
Originally Posted by
Vonterul
I will tell you everything you should of included in GunZ The Duel that you never did, and why.
1) It is imperative that you add an option to turn on or off health/armor/ammo pick ups.
-Maps that are never played because of them will be now be played more frequently, such as Castle, Garden, and much more.
-People will have to manage their ammo or they'll be stuck with a melee weapon only. This will also put more emphasis on using your melee weapon.
-This emphasizes on ammo kits being important, thus rendering them useful. Also balances out the medkits in certain maps.
-This will also fix the problem of "camping", since people will not be able to stay in one place if resources spawn elsewhere. Forces players to move and beat their opponents to the punch.
2) If you are going to add a Friendly Fire system, elaborate on it. Personally, I would like to see this feature.
-Add an option so that you are booted from the game if you reach negative X score
-Friendly Fire puts emphasis on teamwork. This will force players to adapt and play strategically depending on the situations. For example, one player might be up front and attempt to melee an opponent while others take aim and shoot, or sneak around to backstab the other team, etc.
-If this option is on, it fixes the problems of weapon spamming, ganking a single player without worry, and many more issues. It could also add an entirely new experience for clan wars, since clans usually have better teamwork.
3) If there's going to be a flip or lunge option with your melee weapons, it should be modified.
-You should be able to save yourself somehow, such as being able to press the "hang" button to stab a nearby wall. This would render the move less of an instant kill.
4) You should not be allowed to equip two of the same category of weapons. Let's not hide it, this is one of the factors killing the game. Nobody uses machine guns and weapons that require you to hold down the button, because it's not as efficient as a weapon that shoots instantly for massive damage, especially when you can fire 10 shots of a shotgun/revolver faster than an MG/Rifle/SMG. Let me give you an example.
Breaker 8 (9 damage x 12 pellets = 108 damage potential per shot)
Breaker 7 (8 damage x 12 pellets = 96 damage potential per shot)
108 damage x 5 shots = 540 damage potential
96 damage x 5 shots = 480 damage potential
540 + 480 = 1020 damage potential for 10 instant shots that allow you to move.
Nico MG-KX (18 damage per bullet x 120 bullets = 2160 )
You cannot move efficiently when using a machine gun, as well as losing the ability to wall run and a speed decrease in the MG's case. You also need to "channel" all the bullets.
If you look at how the game was originally intended to play, there's nothing wrong. But when all the styles became popular and the game took a 360 degree turn in the opposite direction, it did. The game was never made for what the game is today, and was never altered or changed to balance it out. Why have weapons that nobody use?
It's the same deal with melee weapons. Why have daggers when swords can move just as fast, inflict twice the damage while attacking just as fast, block bullets and the chance of a massive right away upon a successful melee block and the ability to flip which is superior to lunge? The game has grown out of proportions because you didn't stop it.
You have numerous ways to deal with two weapons of the same type. Here's a few suggestions:
-Introduce a "primary/secondary" weapon system and allow players to carry one of each.
-Balance the weapons to have disadvantages and advantages, such as a speed decrease for heavy, powerful weapons along with heavy weight or low weight, low damage, faster speed or increase rate of fire.
-Allow weapons of the same types but not of the same category (Breaker/Avenger but not Breaker/Breaker and Avenger/Avenger)
5) A feature that allows you to turn on or off monsters/NPCs in Death Matches and Team Death Matches. Yes, this sound weird, but GunZ would be a good game for things like these. There's already pits and flying all over the place (I assume the flying all over the place part isn't going to be removed in GunZ 2) so having more interaction between the players and the environment would be a good feature in my opinion. Traps or hazards in certain maps, such as falling rocks in Island or cars driving over you in Town. NPCs that are hostile to every team/every one like beasts in the Battle Arena or Prisoners in Prison, etc.
It brings a whole new dimension to fighting, because there's other things to worry about.
Perhaps they could also drop bounty or bounty items from time to time, adding more of that fun RPG element.
6) Add a wider variety of weapons and Armor. Don't be afraid. Be creative. A ring that damages your health but makes your skin hard as rock, giving you more protection. A set of clothes that makes your body invisible but removes your crosshair and provides no protection. Miscellaneous items that changes your appearance. Enia/Winscar/Giston/Canopus coins for your guns that have a x% chance to trigger and fire a blazing/poisoned/shocking/icy bullet. Smoke and Flash grenades that actually work to some degree, as well as other types of grenades, perhaps a grenade that encase someone in ice for 10 seconds, rendering him immune but useless while you kill the other. Heck, the possibilities are endless.
What's important though is that everything needs to be balanced.
7) Talking about balance... never, never, never, never sacrifice balance for profit/money. Premium medkits and the ijji situation is a perfect example of this. NEVER NEVER NEVER should a game become unbalanced because someone cannot afford premiums. Premiums should offer a small, small edge, but not anything extreme like premium meds. You're better off making a good game that everybody can play while offering paid services (paid name change, paid clan name change, aesthetic items like more hair styles or skin colors or whatever) than making a game that sucks because you need to pay for overpowered items.
That way everyone is happy, more players are playing your game and everything is smooth.
8) I'm not the first who recommended this, but seriously, kick players that are idle in the lobby/not in a game. It doesn't make sense to allow Away from keyboard players to stay in while people who want to play cannot enter.
9) A better auto balance system. The player who gets switched should be chosen randomly so that it's not always the highest kill ratio guy who gets swapped every time. Also, people in the same clan on the same team should not be switched unless there's no choice, because people in clans are usually buddies and they'll just switch back.
10)Better fleshed out modes and more modes.
For example, why should Team Deathmatch be limited to only 2 teams? You could go as far as 4 teams battling it out.
I think I also speak for a lot of people when I say that a Attack and Defend mode would be greatly appreciated.
One team attacks the other team's base, the other team defends. Repeat after each round.
If a defending player leaves his area, he is killed or warped back to his base. Once an attacker is inside the defending team's base. he can no longer exit. This is to prevent abuse from people running in and out and going to heal elsewhere. A timer should also be added so that the attacking team must do something or they'll lose. Anti-Camping measures. A DM version of this could also be possible, although it'd be more of a "Capture the hill" scenario than anything else.
"Seek the Target" could also be an interesting concept. A mixture of "Beserker" and "Assassination" where one player is the target and people must kill him. However, unlike Beserker, he cannot defend himself, so he has to run and evade while everybody is trying to kill him - or each other - to get him. A TDM version is also possible where everybody is on the same team and focus on the Target and cannot kill each other. The guy with the most Target kills and the longest survival time as a target would win. Or there could be two winners. Of course, the Target should have some sort of speed bonus or a lot of health.
Should also have a time limit so it doesn't stall and never ends.
A mixture of Quest and Death Match could also be possible. You have two sides, or factions. Players on X team join Y faction, players on V team joins B faction. Each faction has a boss and waves of NPCs attacking each other as well as players, goal is to either kill the enemy boss or to destroy their citadel or artifact or whatever.
Once again the possibilities are endless.
11)Add an ignore function and a report function. This way, we can report abuse when we see it and we can ignore spam or abusive messages. A better filter system for swearing would be nice as well.
12) Improve on the replay function if there's one. Add a button to show/hide the names above players' head, the option to stop, rewind, play or fast forward while watching it and make replays compatible with previous versions. I know you couldn't watch old replays from a previous version at one point in time. Should someone exit the game room or the game itself without hitting the button "End replay", add a feature that does it automatically. Many a great replays have been lost because of players being kicked, disconnected, or who forget to push that button.
Can't think of anything else at the moment. Will post again if I do. Hope these suggestions will really be considered (the good ones) so that GunZ 2 will hopefully not suffer the same fate as his poor little dead brother.