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Good Afternoon everyone, I am a first time poster on this forum. This thread is to suggest possible quality of life changes for Vigor. I am writing this on behalf of myself and a few friends that I play with. We welcome all feedback from the community and/or developers: Positive, neutral, or even negative. A few of my friends and I have recently picked up this game, and we enjoy it. However, through the process of playing we have had a few ideas on possible improvements. Shelter: Would it be feasible to in the future add an upgrade to the shooting range to allow for moving targets? A player can test any gun they own on the gun range, but in a static environment. It would be nice to see in the future moving targets at different distances to get a feel for the guns in a more realistic situation. Duo's: We enjoy the game mode and also like the small teams. We have thought, like many others, that it would be beneficial to have some form of notification of friendly players. For many matches we used the vest outfit as it was the least picked, but we have found it is also the most vulnerable as it stands out so much. We have had the ideas of; a floating gamertag, icon on the compass, or a coloured outline on the individual. Many games implement the floating gamertag, but you could choose to avoid that and keep the hardcore style UI. Games like World of Tanks has used red, and green outlines to depict enemy and friendly players. Most of all we would like to see the blue triangle of your ally on the compass so you could have a general idea where your partner is. Resources: We understand that this is a grinder game. The more you grind the faster you can progress. It is very enjoyable for us, as we have played many games with that feel. However, we do feel that the amount of chemicals required for upgrades, vs. the amount that potentially spawn on maps is borderline unrealistic. It is in our opinions that the spawn rate is not very consistent on many of the maps. We do understand that it is a rare resource, but the fact that it consistently spawns only on Fiske Factory and Dverg Forest can be discouraging. Would it be possible to put more possible spawn locations in, and perhaps change the randomized rolls on looting. By this I mean setting that the solitary bottle yield 1 to 3, and the case yield 2-5. In our opinion this is the only resource that is a struggle so to speak. Plans: It is great that plans are so limited, but I myself, have gotten duplicates in my last 7 sets of crates. I have rolled Antibiotics 3 times (two in a row), the M1 Carbine twice, and the M1911 twice. Is this an anomaly, or does RNG truly despise me. If it is the latter, is it possible to reduce the chance of receiving duplicates? Another option we have thought of is putting a randomized plan on a 1 to 5% chance of spawning in the vault. We feel that if there was an alternative way to get them, albeit a low percentage chance, it would possibly reduce the amount of exit campers for the drop. From what I have read, this is a fairly large complaint by the community. I must admit though, I am one of those people who loot for 5 minutes, and then try to predict where the crate may exit. It is unfortunately a legit strategy, but not very satisfying. Ammunition: We love the limited slots for loot. 25 seems like a perfect number, but it can be frustrating when you exit a map and lose 1 to 3 stacks of ammunition due to insufficient bag space. As many have stated, it can be frustrating, especially if you do not have the plans for a gun that requires that ammo. Would it be possible to either send the extra ammunition straight to the stash, or have a 1 or 2 slot overflow to compensate some of the ammunition lost from evacuating. Realistically, if you left an area you are not going to unload your gun and leave the ammo on the ground. One would leave their gun loaded, and if anything unload it at their stash. Attachments: We are curious if it would be possible, or even if it is in concept of craftable weapon attachments. The list doesn't have to be very extensive, but perhaps suppressors/compensators, extended/dual magazines, and a form of optics (red dot/ACOG/4x scopes). Even if a player could only choose one attachment per weapon it could make the game more interesting. We have found that 80% of our deaths, or kills even, come via the Suomi KP/-31. It is a solid gun, craftable at the start of the game, and has a large magazine size. A player comes across the occasional A-KM, or A74-K, but there is very little variation. It is our firm belief that many players do not use the SKS or the Mosin Nagant because of their lack of optics. Also the reduced magazine size on many of the guns in comparison can really struggle in comparison. Air Drops: As I stated earlier in this thread, a legit strategy is to camp an exit or split between two. I do like the visual for the air drop, but I feel it would be beneficial to delay the initial location till 5 minutes have passed. By doing this it would limit camping, and add newer strategies to the game play. From my experience people either rush the vault, camp the drop, or camp exits currently. There is a percentage of players that I am sure loot a few buildings, or a key resource and immediately extract. Clans: What would the possibility of clans, and or a clan shelter. It would be exceptional to have a team built area, as well as, somewhere team mates could share knowledge. We would love the idea of being able to build guns and ammunition for our friends into a shared space. This potentially could resolve some of the plan issues, and bring more of a gun variation to game play. The clan would still need to meet all of the requirements for building upgrades, or perhaps, be able to donate a percentage of supplies towards construction and build it together. Bugs: Bugs that we have noticed are: The gun play still seems a little clunky and inconsistent--accuracy and damage, at times one loses the ability to sprint as well as prone for the remainder of the match, and slight polishing on some lootables--one definite example is the middle toolbox at Carpentry on Grontheim Valley. Overall we have thoroughly enjoyed this game. It has a different dynamic than that of other similar games. We cannot wait to see what the future has in store for Vigor. I hope that this thread has come across as intended as possible suggestions, and not in a complaining manor--for that is the opposite of what I feel about this game. As stated in my introduction, I welcome any and all feedback. Thank you, and good luck Outlanders!
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- qol improvements
- reduce camping
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(and 2 more)
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