#How small changes could improve the replayability without having to add new content for now.

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candid girder
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Since the developers stated that new content will take longer to add because they faced many issues with the release of the early access, i would like to recommend 3 little gameplay tweaks that could actually improve the replayability and keep a healthy player count, without having to make bigger changes or adding new content.

  1. Remove the infinite sprint stamina

Its a small and simple change, but would massively improve the experience for all players.
A lot of us have realized by now that it is way too easy and game breaking to just run through the objectives, ignoring all threats and sprinting our way to the power plant way too early.
It really takes away from the game and decreases the immersion, playtime and meaning of the whole survival aspect.
It also encourages speedrunners to just mindlessly do everything as fast as possible.
By removing infinite sprint, this would be gone for good.

  1. Remove objective location markers from the HUD

Ive noticed a lot of people that just blindly follow the markers on their HUD.
They dont have to think about their next step, they dont have to use the map or a compass. They just follow the path thats right there on their screen.
Not only does this take away from the immersion by a lot, it also encourages to play the game faster then intended.
People dont take their time to actually discover the map for loot or different spots. They see the marker and just follow it.
By removing the visual indicators of objective locations, people would have to use their map and compass to move around, which would increase the playtime and immersion by a lot.

  1. Slowing down the character xp progression

Having too strong characters after such a short time doesnt feel rewarding, it makes the game getting stale even faster since there is no meaningful progression system yet.
By slowing the xp progression, players will feel more rewarded with upgrades and would also tend to play way more carefully.

Let me know what you think!

candid girder
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How small changes could improve the replayability and keep a healthy playerbase without new content

tender jacinth
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I'll add some better ideas. The map shouldn't have only one evacuation point; there should be multiple evacuation points—at least two. This is because many players will evacuate after completing one or two missions, but I want to complete all the mission points on the map. I've completed up to seven mission points while other random players were eliminated. However, the server ended up shutting down because it took too long, lol. (But this lacks a sense of cooperation.)

so another approach could be to increase the number of mission points required for evacuation as the difficulty level rises. For instance, survivors should have to complete at least 4-5 missions, instead of always needing only two. Additionally, players should be required to go to specific locations to search for key items, such as a vaccine or another important target. When someone collects the target item, the team must protect that player, as the item will be dropped if they die. Currently, vaccines in the game are only used to gain additional resource points to help characters level up. For example, I managed to get over 30,000 supply points in one game, allowing me to reach lvl 1 to lvl 42 in a single round lol.

At the same time, the difficulty of finding certain items in mission points also needs to be adjusted. For example, with the fuses—many of them are almost right next to the electrical box. I don’t even need to spend a second to find them xD.

candid girder
# tender jacinth I'll add some better ideas. The map shouldn't have only one evacuation point; th...

I also think that the matches are often over too quick by now and i like the idea of adding more mission points with increasing difficulty.
What i would like even better tho, is the option to actually choose a difficulty, so that i can decide if i want to play a longer, more dangerous match or a shorter, more casual one.
Overall I think both is better then minimizing your bag space, like it is now with nightmare difficulty for example.
I also would like to see another way to extract for the last standing survivor. It would only make sense since you cant really do anything if everyone else is dead by the end even tho i get that it could lead to different problems.

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Thats exactly why i think xp progression should be decreased by a lot and also why i think that sprinting/jumping should affect your stamina, because then both of these problems woulndt exist. You would have more trouble to stay alive and had a reason to loot more locations.

celest junco
# candid girder Since the developers stated that new content will take longer to add because the...
  1. Yes
  2. NMRIH did this, and it creates an absolutely terrifying atmosphere. Personally, I think that player tags should not be visible unless looking directly at them, forcing communication and increasing immersion. No objective markers should be present unless you use the compass, and then the only markers that should be visible to the player are the current locations.
  3. I have an alternative. Keep the xp progression, but start as a survivor. They want to introduce some form of load out, and I think that you should start as a survivor, level your character to 50. At 50, you get inducted into the CRC. As a rookie, you level to 50 again. At lvl 50, you now can access load outs, and supplies earned can be used towards equipment. Supplies earned are only useable in the next game. Purchased items come back with you if you extract with them
celest junco
# celest junco 1) Yes 2) NMRIH did this, and it creates an absolutely terrifying atmosphere. Pe...

3 ctd.) This system engages the player. You make a survivor, and that survivor does not have starting perks. As you level, you choose things that will impact your characters background/future (I'll explain this later). At lvl 50, you choose your starter perk (joining the CRC). Levelling doesn't change for this period. At max, you are a 'trusted operative' and gain access to 'CRC Resources' (load outs and a 'shop'). Supplies earned in your last extraction can be used to buy stuff. That stuff, is permanently lost if you leave it in the field.

celest junco
# celest junco 3 ctd.) This system engages the player. You make a survivor, and that survivor d...

Background/Future:
The char gets a negative trait to start, something small but annoying. 'You lost your glasses - You can only see clearly up to 75m' something like that. As you level your survivor, this trait gets overridden (Someone found your glasses!). After it's gone, you get to choose traits reflecting 'what does my character do between missions?'. Hunter - You've been assisting with providing food for the base, resulting in an increased confidence in weapons handling (Introduce a hidden true/false stat that determines if wielding guns is something the char can do). Forager - You volunteered to go with some scouts to find some fresh herbs for medicinal production, and you've gained insight on how to get every last thing you can carry (Small percent chance to receive more supplies). After you hit CRC recruitment, these are permanent and will follow the character til they die.

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This would enforce multiple things. You would connect with your character emotionally. You would invest time so you can get perks. You would explore for every scrap so you can buy that gun to start with. You would have to really choose 'Do I leave this? I can't use it right now and I'm desperate'.

candid girder
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@celest junco thank you for your input. Really interesting concepts and ideas I could see maybe being added to the game later, especially your idea about the background system.
But for now I just look for small changes and tweaks to add more replayability to the game, since i think this is a problem for many in this very early stage. The game needs to keep their player base alive.

celest junco
candid girder
grim bramble
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  1. yes
    2.yes, maybe adjustable depending on ur difficulty
    3.yes, leveling up is super easy
muted palm
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In my bio, we got a nmrih server with people wanting the same thing for this game! To see if it reachs the potential it deserves!
You can join if you want