My ideas for features

I’mma make a U-turn and get back on topic.

This is definitely something I could see Hunters doing, especially Rivals. A whole pack of them, focused on specifically hunting you down. You’d have to either choose to keep running, or make a stand. You’d have to be sure you were adequately supplied to take them on. Kinda like you do now if you play safe, pick your fights and make sure you come out on top.

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This is a little off-topic, but I did not really get asked whether I want to be a “pillar of the community”. Also I believe everyone can change their thread titles and no-one can change other’s thread titles. At least I can’t, and I am a regular. So privileges… not sure about that. Maybe your word sometimes has a little more weight if the tag “Regular” comes with it. Not sure.

Not saying I want to be de-regulared though, Xezr. :wink:

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Feel free to check out the Discourse Trust Levels guide.

Regulars are the backbone of your community, the most active readers and reliable contributors over a period of months, even years. Because they’re always around, they can be further trusted to help tidy up and organize the community.

That’s what I go on, anyway.

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Regulars earned their respect. If it weren’t for the moderators or the devs the forums would be a disaster and many questions would be unanswered. Respect is earned, not freely given. I know the moderators and devs work hard because they have helped me consecutive times.(On a personal note I thank @Zesiir for helping me when I have questions). Keep doing what you do best. I’m honestly glad the devs have chosen earnest members of the community to take people’s opinions as well as suggestions into consideration. They chose wisely on the moderators.

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I can agree, all the mods for gz are great, on the discord too. But we’re talking about regulars here, which are very different roles in this community my dude!
Either way though, this topic derailed off topic, so lets keep things back on the feedback given by @kmjansen. :slight_smile:

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This was meant to be in regards to this post as well as the moderator/devs. To be simply put hopefully they adapt a few of these suggested features which would bring some spice to the game as well as a personal thanks for them taking the community’s suggestions to heart, giving faith and trust in our opinions to make it an overall extraordinary experience. I honestly think the devs have quite a few secrets/surprises up their sleeves and I can’t wait to enjoy what’s in store for us. And you are right @tene, the topic was off topic but it’s still good to know they have our backs as we do theirs! :+1:

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In point of fact, no, you’ve been the one arguing that the scavenging is a critical component of the experience.

That’s not what I’m arguing. What I’m saying is, right now, playing the game that exists, ammunition and recovery item scavenging is something that can be performed in absolute safety within completed bunkers (ignoring bunkers that continue to spawn machines after being cleared.) At that point, the only consideration is the player’s time.

If this is an intentional design choice, then it makes more sense to facilitate a streamlined resupply system. If the intention is that scavenging is a persistent goal, as you progress, then a number of systems need to be reevaluated. Particularly respawning containers. As it exists now, restocking in friendly bunkers only costs actual play time; there in-game tension against that activity. This is an undesirable design situation. Given the opportunity, most players will “optimize” the fun out of a game. In this case, that includes wandering through “safe,” or even, “relatively safe” areas to stock up.

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I can agree to that! I know the devs will take many more features we ask for and give them the old GZ spin, as well as some crazy things they have up their sleeves, I mean look at alpine unrest, that was totally unexpected when it came around, but wound up being some of the best DLC i’ve played in a game in years. 2020 is gunna be a wild year to be a fan of this game :smiley:

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Of course they are, and I am one of the more solid vertebra. Looking at the part of the comment you objected to, the change of meaning is actually conveyed by the emphasis given the word in the sentence. I did not consider that for most people here, English is a second language, and that it could be read two ways. I shall be more careful. Though in fact, I wrote at speed as I was thinking in my head.

My objection to the “features” being added is that they are not being thought through sufficiently. If you want “Waves” for instance, then in this scenario, you would have to be fighting a rearguard action to give time to the survivors to get away and hide somewhere else. That makes sense. You don’t even need any new code written - you fight the waves, and the survivors simply disappear and reappear, I don’t know, in the cave system, say, where you go and join them.

As it is, Von Ullmer knows where they are, sends thirty machines and then they’re sitting about playing cards.

If it stops making sense then that side of the game is lost. Did you ever see “Taken”? Wotsisname tells the baddies about his “special set of skills” and then his first move is to drive away with a sick girl on the back seat, being fired at with an AK47 on full automatic from less than 10 yards. I didn’t bother with the rest of the film, because you simply don’t survive that. Do you see? If you want involvement, then you need to follow some rules. It has to be thought out. If you just want “action” for the sake of action, and you don’t care about involvement, then it doesn’t matter, but your audience will necessarily change. If you want the audience to change, then that’s fine, but I’m not convinced that that’s the long-term answer. I don’t think that’s why GZ got some bad reviews!

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Liam Neeson.

Here’s the thing that sticks out for me, the number of machines must be finite, right?

I mean from a game perspective, sure, the enemies need to respawn or we could, eventually, depopulate the island. I can even accept the idea that more machines are being produced somewhere on the island, because that tracks.

But, there has to be a limit.

There can’t be an infinite number of robots lose on the island, because the production capacity just doesn’t exist. To say nothing of the command and control limitations.

I get that it’s a game, and the world exists in a sort of stasis for the purposes of our play experience, but if we take the world as an actual place, the supply of machines would be quite limited, and we’re chewing through them at an alarming rate.

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But they are not :smile:

I’ve downed thousands of machines and if the carcasses didn’t somehow magically disappear after a few minutes, I wouldn’t be able to see the ground anymore. This game requires leaps of faith. One of the problems (or challenges to be fair) with the game and the player base seems to be finding a balance in what leaps of faith the various players are ready to make.

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That’s the point I’m sitting here chewing on.

Like I said, from a gameplay perspective, the bot supply needs to be unlimited or we’d run out of things to kill. So, that’s fine. But, “in universe,” that can’t be right.

How many tanks could, “realistically,” be active on the island? 20? 30? 50? It can’t be in the hundreds or we’d be tripping over them. If they do have the capacity to build fresh ones, or refurbish the ones we’re taking out, that’s still going to take time to get them back up and fighting.

Normally we’re skirmishing with disorganized machines that are just operating in a given area. It’s possible that Von Ullmer really can’t throw more than fifty machines at a problem, because there aren’t enough of them around.

It’s a weird world building question that stands out when we start talking about mass combat, because, there can’t be an infinite number of the machines on the loose.

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Yes, but that’s do-able with a little thought. There is a factory, or there are several, or Harvesters creep into a town, squat over a car, and out comes a new machine… What do Harvesters do? Why don’t they go round cannabalising destroyed machines? No reason why not, and it makes sense. And then there’s a real reason for killing them.

But as it stands, taking it that the machines were built to fight like soldiers, your attack on the Hotel would have a cloud of Runners, followed by four Tanks (there are at least four Tanks on the island) supported by 20 Hunters. You wouldn’t have a cat’s chance.

Don’t get me wrong - I don’t mind waves, but the scenario has to be believable…

I feel the same about Rivals. Suppose Von Ullmer decides you are too much of a threat and builds a special machine to kill you, and imagine that every time you kill a machine, the Rival turns towards you and starts to close on you. You are busy trying to complete a mission and this special machine is closing on you. Do you wait for it, and try to kill it? Do you complete the mission with extra urgency and run away? You have to make a decision under pressure. You are up against a Mind that wants you dead. That’s what the original story suggests, and that takes the idea of “Bosses” and slots them into the right place - i.e. they are not arbitrary.

So I want features too! The features I want are sufficient thought going into each development to make it consistent with the original vision, which is what made us all buy the game in the first place.

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When I was “Behind the curtain” von Ulmer urged me to get out of the bunker. I didn’t trust “him” as I thought he was trying to get rid of me to keep something secret. Then the roof collapsed. Later I found myself just outside the main gate in pretty good shape. Who got me out? Why was Ulmer trying to keep me safe. I’m very confused :confused:

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von ulmer isn’t the antagonist of this game

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There has to be, at least two factories (one turning out Apoc and Mil class Machines, and one turning out FINX class units. (Assuming there are no new prototypes in production.)

I don’t buy the idea that the Harvesters are mobile production units, they’re not big enough. A machine class tasked with building new units would go a long way towards explaining where they’re coming from, but I think factory idea has legs. The choke point there becomes the resources needed to produce new units, and the same logistical limitations.

The point I’m making here is, it strikes me as entirely reasonable that there aren’t enough machines on the island to simply swarm everything with waves of robotic death.

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Fair.

Okay, whomever wants us dead.

Continues poking at a bugged quest preventing further story progress. :frowning:

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Well as for that, there are bigger wheels turning here between Von Ulmer on the one hand and the Russians on the other, and the Swedes in the middle. I don’t mind “hidden depths”. I don’t mind being confused, as long as the person telling the story (a DEV) isn’t!

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Just clarifying that. But if anything you’re the person speaking logic here, so don’t sweat it man. At most in game we’ve only seen one single factory for machines on alpine.

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What about yourself? I got the impression that you are very smart too, and it’s only the rest of us that are not so bright :joy:

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