4sheetzngeegles
Well-known member
Questions:
Do you as a player feel that environment plays a major, midling, or minor,
role in setting, Suspension of Disbelief level?
If you actually had a strong directional guidance, What are 5 things that
you would adjust regarding, environmental elements. They can range from
LUT Lighting, Exterior prop types, Interior prop types, Interactivity, etc.
these are just a few general attributes.
If you would change something, how, from your point of view would it benefit
and or add to the game, and a general population of players.
1 Terrain/Visibility:
2 Map adjustments:
3 The hud
4 Sound:
5 Environmental life:
Do you as a player feel that environment plays a major, midling, or minor,
role in setting, Suspension of Disbelief level?
If you actually had a strong directional guidance, What are 5 things that
you would adjust regarding, environmental elements. They can range from
LUT Lighting, Exterior prop types, Interior prop types, Interactivity, etc.
these are just a few general attributes.
If you would change something, how, from your point of view would it benefit
and or add to the game, and a general population of players.
1 Terrain/Visibility:
Lower visibility, of surroundings, to increase the need
to use other senses. Terrain to provide views, and also hide the inhabited areas.
The thought is to make it more of an unknown quantity, until explored.
to use other senses. Terrain to provide views, and also hide the inhabited areas.
The thought is to make it more of an unknown quantity, until explored.
Map initially shows terrain but only shows Pois, and areas
that have been completed. Otherwise it shows only biome terrain. It would show
digging of holes, deforestation, bare groves of plants after picking flowers. Buildings
that are at least 10 x 10 as outlines. An added option, would be a dotted line, that
records a path traveled, as in hunting, or to a quest, or to a general location. With
the option to erase, keep or share.
Makes each players map an interactive account of their playthrough. Personalizes
it the same as people want to personalize their avatar.
that have been completed. Otherwise it shows only biome terrain. It would show
digging of holes, deforestation, bare groves of plants after picking flowers. Buildings
that are at least 10 x 10 as outlines. An added option, would be a dotted line, that
records a path traveled, as in hunting, or to a quest, or to a general location. With
the option to erase, keep or share.
Makes each players map an interactive account of their playthrough. Personalizes
it the same as people want to personalize their avatar.
removal of the Skulls for both the Biome probability, and the POI danger level.
The option for those that would feel more comfortable seeing the numbers, would be to tap
a button that would bring up both indicators temporarily. And the option for a permanent
display as a check box when you are starting the game. For the Biomes, because their is no
blending, the borders are defined. For the pois, It would open the possibility of having
randomized tiers, per playthrough for every POI. Creates more of the unknown, as danger factor.
The option for those that would feel more comfortable seeing the numbers, would be to tap
a button that would bring up both indicators temporarily. And the option for a permanent
display as a check box when you are starting the game. For the Biomes, because their is no
blending, the borders are defined. For the pois, It would open the possibility of having
randomized tiers, per playthrough for every POI. Creates more of the unknown, as danger factor.
Use the decoy property, more with the, the basic actions, Each sound byte, in game can
be used to attract attention. Depending on the strength of the sound it would simply attract from a
longer distance. Some sounds, Breaking rock, felling a tree, breaking into a poi either wall, door,
or window, running through grass and over terrain material. This would have to be incorporated with
Number 5. Randomized distant sound, to create ambience especially at night.
be used to attract attention. Depending on the strength of the sound it would simply attract from a
longer distance. Some sounds, Breaking rock, felling a tree, breaking into a poi either wall, door,
or window, running through grass and over terrain material. This would have to be incorporated with
Number 5. Randomized distant sound, to create ambience especially at night.
Have a constant entity presence, out side of Pois. There is exponentially more
real estate out side of Pois, and exponentially more potential for event structure. To create an
environment that is visually supportive of surrounding life. Because the additional filler life outside
would be a large multiple of what it is now, Exp. and loot drops, would be the combination of a probability
and Quotient. Otherwise it would just become another meta to speed run and level up.
real estate out side of Pois, and exponentially more potential for event structure. To create an
environment that is visually supportive of surrounding life. Because the additional filler life outside
would be a large multiple of what it is now, Exp. and loot drops, would be the combination of a probability
and Quotient. Otherwise it would just become another meta to speed run and level up.