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Small Suggestions topic

Give us your input on how we may improve the game in future versions.
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StarNord
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Re: Small Suggestions topic

Post by StarNord » Tue Apr 24, 2018 6:15 pm

Tom Th3 Assasin wrote:
Tue Apr 24, 2018 5:24 pm
new Sheathing animation

Image
The current climate with throws makes it unfair if you'll have to waste a precious second just to sheathe the weapon after blocking a throw.

It'll have to be optional, and activated by holding the sheathe button(instead of tapping, which'll sheathe it instantly), and it could exist as a "cool" feature like the walk but, in my opinion, it'd be alot cooler if it was slower and with a sliding sound as it slowly sheathes into the holster.
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Post by Shark » Tue Apr 24, 2018 8:57 pm

StarNord wrote:
Tue Apr 24, 2018 6:15 pm
Tom Th3 Assasin wrote:
Tue Apr 24, 2018 5:24 pm
new Sheathing animation

Image
The current climate with throws makes it unfair if you'll have to waste a precious second just to sheathe the weapon after blocking a throw.

It'll have to be optional, and activated by holding the sheathe button(instead of tapping, which'll sheathe it instantly), and it could exist as a "cool" feature like the walk but, in my opinion, it'd be alot cooler if it was slower and with a sliding sound as it slowly sheathes into the holster.
but it add more reality in the game..that not is much real, the normal the weapons disappears and appears in your back
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Post by Noble » Tue Apr 24, 2018 11:12 pm

Well it's a nice thing the gif above ^ (won't quote it tho). It could be placed in the game if devs wish, but optional isn't a thing, waiting some seconds to sheathe too. But the animation could exist and could be cancelled if character moves or do anything else, no need to anything else.
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Post by Billy » Wed Apr 25, 2018 8:46 am

That animation looks good, tho
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Post by jlo » Mon Apr 30, 2018 2:15 am

maybe add like a bow and arrow or crossbow
maybe add like mode where u can attack people using ur weapons so if i was out of ammo guns useless i can just hit like F for example and im in attack mode then i use A + S and you will hit them with the weapon
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Post by StarNord » Thu May 03, 2018 10:50 am

A mechanic where if you block an incoming thrown weapon, you can throw it right back to the sender by double-tapping the block button, this will not require aim, and will throw it directly back at the sender, even while mid-air.

My reason to see this implemented is because, getting hit or even blocking a thrown weapon can still set you up for a grab, this mechanic will make it that you can still counter this exploit and to see a cool new mechanic be implemented :D
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Post by Rick Sanchez » Fri May 04, 2018 4:03 pm

StarNord wrote:
Thu May 03, 2018 10:50 am
A mechanic where if you block an incoming thrown weapon, you can throw it right back to the sender by double-tapping the block button, this will not require aim, and will throw it directly back at the sender, even while mid-air.

My reason to see this implemented is because, getting hit or even blocking a thrown weapon can still set you up for a grab, this mechanic will make it that you can still counter this exploit and to see a cool new mechanic be implemented :D
sure the idea is cool, but it would nonetheless, completely kill the throw, which i would love btw.

Also i just came upon an idea that would really be useful: Ques. If a server is full, instead of waiting in ignorance or spamming enter, it would place you in a que if you tried to join. Who tries to join first ends up at the start of the line and etc. And if possible, would notify you when a spot is empty.
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Post by Armadyl5 » Wed May 09, 2018 1:05 pm

I suggest adding "Throw range" as a modifier, as players with different sizes would be able to throw objects and other players according to their sizes.

Another one would be "player weight", kind of a counter to the previous one, making the player Heavier/Lighter to adapt to his size.

Another suggestion for an item is a one-handed "Heavy hammer" , https://goo.gl/images/Ev1QFP

And a Two-Handed "Sledgehammer", https://goo.gl/images/ptVi4m

Which is basicly a longer version of the heavy hammer.
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Post by Gurt » Wed May 16, 2018 6:08 pm

Oreo wrote:
Wed May 16, 2018 6:17 am
I think it would be nice to be able to add more categories to the maps when hosting instead of just versus downloaded and versus official, there should be a way for the user to create its own set of maps. For example, the host may want to only host capture the flag maps, so he should be able to use possibly a folder called CTF maps and make it so that only those maps are available to play. Someone please correct me if this is already possible.
See https://mythologicinteractiveforums.com ... f=8&t=2396 to setup your own set of maps.
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Post by Shock » Sat May 26, 2018 9:26 pm

Image

Just wanted to ask Hjarpe about adding new BG wall with shadow angled like this concrete.
The reason why i didn't posted it on map editor ideas? I think because this is really small suggestion.
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Post by Oof Boi » Thu Jun 07, 2018 5:18 pm

I think that water zones like the one in high moon should put out fire. Its very annoying to die from fire while inside a water zone.
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Post by Tom Th3 Assasin » Fri Jun 22, 2018 7:56 pm

Pistols are decent and well balanced but only good at shooting explosives or weak spots,Lets not forget a 5hp trying to get away.For me
i always get discouraged when hacking a box and getting a pistol,it could do Way better if we can ride 2 together.Something like this has alredy been suggested here before,i say..
2-handed pistol would mingle well with the theme it is lacking,there is nothing special modes for the weapons for now,well lets try to begin with pistols and double the power!

A star mark or an indication for Special weapon equipped?
Image

Drawing and shooting Animation could be the same the game currently has while visualizing 2 in the grips.But for reload i was thinking about throwing the duo in air like... :D
Image
Last edited by Tom Th3 Assasin on Fri Jun 29, 2018 2:37 am, edited 1 time in total.
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Post by [Failman] » Sun Jun 24, 2018 5:41 am

I think SFD should have injured sprites like the original SF, it feels weird that players are jumping all over the place taking damage and bleeding all over the place but not showing too many forms of injury. In the original SF when you took too much damage the game would make sure you know how deep in shit you were, not like in SFD where you only see tiny bits of blood coming out the player. Maybe the players could also lose color when they take too damage to help make the atmosphere tenser?
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Post by psychotherapist » Tue Jun 26, 2018 8:34 pm

Currently, players do not move with ladders if they are set as dynamic, and will fall off if the ladder moves to fast. I don't know if this is intentional or not, because it looks bugged, but maybe it just wasn't a priority to program that while you were coding the ladder climbing action?

I suggest you reconsider, because it would add a new interesting movement option for singleplayer and multiplayer maps. I really like the platforming element of this game (I'm definitely going to make a lot of parkour maps when campaigns are released).
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Post by Gurt » Fri Jun 29, 2018 7:34 pm

psychotherapist wrote:
Tue Jun 26, 2018 8:34 pm
Currently, players do not move with ladders if they are set as dynamic, and will fall off if the ladder moves to fast. I don't know if this is intentional or not, because it looks bugged, but maybe it just wasn't a priority to program that while you were coding the ladder climbing action?

I suggest you reconsider, because it would add a new interesting movement option for singleplayer and multiplayer maps. I really like the platforming element of this game (I'm definitely going to make a lot of parkour maps when campaigns are released).
Implementation limitation: any ladder assumes to be straight down and fixed rotation for the climbing to work as intended. Don't expect ladders to work as expected as dynamic objects any time soon.
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Post by psychotherapist » Fri Jun 29, 2018 11:10 pm

Gurt wrote:
Fri Jun 29, 2018 7:34 pm
Implementation limitation: any ladder assumes to be straight down and fixed rotation for the climbing to work as intended. Don't expect ladders to work as expected as dynamic objects any time soon.
Ah that sucks. But is it not possible to at least add in translation? I understand if players changing orientation with ladders would be hard to get working correctly, but maybe simply applying the speed of the ladder object to the player holding on and leaving it at that (just keep players oriented up regardless of rotational movement) would be a good enough compromise.
I'd compare it to an object welded to a ladder, but remaining in upright orientation no matter how the ladder rotates.

Then again, I don't know much about programming and players are of course completely different than normal tiles, so I might be making it out to be easier than it really is!
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Post by Rick Sanchez » Sat Jun 30, 2018 9:00 am

I love the title screen music, im hoping for some gameplay music at some point perhaps? Get a full soundtrack going.
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Post by Hjarpe » Sat Jun 30, 2018 3:38 pm

Rick Sanchez wrote:
Sat Jun 30, 2018 9:00 am
I love the title screen music, im hoping for some gameplay music at some point perhaps? Get a full soundtrack going.
Let's just say our friend Splinter hasn't been idle in this regard!
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Post by Rick Sanchez » Sat Jun 30, 2018 7:59 pm

Hjarpe wrote:
Sat Jun 30, 2018 3:38 pm
Rick Sanchez wrote:
Sat Jun 30, 2018 9:00 am
I love the title screen music, im hoping for some gameplay music at some point perhaps? Get a full soundtrack going.
Let's just say our friend Splinter hasn't been idle in this regard!
That's what im talking about. @Splinter Makes some really awesome tracks, i would actually pay for a soundtrack bundle for sfd
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Post by [Failman] » Tue Jul 03, 2018 10:19 pm

There should be different flags instead of just the American flag. The thought just came to me while playing on a custom map, kept wondering why there was an American flag in one building but no russian flag on the other side, then I checked map editor and I got my answer a shortage on flags.
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