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flamingaxe12 posted a topic in [Don't Starve] Suggestions and FeedbackI Just want to start off by saying how amazing I think this game is! I know it's a little basic to say, but it is true! I only stumbled across this game and found it to be entertaining and insanely addicting. The concept and art style is amazing by far and the idea of survival in this game definitely proves to have it's challenge and fun along the way with certain accomplishment from learning and experimenting! Now that's only a short sum up of what I could compliment this game with but I'll just post my suggestions and praise a bit more in the end! 1) Travel, definitely understand the concept of on foot survival and I doubt we can jack up our characters with speed boosters to discover areas faster (love to explore the map) but would there be any way to travel through islands faster besides single pathways sometimes? I'm always seeing good resources when I'm walking on the edges but always end up looping the island until I find a way out! Would getting enough resources to build a bridge even to cross a reasonably sized gap be possible? or even a little row boat? 2) Time, the time in this game has the cool day to sun setting to nightfall cycle. But I dont know if Im crazy but it seems some days when I'm walking around trying to do my thing it quickly shortens the days sometimes... Other days are reasonable as usual. Just seems some pass faster than others? Probably just me but if only a slight minute or two could be added maybe? Just to get the right amount of day time to scavenge around! 3) Enemies and combat, I really do love the enemies in this game and I do have to say its been a trial and error run with a lot of them to understand how they work and who I should void or try to fight... And sometimes thats just my downfall to even think about fighting them! Which leads me to say if you guys are going to think of some new mobs to add, friendly and deadly to the game to open up more ideas to craft-able items and tactics in the environment. Like chickens? Eggs for food make a hen house and wa bam more food possibilities... Ill be back on this suggestion as well Soon but also enemies, maybe even add a little bit of mythical creatures in since I sorta get the idea that the idea of survival realism is there but still has the fancy sprinkle of magic in there? Unicorns with rainbow poop? Super manure and even goblins for monster or regular meat with a couple of resources on them? 4) Base camps, Now I know I may be lame for this (obviously) but the highest I ever made it up to in the games Ive played is day 38 and I was most definitely occupied with what I was doing, but always found myself in one base camp. Nothing wrong with that of course but I knew I had to leave to find more resources and this became a whole run back and forth thing that sometimes got very time consuming which its meant to be but days by days passing without finding special resources like bees and nests kinda sucked. Nothing wrong with that concept though I know its meant to be there but is there any way you could involve more creative structures to benefit the player and kinda give that "homey" feel to their base when they return? Like maybe a couple of long torches to surround the base (especially good for lighting too but definitely with the restriction of never ending, always have to keep it lit like the base fire) or removable gravestones to bring back? Silly but it d be cool to have like a lil personal touch to my survival base. 5) Characters, I really loveeee the characters in this game even though I have just three but I still get a kick out of the special voice tones and ways you approach surviving with them. Not much of a in detail suggestion but just keep making unique characters to the game to give it more choice options within each death we get! I would suggest save slots but the idea of creating a tent to switch is pretty awesome already. And if you do get alot, maybe the experience points at the end wouldn't be added from just days survived byt maybe even a bit from enemies killed and buildings created? 6) Now this isnt much of a suggestion but more of a question... The goal is survival... So with all these veterean players who get over day 100 and all that, what much would be left of the game then? Being curious I ask this so if theres any good insight to what there is ahead that I may not know, Id love to find out. So in the end, as i test my stupidity and see it fail, I always remake my files and get right back in. I hope I see what you guys have to say so I can look forward to all the upcoming updates and see the final product come under play! Now I do wanna write more but I have a new world to start!
Lordfiscus posted a topic in [Don't Starve] Suggestions and FeedbackI was playing Fallout 3 a few days ago, and got the idea for cripple effects, and encumberment. For example, if Wilson suffered excessive damage, his limbs or head could become crippled. The penalty for limb cripples would be slower movement speed for if the legs were crippled, and the inability to use tools if his arms were crippled. Whereas if his head was crippled, the screen would become fuzzy, and ringing would replace any sounds, similar to a concussion. The situation could be remedied be sleeping in a straw roll, or eating high-hp items. Being fully crippled would be a frightening prospect, if you were fighting a particularly dangerous enemy, like hounds with superior move speed, or the spider queen, and all her hellish minions. overencumberment would occur if your inventory was full, and if you were fully equipped with armor. The problem would be solved by, obviously, dropping some items until a slot was empty. I'd assume some items would be crap, and thus be reason enough to lighten the load. The 3rd and 4th items would be npc camps, and lock picking(again, from the Fallout series). If Npc camps are ever employed, then during your travels, you would come across abandoned camps, some empty, some still inhabited. There would be 2 to 3 chests filled with random items:20 manure, tools with a moderately good condition, and food items, either raw, cooked or crock pot recipes. The center would have a fire pit, and maybe a crock pot. If the camps are still inhabited, the owner would be a Scavenger, and Hounds/red hounds which he domesticated(reg hounds are white, and flame hounds alternate between stripes of red and orange). The scavenger is equipped with a tentacle spike or spear, a log suit and/or helmet, or no armor at all, just using an axe. The camp would also occasionally be surrounded with Bee mines you can't see until you move close enough. The chests would sometimes have locks, and a lockpicking system would come into play. To pick a lock, you have to craft a flint wedge(razor and flint, the razor being kept.) The lockpicking mechanic is similar to Fallout 3: you have to use the wedge to move the lock clockwise, until the chest is opened. if you fail and the lock breaks, it cannot be opened again, and you can't destroy it.