New Balance of Firearms

Akuman

New member
I would like to remind the community and developers once again about the proposal to rework the mechanics of weapon repair and add more weapons to the game.

The proposal is to limit the player's repair of weapons that he can do on his own, and also to make the speed of weapon wear dependent on the skill of wielding it.

I gladly accept criticism of such a proposal in the comments. As far as I remember, no one really commented on this proposal.

This kind of limitation will add realism to the game by increasing the number of weapons in the game. The player will be able to get a half-broken pistol from a safe, a zombie policeman or a police car at the beginning of the game, but due to the lack of skill and the ability to repair it, the pistol will break quickly and will be sold to a merchant for a small amount. This kind of change, as I understand it, will not disturb the balance of the game in any way, but will contribute to the immersion of the player and add realism.

The player will also be able to be motivated by the opportunity to touch powerful weapons, such as a grenade launcher in the middle stages of the game, which will be enough for one or two shots, for example, due to the lack of skill. This will also stimulate players to explore the world, but loot boxes will have to be hidden more reliably or weapons will have to be placed separately from the main loot in safes.

Additionally: you can add a progression of the sight swing, depending on the level of pumping a certain attribute, as well as the spread of bullets of a rapid-fire weapon. Bullets flying out of the barrel of a machine gun not in a straight line, but at an angle will look stupid, so after the recoil from the shot, you will need to accompany the recoil animation with a smooth change in the direction of the weapon barrel to visualize random shooting.

Additionally: to stimulate research, you can complicate the crafting of your own weapon from components and remove the ability to modify weapons obtained from loot or limit the modification of such weapons to a certain cell - barrel, sight, magazine, underbarrel grenade launcher. The number of open modification cells and their type will be random and depend on the weapon's level. The weapon's level will mostely affect its damage.

Weapons created by players themselves will have the maximum number of slots corresponding to the level, the ability to change the appearance and, perhaps, bonuses of choice, with percentages and variety depending on the level: reload speed, rate of fire, accuracy, etc. These bonuses can be calibrated on the workbench. Cool?

I used to think that the game had a problem with variety of items, but now I'm inclined to think that what is already in the game is used too crudely and not effectively enough.

 
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I want to draw the developers' attention to a very important thing. The proposals that concern player immersion, visual effects, interaction with the world, complexity and variability of enemy behavior patterns are needed to make the game interesting to play from the first minutes, and not only on the 7th day of the game, because you can’t prepare for Bloody Moon just by sitting at the base... The game in that case should be interesting right away, and not at some specific moment, because preparation takes a lot of real time anyway.

Due to the fact that the game requires a lot of time to develop the character, the artificial intelligence is absolutely predictable, and the loot is dull - all this discourages the desire to play the game.

Please answer the question, will player enjoy the game if he go into it for one hour after work? I think this is a question you need to ask yourself constantly when developing a game.

In psychology they know this well - in order for me to like some activity, I must like its process just as much as the result.

 
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