Forum Discussion
@Iron_Guard8I really like a lot of these ideas. By far the most dissapointing thing the giddy park did was remove the large scale ai battles and replace them with the 2 annoying ai classes imo, it didnt help that when a bounty was used regular classes spawned and this wasn't just a regular option. Its nice to play with other people but i honestly preferred slaughtering ai.
A lot of these building options sound really near and I thibk they should affect the spawn rate of certain ai, such as a disco ball area raising back up dancers with an occasional slide and very rare disco zombie if their side is losing or a nightimish Zen garden area that spawns hyno shrooms and nightcaps maybe even a royal hyno flower.. We never got to see full on battles between hynoshrooms and backup dancers and I wanna see who would win that fight.
The airport sounds like a fantastic ide and I would love to use it to get onto those airships we constantly saw flying around in gw2 or get in the buterhawk again. Maybe even a chance to see boss mode again.
Pirate ships could be a good reason to see deadbeards hq again and reintroduce the pirate zombies and a Zygpt area spawning mummy zombies and archaeologists would be nice to see.
I wish we could have positions to place objects like the cob mortars from gw1 as those would be fun to use in a giant battle setting.
Submarine sounds like a weird idea to implement but if it leads us to water levels I'm all for it!
Maybe there could be a tech factory lot item that spawns zombot robo soldier, saucer imps, and z mechs.
I like the objective idea as it sounds like a much better and farther thought idea of the skirmishes in bfn pve fought by ai of the backyard with the gnomes thrown in as well.
They could throw in a menu option to send players to the solo hub world or to the PvP hub.
One thing they should definetly due that all the games have lack is have an official tutorial mode led by dave or zomboss that explains the character abilities and how to properly use them going from rocket jumping up to buildings to teaching players about more advanced techniques like the zpg trickshots, burrow stealth from gw, and shield stacking.
Teaching players the individual mechanics (something bfn did horribly imo) would go a long way to help new players by teachign them the variant effects like toxic and electricity so newbs no not to bunch up or that healers can remove these effects like ice and fire.
Explaining the various quirks of every spawnable so a new player knows not to put scaredy shroom up front and that fume shroom does more damage to armor. This would simply be a better way to inform new players rather than just dropping them in mutliplayer.
I'm down for improving the backyard in anyway as it was easily the best improvement for testing out characters and single player over gw1.
@stukapooka I'd love for more tutorials; for characters, variants, abilities, upgrades, boss hunts, and so on. Something like, add an interactable booth in each base with a selection of things to teach players how stuff works. I would love this for boss hunts so we aren't guessing what to do. I do like figuring things out for myself, but having tutorials in game would save a lot of frustration that we had in GW2's boss hunts.
My main idea is that when you log into the game (after some kind of short tutorial like the Sunflower in GW2), you'd go to your personal neighborhood and could enter the public battlefield from there just like the multiplayer, Ops, and free roam region portals.
The list of stuff we could add to our neighborhood is virtually limitless, basically only memory requirements and how much the team can get done in time. We can have that rocket base to visit the moon, graveyards, skyscrapers, power plants, restaurants, shops, all kinds of normal and weird vehicles, farms, and so on. With effort, time, and a lot of in game currency, we could change our suburban neighborhood into a mini-metropolis or an idyllic farm setting, or a weird mix! One of the reasons I love PvZ so much is that it gives us a lot of possibilities.
- stukapooka4 years agoLegend
@Iron_Guard8It could also be an area in the hub that is advised for new players, maybe give them a hat for completion and a sequence at the end like the gw2 sunflower intro where the enemy attacks and the game incentivises the newbies to use what they've learned. Explaining small details goes a long way in a multiplayer shooter imo like explaining to chomper players that just because a zombie is gooped doesnt mean they can't turn and attack, a mistake I see many new chompers make in gw. Maybe even reinforce the non suicide chomper playstyle into new chompers.
Explaining bosshunt would go a long way in fixing the amount of noobs jumping in and not understanding why their weapons do nothing to the boss.
Hub layout sounds good.
Pvz games remind me a lot of the avp games in that there's so much they could do and so much potential for creative stuff that they sadly just don't do (still ticked off that we never got a sequel to 2010 that teased the xenomorph homeworld a location ever rarely seen in the comics which couldve lead to a lot of gameplay features) and try to stick to status quo. Still fun but so much more can be done. The requirements could be a bit much but lets be real here non of the pvz ganes are massive in temrs of gigabytes on modern consoles as even gw2 being the biggest only has 32.1gb and gw2 with its maps has a lot more going on in them than either bfn or gw1's.