Long list of ideas

novalinnovalin Member Posts: 34
I wrote a couple of blog posts recently detailing a ton of ideas. I am going to paste the ideas below (so you don't have to go to my blog) and in include the link to the latest post (the format pasted oddly here, so might be better to read on my blog). Also, I have to break this into multiple posts, since there is a character limit. I hope this helps.

http://www.dangerforce.com/blog/a-few-more-ideas-for-the-walking-dead-no-mans-land

IDEAS (part 1):
Mega-structures. As the game continues to grow and new building types are (hopefully) added, and as space in the town shrinks, one fun solution is to allow for combining of buildings. For example, you take 4 farms that are at least level X and combine them together to become one larger farm. This new farm would take up only 50% of the space of the previous 4 individual farms, but the output would be +25% (slightly higher output overall).

Guild gifting and trading. Recently, the ability to gift your entire guild a random treasure was added, which is a nice start, and ideally only the beginning of a gifting and trading foundation. The ability to gift and/or trade gear and characters to guild members would add a significant dynamic to the guild experience.

Council level building options are lacking. As the council levels up, new buildings can be added, at least, at first. At the higher levels, there are literally multiple level gaps where no new buildings can be added. This is a massive hole in what should be a rewarding experience.

Longer levels. At this time, I have yet to see a level that isn't longer than the equivalent of roughly 3 screens horizontally. Longer levels would up the feeling of exploration, which is a reoccurring trope in the Walking Dead universe.

Gathering 3 resources is repetitive. Most levels and challenges require the team to collect 3 resources. In the latest content, I have seen less of this, which is adding needed variety. For levels that are about collecting resources, why not change things up and have the characters scavenge for, say, 10 resources? Just something to add more diversity.

More achievements. Adding more achievements is an inexpensive development opportunity that adds high value (especially when you leverage stats you are already recording). For example, have additional achievements for killing a total of X walkers (multiple tiers higher than the current achievement that I acquired long ago), add an achievement for killing X saviors, and add achievements for upgrading gear and characters.

Character stats. The memorial shows the statistics of fallen soldiers, so then why not show statistics (elsewhere) for living characters? Clearly you are recording this data, if you are able to display it for the dead characters, so it just needs to be displayed.

Unequip. It's frustrating to have, for example, character Bob that levels up to be the best base-layer character and I cannot unequip gear from character Charlie, to provide to Bob. Currently, if I want to get that better gear from Charlie for Bob, I need to "sell" Charlie.

Survivor select UX needs an overhaul. When you select survivors to take into battle, the interface is cumbersome once you have acquired a large count of characters. There is no way to sort by character type, for example, and there is a lot of swiping needed to replace character by character. I recommend something more like a grid/matrix for the character view, possibly only after receiving more than X characters, or as a UI that can be toggled on and off. And/or a way to save favorite teams that can quickly be pulled in and out.

Hospital queue. Often I find some of my key characters being in the back of the hospital queue, waiting to be healed, behind in line weaker survivors. But what if the hospital gains the ability at X level to allow the player to sort the order of the queue?

Stunned opponents that are actually stunned. When raiding, I noticed that if I stun a defending character they still have the ability to counter-attack me. I think stun should mean you are truly stunned (and cannot counter). This feels more like a bug than a feature request.

More visual differences in building upgrades. The buildings have little variety in terms of visual differences when upgraded, often showing no visual change when leveled up multiple times in a row. It's a big let down moment to save up, upgrade a building, wait hours as it builds, and then see it looks exactly the same as before.

Balance the character types. Far too often do I find myself using the same character types over others, because of the unbalanced/overpowered nature of the design.
MizTyInspTurbines

Comments

  • novalinnovalin Member Posts: 34
    IDEAS (part 2)


    Add diversity to the special abilities. With the amount of grinding expected of your userbase, consider for a moment how utterly bored we may be of the repeated, simple abilities. Perhaps some characters within the same character type can have different abilities? Or maybe the player can select abilities? Or maybe as characters level up they gain secondary abilities? Or what about ability trees to unlock and grow? Or there could be a second or even third tier to every ability, so the player has to decide if they should spend the first tier with an attack or save up to the second or third tier? Why not some defensive abilities (e.g. smear walker blood on your body so that walkers ignore you for a turn or two)?

    Grow the story mode faster. Again, this is where I see the most promise, at least, within the current feature set. It’s a shame that I always feel like I have to wait many days (or weeks) before I’m barely powerful enough to complete the next level.

    Automated clearing of walls. What if, after, say, counsel level 12, the player can build up a sniper tower within their town, and the sniper will clear those 10 walkers off the walls automatically. It’s just plain tedious to click on those 10 walkers over and over again.

    Build out guild features. How about trading or gifting unused gear to guild members? Or trading farm supplies with crates?

    Fix the bad grammar and spelling errors. It’s just…unprofessional.

    Redesign Challenge mode. I get it: you needed more content early on, and this was a quick solve, just like with the ability to replay the story mode in harder difficulties. But now, longtime players have hit high levels, and the mode just doesn’t make sense anymore. How about, for example, you start at a difficultly more inline with your current level? And/or have the levels be more dynamic, such as the loot crates being random. And for those enemies that spawn out of doors and gates, have that be more random too. I don’t even find myself thinking anymore as I cruise through these levels.

    I love the idea of permadeath, I’ve just never had anyone actually permanently die. The Explore levels are simply not that threatening. I recommend that those levels become slightly more difficult, to raise the chance of death, and balance that out with better rewards.

    Those pesky ads and promotions. I get it: you want to make money. But let’s consider for a moment all of the various ways that the players are inundated with ads and promotions: pop-ups when logging in, a limited time offer icon on the edge of the screen, a menu with various options for purchase, a theater with 30 second ads to watch for a prize, and an optional 30 second ad that unlocks more crates at the end of a level. Maybe tone it down a little?

    Ability to switch back to default uniform. I own one custom outfit, which happens to be female. I put it on one of my male characters, because, why not? But then I decided I wanted to switch it back to the default outfit. Not too surprisingly, this isn’t an option.

    Add cosmetic decorations to purchase. Cosmetic items would be those things that don’t serve any function other than to decorate your camp. This could be things like a pile of walker corpses and wandering chickens.

    Add solar panels. Solar panels would harvest the energy of the sun, making other building types, such as the hospital, more effective.

    Add spiked cars. This would be a building type that you place outside the wall. The spiked car catches roamers milling about the wall while you are offline, with a finite limit which encourages you to log back in and collect the walkers that have been captured by the spikes.

    Allow for building up (and breaking down) of the walls. A key element of the comic and show is fortifications, and the building and maintaining for those fortifications. But in this game, that element is ignored, as you start in a fully guarded camp from the beginning. What if you could build up walls to be stronger, and this strength tied into gameplay? What if walls occasionally broke down if not maintained? What would be the repercussions of an invaded town?

    Include a mission where you wear walker suits. A reoccurring motif of the series is the wearing of walker guts and blood in order to blend in with the enemy. There could be a level where the characters kill some walkers, camouflage themselves in their innards, and then have to carefully traverse through a walker infested region.
    AquarianAngelInspTurbines
  • lmfgunnutlmfgunnut Member Posts: 1,636
    Good ideas here @novalin sorry my feedback is so bland after all of the detailed suggestions...but I could support many of these changes assuming good design.
    DeadFamily Guild Elder, a Top 20 Global Guild

    The Undying Suvivalist--Founding Member and Prezident of the Empty Memorial Club

    2725 Deadly Missions Completed Prior to the End of The Deadly Era

    Nightmare Club Member--All 14 Episodes of Story Complete on Nightmare Mode (lvl 19 survivors)

    InspTurbines
  • KaiseroKaisero Member Posts: 28
    I think they will scrap this BETA game and start again with you as the Head of Staff! Good job but (PEINE PERDU)
    theRealBenderInspTurbines
  • hottexashottexas Member Posts: 144
    edited April 2016
    @novalin Some really good ideas. I love the in-camp improvements, and now I really want some chickens.

    I can help with one: You can toggle your survivors back to the original uniform, just hit Andrea's uniform button again when you have the selection screen up :)

    Also, an easier way to swap equipment would be helpful. It's awkward to do now, but can be done. Re-equip Charlie with any other gear, and it will put his good stuff back into your inventory then Bob can use it. You need to keep an extra set of gear on hand to be able to do it, but no need to throw Charlie out to the camp walkers (unarmed!)

    *lol, edited 3x for clarity.
    InspTurbines
  • novalinnovalin Member Posts: 34
    hottexas said:

    @novalin Some really good ideas. I love the in-camp improvements, and now I really want some chickens.

    I can help with one: You can toggle your survivors back to the original uniform, just hit Andrea's uniform button again when you have the selection screen up :)

    Also, an easier way to swap equipment would be helpful. It's awkward to do now, but can be done. Re-equip Charlie with any other gear, and it will put his good stuff back into your inventory then Bob can use it. You need to keep an extra set of gear on hand to be able to do it, but no need to throw Charlie out to the camp walkers (unarmed!)

    *lol, edited 3x for clarity.

    Thanks for the work around ideas. Good call.
  • novalinnovalin Member Posts: 34
    Another idea:
    How about some war like levels where instead of 2 survivors you bring out 5, 6, or 7? For those levels it would be OK if teammates get downed, as long as you complete the objective with at least 1 still standing.
    InspTurbines
  • KYZRKYZR Member Posts: 7
    You have lots of great ideas here, novalin. I am bumping this thread for what I specifically came looking for or I was going to post my own suggestion.
    novalin said:

    Survivor select UX needs an overhaul. When you select survivors to take into battle, the interface is cumbersome once you have acquired a large count of characters. There is no way to sort by character type, for example, and there is a lot of swiping needed to replace character by character. I recommend something more like a grid/matrix for the character view, possibly only after receiving more than X characters, or as a UI that can be toggled on and off. And/or a way to save favorite teams that can quickly be pulled in and out.

    SpringChicken
  • KYZRKYZR Member Posts: 7
  • dead2deaddead2dead Member Posts: 12
    edited May 2016
    Nice idea's Novalin, very nice. I think that if they would actually do some of the things u said, a lot more people would play this game (and they would earn more money the same time). It needs to be much more dynamic.
  • novalinnovalin Member Posts: 34
    dead2dead said:

    Nice idea's Novalin, very nice. I think that if they would actually do some of the things u said, a lot more people would play this game (and they would earn more money the same time). It needs to be much more dynamic.

    Thanks :)

    And with the latest update, unfortunately nothing in my list of ideas has happened, and I think a lot of it is "low hanging fruit".
    InspTurbines
  • theRealBendertheRealBender Member Posts: 1,251
    Great post. I like games that are simple but I also like games that are complex with a lot of variables and stuff to do. Would be good to know what NG's vision for this game is.
    Back from 2016 :p
    InspTurbines
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