Author Topic: Suggestion: Ruins  (Read 3099 times)

Offline Zaelkaer "Allfather" Vampyre

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Suggestion: Ruins
« on: January 03, 2013, 05:26:46 am »
In the future (low priority suggestion) I would like to see a large area of the map of some "fabled city" that now lies in ruins, Large buildings both above and below ground, a complicated city system/structure, and as the streets are overrun with mutated and wild beasts that are way stronger than the mobs that we have seen so far, the safest method of travel (once you've managed to get inside the city) is a large water drain system (sewege pipes) with ladders going to the top.

The idea: So and something was working on so and something, when it blew up into their faces, caused the death of the city, and caused unusal monstrosities and mutated beasts to evolve.

Lots of possibility on what could go on, but one of the main ideas is to have mobs everywhere. In the streets, in the buildings, in the sewer pipes, and a modification of mob behavior that has to do with sight - just like we have a line of sight, have the mobs have a line of sight, and have them agress only when stepping into the line of sight (plus distance paramaters of course), and of course if you shoot it it will locate you. (but this could provide with the futher possibility of evading giant killing machines)

In the city could be introduced a large number of new materials, mobs, loot, you name it. An idea for the future. Comments or expansion of the idea are welcome, but this is something that I think the devs would only think about/work on way down the road. Basically, if possible devs, when you introduce more land- more map, could you please please include something like this? :)

(i would also prefer the city to be surrounded by a wall, with only occasion breaks in the wall as "entry points")

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Offline Zaelkaer "Allfather" Vampyre

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Re: Suggestion: Ruins
« Reply #1 on: January 03, 2013, 06:04:01 am »
I'd like to see something here that's incredibly complicated (if possible), with even perhaps a river going through and highways that cross over each other perhaps unfinished highways with drop offs. If i was given the oportunity I would even draw out designs for it myself, the idea sort of fascinates me.

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Offline Zaelkaer "Allfather" Vampyre

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Re: Suggestion: Ruins
« Reply #2 on: January 03, 2013, 06:14:49 am »
This is also where i would like to see implemented the conditional radar/map use. Parts of the city should "appear" broken, where the radar will sputter or show confused locations of mobs, parts of the city should be completely static, parts of the city should block all antenne use, local or other. "Harsh" conditions, that will make you depend on what you see in front of you, and won't allow the help of things like messaging chat or radar or even map. Of course some players will work around this with tools outside of the game (like other chats or other voice programs or personal maps), but it will make it harder than the normal way. I'd like for the whole city to constantly be in a cloudy/dark/grayish lighting, with lots of the city being various stages of dark.

Implement new feature - attachment: flashlight

Mob spawns above ground to be faster than normal, and mob behavior above ground similar to that of a pack of wolves - slowly gathering outside of the players range and then following/closeing in, so that standing still is dangerous, always moving is the best way to survive the mobs.

It would be convienient to have 2 revivals inside the city. One, above ground, close to one of the entry points, and all around this outpost should be dangerous mobs or something that makes it difficult to get to it.

The second outpost should be below ground, and somewhere "safer" and have laboratories/terminals in that location that allow to do something that you can't do anywhere else, And you should not be able to get to the second revival without somehow going through the first revival first.

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Offline Zaelkaer "Allfather" Vampyre

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Re: Suggestion: Ruins
« Reply #3 on: January 04, 2013, 06:37:19 am »
Suggestion within a Suggestion:

Add "Artifacts" stone looking things, small things that look like strange rocks from mars or something. They should have weight. They should be hard or close to impossible to get or find (the method of producing or looting or finding or crafting them should be given some serious thought as it is a big addition), They will be valuable based off of the playerbase - very expensive probably, as these artifacts could increase physical attributes either directly (i'd rather not), or (i'd prefer this -) percentages (example, just like the backpack increase weight %), and the % increased could either be the physical attributes like HTH STA INT STR or the things that those attributes effect (example hp, weight carry, speed/flex skill, intellect skill) with various amounts. Artifacts should not 'stack' but rather add then use - (example, 2 artifacts are both +5% hp (not HTH, hp), instead of ((1 + (0.05 x 1)) x 1.05), it should be (1 + ((0.5+0.5) x 1)). )And players should be limited to a max of 5 artifacts that they are able to carry.

Also, artifacts could have drawbacks. example, +20% hp, - 45% weight carrying. This could make the game very interesting as well as open a new market. Players would try to get artifacts that help them the most, and all artifacts would be rare and unique (because they are rare each is almost one of a kind)

The reason I added this idea under "Ruins" is because in these ruins, the artifacts could have their source - whether it be simply laying on the ground or a loot drop or crafted from new materials introduced in the Ruins.

On a Sidenote - throughout these ruins, it would be good to have different toxin levels - chemical poisoning, toxic poisoning, radiation - and the artifacts could effect these things too. example, -100% chem poisoning, - 30% hp, or +40% hp, +60% toxic poisining or stuff like this, i haven't thought it all through because it is a complex idea.

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Offline Jarod "Brickwit" McBrickerton

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Re: Suggestion: Ruins
« Reply #4 on: January 14, 2013, 06:25:51 am »
More good ideas, I like them all! I don't know if anything like this could really be done to as much detail as you're suggesting but even the main points would be great to see.
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Offline Rebel Leader "Madseend" Troubles

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Re: Suggestion: Ruins
« Reply #5 on: January 14, 2013, 12:05:23 pm »
another good idea.
It would also be cool if some off them would be underground, find hidden caves and tunnels
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Offline Zaelkaer "Allfather" Vampyre

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Re: Suggestion: Ruins
« Reply #6 on: January 14, 2013, 03:31:16 pm »
Several years back, i really enjoyed the single-player, offline game by Bathesda called "Morrowind". This game also had many skills with levels, and had attributes and stuff like that, i mean in some ways it was similar to this, and i really loved that game, and back then i said to myself, if only there was an online version of this game..

one of the things that i liked on there, was that you could just go exploring, there was tons of random caves/tunnels, there were "Dwemer ruins" (ancient dwarfish type abandoned towers and underground cities)

Another thing i liked on there was the interaction with npc's (non player controled) avatars. you were able to have "dialouges" and have missions of sorts. There were shops, in which you could sell your loot or just about anything, armor weapons so on, and you could also buy stuff, they kept what you sold them, you could buy it back later- with this type of thing people could even buy what other people sold to the npc. the price that the npc sold to you depended on how much they liked you, and you could bribe them to make them like you more. I believe you were even able to have a mercenary (an npc for hire) that you could equip with your stuff, and have him follow you around, he could carry stuff for you and participate in combat, it was really cool. (sort of a much more complicated version of a pet) (if this was possible in here, then some players would become reallly powerful with both combat and resource gathering, so i don't think the devs would add something like this (but if they did it'd sure be cool)

===
Another game that i really enjoyed, (and closer to this type/realistic/sci-fi) is the russian game S.T.A.L.K.E.R. , i played through one of those. Thats were the suggestion for artifacts comes from.

Something i liked here, was there were a lot of npcs, and they would even fight with each other, and there were random groups of bandits that roamed, so there was always someone to shoot out with, if you wanted to. I really loved this game as well, with how you progressed in guns/armor/so on. In this game, you even had to eat/consume food occasionally, or else you would start to slowly lose health. (possible future suggestion, but i dont think most people would be interested in having to feed their avatar (would probably be a pain)).

There were even 2 or 3 main "gangs" and you could join one, and go on missions for them, and these gangs had forts/bases, and there would be attacks on each other, which were always interesting.

===

between these two games, i think what i'm saying is i think it would be awesome to have a lot more of npc's. game avatars, not nesessarily officers. It would add a lot to the game

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Offline Jarod "Brickwit" McBrickerton

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Re: Suggestion: Ruins
« Reply #7 on: January 16, 2013, 07:16:21 am »
I still love Morrowind too even though it's "ancient" and I haven't played it in many, many moons... But yeah NPC townspeople and not just AWSSB members would help to fill out the world immensely even if they were only around the outposts. They'd be great starting points for some simple missions too, though that is far from an original idea.
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Offline Zaelkaer "Allfather" Vampyre

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Re: Suggestion: Ruins
« Reply #8 on: April 19, 2013, 08:40:56 pm »
WARNING: Its a Long read.
Inserted posts from when i was a newcomer/first impressions, idk somewhere around 6-9 months ago. I reread it and still agree with what i wrote back then, just wanted to bump it into this thread of mine where it would fit the best.

"Thank you all. As i wrote earlier, I can't post in the other forum (alpha forum) because i just couldn't and now i don't want to try it. Perhaps someone could copy paste my message here into the "Suggestions and Ideas" there.

Just a few things over the days that I've noticed/would like to see at some point added to the game. Couple various suggestions..

1. Controls- I would love to be able to see crouch, prone added, as well as keyboard q and e for peek around corner left and right, accordingly. Would be awesome imo. Granted perhaps there isn't much point atm, but maybe some point could be created..

2. I've noticed that this game is similar to the russian series called S.T.A.L.K.E.R. just a little bit.. anyways, what i am thinking, for there to be a "possible objective" for many of the players, is to create a large 3-9 zone center of the world. The closer you get to the center, the more strange, hideous, and stronger mobs, (as well as perhaps futuristic ones) (2 possible storylines could be a radiation leak for the mutated creatures, or the "ancient technology" story.) Now for these zones- i would like to see Giant streets of a Giant city, with undergound laboratories and stuff like that. a city, rather than most of the countryland that we run around/hunt/mine/soforth. A place where Action could be generated. This place needs to have possibilities for ALL players, including the UBERs. There should be tasks to do that require teamwork of several ubers, or 10 veterans, to accomplish. A Challenge. Perhaps new Quests and officers- example, kill x amount of x creature in x zone in the next x hour. reward= .. something. failure = ... something. I think that would be awesome. The city needs to be post acop type. grey to black, and freaky. as in creatures that will come at you (somehow) in 2 seconds from moment you see them on radar. Better idea yet- have areas where the Radar DOESNT WORK. This also will create a huge challenge. These types of things will provide the objection A: gather, train, prepare, skill, to be able to go there and survive. B: adrenaline rushes, purpose, playing with a team to accomplish a task.

3. For the "safe" zones. I think there should be periodical "creature waves". The idea of zombies of such type thing, with the danger of a place being overrun, and the constant need to protect the town/all citizens currently doing something need to rush out to help with it or else!

For there to be motives, there needs to be risk!. There should be rewards for performing something well, and consequences for failure.

COMMENTS WELCOME :)"

"IN addition to the above. If the center large zone/zones is created, then I think there should be a limited amount of entrances to it, say 4. And only one entrance/exit is open at a time, and they change randomly at random hours. Say one door is open for 12 hours, then door B is open 18 hours, then door C is open 4 hours, so on. So that it is not easy to enter, or leave, the area.

For quests, there could be long term quests, and short term quests. I don't think it would be too hard to add this content. Lots of really cool ideas can come from the players themselves."

"To further help make the "destroyed city" insane to survive in, i think there should be no revivals, or storage, in the city. Nothing to rely on except the people with you, and what is on your character. Parts of the city should have blackouts where radar doesnt work, so to keep in contact with your teammates you have to be withine eyesight of them. Most of the city should Not Have local, soc, or corp chat possible. Only Team chat possible, and it should work Only when the teammates are within say 200m of each other. Farther than that and connection to team chat lost."

"In the city should be loot, resources/stuff, that cannot be found anywhere else in the game, and perhaps even weapons, tools, items, so on that are "unique". Unique values, purposes, so on. Stuff that Cannot be crafted, is temporary (one time use or random repair/decay/condition) so basically it lasts a little while but not forever, so the only way to get that stuff is to go into the city and face all the perils. Another thought is that entry/exit at one of the 4 Gates could cost 1.00 awd. So people won't just go in for a look without thinking twice, because they'll have something (not much but something) to lose."

"I would like to see more possible quests in general. All over the place. Especially in Q-A1 for the newcomers. If we want the newcomers to stay for longer, there should be more variety in the possible options because at the moment picking is the only option. (it's not bad) just some variety would be great. Even if it's something like, "Officer Wane told me there was some hearbs around the co-ords "xx-xx", maybe you should go check it out, bring me some for testing." brings back 0.1-0.3kg, and then he tells you to go proccess it in the med center or so on. Just an idea. If the devs allow us to help, i think a lot of us are willing to help, with certain things."

"Another thing to perhaps implement is the whole water thing- you don't have to breathe underwater. Add a few seeweed types down there that are used for something. Add so players have to hold breath, or they will lose health until they die underwater- make it so that if die underwater, no resources obtained in last 20 minutes are on you when you revive. make new equipment- scuba gear for staying underwater. CO2 tanks, a place where they can be filled up with oxygen. Make oxygen or the CO2 tanks a makable product. Deep sea diving equipment, make a lake that has a 30 foot mile deep hole filled with water in it so that there is underwater exploring to do. I have limitless ideas really, and if no one minds, i'll post them here whenever i get them. :)"

"When i mentioned quests what i meant by that was a mission - and i likewise do not like when they are the same and can be repeated -> what i would like to see is a auto-mission making type thing. So we have officers- and they give out the "tasks" i guess you could call it, really important- i would like to see that these tasks have a reward for completetion (and in a given timeframe with a countdown) and upon failure to complete the mission in the countdown, for there to be Consequences. A simple example would be -> to accept the mission, you pay 1.00awd. Upon success, the officer (once you bring back what they ask) gives you say x amount of commodity b. (if the player thinks they would rather have the loot they gained i guess they could fail the mission) and then if they fail the mission, at the least they lose 1.00awd, but perhaps there could be a greater loss.

So - sort of like computer generated hw problems- there would be categories of mission types, and then subcategories (none of this the player sees), then in each subcategories there are also exchange targets or whatever. And then the amounts can also change. This would allow for randomized missions -

An simplistic example would be

Mission category -
A: Assassination
B: Bring resource
C: Bring Loot

Subcategories:
A: (here you would have all of the different mob options) -> next subcategory is the amount needed to kill
B: (here you would have ores, minerals, metals, wood, so on, anything collectable or refinable) -> next subcategory is how much needed to bring
C: (all the different loot out there, and could be a combination of several different ones) <- this one would be interesting because the player would need to know what mob gives what loot, and what zone those mobs are, and so on)

===========
now - a few additions for security type stuff -

1. the missions should not be viewable to the player until they accept them BUT perhaps have levels of missions according to (somebody) ranking them by difficulty. That way a player can have a general idea of what they are capable of after one or two missions.

 ((DEpending on whether we want to make the missions more difficult or not))((the below would need to be put into place))

2. These missions would be real easy to do if you have tons of loot/resources already stockpiled, so ->
A. Player cannot accept a mission with any resources, loot, or anything on their body except for armor/clothing/the wallets/equipment/weapons.
B. Upon accepting the mission, the player can no longer access ANY of their storages.
C. Upon accepting the mission, the player can no longer trade with any other player.
D. There should be an option at any time to cancel the mission (and it will show up as failed).

=========================
Well, these are ideas, and it takes a lot of collaboration to refine an idea into a legit proposal"

"I've been playing for a month now, (not sure exactly how long) so i now have a much better feel for how the game works than i did as a newcomer. Although not necessarily a bad thing, it seems to me that 90% of the world is wilderness. I'd like to see more infrastructure. City, towns, villages, buildings, ruins, temples, caves, mining tunnels, stuff like that. At the moment, there are limited buildings that you can go into.

The idea i have is that all buildings should be explor-able/enter-able. This would make for interesting combat in PvP zones, (assuming that walls or objects are not penetrable (or perhaps a % of dmg is inflicted). Also, i am not sure if the devs ever planned to allow players to use their pets in PvP- but that would be interesting as well, in that not all mobs should be able to fit into the building entrances (different buildings/different sizes). Currently most of the buildings are around the particular revival(s) in each zone. I would like to see buildings in the wilderness as well. Like ruins. And have mobs be around and in the buildings."

"As a side note- the reason i've been sharing these idea's and such is- i am a player, who is here to play for fun, and no other goals than that. Not all players are out there to try to make money, so the game needs to be entertaining. And it is, of course, but for the majority of the game it's simply repeating action after action to get to where you want with something. So i'm looking for something that can provide bursts of entertainment, as well as variety. As a new player I have a hard time doing something for a while, and that's ok, because there is so many options. So i will just change what I am doing every time i get bored.

a few player to player idea's that i would like to see. (I of course understand the devs have tonns of stuff they are doing, but idea's don't hurt, if anything who knows maybe they'll add something at some point.)
  • Ability for society to war against a society, as in, official "status". Friendly, neutral, enemy. (not sure maybe i saw something about corporations having this option or no?
  • A bounty board. Of course, this game depends a lot about making friends. But occasionally you'll make enemies. Who knows. Why not have an option to bounty hunt? (someone posts 200awd to kill someone) or something like that. Details not worked out but thats the general idea.
  • The option to have a foe list. You have a "contact" list, where the only option is for friends. Why not have one for foes? that way you'll know when your enemy is online. Having someone on your foe list should block any attempt at communication or trade from that player, only the exception of local chat, with the option of muting that player."
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Offline Andrei "Andrei" Popov

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Re: Suggestion: Ruins
« Reply #9 on: April 19, 2013, 09:21:48 pm »
Ahh, the biggest post i've ever seen on this forum, think i'll need a dictionary.  :)
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Offline Zaelkaer "Allfather" Vampyre

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Re: Suggestion: Ruins
« Reply #10 on: November 01, 2013, 11:21:41 pm »
With new interest in the Ideas/Feature Request Forum, i decided to bump this thread. I wrote the quite some time ago, but still agree with everything that's in it. Feedback is welcome
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Re: Suggestion: Ruins
« Reply #11 on: November 02, 2013, 07:59:12 am »
Somehow missed this thread, good u pumped it up.
Ruins of a large city with extremely dangerous creatures is a fascinating idea indeed.
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Offline dale "dalewj" ofj

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Re: Suggestion: Ruins
« Reply #12 on: November 02, 2013, 12:07:42 pm »
I like the idea, especially with robots and a robot base or something like that.
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Re: Suggestion: Ruins
« Reply #13 on: November 02, 2013, 09:36:17 pm »
dont tell me that we will also have shared loot :P


I am only kidding, I love the scenario!
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Re: Suggestion: Ruins
« Reply #14 on: November 04, 2013, 08:43:20 am »
dont tell me that we will also have shared loot
Hehe, no way!


What i saw in this idea was a chance for a completely different gameplay logic. Not headlong through all the critters but enemy so powerful that even ubers have to step back, use their head and figure out a way around it (or over it, or below, or create some kind of distraction, etc). In a word, what i see here is the chance for different gameplay, not more bigger brighter, of the same old. :)


OK, maybe it should be also possible for a very strong team to attempt a direct attack, but even for a team it should be still extremely extremely hard, extremely risky, something that's if successful will be a monumental, legendary achievement.
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