Sons Of The Forest

Sons Of The Forest

View Stats:
mistrzou Feb 28, 2024 @ 8:18am
Real End-Game after finishing storyline
I have few ideas how to make this game more entertaining and now being just a simple few hours play if you follow storyline without building base.

Here are my ideas:

1. Implement mood to the character
a) Ideal
b) Comfort
c) Upset
d) Irritated
e) Scarried

All moods are triggered after spending the night outside (excluding sleeping in caves). We start from an upset mood which is after we land on the island.

The criteria for mood depends on where we are sleeping and how well we are protected.

a) Ideal - gives you 10% faster walking / running, 10% more damage and 10% more stamina
Requires: Sleeping in house with roof and fireplace and chandelier surrounded by a wall (stone or palisade)
b) Comfort - gives you 5% faster walking / running, 5% more damage and 5% more stamina
Requires: Sleeping in house with roof and fireplace + chandelier or surrounded by a wall
c) Upset - gives you no bonuses
Requires: Sleeping in house with roof
d) Irritated - decrease your walking / running by 5%, 5% less damage and 5% less stamina
Requires: Sleeping in house with no roof
e) Scarried - decrease your walking / running by 10%, 10% less damage and 10% less stamina
Requires: Sleeping in save points, tents etc. without roof, wall or any protection

Mood progression:
If we sleep night with requirements which are higher than those that we met at previous night our mood level goes up by 1.
Example: We start from upset mood, we've meet requirements for comfort mood and we slept 1 night meeting those requirements - our mood goes from upset to comfort. If we meet ideal requirements our mood is not going 2 levels in 1 night but instead, we go from upstet to comfort and if we will sleep the second night having ideal requirements fulfilled then we have ideal mood. The same if we go down from Ideal mood it will take us 4 nights slept in tent etc. without any walls, roof and other requirements to went down from ideal to carried.

2. After we finish storyline - base defense quest available at any given time when we are ready

Introduction: When I first saw the forest game I thought it was about building base and surviving as many days as possible and on each day at night there are more cannibals, mutants, and other creatures. The game in its current form has limitations on how many enemies can spawn near us. I suggest to lift this limit to unlimited.

Let's say we can increase the enemy count by 4% each day survived. Then after the storyline is finished we start counting days survived starting from day 1 and enemy count is reset. Each day will increase enemy count by 4% so day 10 will be 40% more enemies, day 50 survived - 200% more enemies, day 100 - 400% more etc.

Because there are many locations in which we can hide forever from enemies I suggest:

Totem - building with HP that will be something you have to protect otherwise if it is destroyed you will lose the game.

There should be at least 10 pre-defined base locations for the player to choose from after the storyline is completed. We pick up the location on which we want to defend. The totem stays in the middle of our chosen location and our job is to build a base around it and try to protect it as many days as possible. Kelvin and Virginia are disabled when we enter this new end-game survival mode. Our gathered stuff in inventory stays with us but all of our previously built structures, furnitures etc. are erased - we start only with our equipment. (It's like starting a new game but with the items that we already collected)

How totem will work?
The totem will activate at midnight and will work the same as the artifact put on red - it will attract enemies. Enemies will have the task "destroy totem" as the highest priority. When it activates our rest level is set up to max. It attracts enemies from midnight to 8 a.m. game time. Then it will deactivate and make all enemies run away. From 8 a.m. to midnight we will have time to build base, collect food, eat, drink, and all things that will help in defense fight. During that time when the totem is off we shouldn't be encountering any enemies (like in peaceful mode).

This survival mode will add a lot of strategy to the game and would be a great mode to play online with friends. We can add new achievements to the account like days survived, days survived with only simple gear, enemies killed etc.
We can also make it a little competitive by implementing rankings and different challenges.

I know you like it so bump this post into space so it can be included in the game.
< >
Showing 1-6 of 6 comments
Luk Feb 28, 2024 @ 8:21am 
xD
Ataxio Feb 28, 2024 @ 9:03am 
This game dosent need to be project zomboid
Raffi Feb 28, 2024 @ 9:46am 
re: Mood
You need to explain how/why this would benefit the game in way.

Mechanics that force players into playing a specific way via punishment/debuff have no place outside of linear genre specific games.

If anything resource management should only provide buffs for incentive. People don't like being forced to do chores, but they will gladly choose to do them if they get rewarded.

re: base defense objectives
While the idea is neat, it would need an in world explanation. Would just be better to make night time horde spawns like in 7 days to die, that progressively increase in difficulty. The problem is the Story takes a few hours to beat so the average person wouldn't experience many of those to hook them. Maybe incorporate them into the story like you only get map updates on your phone every AM? etc.

This would definitely add a purpose to play, survive X # of nights. Rather than the non-existent end game.
Camael Feb 28, 2024 @ 11:59am 
I love how your choice of character mood after the crash is only 'Upset,' and not like, scared out of his mind.
mistrzou Mar 1, 2024 @ 11:18am 
Originally posted by Ataxio:
This game dosent need to be project zomboid
No, it doesn't have to be but it will be cool if we will have that survival mode option when we are bored after spending 6 hours in-game and finishing crap storyline. Do you think that after 50 days survived or so you are set at max cannibals numbers and day 100 is the same as day 200 is it ok? For me every day should be harder this is survival game not Minecraft and you also have peaceful mode for that so why not even set increased enemies per day infinite?

Originally posted by Raffi:
re: Mood
You need to explain how/why this would benefit the game in way.

Mechanics that force players into playing a specific way via punishment/debuff have no place outside of linear genre specific games.

If anything resource management should only provide buffs for incentive. People don't like being forced to do chores, but they will gladly choose to do them if they get rewarded.

re: base defense objectives
While the idea is neat, it would need an in world explanation. Would just be better to make night time horde spawns like in 7 days to die, that progressively increase in difficulty. The problem is the Story takes a few hours to beat so the average person wouldn't experience many of those to hook them. Maybe incorporate them into the story like you only get map updates on your phone every AM? etc.

This would definitely add a purpose to play, survive X # of nights. Rather than the non-existent end game.

It will add an element of realism to the game. This is a pseudo-survival game for now and more like Minecraft with better graphics. Imagine you are sleeping in tent when it's cold outside and somebody is sleeping at a comfortable warm home in his bed. Who should feel better? Except for providing an element of realism, it should also reward players who decided to build a proper house, walls etc. and make a little harder for players who want to quickly do storyline without even trying to build anything except tent to save game.

Good point on that players don't like to be forced to do something but this is survival game and in my opinion bad sleeping should be punished even just a little. We have starvation, thrist, stamina etc. why our characters should have always perfect sleep?

I know this mood would be hard to implement because requirements are over complicated but this is just suggestion and can be done much more simpler.

Originally posted by the guy from dune:
I love how your choice of character mood after the crash is only 'Upset,' and not like, scared out of his mind.

Don't want to punish players from the beginning of the game.
Raffi Mar 2, 2024 @ 10:39am 
Originally posted by mistrzou:
Originally posted by Ataxio:
This game dosent need to be project zomboid
No, it doesn't have to be but it will be cool if we will have that survival mode option when we are bored after spending 6 hours in-game and finishing crap storyline. Do you think that after 50 days survived or so you are set at max cannibals numbers and day 100 is the same as day 200 is it ok? For me every day should be harder this is survival game not Minecraft and you also have peaceful mode for that so why not even set increased enemies per day infinite?

Originally posted by Raffi:
re: Mood
You need to explain how/why this would benefit the game in way.

Mechanics that force players into playing a specific way via punishment/debuff have no place outside of linear genre specific games.

If anything resource management should only provide buffs for incentive. People don't like being forced to do chores, but they will gladly choose to do them if they get rewarded.

re: base defense objectives
While the idea is neat, it would need an in world explanation. Would just be better to make night time horde spawns like in 7 days to die, that progressively increase in difficulty. The problem is the Story takes a few hours to beat so the average person wouldn't experience many of those to hook them. Maybe incorporate them into the story like you only get map updates on your phone every AM? etc.

This would definitely add a purpose to play, survive X # of nights. Rather than the non-existent end game.

It will add an element of realism to the game. This is a pseudo-survival game for now and more like Minecraft with better graphics. Imagine you are sleeping in tent when it's cold outside and somebody is sleeping at a comfortable warm home in his bed. Who should feel better? Except for providing an element of realism, it should also reward players who decided to build a proper house, walls etc. and make a little harder for players who want to quickly do storyline without even trying to build anything except tent to save game.

Good point on that players don't like to be forced to do something but this is survival game and in my opinion bad sleeping should be punished even just a little. We have starvation, thrist, stamina etc. why our characters should have always perfect sleep?

I know this mood would be hard to implement because requirements are over complicated but this is just suggestion and can be done much more simpler.

Originally posted by the guy from dune:
I love how your choice of character mood after the crash is only 'Upset,' and not like, scared out of his mind.

Don't want to punish players from the beginning of the game.

The game already has boring and annoying survival mechanics, it doesn’t need more. Games aren’t realistic and the successful “survival games” are closer to an RPG where players grow their character to not care about any of those mechanics. Green hell has what you want, it has a better story, more refined mechanics, and that game is also dead.

Survival and realism don’t arbitrarily make games better and survival mechanics become moot end game.

This also doesn’t work when all of the loot is client side and the combat is horrible. Sons of the Forest is just running around spamming a loot button, occasionally dealing with badly implemented enemies (easily killing them or running away), and then every 20 minutes oops my hunger bar is flashing better stop to eat something.
Last edited by Raffi; Mar 2, 2024 @ 10:41am
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Feb 28, 2024 @ 8:18am
Posts: 6