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Dredd1973

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About Dredd1973

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  1. Change death penalty to losing 50% of loot

    I think since you can craft weapons with only mats once you have a blue print the best thing to do with a new weapon is to keep breaking it down for parts until you have the blue print since you get mats even if you die (my subjective opinion). I like the idea of going in w / just a knife to go for the crate, if I ever get my shelter to a good stopping point I'll try that.
  2. Change death penalty to losing 50% of loot

    I see your point - I think if TrueSkill is implemented when full game is released that will help keep n00bs from getting seal clubbed by the MLG types.
  3. Change death penalty to losing 50% of loot

    I'd definitely be happy with the material cap going away. Before I crafted some more weapons I was at 6000, went into a match and died, and was told I'd get 915 material - but the counter didn't go above 6000and I was sad face
  4. Change death penalty to losing 50% of loot

    Using TrueSkill / TrueSkill 2 https://www.microsoft.com/en-us/research/publication/trueskill-2-improved-bayesian-skill-rating-system would be a help once the population is larger. Or at least get rid of the materials cap so a player can continue to accrue mats even beyond the amount needed for the next immediate upgrade so a player is never in a position where the materials they receive after dying just disappear. In its current state a player can receive absolutely nothing for their time in game, frustrating for a working adult with a busy schedule, and this is only the second game I know of where a player can get nothing for time in game (the other being Dark Souls which I absolutely do NOT play, lol). In contrast consider another F2P game; World of Tanks, where you always earn SOME silver & XP (the two things you need to obtain better tanks) no matter how bad you do. As long as you don't sit totally AFC an entire match or self destruct your vehicle by driving off a cliff or into a lake / ocean you get something for your time - even if you literally just drive in circles (granted, if you don't do some damage to an enemy or at least spot an enemy the amount received is very, very small). A combination of implementing skill based match making AND eliminating the cap on accruing materials might work out to a fair compromise / alternative to changing the death penalty.
  5. Hard core gamers will certainly disagree with this, but as a VERY casual player I feel the need to make a suggestion. As a casual I play strictly for fun, when something ceases to be fun, I just don't play it. Another result of my being a casual is my K/D in shooters is anywhere between .50 and .62 depending on the game. In this game that translates to me actually making it out alive with basic loot only one in three matches, and I have never yet actually gotten the drop. That said, only making it out with loot one in three matches combined with loosing everything when you die makes the grind incredible for the casual player. This is exacerbated by the fact that once you reach the max amount of materials for the next upgrade you cease accruing mats. It does me no good to get 915 mats when I die when I'm already maxed out at the 6000 for the next upgrade and that 915 mats just goes into the digital void because my counter can't go above the max for the next upgrade. I propose that the death penalty be reduced to 50% of your loot going away with a RNG mechanic in place to randomly select what that 50% is comprised of. That way players who die more often than they live and / or get a kill can still feel like they're making progression. Now, I'm not trying to convince hard cores to agree with me, I already know from other games and other forums that any conversation along those lines devolves into "GIT GUD" and "But a game should be fun" - already heard that. So, hard cores, just stay calm and realize that I'm making this post for the game developers to see, I'm not trying to convince you personally to be less hard core. Just realize some folks play strictly for fun, and still want to have fun even if they're not that great.
  6. Weapon scopes & target hit indicators

    What was already mentioned - you lose the crosshairs when ADS which, since I like first person shooters, is exactly what I do. I rarely stay 3rd person to engage.
  7. Actual Match Mechanics?

    Yes, and it has to be the same weapon of the blueprint from what I can tell. So let's say you want an AK blueprint, so that you can make more, that means you'll have to deconstruct at least the first 5 AKs you loot to have the blueprint for it. At least that's how I'm understanding the mechanic.
  8. People teaming up and no gamertags to report

    Hopefully this will go away when the game releases to everyone. It does remind me of the Korean language trick to boost the Lone Wolves playlist in Halo 3.
  9. Weapon scopes & target hit indicators

    You not only need to move to get loot, but you have to move to avoid being killed by radiation. I just think some kind of scope, even if it's not a very high mag. would introduce the ability to have other play styles instead of everything being frantic CQB. Since I'm not chatting with anyone when i play I haven't been wearing my Turtle Beach headset, just TV speakers, maybe that's why I'm not hearing the sound of the bullets impact.
  10. This may be in the works already, but I wanted to ask / suggest that at some point there be scoped and red dot / holographic sited weapons. So far every weapon I've used has been iron sights. It would be great to get a magnifying scope with reticle or a red dot site. I know this game is set in the '90s, but red dot sites really came into being in 1975 with the Aimpoint Electronic. (There were some as soon as the end of WWII, but this was the first mass produced commercially available). Also, hit markers / registers when hitting your enemy. There's no visual feedback as to whether or not you're hitting your target. No health bar going down, no numbers popping up to indicate how much health you're taking away. I think a health bar would be bad for this game, but maybe make an opponent grunt / moan very loudly when hit and a very visible splash of blood where you hit. I know some games don't like blood because they want a very inclusive ESRB rating, but Vigor is PEGI 16 which equates to ESRB M, so blood on your target when hitting shouldn't be a problem rating wise.
  11. People teaming up and no gamertags to report

    How are they teaming up? You'd have to be in party chat and enter the MM queue at the same time, but what are the chances you'd get in the exact same instance of the map?
  12. To short.

    While the individual matches may be too short, it seems like weapon / blueprint progression and shelter improvement will be quite the grind.
  13. Actual Match Mechanics?

    My impression is that it's a circle of making your shelter better to be able to craft better gear to be better in the MM areas to be better at looting to make the shelter better.... So far I've mainly just been grabbing loot and then leaving - doesn't seem worth it at low levels to really try for the crate - not when your weapon is a WWII grease gun with iron sights anyway. Weapon blueprint progression seems like it will be quite a grind.
  14. Why is post marked hidden?

    Ok, thanks very much I appreciate the explanation - didn't know.
  15. The last post I made over in the Vigor forum was marked / made hidden. Why would this happen? Pretty sure I didn't violate any forum guidelines.
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