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Fortoresse Suggestions
Trasmformers
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#381
[Modéré par Katburger, raison : Off-topic]
Siuker
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#382
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holistergo a dit :

I love the barb wire and fake dummies idea. Although i'd love to make you invisible for 2.5 whenever you use the dummy just so that the distraction actually works. i can find this useful in vip and domination maps. the shield idea would be copy. We already have something called the shelter perk and shield perk.Plus ducking and conj together is already the ultimate free defense. Same thing with the spanner, we already have the shelter perk to counter mines and c4. I love your ideas but i think that they can have more considerations about whether or not it would be a good idea. For me i'd just love to see more things other than what you can buy in the shop. Although i want skins.

I find difficulty to balance dummy.Because it needs longer time to create distraction.But when it is able to survive such long time and tank all the bullets,it's a little bit over power.

For invisible,the way we can follow Strike Force Hero 2,in the game sniper has a skill true stealth.You appear only when you shoot or being attacked.Hence that making invisible lasting longer is still fair in this way.5 or 8S.

About spanner,it still differs from shelter when spanner have a short CD.If the fake props or barbed wire is implemented,shelter cannot solve those,including C4. C4 explodes when it received order from owner.
+Laurent
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#383
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Suggestion: balance of the team by APM

One of the idea of the balance of the team would be based on the number of Action Per Minute.

The actions can either be treated as global or divided in several categories (moving, shooting, stats, etc), an hybrid category can also be considered.

The balance is updated every N round. When it happens, the game attempts to do a few change as possible to avoid the confusion.
Dedeneo
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#384
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Weapon Suggestion:


Tec-9
http://img2.wikia.nocookie.net/__cb20130813200131/cs_/images/thumb/2/27/Tec9.png/250px-Tec9.png

CZ75-Auto
http://img2.wikia.nocookie.net/__cb20140710231132/cs_/images/thumb/6/6a/CZ75go.png/250px-CZ75go.png

USP-S
http://img1.wikia.nocookie.net/__cb20130813110903/cs_/images/thumb/3/3c/Csgousp.png/250px-Csgousp.png

MAG-7
http://img2.wikia.nocookie.net/__cb20130813200441/cs_/images/thumb/1/17/Mag7.png/250px-Mag7.png

Galil AR
http://img1.wikia.nocookie.net/__cb20130813202237/cs_/images/thumb/d/db/Galilar.png/250px-Galilar.png

SG 553
http://img2.wikia.nocookie.net/__cb20130813202530/cs_/images/thumb/e/e1/Sg556.png/250px-Sg556.png

G3SG1
http://img3.wikia.nocookie.net/__cb20130813202929/cs_/images/thumb/4/45/G3.png/250px-G3.png

M249
http://img4.wikia.nocookie.net/__cb20130813203106/cs_/images/thumb/b/be/M249go.png/250px-M249go.png

Dernière modification le 1414328760000
Redd3
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#385
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I'm really looking forward to weapons with variety rather than having slightly modified stats.

Like the spas 12, but not as overpowered. Maybe there could be a long range shotgun that shoots 3 bullets with 3 damage each, and shoots slightly faster than half the speed of the m4. (i.e. just about the same potency as the aug ~ 18 dps)

Or something that is powerful but cannot pass through conj. Even things that ignore conj but are extremely weak.

Or the sticky bomb launcher from the original forteresse.
Fewfre
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#386
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solfn a dit :
I'm really looking forward to weapons with variety rather than having slightly modified stats.

Like the spas 12, but not as overpowered. Maybe there could be a long range shotgun that shoots 3 bullets with 3 damage each, and shoots slightly faster than half the speed of the m4. (i.e. just about the same potency as the aug ~ 18 dps)

Or something that is powerful but cannot pass through conj. Even things that ignore conj but are extremely weak.

Or the sticky bomb launcher from the original forteresse.

I like all of these ^.^ Especially a weak weapon that can shoot through conj, it would be a great distraction weapon.
Foxpet
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#387
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Cyndaquilkid a dit :
Maybe you can buy german shepards (german shepards is a dog breed.) to protect you.

nice suggestion but if they die... that.what the heck..i hate it when an animal dies :c
Redd3
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#388
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I'll first put out my opinions on what's wrong with this game.
- No customisability
- Stats don't introduce competitive aspects to the game, instead they cause stupid arguments on forum about statpadders, farmers, etc.
- Nothing to do once everything is bought
- No diversity whatsoever in game modes. No singular player modes.
- No racing/points scoring aspects of the game which could give players the chance to compete with each other and show their skill in a tourney based system.

Here are my suggestions:
- New guns that are not just stat tradeoffs. We want something unique like what the spas brought us.
- Customisations, including facial customisation and colours on clothing. Perhaps badges as rewards instead of titles for accomplishing certain things in the game. The badges could show up on the character (depends on what badge you want to wear, and only one shows at a time)
- Single player modes, such as target practice. There could be stationary or moving targets and you might be equipped with a weapon that fires quickly or fires slowly or perhaps the bullets are projectiles. You already have projectile physics in tfm, you can add them here.
- Stealth type game modes where vision is limited, and a player/players must avoid being spotted by the enemy.
- Level allocation points (Levels 1 to 100) that can be allocated to a specific parameter on the player excluding damage, such as movement speed or jump speed or conj usage, and SMALL HP increases, or clip upgrades. To punish people who abuse conj, read the next point - this is where parameter increases can be useful.
- New maps with new features, such as indestructible walls or points where conj can't be placed.
- Add some personality to each character. Don't know how though.
- A room 801 for fortoresse where players can practice with paintballs or pop guns, and socialise. Badges/achievements can be earned in this room.
- Something to keep fortoresse players playing e.g. a rewards system for completing weekly/monthly challenges.
- MAKE OUR OWN MAPS.

Unfortunately, for spawn blockers and killers, we didn't really figure out any good plans for them. Some of our failed suggestions were:
- No-go zones. Players on the opposite team can't stand in this zone for more than a few seconds. However, this would cut off a lot of options for players wanting to approach the flag from other angles as they can't get through the no-go zone fast enough before dying, if the way is blocked by conj.
- Punishing spawn killers by dealing damage to the spawn killers who attack fresh spawns. However, killing yourself doesn't count as a death on your stats and people won't care if this system is around, they'll keep shooting.
- Decaying conj that decays faster near enemy spawns. However, this doesn't really help as newer players on the defending will get distracted and forget about the objective causing the attacking team to win anyway.

Dernière modification le 1414808280000
Fewfre
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#389
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@Solfn:
First, love these ideas =p Second, my 2 cents on some of them no one cares about ^.^

-Unique guns would be nice IF they made 100% sure to balance them.
-I think they are putting off customizations until they add Fraise to the game. But I love the idea of badges; titles but with a Fortoresse twist :) Maybe they could also show up before you name in chat? (only 1-2 character in width)
-Stealth game mode could be fun. What would happen once spotted though? Maybe make all shots instant KO?
-So people will stop suggesting it, maybe make the level allocation similar to Transformice with multiple trees, each tree representing a "class".
-The game really needs new game mechanics, and while I could like places where no conj could be placed (kinda like tfm cloud ground?), indestructible walls make me sad :( People already rarely go in a straight line to their opponent, opting instead to take an already-made tunnel. Making my own paths is one of my few good points =p Unless you mean random 2-3 blocks clusters, which could be interesting.
-I would love personality, I remember someone recommending longer / more interesting hair styles, maybe add glove/boot items, the facial customizations you mentioned, maybe have "shoulder" items (kinda like the one chasracter who has a crossbow on his back, or even other junk). Also, as was mentioned in another thread recently, allow some "fun" changes, such as paint balls (I would love if the paint stayed on the victim =p) or bubble bullets, different death particles (confetti), some "fun" models (like the cat one), maybe add "taunts" you can buy (like "blowing a raspberry", and maybe using your arms to make it more apparent).
-All their game need a room 801, GET ON THIS ATELIER 801!
-Maybe make 2-3 game modes that "cycle" every week? All I got, sorry for dumb idea =p
-YES, WHY NO CUSTOM MAPS YET? Not exactly hard, just two small pictures plus a few points for spawn, etc. If they are worried about server space, maybe the cost really high, and maybe even add a fraise option.
-As much as I love abusing conj, decaying conj would be cool just in general.

Also, in response to no diversity in game modes, there really should be a "boot camp" game mode (as a throwback to tfm). Maybe make almost all the walls indestructible forcing people to take certain paths, have conj be solid to everyone (team work =p), and maybe make it a domination type maps but with 4 small teams (and since walls are indestructible, harder to hide). Maybe no perks either, only the basics!

Dernière modification le 1414846380000
+Laurent
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#390
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solfn a dit :
...

Unfortunately, for spawn blockers and killers, we didn't really figure out any good plans for them. Some of our failed suggestions were:
- No-go zones. Players on the opposite team can't stand in this zone for more than a few seconds. However, this would cut off a lot of options for players wanting to approach the flag from other angles as they can't get through the no-go zone fast enough before dying, if the way is blocked by conj.
- Punishing spawn killers by dealing damage to the spawn killers who attack fresh spawns. However, killing yourself doesn't count as a death on your stats and people won't care if this system is around, they'll keep shooting.
- Decaying conj that decays faster near enemy spawns. However, this doesn't really help as newer players on the defending will get distracted and forget about the objective causing the attacking team to win anyway.

I was thinking about two randoms ideas here:

Idea A: Ghost state
When a player respawns, he is in the ghost state. In this state, he can't be hit by any shot or explosion from any team until he make a move. The player's character is transparent in this state.

Idea B: Defensive turret (flag mode only)

There will be a turret at the spawn that will shot any opponent near to the spawn. The turret would have a high fire rate and precision and deals low damage.
Redd3
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#391
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Laurent that sounds exactly the same as my stuff and the problem with that is new players will get distracted by enemies camping near the flag, and while this happens the enemy will take the flag with basically zero resistance.
+Laurent
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#392
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Most of the news players don't have an idea about the main objective and either they wandered anywhere or following the crowd. Also the majority don't use the conjuration, mostly because there is nowhere to found which are the commands "in-game".

So they need to know some basic command, how each mode should be played and some tips.
Siuker
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#393
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The zombie update delay disappointed me a little.But I'm still expecting it comes.

About spawn distraction
I feel no problem with it.We are invincible for 2-3 seconds after we are spawned.We should able to kill enemies easily.If we can't, that means other members are not killing,you probably can't win if the members are not helping.
At this moment I will change room,or back to this room and see if I can swap to the opposite team.

Without distraction,I also don't think they can help in usual situations.Like the base is above the ground,target VIP knows conjuration and goes above.

What's the solution?It should be the team arrangement.Arrange proper numbers of noobs and pros to both team to make it relatively fair.


Custom Map
Personally,it's too early to introduce.

The model of maps is possibly unstable now,801 have to decide what elements should be include.

Currently we recommend adding indestructible grounds and no-conjuring ground.If they add,the whole maps and gameplay could be change dramatically.We don't know how these maps should be including these features.The maps submitted are massive,most of the maps may not suitable to play.

The 801 should make some maps as experiment,to see any rules that can make these maps being suitable to play.After some day players accept the maps and take the rules as common sense.Then it's a good start.

Otherwise,another problem I concern is,the map is interactive.
Considering TFM,normal maps,racing,bootcamp....During making,you test the map alone.It has no problem it is being played,players don't affects each other,it's the same no matter you test alone or not alone.

But take a look at the interactive maps,survivor and vampire submission.You can't test the actual situation,hence some faults are remained in the map.It leads to many submitted maps are rejected.Sometimes even none of the maps are picked in one session,it's quite a poor rate.
It can be the same problem with Fort,may be some noobs like to dig there and ruining the gameplay.




Suggestions:

Melee Weapon
The melee weapons below act as perk,but with very short CD.It should be
secondary weapon.They don't actually SHOOT anything,the nearest one in the scope gets damage.The scope is tiny.
knife
CD1,damaging single target

sword
CD1,damaging multiple target with wider scope.All enemy in the scope get damage.

shovel
CD1,damaging single target with 2HP,but it is mainly used to dig.It digs hugely.


Conjuration
I think too many dots are remained and annoying during the game.Except for weapon Uzi,many weapons cannot clear dots quick or conveniently.So limiting number of dots may be a solution.

The limit of conjuring dots will be 30.If you conjure the 31th dot,the first dot on the map will be removed.30 dots should be enough for you to move around or self defending.

Noticing player if dots are over limit by this.
http://i.imgur.com/XqUGRga.png
Dots limitation should be fair,though you can't defending base like old days,same thing happens to enemy team.
If you persist in conjuring to block, you can do,with Cost by perk.

Conjuring Perk

Stable conjure
You can conjure 300 dots in total.(+270)

Hollow conjure
You can pass through the dots you conjure,like team member conjured.You can freely switch this perk on or off.And you can conjure 90 dots in total.(+60)

Equiping these two perks to gain unlimite power of conjuring.....


Other perks
Psychodelic
put down a can,it releases psychodelic gas for 10S,any enemy who smell it will unable to see names of all players for 30S,including VIP icon.20CD.
Aside from protecting VIP,it's also funny he can't confirm who is enemy,and he tries to shoot anyone in his sight.

Turret part
15CD
Its size is half of a player.
First time you press,a semi-finished turret appear with 10HP
Second time you press at the same place,a finished turret with 30HP appear
The turret auto aims enemy in a scope,shoots per second with 2-5 damage.

One player,one turret .If you try to produce the second finished turret,the first one will be removed.
In fact a finished turret can be done within a few seconds if two players have this perk and cooperate.And they can make two turrets in total.
It would be terrible if a lot of players using this.But same thing goes with mine or C4,as a result,cooperation is a powerful strength.
However,I don't know the actual situation,so the value should be changed if it is used in the game.


Game Mode
Hide And Seek
Seeker team is going to catch another team.
Seeker has 2-5 members in total,the remained are hiders.
It would be good when the room has 6 or more ppl.
If there are 6 ppl in room,2 for seekers,4 for hiders.
Seeker has 80HP,they can respawn if they die,while hiders can't.

Idealy,rewards of seeker,
damaging hiders:1-4
killing hiders:1-4
all hiders died:2

rewards of hiders,
killing seeker:1-2
time survived:1-4
you survived:2
at least one hider survived:2


Ohhh my 3 hours has gone.

Dernière modification le 1414947960000
Thesnailgary
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#394
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For that Hide and Seek gamemode, maybe to prevent the "hiding team" from becoming the "attacking team" they can have knives or something
+Supergrunt
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#395
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Aw yeah, the idea of differents particles sounds so good.

http://www.youtube.com/watch?v=vXCO6r-XgQc
(Grunt Birthday Party effect on a player in that game, confettis and YAY ! )

There is a death sound, it's possible to use another, like those bubbles.
Froststormz
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#396
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Having different types of animals to protect you would be awesome, like a tiger or a rhino.
Fewfre
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#397
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Creating a half decent "pet" AI for this game would be so annoying; the only way I see it maybe happening is as a "summon" perk (that drops them at your feet and last for like 10 seconds, so you don't really have to worry about them getting stuck), or only using flying animals (like a hawk or something), since they wouldn't have to worry about conj nearly as much.

Still, along with this and the other animal suggestions I'd have to say "no support", not really a good fit for the game in my opinion. I do like that you picked tiger/rhino though, that's at least original over all the other suggestions that want a dog/wolf.

----- (unrelated post)

I know it's been suggested before, but I'd really like to see a wider variety of hair styles, especially longer hair; Every time I see the original concept art, I always love the longer hair on the medic.

And another suggestion that's been suggested before, please let us switch weapons without dying (like perks); maybe with some fixed wait timer to avoid people abusing it. While what to do with the remaining ammo in a clip could be an issue, it shouldn't be a hard one. And I know many VIPs who would love this =p

Dernière modification le 1415470380000
+Supergrunt
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#398
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Easy : if the weapon don't have any clips, the next weapon too :

100% > 100%

50% > 50%
Fewfre
« Citoyen »
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#399
  0
+supergrunt a dit :
Easy : if the weapon don't have any clips, the next weapon too :

100% > 100%

50% > 50%

While I agree this is best and most straight forward way, the one issue I can see is if someone uses a weapon such as the M60, and then with 1 ammo left, switches to the M40 A5. If it rounded down you'd feel ripped, but if it rounds up, that gives a increased max damage per clip. Of course, a penalty of some sort for switching would most likely dissuade this / make it impractical (plus it won't be the most broken thing in the game =p)
Jackalpaw
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#400
[Modéré par Whiskypickle, raison : Spam]
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