Your ideas on how to improve GZ on the macro scale

Man there alot to read on this page.

This is all just my Opinion

I miss the feeling of being out classed by the machine.

Gorilla difficulty only does so much when you’re character maxed out with experimental weaponry. Not saying Gorilla is easy.

If the Hunter could select multiple targets with both its shoulder mounted weapons and its main gun, and could hop fences or traverse turrain more easily.

If the tank was more destructive and persistent.

If the Bunkers were dangerous places, and hard to capture instead of being for the most part lifeless and without danger. I like the Bunkers but they kinda fell flat (didnt feel like a conqueror when clearing them out) when finding them, at the beginning of the game they were fine just the way they were but there is alot of un-used space in them.

The machines especially in the upper teirs could be more decisive.

The FNIX structures could be more guarded or even have its own machines (construction Robots) maybe a hunter with a large Chainsaw for clearing forested area’s and harvesters with excavator armes etc…

FNIX class hunters are not as dangerous as military class hunters, I would argue they are about equal footing too the prototype class hunter. Apocalypse class hunters are an almost perfect example of what anti-human weaponry should be.

I would love to see new machines but they can do so much more with the machines they have already.

The bazaar yet cool industrial dysigns is my favorite thig and i would like to see more of it.

It would be cool to see a gun ship or drop ship for the machines because the only thig that flys are those darn seekers.

As for the map itself, i havnt been able to walk around in hospitals or schools…i dont even know if there are any. And I want to see more of Sweden “things” that make sweden…well…Sweden.

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I would like to collect some opinions on attachments within the game. Right now I have some ideas down for more attachments types, such as front grips. As well as bipod use.

Just want to see if anyone has any ohter ideas on this.

  • Grenade launcher attachments for the N16 and the AL76
  • Extended magazines for the 2 hunting rifles
  • Implementation of a better Red Dot, the one in use is just a red dot “paint” on the scope it has no light as red dots usually have.
  • Double ammo clip attachment for AG4 and AG5
  • Burst mode modification attachment for the Möller and Klaucke pistols.

Note- Grenade launcher attachments could use the same ammo as the upcoming m79 grenade launcher.

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Replay Value / Player Retention / Prestige Point use

This seems like a great topic. In order to keep this on a macro scale as the topic suggests, we do need to avoid being too detailed with things.

This game grabbed my attention from the start and my only regret is not having enough time to be around the forums and experience it all with the rest of you since I’ve been around for a long time. With that being said, from the perspective of someone who hasn’t been involved with this game for a little while I think the best thing to happen would be a GZ2.

I think that after awhile, update after update after update becomes dubious (maybe not the right word, but close). I feel as if the main piece of the game that allows for replayability is its core story and it’s flexability, not the extra content updates. Regardless of what weapon you’re using, what clothing you’re wearing, or how you are traveling… none of it changes the primary experience of the game and the storyline you follow. I can understand that others may disagree and I can see the other side of this perspective, new weapons/features/storage/travel methods can completely change the play style of the game. However I highly doubt what hooked any of us on this game was the thoughts about guns or travel methods, it was about fighting these weird and large robots to learn about where they came from and searching out other survivors. The story is what makes a game like this fantastic.

Since I feel the way I do about games that provide seemingly endless updates, a second game to somehow continue this story would be a blast. I’m all for the continuation of the story, or maybe the same story from another perspective. Prequal? Sequal? Whatever the case may be, the world that this game has created is pretty cool and I hope they continue to build on it with a second game. I think that is a great option when considering how to improve the world of GZ on a macro scale that wouldn’t only bring back players who have stopped playing, but to bring in new players as well. It’s an opportunity to improve upon many things, and take more risks to see what they can bring into the world.

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Thanks for the feedback everyone.

I have decided to cut down the video a bit and remove some of the things I was going to discuss, as they were mostly a bit too specific for the video.

I will however consider splitting those off into smaller videos in a series. Stuff like attachments, weapons, etc.

I want the main video to be on how it improve the game overall, with QoL being the main thing, along with soome thoughts on the grind of the game. If I just put everything in there, it will just be echoing what the forums are already saying.

I may also turn thie video idea “How to improve GZ on the macro scale”, instead into a series with the same title. Each video touching on a specific subject.

This will allow me to seperate each of the ideas and make creation easier.

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Prestige points being used to further the Difficulty of the game by being used on A Machines skill tree.

You progress
You get the prestige points.
You spend prestige points on various evolutions or upgrades for FNIX
The difficulty increases in the direction you want it to go.

It would extend the endgame but also make every world progress differently.

It would increase the variables and maybe replay ability.

Just an Idea I had :star_struck:

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I’ll rather not have it that way. The idea of me doing some sort of challenges to then make the game harder would just discourage ppl of doing them? Why would i go out of my way to do a challenge to then make it easier for me to die? should it not be the other way around, that i get rewarded for compleating challanges and not punished for doing them?

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I already have something down to increase difficutly towards end game. This would be done by improving AI (accuracy, attack rate, shooting on the move, etc), Buffing FNIX and APOC class enemies on higher difficulties, as well as increasing machine amount (possibly scaled with difficutly). I will also discuss a whole new higher difficulty level.

The machine skill tree just seems kind of a roundabout way of doing that.

Does your idea also include better/more reward? Or does the reward stay the same, as it currently is? :thinking:

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Increasing machine amount would be an incentive to play on higher difficulties, as this would be much better for farming. As well as region score grinding.

But if my ideas here were to be put into the game, I feel some exp gain boosts would go along with them.

Well, with more machines, the machine amount alone = more XP.

I get that there is incentive to play against tougher opponents in higher difficulty for added challenge, but do you also think that with added challenge, the reward is also better/higher/more? Since if not, there isn’t much incentive to play at higher difficulties for the same reward. One could just use 1* or 2* weapons on Adventure difficulty for essentially same challenge as with 5* or 6* weapons on Guerilla difficulty. Or restrict weapon selection for same effect.

Yes.

However, the changes I also pointed out would increase per machine difficulty, making each one harder to defeat. This is why I propoed an increase in exp gain. This would also make the grind on new characters a bit less long, and more fun.

Would your idea also benefit the players on lower difficulty? I would love the have more and smarter machines hunting me down. Making it more exciting to sneak past them. Or is this just for Guerrilla difficulty?

AI improvements in general was a thing I was going to put down. That would be for every difficulty.

Later machines (FNIX and APOC), could potentially get buffs to the already improved AI. Along with other buffs in general to make end game mroe difficult.

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Unfortunately they’ve already taken steps to reduce the machine count to increase performance so I can’t see them actively increasing the machine count enough so that it would make a difference to difficulty.

I’d far rather see far more deadly, accurate machines than increasing the counts. Make me fear taking on 3 or 4 hunters, rather than giving me 10 to wade through.

Bullet sponges or hordes of the same enemy ≠ fun.

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Correct.

But when a good amount of people have pointed out they cannot find that many enemies, there is a problem. Having to walk a good few minutes in a video game focused on shooting is an issue. Decreasing enemy amount for performance is not the way to go for optimizig performance.

I am no expert on game development, but I am sure there are other ways of performance optimization.

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I agree totally. 100%

But we’re over 2 years in and I can’t see them pulling a rabbit out of the hat at this late stage re: optimisation. Culling the enemies feels like a last resort to me, having them increase enemy numbers seems unlikely.

We can but hope though.

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one of the things I have down is a render distance option. The way the game seems to do it is it renders everything at full quality within a certain distance, then after that, machines will disappear and terrain and scene quality will drop. Possibly even a setting just for machine rendering so one can snipe at longer distances.

Not an expert in development, but I am pretty sure this is possible. It would allow players with weaker hardware to lower this to improve frames, and those with much better machines to appreciate things that much more.

That’s fine when roaming the countryside, but it wouldn’t help in a firefight with a pack of hunters, which is where the problems are.

Even on low-end hardware, roaming the countryside isn’t an issue, it’s when the enemies get in your face. Reducing the LoD on distant enemies wouldn’t help.

I’ve noticed that they have reduced the LoD and drawdistance, certainly on scenery. Also the field of view you select adjusts the draw distance. The narrower the angle the greater the drawdistance is.

Transparency effects. These are the killer. Reducing the amount of lights (beams from the red FNIX structures) smoke and even explosions.

I’ve noticed when underload the game stops drawing in explosions, so they likely have an upper limit to the moment of effects, maybe a way to adjust those.