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priestizzle

Compilation of my suggestions

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priestizzle

These are some of the suggestions I have come up with.  I will add more to this thread as I think of them or see something that can be improved upon through gameplay.

Dynamic Loot Spawn:  Right now, many people know of the location of good crates and loot through the maps.  I propose a a more dynamic loot spawn system, where crates, guns, attachments, and other goodies, can all spawn dynamically through out the map and the loot experience is rarely the same.  Other loot and fight games already use dynamic loot spawns (ex.  DayZ, the BR games, and various other survival games).  I don't think that static loot spawns should be entirely removed, I just think that maybe there should be fewer of them possibly.  The static spawns give players a good guaranteed chance to loot something of use, relying less on RNG, while the dynamic spawns would encourage exploration and lead to more fights in less obvious areas.  This might also spread the population out through the maps rather than having everyone congregate to singular points which would increase the tension when walking through virtually every square foot of a map.  Right now with only static spawns, there are sections of the raids where I have virtually no fear of any fight because there's virtually nothing of use on those parts of the map, lets add some more possibilities.

 

Level Restricted Matchmaking: This is something I DON'T think should be implemented during the betas until right near release only to test out bugs in implementing the matchmaking system (most likely a week or two needed to test this is all).  A matchmaking system that restricts you based on a level range I think will be a great QOL change to the game upon release that will ease the barrier for entry to new players, create a more balanced game play in raids, and help overall player retention in my opinion.  Have it so that players can only be in a raid with other players within a given level range.  These ranged don't have to be set in stone either and can change with balance patches and metrics collected by the dev team.  My example for these ranges I've thought of would be lvl 1-25, 26-35, 36-50, and so on and so on.  At some point (and I'm not sure when), you can remove the restrictions from a certain level and on because those players will be here to stay anyway, and any queue time increase at implementing restrictions at that point would do little more than to frustrate higher level players.

I think this restriction will serve to allow players around similar levels to have more fair and balanced fights and not constantly feel like it's impossible to progress.  It will also allow the devs to scale down which scavs can spawn in certain level restriction brackets so certain loot becomes unobtainable in the early levels.  By keeping the ranges rather large early on, it also doesn't reduce the chance for a level 1 player to come across someone fairly well geared so the danger element still exists, also the opportunity for a well played kill rewarding a new player with some good stuff as well.  This would obviously take some time after implementation in the game to iron out the level brackets and which ranges work best.  With adding new guns, balance would have to be looked at which is why i propose that these brackets be dynamic and easy to change by the devs on the fly based on metrics collected by the devs.  You wouldn't even have to tell the playerbase what the brackets are or when they change,  it would simply be there in the back end keeping our play experience at an optimal level.

 

Vaulting and Weapon Resting: These are features I assume are already planned and i assume have already been discussed, so I won't go into detail, I will simply state what they are, and they are pretty self explanatory.

 

UI QOL Changes: This is a pretty broad category and can constantly be changing as development continues but I will give one example of something I feel needs to be addressed.  I can not think of a single good reason why we can't simply click, and hit a purchase button on something we want to buy from a trader instead of using the fill command.  I understand that money is a physical item in the game, and you need to tell the game that you want to use some of a physical stack of money to make a purchase, but I feel like on the server side, this can be easily condensed into a single button.  Outside of the actual game play, I think less tedium should exist in the UI prior to joining a raid.  Keep the more realistic touches to game play, where time equals risk, but limit it when no player interaction is possible.

 

These are my suggestions thus far.  I'm sure I will think of more as time goes on and I will update this thread as needed.  Feel free to comment on, or add to any of my points.

Edited by priestizzle
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Forien
57 minutes ago, priestizzle said:

Dynamic Loot Spawn:

Yup, that's totally cool idea. Even if not completely dynamic, but at least have X places that container can spawn and 50% of them have container? 

 

58 minutes ago, priestizzle said:

Level Restricted Matchmaking

I think this never should be implemented. Level never is related to gear. And gear never is related to skill. Also, EfT has that unique feeling "you never know what you will encounter". Just like in real war. You know what you have, what your companions have, you know where you are and what you have to do. Everything else is unknown. You have to obtain that information and work around whatever hazard you encounter. If lvl 100 player will be matched only with lvl 100 players (at release max lvl will be 100), then as lvl 100 I know that every game I will have squads of full geared players that don't even loot anymore. Knowing kills thrill.

 

1 hour ago, priestizzle said:

Vaulting and Weapon Resting

Agree, especially vaulting big through windows (now impossible, because standing character would not fit)

 

1 hour ago, priestizzle said:

I can not think of a single good reason why we can't simply click, and hit a purchase button on something we want to buy from a trader instead of using the fill command.  I understand that money is a physical item in the game, and you need to tell the game that you want to use some of a physical stack of money to make a purchase, but I feel like on the server side, this can be easily condensed into a single button.

You can click "fill" at the bottom to auto select money/barter items and then "deal" at the top to buy. No need to look for stack of money. Anyway, if we talk trading, I request "basket"/"cart" feature. So I can add multiple items to a "cart" and buy them at once. 

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priestizzle
32 minutes ago, Forien said:

Yup, that's totally cool idea. Even if not completely dynamic, but at least have X places that container can spawn and 50% of them have container? 

 

I think this never should be implemented. Level never is related to gear. And gear never is related to skill. Also, EfT has that unique feeling "you never know what you will encounter". Just like in real war. You know what you have, what your companions have, you know where you are and what you have to do. Everything else is unknown. You have to obtain that information and work around whatever hazard you encounter. If lvl 100 player will be matched only with lvl 100 players (at release max lvl will be 100), then as lvl 100 I know that every game I will have squads of full geared players that don't even loot anymore. Knowing kills thrill.

 

Agree, especially vaulting big through windows (now impossible, because standing character would not fit)

 

You can click "fill" at the bottom to auto select money/barter items and then "deal" at the top to buy. No need to look for stack of money. Anyway, if we talk trading, I request "basket"/"cart" feature. So I can add multiple items to a "cart" and buy them at once. 

For the level restriction, I agree somewhat which is why i stated that the restrictions should be rather broad. 1-25, is a wide margin and a 20 + player will probably have some pretty good gear but I agree with your argument about the higher levels being boring.  Maybe then a simple compromise and a one time only beginner opt in restriction queue?  A brand new player could opt in or out of it, and maybe it would only last until lvl 10 or so?  And I even put in my post that past a certain level there should be no restrictions but i see your point so maybe the single opt in could work instead.  Food for thought on ways to balance a newbies experience because someone coming in month 2, i could see being very frustrated and we want more and more players and less quitting.

 

I know about the full button, i just think it's necessary and the "deal" button should simply do both.  Just a QOL to the out of game UI is all.  I'm all for increasing tedium in game, it's outside of the game in the UI menu's i disagree with necessary things.

Edited by priestizzle

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Forien
2 minutes ago, priestizzle said:

For the level restriction, I agree somewhat which is why i states that the restrictions should be rather broad. 1-25, is a wide margin and a 20 + player will probably have some pretty good gear but I agree with your argument about the higher levels being boring.  Maybe then a simple compromise and a one time only beginner opt in restriction queue?  A brand new player could opt in or out of it, and maybe it would only last until lvl 10 or so?  And I even put in my post that past a certain level there should be no restrictions.  Food for thought on ways to balance a newbies experience because someone coming in month 2, i could see being very frustrated.

Yeah, the part about "newbie protection" might be good. Many people rage quits the game, so maybe it could help them. Like, first 10-15 lvls with option to "leave" protection.

 

2 minutes ago, priestizzle said:

I know about the full button, i just think it's necessary and the "deal" button should simply do both.  Just a QOL to the out of game UI is all.  I'm all for increasing tedium in game, it's outside of the game in the UI menu's i disagree with necessary things.

I can agree with that

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