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Thread: L4D3 ideas
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11-18-10, 11:28 AM #1
L4D3 ideas
Just rambling, if you feel like a ramble about what you hope to see in L4D3 (If they make one) ramble in the most rambling way possible here!
I'd like to see a few things introduced... Gameplay wise I'd like to see stealth and alternate routes incorporated, when walking or crouching zombies don't hear you, use cover to make sure they don't see you. Or climb over things to escape or hide... Destructible environments would be nice, have a tank rampage through the walls or throw rocks into buildings... Classes for people. You create your character, and you choose his attributes. There could be classes like Nurse, Soldier, Student, Cop etc... Each one has a specific skill set too i.e Nurse can slowly heal people, Soldier is able to use sniper rifles with little recoil, Student is able to jump higher and as a result can climb without "boosts", Cop can knock back zombies without that pesky "reload" of the push. One thing I'd like to see is a start where no weapons are around, and you have to discover a radio to contact the others and formulate a plan... During these levels Si are different than later on, they could be "early" versions of the mutation and don't have trapping abilities yet.. Ie Hunter pounces but rolls straight off, smoker pulls people over but they dont get trapped and charger would simply push the SV down and backwards... Chip damage is key and Si players at this point dont get halos around prey and are "locked" in their little level. I want to see silent weapons being used to avoid confrontation with hordes ie crossbow or bow, the arrows can be recovered maybe limiting the player to 10 shots but he has to recollect.... As it stands right now you face hordes guns blazing, I want to feel terror realizing I have no weapon other than the ability to run, Melee weapons and pistols should have ammo (or breaking points) and picking up weapons could be made more interesting by having "old" weapons that jam... You see an old shotgun on the floor, it's dirty and bloody - chances are it'll jam (ala farcry 2) but it may be better than the 5 shots of a magnum pistol you have left! I want the next L4D to be more darker, and scary... The first one did it ok, the second is so much fun, the 3rd iteration should be super tactical and visceral....
End ramble.
And if you are from valve and read this (haha I can dream) give me a job
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11-29-10, 05:23 PM #9
Re: L4D3 ideas
honestly, they need to randomize the layout of the maps. IE id rather be stuck in the middle of a city, with any route i want to use to get out, than the "well designed" campaigns.
Furthermore, theres a level of repetition that just kills me. Its the fact that you restart so much, and end up playing the beginning of a level 60+ times before either giving up or succeeding.
IE: Say your playing a level, get 5 minutes in, die, restart, get 5 minutes in die, restart, and so on for 4-5 times, then you suddenly get 7 minutes in. Meaning you've played the first 5 minutes of the level 4-5 times now. Say it takes a few tries to get to 9 minutes. Now you've played the first 5 minutes of the level 8-9 times, the first 7 3-4 times, and everything up to 9 minutes, only once. With everything after (later maps included) never played. Say the maps 40 minutes of gameplay long, at the current rate your looking at playing the 5 minutes of that map at least 40 times! Sure i am exagerating, but I challenge anyone to claim they have not experienced such a situation. Not to mention this is for just ONE session. Now apply this over all the days you play that campaign. Things get old, fast, killing Valves claim to "re-playable content".
Honestly, i can say there are parts of maps that i throughly enjoy a great deal more than others. The distribution of time spent throughout the level should be more equal, as its completely botched atm (feels like supermario, except at least with super mario, the maps were static, so you wouldn't become stuck at a certain point so bloody often).
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