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  1. #1
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    Default Your WLv2.1 wishlist

    Even though WLv2 isn't done, I keep thinking of things I want to add. Those things are just being put on a long term to do list called WLv2.1, a small upgrade mostly in features that I plan to work on after taking a break from when WLv2 is done.

    Right now I have my kinda long sekrit WLv2.1 list of things I wanna do, stuff that if I stopped to add now would be about 100 steps backwards. If you could add your own game-element-thing, what would it be? What would you want to see?
    The Fool is the spirit in search of experience. He represents the mystical cleverness bereft of reason within us, the childlike ability to tune into the inner workings of the world. The sun shining behind him represents the divine nature of the Fool's wisdom and exuberance. On his back are all the possessions he might need. In his hand there is a flower, showing his appreciation of beauty. He is frequently accompanied by a dog, sometimes seen as his animal desires, sometimes as the call of the "real world", nipping at his heels and distracting him. He is seemingly unconcerned that he is standing on a precipice, apparently about to step off.

  2. #2
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    It would need to be a group effort, but it would be cool if there were bits of "lore" among the regular salvage -


    Little short stories, a couple pages of an old newspaper, or (more practical) pages from a salvager manual...like, a "blueprint" of a finished object, with its name and a picture, or somethin. Wastelanders could write up a notecard, or make a simple object or whatever, and submit it it for inclusion into salvage.

  3. #3
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    Apr 2008
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    I second Scrim's idea.

    Also, a selection of difficult to obtain & completely unnecessary class-less skills that you can learn from special drops/encounters or something. Things that don't really give your character much advantage over others, but enhance the roleplay aspect, and maybe provide you with a unique insight towards certain aspects of the wastelands & probably a couple of specialist items that you can create for use and/or for others.

    Think along the lines of the Gecko skinning skill from Fallout2. An unnecessary quest with a minor reward that seemed incredibly cool at the time because it let you do something you couldn't do before.

    "Hi, I'm mono. You may know me from my exploits as a Deadeye, but did you also know I can make snare-traps from the ribcage of a Roc?"


    Something like that would be awesome.

  4. #4
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    This idea seems so impractical that I don't expect it'd ever happen, but I'll say it anyway just for the laughs.

    I'd like to see a feature where, as you reach the upper tiers of one of the four classes, you gain the ability to add modifications to the equipment you make with the salvager. Maybe at something like 75, 85, and 100 skill you could get a chance to modify something to make it better, or at least different in functionality. Perhaps the benefits would come with disadvantages, like lowering its durability, and a good chance of failure would probably be a good idea as well. It'd be cool if the look of the item changed to coincide with the change in function, but that's probably nowhere near practical.

    I have no idea how such a thing would be scripted, and I don't even know if it's possible, practical, or even a good idea, not to mention that modification doesn't immediately apply to every last item you can make (How exactly do you improve upon a chair?). If it is plausible, however, it'd give people a chance to use equipment better suited to their play style, as well as create interesting market forces from not every item being equal.

    Also, I like Scrim's idea of adding some flavor to the salvage. It'd really help flesh things out. Wasn't a similar idea already in the works for V2 though? I thought I heard Neo talking about being able to salvage scraps of notes, and combining them to get information on a random recipe.

  5. #5
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    Apr 2008
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    Scrim: We've been planning lore about more significant items made, we just need to write more of it up. We wanted lore to be in WLv1 as well, but since WLv1 didn't get to far, and we ran out of time, you never got to see any of it.

    Kezz: WLv2 is already intentionally designed to be like that. I know that only certain people with certain skills can make certain items at a certain salvager (/me ducks tomatos). And since all WLv2 items will be recognized by the salvager, what's to stop a high end masheener from making special kits that upgrade weapons? Basically you'd rez a weapon, an upgrade and various other parts, and bam, tuned scoped rifle with better accuracy. Something similar. I forget if it's in the preview notecard or not, but only certain classes can have certain recipies, and everything will be based on your skill, of course there will be a "general recipe" pool as well.

    WLv1 is sort of written poorly in the fact that I can't do much with it as it is. WLv2 is written so that you will only need new HUD upgrades when something completly new is introduced to the game, and that all items never go obsolete unless there is a specific code error on my part. Even the mono upgrade won't break content.

    I've been doing tests on the mono grid, and overall WLv2.Mono is 10 times faster. All of the Mono bugs that are out there, I do not belive affect WLv2. In fact Mono is so far along, I estimate it will hit the grid before the year is over. I did a 50 pellet shotgun blast test on mono and it took soemthing like one second to render, and old LSL2 took about 9 seconds.

    I think the best undocumented feature about WLv2 is how miss_chance was replaced with an accuracy rating, that bullet paths are plotted out, and it's still all sensors. Old WLv1 has a miss chance, and if you weapon fails that miss percent, nothing happens. WLv2 has an accuracy rating, so instead of missing, you bullets will deviate off target and perhaps hit an object, ally, or Leviathan Assembler Lord.

    We've also done a lot of ranged weapon testing, ranged weapons used to be damn near ineffective in close combat, they're much better now. Even long range sniper rifles can hit someone within 3m of the av. Bear in mind the shorter the ranged weapon is, the better chance you have to hit someone closer. That is if your weapon is 100% accurate, odds are it won't be.

    We're gunna have another Brains vs Brawn match saturday, with some WLv2 prototype weapon testing, so don't miss it, and tell your friends.
    The Fool is the spirit in search of experience. He represents the mystical cleverness bereft of reason within us, the childlike ability to tune into the inner workings of the world. The sun shining behind him represents the divine nature of the Fool's wisdom and exuberance. On his back are all the possessions he might need. In his hand there is a flower, showing his appreciation of beauty. He is frequently accompanied by a dog, sometimes seen as his animal desires, sometimes as the call of the "real world", nipping at his heels and distracting him. He is seemingly unconcerned that he is standing on a precipice, apparently about to step off.

  6. #6
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    Mine is simpleand I've mentioned it before. I'd like human and humanoid mobs to be sources of meat for food as well as whatever else the drop when killed. I'd like it to be discreet, so tat it's not obviously human/humanoid meat when you cook it up, so it could be sold/traded to the masses if the player was evil enough to do so.

  7. #7
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    Quote Originally Posted by JubalQuintus View Post
    Mine is simpleand I've mentioned it before. I'd like human and humanoid mobs to be sources of meat for food as well as whatever else the drop when killed. I'd like it to be discreet, so tat it's not obviously human/humanoid meat when you cook it up, so it could be sold/traded to the masses if the player was evil enough to do so.
    That doesn't sound too far fetched. We could probably work that into 2.0
    The Fool is the spirit in search of experience. He represents the mystical cleverness bereft of reason within us, the childlike ability to tune into the inner workings of the world. The sun shining behind him represents the divine nature of the Fool's wisdom and exuberance. On his back are all the possessions he might need. In his hand there is a flower, showing his appreciation of beauty. He is frequently accompanied by a dog, sometimes seen as his animal desires, sometimes as the call of the "real world", nipping at his heels and distracting him. He is seemingly unconcerned that he is standing on a precipice, apparently about to step off.

  8. #8
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    i would like to have black gold (some ppl might know it as coffee)

    like growing the plant
    boiling water and put the dry powder in it

    maybe could restock some hp .. caus hey u know that feeling of revitalizing coffee in the morning.

    or at least it would be a funny thing too if its not making anything usefull but is not to expensive to grow but maybe rare


    for the ppl tht dont like there coffee pure .. hey rat milk


    other thing .. what about some kind of drugs that may affect ur hud .. like alc would do .. slower ur reaction .. make ur field of view narrow .. hey and mybe even effect ur movement .. dunno if that works.

    or something like stimpacks (in starcraft)
    do some damage but raise ur kill lever higher for a short wile

  9. #9
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    May 2008
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    My first thoughts were similar to Ccindy's, creating various substances, illicit or otherwise, each with useful, or at least amusing, applications and drawbacks.

    Going beyond that, and stealing from that old gem Fallout with reckless abandon, an addiction system would be an interesting addition, provided it was executed in an appropriately subtle manner. You could, for example, use, GASP, CHEMICAL X prior to Fight Night, because you're a filthy cheater, and then a few hours/days/weeks later your HUD gives you a message about feeling a particular craving for said substance. You could either ignore it and suffer a temporary loss of health, increased hunger or whatever, or indulge yourself further.

    The persistence, impact and length of such cravings would vary according to the strength of the substance. The % chance of developing a taste for opiates would be somewhat higher than that of a mug of swamp leaf tea, no matter how invigorating it is.

    I just find the thought of having the wastelands riddled with all manner of vices appealing in what is undoubtedly a very sick way. Obviously, I've no idea about how feasible any of this is. It's a pipe dream.

  10. #10
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    May 2008
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    the High Mesa of Cormac
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    It does sound very entertaining. Potentially addictive substances like tobacco, alcohol, coffee beans, tea leaves or even narcotic substances. Luxury items of a sort (as they once were/still are in some places in RL).
    Not necessary for survival but addictive substances that create a certain and temporary effect (faster movement with some drugs, slowed movement but less likely to be feel the effect of being stunned from other substances).
    But they could have very serious withdrawal effects that affect your health...so you either choose to be clean and sober or you risk becoming a powder faced sandrock addict...

    "Sigh...Ridley's at it again. Sprawled out on the train tracks...emaciated...begging to trade a bucket for a little crack"
    How many times will the teeth bite the tongue,
    Looking for salvage in the damage that's done?
    - Jay Farrar

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