Ravenfield

Ravenfield

person's roguelike testing [EA29]
sneaky golem 17 Jan, 2024 @ 4:28pm
Suggestion Box
Hope I can get something started here to drive ideas forward
< >
Showing 1-15 of 39 comments
sneaky golem 17 Jan, 2024 @ 4:41pm 
My first suggestion would be to make suppressed weapons all have curses until at least the 3rd buy room. If you get even a crappy suppressed weapon it is kinda busted with how the AI works in the game
personperhaps  [developer] 17 Jan, 2024 @ 6:37pm 
good idea. my first attempt to balance suppressed weapons was just increasing their cost, but that didn't seem to really do much. thanks for the feedback :)
brabel 17 Jan, 2024 @ 8:17pm 
maybe add a option to pay for a shop rotation?
personperhaps  [developer] 17 Jan, 2024 @ 8:42pm 
a refresh option? neat idea
dakota star 18 Jan, 2024 @ 10:44am 
it'd nice having more variant on enemy paths because corner camping gets boring rather quickly ( maybe 2 guys standing in front of the door their backs turned like bodyguards kind of thing ? idk if the map tools let you have 2 guys just chill without moving ) , i am assuming the starting point is an elevator how about making the starting point an underground car park or a simple hotel/apartment entrance then we interact with the elevator teleporting to the starting point or we just use a ladder to climb up to a window/balcony or a fire exit ?
as for rooms , maybe some could have incomplete constructions with a couple of walls not being complete etc.
Would it be possible to hire some members with random attributes at shop ?
How about being able to buy double edged buffs at the shop ?
By the way i dont want to sound like a "me want , go makey !" kind of guy , since you asked for suggestions i thought i'd throw stuff i had on my mind :SBpenguin:
mintfish6 18 Jan, 2024 @ 11:55am 
there should be a lower chance that pistols spawn in shops because after the first shop area they're effectively useless compared to primaries (i think?). many a time i have gotten shop rooms with 4 pistols and no primary-class weapons
Last edited by mintfish6; 18 Jan, 2024 @ 11:56am
personperhaps  [developer] 18 Jan, 2024 @ 4:00pm 
pistols give more cash than other weapons. i could reduce the chances though
personperhaps  [developer] 18 Jan, 2024 @ 4:08pm 
@Resta, hiring members wouldn’t be possible with my current tools. and making rooms with more varied paths would double the time it takes to make rooms. however, double edged buffs have been on the backlog for a bit. as for the spawn room, that was the original room i made for the map, repurposed as the spawn room. a better spawn room might be done, but it’s pretty far down in terms of priority
zipperman 18 Jan, 2024 @ 7:49pm 
I have a few ideas to share, with the more important ones starting at the top (for tldr, read the last sentences):

- Although you're probably aware of this already, the boss room as it is currently is very bland. Knowing where the bosses are and where they are going, I can do the same exact thing every time and get away with it.
To fix this, I think making more boss rooms or adding different paths for the bosses to take would make them much more interesting and fun to play against.

If you're adding more boss rooms, maybe you can have a unique boss fight for each room. For example, one boss room could have like a maze layout with multiple routes, basic enemies, and a boss enemy at the end while another boss room could be like an arena with a juggernaut type enemy in the middle, forcing you to outmaneuver it (this would all probably take a lot of time though).

There should also probably be a reward for beating a boss room.

- While adding more varied bot paths would be very time consuming, it's still a problem that you can memorize every single bot spawn and path in a room after playing through it once or twice.
Although I'd understand if you can't solve this, I think getting any kind of solution to make the bot spawns and paths less predictable would help a lot.

- Getting all curses in the shop due to bad rng is a bit annoying. If I was doing a serious run, I think I'd instantly restart if I just got a bunch of cursed items in the shop early in the run (which happens quite often). And sometimes, the gears can have curses like three times in a row which prevents me from having a throwable til like room 20.
I think all the cursed stuff should just come from like two crates in a corner of the shop (kind of like a bargain bin).

- There are a lot of different values and stuff that I would like to change but are ultimately up to preference. For example, I think the outdoor rooms appear too soon but right now, it isn't possible to change it and other people may think differently depending on their configuration. Also, being able to configure the bot health would be pretty useful too.
If possible, I think a mutator made specifically to configure this map would be quite handy.

- I think adding a special room that is used to transition from one stage to another would be pretty cool and would spice up the room variety.

For example, a room that transitions from stage 1 to stage 2 could be like a lobby area with a staircase in the middle that take you down to the first floor.

- Can game length be used to alter the map?
If so, I think it would be cool if the game length was used to change the bot count or something.

Take whatever you want from these, they're just some ideas that I had. I think what you've been doing with this map is very interesting (especially with it being so unique) and hope to see what more you can accomplish with it :GDNormal:.
Lucky 18 Jan, 2024 @ 8:27pm 
I RECOMMEND a room with a round table 12 chairs infront:steamhappy:
personperhaps  [developer] 18 Jan, 2024 @ 11:19pm 
i love it when the fingers on a monkey’s paw curl
Bobbyben 19 Jan, 2024 @ 3:42pm 
Phase two outdoor room "idea"-- enemy gimmick could be ambushing you from hidden off-paths or behind cover

you enter a level by going through a hallway to an overgrown concrete bunker exit, chain link fencing on your left and right keeping you from entering a thick underbrush. Continuing in the path that you just entered through, a wide dirt trail with various cover objects stretches out ahead of you. Bots spawn behind the cover, shooting at you as you walk down the path (idk if it's possible for them to effectively use cover or not with their pathing AI) and all you have to do is make it to the other side and enter another identical concrete bunker entrance.

Having no experience designing a level idk if this just sounds like gibberish though.

Can't wait to see what you do end up doing with the planned outdoors area though!
Bobbyben 19 Jan, 2024 @ 3:54pm 
I just now have played an outdoor level for the first time, prob should have done that before making a suggestion.

I didn't check that they were already implemented, although I really like them currently

Can't wait to see what you do end up doing with the planned rooftops area though!
I feel like the biggest cause of death right now is not being able to safely enter a room and size up its contents. Some rooms are fine, like the one-staircase-leading-down-on-the-left-outdoor-barrel-room, but then there's the red collar room where, basically, every time i encounter it im proning for deal life, pinned down in the super cramped antechamber. Maybe, for higher-risk rooms, they could be structured with a little balcony or "atrium" sort of space that gives the player a chance to enter, breathe, then chose whether they're going to peek left, right, ect next.

Also, smaller note, but is it possible to tweak firing animation speeds along with fire rate? IDK if that would introduce jank, but i rolled a 76 Eagle shotgun with something like a 1.75x rate, but the buff became essentially irrelevant because of the pumping animation sending shots into the sky.
personperhaps  [developer] 20 Jan, 2024 @ 4:30pm 
i do agree that the elite room with the two red collars is a little rough in terms of reliable cover.
i’m pretty sure my thinking for that room when i was first making it was that it was supposed to be a test for your current loadout. a suppressed pistol or rifle is capable of taking on rooms with cover with ease. so to me one or two weeks ago, adding a room with flimsy cover would force players to prepare ahead of time with that room in mind. the room’s design and place in the map is really flawed though.
< >
Showing 1-15 of 39 comments
Per page: 1530 50