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Maps, tilesets and scenarios / Re: Which Maps for next MG version ?
« on: 15 November 2013, 02:14:05 »
Are we in need of a few maps? I could make some that will be different then ever seen before if you want.
MegaGlests' game mods menu let's you install many new mods. Even more are available on the MegaGlest Wiki and the Mods forum.
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I agree it would be very good to add a hint on how to start the game after you read the initial messages (the "Game paused" note will have faded by then).
Early in the game it is difficult to survive when you respawn since you are short of both food and water. If you have not previously located a source of clear water then it is hardly possible to survive, especially for novices. Maybe you could respawn wit a low water (and maybe also food) reserve, like 5 or 3.
Especially (but not only) early in the game it is very hard to defeat the wolves, since when you get attacked by one, most of the time 2 more will follow up and you can't kill more than one at a time. Plus they will also attack your chests, which can put you in a position where you are unable to recover (I had them destroy all the boxes near the beach which only left me with my shelter - unable to store 100 wood or leaves). (you now give more dammage)
Since the map is so large, it can be difficult to remember the location of the water source. Maybe it could morph into a structure you own once you discover it, so that you can find it easily later on. Or the game could set a marker automatically as it is discovered (or give a hint that the player may want to do so).
There is a currently a bit too much hunting for resources, especially wood (and harvesting wood seems slower than for other resources). Much of the time is spent watching "you" walk around with resources on your back while you carry them home (this is mostly a problem early in the game since later you can easily build new storage boxes).
Too much stress on boxes/chests. Think of other storages, such as a a rat hole, a (former?) fox's den, or some net attached to (non destructible) trees.
A couple more positive ;-) surprises while you discover the island such as meeting a friend from your expedition who also made it to the island (or a survivor of a much older failed ship), but ended up on the other end of it. You don't have to gain a lot of resources this way, a nice chat spinning the overall story further, or the occasional food supply in a more distant edge of the island can be fine.
More quests which are about locations / involve discovering the island but do not always focus too much on resources. Maybe make one resource mandatory but really hard to fine (only in two or three spots on the map)
Currently, unless I missed something, a large part of the map is completely unused (you can not go there). Maybe have a secret passage (covered by wood or palm trees) to this part of the island and hint on it (quest characters talking about the "lost island", resources or blocking objects forming arrows, increased wildlife etc.)
The "You" model could change more during course of the game, starting with just rags, then developing better clothes (leaves, fur etc.) with different properties (armor, bonus to sight and regeneration) as the character advances. Maybe allow to choose from male or female model (or make the model a bit more androgynous, or have a male and a female variant) so more players can identify with "you".
Being able to develop some weapons like a club (and more advanced ones as you advance) or even a simple weapon which allows you to attack from a distance (a simple bow or throwing arrows) would be great.