• IP Copied!
    Loading...
  • TMD 11/22 update

    seuboi

    Mythical
    seuboi
    seuboi seuboi
    Hey guys, I'd like to give some feedback I've seen while playing a bit of this new released update.
    First of all, thank god you decided to split the arcade part from it's survival, it was unbearable a TMD server with so much broken stuff and zero economy. As I said in the update thread, if the first reset was to set all of this I'm pretty sure ppl would have accepted it.
    I can see a whole new world of possibilities right now, we can have many tasks, challenges and events that could contribute with money and rare items. Things will get even better when certain things get tweaked (like 47238946 vehicles scattered in lootbags).
    The selling system also provided a purpose to actually hoarding items in lots of bags like before, we have a big price range to trade among players, since NPCs are extremely expensive. It's not very realistic but it serves a clear need right now.
    I see how many (new and old) players will feel their infinity taken away, but it had to be done, you guys new it. It doesnt matter that the server has been gettting a higher player count since the last updates (like mapmaker), if there's no plans for gameplay the count would eventually drop to its former state. Good job, I salute your courage. Players will have to realize that infinity (and the plentful amount of 'rare' items) benefited only themselves, avoiding any possibility of an economic system.

    So, after playing for a couple of hours this is the things that I'd like to point out:
    1. Actually, moded weapons (scopes, sights) prevent us from selling them to the NPCs for cash. Is there a way to make them so?
    2. Like moded weapons, damaged armor can't be sold either, probably it affects the item ID number.
    3. Any plans for Carnival coming back? It's still inside the compass leading to its former (now empty) place.
    4. This is more like when vehicles become as valuable as a legendary weapon: make it sellable to an NPC too.
    5. We still can't refill our empty water bottles in some places (like inside safezones, some water puddles like in prison, outpost etc)
    6. There's still some items with different ID tags. For instance, I have two types of canned soups (one with description and other one with just a yellow title), this happens with ammo bought in shop (only title) and the lootable ammo (full description). It sucks to keep having two different stacks for the same item, if you could make them one only it would be way more polished.

    This are some things Ive been seeing, I'll keep playing to check for any more ideas.
    Thanks for the updates, guys :)

    edit 1:
    Guys, I suggest changing the MOTd to the announcement thread, I had to tell to a lot of people to check the changes besides asking other confused players:

    https://havocmc.net/threads/tmd-and-tmdc-updates.6621/
     
    Last edited:

    seuboi

    Mythical
    seuboi
    seuboi seuboi
    I forgot I had some notes about some other stuff, prior to this update. I think they'll come nicely with this survival approach, but they're mainly for the game's mechanics (dunno if 1.8 supports it). This would force some critical thinking on which setups we'd had, depending on each individual play style, which is what make each player unique instead of bunny hopping in full jugg with barret + grooza:

    Dynamic move speed and bullet range on weapons/armor
    Weapons can be rearranged in a wide range of stats, not only damage. They could have some major effects on our move speeds (walking, running and even jumping), which would deeply affect your survivability:

    • Pistols: ligthweight, precise and (most) are semi-auto (1 tap, 1 shot). Their range and bullet mags are very limited. Good for Close Quarters Combat (CQC).
    • SMGs: lightweight, CQC, fast firerate, better damage, from burst to full auto. Better mag size.
    • Assault Rifles: Medium weight, can be found in a wide variety of bullet ranges (between CQC and medium range), good damage, most are full auto, good mag size.
    • Sniper rifles: Heavy weight, most are suited for long range engage, heavy damage, very small mag size. Some of them (like a mosin-nagant approach) might be a middle ground from long range to medium.
    • Crossbow/bow: Medium to heavy damage, lightweight, one shot only, CQC to medium range. Makes no audible noise.
    • Light armor: Leather, cammo leather (orange, red, blue, black [each one could have different stats]), military - Speed Boost effect lvl 1, in exchange of low damage protection
    • Heavy armor: Riot, Jugger - Speed Penalty lvl 1, in exchange of great damage protection

    Hit mechanics
    Only certain weapons/melee will have knockback effect, eg: shotguns, high impact muzzles like deagle, sniper, strong assault riffles, LMG, hammer, fire axe etc.

    Skills
    We could have a learning system which could increase depending on the amount of playing time and/or completing certain quests or tasks.

    • Shooting expertises: increases acc/dmg depending on how many 'things' were shot;
    • Weapon familiarity: Increases walking/drawing speed if expert with any.
    • Heavy Armor affinity: increases its traits, boosting it's durability and/or defense rate.
    • Light armor affinity: it could boost the wearer's agility with it, increasing slighty his moving speed.
    • Low-tech skill: Increased damage with melee weapons, faster drawing/reloading speeds with bows/crossbows.
    Other traits
    We could make use of the built in crafting system to increase the game's variables, like looting/planting/trading ingredients for:

    • Crafting dyes to customize our armor's skins;
    • Improving old guns, like adding grips (to improve accuracy), straps (to increase drawing speed), fixing old guns etc;
    • Making higher grade quality food wich could have increased saturation duration (high quality steak could give you 100% hunger saturation for 30 mins straight, or something like that). Similar stuff to fresh water or even for brewing some beverages;
     
    Last edited:

    Rattler_

    Champion
    xxRatt
    xxRatt xxRatt
    Dang a lot of reading but I’ll forward it to upper staff. The suggestions you made on the second post I like and the possible stat changes to weapons is pretty cool.
     

    seuboi

    Mythical
    seuboi
    seuboi seuboi
    Dang a lot of reading but I’ll forward it to upper staff. The suggestions you made on the second post I like and the possible stat changes to weapons is pretty cool.

    Neat, Rattler! I edited for some other stuff that I already had suggested in other places, luckily this survival update will make use of some awesome things to do!
     

    GodClaps

    Mythical
    Roofied_
    Roofied_ Roofied_
    Neat, Rattler! I edited for some other stuff that I already had suggested in other places, luckily this survival update will make use of some awesome things to do![/QUOTE
    ]
    Dude shut up I spent over 100 ya dollars on leg crates and finally got infinity money and u want everyone to lose that have u lost your mind kid