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AceWonder

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Posts posted by AceWonder


  1. On 6/21/2020 at 11:25 AM, fOrsythiaa said:

    Hello, thanks for bringing this up.

    There's a system that removes team killers from the match if they had killed their teammate a certain amount of times in the game (I believe it is 3 times); however, we will look into ways that we can improve preventing team killing.

     

    This doesnt stop repeated games of them continously doing it, there needs to be a "timeout ban system" in place to help this from happening even further so for example (if they get kicked out from 2 games for teamkilling within 24hr span they get a 1hr timeout ban from playing the gamemode if they continue to do it after the 1st timeout ban the 2nd timeout ban increases to like 4hr timeout ban from the gamemode and etc. I think this would help crack down on people wanting to teamkill.)

    • Like 1

  2. I love the new Elimination mode but i think some key features need to be added to it such as ingame voicechat, penalty system for teamkilling, also maybe a way to party up with a full team for it. But for the most part, the mode is overall a good addition to mix it up. Like the new map its on but would love to how the mode plays on the OG maps in the future. Also maybe could add consumables to the loadouts like health items or explosives, or could place random crates on the map to find them. But all in all Good Job on the Update😁😁😁


  3. On 5/30/2020 at 11:27 PM, Tim Gloo said:

    Climbing ladders up and down is extremely slow and very unrealistic. I can't count how many times I've died on a ladder because my character takes forever to climb and get off of it lol. Is there anyway you could fix this?

     

    Getting off the ladder once you get to the top of them is terrible, a baby could do it faster 🤣🤣🤣

    • Haha 1

  4. 22 minutes ago, Iriarte said:

    I just want to point out that im not longer enjoying the game, i have 200 plus upgrades on my shelter and the amount of materials required to keep upgrading is ridiculous as the xp for leveling up the bp. Also the game has become a deathmatch, people still dont explore for loot and im just tired of it i only log daily to check my shelter and thats it.

    Just seeing how much i need to lvl up or upgrading makes me dont want to play, only those who mainly play vigor finish the bp and i prefer any of my games than play 50 hrs  to complete a bp which isnt that great if u compare it with other games bp that i have completed, just the time required to do it is too much.

    Obviously u had made changes towards new players but it has change the feel of the game, to much emphasis in the combat has turn this into a conventional shooter with some gimmicks.

    Im still interested in the game looking forward updates but maybe im stuck in the past and this is what the game is and will be from on.

     

    Currently there isn't much endgame content other than the BP to complete for each season. Ive thought about this plenty of times because once you max out the shelter the looting aspect becomes irrelevant, other than collecting xp for it. I totally agree with the game starting to feel like another shooter/deathmatch game. I think more emphasis need to be put on the survival/looter aspect to separate it more from the common shooter/BR. Also thinks there needs to be more story elements added to the game. Along many things at the shelter that could be expounded upon such as the radio that sits in the kitchen area, the vigor arcade game upstairs, the vinyl record player(maybe they could add vinyl records to finds as mementos to be able to change the shelter music with 80s popular music) not to mention the fishing deck which I hope happens since there is a fishing rack next to the house. This game has a lot of potential, I just hope the right decision are made effectively by the vigor team for the future of the game.

     

    • Like 1

  5. 4 hours ago, Matthew Aiken said:

    Nice idea but people would learn where the “body” is too quick resulting in the drop coming and going too soon random drop timer would be nice in general though so you sometimes it could be announced almost immediately after spawn and sometimes later than usual right before radiation timer starts. 🤔

     

    that's why u make multiple locations(20+) for it to be placed, theres a lot of space on each map for it to be hidden and also it doesn't have to be in every game. make it so theres a 50/50 chance that it get placed on the map, on top of tons of places it could be found.


  6. Thought of an idea to be able to call in a airdrop early, so there could be random place dead survivor's body on the map kinda like in the tutorial and if you loot their body(the body is not marked on the map). you will find a flare gun and when you shoot it into the air it will cause the airdrop to come in early and be dropped nearby the flare location. 


  7. 7 hours ago, Xaphan Misanthrop said:

    Not again, 
     
    Don't you think it's bad enough that there are people killing each other?  Don't get me wrong this is the one thing that happens when humans kill each other whether in real life or in a simulation, but I don't think it has to get any worse by putting animals in here that only want to defend their habitat when humans invade it, I strongly suspect that nobody wants to shoot animals senselessly if you feel like it I suggest you use some hunting simulators like Deep Hunting 

     

       Its a game youre thinking way too deep bro


  8. On 5/5/2020 at 4:59 AM, Matthew Aiken said:

    I like the idea of throwables, I also lile the idea of thermal imaging 😛 go on BI go make this a full on cod game so I have no reason to stick around 😂 go full future tech with mech suits from cod some rpgs, vehicles etc little bird helicopters to scope out the drop with. We’re already dipping our toes in the water might as well take the plunge 😂

     

    So are you saying throwables would be bad!?!?!?


  9. 1 hour ago, Lexton Smith said:

    We need zombie service on here. It'll help the developers with fixing. The actual zombie game they have. Either that or. Find a way to make massive Maps on here work. Which I won't think happen. You could use your. Scaping the area system to make a way to load into next parts of the map. Either way, this is a better. Game engine a better platform for the game to really. Take hold. Obviously. I mean, I'm no genius. I've started coding a game in making a game I know how hard it is but dayzneeds Real attention.  N this game would stil keep its core. N and try n remember why yallmade these games dnt loose ur vision .

    AND WHEN WE GNA C ARMA 2-3 on console

     

     

     

    Wrong Game🤣🤣🤣🤣


  10. I know this idea has been brought in the past and has been shot down but I want to revisit this because I thought of a creative way it could be introduce. This new map could be a way to experiment with wildlife being thrown into the mix as a new threat, while also offering a new challenge to reward players. So we know all current maps have 3 main POIs(Barred, Comms, Radio Tower), adding a new POI for the wildlife map could be a Wolves Den or Bear Cave where the wildlife would be located on the map. I know there have been talks of adding a new types of loot/creates. So what if these new items where placed in these locations where players would have to defeat the wildlife there to obtain it. Tell me what you think about it.  


  11. I think there should be new throwables items for Season 4 like cocktails, smoke grenades and tear gas. These could definitely change the tide of excessive camping that goes on with airdrop and exits, also help flush out buildings.


  12. 11 hours ago, Oldninja said:

    How about just having the airdrop location being revealed as the plane arrives. This would in effect give outlanders around 30 seconds to get to the drop site and pretty much stop drop camping.

     

    This would defeat the purpose of the comm station unless they replace it with something else


  13. I was thinking of a in-game event that could create alil spice in the encounters. Like the Airdrop plane that comes in could be shot down out of nowhere and crash on the map and players would have to go the crash site and collect the airdrop. Or there could be a new random helicopter that flies over the map and get shot down which could have valuable loot at its crash site similar to barred house but better.


  14. 28 minutes ago, ArachnidOverlord said:


    Crafting plans are also "earned" by the ridiculous RNG of crates. 

    I went through 7 special issue crates and 11 military grade crates to get the portable signal detector plan. 

    And considering that a special issue crate is 120 crowns and a military grade crate is 90 respectively that adds up to 1830 crowns to get the plan.
    AND that's without considering all the games you may lose those crates which all depends on how good you are at the game.
    So assuming you lose 30% of the crates (and that's if you're really good at the game along with having overpowered gear) that'd cost upwards of 2379 crowns which is worth about 70$.
    For one plan.

    Also if I remember correctly the G3 SG1 plan costed about 800 gold or something, that's about 30$ for a gun plan that you still need to upgrade the workbench and spend 16 000 materials every time to craft. 
    That's not to mention that the battlepass costed 900 gold with that plan many other things in it.
    So they massively inflated the cost of the G3 SG1 and every other plan in its respective pass in a game that has huge hit registration issues and server issues that they don't address because they care more about making more crap to sell than fixing their game.

     

    The crown issue could easily be solved, if the antenna was reverted back to the original production structure(max was like 30 or 45 crowns per day I think it was) when it was first introduce. Also with that being said keep the same pricing structure(currently) for items offered in the store, this would allow them to still make revenue. Material's cost to make items are pretty fair considering the fact that you can make a pretty decent amount of them constantly and you receive them from encounters.

     

    The RNG for the crates I can't argue with because that's what helps create the purpose of the grind for them.


  15. I've said this for a long time but this needs to stop cause it implies a Pay-to-Win model for the game. This takes away the significance of actually playing the game grinding for gear and loot. If we can just buy everything then theres no real purpose for airdrops in encounters. I know the game needs to produce money but don't let the focus of that diminish the value of core mechanics of what was intended for the game. New weapons and items should always be earned through gameplay, I know the current way to introduce those are the purchase of the Battlepass system but I don't think the premium version should offer the plans for those items. The Battlepass should be used introduce those items by giving a certain amount of those, for example( the free version of the S3 BP level 5 gives 3 MP5s, the Premium version could give you a additional 3 more MP5s). I don't think the Battlepass should offer the crafting plans for any new item but simply give a taste of what they bring to the new season, which makes you want to grind to earn the crafting plan in a airdrop. So I don't think that crafting plans should be offered in the Battlepass or in the Store going forward.

    • Thanks 2

  16. 50 minutes ago, Qubest said:

    I think there needs to be more improvements in the shelter or at least ways to involve it more. I feel like this was the main focus in the early game and it fades away the more you progress. I was disappointed that season 3 didnt add anything to the shelter.

     

    Maybe something could be done seasonally were you earn specific crafting materials for your shelter you can only build for that season. This would keep it fresh and prevent folks who have tons of materials stockpiled from being able to auto upgrade everything.

     

    I also like the idea of having to defend your shelter from raiders or being able to attack other folk's shelters. Not sure how the mechanics would work out but in the setting we are in I feel it would be appropriate to have to defend your home once in a while. Think of collecting your resources at home just chilling then you hear your fishing line and tin can perimeter warning go off. Suddenly the music changes.... Its go time.

     

    Seasonal/limited time vendors who visit would be cool.

     

    Maybe new locations to build your shelter at.

     

    There is that rig out on the water as well. What's going on with that?

     

    Btw contact bombs should do more damage.

     

    Thanks for reading folks.

     

    Totally agree but sad to say. Most of the ideas that you mention I would expected some to be included at the FTP launch for this type of game but since then the direction has changed from the whole emphasis on a survival looter-shooter. I've been playing since the founder launch and nearly unlocked every single gun in the game and have yet to max out every shelter improvement since the focus of the game has basically shifted to just a survival deathmatch. I really don't see the need to focus on leveling them all up to max level other than the bench for weapons or more food production to turn-in for crates, but other than that no need to waste too much time on them. I feel the game is starting to fall into the trend of a BR shooter which saddens me.

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