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Dope_Danny

Vintarian
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Wolf Bait

Wolf Bait (1/9)

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  1. I feel like the Wolves being dangerous, moreso than real life, feels like a good fit for the setting. If things are desperate for the players then its probably desperate for the worlds natural predators too. From a game design standpoint however i feel they could be better telegraphed. More than once early on i've been backing up poking a Drifter to death only to suddenly die, think "that can't be right he wasn't even touching me" only to see a chat message i was killed by a wolf out of nowhere. Theres the howling in the distance but honestly it seems to lack any real depth to it to tell if its near or close and may as well just be ambient sound effects unrelated to mob spawns. For all i know it very well could be. Some sound effect for sticks breaking or a low growl telling the player to stop, turn around and move away or move ahead and expect a fight would help a lot especially in areas with lots of brush where visibility can get pretty short range.
  2. Something rare but super memorable in Minecraft was the ability to run into a rare ghost town generation. No npcs. Just ruined buildings and cobwebs. Maybe in a dire straight in hardcore you make one a temporary patchwork home or maybe you just try and find anything useful from a memorable break in the wilderness. Playing VS with its tone and setting talking about some great disaster really makes me wish we could see something like that. Something less "Heres some npcs to turn into a game breaking trading hall" and more something like the Ganados village in Resident Evil 4 or the Windmill and Frenzy villages in Elden Ring. Perhaps abandoned and just for flavour beyond the existing cobble ruins or perhaps with more humanoid enemies as a surface/daytime localised alternative to drifters or a darker take on the minecraft pillager idea? if the worlds meant to be in a dire state it seems odd everyone we meet is an amicable trader and some haven't gone full every settlement for itself right? I just picture walking through some forested region thinking you've spotted a bit of a traders wagon or something and either found a nice bit of environmental storytelling that feels a bit more recent than the ruins or worse realise what you thought was a trader is in fact an enemy and its time to fight or run and it feels like a neat fit for this kind of setting/situation.
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