QOTW: If you could have any new feature in the game what would it be?

Dynamic Events. Using the Flat Spot coding to determine flat areas on the map to dynamically generate content near a player, but out of sight. Content could be spawning in bandits shooting it out with zombies. It could be a crashed helicopter with some zombies guarding it. A group of fleeing deer traveling past your character. Dynamic events could be coded based on the tile/wilderness so you could have various events in the wilderness only which could encourage exploring outside of cities.
 
Dynamic Events. Using the Flat Spot coding to determine flat areas on the map to dynamically generate content near a player, but out of sight. Content could be spawning in bandits shooting it out with zombies. It could be a crashed helicopter with some zombies guarding it. A group of fleeing deer traveling past your character. Dynamic events could be coded based on the tile/wilderness so you could have various events in the wilderness only which could encourage exploring outside of cities.

Imagine if they could record how someone clears/loots a POI, and use that as some random bandit event. You would hear random shooting in the city and when you go check it out theres a bandit going through a building. Fight him or wait for him to finish it and take his loot after. If you do that however, the duke will send more patrols that way in the coming days to check out what happend. Or if you come too late to the event, the building you were planning on looting has already been ransacked 😆
 
This would be my new feature, but I am just going to link back to the first QOTW ;-)

Bicycles
I understand that transportation is designed as a progression mechanic. (I also understand it would be easy to mod.)

The amount of players that complete Tier 1 quests, just to choose the bicycle is overwhelming. It is a single critical path that IMHO, detracts from sandbox and "Trader Quest Treadmill" play.

Bicycles are ubiquitous (IRL). Players should be able to loot bicycle parts (and bicycles!) in residential garages, recycle bins, dumpsters, etc. and assemble a bicycle on Day 1, without a workbench. It could be further extended with bicycle specific mods (Advanced Gearing, Mountain Bike Chassis, EV Booster, Banana Seat, Child Trailer, etc.) to extend the useful progression range of the bicycle.
 
Might be a cheaty answer, but I thought of another - I remember a couple months ago there was mention of internal discussion about using the News page for more things, so as an extension of that, I think it'd be pretty neat if there was an in-game integrated 'Featured Mod' system. I don't know about technical viability or how it could be retained over version-updates (I'm an ideas person, not a reality person), but here's a hypothetical step-by-step:

1: Add in a main menu 'Mods' window where you can toggle mods on/off in-game (... which might be a new-feature request in itself)
2: TFP puts together in-game polls (all platforms, ideally) in the News section for players to vote on their 'favorite' of a couple simple mods (maybe pulled from top mods or 'Creator' recommendations)
3: The top-voted mods are automatically made available in the 'Mods' window, supplied game-side in a way that would allow consoles to use them
4: Maybe a pre-stated cap of a maximum of 10 mods would get this, so it's not implied to go on forever; ideally, TFP would have regular contact with the mod authors and be able to help them get mods updated to work with and be available on-launch with new game versions by their Stable release

There's many games that have an in-game Mods menu function, but what came to mind specifically was Bethesda's (yuck) Creation Club where you can browse, download, and toggle mods off the Creation Club from within Skyrim. Obviously, the preference here is that it's nothing like Creation Club, but some kind of system of top mods being made available in-game could be a way to give console some mod options and have potential for some playerbase goodwill. Not that this playerbase often offers much, mind you.

Biggest issue I can think of myself would be if a mod author stops supporting their mod, but at minimum the mod would be delisted from future versions, I suppose.
 
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