#Post your Anomaly Ideas
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I think there is SO much more that could be done with anomalies. Currently, most of them just seem to damage your health. Like others, I thought the sigil anomaly was great for many reasons. It didn't directly damage you, but put you in a "sticky" situation. I also think that anomalies could be on a spectrum from dangerous to mildly annoying to interesting to helpful (think if all of the anomalies from Pacific Drive, for example).
Some thoughts on type of new anomalies:
-one gives you tinnitus for a short time, making hearing your surroundings impossible.
-one gives you "drunk goggles" vision for a short time, making fighting enemies and traversing terrain harder
-One slingshots you forward, making your journey faster, or throwing you into other hazards like a drop off or other anomalies
-One zaps stamina rather than health
-one restores health while in it (like regen artifact)
-one restores stamina while in it
-One zaps weapon condition
-one restores weapon condition
-one refracts light like a prism (similar to reflector anomaly, but with light instead of matter)...could be used to illuminate areas
-one that is attracted to light (opposite of black grass), so you want to be in the dark to pass
-anomalies that have material properties...bouncy, slippery, sticky (like sigil)
-anomalies that would make using flares and smoke bombs useful
-one that can teleport you, perhaps unpredictably, perhaps predictably (confirmed!!!!)
-one that you shouldn't look at or it damages you
-one that you should look at or it damages you
-one that echoes environmental sounds on a delay (gunshots, fragment screams, mimics, etc), making your surropundings more confusing.
-one that shockwaves when disrupted (similar to walking into a reflector), but could be used to "grenade" nearby enemies by throwing a probe into it
-one that is "black hole" like, so it has a gravitational pull into it if you are too close
-one that repels you, perhaps making entering certain areas difficult
-one that fast-forwards time (just clock time)
-one that rewinds time (just clock time)
-an anomaly that is composed of large items (fridges, truck tires, concrete pillars, machinery…) that can tear across the ground in your path of travel
Or smash into the ground with an impact force, like a big piston
-anomalies that have different spatial shapes rather than all being “spherical” in nature (linear, vertical, ring-like, wall-like…)
-a mystery box anomaly that can spawn a random prop or useful item when triggered
Black Rain
The Black Rain is an anomaly that covers a very wide area of effect, about a fifth of bolotky. It looks like black sludge falling from the sky. The rain will damage any item it touches, the items outside of your back pack deteriorate twice as fast as the ones inside. To navigate through it you'll have to have a specialized weather probe. To activate the probe you'll have to throw it as far as you can into the rain, the probe is immune to the rain. After it lands it will stand up and glow a radioactive blue. After it is activated some parts of the anomaly will disappear giving you a safe way through. If you don't have a probe then you can try and stay under a roof to not get rained on, or you can drop all of your things outside and walk in unaffected
Periodic anomalous storms plz
Like the different types of squalls in Pacific Drive
Or the Chernobylite storms in Chernobylite
Sigil?
A very cool anomaly from 1.0 that shouldn’t have been cut
Video Tutorial #2 - The Sigil Anomaly.
Today we're talking about one of the Radius' common and more easily identified hazards - the iconic Sigil Anomaly. But just because it's not that difficult to spot, doesn't mean it can't still cause it's fair share of problems.
For more information, here's the wiki article: https://into-the-radius.fandom.c...
Lmao so it just puts a post processing effect on your screen
And makes you get stuck (stick movement slows to almost zero, forcing you to try to get out of the ring using room scale movement)… and that sucks when trying to run away from an army of homunculi (cut enemies)
The scream of the sigil also attracts nearby enemies
So it’s like a trap
And I think it makes you lose daylight because time fast-forwards
that would be a pretty cool anomaly
like if it fast forwarded time or like knocked you unconscious
litterally every anomaly from itr 2.0 and 1.0 they were fucking amazing (i still dont get why the sigil was removed it was a great anomaly)
the electric one though 
the electric one is fine
The scythes were pretty sweet in 1.0 as well
I would love any anomalies that could be used in a “puzzle” like fashion
Spatial, temporal, perceptual or platforming puzzles…
Like even just the differently timed scythes in the train yard of 1.0 made an obstacle course for you to get to the tilted tower || and find the Val ||
I would love if anomalies could be used to flex your brain in the same way as a game like Superliminal or Portal 2
pretty sure theres a obstacle course with one of the missions in itr2
Yeah, I had suggested teleport anomalies, and was shocked to see them actually be a thing
(I doubt I had anything to do with it ofc)
I'd like to see an anomalous weapon case and or items you don't want to touch
I want to see the hive growths have bugs or something crawling in and out of them
Also more stuff like the body part flower in the red water near the village in itr1
I want a ton of variations-of-a-theme of the chair anomalies, but with different environmental materials, like bricks, CMU, signage, desks, TVs, who knows...
I would love to see anomalies that act more like anomalies and less like damage doers
Like an anomaly that warps your veil and your other senses
Illusion anomaly 1: it plays back a "memory" of an area. (inspired from THOSE moments in ITR1 where you only hear the voices (could also only be audio this time, but the area has a different appearance without animations)) when you walk into it, it obscures or distorts space outside of the area just enough so that if you run into it during combat, it will be difficult to react to enemies until they chase you inside. You can disable it by removing a core artifact once you find it. and then it turns back into a ruin.
NOTE: the fewer of the "illusion" anomalies, the more interesting they'll be instead of "the usual" maybe have one per map per tide.
Illusion anomaly 2: it randomly generates or 'replaces' the usual spots of artifacts. When you get close, it begins to distort. It disables if you touch it or pick it up like those bee-hive things. then it may respawn randomly when the tide comes.
NOTE: the fewer of the "illusion" anomalies, the more interesting they'll be instead of "the usual" maybe have one per map per tide.
Bring back the STOMPER ANOMALY 🖐🏻
Only this time, it is not a pre-defined path like the electrical and chair one. ideally it would have a "roam" radius as if guided by the mimic AI but it does not react to sounds or sights. It just Roams with complete randomness in a set area. It would be neat if you "got too close" and it would follow you until you ran outside of a certain distance.
Bring back the HAZE ANOMALY 
with an added twist: the cloud is less obvious, but may still produce a dim light and instead of "simply" being a cloud, a sort of "drunk goggle" or "eye watering" effect begins to obscure your vision while you're coughing if you dont have a gas mask which i presume will be added later.
Blast Anomaly: Like the ITR1 reflector anomaly that would shoot out heat beams, a type of volatile, directional anomaly that can cause damage to everything. (i loved lining up phantoms and killing them with the heat beams while i tossed probes into the anomaly. -although as soon as i mentioned this in ITR1 beta the next updated made radius species immune to that damage specifically
)
Bring back the **SIGIL ANOMALY ** 
No explanation needed as others have related the desire for this. random generation across the map, few or in field clusters would perhaps be better than predictable/memorizable static locations.
Sigil, my beloved
Scythe was actually cool in 1.0 too
it is the one anomaly that made me panic when i was trying to rush a map and didnt memorize the new tide placements.
The one anomaly that didn’t hurt you…but could lead to your death
Scythe should come back too. It would be best served in a labyrith style area where you need to consider timing as if it were a navigational puzzle.
Yes, that’s why they were actually good at the train yard
I think that alone is what made it more interesting than the others
To get to the || Val || in the tower
it was always refreshing to have prizes at the end of semi-difficult places to reach
The sigil scream was just the same old mimic death scream, but slowed down, right?
You obviously meant sigil
yea it was the same soundbite. the 'tar feet' issue is what really made me go "oh man, i literally stepped in it"
No? The scythes were cool… like used in a more platforming puzzle way in the train yard of 1.0
Is the scythe the Easter droplet one?
Always trying to spring away from raving homunculi
i rather like the idea of bringing back the sigil and maybe as another post mentioned, different radius species. like a crow that spies on you and alerts nearby mimics or something but doesnt attack you directly.
Yeah, the expanding rings
Some of the old enemies would be cool too
mixing it up. everything is lethal, but not always in a "direct" fashion
Ohhhhhh
I would like to see the re-imagine some of the old anomalies
In the same way they reimagined mimics and spawns
But also, what if something like the sigil was more material, like the chair anomalies, or even reflectors have bell cores now
Id love to see phantoms brought back as a zerg in a particular building or location. the different species working together made a unique dynamic for combat, "do i take out the shooter.. or the fast or slow thing thats creeping up on me, oh ^#@% guess i need to kill the slider first". But having some INDIRECT Threats, is what i think could be an interesting spin on danger in the radius.
So a sigil could be like an alarm clock that goes off when you step in it
this would 100% fit the vibe of the game
we have distorted bells marking the new reflector anomaly, a distorted and warped alarm clock with a radius would do this perfectly
It could be identified by the floating particles and leaves above it, like it froze time
Can you imagine how unbelievably cool it would be if the scythe actually had a “shockwave” effect that blew the grass and trees around when it expanded?
as a graphic, you could have somehting like the grass andomaly: but instead of the black grass doing damage: it looks EXACTLY like the regular grass you see all over and it grows taller when you step in it. then you slow down as the alarm clock goes off.
EDIT: but... if we're gonna go that far... I almost would rather have a screaming sigil where those black hands come up out of water and grab onto you pulling you down as a slider's head pops out of the water and starts screaming at you as other radius species come.
I can practically hear it
Like the speed of the sound shifts from normal to slow
And jump-scares the crap out of you
exactly 🙂 sometimes a when i'm not paying attention, normal enemies can do this. but having actual jumpscare anomalies and things that actively sneak up on you would be nice
I know walking through the portal on the house in the forest... then suddenly being greeted by two mimics face to face id never seen before was quite the thrill... emptied my makarov killing one, then somehow survived using that thin tree as cover while i reloaded and shot the last one while they reloaded. It was quite amusing. and now that i know they're always there... i will never have that thrill again...
as you say, game needs jumpscare, snare and indirect threats. but i like my cerebral trap style games.
ITR does a good job of creating the right mix of elements that could lead to a jump scare without actually scripting it
And I love that you can mentally adapt to the zone and not feel like “the jump scares don’t land” anymore
Because, you’re either doing a good job, or having trouble holding it all together
Man o man, we’ve all had insane war stories from the radius that are pretty unique to our playthrough
for me, i like randomless. In that, i will "chase the next jumpscare" that creeps up on me. Someone made a mod for ITR1 that made enemies more randomize. you could encouter a mimic sniper in a random area. different enemies in their non-memorized place. then you had to adapt and change your strategy. I still enjoy ITR1 A LOT but i find that i can only mix up my strategies so much as ive assaulted the mimic hive so much i just know where they'll typically respond from and how.
I at least find that quite stimulating.
I'd like to see them bring back that floating abomination that spawns those special mimics...
that was creeps. was never able to kill it.
ITR1 was excellent because it wasn't always coming at you, it was just lonely, ominous environment, and then you'd get jumped by a runner or spawn, there was never a great "light" option really either.
ITR2 (or at least the map we have) is dense AF, once you cross the river you can barely throw a rock without hitting a new map feature or enemy. scares are way more effective when you have a break between them and start to feel safe, ITR2's design in the area we have just doesn't let you do that, if you're traveling through a new area you can barely sprint for 5-10 seconds before running into another enemy or anomaly to avoid.
I haven’t had that experience
The vast majority of my roaming in the zone is me alone without enemy encounters
And I’m able to sprint around fairly easily without running into anything dangerous
I actually have t really used any probes at all because the anomalies are so well telegraphed with visuals and sound
Most of the time, I’m fully aware of where enemies would be
It’s all working very well, currently in my opinion
But we also have limited enemies and anomalies atm, so they may be more prevalent to account for the lack of variety
Yeah once you've cleared a bit after a wipe it gets there, but itr1 starts there
like in forest if you make a left, you're fighting a guy or two just before the hole in the ground about 5-10 seconds down the road, then you're on the hill overlooking the emission zone, if you go around that you hit the trainyard with more enemies, if you broke right there's a hill on the right and then you're at the broken bridge with some more enemies, ect
ITR1 in a similarly dense area was, you walk into factory, if you break left you hit an open area or through the factory to the other open area, there's a few dudes out there but its largely deserted and creepy
Especially in peninsula late game
the huge downside to ITR1 was because of the big desolate environments it devolved into largely "move slowly, spot bad guys at long range since they only spawn in a few places, kill in one shot with suppressed rifle, repeat"
It's because it was very bare bones, no foliage to hide enemies, and not that many buildings
Just open land
All because of mark zucc
Nah but I think it was for the better
Quest made the game blow up
They are big enough that they don't need quest that much
Its fine, now with the redux they can use instanced meshes for trees and such which are way more performinent
So much naked land in 2.0, I hated it
1.0 was so fuzzzzzzzy
Shrubs, grasses, weeds, reeds everywhere
I thought ITR2 looked kind of naked as well, but they filled it out some more in the beta
There should be an anomaly that is pretty big. About 3 times bigger than the person, but is roughly 20 feet tall and walks on noddle arms that fling through the air to way the legs will be placed next
Woah 😯
Would be cool but idk how it would fit
Well maybe not that big. In first game when I first came across the giant footstep anomalies, I was in a building and terrified at what could possibly be outside. I was let down when I realized it was just dust clouds essentially. So what I am suggesting is something big that makes loud ass stomping noises, and maybe resembles something like the Aperture from The Evil Within 2
Just something that adds that extra bit of terror. If there were even one anomaly that wlis significantly bigger than the player, it would make everyone feel inferior wherever they may be
It would be cool too if it only spawned or resided in wooded areas during the night or something. And if one sees you, more spawn or come gradually
The bigness isn't the problem, it's that we haven't had an anomaly that acts like that
The game is amazing as is. The enemies are too. But, for a second game, it'd be nice to see knew enemies. Maybe newer, harsher ones because of the radius
Really anything I suppose
That's visible, we don't have visible big enemy looking anomalies
True
It could be the radius trying to mimic a tree
I need someone more experience with the radius to tap in
I actually quite like that
It could be cool too if there were buildings that had special anomalies bound to them
And functioning doors, so that the door sounds could mess with people's minds more
Like in itr1 where there were random cabinet and door noises in buildings
I see what you mean. ITR1 and even 1.0 have "groups" of enemies spaced out considerably more. P Factory in the full release is probably most comparable to the current forest map as far as distribution is concerned. IMHO.
I like how no matter what you say some chucklehead pokes his head out and talks about a version of the game they decided to patch out
Wdym
So how many anomalies from ITR1 have we not seen in ITR2?
Black Grass
Lightning
Distortion
Web
rifts
sigil
scythe
haze
stomper
I think that's all of them
That's a whole lot of things that they can remake or replace
What do we have currently?
Electric Cubes
Reflectors
hedgehogs
teleport
is that it?
This is going to be absolutely wild when the devs fill out more anomalies
hopefully they make some variations of some of them too
The hedgehogs (chairs) could easily be made of other debris as well
Plz different types of the chair
And the reverse of the black grass and things like that
Those anomalous make you think about your next move
yes, I like anomalies that you can interact with, and not simply avoid
as simple as it sounds, I do like that in the zona games (and I'm guessing it's straight from Stalker), you have to throw probes into anomalies to temporarily deactivate them to progress
kind of like the lightning anomalies
In Zona though, the different types of anomalies don't really matter...they all look different, but they all just damage you and all need a probe to temporarily let you pass
I would love if ITR2 developed more anomalies that required different interactions from the player, maybe how the artifact nests require different interactions from the player
black grass and reverse black grass are the best examples, I think
I'm really hoping we see this
I'm not a dev, but it would seem like you could just do a "save as" and modify an alternate version of the same anomaly with different fragments of materials other than chairs
I'd like to see...bricks, concrete blocks, window frames, sinks, TVs, ladders, who knows...
they could literally just use a bunch of the environmental props that they already have as debris
Yeah fr, anomalies that mess with you and you senses
Maybe they distort the room you're in
Or they blind you
Maybe they can muffle audio
yes, I'm going to keep pushing for the tinnitus anomaly and drunk goggles anomaly
heck, they could just bring the web anomalies back, but make then give you both tinnitus and drunk goggles
They won't damage you, but they'll sure annoy the heck out of you when you walk into them
Also, if a remade sigil anomaly was a thing (with a telephone or alarm clock center), maybe it also gives you some tinnitus or drunk goggle effects
I really like the idea of a new sigil, but rather than a mimic scream when you walk into it, it is something loud and jarring like an alarm clock that goes off or an analog phone that rings
You know a web anomoly that messes with your vision until you grab at your face and rip it off a few times would be an interesting addon
hmmm, I hadn't thought trying to take it off 🤔
I just figured you'd hear that "burning" sound from ITR1, but it would distort, warp, or blur your vision
but that could be cool to interact with it
I was thinking the distortion is a web over your face that sort of bends light and you need to rip it off a few times as it stretches around and such
I do like in Vertigo 2 when you are shot with an arrow, you have to pull it out
so similar idea..."get it off me"
Yep, I just think that anything with its own little interaction is more interesting than "touch the thing and get hurt or messed with" 🙂
yeah, I agree... DiscreetBoi and I have been talking a lot about more interactions in general
I think we need to be "taught" more ways to interact with objects, anomalies, equipment, the environment itself, etc
Yeah fr
That's me
Ripping it off of your skin, shooting it so it dies and falls off
Lighting it on fire
Stuff like that
Burning away some anomalies would be cool
What about like a “magnet” anomaly that clumps around a probe thrown near it?
So you can walk past
I also really want something like the reflector, but it “shockwaves” when you throw a probe into it, so it can be used to hurt enemies
Almost like a grenade
Maybe a new take on the scythe anomaly?
You throw a probe and it expands its ring?
I also think any anomalies that could be used for “puzzles” would be amazing
They made you stop and think, kind of like the portal games
Those would be great for the big parkour jungle gym anomaly fields
Like the anomalies can form a chain reaction or something
I’m also thinking of a portal mod called Portal Reloaded that was about moving from 2 different times to solve puzzles
Can you imagine that with ITR dimensions?
”Portal Reloaded is a free, community made modification for Portal 2. The mod builds on the concepts of the main game by allowing you to place a third portal, which enables traveling between two different timelines. Thinking in four dimensions is vital to solving 25 brand new mind-bending puzzles.”
Maybe using anomalies to warp like portals but are invisible and inactive until they have something done to them
I’m sure a lot could be done simply with the idea of a “window of opportunity”
Like as an electric cube anomaly is making its rounds, you have a small window of opportunity to set it off so that the electricity can be used as part of a puzzle
Maybe it powers a vault or something, and you only have that small moment to get into the vault before the electric cube moves on?
Some of the battery puzzles in HL:A were kind of fun, like the || one in the lightning dog basement ||
Which basically just required you to use the batteries in a certain spot in a certain order to be able to power a door to progress
Doing something like this, but using anomalies to open a stash or access a new area of the map would be so fun
I don't want the game too feel like tomb raider, there is a balance tho
Too much puzzles are bad
And we also need puzzles that fit the game
it seems like 50% of the players cant handle the puzzle "these guys can shoot me through this grass so I should pick another angle" I dont think actual puzzles are a good idea
It's because the players have been babied
Yeah… : (
Games kind of suck because of it
The “puzzles” in farewell feast and kids playground could have been so much better
Yeah fr
The kids playground was solvable by just waltzing around without a care in the world
And YES, I think I hint system on the tablet would make so much sense for everyone
Yes! So annoying
No thought
If players want to be told what to do, they can just open the hint system on the tablet
I really like how the Room VR did it, where there were tiers of hints
So the first hint just points you in the right direction
The second hint tells you what you might interact with
And the third hint just flat out tells you the solution
But also, Valve games are so fun because none of the puzzles are that hard
They are just multi-step nuggets of interactions that are easy
There's always a balance between fun and head scratcher
Even more frustrating puzzles are more fun than going to set locations in set order to find some random probe that has no reason of being there
I absolutely agree, and would go as far as to say that the more frustrating a puzzle is, the more fun and gratifying it is when you solve it
Sometimes you might need a nudge or two, but that’s why I think tiered hints make sense
I would absolutely love to be out in the Radius fighting for my life and trying to figure out bigger puzzles
I used the hitman analogy before… it’s not like that game has big confusing puzzles, and more that it makes you strategize and think about your actions… and you might take 2 hours on a level to string together the right actions
Exactly… so much more fun…more stories of the frustrating zone
More types of missions
Each step can be randomized making new missions
+10 replayability
Honestly, I’m really enjoying how ConVRgence has procedurally generated content
I think procedurally generated missions, hallucinations, puzzles… would be so amazing
For example, in 8 hours of gameplay in ConVRgence, I’ve only had the scenario once of opening a locker and having a rat jump scare me
Even though I’d been to that “level” a dozen times
Fr
So much replayability
you're talking about people that can't troubleshoot "dont walk into the big glowing electric thing"
Wdym big dawg
I mean, I think games have gotten dumber, but a game like HL:A is a post-apocalyptic, shooter, survival horror game in a Soviet setting with puzzles
And it works
The “puzzles” aren’t complex, just a series of layered interactions
In the same way that getting an artifact from an artifact nest is just a series of small interactions
(Follow the color, follow the beeps, shoot the jar, etc)
I suppose thats fair, incremental goals are a thing
Valve is so good at it… small, incremental interactions that they teach the player over time
And then have the player layer them together
(I need a battery to power a thingy, then need a missing wheel for the terminal, then I need to align the wheels of the terminal, etc..)
as a game designer these people that claim to want a challenge or realism but also throw tantrums at the smallest inconvenience are rough XD
Yeah, I’m sure, no matter what you do, someone will complain
In fact, I’ve witnessed several times on the server that players ask for something, and then complain when the devs give it to us (I’m one of them..) : (
Poor devs
Its actually not hard, you just ignore them unless you have a boss that wants to design by committee
which is why most games blow now XD
What was the thing
wdym
In the “food” dev question, some people were saying the hunger system needs to be really extreme
But then in the beta, myself, and a lot of other are like “bro! Chill out with the hunger!!”
Such scalywags
Also, some people (myself included), were like, ”wouldn’t it be nice if the store played a jingle when you walked in?” but then they added Music to the store, and I hate it
: ( poor devs
We’ll never all be happy
The music is so nice wdym
I think it’s loud, annoying, and doesn’t fit 🤷♂️
But we’ll all have different opinions
It sounds like rec room music
We definitely do
It sounds like a rum bar in the Florida Keys