up screen. Here you can allot the points given to you,
in this barely different chart.
On an important note, service/production abilities will not be allowed, just because it would screw over the original production
classes, and in all honesty would be really hard to code depending on existing game systems in place.
You can only get extra points during building the custom class by lowering the EXP Bonus %, similar to the soldier.
You can only level up a single stat 20 times before the "+" shuts off, for solely the protection of the "Athlete" class.
The Extra Starter weapons should differ from the other class specific starter weapons (minus the Mancini), and they should contain
a variety. thus the Weapons I chose are located in this list:
Hunting Knife -- Blade weapon of this list
Fire Poker -- Blunt weapon of this list
Gerring HP -- Better Pistol weapon of this list
Beta RX4 -- Rifle weapon, accessible if ten points are put into rifle
Mancini M1 -- Shotgun weapon, accessible if ten points are put into shotgun
Machine guns are not available.
Explosives are not available.
All starting weapons are subject to edits, Also I'm considering making the Beta RX4 and Mancini free, because you already have to
stick ten points into the proficiency; I'll leave that choice up to you.
When completed you can hit "done" and a confirmation screen will pop up saying "Are you absolutely sure that you want the "insert
chosen class name here." If you hit "NO" then it takes you back to the creator, If you hit "Yes" it converts any leftover points into $10
bills. Then the intro will begin as normal.
Edit 1: Done. Whew, That toke awhile, don't even get me started on how hard the picture was, Next on the agenda is possible
Starting weapons.
Edit 2: That's done too now all I have to do is update when I see a good idea from the peers
CONTROVERTIAL TOPICS:
First:
Make the Marcini M1 and Beta RX4 free, being as you need to stick points in proficiencies to use.
EDIT - Any applicable starting weapon is now included in this topic as is Vengeance1st.'s idea.
If the people decide for the extra start wep to be free, then you will only be able to choose one that fits your proficiencies.
Yes or No?
Second:
Remove the initial 5 melee and 5 pistol boost and increase the starter points to 40 instead of 30.
Yes or No?
Third:
The System as is now is easily abused by the ability to load up to all maximum 60 points into stats, saving 60 levels, there are
multiple ways to solve this:
Fourth:
Once upon a time you could rename your classes for the hefty price of 5k credits, Being able to name your class at the start of the
game for free would screw over the previous buyers of this service, as was brought up by NekoSam.
Should the name instead be a choice from a static list of names popular for stat-based classes i.e. "Raider", "Mercenary",
32
A. Yes
B. No
Support: 17
No support: 0-2 (some people were unclear on approval)
100% to 89.47%, I'd say this is going pretty good. GREAT...
Credits:
Shub-Niggurath, creator of this thread
PlayPlaya2, creator of the original thread
Fighter13, for pointing out my Class Name mistake.
aqua vitae, for the Idea on how to include Extra Starting Money.
Vengeance1st, for improvement on the controversial topic of one free extra start weapon.
NekoSam, bringing up the topic of static name lists due to a previous credit service.
Destructible Items
Credit to Survivalist395
I am not completely sure if this is too much to ask of the administrators and moderators working hard on the game, and it probably
is, but what if there were certain items, if not all, items that were destructible within the inner city and the OA?
Cars: When shot, in PVP and/or Regular, the bullets will pass through the metal (puncturing a small hole into the vehicle and/or
damaging the enemy on the other side), pass through the glass (causing it to shatter and collapse all around the ground floor, and
or hitting the person on the other side) and, if this is possible, adding smoke effects to the hood of the car, and maybe even
exploding.
Buildings: When shot with, per say, a M79, the floor or part of the building shot will cave in, glass is broken, the hinges are hanging
loosely off the room, the brick/metal/wood/anything else that houses are made of are also extremely damaged, plus the contents of
the room, the chair, the furniture, and any other items, if any, could be seen from the ground (and maybe if you went into the room
that was destroyed you could see the area outside of the building). When shot with a machine gun, or any other type of projectile
launcher besides grenades, will result as black pixels on the area you shot at.
Explosive Tin Cans: When shot, they will explode, shrapnel flying everywhere, shrapnel that could damage you as well as the
zombies.
Furniture/Chairs/Other objects in the room: When the furniture is shot with, a machine gun for example, bullet holes will appear in
the furniture, stuffing flying everywhere. Even when computers are shot, the glass will break and the wires will create a spark. When
you melee a chair, it is knocked over on its side, undamaged, but it is tipped over. If boxes are shot, holes will appear in both sides
of the box, bits of wood flying all over the place. If you melee the box, the box will be damaged, and that damage depends on the
type of melee you use. When shot with a grenade launcher, the furniture (let's say a desk for example) will fly across the room, but
compared to a furniture shot with a grenade launcher, stuffing will fly out as well as the furniture breaking apart and flying
everywhere.
Rugs: When walking on rugs, anyone that passes over, zombie or human, leaves footprints on the rug.
33
Walls: If shooting a wall with a machine gun, it will just puncture the wall with holes. But if it is with, per say, a Grenade Launcher, it
will leave a gaping hole in the wall, that may lead to the other room on the other side (or it could just be a gaping hole in the wall).
Same goes with melee. If you start hitting it, the wall will start to take damage.
People: When shooting zombies, the bits of clothes (if any) will start to shred, and flesh will start to fly with each shot. When shot in
the head (which is known as a critical hit) their heads will go flying, blood streaming from their neck, and finally collapsing to the
ground in a puddle of blood (in pvp, these bodies should not disappear). When shooting people, if they have body armor, bullets will
get caught in the vest, and nothing will happen. But, occasionally, even if wearing body armor, a little spurt of blood will gush out of
the player who has been shot, each time. When dead, their body will collapse to the ground in a puddle of blood, twitching once
before ceasing to move (again, the bodies should stay where they were killed in PVP). But will killed by a critical shot (head shot).
They will lose their head, blood flying everywhere. They will twitch rapidly, before collapsing, and then cease to twitch. Now, when
shot with a grenade launcher, they will fly apart, body parts like arms and legs and heads fly off everywhere, but only if they are
killed with a grenade launcher. When killed with, per say, a rifle, they will collapse to the ground in a puddle of blood (but no body
parts are detached unless it was a critical hit).
These are some of the ideas. Now, I know some of them require a lot of attention and time for the administrators to add this on, and
I already know not all of them are going to make it through (those who do make it in, well, I'll be surprised if they haven't been
heavily modified). If any of you have any more suggestions about this idea, just post it, and I'll take a look.
SPvP
Credit to Awesomeness
Okay, let's get started. Here's my idea: A safe PvP game mode.
Games using Safe PvP would have SPvP before the name, much like how PvP games have PvP before the name.
Similarities
Differences
These are reasons why AdminPwn should add SPvP to the game.
It will allow players to play PvP games without risk, and prepare for real ones in the future.
It will give players that are too poor to constantly afford medicine and repairing services the opportunity to
experience the fun of PvP.
It will be a fun new feature for the game.
Because I know that someone will skim through my post and complain about false facts:
There are no risks or benefits from playing SPvP. No Dusk, no losses, no critical health on death.
You cannot use SPvP to enter and leave just to heal yourself. If you enter on critical, you may be healthy in-
game, but the second you leave, you'll be on critical again.
As you saw from the big red letters above, I don't want someone skimming my idea and deciding it's bad.
To respond, give a support, oppose, or neutral. You must give a reason why. If it is an oppose or a neutral, give
me a suggestion for improvement, if you can. I really don't want people to just reject this. I have really thought out
this idea, and I think it really stands a chance.
A safe version of Player versus Player would be awesome, in my opinion. I hope it would be in yours, too.
Thanks.
35
Electricity
Credit to Smoke
With the brilliant addition of lighting in the upcoming 3D game, a new system of lighting around the city could be implemented. Allow
me to elaborate.
Poll
Be sure to read it's OP before voting.
If you want a generator to be added, in addition to the main features, vote for the second option. if you still support it, but do not
favor the generator, vote for the first option
First off, to get an electric item running, you need to have a source for energy. In the post-apocalyptic world, there is unfortunately
no power sources, earth friendly or otherwise... however, we do have power, through the use of... batteries.
Once you have a battery, you will be able to run a light source.
Streetlights:
A rare upright, functioning street light could be run with at least a 6w battery, however, it will only last for 10 minutes. 16w will run for
double that time, and 32w quadruple that time.
Homes:
Accessing a basement in a house or apartment will lead you to the fuse box. The lighting in the home can be run with a 16w battery,
for 10 minutes. 32w will run for double that.
Power Grids:
If you can find a factory that produces power, you are in luck! This will light the city for a whole 20 minutes! However, it will only
stretch so far, as several power lines have been knocked down, during the apocalypse.
Suggestions
-Dimming
As suggested in the thread, if different shades of light are possible, then a more powerful battery will give of a more intense light,
and as a light looses power, the light will slowly dim.
thanks for the suggestion Life Reaper
- Generators
As suggested in the thread, there could be a second way to run lights. Generators. Once found, these could be used, in
conjunction with batteries to run lights in the method shown above. This would be a much more realistic way to handle it.
- In this method, in addition to the batteries to run lights, a generator would also be needed.
thanks for the suggestion HarvesterOfSarrow
36
-Rechargeable Batteries
As suggested in the thread, a possibility would be "rechargeable" batteries, which could be bought in the Credit Shop. They could
then be recharged by paying in-game money in the junk yard.
thanks for the suggestion Doc Roe
Effects
If horror movies have taught us anything, it's that zombies hate artificial light. When approaching a light source, or being in one, the
zombie will slow down it's pace, and attack slower, and, unless aggravated, will be tempted to stop attacking all together.
However, aggro in the areas around the lighted area is increased, due to the zombie's reaction to the light. As well, zombies will
tend to swarm around lighted areas, investigating the situation. This gives a player a sense of living on "borrowed time" and gives a
interesting feeling of survival.
thanks for the suggestion marvulus
As well, when looting a location under the glare of light, it will be easier to find items, increasing the drop rate.
Finally, while near or under a light, the BGM will change to a more relaxed theme.
Additional Content
-SFX
If a composer could create a sound effect with the sound effect of electric cracking, and a generator running, it would be really
appreciated
- BGM changes
thanks for the suggestion biglolz
If a composer could create a theme similar to the current one, but with a more "relaxed" feel, it would be greatly appreciated
-Demonstration
coming soon... maybe
Possible benefits
1) Looters get a bonus while robbing a house, in the zombie's debuff, and the increased pick up chance
2) Tanks are given the convenience of debuff of zombies, making taking down hoards easier... for a limited amount of time.
3) This new element promotes team gameplay
37
Item Revision
Combining Foods
Credit to EnzymeRage
It just occurred to me that chefs should be able to combine foods as ingredients into recipes. However, chefs must be able to cook
the highest ingredient to begin with in order to cook the recipe. After all, it makes for a more interesting sort of sustenance for the
everyday survivor. These new combined foods will provide increased nourishment for the one consuming it.
Food is normally cooked by dragging the item to the chef's cooking pot icon. However, I visualize the Cookbook system being
implemented in the following explanation:
Selecting the "Combine Foods" option will open up multiple slots (identical in appearance to the slots in the storage) and a "Cook"
option at the bottom. After filling the required amount of slots with the necessary ingredients, the only thing left to do is to click the
"Cook" option.
Atrus
Candy + Seeds + Oats + Mixed Nuts = Trail Mix
Bishop
Fresh Meat + Fresh Vegetables + (optional) Red Wine + Milk + (optional) Cheese + Potatoes = Cottage/Shepherd's Pie
Fresh Vegetables + Tinned Salmon + Milk + (optional) Cheese + Tinned Tuna = Fisherman's Pie
Fresh Meat + Fresh Vegetables + Sausages + Eggs + Potatoes + Baked Beans = Full English Breakfast
[Eggs + Milk + Millet]* + Potatoes + Fresh Meat + Fresh Vegetables = Sunday Roast
Captain Anonymous:
Dog Food + Dog Biscuits = Doggy Bowl
Dog Food + Dog Biscuits + Baked Beans = Tripe Ration
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Jason Gibbons:
Beef Burgers + Tinned Spaghetti = Spaghetti and Meatballs
Eggs + Sausages = Scotch Eggs
Tinned Hotdogs + Potatoes = Hotdog Potato Casserole
Sausages + Beef Burgers + Pasta = Special Italian Pasta
Sausages + Beef Burgers + Pasta = Tagiatelle a due Carnes [suggested rename by Aliquot]
Eggs + Cheese + Tinned Hotdogs = Breakfast Omelets
[Eggs + Milk + Millet]* + Tinned Hotdogs = hotdog on a bun
[Eggs + Milk + Millet]* + Eggs + Milk = Pancakes/Waffles
[Eggs + Milk + Millet]* + Cheese + Sausages + Tinned Vegetables = Pizza
rethan
Tinned Salmon/Tinned Tuna + Potatoes = Fish n' chips.
Shrike
Cheese + Milk = Fondue
SteppingWolf
Fresh Vegetables + Sausages + Cheese + Pasta + Potatoes = Gnocchi
Ultrasurvivor:
Pasta + Red Wine = Simple Italian Dinner
Eggs + Cheese + Beef Burgers = Breakfast Burger
Tinned Vegetables + Beef Burgers + Pasta = Stir Fry
Tinned Vegetables + Beef Burgers + Rice = Stir Fry [suggested variant by EnzymeRage]
Whitney Fang:
Red Wine + Beer = Cocktail
*[Eggs + Milk + Millet] is a rough equivalent of Flour. This can be made into Bread.
New Masks
Credit to sgtjoe
I made these pictures, to show you what it would look like somewhat.
Hockey Mask
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Metal Mask
Black Shades
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Ninja Mask
If any of you think of any others comment below and I will make a Picture for it
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Mask Bonuses
Credit to Xserozon
Simply helmets having some use by being armor. It wouldn't give a huge defense bonus but a bonus none the-less.
Tin Helmet
15 Durability
5% Damage Absorption
Repaired by Engineer +3
Military Helmet
20 Durability
10% Damage Absorption
Repaired by Engineer +15
Crash Helmet
25 Durability
5% Damage Absorption
40% Protection from Crows
Repaired by Engineer +15
Exterminator Helmet
35 Durability
10% Damage Absorption
60% Protection from Crows
Repaired by Engineer +35
UPDATE!
Due to helmets and masks being able to be worn at the same time, the strongest piece of head wear/mask will only be in effect. This
means if I'm wearing an exterminator helmet I can't wear a military helmet and then have 20% damage absorption. This is simply to
prevent players from being super powered.
SECOND UPDATE!
After a recent discussion, I have decided that your armor/helmet/mask damage absorption caps at 90% This is to prevent players to
be over powered.
Also, to help keep costs down there will be an option to combine a helmet with any armor you prefer. This is permanent and cannot
be undone. Once this is done, you will only have to pay the price of one to repair both. If they aren't combined you have to pay for
both to be repaired thus doubling the cost.
-----------------------------------------------------------------
Figured that the helmets could do something, especially help protect against crows since they go for your eyes.
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The first pic has a random avatar with the dusk mesh on (I know we don't all have a dusk mesh, this is just an idea) and the second,
has no armor or shirt on, If the idea gains popularity I'll do some female avatars too, different armors, and different avatars with the
different stages of health/armor damage. (yes, I noticed the hand and arm clipping on the armor pic.)
Clothing Bonuses
Credit to marvulus
This is more of a brainstorm thread than an actual suggestion one, but I've been doing some thinking, and remember hearing about
bonuses being added for clothing. Basically, I would not enjoy clothing to just provide extra general stats since that is rather dull, so
I thought up some possible alternatives...
Of course, I'm making this whole thread out of three pretenses, which may not be true to a certain extent.
1) The gameplay will become harder.
2) Clothing will not always be purely ascetic.
3) Bonuses have not been pre-conceived as of yet.
For simplicity reasons, I'll try to differentiate the general bonus as MS (Master Sewn) vs. the standard MC (Master Craft), just so that
it is easier to see the difference.
The main idea that has occurred to me is stat % addition upon serious and critical. For example, you fall into serious right now, and
you automatically lose 25% of your stats, and 50% on critical. So, let's say that you have an article of clothing that is MS for a value
of 5%. When you fall to serious, as opposed to losing 25% of stats, you lose 25% - 5%, or only 20%. There is no tangible bonus
provided when you are injured or above, but once you fall into the critical states, you are able to recover some of your losses, which
ultimately prevents this from being overpowering...
Since there are 5 clothing slots, logically, the maximum effect gained can be at most 5% for each slot, since 5% x 5 = 25%, which is
absolutely no stats lost upon going into serious. That is an extreme, and would be extremely beneficial for people who fine tune
their builds while performing at the critical states, but it doesn't necessarily need to go to that level. A simple 3% recovery bonus for
each clothing item would provide a total of 15% stats recovered, or in better terms only 10% stats lost upon going into serious, which
is much more advantageous than the current 25%.
Thinking upon how this would work with critical state has possible alternatives, and each have their ups and downs...
1) The stat recovery is stackable x 2. That is to say, if you recover 3% on serious, you'll recover 6% on critical. This would
maintain a semblance of performance recovery, but depending on the bonus provided with the original set-up it could be
overpowering. Let's pretend the original extreme of having 5 sets of clothing and each provide 5% stat recovery at serious, 25%
total. At serious you'll recover all of your points as well, which would essentially mean healthy = injured = serious = critical in terms
of performance. This is good and bad. Good in the sense that you will survive longer, but bad that there is no penalty for falling to
low health... Of course, that assumes people loaded up their characters with MS clothing, but if there is a will there is a way.
Tweaking it to 3% per clothing item would gimp the system to 10% lost on serious and 20% on critical, which provides a penalty, but
far less extreme.
2) The recovery system is static. By that I mean that if you recover 25% stats on serious, then you will still recover 25% on critical,
which would mean you still lose 25% (since 50% - 25% = 25%). This would mean that healthy = injured = serious, but critical stat
would be bumped up to the equivalent of the current serious state. This would essentially buy players an extra hit (depending on
build), before losing performance, and is good in that way, but overall has a far smaller general utility.
3) The stat recovery differs from critical to serious on a random integer. By this I mean that the numbers don't need to add up
perfectly, which would make critical exponentially worse than serious, or vice versa. For example, you can recover 20% on serious
if you put your bonuses together, but only 30% back on critical. This would be the equivalent of 5% stats lost on serious and 20%
on critical. The difference is greater, but it provides an incentive to stay the better states while providing some form of help.
The next issue is how this would deal with pricing and general bonuses. Each method above would provide drastically different
results, and likewise need different prices to be fair, but I will explain the most logical way for how they interact with each other. A
cloak essentially take up two slots, so it would be only fair that an MS Cloak would provide 2x stat recovery as an MS T-Shirt, and
would thus logically cost 2x the amount to enhance. So, if a T-Shirt costs 300 credits to enhance, making it MS, then a Cloak would
cost 600 credits, following the same reasoning as why armours cost 2x as much to GC as weapons.
The last point I'd make is on the potential to be looted or not. I think that there should be the capacity to loot an MS clothing item,
but it is far rarer than the potential to loot an MC weapon. The reason for this being the obvious, that unlike MC weapons which vary
in quality, I would assume an MS clothing would either be normal or MS, and therefore be the equivalent to GC or not.
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Now, the main reason this isn't overpowering is that you aren't getting anymore stats. All that is essentially happening with clothing
bonuses in this way is that the lower health penalty is being nerfed to increase performance, and I do not find that to be too great of
a blow to current gameplay, let alone potential future gameplay...
Picture for a quick illustration for what this could look like on the marketplace. Forgive the poor choice of language describing the
bonus, but it is rather hard to shop this:
If that idea is not viable, then I will suggest some other (though slightly illogical) features that exist that are currently neglected.
~Weapon knockback
~Clip Capacity (Guns)
~Weapon Reach (Melee)
~Rate of Fire
~Sprint Time / Recovery Rate
~Exp Bonus
~Critical Damage Boost (Crit build)
~Aggro Reduction / "Stealth"
All of those hold the potential to be provide useful bonuses, but I would need to work on balancing each of them, and are more
secondary ideas to provide alternatives to stat bonuses...
Edit: Something that Sergeant Mac hinted at would be something similar to the perk system from popular games today like Call Of
Duty. This would enable much more variety with subtle changes, enabled with clothing, but could run the risk of many overpowered
or underpowered features, and so would need to be much more complex and subject to much more change.
Now, the general gist of this is that you can utilize the MS advantage for either shirts, pants, or coats, since head ware has issues of
doubling up.
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Here is a quick description of each possible bonuses should the "perk" system be considered:
Melee range = Exactly what it says. Nothing too substantial, perhaps a 25-30% boost in distance. Melee's greatest disadvantage is
its range atm, and so this would do a decent amount to level that playing field. However, the main problem I see is that the skins
would need to be re-drawn in Inner City for them to be user-friendly.
Increased Ammo Capacity = Same thing, should be obvious. However, the amount shouldn't be a static number like +10 bullets
because that would be dominant for a GL but near useless for an HMG. Perhaps 10-15% bonus, which would be useless for a GL
but advantageous for everything else, provided the number is rounded.
Increased Knockback = Knockback delivered after an attack is made. Straightforward, but again, this should not be substantial to
prevent jumps in the weapon tree. If I had to guess 20-25% would be more than suitable, if not dominant.
Rate of Fire = This would need to be handled most delicately. I'm not entirely sure if a uniform would be overpowering for MGs but
useless for melee, but I'm not talking an entire jump from Very Slow to Slow, but rather instead of 1 attack per second for Very Slow
it could be 1.1 attacks per second. That's a far cry from 1.5 at slow but still something.
Exp Bonus = This assumes that leveling overall will be much more difficult. A simply 5% bonus here should be more than sufficient
to justify the bonus.
Sprint Increase = As opposed to going to 100% energy and stopping, the percentages could extend to 125% or more, though I
haven't thought of what would be most fair. To further compensate, energy recovery could be substantially faster, which enables a
player to sprint longer and do it more often without increasing their actual speed or rate of energy lost as they sprint.
Critical Damage Boost = Increased damage for critical hits. This would be horrible in the game's current form, because the
differences in the weapon tree isn't great enough to justify this, so an MS clothing could essentially bump up 3 weapons equipped.
However, if things were to be altered in the future, this could be a possibility.
Aggro reduction:
Maybe a less chance of an aggro spike, say stealth for lack of a better word, Your Cloak would probably provide a lot of that
My fear with this one is that interacting with the environment, there could be issues of teams utilizing this to basically be invisible.
Granted, this only reduces random aggro spikes I take it, but that still could be problematic overall. It may be do-able if 3D end-
zones have "max" aggro or something like that, to ease the blow.
That is my take on what bonuses should (or could) be used on clothing, so feel free to provide your incite on the potential flaws in
the system I elaborated on or develop on the ideas I only hinted at...
Yeah!
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Marketplace Revision
Try Before You Buy
Credit to Darth Nihilus
I made a post like this before a few months ago but it died quickly... I wanted to suggest it again because I thought it was a good
and useful (though minor) idea.
Basically, I think a good idea would be to add sort of a "dressing room"-type place here in the Outpost, or maybe even in the
Marketplace. Just a place to try on clothing-based items to see what it looks like before you blow money on it.
I suggest this because I went to buy a green t-shirt that I thought would suit my character (James Sunderland from Silent Hill), but it
turned out to be an unsuitable shirt. I wasted quite a bit of money (at least by newbie standards), and it upset me a bit. I think a
dressing room would be a good idea for people to get a feel for a piece of clothing before they use their hard-earned cash to buy it.
Basically, the "dressing room" would just be a "TRY" button next to a piece of clothing or armor in the Marketplace. Upon clicking
the button, the piece of wear would appear on your character's avatar on the left. That's it. Your clothes would revert back to normal
once you left the Marketplace, or if you hit "TRY" again. Maybe once you click "TRY," it turns into "TAKE OFF" or something like
that.
I hope this gets more attention. I think it'd be helpful to newer players, as well as players who are going for a specific look. I don't
think it would be too much to add, at least I hope not... I picture that it would be just like a temporary wear until you left the "dressing
room." Then no money would be wasted.
This idea would lead to less frustration to players who wasted money on an article of clothing they didn't want in the first place. It
would help a lot of players who make enough money to set up an aesthetically-pleasing look for their character.
Thanks.
Support: 31
No Support: 1(?)
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Trade
Credit to CERBERUS
This has a player search, an mc button, and links to the auction house, and a trade-post(barters), still has normal search/sell/private
options as before, just with more additional useful stuff.
This would allow us automation and accountability in the auctioning process. I think a useful add-on as well as a ...
---( please note this is an example of a system, I haven't taken the time to make its skin look like I think it would actually look in DF)
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ill leave you all with this for now, hopefully you have more good input and suggestions of your own
GM Token
Credit to marvulus
Yeah!
General Idea
So I know I am not the first to bring this up, but I generally haven't seen any details related to it... Anyways, my suggestion is that in
addition to the option to purchase GM straight with a card to your account, there could also be an option to purchase a GM "token".
The GM token would essentially function as an item like credits that doesn't appear in your inventory, but can be used as an item to
receive GM. This differs from buying regular GM because it is essentially a transferable piece of equipment. That doesn't mean
that someone buys GM, activates the token, gives it to an alt, then activate it, etc. Essentially, when the token is used (whether it be
via a new function in the credit shop or just used in inventory), it is gone for good, and the character that received it now has one
month of GM... I'm not entirely sure of the process behind how getting GM works, but I don't see anything that would go against
saying that using up the token could be linked as though it's the same function as buying it.
Another issue is how to handle 6-month to 12-month subscriptions, and whether or not those should be considered a separate
transferable token as well. I would say that the best approach to this were to leave the price proportional to whatever the current
pricing for non-transferable GM, but simply provide 6 tokens to be place into the person's inventory (12 if it's a year). However, if
this is the case, then GM should be "stackable". By that, I'm not referring to the bonuses that come with it, but simply the duration
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and the credits. I know many people order the large subscriptions for the bulk credits immediately, so enabling a way to provide
additional GM months in advance with the use of a token would accomplish the same thing. As I understand it, an account with GM
has a set timer measured as a large integer before it deactivates, so in order to "stack" the time it would just need to take the current
time and add a full timer integer to it. Seems rather straightforward, though I could be wrong.
Reasoning
The reason that this would be beneficial is because it benefits two types of people. 1) The type of people who either cannot afford
GM using conventional means or just do not intend on buying for other reasons. 2) People who want GM, but are unsure as to
which character linked to their account they want to put it with. As opposed to waiting to decide what they want to go with, they
could just buy a token, then move it around as they see fit until finally settling on a character...
Now, of course, no money is being lost to the administration in this way. It's the same reason why selling credits on the market don't
hinder the growth, because whether the player using them on a stat reset or special service spent the money on them doesn't
matter, but the fact that money was spent is what does matter...
This would be a beneficial implementation sooner rather than later because since the game is in beta, features that are available to
GM now will encourage players to buy GM now, which in turn encourages players to buy GM tokens to sell to the players who can't
readily get GM now. And yes, I made this whole thread for selfish reasons, but I know of many others that would also enjoy having
this function...
Picture montage
Now, some pictures I made in photo-shop that will probably win most people over, because words are alright but pictures look
good
This is to essentially show how the game would recognize it on the marketplace. I'll make some revisions to add it as though it
would appear in the "Credits" section.
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This picture would show how the GM tokens could show up in your inventory. Yeah yeah, I know... The GM Token pic sucks, but
that was all I could think of off the top of my head.
On the topic of transferable bonuses, there could perhaps be a token which follows the same mechanics as above that only provide
GM without the 200 bonus credits. In a way, this is kind of "picking and choosing" which bonuses one would want to have, but it
would make a much more careful way of gifting GM with a lower risk of scamming.
Though I'm not in much position to make an accurate pricing, I will give my 2 cents on the matter. A Silver token should be less than
GM so there is an incentive to buy it, but NOT substantially less... By this, I mean only $1-2 less. In this way, people will buy them,
but they will buy them only for the bonuses and for transferability. It is my opinion that GM pays for itself with bonuses alone, and so
unless either the price of GM is raised somewhat to justify putting a Silver token price around the current GM price; or the "bonuses"
provided were to be somewhat nerfed then there is a grey area where either the bonus is made so cheap it ceases to be a bonus or
no one bothers with getting the Silver token when GM is just 200 credits better for very little less.
Edit: To reiterate, since there seems to be some confusion. All GM / Silver tokens would be purchased with REAL MONEY,
and only differ from current GM because it is transferable before activation.
Discuss!
Edit: The only downside I see by this is that Neil might die by asphyxiation from all the money he'll be making clogging up his
breathing room...
53
Service Revision
Renting
Credit to Biohazard123
I don't know, but I was thinking of there being another option in the outpost, "Renting Services," here you would to rent or put up
Armour and Weapons for rent. An example on what I had in mind.
Rent Put up for Rent Private
I also would suggest that there should also have a time limit to let you know how much longer you have with the item and once it
runs out it would automatically be removed from your inventory. The Item also should be Non-Transferable so people can't sell it or
scrap it. This is how it probably look like.
FN MAG
Raffles
Credit to Cheesemanagain
Here is an idea I came up with after discussing with rev238 about how the events forum is going to close. While there are other
events, raffles are the most common.
1. There would be an option to "Add Raffle" while making a new topic, much like making a poll
2. You would take an item from your inventory (or select "Money" and put in X amount) and drag it into a "Prize" area.
i. Another area would be where the raffle holder types in how many slots there are for said raffle.
ii. There would be one last area where the raffle holder types in how much each raffle ticket costs.
3.For buying these tickets, people looking at the marketplace (see section 5) will see the raffle's details, along with a "Buy Raffle
Slot" button where they buy their slots. The money would be taken from their Cash on hand.
4. The money from the tickets will not be given to the raffle holder, it will go to a temporary storage.
i. When the raffle ends, the player who won will receive a PM saying that they won the raffle, and the money will be put in their
bank account. If it was an item raffle, the item will be put in their inventory space. Note: for this to work, there would need to be a
"Claim" button in case the player's inventory is full.
ii. The money left in this Temporary storage will be given to the raffle holder as his profits. If it was an item raffle, the ticket money
will be claimed at this time also.
5. There would be a "Raffles" section in the marketplace where you can filter raffles through The reward (i.e. Money Raffles,
Weapon Raffles, etc.)
Here's an idea of what a raffle will look like to the buyer, courtesy of Rev238 with a few edits
Raffles
This would eliminate raffle scamming, the primary reason for closing the events thread.
Very accepting of suggestions and CONSTRUCTIVE criticism.
The following people helped this idea in their own way, anything from adding an idea to helping me come up with this. I am thankful,
and am adding them to these credits.
Rev238: we were discussing the closing of the events forum, giving me the idea; The details on previewing the raffle before posting
it and how raffles would be displayed; Putting these raffles as another section in the marketplace.
Support Count: 29
Un-Support Count: 0
Total Support (supports-unsupports): 29
55
Bounty Hunting
Credit to SgtMac
Concept.
In the upcoming 3D update there will no longer be a "pvp room" option. There will be an auto-instancing system with click to
consent pvp. So basically if you want to pvp you are going find someone to fight and challenge them to a duel. So you fight and
kick some ass right? Well if you are like me and have never pvp'd in this game before, probably not. I think it would be great to be
able to set a bounty on some one's head if they kill you in pvp.
The hunt
I see a few options as to how this could go.
1. Since we will have an auto instancing system you will be "instanced" to the same block as the player being hunted. Once you kill
your mark, you will instantly travel back to Nastya's. This would keep people from using it as a way to instant travel across the city.
If you don't manage to kill your mark, you obviously travel back to Nastya's the old fashioned way.
2. Your mark will show up as a red dot on your map. You are going to have to hike it out to where he/she is. Once you are close
you will be instanced into the block your mark is playing in through the buddy system that will be implemented with 3D. What if your
mark is killed by a zombie? Well that sucks for you, you can either wait him out see if he comes back or forget the bounty and move
on.
For either option: Teaming up? Hell ya. That way it is a little easier to collect said bounty. The cash will be divided up by damage
percentage dealt.
The bounty hunter will get the first strike then after that he is flagged as an enemy.
Q&A Time
Q. How will I know if my mark is in a personal outpost or Nastya's for that matter?
A. That is a good question, I am not a programmer, nor do I claim to be one. I think some sort of notification system could be set up
though.
Well, that is all I can think off for now. Comment away.
Update 1
When accepting a bounty mission, the players name is not revealed until you are within 1 block of your mark. This would prevent
people from abusing the system.
Obviously, when a bounty hunter kills his mark, said mark will not be able to put a bounty on the bounty hunter's head (did that
make sense?).
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Weapon Revision
Weapon Crafting
Credit to Marvulus
The Concept:
Pretty straightforward. I would like the ability to construct weapons based on available parts. Of course, that is a very simplistic
approach, and in actuality, this would need to be a massive overhaul. It may work better with more weapons in the game, but that is
something that may or may not be viable.
The Practice:
I think the best approach to this would be to be able to acquire parts needed for weapons and put them together using set recipes.
The most balanced way of doing this is that each weapon has their own set of components required to make them, with some
interchangeability provided that they are of the same tier... By that, I mean that you can't take the handle of a baseball bat to make a
kris, but you can use part of a wood axe to make a machete (if we can come up with compatible parts that could go in either). In this
way, you won't have people stumbling on a stock for a beta tomcat and making an alpha bull with it...
For a basic example, we'll look at a chef knife. To construct a chef knife, one would simply need two things; "knife's blade" and
"handle" (Yes, this is overly simplistic, but I don't want to go too out of the way lest I add shit that doesn't belong). Anyways, if both
parts are acquired, there can be several different approaches for it:
1) Static price at the yard. Simply put, you have the two parts, you pay a certain amount of cash to manufacture the item at the
yard, and it is done. Probably the least interesting approach, and will likely fall to the same use as the mastercrafting option.
2) Variable price at the yard. Each weapon costs a certain amount to make. We'll say that its $10 for the chef knife to do... In this
way, if you have the parts, chances are it's cheaper to make the chef knife than to buy it. Of course, that is a big assumption since
the parts themselves can cost anything, but that is another issue. Likewise, a VSS could cost the price of all parts + 30k or so to put
together. This encourages people to use it if the parts are readily available and works as a viable cash sink.
3) New class determines the price. Yes, this is on the DNSL, but I figure I might as well bring it up as an option. Essentially, if we
take the current weapon's level and divide it by 2, then that is the level needed for the "crafter" (for lack of a better term) to put it
together. So, a machete would need a level 35 crafter, a Katana a lvl 50 (or 45 if we want consistency). In this way, no cash is
leaving circulation, and the price will work itself accordingly until it is just as valuable to have as any other service class. Essentially,
this option would just add another class to the mix.
4) Everyone can craft whenever they want. Simply put, anyone is able to craft weapons provided they have the parts. There are a
number of sub-approaches to this though, but the best approach in my opinion is that a certain skill needs to be had to be able to do
it, provided that the said person has enough crafting skill in that category (see below for more detail)... However, I'd say as a penalty
there could still either be a small cost at the yard to work as a cash sink or hunger loss, or even both.
Crafting skills:
For example, people should need some sort of skill to be able to craft high level weapons and armour. The simplest way to do this
would be to have a level system that rewards practice with said craft as opposed to raw levels. In this way, you need to actually
make a lot of crappy weapons before working on half-decent ones.
To copy a system from many popular games, it could function largely on a separate "experience" table that exponentially develops
through use. For example, if you make a pen knife, you get say 5 crafting exp. We'll say that you start at a base level of 0-50 where
you can only craft 0 requirement to lvl 5 weapons. Once you have 50 crafting exp, you can then manufacture lvl 10 weapons, and
so on and so forth. However, to prevent things from being too easy, the gaps would be exponentially wider, we'll say by factors of
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10. In this way, from level 0-5 weapons cost 50 exp, but from level 5-10 costs 500. Players would need to craft level 10 weapons to
maintain efficiency, and there would be no issue of having someone at lvl 90 crafting power just crafting a bunch of pen knives to get
to 100... For the same reason that higher levels don't grind in greys for experience, players need to go further because it is a better
use of their time. This may be a bit extreme, but it's just the basics.
However, this could either work as a completely linear and generic "lvl 10 item to lvl 15" etc etc, or it could be broken into the current
sub-categories. By that, I mean you can have a lvl 50 melee crafting power but only a level 10 shotty crafting power. So, melee,
pistols, rifles, shotties, machine guns, grenade launchers, and armour all require separate skills to make...
"Inspecting" equipment:
I've been playing "Champions Online" quite a bit recently, and I thought an adaptation of a process used there could be quite
valuable here. With all the weapons being crafted, assuming a surplus of components, then quite a bit of weapons are entering
circulation. What is done there is something called "research", which essentially is that the player dissembles a weapon to get some
of its components.
So, "Inspecting" items could work similarly here. Say a beta tomcat requires 5 parts to make, that is 5 possible components
someone can get for dissembling it. However, in the interest of fairness, it should be completely impossible to get all 5 parts back,
and so a maximum would be 4. This is to prevent people from simply dissembling and re-assembling the same weapon over and
over again. Plus, it makes sense realistically because when trying to take apart something and put it back together, chances are
you'll break a part.
To work as an item sink, when someone inspects an item, they receive a certain amount of exp for breaking it apart, and a random
amount of its components from 0 to x-1, while the odds are more favored in the middle vs. the extremes. So, you break apart a beta
tomcat, sometimes you'll get its barrel and trigger, sometimes its handle, and so on and so forth. However, you'll always get a small
amount of exp. For simplicity, I'll say that it'll be exp to craft the weapon / 2. To prevent someone from simply dissembling a M60
and shooting up 50 crafting levels, there should need to be some sort of exp crafting cap. In this way, though someone can
dissemble higher level gear, they can't really "power level" crafting in a significant way, and so it would be against someone's favor
to break apart a M60...
Something else worthy of bringing up, is that MC weapons and armour are the only things that can be dissembled with the
possibility of receiving all 5 components. However, when re-assembling equipment you will never be able to get MC stats, so
regardless of how it is looked at, it will be impossible to break and repair equipment.
Availability Of Components:
Components should be more obtainable than the actual weapons to encourage crafting as a valuable enterprise, but not too
obtainable. By that, I simply mean that the rates are higher than the actual weapons, but not from easier zones. You can only get
parts for a XM25 in GLAZ, but you will find parts more often. If done correctly, then it would rarely be more cost effective to buy off
the parts based on their availability, but if you already have half the parts and only need a few then you are set.
To encourage dissembling, scrap value on the lower end for all parts should exceed scrap value. In this way, if someone has all
parts then they have a choice on what to do; scrap all the parts for a slight profit or assemble a low tier weapon for some crafting
exp... That's just scrap value, and isn't all to relevant to end-game gear.
Essentially, parts enter the game in two ways: 1) someone is able to loot them, or 2) someone dissembles a weapon and manages
to get some.
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The Workshop
Basically an idea Chiko came up with a very long time ago, and I would do no justice to not reference it:
This is a survival game, and I think it would be more realistic if survivors make their own weapons and tools scavenging materials from the
Inner City.
So in the left box are the materials you have and in the right are the materials you have put to make an item. when you have the necessary
stuff in the right, the "Create" option should be available along with a pic and stats of the item.
Here are some of the items suggested by me and supporters of this thread. There are more but I think these are the most realistic so if you
suggested an item that is not here, feel free to mention it so we can discuss about it.
Weapon Modifying
Credit to 75thRanger Elite
So people suggested ideas of adding weapon attachments or modifications to our own weapons that have a significant amount of
advantages but only a tiny amount of disadvantages. I think that these ideas are shot down because they present only advantages,
no disadvantages for using such an attachment. Typical attachments include lasers that give +50% something accuracy or under
slung launchers that have the same stats as GLs, only combined with another weapon. Now I'm going to attempt to try and get that
fixed and show weapon mods in another light.
I did a search and the ideas of weapon attachments and modifications were /thread-ed or just died, so I'm trying to revive the idea in
a new light and concept.
- Melee weapons would have two attachment/mod hardpoints (the handle, and the blade/blunt)
- Chainsaw weapons would have two attachment/mod hardpoints (the frame, and the chainsaw bar)
- Pistols, Rifles and Machine Guns would vary from three to four attachment/mod hardpoints (the barrel, the magazine/clip, the
frame, and aiming devices), depending on the weapon
- Explosive weapons would have two attachment/mod hardpoints (the frame, and the barrel)
- Shotgun weapons would have three attachment/mod hardpoints (the frame, the barrel, and aiming devices)
What I'm saying is that there is a limit to how many attachments can be placed on a weapon, so as not to excessively overpower
weapons with a ridiculous amount of attachments, and that the attachments only provide a small bonus towards stats.
If someone could teach me how to attach pics with posts, I would make a picture to further explain how this would work, but for now,
give me all the criticism flame you guys have.
EDIT:
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EDIT:
Like mentioned above, attachments and modifications provide stat bonuses and reductions, but there will be proficiency
requirements for a majority of the mods and attachments, and some modifications will change the requirements of the subject
weapon. For example, Stock Rifle Scopes will have no proficiency requirement, but a more advanced scope such as an ACOG will
require +10 more proficiency to equip, and a red dot +20 more proficiency, so many of the attachments won't be available at the
start until you manage to become more proficient at using your weapon.
Below is a list of example attachments and mods that can be used on an M21 Rifle:
- Original Rifle Barrel: Production-brand Rifle frame. No specific bonuses. Cannot be equipped with Extended Rifle Barrel, and
Silenced Threaded Rifle Barrel. (Barrel Hardpoint)
- Extended Rifle Barrel: Adds 5 Accuracy points, but the added weight reduces Agility by 8 points. Cannot be equipped with
Lightweight Rifle Frame, Original Rifle Barrel, and Silenced Threaded Rifle Barrel. (Barrel Hardpoint)
- Silenced Threaded Rifle Barrel: Reduces Aggro rate that the weapon causes by 40% but Damage is reduced by 2 points and
Critical is reduced by 4 points. Cannot be equipped with Original Rifle Barrel, and Extended Rifle Barrel. (Barrel Hardpoint)
- Original Rifle Frame: Production-brand Rifle frame. No specific bonuses. Cannot be equipped with Lightweight Rifle Frame, and
Hardened Rifle Frame. (Frame Modification)
- Lightweight Rifle Frame: Reduces the Rifle's weight, increasing Agility by 5 points, but the material used affects Rifle handling and
effectiveness, reducing Accuracy and Critical by 3 points each. Also reduces firing rate by 30%. Cannot be equipped with Original
Magazine, Extended Magazine, Extended Rifle Barrel, and Hardened Rifle Frame. (Frame Modification)
- Hardened Rifle Frame: The hardened frame allows for a higher firing rate of 40% and adds 4 Accuracy points but the excessive
weight from the material reduces Agility by 8 points. Cannot be equipped with Lightweight Rifle Frame. (Frame Modification)
- Original Magazine: Production-brand Magazine. No specific bonuses. Cannot be equipped with Lightweight Rifle Frame,
Lightweight Magazine, and Extended Magazine. (Magazine Hardpoint)
- Lightweight Magazine: A magazine produced for use with the Lightweight Rifle Frame. Agility is increased by 3 points, and
Reloading is increased by 5 points, but the magazine capacity is reduced to 6 rounds. Cannot be equipped with Original Frame,
Hardened Rifle Frame, and Original Magazine. (Magazine Hardpoint)
- Extended Magazine: A larger magazine for use by the M21. Magazine capacity is increased to 14 rounds but Agility and Reloading
are reduced by 4 points each. Cannot be equipped with Lightweight Rifle Frame, Original Magazine, and Lightweight Magazine.
(Magazine Hardpoint)
- Rifle Scope: Production-brand Scope with 8x magnification. No specific bonuses. Can be equipped with any Frame modifications.
Cannot be equipped with ACOG Scope and Red Dot Scope.
- ACOG Scope: A 6x Telescopic Scope effective in medium-range engagements and useful in long-range engagements. The
original crosshairs are replaced with Sniper Crosshairs. Critical is increased by 2 points but Accuracy is reduced by 4 points. Can be
used with any Frame modifications. Cannot be used with Rifle Scope, and Red Dot scope. (Aiming Sight Hardpoint)
- Red Dot Scope: A 4x Telescopic Scope effective in short-range and medium-range engagements. The centre of the scope is a
transparent red dot, and the original crosshairs now have a red dot in the centre. Accuracy is increased by 2 points but Critical is
reduced by 4 points. Can be used with any Frame modifications. Cannot be used with Rifle Scope and ACOG Scope. (Aiming Sight
Hardpoint)
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Instead of pen knives, maybe we could have miscellaneous sharp items that one might carry. They could have the exact same
power and stats as pen knives, but there would be differences. This could add realism to the game, as I don't carry or find pen
knives just anywhere. Maybe just the pen.
It would be non-transferrable, non-upgradeable, and could only be scrapped. Also, the picture of your item would be shown instead
of the pen knife, which would mean some graphical designing. The pen knife would then just become a regular lootable item, unless
it is the item that you get, then it would have the above restrictions, like the chef class with the chef knife.
When you get the weapon, it is chosen by random. Below are possible weapons you could get.
Environment Revision
Effects
Credit to RopeDrink
** THE MOVIE EXAMPLES *ONLY* SHOW COSMETIC CHANGES - IT IS UP TO YOU AND I TO DISCUSS HOW WE CAN PUSH
IT FURTHER THAN THAT - Example: Weather & Lighting is apparently being added in Live Release - Who's to say that certain
weather effects can't have a profound effect on our characters as well as enemies? Why can't we use Lighting to play on our fear
through tension? - Would you risk turning on your flashlight in the dark when you could attract all the nearby zombies lurking in the
shadows, or would you fumble in the dark, trying to avoid whatever danger the shadows contain?
Please Note - I am aware some of these ideas have been pre-suggested, however this thread is not here just to talk about the below
ideas, but to categorize them all under "Atmosphere" and figure out ways in which to improve them - Here's a basic list of simple
ideas as well as some suggested later on in the thread. The rest of this post contains *Basic explanation of effects + Movies (If any),
*Posts and ideas submitted later on in the thread.
Weather
On DNS List: However there have been some interesting prospects to this, such as the requirement of winter clothing for hazardous
weather conditions, such as snowstorms. Also, weather could have a profound effect on our enemies as well as our characters,
maybe reducing (or increasing) the threat of attack. Maybe certain weather conditions could also be used as a means of introducing
new enemies in the future.
The snowy/cold weather created a snowdrift/ice patch on the road? Better go around it as it'll hinder your movement... Then again,
you could lure a bunch of sprinting zombies onto it to slow them down and pick them off with ease! (See what I mean?)
Seeing as weather would be difficult to incorporate in multiplayer, above ideas could be limited to single player sessions or be
watered down slightly for multiplayer. Weather could be used in so many ways to add more thought requirement into our characters
gear, tactics and or how they behave / act around the enemy.
http://www.youtube.com/watch?v=hikS_Ipq5h4
Lighting would be a spectacular (and simple) injection of atmosphere into the game. Much like the weather idea, it could also have a
profound effect on the character and enemies. As such, day turning to night could make use of the flashlight, where the character
can turn it on/off at will - However, shining bright light around in the dark could be a threat as it'd attract nearby enemies, even if it is
needed to help you see where you are going. In addition, it could also encourage a required choice between the desire to roam in
the open streets or inside buildings, depending on the light.
Lighting can range from flickering/breaking lights, day to night transition, revamping the flashlight mechanics, attracting zombies or
using darkness to hide from them.
As it stands, DF has one theme for each danger level of the city (Grey, Purple, Red, Deep Red, Indoors & Aggro). It would be nice
to add more additional music though the game would benefit far more from ambient background sounds (car alarms, wind, footsteps
above/below you while exploring apartments, growling zombies in the darkness).
Animations
Character and enemy animations are very limited at the moment - More should be considered, especially when it comes to the
background images (flickering lights, blinking car lights etc) - Some of these could also be a product of effects from being trapped in
weather or light conditions, which help each effect compiling on one another. Other simple misc. animations such as rubbish being
blown in the wind or idle character animations could really spice things up drastically, especially with additional animations for the
zombies.
Creature Behaviors
(Dependant on Situation and Environment - Not in the list but discussed on later pages).
Zombies that act and react faster in the light? Zombies that guard (and feast) on lootable corpses in the street? So far zombies
spawn at random sides of the screen and simply run at you at a set speed, attack, and die. I personally think we can add more
personality and feeling to these creatures, even though they are mindless zombies. Again, this can be complimented by the above
effects, such as zombies being helped or hindered by certain weather or lighting effects making them more passive (or aggressive).
While they may be a brainless zerging swarm, the way in which the player handles them is very bland and typical - You either run or
mow them down with your weapon of choice - While that may be all that is required to fell a horde of mindless undead, it would be
nice to add more element of tact and thought to the combat system - Adding behavior changes and additional AI to the enemies
could be a good start and would help suck the player in to a more in-depth and interesting game - As it stands, I pretty much 100%
swing a shovel to kill everything bar bosses - It gets very stale very quick.
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Environment
Garbage being blown through the streets? Car alarms ringing in the distance? A few simple sprites and sounds could spice up the
atmosphere quite a lot! As it stands, DF Beta has the same repeated tiled background images and the same lighting - Nothing
seems to change at all as you progress - It's like being stuck in the opening scene of 28 Days Later - Just walking through the same
empty streets, it may be awesome at first... But it wears thin VERY fast.
Even with some randomized tweaks we can make exploring Fairview a very refreshing and different experience and a much more
enjoyable and immersive environment.
Conclusion
I am not a professional, but I do experiment with Flash, Sound, Animation, Photoshop Artwork, Game Design and Movie Making.
I've pooled these hobbies together to create VERY SIMPLE examples, using very simple methods, of some of the above ideas. I
could quite easily pump tones of effort to make them look 500% better, but it's not appropriate - These are just to give you a basic
visual example of the atmosphere some very simple effects can give to this game.
The above are a list of very simple ideas that are likely to have been suggested before but I feel strongly enough about (most of)
them to ask again and to see if we can discuss methods of pushing them BEYOND purely cosmetic features and add depth,
atmosphere, tension and the requirement of tactics and thought.
I really enjoy Dead Frontier and would love to see the actual gameplay be spiced up - Most if not all suggestions made are simple
and, more importantly, 'optional' so that it will not hamper players in any way assuming they were playing on unsuitable machines.
Additional Examples/Ideas
1) if zombies busied themselves by feasting on corpses, the player has to decide whether to capitalize on that by using it as a
means of going around them, or whether they feel they have to kill the zombies in order to take the loot they are guarding (i.e. get
close enough to their feast//shoot at them to cause them to turn on the survivor, otherwise they continue to feast leaving the survivor
free to decide on what to do with little/no threat).
In addition, in night scenes (Dark lit rooms or night time) the player could take the risk of leaving their flashlight OFF. That runs the
risk of the player accidentally bumping into idle zombie(s) and causing aggro but the same can be said about waving a flashlight
around trying to see - If light hits the zombies in the dark, they attack the player.
Either way it'd add so much depth to the exploration and the monsters as well as add some nice tension worthy moments.
Imagine being on critical health in pitch black night - Do you keep the light off and try to sneak to safety, or make a dash for it with
the light on so you can avoid bumping into zombies?
Both methods have their risks and, hopefully, a degree of balance so that neither is exploitable. It can also add extra dimensions to
how the player has to think, whether they are on loot runs or killing sprees.
2)
3)
4)
5)
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Graphics
Credit to Tantalus
Read this post in its entirety before posting a reply. Whether you agree or disagree, keep it civil.
NOTE: With the coming transition into 3d I am assuming that the inner city will have to be redesigned for the new engine. With this
comes the perfect opportunity to make sure that the design of the city is done properly.
Currently the world of dead frontier is very bland. I go looting in the city, and all of the buildings are made of the same brick, all of the
doors are the same white flat surfaces. I see the dead bodies on the street, and I don't think that they were ever really alive, they are
simply props, because people would not live in this city.
If we take a look at any city in the world we are struck by giant billboards, and signs dangling in front of stores. Giant neon lights
point the way to the red light district. The reason being, because people live there. Now, I realize that most of Fairview's population
is dead, and that power throughout the city may not be flowing, but there is not even the slightest remnants of anything suggesting
people once lived here.
There are buses, but no bus stops, school buses but no schools.
The city seems like it was designed from the ground up, from conception to execution, to be the home for a zombie epidemic. And
frankly, this makes for a boring game environment. The people, the cars, the barricades. They are all just props, and what is worse,
is how painfully obvious it is.
However, the bland outside world would not be so bad if the buildings that encompassed the city made the slightest amount of
sense, unfortunately they do not. If you look at any building in this game from an architectural stand point, you realize how poorly
they are designed.
Inside of countless buildings you will find flaws that immediately ruin any immersion a player once had. The most common one
being window placement, often times building located in the center of a large structure, will have windows to the immediate left and
right, and sometimes back, upon entering. In reality if windows where placed there, the only view would be that of the brick wall
holding the building up. Why aren't there any plate glass window store fronts for that matter?
Forklifts are found in many different buildings, but how did they get there. The only entrance to these rooms/building is a doorway
that is meant for a human sized entity. So did the builders purposefully build these structures around forklifts several hundred times
throughout the city?
The above where the minor details, the real problem is that many buildings are designed like mazes, for what I assume to be for the
purpose of gameplay, though I fail to see that logic. There is no consideration put into the design of these structures. Instead of a
hotel/motel being designed to house people, it is designed to make the player navigate random nonsensical layouts. Hotels and
motels are homes for people. Hotels/motels need to rent out many rooms in order to make profit. So why does each hotel/motel in
the inner city have on average about five bedrooms, all of which are connected by long hallways designed with no consideration to
the shape of the building the player entered? In reality there should be a consistent layout with around 10 rooms per floor, all of
which include some kind of kitchen and bathroom.
Grocery stores, in real life consist of checkstands near the doors, and many aisles of food, along with a deli and sometimes a
bakery. In DF they consist of a huge open area with about five aisles, often times not even running in the same direction, with one
checkstand located in the back corner of the room.
Little convenience stores are laid out similarly in DF, random aisle placement, with one checkstand. If the building consists of more
than one room, it is usually another room with random aisles, and another checkstand. Rather than having one checkstand by the
exit, there are several sporadically located around the shop.
The depots are again constructed around forklifts, and are blissfully ignorant to the fact that they are missing a loading dock.
Apparently everyone in the city of Fairview also enjoyed waking up in the middle of the night, and walking two blocks to use the
bathroom.
Furniture placement is another issue, and not the random chaotic placement that results from people trying to use dressers for
cover, but the fact that there are rooms in this game with upwards of 10 king size beds in one room scattered about.
It is sad how little thought was placed into the design of these buildings. When designing a city for a game, simply ask yourself,
would this work? Does it serve its function? Simply look at real cities, and how real buildings are designed.
These details are what make games a joy to look at, and fun to play. They allow for exploration, and ingenuity. After the avatar
update, and sync, this needs to be a priority. Details can make or break a game.
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I realize it is unrealistic to assume this could all be changed quickly, however the slow phasing in of these details, would eventually
lead to a fantastic result. An inner city that is a joy to be in. Well in the atmospheric survival horror sense anyway
A very rudimentary paint drawing of how hotel floor layouts should look:
In this sketch there is a rectangular layout, as is found in many hotels in the real world. There are several rooms on each wall.
There are six central apartments, and 12 outer apartments. The red lines represent doors. The black boxes outside of the main
rectangle represent staircases. As in real apartment buildings, there are two separate staircases, one on each end of the building.
Off to the side is another sketch of how an actual apartment might look. A kitchen/dining area. Lootable objects could include
appliances. A bathroom, Lootable objects could include the bathroom cabinet. And a bedroom, I included a body in the bedroom,
Lootable objects include the body, computer and desk, and the dresser at the far end of the room.
This particular layout would work best for a large hotel building, as it includes 18 apartments on each floor. However this is all
entirely scalable, so that it could fit into smaller building layouts as well by reducing the room count and shrinking the area.
This is just a simple drawing designed to help people visualize a proper building layout. As such it includes flaws, things aren't
centered, and spaced correctly, such as door entrances etc.
Related suggestions:
And quite frankly, one of the reasons I love MMOs, is because I love to explore. I get bored doing that here... because everything's the same.
Go to SE, it'll be the same as NW
There should be 6 districts, All different. Different mapping techniques, different plant life, different buildings. Everything, Different.
Agreed. And they shouldn't be called NE, SE, and so on. Given actual districts, like how the Vancouver area has North Van, West Van,
Waterfront, Chinatown, etc.
Or NYC has the Bronx, Brooklyn, Manhattan, etc, which is different than from above because of boroughs system, but, you get the idea.
Mall
Credit to Chuck Nourish
This has been suggested before, but in this version of the idea, I’m going to be very detailed in my descriptions and explanations.
Right, about a month back, there was a thread about the lack of malls in Fairview. I posted a picture about how malls could look
like:
So today, I have decided to take it another step further and actually make a proper suggestion about it.
The shopping mall could be unique or simply yet another building; that is not my decision. The shops are pretty specialized in the
loot that is obtainable. For example, food items are never found in the shelves of clothing outlets. Cash, however, is universal, and
can be found just about anywhere. Corpses are the only loot spots that can provide totally random loot; you never know what people
are carrying.
Here are some examples of shops that may be found in a shopping mall:
Clothing/apparel outlets
One of the most common types of shops found in a shopping complex, the loot here will only consist of clothing or cash.
Gun shops
Right, I have no idea if you can actually find gun shops in malls [firearms banned in my country, so very limited knowledge about
sale of firearms], so some feedback here would help. Cash, ammunition and various firearms can be found here. Cash and ammo
would be the most common finds, with firearms being rarely found, for balance reasons.
Antique shops
These stores are special in that they contain items from generations past. For example, trench knives, sabres, katanas, battle axes,
and perhaps even antique firearms such as Enfields [Chesterfield] and Tommy Guns [Chicago Typewriter]. Not forgetting the
amours such as Flak Jackets and the SN-42. Don’t expect to find many of them though, many of them are in poor condition and are
unusable
Toy/game shops
You probably won’t find anything you need here, but there’s always the possibility of finding cash, and the regular corpses that may
yield something of interest.
Jewelry shops
Ever wanted to plunder the valuables off a jewelry shop? Well, the security guards are long gone and the alarm systems are
defunct, so now might be your only chance. Jewelry won’t be of any use though, what you’re after are the cash stores.
Bank branches
The alarm and security systems of banks don’t work anymore, leaving its rich bounties of cash open to looting.
Pharmaceutical shops
Here’s definitely the place to go if you’re looking to salvage medical items. Not forgetting the cash – pre-outbreak, medication did
cost a pretty penny, and people do get sick every now and then.
Furniture stores
You definitely won’t need the furniture, not that you can lug it all the way back to the outpost. Because of the chaos caused during
the outbreak, furniture is strewn randomly around the place, making such stores rather hard to maneuver around in.
Convenience stores
Yet another shop with varied loot, it’s very much like the stores and individual shops you see on the streets.
And now, here’s an example of the floor plan of a mall. It’s made from scratch.
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You can see that there are two entrances/exits to the mall. Well, malls are huge, and also it might be comforting to know that you
have more than one way to get out of the place if you’re trapped inside.
The blue circle is a broken-down fountain. I put it there just for fun. But yes, that’s a way to make the mall look a tad more special.
I’ll leave the arrangement and placement of furniture, corpses and shelves to Admin. Here are some examples, anyhow.
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As for doors to individual shops, well, I’ll leave it to Admin again, but it is noteworthy that many outlets simply do not have doors, and
the whole shop is visible from the outside.
More certainly could be done. For example, there could be more than just the ground floor. This gives way to even more loot
spots… and dangers. I am fairly content with this idea having just one floor, since the layout of all extra floors are pretty much the
same, except for the wide open area in the middle of the mall – most malls simply leave the space there empty on the first and
subsequent floor.
There’s also the topic about barricading the mall – I did not create any windows in the floor plan. Most malls do not have windows,
and have glass walls which should be fairly easy to break through if you’re a mutant zombie, and such may never be truly “secure”
owing to the ease at which the walls can be broken. To make up for this, perhaps people could go into the mall in teams. Two teams
would be stationed at the entrances, preventing zombies from entering, while the third team would go and loot. They would then
alternate their roles, after the third team is finished with looting, it would take over one of the defending teams, while that defending
team proceeds to loot. It would be Dead Frontier’s equivalent of a difficult dungeon run that requires a number of players to
participate.
This place might also be a point of interest for PvP activities. Running around in a huge mall, trying to evade or hunt down your
opponents; doesn’t that sound interesting? I have not fully fleshed out the concept here, though not a lot of conceptualizing is really
needed – people can simply go to the mall, have everybody hide somewhere inside and start the PvP war.
Ok, Player Owned Houses. And before you spam this thread about looking at the DNSL,I copied it here(Read it. I see nothing
about POH.)
Dual Wielding
Flamethrowers
Vehicles
Outpost Attack Timers/Alerts.
Turrets
Handheld Grenades
Specialized items from other games.
Suppressed (Silenced) Firearms.
Tasers
Pets
Cosmetics
More inventory/storage space
Health bars
Robots
NPCs
Movable Furniture
Zombies that can use weapons
No multiple outposts
Players Becoming Zombies when killed
Players Becoming Zombies in General
Players Choosing to BE Zombies when they make their characters
Removal of Death Timer for Gold Members
Any form of Extra Benefits for Gold Members
Teleportation
Mini Map
Transportation
Fire (of any kind)
New Classes (Is Subject to Change later once more stuff is updated)
Missions in General (It's in the process of being created).
Anyway, after reading the back story of this outpost, about how there is thousands of dorms for each new survivor, I thought, "Hey,
why don't we get to customize our dorms"? There could possibly be a new button in the top-left corner that say "Dorms", clicking it
will have the option of:
Go to Your Dorm
or
Go to a Friend's Dorm
For the friend's dorm thing, you type the name of your friend and it will take you to his/her dorm room. We should also have the
option of leaving your dorm open to visitors or locking your room, or only letting people in your friend list allowed in.. Friend's in your
room could basically talk to you kind of like in the Lobby Rooms. Hell, you could maybe even throw a House Party, provided you
have the Food and stuff to throw it. Oh, and due to popular vote, I've decided to add the idea of sharing your house with a
friend/stranger.
Well, even if this is a zombie apocalypse, I'm pretty sure we can still get some decent couches to chill in. I doubt the people of the
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Outpost sleep on the floor in a empty room. This game is suppose to be realistic, and I believe having a suitable home, well, is
realistic. We should all start off with a basic Bed-roll, a Wooden Stool, and a Small Wooden Table. I know this seems a little bit
unrealistic, but Beds should be able to heal SOME health (your body naturally repairs itself in sleep, plus you wake up rested), using
a Interval System. You have a choice of amount of time in bed, using Real-Time. Every Hour you sleep gives you +1% Health, with
a maximum of 10 Hours so people don't abuse it. Also, after sleeping, there will be a Cool-down timer of 24 Hours, no matter
amount of sleep, so people don't abuse it. And for balance reason, beds will work a little like food. There is a bed for each 10 Levels,
if you use anything BELOW your level, it will not increase your Health. Anything above your level will increase health as the same
amount as a "Regular" Level bed for you.
Now for chairs. Remember when I said about the Lobby-like chat thing with friends? Well, chairs affect this. For each chair, there
will be one more space for a person to come in your house. Also, there are different tiers of chairs, ranging from dirty old Wooden
Stools, to grand Leather Couches. The tiers are purely for aesthetic reasons.
Now for Tables. Well, tables affect chairs in a way. The bigger the table, the more chairs you can have in your house. Another
effect is serving food, AND ONLY FOOD. You can start a party by filling up your table with food, so friends can eat with you. This
makes it easier if you want to trade food for free to a friend in need, as putting it on a table is faster than going to their profile and
trading it to them. Problem is, ANYONE can take the food, so it's generally advisable to leave the Only Allow Friends Inside option
on. Again, there is tiers of tables. The higher the tier, the more maximum chair amount you can have and the more food you can
serve.
You can loot furniture in the Inner City. And before you complain about "YOU CAN'T CARRY A DAMN 100lb TABLE WITH YOU",
well, if you can carry a 75lb mini-gun (The Gau), a Katana, and 100lb's of armor, I'm pretty sure you can carry a table. Or, if you
want it to be more realistic, we can find PARTS of furniture to put together in the Inner-City. Happy?
TV/Radio. Yeah. But you get it by default, and you cannot upgrade it. You click it and you can hear/watch/read new
announcements about the game.
This can also be a reasonable way for the Outpost to get cash(or for Admin to get more beer money). You might have to pay rent
based on how good your dorm is, how many people is in it, how much furniture you have in it, etc per month using either credits or
in-game cash.
Boom Box/Cd Player. Eh, once again, battery powered. (Speaking off batteries, you think it's a good idea to add Batteries as a
item, and to use a feature of your house requiring batteries you have to "pay" the feature in batteries?). Basically just a little music
player where you can Import your own music files to listen to or listen to the default songs Admin puts in. I'm actually kind of against
this idea as survivors having Music makes life seem too "comfortable" in this post-apocalyptic world.
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The Underground
The Fairview Underground Metro Link System is and underground tunnel ways where subway trains bring people from place to
place faster.
Well not in the post apocalyptic world. We have to walk for various minutes. And even an hour. Trying to avoid crashed subway
trains.
The Districts
Once you walk down the tunnel way, you enter half a mile underground.
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Ok, so every what like 6 - 9 blocks =, you enter a new part of the district. The reason I put 6-9 blocks is because the new 3D Inner
City is different than the one we are using now.
The Interior
The interior of the Underground subway stations is known as an interior - exterior. So they're are buildings in this.
Kiosks
Kiosks are small concession stands that are built in the wall. You see them in shopping malls at the food corner. if you are not sure
what I am talking about it looks like this.
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Yes, sometimes they can be in the middle. When you walk in one, they are small and have less looting spaces.
1x Nails
1x wooden planks
1x claw hammer
35 strength We really don't need strength to do this. Suggested by Sergeant mac
There will be some common kiosks as you loot in underground stations. Some are.....
- Swirly Milkshakes
Description: a kiosk that serves up twisty chocolate and vanilla milkshakes.
Possible loots : Food and cash
- IBod Quick N Go
Description : The famous IBod business in Fairview sells their products in kiosks too!
Possible loots : Cash, clothes, weapons, armor etc.
- Mcdoodle's
Description : Fast food stand that sells a range of food of hamburgers, hotdogs, firies, beverages, etc.
Possible loots : cash and food.
- Security
Description : A small place to keep the area safe.
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- Milklicious
Description : A small bar that primarily serves milk and dairy products.
Possible loots : Food and cash. Mostly milk you will loot.
This Kiosk was Suggested by ModernKitten
- Coffee Bucks
Description :A huge franchise of coffee stores. They even got a Coffee Bucks kiosk!
Possible loots : Food and cash. Sometimes clothing
This kiosk was Suggested by Aqua Vitae
- Newspaper Stand
Description : Its everywhere. Here and there. Newspapers and crap to read.
Possible loots : Cash, food, and better chance of looting misc. items.
This Kiosk was Suggested by Aqua Vitae
Flooded Underground
Goes with Aqua Vitae's Thread of city floods. sometimes the water system may break, it can cause some minor levels of floods. No
worries, you it's just scenery.
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-
Music
The player will see benches, kiosks openings, dead bodies, and the tracks. Avatars can walk on tracks and go further ahead. Some
subway trains may block the way, but there is a possible way to get through it.
Enemies:
Purples, reds, and longarms may not exist in 3D so we are going to have to leave this off for now since Dead Frontier will be
introducing a new bestiary. But the original zombies are staying of course so that will be a common enemy to meet. Well there will
be multiple behemoths I guess, but behemoths will not be featured underground. They are too giant to fit into the tiny tiny
stairways.
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Animal Aggro
Primarily bats like to live underground. when survivors roam around in the subway stations, some loud sounds caused by humans
can cause bats to show a negative reaction. Once bats act crazy, they can minorly attack survivors and can cause N4 zombies to try
to catch bats and chew 'em up. if you don't pay attention, the zombies may come for you!
The map
When looking on map page, there will be a button that says "look at underground map"
Questions
I will add some questions on here if you guys ask them frequently.
Conclusion
Ok, I'm going to have to wrap this up for now but may add more stuff later. So tell me if you want me to suggest more of a certain
thing whatsoever.
Reader's Suggestions
I like to read what people post. Here are some suggestions readers make that I would want to publicly share.
The underground should be mainly corpses and kiosks. Also have collapsed areas you can enter and exit through. The zombies can
spawn through them including and the edges. Occasionally in the collapsed area there will be a highly damaged car / bus... maybe
in one area a tank but that will have to be deep in the inner city.
The aggro underground should rise 50% faster than while on the surface. Walking speed should be increased, but the zombie's
spawn should as well. Weapons are less common underground along with medical supplies.
When a zombie moans or screams it also makes a an echo. Along with footsteps.
I am in the inner city and I have thought of something. What if there could be hidden entrances in certain buildings or holes in certain
buildings leading to the underground. These building could not be barricaded.
EBNCBSsupply001's suggestion
Okay here's a suggestion about the zeds that should appear in the metro
"Bats"
A special breed of zombies that are especially agile and seemingly drop down from nowhere, due to the dimness in the metro, they
have insanely large eyes but although because of the usual silence within the metro, they're ears have started to deteriorate,
resulting in almost total deafness. So instead of listening to gun fire, they look for sparks. Due to their insensitivity to sound, "bats"
inform each other of fresh preys by slashing the veins of their victims, alerting the other zombies using the scent of the warm blood.
In the game, these zombies are randomly spawned and drop down from the ceiling of the metro. Although they deal little damage
with their claws, one successful attack will dramatically increase the spawn rate of the bats.
Premature Behemoths
When a highly advanced mutant enters the stages of becoming a full blown behemoth, it must first enter a chrysalis in an area free
of humans as the process takes 6 months and if it is interrupted, the maturation process will have to restart. When survivors
encounter this rare form of infected, sneaking past it is highly advised as if the infected is awakened, it will immediately go into full-
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rage mode. In game, the Premature Behemoths are randomly spawned creatures that lurk in dark corners which both resemble
Long arms and behemoths. If it is attacked the infected will immediately awaken and attack a random survivor by entangling him
with his single remaining long arm while bashing him with his other fully-mature arm.
"Lost ones"
A decade into the apocalypse, many survivors have unfortunately lost their faith in humanity along with their sanity, but none so
like the lost ones. The lost ones started out as the residents of the Fairview adult punishment facility (Jail), when the apocalypse hit,
they fled their quarters and barricaded the massive prison. At first it was going well, none of the infected got in, the survivors had
food, but that was not to be lasted. Of what drove these men into cannibalism is unknown, but it is indeed very very true that these
insane excuses of men have taken refuge in the dark and gloomy metro tunnels, waiting, waiting for the most unfortunate of all to
come....
In game, Lost ones are extremely fast running cannibalists that charge against incoming players, they utilize simple weapons such
as iron pipes and baseball bats. Though they are easy targets, Lost ones are equipped with magnesium burners that they can throw
at survivors, attracting hordes of "bats" against them
"The grave"
At first it was going well, it was. A couple hundred survivors barricaded themselves underground, there was water, electricity from
the generators and food from the underground malls, what could go wrong? A lot.
Presently, "the grave" is an abandoned underground shelter that is totally unpopulated, human and undead. The fate of those that
once sought refuge there is a subject of debate, as the lack of dead bodies within the structure rule out the possibility that they were
overrun. Although rumor has it that strange scratch marks exist among the furniture down there....
OyashiroBeatrice's Suggestion
Now that I think of it, wouldn't some tunnels be collapsed that lead to the street since this is 3 years into the apocalypse, no
maintenance can have an effect on structural integrity, that would be neat to have some parts partially collapsed(except sometimes
we may have to do some backtracking -__-)
Cheesegraterman's Suggestion
...Normally, I'd make a "bad touch" joke, but my brain is fried. Anyway. I did have a suggestion, after looking over some things. What
happened to the original subway entrances? Have they all collapsed? If not, it wouldn't be too difficult to design a subway entrance
type of building, in addition to gaping holes in the concrete. And what about the "third" rail? It's doubtful that power is still running
everywhere, but...I can just see one of those "lost ones" fixing a generator to ensure he doesn't have to get too close to whoever he
plans on making dinner. And in fairness to balance, let's say this lost one can't get the third rail up to full power, so it can't just kill a
person outright. In addition, maybe some kind of heavy duty rubber boots could negate this advantage?
Zombiedude101z's Suggestion
The stations would have a small amount of dim light, giving you another source of light other than your own. But whilst in the
tunnels, it's pitch black and the only light source that you'll have is your own, meaning that you would have to rely on your ears to
spot the infected, which could be too late since the tunnels are cramped. It would add to the atmosphere, and balance things to
prevent people from swarming into the tunnels as an alternative method to the streets.
Alt17's Suggestion
The top has its Behemoth, but while the underground has The Chomper. It is weaker than the Behemoth, and it only dwells
underground. It is said to have a bigger than average mouth, with solid steel fangs than can rip you apart. It is deadly fast, and
people say to have found precious loot in its body.
Greenlinkwolf's Suggestion
in subways, there are many control rooms scatter around, that were used to control trains, and view stations. You will be able to
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barricade it, but you do not require to. here, you will be able to see from the security camera, to tell what is going in the next station(
bosses, infected, people, Etc), however, you can still get hit while watching this, so unless you have a party member with you, or
barricade, it will be very risky. also, at sometimes, you will be able to move certain train carts out of the way for your party ( or you )
to go thru blocked areas.
Ecesee's Suggestion
that good?
note small windows that do not need to be barricaded,.
Jaskaran's Suggestion
Okay, so if you think about it, wouldn't there be lots of litter and space debris? It's a post apocalyptic world, that's overrun by
zombies. When the outbreak occurred zombies knocked over trash cans and barricaded kiosks, survivors threw their newspapers
on the ground in order to run away. The litter/space debris will be these:
Knocked over kiosks: Kiosks which were barricaded, but tipped over by hordes of infected, these kiosks usually are swarmed with
aggro all around.
Fallen over trash cans: Trash cans fallen over by zombies when chasing a survivor.
Sewage Rats considered a myth before the outbreak. Truth be told: they weren't any myth, they hid themselves well and fed off
garbage, but now they no longer thrive on garbage, they now openly show themselves because of their hunger for human flesh.
Mutated creatures, these Sewage Rats will crawl around at unusually fast speeds, and will have attacks as strong as a Behemoth,
the only flaw is: if these creatures get hit, they die instantly.
The loot would be: Mostly weapons ( lvl of weapon goes up farther in ) armor, and clothes. The thing about these, are that they are
SUPER SUPER hard to find. You'd have to search every inch of the screen 6 or 7 times. But the loot would be worth it.
Early Blackmarkets:
Blades: Pen knife- Combat Knife
Blunts: Fire poker - Iron Pipe Chainsaws: None
Pistols: Beta Tomcats - Kolt Python
Rifles:None
Shotguns: Highlander
Machine Guns: None
Explosives: None
Armor: Zylon Vests
Medium Markets:
Blades: Bowie Knife - Kris
Blunts: Nail Bat - Shovel
Chainsaws: Dilmar PS
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Deep Markets:
To Suggest an idea
If you want to increase the rich text of this thread, simply suggest an idea by posting here.
If you are suggesting a kiosk, it will be added to the thread mostly. Make sure it's not silly.
If you are suggesting an idea besides a kiosk, post a paragraph with good grammar, spelling and capitalization.
If your suggestion is really good, it will become part of the thread and have its own mini -section. If it's ok, but a little iffy, I'll throw it
into Reader's Suggestions.
NOTES
Radioactive Areas
Credit to Tanozer and lolinski mk2
Involving radiation in this game would correspond to the theme and give a greater variety to the inner city experience. It would
provide background for our "irradiated" zombies and provide for more high-risk zones for high leveled players.
Radioactive locations might include Serecom buildings, military facilities (including hospitals/quarantine facilities), and random
locations with increased green spawnage. Something like 1.5x more possible.
b]Low Radiation:[/b]
Hair Loss
Susceptibility to Infection
Sterility
Bloody Diarrhea/Vomiting
High Radiation
Heart Failure
Thyroid Destruction
Horrible Loose of Nerve Cells (Awful Brain Damage)
So to cover all the terrifying effects of radiation we can simply say you lose 1% of hunger and health every 10 seconds. Once one
enters a barricade or an outpost the timer for the protection's effectiveness will reset. This won't happen when one refreshes or goes
to their inventory.
The areas of radiation would be reasonably small except for 1 or 2. Those large spots will be a few blocks large and will have
interesting loot finds (due to being rarely searched) along with more greens and zeds that are stronger and give more exp. The
further one gets into the radiation zone the better the finds become.
Radiation armor would protect one from damage for short periods of time. It would be an attachment on to one's armor and there
would be four different levels of the attachment. Levels A, B, C, and D. These armors would work as follows.
D:
1% every 30 seconds for 15 minutes
1% every 20 seconds for 15 minutes after that
1% every 10 seconds after that
C:
1% every for 40 seconds for 15 minutes
1% every 30 seconds for 15 minutes after that
1% every 20 seconds for 15 minutes after that
1% every 10 seconds after that
B:
1% every minute for 15 minutes
1% every 40 seconds for 15 minutes after that
1% every 30 seconds for 15 minutes after that
1% every 20 seconds for 15 minutes after that
1% every 10 seconds after that
A:
SAFE for 30 minutes
1% every minute for 30 minutes after that
1% every 40 seconds for 30 minutes after that
1% every 30 seconds for 30 minutes after that
1% every 20 seconds after that
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Toxic Weaponry/Warfare
Exposure to toxic materials will drain the health of the player far faster than radioactive materials. Toxic materials will drain the
health (not hunger of the player at 2% every second. Unlike radioactive materials toxic gases are visible and thus avoidable. Toxic
areas are very small and can be found sporadically in the inner city left as residue from earlier fighting.
Weapons that generate toxic material would come along with these zones. These poison would be generated by the "poison
grenade" active skill featured in this thread:
http://fairview.deadfrontier.com/onlinezombiemmo/index.php?topic=375928.0
Poison grenades would affect zombies much in the way that it is described in that thread. In PvP these weapons would drain the
enemy in the same way that it would if they had encountered a toxic zone in the inner city. Immunity to such abilities would be
handled in the same way.
Gas masks are how the average survivor avoids these toxic areas. These threads details how clothing/helmets could be used as
bonuses for the players:
http://fairview.deadfrontier.com/onlinezombiemmo/index.php?topic=370895.0
http://fairview.deadfrontier.com/onlinezombiemmo/index.php?topic=361201.0
And that is the much better and refined version of this idea.
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Flooding Practice
Credit to Aqua vitae
My idea is a flooded part of the city containing its own unique aspects. The water is around 2 1/2 - 3 feet deep. Will affect a general
radius of 9-19 blocks. It would also link into the local city metro/rail service. (This is a reference to Fighter13's Metro thread)There will be
collapsed buildings and walls. This area would look like this.
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Area Effects :
The water will be a brown color with a very slight amount of maroon. Due to the water all movement speeds for survivors and
regular is decreased and for aquatic zombies it is increased. (25% reduction of speed, this is negated if you have at least 50
strength or 70 agility) Aquatic Zombies are immune to this.
Diseases:
Floods often times will carry viruses and diseases. These diseases stay on a player for 24 unless they use a medical supply. You
must treat these symptoms with certain medical supplies.
Zombies :
It would contain aquatically altered zombies. (they don't spawn in certain areas.)
Finned Zombie :
Description :
An aquatically altered zombie with long, and thin serrated fins running along its arms.
Movement speed is similar to fat zombie's.
55 Hit Points
60 Experience Points
18 x 2 Damage Per Hit (hits with both arms every time.)
Nautili Zombie :
Description :
A zombie with a hard shell incasing it's head serving as an exo-skull. It has long claws replacing it's fingers. Is the size of a fat
zombie with the movement speed of a Mutant.
Worm :
Description :
A mutated eel that swims at high speeds. Has a long row a rigid teeth running on both sides of its mouth. (moves around 80% of the
crow's speed.)
20 Hit Points
43 Experience Points
46 Damage Per Hit (attacks at 72% of the crow's attack speed)
Titanial :
Description :
A strange, and elusive zombie with a Hard Shell, Webbed Claws, Four Arms, Strange Mollusk / Sea Muscle like creatures attached
to it. When the Titanial appears these produce a pheromone that attracts zombies in the general area. (increases aggro.)
This zombie is a middle ground between a green long arm and a behemoth. Has a similar spawn rate of the two. (Can appear in the
area around the water) Drops an item when killed. (non-rusted)
Equipment / Drops :
Medical items cannot be found in these areas.
Some equipment dropped has a chance of being oxidized. (Rusted) Guns have a lowered drop rate than in other areas. Melee
weapons are slightly higher than other areas due to the tides bringing them in.
These weapons have lowered stats and they have a reduced scrap value.
Rusted Weapons
Rusted Sabre :
Very Slow Attack Speed
Average Accuracy
Very High Critical Chance
75 Melee Required
12 Damage per Hit
1 Hit(s) per Second
Scrap Value : $3000
Barricading :
Public toilets are barricadable in these areas but they take 1.5 the barricade time and an extra an set of nails and planks. This
applies to the entrance of all buildings. Windows aren't affected by this. In order to secure a public toilet you must approach each
toilet and press "B" (This does not take any nails or planks) buildings with collapsed walls cannot be barricaded. No wurms will be
present during an OA until you leave your barricade.
So feel free to discuss this idea. If you don't like it please state why so I can adjust it to the communities ideas.
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Forum Improvements
Credit to Zenhunter
This suggestion isn't about actual gameplay, but is instead about how we communicate on the forum and how the
Dead Frontier forums can be improved. I want to make each of the forums more specialized. I currently have specific
suggestions for Idea & Suggestions, Tips & Tactics, Stories, Clan Discussion, Buying/Selling, as well as profile.
Please suggest more ideas by posting on the thread.
Ideas and suggestions is the most clogged up of the forums, and because most of what people have to say about
ideas is "support" or "no support", this problem could be easily fixed. Next to the quote button (or somewhere else,
that just sprang to mind) on the OP would be a green Thumbs Up symbol and a red Thumbs Down symbol. Thumbs
Up would mean you supported the idea, and Thumbs Down would mean that you didn't.
Because a lot of suggestions need suggestions for improvement, you would still be able to post on I&S threads, but
less single-word replies. Every time someone supports an idea, it acts as a bump, moving it to the top of I&S.
To lessen the need of threads like GAS, threads with more than 25 gross supports (total supports minus total
unsupports) would be brought to the attention of the moderators. Alternatively, a list could be created of these highly-
supported threads which would be sent to mods every day/week/14 days/month. Threads could also be sorted by
their amount of supports/no supports/overall support, by clicking a column similar to that of the views or posts
column.
Although it wouldn't be completely necessary, there could be a Support/No Support button on each of the
suggestions for the suggestion, but that might be making it too complicated.
Stories
For me, the Stories section is the most difficult to navigate, because of the large amount of crap that accumulates
there. This makes it hard to find the diamonds among the heaps of coal. My suggestions for the Stories section are
numerous.
A simple 5-star rating system would be immensely helpful, and could help sort the great stories from the crappy
ones. It would appear as x/5 in a column, just like the "Replies" and "Last Post" columns we have now, and could be
sorted from highest-rated to lowest-rated.
Have you ever been trying to read the next chapter in a popular and well-bumped story in the Stories section? If so,
you'll know how hard it is to find the meat of the story. I want to suggest tabs at the top of story threads (similar to the
marketplace). The tabs would be:
Story: this section has the pure story in it, and only the OP can post here.
Reviews: this section includes reviews by players of the story, and can be rated as "Helpful" or "Not
Helpful", affecting how much they are taken seriously by other players. At the beginning of a review, x/5
stars will be displayed, as the reviewers overall score for the writing.
Comments: here is where people just make short, random comments on the story, what they liked or didn't
like, etc.
Suggestions: players can suggest new elements/improvements to the story here, and it is mostly meant for
the writer.
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Readers can give a rating to the story as a whole or to an individual chapter, and the rating displayed on the forum
listing is the average score. Another nice feature would be to be able to "sign up" for a certain story, and get an
automatic update sent to your email (or DF PM inbox) when a new chapter arrives.
My idea for this is relatively simple, but it could help noobs a lot. A small Helpful/Not Helpful button could be added,
with the Most Helpful tips and tactics near the top.
Reader Suggestion
QUALITY SUBFORUMS~~Credit to Juranas
A subforum of Quality Tips & Tactics. Once a topic reaches a certain level of support (gross Helpful votes minus
gross Not Helpful votes), it is automatically moved to the subforum pending moderator approval.
To add roleplaying value, there could be a shout button to shout out your products to the marketplace (so as to make
it unnecessary for the excessive bumping that occurs in the selling section).
One of the main problems of the Selling forum is that THREADS DO NOT DELETE THEMSELVES. My idea basically
entails the ability to choose an expiration date for the offer (1 day/3 days/7 days/14 days/until sold) when first posting
it. If you wanted to set up a permanent shop, you can just check a box, eg. “Permanent Store”, which will move your
thread into a subforum of permanent selling threads. A new column for the list of stores could be “Sales”, showing
how many things had been sold in that particular store.
Reader Suggestion
RENTALS~~Credit to Juranas
Item is listed similar to market, but with a daily rate. You note how many days you will need the item and pay said
price. Once you have it, it becomes non-transferable, and after the allotted time is up it will automatically leave your
inventory and list itself back to the owner, without the option to cancel. This makes vouchers unneeded, and means
lenders do not have to vet each potential client.
If you are out in the Inner City when your time runs out, it still reverts to your selling list. You do get a warning one
hour before, 30 minutes before, 10 minutes, 5 minutes, and 1 minute before reversion.
I'm aware that zenmaster is currently working on clan support, but here are my ideas. A clan page basically entails
a Story, Ranks, Roster, and Rules. You can name these sections whatever you want, as well as add more
subsections. The Roster would be automatic, with optional color-coding for ranks and a hyperlink to the member's
profile.
The clan page and story itself could be treated somewhat like a wiki, except with restrictions depending on rank.
Areas could also be either open to all or members only, except for the story/intro which has to be open to all.o be
open to all.