Some suggestions. By seal <3

Heyo, sorry for grammar and spelling, hope you like and take in mind my ideas.
I don’t read fourms nor reply ('cause im lazy and i hate fourms) but if anything i leave my discord here: sseeaall

I won’t explain much and try to make the suggestions short, if needed, i can explain or try to explain the idea.

Difficulty scaling: use as an example Horizon Zero Dawn’s difficulty. You have 2 different types. Evolution difficulty (this you can’t decide if you get it or not, it’s like passive) and the “common/normal” one. Bullet sponges with more damage is a mediocre difficulty scaling <3.

I would love evolution. The more you play and kill robots, they adapt and get more armor on specific parts. I love visual armor and not like hidden or reinforced.
For example, doggos with the armour plate they get on front (it’s visible and obvious), that idea, but more so we can see the change (and better if the armor flies away or flashes a lot when shot). That concept but with all types.
Also, the more difficulty the less chance to se a prototype or soldier class, and more FNIX or APOC.

Apart from the “evolution” differentiation in difficulty, i love when the AI is enhanced. Meaning, they run, move, or react faster (aim no, 'cause they already aim pretty well).
Also, maybe a little more population of enemies, scouts, patrols and robots in general. And less bullet sponge.


I love variety. Specially when fighting. I would love to see more types of robots. The new russian ones are cool, but you barely see them.
Mi idea is the following: make some robots a little bigger/wider/add new extremities/ or completly new ones with different weapons.

So you can follow the concept of classes (that change weapons mainly) and add more armor (and for example 2 heads or something weird)+ weapon types. For example a doggo with sniper or GL. Ticks with flame thrower (but short range).

Only melee dogs with shockwaves (it might be a little annoying tho)

I dislike the perk system, it’s a little too basic. But i won’t know exactly what to recommend, it’s a very wide area, but i would love something, different and not just passive skills. More active like skills (hacking one is great)

More enemies ideas:
a tank in terms of just armor so other bots can use him as cover (this pairs up well with a smarter AI). So they can peek behind him and the only way to get the others behind is using AP ammo.
The robot can be a skeleton with maybe big arms. He closes his arms and that’s the wall. And AP goes through and gets the bots behind with reduced dmg taken for bots.

a medic/shield robot.
instead of healing, adding shields to some special parts. RNG based, maybe weapons are immune, maybe 2 components and so on.
This enemy should be a little small or it would be too easy to kill. It would be even better if he was forced to stay hidden or try to always lose sight of the player while being in range to a friendly robot to shield them.

the relay beacons should be updated. Maybe add wave of enemies and some little walls like a little compound. Not a base, but a camp. 'cause usually i just shoot 1 RPG to the beacon and run away.

A lock/favorite mechanic to avoid recycling or stacking on the safe, plus, a concept of Terraria’s “auto stack” mechanic.

You click a button and all non favorite/marked items auto save on nearby chests. The same idea so i don’t have to pay attention to what i want or not, 'cause the option we already have of auto saving, sometimes saves stuff i need and use.

PLEASE MORE WEIGHT I DONT WANT TO MOD THE GAME (nor use mules)

Experimental weapons should be buffed (some). There are like 2-3 strong variants that are OP and the others are forgotten or barely used.

Strong guns: Kvm 59, good dmg and AoE. PvG 90 insane dmg and rate of fire + range and the kpsit smg with a really good DPS.

An example of bad weapons: AG 4, has low dmg, no damage over time (or almost none) not even AoE with the fire (only with tar ammo)
Shotgun. It’s only usefull for medic ammo. Normal ammo barely deals dmg (AND ITS AN EXPLOSION)
KVM89. Most people say it’s good, but compared to kvm 59 this lacks AoE and dmg. It heats up too fast, and to be honest aiming in this game isn’t that hard, so a really good accuracy with no spray is a little pointless IMO.
I dislike melee, so no comment there.
And the revolver magnus has an awesome concept. I understand all the spray of bullets can’t deal that much dmg, but it’s still pretty low.

Thank you for reading <3
PD: more weight for gods sake.

Although you wrote this, I answer.
Why do you use it, if you don’t like it?

And don’t you think the ones who could have influence on development have even less time to contact you for more details? Why should they be interested to run afterwards a lazy guy?

Ok, enough. I just don’t want to leave it uncommented.

I like the ideas about evolving machines and difficulty with more differences in their setups / loadouts and designs. Let me add that there always should be “a way back” to prevent frustration. So it could be bound to the region score for example.
*High score, more diverse / specialized / upgraded machines.
*Low score, more usual machines.

So by (as it is currently) destroying rivals you could reduce the difficulty again.

As often stated, I see some general changes of the rival system are needed first. And with that, changes of the region score system as well. It needs to be seperated for fnix and soviets… And with that said, we need soviet bases, too.

I also agree for a revamp and fixing of the skills system.
It just hasn’t grown / evolved with the rest of the game and many many changes are needed. I’m with you, it’s hard to make suggestions for that, but at least I would like to see some skills to improve some of the “newer” features, like driving, base building, crafting…

I also like the idea with support units for the machines. A moving wall machine sounds great. That could give more reasons for playing coop to be able to attract them while other players kick them in the ass from behind.

The idea for improved relay beacons sounds great, too. First I would love to have them respawn again. Next there could be different levels of those beacon locations, like the random bases. Some more fortified, some as usual.


Everything else you wrote is something I don’t like. Maybe it’s because “you’re lazy”. We don’t need more space and we don’t need a mechanic that allows us to endlessly loot without being in need for going to a safehouse because selected stuff automatically moves to our storages.

Managing our characters, inventory, loadout, ressources and time in my eyes is one of the most important challenges of this game.

I also don’t see a general need to buff most experimental weapons. Let’s say some could need some changes or fixes to improve the balancing.