Hey guys I would love to see a stats page on the main menu where you could see: Kills: Deformed Army Food Consumed Water Consumed Bullets Fired Accuracy % Days Survived Supplies Found
This has probably been talked about waaaay back, But is there any storyline as to why you're on the island yet?
Can you make the motion blur can be turned off? In the setting of the game. Some people from this dizzy. Like from the new animation interface ios.
Could you make also do difficulty settings easy,medium hard and also on easy when you die you don't lose your weapons, buildings, clothing etc and kill the deformed easy and on medium it harder to kill the deformed and hard settings it is harder to kill deformed and you lose your stuff you earned when you die just an idea
In my opinion I think it would be better if there was just one difficulty mode, but as time goes on and the longer you survive it begins to get harder. (eg more deformed spawns/harsher winters/food shortages/extreme weather)
The main reason that would be good ideal because I'm ok at games but no where near being amazing and I'm sure many other people are ok but not amazing as well
First off, thanks for the suggestions! The Wild is in many ways, a simulation experience, in fact as we develop we use Oculus Rift VR headset to get a feel for both the player experience as well as environment/world experience. To us, difficulties just don't fit in with the mission statement. The suspense, the visceral feel is bolstered by the permadeath mechanic- permadeath meaning when you die you must start over. The player mechanic and enemy mechanics are one in the same, meaing both the deformed clan and you have to seek out food, supplies, weapons/tools in order to survive, therefore you share similar stats. There's a real sense of equalness, and in that way, it truly feels like you're there. If you are interested in understanding this type of game mechanic/system look no further than Dark Souls series. This notion of mastering the environment and mastering ones foes is beautifully crafted in that product and something we are holding ourselves to for the launch of The Wild. Again, I truly appreciate the discussion and ideas- keep em flowing everyone! You guys rock and we couldn't do it without yall! Happy Friday!! : D
I totally agree. If the game devs are going for a simulation on survival then the difficulty level should be set / static (the real world doesn't offer up difficulty settings). But the use of the word simulation just got me thinking, the majority of people who are going to play this will indeed want to play the "experience of survival" and again in the "real world" a pig part of that comes down to your wits and instincts! Going with your gut!? In which case nothing is more frustrating than putting in the hours exploring/hunting/savaging/surviving to then come across a fellow online player who is only intent on one thing killing other people, in other words this other player is only interested in playing it to get his/her rocks off by killing other players. and what's wrong with that?!? Well understandably as frustrating as that is, in the real world apocalypse scenario wouldn't you you come across these unhinged deadly characters ? Of course you would! BUT in the real world one of the most important tools you have is your "instincts" you would be able to sum up a character and there intentions friend or foe by there persona / mannerisms however in the simulated world of pixels and shaders when you come across another person that's a tad "impossible" to do. In brief you invest time playing the game as it should be played cautiously surviving only to have some trigger happy dude who's playing it just for the kills and clips you or the world just ends up becoming a "snipers paradise"..... ... Wouldn't it be an idea to reward true survivalist players with some kind of "instinct meter" which improved the longer they manage to stay alive after all the longer you live in a certain environment the more your instincts adapt to help you cope. A player that has killed a lot of other players could trigger your instinct meter to be weary on approach!? An open area with an unseen hidden sniper could trigger your instinct meter giving you the option to avoid said area by means of another route. Perhaps when you do eventually die / get killed yes you lose all your gear but keep your instinct level... It could be worked into the game as a "rank" system in the same way FPS reward you for putting the time in to the game. Only this rank system would actually have a benefit to the player high instincts = better chances of survival against the various elements of the game. Just an idea thoughts?
That very high ranking player is now OP if the dev will put that instinct system.But for a 2 man studio that will be very hard to make.So I think no instincts system for equality even you're a pro or newbie you still have chance to get a kill and be killed.
This would be a fantastic model for an MMO type game, but i highly, highly, highly doubt that when this does release, it'll be anything close to that sort of game. my guess is that multiplayer'll be local when it's implemented, so if you're playing with someone, they're relatively close to you and you can just break a chair across their teeth if they decide to grief. that or find a gaming buddy that isn't a twelve-year old xbox live enthusiast, haha
If and when multiplayer is added is it going to be a small affair (with 4 people to a world say) or huge servers where loads of people can drop in and out?