I posted this in another topic, but got the idea to make an own topic out of it.
It don’t think, that playing GZ is too easy in general. I always play on skirmish and that’s ok. It’s challenging but not too hard. But it can be silent and stealthy, too.
But something is missing:
It’s the feeling of the first hours of play. The fear not to be strong enough to survive.
I’m not a bullet sponge. I’m not a super soldier, hero or what else. I’m a teenager and I can die within 1 or 2 shots if I got hit, depending on the weapon that hit me.
What makes the game so easy are some things I would like to have changed in some way. As these changes could probably be not liked by everyone, maybe another difficulty-mode could change some rules.
1. Carry capacity:
It’s actually very high, especially if upgraded twice. With less capacity I would be forced to choose my gear more wise.
Remember: I’m no super soldier.
2. Weights of weapons/items:
This needs a complete overhaul in my eyes.
It’s just curious how the actual weights have been choosen. I’m not really sure, but it doesn’t make sense that a pistol has the same weight as a granatgevär, LMG or PVG.
We should discuss how the weights could be balanced better.
Suggested weights V1
Melee | old weight (kg) | new weight (kg) |
---|---|---|
Bat | 2 | 2 |
Sledgehammer | 2 | 5 |
exp Sledgehammer | 2 | 7 |
Handguns | ||
Möller | 2 | 0,5 |
Klauke | 2 | 1 |
.44 | 2 | 1 |
N9 | 2 | 1 |
exp Klauke | 2 | 1,5 |
SMG | ||
Kpist | 2 | 3 |
HP5 | 2 | 3 |
COM-10 | 2 | 3 |
exp Kpist | 2 | 4 |
Assault Rifle | ||
AG4 | 2 | 5 |
AG5 | 2 | 5 |
AT-WAD | 2 | 4,5 |
N16 | 2 | 5 |
AI-76 | 2 | 5 |
exp AG4 | 2 | 6 |
LMG | ||
KVM59 | 2 | 10 |
KVM89 | 2 | 9 |
N60 | 2 | 10 |
exp KVM59 | 2 | 12 |
Shotgun | ||
12G | 2 | 3 |
Sjöqvist | 2 | 4 |
exp 12G | 2 | 5 |
Hunting Rifle | ||
Meusser | 2 | 3 |
Älgstudsare | 2 | 3 |
Sniper | ||
Kotenok | 2 | 4 |
S21 | 2 | 4 |
PVG | 2 | 8 |
exp PVG | 2 | 10 |
Grenadelauncher | ||
Granatgevär | 2 | 10 |
RLG-7 | 2 | 10 |
G79 | 2 | 5 |
exp Granatgevär | 2 | 12 |
3. No limits in amount:
If I wish, I can carry thousands of bullets for each weapon I carry with me. Additionally I can have hundreds of grenades, healthkits and adrenalines with me. With limits for these items the game would get much harder. Combined with a reduced carry capacity… If I would just be able to have ~10 healthkits and 1-2 adrenaline in total (no matter which class) in my backpack, I would be more cautious.
4. No penalty for "dying"
To be exact: We can’t die. We get shot down and can use adrenaline or respawn where we want to.
Sometimes it’s even part of a tactic to just respawn instead of using adrenaline + healthkits
- if the next safehouse is very close or
- if you’re overloaded and want to get to a plundra as fast as possible or
- if you just want to leave combat to travel somewhere else fast or
- if you just don’t want to spent your adrenaline and healthkits.
Remember: with respawn you can get where you want without loosing anything and no need of healing!
If there would be some kind of penalty, we would think twice:
-
Maybe there could be a reduction of carried/stored adrenalines when choosing to respawn.
-
Or we could loose 10% (at least one thing) of everything in our backpack (ammo and consumeables).
-
What about loosing XP / skillspoints?
-
What about dying when shot down after using your last adrenaline? So your current character dies. End. Game over. Gear in the backpack gets lost, XP and skills get lost. You may start a new character after that…
We are just as strong because of these missing limits and penalties. That’s the only thing which let us feel that this game could be too easy.
That’s why we loose the feeling of the first hours.
More possible changes
-
Limits for fast travel
What if we would just be able to use fast travel a few times per day? We would have to walk/cycle more distances. We would think twice, if we use fast travel or take the risk to walk. -
no fast travel after being shot down
We should not be able to descide where to respawn after shot down.
There should just be the options to
- use an adrenaline and to stand up or
- to respawn at the next discovered safehouse.
The last one should reduce the stored adrenalines by one and you should start with the same low health as when just using an adrenaline.
- Addition to the limit for adrenalines and the idea of dying characters:
Instead of taking adrenalines with you or storing them in the plundra there could be a overall adrenaline counter, like the number of lives left in older games. It would get reduced automatically when being shot down and rises if you find new ones. If the last adrenaline has been used and you get shot again… Game over for this character, as described above.
If you have some more ideas to complete this survival-mode-difficulty, feel free to write them down.
Please don’t try to turn this topic in a totally other direction, the core idea should be kept.
Especially regarding the weights, carry limits and total capacity I would really appreciate some constructive ideas.
Thx