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#1 ytman

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Posted 04 December 2011 - 06:32 AM

This mod, in my opinion, has the potential to be a pioneer of the emerging Internet based CO-OP genre.

Great Gimmicks in Right Now:
Realism-
The minimal hud, the straightup lethality of anything and everything (friends included), the bleak tone, no health, sparse weaponry... just wonderful right now.

VoiP-
So awesome that it needs to be separated. As a fan of the Project Reality mod for BF2 I came to the world of positional audio years ago. Being able to experience grand scale battles with 32 players on one team able to talk to each other as if in real life... ever since then I've been pushing for this kind of audio in nearly all games. Great work! The radio feature too is wonderful.

Suggested Gimmicks:
Bleeding-
A state of slow health loss should be possible to be inflicted by various means:
-Sharp bladed weapons
-Scrapes and Bites
-Gunshot wound

Bleeding should be easily stopped in nearly all situations where first aid is present. Again be very slow.

why- to provide another threat to the survivors. Another reason to be afraid.

Stamina Debufs-
Damage should lower your long term stamina. This means less running, slower jogging, and less melee damage output. To combat it? "Resting" for prolonged periods, "Walking" to catch ones breath while still moving, "Pain Pills" and "5 Hour Energy" like drinks. Needs to be an audio/visual cue to this state.

Over exertion should also damage yourself or at least one's stamina. This is attacking too often with a heavy melee weapon.

Weapon Degradation-
Right now we have maps with a ridiculous amount of zombies (cabin has the entire town converged within that building). I feel that weapon degradation will allow mappers another way to make a map hard without throwing tons of violence at them.

More variation in 'Puzzles'/penalties for failing
Zombies aren't your only threat. Imagine a survivor trying to open a door only to miss the fact that there are electrical wires touching it killing him instantly... or at least jolting him. To solve this? Just move the wires/turn them off before hand. The key here is not telling them how to do it.

Conspirator
A unspoken and rare 'survivor class' who has ulterior motives in certain maps. Their objectives would need to be wide and varied and should allow for them to work with the survivors... until they get what they need. Imagine a Wesker liker bastard in RE1.

#2 Maxx

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Posted 04 December 2011 - 06:54 PM

In 1.02, your current stamina pool is tied to your current amount of health. The more injured you are, the less stamina you have.

Some of those other ideas like bleeding could be interesting.


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#3 ouij

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Posted 05 December 2011 - 01:28 PM

I hate the idea of weapon degradation because it sounds like a fancy way of saying breakable melee weapons. But I would like to see the guns jam once in a while, or at least have the survivors fumble the reload process occasionally. Maybe have a small chance to drop your currently equipped weapon when you're grabbed by a zombie? I don't know.

But if by "Conspirator" you mean "Werewolf," I support this idea 100%.

Some of those other ideas like bleeding could be interesting.

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#4 Mr. Patillas

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Posted 05 December 2011 - 01:40 PM

Has any of you ever played Resident Evil: Outbreak series?
It'd be great to reload guns like in that game. I mean... You pick ammo boxes, but you grab no magazines, so you're supposed to load the magazine you have bullet by bullet. Or also, an extra magazine as separated item to reload faster. Don't you think?

Edited by Mr. Patillas, 05 December 2011 - 01:41 PM.


#5 Leviathan

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Posted 05 December 2011 - 02:45 PM

I like the 'Conspirator' idea. Like he is randomly selected, and has an alternative objective which is to potentially sabotage the rest of the group. Kind of like a werewolf situation that forces players to all stick together never knowing if one the other guys they are with is the Conspirator. Although, I guess this would open up a whole lot of TKing which has been addressed.

It was kind of like that on release. I'd be in a room a bit away from the rest, and some dude would come in and kill me for my supplies then blame it on the zombies. I wasn't mad, oddly it actually added something to it for me.

Of course the next round was a total bloodbath when everyone who he looted basically ended up going ape shit on everything, and everyone. LOL. Good times.

#6 Disposable Henchman

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Posted 05 December 2011 - 03:28 PM

Of course the next round was a total bloodbath when everyone who he looted basically ended up going ape shit on everything, and everyone. LOL. Good times.


good times indeed.

I really wish there is eventually a conspirator plugin for this mod, like a survivor that can infect others or something, or the one described above.

would add a shitton of paranoia

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#7 Payne

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Posted 05 December 2011 - 06:22 PM

Has any of you ever played Resident Evil: Outbreak series?
It'd be great to reload guns like in that game. I mean... You pick ammo boxes, but you grab no magazines, so you're supposed to load the magazine you have bullet by bullet. Or also, an extra magazine as separated item to reload faster. Don't you think?


yeah I've bought outbreak at a pawnshop recently and have been trying to beat that J's Bar level and noticed that they reload individually. I kind of like that too.

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#8 ouij

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Posted 05 December 2011 - 06:58 PM

yeah I've bought outbreak at a pawnshop recently and have been trying to beat that J's Bar level

I remember kicking a door about 300 times to no avail, then breaking it down with 2 hits from a push broom.

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#9 Mr. Patillas

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Posted 05 December 2011 - 07:12 PM

That was a HUUUUGE game (including Outbreak file 2 which is even better) and I think we should learn about its gameplay bearings such as the breakable chunks of wood, poles, metal bars, which them all were breakable after a few hits. And on reloading, sure... The only game which makes reloading realistic.

#10 draco122

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Posted 06 December 2011 - 03:41 AM

That was a HUUUUGE game (including Outbreak file 2 which is even better) and I think we should learn about its gameplay bearings such as the breakable chunks of wood, poles, metal bars, which them all were breakable after a few hits. And on reloading, sure... The only game which makes reloading realistic.


I can see it working for very specific examples of Melee weaponry, weak wooden weapons primarily breaking down in stages with metal ones like pipes or maybe even a kids aluminum baseball bat occasionally bending, causing the weapons to lose reach (but not damage). Weapons like sturdy metal tools or those normally used for harsh work don't break or bend at all, I mean after all rounds don't last days or weeks meaning most common work tools would last a round at least, it really only comes down to, like I said the specific examples.

To me, the RE: Outbreak series always made it seem like they were inserting bullets into the chamber of the gun as opposed to the magazine at least on the PAL version. It's a good idea in theory but it would just make unnecessary work for the Animators, they are just going for semi-realistic instead of completely realistic after all.

The one thing actually which I think would be a good addition is something that is sort of a double edge sword, it provides something for both parties. Simply put, it's something for both Zombies and Survivors. Feeding. After a Zombie has killed a recent survivor the Zombies will bend down and feed upon the recent killed corpse for a minute or two, this grants other survivors the valuable time to get away as the Zombie mass around the recent killed survivor to feed. This is of course if the prior victim wasn't infected, in which case they'll attack but won't feast afterwards instead sort of wanting that survivor to join their ranks.

#11 Payne

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Posted 06 December 2011 - 07:12 PM

That kind of reloading actually wouldn't be much work, it would be probably a simple 2 second looped animation of a bullet shoved into a magazine. Kinda like how shotguns shells are usually reloaded in fps under the shotgun, but just replace the picture of the shotgun in your mind with a magazine.

One thing I lik about nmrih thats an original idea , is how you check your ammo by holding R. I never seen that in a fps. But again I've never seen a magazine reloaded bullet by bullet in fps either.

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#12 draco122

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Posted 07 December 2011 - 09:15 PM

That kind of reloading actually wouldn't be much work, it would be probably a simple 2 second looped animation of a bullet shoved into a magazine. Kinda like how shotguns shells are usually reloaded in fps under the shotgun, but just replace the picture of the shotgun in your mind with a magazine.

One thing I lik about nmrih thats an original idea , is how you check your ammo by holding R. I never seen that in a fps. But again I've never seen a magazine reloaded bullet by bullet in fps either.


As far as I can remember the game Condemned 1 & 2 had ammo check by "Hold X to check ammo" or something like that. It wasn't until the second game could you reload your guns but only if ammo was nearby (despite carrying one or two weapons, your character could never fathom how to carry a magazine or some bullets with him).

If it isn't too hard on an animators standpoint, then I'd say go for it! Of course, one thing I'll add is that players should be able to come across both "ammo boxes" and "weapon magazines".

If all you have is a box of ammo you'll reload a bullet one by one, but if you have a magazine you'll instantly reload all your bullets at once. Certain guns would be an exception to this, such as the M16 and MP5 having to run off magazines of those weapons. I still remember the days of Outbreak and trying to manually reload an MP5, god... so long.

#13 Mr. Patillas

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Posted 07 December 2011 - 11:07 PM

As far as I can remember the game Condemned 1 & 2 had ammo check by "Hold X to check ammo" or something like that. It wasn't until the second game could you reload your guns but only if ammo was nearby (despite carrying one or two weapons, your character could never fathom how to carry a magazine or some bullets with him).

If it isn't too hard on an animators standpoint, then I'd say go for it! Of course, one thing I'll add is that players should be able to come across both "ammo boxes" and "weapon magazines".

If all you have is a box of ammo you'll reload a bullet one by one, but if you have a magazine you'll instantly reload all your bullets at once. Certain guns would be an exception to this, such as the M16 and MP5 having to run off magazines of those weapons. I still remember the days of Outbreak and trying to manually reload an MP5, god... so long.

Machine Guns couldn't be reloadable bullet by bullet on Outbreak, there were only Magazines for those.

#14 draco122

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Posted 08 December 2011 - 06:28 PM

Machine Guns couldn't be reloadable bullet by bullet on Outbreak, there were only Magazines for those.


You mean the Assault Rifle, that took Assault Rifle Mags

I said the MP5 which was probably just called Sub-Machine Gun, that took both .9mm Handgun ammo and MP5 Magazines, but it was only until File #2 could you find a magazine for it and even then it was rare. If you didn't have a magazine for it, you reloaded rounds one at a time provided you had a box of ammo. And I think that was on the PAL version, alot of Resident Evil games had different mechanics for different countries depending if they were NTSC or PAL

#15 Estevoo

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Posted 27 December 2011 - 01:47 AM

NMRIH need items such magazines, speedloaders, laserbeams to make reload more realistic.

P.S: guns really can be reloaded without changin' mags?

What if I say I'm not like the others? What if I say I'm not just another one...


#16 FPM

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Posted 12 February 2012 - 05:36 PM

Need medkits! And disable friendly fire, no more teamkilling it is completely enough and please do something 'bout the unlimited undead spawn except for survival mode. I see some players get very frustrated when they kill all the infected in those rooms broadway, cabin & chinatown more come out of nowhere after that... they've been killed because had no chance of escaping those narrow paths, corners, etc. It should stay clear for inside areas but not outside they would complain to me in game session then they quickly quit/disconnect.



#17 Hicks

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Posted 12 February 2012 - 06:42 PM

The friendly fire is server side option <.< Also medkits are for the weak. I agree with OP tho - the zombie spawn system is crap. You go through some door, you kill 2 zombies, then you go back after 1 min and there will be 5 zombies - srsly wtf? I am "yes" for the infinity zombie respawn in the Survival gamemode, but in Objective gamemode there gonna be some other solution. Either drop more ammo, or reduce the zombie spawn population. Yes, I am not talking for killing every zombie insight but sometimes you just can't pass by, you gotta fight but more zombies are spawning right then and you simply die.

#18 Lizardheim

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Posted 17 February 2012 - 08:02 PM

Should have two different zombie spawn pointers. One that keeps spawning them and one that only spawns them once.
Would give room clearing a purpose.

Edited by Lizardheim, 17 February 2012 - 08:02 PM.


#19 Maxx

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Posted 17 February 2012 - 09:09 PM

Should have two different zombie spawn pointers. One that keeps spawning them and one that only spawns them once.
Would give room clearing a purpose.

This is already being built


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#20 FPM

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Posted 23 February 2012 - 11:46 PM

Another opinion, I played Cry Of Fear & Amnesia at a friend's house... I would love a lantern, lighter to be added/use in this mod (1.04 patch) than besides just flashlights.

Also, remember Mortewood Plaza that dead mod on Moddb? I want to see dismembered body parts in this game as well not only decapitation heads and brains. Cut 'em open apart! Or blow their legs so they can crawl if it's possible.

Last is more weapons such as guns, more designed ammo boxes, melee weapons we might have to research 'em a bit more before adding.






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