Jump to content

All Activity

This stream auto-updates     

  1. Last week
  2. dude you need a GPU ASAP for sure, you will run the game with and GPU 10 times faster
  3. Our developer Joshua recently spoke with pcgamesn who did an article on XERA: Survival! Check out what they talked about at https://www.pcgamesn.com/xera-survival/making-it-in-unreal-xera-survival
  4. Earlier
  5. Your ranges ideal sounds similar to dayz’s they Use if I remember right low, medium, high, and full as players in server. Maybe xera should take that route? As well as remove the the players list in game, so you will never know if you are alone :) ( and the only down fall to that part would be the steam overlay :( you can see players that way) . I guess for an addition to the game if the player list gets removed? Have it to where you would need to team up in groups before you join into a server :)
  6. TheDuke

    Leveling and skills

    I think I am fully understanding of what you're trying to say. Yet personally, in all brutal honesty, I would take Shattered Skies or Aftermath over Xera any day. And what sets those games apart? By your logic nothing much. But I'd say nothing more than personal preference. The fact that this is so subjective is key. Different people are drawn to different 'types' of games. It is true that when the market is saturated games have a far harder time to break through. But lets be honest, the full loot drop looter shooter genre isn't an 'overly saturated' market by any means. This and NewZ are literally the only games of their kind on the market right now. They do have things in common with rust, they do. But they're not the same at all. Following your way of thinking this game would be guarantied to improve if some form of advanced base building is implemented. And i tend to disagree. I tihnk this game doesn't need that at all. Also, PUBG is really nothing like this. I for one hate pubg. And comparing Rust to Xera is like comparing the COD franchise to the Battlefield games. Some people gravitate towards cod, some battlefield. Its not because both games allow you to grab or craft a gun and shoot it they're the same thing. As you say, you suggest a leveling system. But from a leveling system automatically flows that more time invested equals a 'better'. Thats fundemental to a leveling system. As i mentioned before I am only opposed to a skill tree (or anything, really) that makes you stronger in PvP. I have no problem with a skill tree that improves you in the PVE area of the game. But thats not what you were suggesting. You were very clearly suggesting PvP related improvements to your character. Its also true that you can camp a spot and level up quickly. That is part of the issue. Farming up would feel mandatory, some people just don't like farming. Obviously there could be other ways of gaining XP implemented. But whatever happens those who invest more time (specifically in the PVE aspect of the game), will have more gain and end up with a stronger character. And i think thats bad, i don't like that. But as i said, we can agree to disagree on that. Not everyone likes the same things. Despite all the effort this team is making I am not sure there is a way to fill this game with players again. The best thing now would be to finish their roadmap and hope for the best upon full release. Theres other things i would change like how the PvP works right now. Personally: - Being the passive player gives you a massive advantage atm => aggressive play is punished. - the gunplay is not really satisfying to me - the character movement is not satisfying in looks and feel. The idea of giving you this 'arcady' kind of freedom in your movement is good. But for some reason it puts me off. I feel like its hard to place what the reason for that is. Might be the animations. I did for example love the movement shattered skies had upon release. - The whole 'humanoid' thing is not really something i like. I think if we are going with blood crazed robots they don't necesserily have to be 'humanoids'. I am no creative mastermind by any means but im sure theres many different things that can be done with a robot uprising in terms of PVE. Limiting yourself to a human looking robot and then a slightly stronger human looking robot seems like a waste of possibility in an 'AI uprising'. -guns have no way of leaving the ingame economy (as of last i checked) making it so rare things stop being rare after time has passed -the events didn't feel very satisfying. Our group did them only because they were a PvP hotspot, but then again we felt like the PvP wasn't that great as whomever pushes the other squad puts themself at a massive advantage. This was later worked on by expanding the compounds. But all that really happened was the compound got bigger, still surrounded by a vast open area. It did improve the PvP inside the compound by a lot though. etc. Theres no one 'idea' that will save this game. It seems like a lot of things have to be improved on, new things implemented and if not for full release im pretty sure at this point the stars would have to align. Its sad because this seemed to me to be a really good team that really put the community first.
  7. TheDuke

    Early Access - Development Blog #1

    I am speaking from past experience with shattered skies. From the moment an opportunity would arise to gain more pkr, people would jump on it. Regardless of whether or not it improved their gameplay experience. Dying in stupid situations would frustrate people time and time again. Yes, obviously players on the top of the leaderboards would be very active. Thats one of the reasons I don't think simply implementing an SR decay after not playing for X amount of time wouldn't work, that and the fact the game might start feeling like a chore once you narrow the timeframe down enough. Being at the top of the leaderboards however does not require you to be active unless large amounts of new players keep flooding into the game adding more SR to the total SR pool, or low SR players leave the game as that would mean they added SR to the lets call it 'SR pool' and won't be taking any more large chunks from higher SR players once the season has progressed. As long as that keeps happening the average SR that corresponds to a certain skill level would keep rising. If however the playerbase stays stable there should be a point at which a player reaches his 'maximum potential' and only gets an average of x amount of kills vs x amounts of deaths to players with an average of x SR meaning theres neither real gain nor real loss of SR. This ofcourse is all assuming they will be going with a bracket system in which killing people in the bracket above you grants more SR and vice versa. I could be overlooking something here so correct me if im wrong
  8. RosherTV

    Early Access - Development Blog #1

    Thanks for the being in communication with the players which in my opinion is the key to provide a healthy future to come. Having said this, I've played the first 2-3 weeks and I left due to work but I kept an eye on the discord and reading the announcements and patch notes on my phone and it's going good. Yes, there's no players at all maybe but I believe it's a phase every indie game goes through and I strongly believe in the official release of the "final" version of the game, I really think it will attract a lot more players. I've seen good feedback and a lot of interest when popular streamers were trying it out and I think the game will get lots of attention when out of the EA. I will be returning soon to my home and I'll definitely spend some good times on XERA. As to what I would like to see next: Moderated weekly PvP events to gather the community around. Pick a city, get rid of robots and let people kill each other. Last to survive wins skins or weapons. The player with the most wins/points gets a special reward. But hey, that's just my point of view, maybe no one likes this type of events or maybe it was already suggested. Could also be great for group PvP. In my experience, leaderboards don't really work the way you're thinking. To be at the top, you must stay at the top and that means you have to be active. Good players that enjoy the game and play leaderboards don't ever stop playing usually and at some point they don't care about the skill rating points going up or down. It's like new people starting inthe game, they find weapons and they stash it all and make a huge GIs and get mad when they lose items... but after a while you just don't care about items because that messes your confidence in fights, IMHO and from my own experience in a very similar game. So there's not much to worry about the leaderboards as people will grind for the top and eventually an inactive player will go down in the leaderboards.
  9. Purekash01

    Leveling and skills

    You're seeing everything the wrong way. So I will just lay it out and hopefully I won't get banned for it. Rust is better. It's just like this game except you can build and craft. What does this game offer that Rust doesn't? What about PubG? PubG Just has a shrinking area. This game is like every other looter shooter and that is what you want. Bland. no color or uniqueness. Even when they roll out the "SEASONS' and "CURRENCY" it wouldn't bring back a lot of players. Not unless it's packaged with a 90% off. Players who devote a lot of hours to a certain game deserve to be rewarded. But I never said that in the first place. I said Leveling. People can camp and farm a few spots and level up pretty quickly. I think I am level 7 and only spent a few hours playing, but there is nothing to keep me playing because it's bland and boring that's why there is only 1 person playing it and at most 12 per day. Enough about that though, what would be your greatest breakthrough to get people to come back and play?
  10. survivorskillZ

    My thoughts about the game!

    Hello Dev-Team. With this post i try to reach out to you to hopefully make Xera-Survival a better game than it allready is. I thought a lot about why the game isn't as succesfull as other open world pvp games like ( iss , newz , h1 survival , miscreated , dayz , shattered skies, scum or even aftermath ) . If you look at all these survival type of games you can divide them into 2 different groups. Games like miscreated , dayz , h1 and scum are not hardcore pvp games like Infestation for example. They are more slow pace. It's harder to find guns and the whole game is more focused on pve aspects but also pvp. It's more of a mixture. You could call them "real survival games" . Even though they are not as much pvp driven as other games they have a lot other stuff that make people love these games. Dayz and Miscreated for example have a huge and very nice designed map. The atmosphere of these games do the job. It's exciting to explore a huge map which actually looks abandoned and dead. The map design of Dayz is just crazy good and that alone made people play this game forever even though there wasn't much to do in the game when it got released. Same with Miscreated or Scum. The other type of survival games like Infestation and shattered skies i call "pvp survival games". These games don't focus too much on atmosphere and graphics. The main part is to provide the players a good way to gear up and pvp against each other. But this is not all. The most important thing which combinds both game types is "progress" and becoming a super survivor. What does that mean? Becoming a super survivor means that you are able to make your character better and better by the loot that is provided. In ISS you can find a gun like a Scar for example. Now you think.. hmm i can find the same thing in Xera too. But where is the difference? The difference is progress. What is the progress after finding a scar in Xera? It's very slim. What is the progress in other games that make people want to keep playing the game? It's the feeling of becoming a super survivor that is more powerfull than others. Even though i dont like Escape from Tarkov i think they do an amazing job of giving a player this feeling. You can find all sortes of guns but you are not finnished. You can make these guns so much more powerfull by just keep playing. You will find silencers, different scopes , grips , laser sights , many types of different armors, helmets and so on that give you the constant feeling of improoving and becoming stronger. The reward system is allmost endless in some games. They have tons of weapon and character tuning options that puts your brain on a constant high. It's proven that the human body releases serotonin when we reward ourself with new exciting stuff which means we are happy and don't think about quitting the game. All these games i listed before did a good job doing exactly this. Some better than others but they were all doing fine at some point because of the reasons i wrote before. Xera though doesn't have a lot to keep a player happy long term. The map is small and and boring. You can explore the whole map in less than 2 hours. That's pretty sad for people that like "real survival games". So these players willl probably quit really fast. Let's get to the "hardcore pvp players" that liked infestation and other similar games. They find a boring loot table with only a few guns and allmost no option to tune these guns with rare attachments. There are some attachments but let's be real. They don't make any difference and make some guns even worse. Thank god Xera has at least a few High Tier Guns that can give the player the "super survivor" feeling. There is an AK which is super strong and two snipers which are probably even stronger. It's not much but enough for the start to make some players freak out about finding a sniper or an ak every now and then. A new player will probably have a hard time quitting this game after getting his first VSS kill on another player or stashing one that he got from a dude that he killed. These are the rewarding moments which release serotonin in our brains. The moments that you won't forget and that make you want to come back to the game. But wait these moments were allmost non existing for 95 % of the players that touched the game. But why is that? Because the loot tables are so boring and broken it's not even funny. You can't find snipers at all and AKs maybe every 3 days if you are lucky. Do you really think people have so much time in their life that they are willing to loot months untill they get their hand on a good item? Of course not!!! And even if they find it, these items are so rare you can't even bring them out to pvp. It's just not worth it. Xera is the most unbalanced and unsatisfying game i have ever played when it comes to loot. Gamers want to have fun! They want to find cool shit that they can use against their opponents to have an advantage. As a hardcore pvp player i can live with a map that looks like a bad copy paste from other games that i have played. The main city which is supposed to be the pvp city cause there is no other option is terrible. Nobody that i played with liked to pvp there. There is so much good examples of a good layout for a pvp city. But you didn't really think it through and copied other games in the wrong places. But as i said that's just a small problem. The bigger problem is that you get bored by the loot after a few days. I love the idea of the events but where is the reward? I looted hundreds of events but only found 4 AKs and 0 snipers within 150 hours of playing this game. I bet other people quit way before me. Why? Because there is no Progress. I never became a super survivor in this game... It's just boring so people leave. It's as simple as that!
  11. TheDuke

    Leveling and skills

    Yes CS:GO is a competetive game with real life money involved for pro play or even just wagers between two people. But most people with a competetive mindset do not play with the goal of making money, they just want to be better than other players. Its what gives them that dopamine hit. It certainly does for me. All I'm saying is i want to avoid character progression in any way shape or form that benefits long time players in PvP. PVE is a different story. Also if one player is a 'speedy boy', the other a bullet sponge and one guy has the ability to rapidly heal were just playing a game of rock paper scissors for whomever gets the upper hand in the PvP. As that would essentially be the product of properly balancing such a system where every choice of 'talents' will make your character excel in a different area of the game. Ie its always a diceroll for who gets the upper hand depending on what talents the other player chose, or am i seeing that the wrong way?
  12. TheDuke

    Early Access - Development Blog #1

    I think it would help, but not solve the issue entirely. If someone is active enough to get himself on the top of the leaderboards they are most likely online every day or every other day with their friends. So they will just do whatever is most SR efficient within these three days probably still missing out on gameplay as they might refuse to play solo, duo or enter certain higher risk areas on the map. You could narrow down the timeframe in which players need to be active but i think that might make people feel like the game is a chore and enhance the feeling of frustration when players lose SR.
  13. Purekash01

    Leveling and skills

    I don't think you are fully understanding what I am saying. CS;GO is a competitive game with real life money involved. Xera isn't. Same with dota and everything else. You put a ton of money into something and make it a 1 v 1 and people will spend years practicing to win. Xera isn't that. That is why I am suggesting a talents system in place instead of a crafting system. I also think you mean I want them to put in skills like division. No. I want talents so I can customize my character to either run faster or hit harder. It would bring a new dynamic to the game. Is this guy a speedy boy or bullet sponge. And I know what you are thinking, well everyone is going to pick bullet sponge. Not if they include bleeding and lacerations like rust. You get shot 5 times and your bleeding for -25hp every 2 seconds. You gonna have to heal at some point, and with my speedy boy I'll be right there waiting for that moment.
  14. IcedYoshi

    Early Access - Development Blog #1

    Maybe we could do something with sr depreciation (is that the right word?) where people will lose sr if they are inactive for 3 days. Thoughts?
  15. TheDuke

    Leveling and skills

    Some people learn slower than others, games have a skill ceiling, some people are naturally better at shooters while some might be even better at 3th person shooters. You cannot argue that right of the bat theres people who are far better and learn the game far faster than others at almost any game. To give a popular example CS has people whom have 3 thousand hours clocked and are still in the mg ranks while theres people with 500 hours who are global and faceit level 10. Any squad that would roll up on you would have had the ability to chose from the same skills as you would. Seeing the nature of the game i think its fair to assume most people would chose PvP perks. In the end whomever invested more time will get the upper hand.
  16. Purekash01

    Leveling and skills

    How do you get better at a game without investing time into it? I work, people work, I can't invest a lot of time into a game. I would like to level up and gain a perk so when I get rolled up on by a squad I won't immediately die. Or have the ability to customize my character to favor melee instead of guns so I can run up on someone, spook them, and smash their helmets in. Escape from tarkov does that but I am not spending 2 weeks leveling strength because I work. Now they could make some servers with Talents and Talentless so both sides of this argument wins.
  17. TheDuke

    Early Access - Development Blog #1

    The only thing which worries me is that when players reach a place in the top of the season in SR they will avoid playing like they normally would in an effort to lose less SR and get the reward. For example people might choose to not play when only one of their friends is online and wait for 2 more to optimize their SR gain. I'm not sure what the system will exactly look like but maybe its a good idea to have the score on the scoreboard represent the maximum SR you had that season. So players can hit a certain SR goal and play without stressing or getting frustrated about losing SR.
  18. TheDuke

    Leveling and skills

    The game needs to excel in other areas, thats what should keep you playing. I just don't think the game needs a talent tree that offers advantages in PvP. It should be built around skill, not time invested. But as proven just now, opinions vary. And thats fine. Personally i just wouldnt be interested in a game that gives people an advantage for simply investing more time.
  19. Greetings everyone! We need your feedback! Now that we have announced the new seasons system, we want to hear from you about your ideas on how you would like to see the system implemented. A short survey has been posted at https://forms.gle/Ni3VXWWYxSHyWVhFA to gather community feedback regarding rewards, wipes, etc.. This poll will be open until Friday 8/2/19 11:59PM CST. Thank you in advance for your suggestions, and we look forward to your feedback.
  20. Oreo

    Early Access - Development Blog #1

    Firstly, welcome Reuben to the team, look forward to seeing your work! I'm glad that you recognize the demand for the type of game you're creating and understanding the stagnant period we're in rather than letting it demoralize you and the team. Monthly updates is a fantastic format to ensure that each update in meaningful and lets players know they can come back month to month during the development cycle to test and tryout new things. Seasons is an amazing idea in my opinion. I suggested this for a previous game a lot of us played called Just Survive, it creates an endless sense of replay-ability and competitiveness, implementing rewards and building your game around the idea of a season life cycle will make it addicting, it also gives you a clearer path on how to balance loot and build content as now the game doesn't have a forever life span. All in all I'm looking forward to the future of Xera, you have your head well screwed on to make an amazing game and once it's there, getting players will not be an issue. Keep up the great work.
  21. Purekash01

    Leveling and skills

    Your statements are somewhat true and I guess I am taking examples from Escape from Tarkov. Borderlands, Warframe, Risk of rain 2 mostly. These are all looter shooters. And yeah in EFT I have fought people way above my level where they they are extremely geared, I either die the most glorious death in 0.05 seconds or live long enough to escape. As for the statement of losing to worse players, those players built their character that way cause they suck and need to improve, the new person and build a way to counter it. It's all about adapting and overcoming obstacles. But if it's just going to be another looter shooter what is keeping me playing? Escape from tarkov has everything except a good connection.
  22. Hello Survivors, Thank you for your patience as we finalized writing this month's dev blog. Over the past 2 months, a lot has happened with the studio which we wanted to include in this blog and we felt it was best to wait until everything was lined up. I (Joshua) also took a much needed vacation to replenish the energy reserves! Don’t worry - the rest of the team was hard at work while I was away and there has been plenty of planning and discussion. Also Karan and WarG have a bunch of art content waiting to be implemented! First, I'd like to address the concerns of the reduced server populations. We are well aware of this and are planning our journey through Early Access accordingly. We believe this is relatively normal for an Early Access game in the current games market. From our success at launch, we have seen that there is great demand for an action-focused looter shooter - and we’ve also seen the demand for additional content to keep you all engaged. With that in mind, we have now hired an additional developer (Reuben) who will assist with pushing out new content more frequently. Reuben will start at Spotted Kiwi Interactive on the 1st of August and will be working alongside myself and our artists to implement pending art and create new core gameplay elements. We are also going to be working on migrating the game to the latest Unreal Engine version (4.22), which includes lots of server and client performance improvements. Secondly, I wanted to address the concerns of content timelines. After many internal discussions we have decided we want to accelerate development to reach a v1.0 release as soon as possible. This will allow us to bring more content out to you in a shorter amount of time. From the most recent polling carried out by Gary we have established that the currency system will be the next core feature to be implemented into the game - as per our roadmap we are planning to have this implemented in August. You can see all the content we have planned for the game here: https://trello.com/b/yGBsrAZF/xera-survival-public-roadmap. We’ve also made some internal changes to how we plan to deliver patches and content updates. We will aim to deliver at least one major content update per month, alongside 1-2 hotfix patches to address any bugs or issues. Thirdly, there is the frequent questioning of when there will be a wipe. We have always said that wipes are inevitable. We believe wipes are the best way to reset the game economy when major changes are implemented. This moves us onto the implementation of seasons. Given the plan to accelerate development, the seasons system will allow us to have a schedule of wipes to keep the game’s economy fresh as we’re adding new content. It will also give us the opportunity to introduce new skins as well as rotate skins from the previous season. A season will run every 2-3 months and at the start of every season there will be a full wipe. We also plan to allow players to earn seasonal rewards, based on leaderboard position for both XP and Skill Rating. We will have more details coming in the future as we continue to discuss this internally. We would love your feedback on seasons so feel free to tell us what you think! We have plans to start “Season 1” when the currency system has been implemented. We hope that this system will offer more transparency for the timing of wipes and offer new opportunities to be one of the top players each season. Tim (Infamy) - Marketing Director In the first week of June we were all pretty much flat out keeping the plates spinning. Since then I’ve been hard at work on business development – we had a great deal of interest from publishers, other retailers besides Steam and they all need answering. I’ve been building Facebook advertising campaigns which hit alongside Patch 3, with help from Facebook’s marketing team. We’ve now translated the Steam store page into French, German, Russian, Polish, Thai, Spanish, and Simplified Chinese – thanks to community members who have helped proof-read, please let me know if you find any problems. We have marketing via Facebook planned for all the monthly patches going forward, plus of course to the community, and we have big plans for a massive push around Halloween time, especially in North America. Stay tuned! We’ve worked hard on modelling now that we have the first cash burn figures (Steam’s reporting is a month in arrears). We answered our main question - can we recruit more staff soon? Reuben will soon be on the team, helping Joshua with programming to speed up the rate we can bring new content and features into the game. We’re in this for the long haul through Early Access, but hey, it will be nice to make the haul a bit shorter by adding resources. Gary (IcedYoshi) - Community Manager What an amazing launch it has been. To keep you guys up to speed on what I've been up to the past 2 months, here is a breakdown. As of June 10th, I was officially hired full time by Spotted Kiwi Interactive, and I have been in my current role since January of this year. Previously I served as a community moderator for the game. What this means to you guys as a community is I am now able to dedicate all of my spare time to the studio and to you, our wonderful community. On a daily basis, I have a lot on my plate such as monitoring all social media outlets for the studio, monitoring Discord, our forums, reddit, and keeping up with the industry by knowing what's going on with other studios and games being developed. I am also responsible for monitoring support tickets and responding in a timely fashion, as well as all reports that come through our in game reporting system. On top of that, I'm in charge of our QA team and regularly do a lot of internal testing myself. As you can see there is a lot that I do every day, but I enjoy every single moment of it. Most recently I have been heavily involved with talking to Joshua about the feedback you have all sent and I want to thank everyone for voicing your opinions on what you would like to see change and be added to the game. Prior to the last content update, I had been leading the charge on the testing of our most recent patch including getting to the bottom of why our new Crashed Helicopter Event caused so many issues and assisting with the rebalancing of several items within the game, and planning out our 3rd event, the Civilian Bunker event. It's been a ton of fun interacting with all of you and I can’t wait to help bring even more content along with the rest of the team in the future! Thank you to everyone for your continued support! Jack (Backyback) - Partnerships Coordinator I have been busy working on keeping all of our amazing Partners and Creators plugged in and enjoying the game, as well as getting new creators on board and helping them create quality content for XERA: Survival. My day to day activities consist of answering new partner applications, reaching out to content creators currently playing the game, working with current partners and creators to organize events and giveaways, and providing overall support to the community when Gary is getting some much needed rest! I have also been working with our Partners to create their very own skins in game! These will be rolling out quite soon! Thank you all for making our dream become a reality! Karan - Artist The past 2 months I’ve worked on the XERA research bunker as well as some other assets that have been previewed in our art-wip channel on Discord. Some early progress was shown some time ago but this time it's been populated with lots of props to make it an interesting place to explore with a few surprises in it. I’ve also created some other small buildings that will be used to fill some of the small areas of the map. The next big project has been the motel building, which was shown in the Discord channel. I’ve spent the last few days working on creating new props to fill every room of the building to make it feel what once was a nice place to stay… Mikhail (Wargr) - Artist Over the past 2 months I have made a lot of progress designing new skins that will be coming in the future. Of the 100+ different skins that I completed the past 2 months, these are some of my favorites that will be coming in the future! As always, thank you all for your continued support. We really appreciate those who are sticking around for the journey, and hope if you are sitting on the sidelines that you’ll join us once again when the time is right. We’re really excited about the expansion of the team and hope that you are ready for all the new content that we have planned. Cheers, Spotted Kiwi Interactive
  23. Zombiehunter Bob

    XERA: Survival Early Access Montage #8

  24. This is literally just the Shattered Skies map.
  25. TheDuke

    Leveling and skills

    This puts the focuss on PVE and creates an even greater barrier for entry for the new player. They would join a game where everyone in their party can run longer and faster than them and the people he fights tank more than he can simply because they have been playing for longer. He might be losing gunfights to worse players simply because hes new and to me thats unacceptable. Also, other looter shooters have had this system, the most recent example being Sergey's new disaster New Frontier. So to say that a skill tree would set this game apart from others in the genre is simply not true.
  26. IcedYoshi

    Leveling and skills

    Thanks for your feedback. A skill tree is on the roadmap for in the future and I agree it would be great to start working on it sooner than later.
  27. I see a lot of people suggesting huge fixes and stuff like that without taking into consideration that the people who made this game is a small group. This isn't Escape from Tarkov where they pop out a new gun and model in an hour. Unfortunately, the player base is dropping everyday. Last I checked it was 40 people on. Doing some small fixes and changes brings back new life, and maybe not charging so much. (Personal opinion) Leveling is slow and boring. You have a crafting system that revolves around this leveling system and it's not impressive. Ditch the to make a drone you need to be level 7. Make it so people can craft anything and everything from whatever level. If I find this stuff, I want to make it. What should happen is when you level you get a skill point. Implement the 4 skills. Strength, Stamina, Agility, and Endurance. Strength: Each point gives you X amount of health and X amount of carry capacity Stamina: Remove the ability to sprint forever. Stamina now increases how long you can run and and food/water increases stamina recharge. Agility: Increases how fast you can run and melee attack speed increase. Endurance: Implement the ability to bleed or lacerate. No broken bones. Endurance lets you take less damage and a less chance of bleeding. (if you can't implement bleeding then go with recoil control and more exp gains) TL:DR Add skill points and skills to give players something that isn't just another looter shooter.
  1. Load more activity
×