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01 Aug 2013
By Ben_Mc25

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The Last of Us Multiplayer Ideas

6 Replies 948 Views Created 01-08-2013
01 Aug 2013
By Ben_Mc25

1) Remove listen mode. Replace with button modifier.
Hold R2 and press Triangle to shive. Hold R2 and Triangle when standing at a ledge to extend your arm to lift up teammates.

 

2) maps that are 3 times the size for 5-6 players.

 

3) When you "spot" the spot will be above the enemy player for as long as toy have "Line of Sight" and will not follow them when they break LOS for the duration of the "spot."

 

4) Longer survivor games. 6-8 minuets. 

 

5) No last man radar

 

6) Fireflies get joel's handgun holster to put sidearm in.  Hunters tuck sidearm in back of there pants.

 

7) Doors that work just like singleplayer. Except when open you can tress triangle to close.

 

8) breakable windows.

 

9) Torch click R3 when not aiming.

 

10) No aim assist.

 

11) Infected in any area were you would need the torch.

 

12) something for dead survivors to do. Change gear. Play minigame were they can earn points for the game.

 

13) rework of the point system. Every  friendly casualty for the game is a dead Clan member. Make resources a bit easier to get for this.  Only points for useing crafting items to effect.

 

14) more fully accesible enviroments with maps that have multiple levels

 

Id like some opinions so please leave a relpy

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Updated with the fact that I could not find Edit...

1) Remove listen mode. Replace with button modifier.
Hold R2 and press Triangle to shive. Hold R2 and Triangle when standing at a ledge to extend your arm to lift up teammates.

2) maps that are 3 times the size for 5-6 players.

3) When you "spot" the spot will be above the enemy player for as long as they have "Line of Sight" and will not follow them when they break LOS for the duration of the "spot."

4) Longer survivor games. 6-8 minuets.

5) No last man radar

6) Fireflies get joel's handgun holster to put sidearm in. Hunters tuck sidearm in back of there pants.

7) Doors that work just like singleplayer. Except when open you can tress triangle to close.

8) breakable windows.

9) Torch click R3 when not aiming.

10) No aim assist.

11) Infected in any area were you would need the torch.

12) something for dead survivors to do. Change gear. Play minigame were they can earn points for the game.

13) rework of the point system. Every friendly casualty for the game is a dead Clan member. Make resources a bit easier to get for this. Only points for useing crafting items to effect.

14) more fully accesible enviroments with maps that have multiple levels

15) W/L and Downs stat.

16) bullet penatration at reduced damage for type of cover.

17) 0.9 damage on arms and legs
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/16

Ben_Mc25

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Not being able to edit is stupid....

 

1) Remove listen mode. Replace with button modifier.
Hold R2 and press Triangle to shive. Hold R2 and Triangle when standing at a ledge to extend your arm to lift up teammates.

 

2) maps that are 3 times the size for 5-6 players.

 

3) When you "spot" the spot will be above the enemy player for as long as they have "Line of Sight" and will not follow them when they break LOS for the duration of the "spot."

 

4) Longer survivor games. 6-8 minuets. 

 

5) No last man radar

 

6) Fireflies get joel's handgun holster to put sidearm in.  Hunters tuck sidearm in back of there pants.

 

7) Doors that work just like singleplayer. Except when open you can tress triangle to close.

 

8) breakable windows.

 

9) Torch click R3 when not aiming.

 

10) No aim assist.

 

11) Infected in any area were you would need the torch.

 

12) something for dead survivors to do. Change gear. Play minigame were they can earn points for the game.

 

13) rework of the point system. Every  friendly casualty for the game is a dead Clan member. Make resources a bit easier to get for this.  Only points for useing crafting items to effect.

 

14) more fully accesible enviroments with maps that have multiple levels

 

15) W/L and Downs stat.

 

16) bullet penatration at reduced damage for type of cover.

 

17) 0.9 damage on arms and legs

 

18) no nametags in game.

 

19) Posibly 3 way battles. just involve the military faction.

 

Id like some opinions so please leave a relpy

18views and  no reply?  come on people... cant you take the time?  please

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Re: The Last of Us Multiplayer Ideas

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/16

Ben_Mc25

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Ben_Mc25
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1) Remove listen mode. Replace with button modifier.
Hold R2 and press Triangle to shive. Hold R2 and Triangle when standing at a ledge to extend your arm to lift up teammates or boost them when at bottem of ledge.

 

2) maps that are 3 times the size for 5-6 players.

 

3) When you "spot" the spot will be above the enemy player for as long as they have "Line of Sight" and will not follow them when they break LOS for the duration of the "spot."

 

4) Longer survivor games. 6-8 minuets. 

 

5) No last man radar

 

6) Fireflies get joel's handgun holster to put sidearm in.  Hunters tuck sidearm in back of there pants.

 

7) Doors that work just like singleplayer. Except when open you can tress triangle to close.

 

8) breakable windows.

 

9) Torch click R3 when not aiming.

 

10) No aim assist.

 

11) Infected in any area were you would need the torch.

 

12) something for dead survivors to do. Change gear. Play minigame were they can earn points for the game.

 

13) rework of the point system. Every  friendly casualty for the game is a dead Clan member. Make resources a bit easier to get for this.  Only points for useing crafting items to effect.

 

14) more fully accesible enviroments with maps that have multiple levels

 

15) W/L and Downs stat.

 

16) bullet penatration at reduced damage for type of cover.

 

17) 0.9 damage on arms and legs

 

18) no nametags in game.

 

19) Posibly 3 way battles. just involve the military faction.

 

Id like some opinions so please leave a relpy

18views and  no reply?  come on people... cant you take the time?  please

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/16

Ben_Mc25

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Ben_Mc25
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1) Remove listen mode. Replace with button modifier.
Hold R2 and press Triangle to shive. Hold R2 and Triangle when standing at a ledge to extend your arm to lift up teammates or boost them when at bottom of ledge. Hold R2 and X to heal.

 

2) maps that are 3 times the size for 5-6 players.

 

3) When you "spot" the spot will be above the enemy player for as long as they have "Line of Sight" and will not follow them when they break LOS for the duration of the "spot."

 

4) Longer survivor games. 6-8 minuets. 

 

5) No last man radar

 

6) Fireflies get joel's handgun holster to put sidearm in.  Hunters tuck sidearm in back of there pants.

 

7) Doors that work just like singleplayer. Except when open you can press triangle to close.

 

8) breakable windows.

 

9) Torch click R3 when not aiming.

 

10) No aim assist.

 

11) Infected in any area were you would need the torch.

 

12) something for dead survivors to do. Change gear. Play minigame were they can earn points for the game.

 

13) rework of the point system. Every  friendly casualty for the game is a dead Clan member. Make resources a bit easier to get for this.  Only points for useing crafting items to effect.

 

14) more fully accessible environments with maps that have multiple levels and are not static.

 

15) W/L and Downs stats.

 

16) bullet penetration at reduced damage for type of cover.

 

17) 0.9 damage on arms and legs

 

18) no nametags in game.

 

19) Possibly 3 way battles. Just involve the military faction.

 

20) Brawler 2 giving you health back 10 seconds after or when you Down your target for every hit.

 

21) Explosion Expert 2 doing something else

 

22) unlimited run. (I don't think it would be that hurtful to the game considering marking on maps.)

 

23) I was playing around with the idea of a heavy attack like single player that would smash the enemy down and give you a "free" headshot like singleplayer but they can mash down the triangle button to push you back. Hold square to do.

 

24) be good if you could use the guns in combat for standerd damage if you have them out instead of punching. Joel has some long gun attacks in singleplayer.

 

Id like some opinions so please leave a reply

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Re: The Last of Us Multiplayer Ideas

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/16

Ben_Mc25

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Ben_Mc25
Accepted Solution

1) Remove listen mode. Replace with button modifier.
Hold R2 and press Triangle to shive. Hold R2 and Triangle when standing at a ledge to extend your arm to lift up teammates or boost them when at bottom of ledge. Hold R2 and X to heal.

 

2) maps that are 3 times the size for 5-6 players.

 

3) When you "spot" the spot will be above the enemy player for as long as they have "Line of Sight" and will not follow them when they break LOS for the duration of the "spot."

 

4) Longer survivor games. 8-10 minuets. 

 

5) No last man radar

 

6) Fireflies get joel's handgun holster to put sidearm in.  Hunters tuck sidearm in back of there pants.

 

7) Doors that work just like singleplayer. Except when open you can press triangle to close.

 

8) breakable windows.

 

9) Torch click R3 when not aiming.

 

10) No aim assist.

 

11) Infected in any area were you would need the torch.

 

12) something for dead survivors to do. Change gear. Play minigame were they can earn points for the game.

 

13) rework of the point system. Every  friendly casualty for the game is a dead Clan member. Make resources a bit easier to get for this.  Only points for useing crafting items to effect.

 

14) more fully accessible environments with maps that have multiple levels and are not static.

 

15) W/L and Downs stats.

 

16) bullet penetration at reduced damage for type of cover.

 

17) 0.9 damage on arms and legs

 

18) no nametags in game.

 

19) Possibly 3 way battles. Just involve the military faction.

 

20) Brawler 2 giving you health back 10 seconds after or when you Down your target for every hit.

 

21) Explosion Expert 2 doing something else

 

22) unlimited run. (I don't think it would be that hurtful to the game considering marking on maps.)

 

23) I was playing around with the idea of a heavy attack like single player that would smash the enemy down and give you a "free" headshot like singleplayer but they can mash down the triangle button to push you back. Hold square to do.

 

24) be good if you could use the guns in combat for standard damage if you have them out instead of punching. Joel has some long gun attacks in singleplayer.

 

25) If a special execution is interrupted before is has been "Lethal" the downed player will live.

 

26) last stand box "pay weapon ammo" will not last into the next round. It will be expended first and made clear how much you have left of it.

 

27) the last stand box gives you different amounts depending on amount of enemies currently alive.

 

Id like some opinions so please leave a reply

64 views and 1 reply?  Come on people... Can't you take the time?  Please

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/16

coatedCap

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I know this is old but I find some of these illogical.

 

1) You don't seem to be utilizing listening mode correctly. That or you feel guilty or find it unfair. Changing the action sequences is a bit complex. Shivving is very strong but is easily balanced with range and the status of the enemy and the location of your avatar. Healing is very simple with X adding R2 would make people discouraged to use it. It's difficult enough to heal someone when you can't look in a direction to constantly heal. More teammate actions would be great but seem extra as people are able to get to many locations on their own.

 

2) If you don't feel that the maps are large enough, you must be playing on all the small maps such as Checkpoint or Downtown. You may also be sticking to areas that generally involve lots of combat (most combat occurs in small spaces).  (It appears to me that DLC maps are small-ish to medium). Longer range maps generally have less cover and have lots of chokepoints. Each map is fairly large for 2-8 people. You are asking for something large than that. This reduces the amount of encounters with enemies and more points were you can easily lose firefights.

 

3) If you haven't used the Hawk-eyed perks, I suggest you do. Your basic concept is that marks only last as long as the marking player can see the marked enemy. If this were to be put in, people would farm on marking instead of doing actual combat. The point of marking is to predict what the enemy will do next. Hawk-eyed 2 allows someone to see an outline of the enemy player to further increase prediction/survival.

 

4) Survivor games are fairly long themselves. The rounds have been properly timed. If you feel that each round is too short then you haven't really thought about how fast people die in-game. Most weapons need 3-4 shots to down. If the user has good accuracy then the player is blessed and cursed with 1-2 shots to down. This creates short rounds. In addition, the survival of your team depends on the skill of each player.

 

5) Last man radar? The ping is infrequent and gives a very general idea of where the enemy team is. If you mean to disable the enemy team radar, that would give the last man an unfair advantage as they would be able to take the enemy team out without much trouble. 

 

6) Seems neat but aesthetic features are not very important. Both have the same draw times.

 

7) Everytime someone closes/opens a door, that creates an unfair ambush area for both teams. This also provides free downs/executions because there is a door opening animation. If this could be implemented, a balance would be to grant the opener temporary invincibility (only if the door is opened calmly), the opener however, cannot aim/throw/use any weapons for a short time to give a fair fight. If the door should be kicked open violently with someone in the path of the swing, it should deal damage or instant kill depending on the location of the door/enemy.

 

8) I don't understand what you want from this. Perhaps a more realistic reaction between bullets and the environment. Also breaking windows would be a very loud sound on the radar.

 

9 and 11) Adding a flashlight is pointless, rooms are generally well lit. If you could not see the enemy in a semi-dark area, that's on you and the brightness setting YOU put. Adding infected would create an entirely different gamemode and change how the game is played. More lives will be lost to infected hordes and gameplay will be difficult. However, the idea isn't too bad if a new gamemode is made e.g. Infected Survival

 

10) It is very difficult to aim the gun in the first place. If you are referencing the slow follow of the reticule to the enemy, then something like that exists in Call of Duty or you are unconsciously following the target. I have not experienced any auto aim. Sure enemy names appear at ridiculous ranges, but no auto targeting.

 

12) Change gear would be a nice addition, but it would be unfair. If someone had say, 3 molotovs/2bombs/3smoke bombs, and had Explosive Expert 2 as a change, that player's team is at advantage against the other. Going to into battle with the selected class is something to be confident about. If you lose with it, change it afterwards to perfect it. Loadouts can be changed by pressing START. If players could earn parts via minigame in the death screen, it would be unfair as the dead players could earn more than the actual survivors battling for hard earn parts (would also mess up the leaderboards).

 

13) Every game you can lose a total of 24 people according to your method. If a player were to legacy (passing week twelve), that person starts with FIVE people, 5-24 = -19. I found people to extra supplies ratio to be about 1:10. This means 19 people by ten is 190 extra supplies are needed each match. Also each supply is 50 parts each. 190 x 50 is 9500 parts per match just to meet the extra 19 people. Resources are meant to be sparce not a huge supply cache (does not apply for LMS [last man standing]). This concept you describe is even more difficult if crafting is only counted. Each craft is about 30 parts each.More math, 9500 / 30 is roughly 317 items per match. I am very sure that there is not enough materials to go around to craft 317 items per match.

 

14) Dynamic maps is an interesting concept for the game. With the movement abilities and controls of the avatars, major ground changes would be difficult to play. However, minor changes for example, if the tall lookout post could be shot down then the players inside will take damage or be down. This also provides another land cover. Dynamic weather would also be interesting. If you take better movement controls into concept the dynamics map may work. Perhaps for a later update.

 

15) Win-loss ratios? Who really cares about that? Well some do but it's not important. It's all about how people play and interact with each other to win as a team or lose as one. Downs aren't exactly a good bragging right as you can get many downs but that won't count to your K/D ratio.

 

16) Not to bad of an idea for realism, but people may become angry from getting killed through a wall.

 

17) This is slightly more logical as limbs have very little vital organs that can be damaged by bullets (though they are vital -_-). But most downs are made on the limbs such as the legs when the enemy has armor. If this was implemented, it would definitely take longer to down but maybe to a maximum of 4-6 shots via limbs only with 90% damage.

 

18) If some people are color blind then they are not able to differentiate from each team. Red stands out from the other colors and makes the game available to people with sight disabilities aside from total blindness.

 

19) The Military already have the supplies they need. So there should be no reason to go out of the quaratine zone beside patrols. Also the QZs are in major cities and the maps all seem to be abandoned. They mainly are looking for Fireflies so the attack would be a little biased.

 

20) What are you aiming for here? Brawler 2 gives 10 health per melee hit, faster mod crafting, and an additional mod hit. You are implying that for the amount of hits to take down an enemy with melee is 10* x (number of hits to take an enemy down) afterwards. Generally a player can be taken down anywhere between 4-8 punches. Brawler is fine how it is.

 

21) Something else? If you want changes you've got to be specific.

 

22) Running for inifinity is inhuman. This becomes like singleplayer where you can escape from anything (most of the time). Humans have a certain capacity to do things and pain/rest is a natural response to avoid damaging muscles. Unlimited sprint may cause more shiv dancing. People would run around in circles with shivs in hand rather than guns or a bow.

 

23) A heavy attack is a good concept but not how you put it. Perhaps enabled for 1v1 combat. Free headshots is not a great idea. The other player is helpless enough with just being down. Adding a free headshot would feel worse and discourage new comers. This will leave you with MUCH more advanced players who will whoop your butt. The fight to push each other for further damage is not such a bad idea as it will make it more immersive but not for the perks you want it to have.

 

24) Long guns are used as a damager in singleplayer but only as the starter hit. The fact that the gun is used to hit does not seem to alter the amount of damage or time to kill to the AI. The long gun melee would be an aesthetic addition and may even delay the time to draw the actual melee (machete or 2x4, fists are not included).

 

25) This has bothered me too, but is unfair to the executor. They spent the ammo and time to down a target and is denied the execution along with a loss of a team life. It is already bad enough to get a down but NOT get the execution due to being overrun from the enemy team.

 

26) Some of your concepts are becoming harder and harder to understand. I guess you mean that if you got ammo from a previous round of survivors with the LMS box, it should be spent (original, the game allows the player to keep gun ammo). Interesting concept, I'm not too sure why you want to change this. I guess you suffered from getting killed/downed by purchasables I guess (most lethal are El Diablo, Assault Rifle, Shotgun, Military Sniper).

 

27) No matter how many people are left standing, most typically 1v4 is made. Eventually, when the match is 1v1, both players will have expended the box supply and have to rely on the available ammo and perks. If you lose that is due to your connection and your class set up.

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