Well that was fast, changes look great! Filter works perfectly, I like the damage ranges. Little worried about that one event in Labs that does like 160 damage 馃槀 another idea, rarely if you're friendly toward one of the guys you run across they could give you a task to find an item. Either a random item that already exists or something specific that now has a chance of dropping once you've accepted the task, that was you could exclude it from the loot filter. Or if it's a random item, give the item's value next to the item name in the quest so the player can reconfigure the CORTEX to make sure it doesn't just get autodropped. Find and extract with it, get something extra. Might be a reason to sometimes hit that heal button instead of just robbing the guy every time lol
Pointystick23
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No problem! Really enjoying the game. I've got one more idea, when you go into the live view, while your character's walking, it'd be neat to have some duck-hunt style enemies pop up. I'm thinking on the Cordon, you could have little hatchet scavs pop up behind the cars sometimes. On the Factory, snipers in the windows with a lens flare, in the Forest, ducks fly up from the bottom or dogs run across the screen, maybe some PMC's behind the walls in the Labs. Just spot em and click them in time for some random loot. Would give the player something to watch for while waiting for the next choice to pop up
Fun little sim. Few suggestions.
It'd make for a bit longer gameplay loop overall if gear wasn't fully repairable forever like it is. Max durability should probably go down each time an item is repaired so that players have to actually use the new legendary helmets they keep finding instead of just selling them, or if I couldn't have just used the gauss rifle I pulled from like the third time I rolled the wheel for the entire rest of the game...lol
This is a big change to gameplay so it probably needs some testing, but I'd make the "risk" indicators more vague. Instead of -48hp if this fails, it'd simply say "moderate risk" for anything between, say, -40 and -60hp. "High risk" for -60 to -90. "Very high risk" for like 90+, but don't give away too much info here, let there be some stakes sometimes. Even if you have 135 max health, even if there's a 90% chance you won't take that damage, things don't always go as planned in extraction shooters...make the player just a bit unsure about clicking that fire button over a safer option, instead of knowing 100% that if they do lose the roll they'll have exactly 2 hp left and can just heal right up. I'm not sure the big hits from "turning the corner" in the lab line up with this as they are or as this is written though, things like that would likely need some rebalancing.
A loot filter would be nice. I don't even want any of the green/blue stuff anymore, I'd rather just auto-drop it. Maybe make it value-based so I can set it at 10k and it won't auto-drop a keycard or something.
Another option would be a window that pops up for each item over the inventory screen with a Keep and Toss button. Continue to put the items in the inventory and don't pause the game, just keep stacking those windows up until the player clicks through them all. Bring up a second confirmation window when tossing items over a certain value, let the player choose what that value is. Give the option to enable/disable this feature if they'd rather just keep everything.
You can kindof do this already on the "live" feed now, if you've selected an inventory space and dropped an item already, the description for the next item you pick up will automatically open and you can just press drop if you don't want it or drag it to an empty space if you do.
It'd be nice if when your inventory was full you had the option to swap something in your inventory for whatever you've just looted instead of just losing the new loot...lost out on an orange a while ago during an extract ambush because my bag was full. My fault, should've seen that coming, but I had blues in my inventory I would've just swapped for the orange if I had the option.