#General suggestions.

1 messages · Page 1 of 1 (latest)

red osprey
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These are a bunch of suggestions I thought of from watching the dev log and the previous teasers.
Do keep in mind that I'm pretty much new to the DSRPG, at most playing DSRPG 2 in 2021. So I don't fully know the vision of the developers.

I'm gonna rank some of my suggestions based on how much dev time it would take, how it could impact the player count, and if it can be optimized.

Civilians:
Looking at the showcase of the mass NPC spawning made me think that the NPCs might be client sided. If so, adding civilians shouldn't be hard at all, and will make the game more lively, therefore the players will enjoy it more, **boosting **the player count. But if the game is not client sided, this could take **extreme **dev time.

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Wildlife:
Wildlife can be aggressive, neutral, and friendly. Dropping items used for crafting and giving xp. Some of them can spawn as events like:
Killing a be@r
Killing a cr0c0dile
Helping a dear by clearing his wounds(good option)
Killing the dear(bad option)

.

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This can take a moderate amount of dev time, but it will make the game more lively and indepth, boosting the player count. The optimization can be improved by the wildlife being client sided.

PvP progression:
PvP can make the game even more nonlinear. Doing hunts for slayers happens via crow, the player's location shows, and the slayer goes hunting for them.
Doing hunts for demons via Muzan, the player's location shows, and the demon goes hunting them.
Sub classes requiring player kills to obtain
Gamemodes happen during midnight or at some time of the year.
Players getting exp for fighting other players in general.

This can take moderate - high dev time, but can make the game really fun and nonlinear for the player, therefore boosting the player count. The optimization can get worse for the game modes tho.

NPC demon hunting mechanic:
Similar to how in Demon Slayer Muzan made demons hunt Tanjiro to kill him. This can be implemented as an event or like a wanted level.

This can take **moderate **amounts of dev time and make the reputation mechanic more indepth. Making the player more intrigued in the game.

Teleportation currency change:
By the looks of it in the dev log you need 2K yen to teleport. Giving a pillar money to get teleported seems kinda lame, easy, and may ruin exploration(depends if the map is big or not).
Here are ideas on how to make the player think before teleporting:

Idea 1- Yen gets replaced by an uncommon item called "teleport crystal" found in chests.
Idea 2- Teleporting too much gives you insanity.
Idea 3- When you teleport, you need to wait 15 seconds.

This takes minor amounts of dev time, but it **won't **affect the player count.

lofty sail
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why do u want to kill animals so bad

prime quest
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Why not

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I wanna ruin the environment.

red osprey
prime quest
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Foldin every animal I come across.

red osprey
lofty sail
lofty sail
prime quest
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Trippin

brazen citrus
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bear

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huh

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so an alligator’s close relative is censored

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alright