Alright, what does Survarium need to do to not rustle our S.T.A.L.K.E.R. jimmies?

Recommended Videos

Bertylicious

New member
Apr 10, 2012
1,400
0
0
BreakfastMan said:
Scrumpmonkey said:
Here is a bit of a wishlist;

-Instanced underground areas
-Vast, empty expances.
-Dynamic stashes.
-A starting 'cordon' where most players will return/trade/sleep to keep the deep zone sparce.
-Mutants, factions, weapon mods, suit upgrades and absolutely no traditional leveling system.
-Artifacts
-Player Vs. Enviroment focus.
-Anomalies

So yeah. Basically STALKER :p
But loads bigger. Need someplace to keep all those people. :p

Also, anyone else want PVP always on? 'Cause I do. Make wandering into the zone that much more dangerous. But, make the cordon have PVP off, to make sure noobs don't get ganked right out of the starting gate. Finally, have players form their own factions, EVE style and rule the zone. Have no "official" territory to capture. Have it all run and patrolled by players.
Agree in principle but don't think it would work with STALKER. In Eve you can have fleet battles with thousands of people. In STALKER you should be looking at no more than a 100 or so people fighting over a warehouse district otherwise it wouldn't feel right.
 

Bishop99999999

New member
Dec 6, 2007
182
0
0
What if they use a Dark/Demon's Souls model? There can be a rookie camp or something that's kinda the main hub, but once you actually get out and start stalkin', other players just randomly drop in and out of whatever zone you're in? Maybe they help you secure an office building to split the loot, maybe he waits outside and ganks you after you do all the hard work? Implement a punishment or "most-wanted" system for balance, and keep the number of players in an area to the low teens or twenties.
 

IBlackKiteI

New member
Mar 12, 2010
1,613
0
0
Lil_Rimmy said:
That would all be cool, but you'd have to have some sort of system in check to make sure some group doesn't just take over everything or severely limit the amount of influence a single faction can have over the game world.

The whole prisoners thing would be interesting, but you wouldn't want to disadvantage a captured player too much, for instance it'd suck if you get abducted in your sleep and then thrown in a cage to rot, forever.
It could be great if PvP was somewhat limited and there were consequences to mindlessly killing neutral players. Say if you kill a guy you get a bounty on your head and the dead guy's faction might declare war on yours. You may have had the short term benefit of killing a dude and taking his stuff, but now you'll have to be extra careful since it's open season on your ass.
On the other hand you might manage to capture a guy instead of fragging him and hold him for ransom, releasing him to his buddies in exchange for gear, territory or even another prisoner. Since you haven't killed the guy you don't get the bounty and your relationship with that faction isn't as screwed.

This sort of thing would be cool if it worked, but would be very hard to implement properly in game whilst keeping it fair.