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originally posted in: What do you want from Density II?
Edited by Jebus Kreist: 6/6/2015 7:37:39 PM
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All we need now ontop of what you said: Actual open-world nature. Not go to a set group of small zones with dirt roads(if even) connecting them with predictable spawns and enemies. Randomly spawned Mini-bosses would be appreciated and fun. Having different enemies invade an area under the control of another would be fun and interesting. "Random" events that cant be telegraphed the literal day the game was released. Meaningful factions. Choosing a faction locks you to it, abandon and there will be severe penalties and a cooldown between joining another. Not juggling factions with god damn "class item" swapping. Faction unique missions and identifiers(different colour name maybe) would be appreciated. A story with choices. Not everyone will have the exact same experience and follow-the-objective-Call-of-Duty style story telling. Damnit Activision. Enemy variation/Enemy factions. It would be nice if most of the enemies in each of the 4 Alien races couldn't be categorized interchangably for the most part. Also nice if there was say a "hardcore" zone or free-roam mode where friendly-fire and faction wars existed over the valuable resources in said area. Say increased or unique-valuable resources and spawn rates of harder/major(yellow) enemies. A competent loot system minorly based off contribution and toughness. Harder enemies have better drop rates. Being the key player of the mission or team(provided there is one) should have a better chance for nice things. Having everyone share resources in the area like chests and for example relic iron detracts from their "valuable" nature immersion wise. Increase their value/drop rate, but not shared. A trade system would benefit this greatly. Active players can trade with less active players for their effort.
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