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Nobody is alive at Puffcorp. Puffcorp is dead entirely. The people that rescue you at the end are Timmy and his Dad from the first game of The Forest. I don't think they work for Puffcorp or Sahara. The silver jacket asian guy is a plant working for Sahara so not Puffcorp, Care packages wouldn't make sense cause nobody knows about you, and if they did why send a care package instead of rescue or a new team.
2: This is... too much. Killing off 2 NPC's that took lots of work just to incorporate a new NPC that works completely differently? And replacing Kelvin and Virginia after the first ingame year? Thats like a single irl day of gameplay. Switching out the NPC's isn't a good idea and adding a dog into the game? This isn't Far Cry 5. And what happens after another year? You don't intend to keep the dog around I'm sure. So what happens next, aliens descend and leave you a Kelvin from a different timeline?
3: Security cameras? No. Solar panels are already too much electricity I don't think any building made out of simple logs will be able to house security cameras, not to mention they'd need a bunch of other equipment in order to operate. Heaters? Once your inside a walled off and roofed building its no longer considered cold so no use for heaters. And outside heaters wouldn't work that why there's campfires n stuff. Automation? Nah no automatic mob farms this isn't Minecraft. Custom traps could be interesting like an electric shock trap but I can't see that being implemented with the current electric system requiring logs to put wires on. In base 3D printers? Just go to the bunkers if you could do everything from your base there's no point in exploring or making use of transportation. Player can build DAMS!? Bro you going WAY too far with this. We can't build a dam that generates electricity with STICKS AND STONES. It would require WAY more materials that we don't possess and since its just us and 2 other humans that would take LITERALLY A LIFETIME.
4: I can agree with this. More NPC behavior would be cool. Like Ready or Not the tactical shooter they have a very in depth NPC system. Would be nice to see our neighborly cannibals have a system as detailed as that.
5: I can agree with the territorial cannibals but different attributes and stuff sounds like there's more to that than your provided face value and I don't like where it's going. They are human they have the same weaknesses as any other human. It's not like Cyberpunk 2077 where each enemy has a specific weakness to fire or electricity.
6: ABSO-FRICKIN-LUTELY. This game is less like a survival game because it misses these particular features present in the first game. Add these and we can truly call it a survival game, or better yet a true sequel to The Forest.
7: Yes but the billionaires wouldn't populate every inch of the island with points of interest, especially considering the large majority of activities are in the bunkers underground. It's natural having large gaps of nature inbetween points of interest. Look at every country, between every city are fields, forests, with most of them having nothing terribly interesting in them.
8: This would be very interesting granted it doesn't get taken too far, and those special items aren't too easy to craft.
9: I don't think that's a solid method of fishing lol, I think a fishing rod would suffice.
10: Yes they do need to expand upon that and give us bigger growbeds for more berries and plants.
11: there is less furniture, hopefully something that changes, but I don't want that being taken so far that we have luscious leather chairs from Dads study in there.
12: Snow accumulates faster than that in CANADA my friend. But hey can get alongside a smoother transition, this is an island not Canada after all.
13: While I do agree with this and would certainly enhance the survival aspect this just isn't the way of The Forest games. It's always been a collectors pouch of a backpack with literally everything in there. I doubt it'll be changed due to it being set in stone.
14: Another thing to pay homage to the original Forest. This game is far less scarier than The Forest and could use some more horror elements. Just take the first game and multiply it's horror aspects, no need to add xenomorphs or predator lol.
15: I don't think a pager is necessary but certainly a fix to that issue is.
16: He's taking from the natural environment, I don't see our character building skyscrapers out of concrete anytime soon. The only other material I can see is MUD. Wanna make a MUDHOUSE? Nah. Besides tree is common hence the game being called "The Forest".
17: I love variety but idk how much more species can be introduced to this environment without it being contradictory in the food chain and sh!t. I would like to see those pouches back though. They should have just copy pasted the original game (obviously with the improvements we have already) removing many of the items that were helpful or useful was just silly.
18: Nothin to say bout this.
19: As long as it doesn't wipe out the entire island yeah, that would be VERY cool. But in a small dose cause who needs an axe when you can burn all the trees out. I do wanna see large scale fires though.
All in all you got alot of interesting ideas. Some don't belong in this game in my opinion, some are things the game should've started with, but in the end it's up to the devs and their roadmap. You should make your own survival game! You seem to have plenty ideas. Very ambitious fellow.
Honestly, it highlights the massive differences in what some players care about, and what others don't.
In my opinion, the only things I want improved are:
Non-Exploration based content extension and more enemies.
To be more clear, I want a redesign of the cooking/gardening/crafting.
To be more specific:
Cooking - Don't Starve has one of the best systems for this. Food is broken down into Meat, Vegetable, Filler. Recipes are based on certain requirements such as requiring at least two units of meat, and one unit of vegetable. You'd have a set total number of items you can put into the 'crafting', such as four. If you have too much meat, you could use three meat pieces and one vegetable. Or if you are more vegetables, use the minimum two meat and two veggies. Or simply two meat, one vegetable, and a filler. This allows for alot more personalized control than following an /exact/ recipe. Obviously, Don't Starve's system is a bit more complex, but it always felt really rewarding for becoming familiar with it. Given Sons of the Forest added a very similar device, I think it'd be incredible if they did this.
Gardening - There are a LOT of games with gardening. I hate to reference Don't Starve again, but there's other ones like SS13 and... well. Games that do more with it than just waiting. I'd love for garden plots, perhaps by having four logs in a square and then /adding/ something in the middle to create a plot, that could link with others. A requirement for fertilizer, mayhaps. Give a purpose to those bones (bone meal, body parts, there's a lot here). Something to keep people invested in using it and a bit more interaction.
Crafting - Mentioned in your massive post, but the Forest was relatively fun in making those little baggies. It kept me invested in hunting for awhile to get rock bags, stick bags, snow shoes. Now, unfortunately, you simply go out and /find/ stuff. I'd like to have some more optional crafting, like shields... maybe? Modifications (like adding hide to stuff). Poison arrows were mentioned, but also adding fire like in the first game, and feathers, and.... 'yknow. Stuff. Maybe a better version of the crafted bow, and a few more weapons. Personally, the bag system is different enough from the Forest that I understand why all those unnecessary "rock bags"/etc aren't in. But perhaps you could have /one/ of them crafted and equipped at a time? To fit playstyles? I'm thinking specifically like a quiver for extra arrows, or one to carry extra spears, or one that lets you carry more sticks and stones/etc for gathering. You'd have to pick one out of them to have active at a time.
Loot respawning has only been half turned off. Any loot in openable containers no longer respawns. Loose loot scattered on the ground still respawns on each reload.
As for the carepackage thing, yeah it'd require a bit of a rewrite to make any sense whatsoever. It seems like EndNight is interested in going the extra mile with new features and gameplay elements so that example was just one of the many ways I think they'd tackle it.
The dog was just a quick example I strung together in about 3 minutes, but the concept is the key part I want to focus on: you can only have 2 companions at a time, certain companions are compatible with others. If you were to part ways with a companion, they'd still be around in the world, just not actively with you/doing stuff for you.
If I recall correctly, EndNight has previously stated that there would be additional companions added to the game. I would hope that there would be some sort of system like this as having more than 2 people body-blocking me in my own base would probably drive me insane.
I don't think security cameras are the most INSANE thing to be added in SOTF, considering the large amount of modernized underground billionaire-bunkers scattered everywhere. Heaters have been leaked in the gamefiles, so there is a good chance we will be seeing those regardless of how useful they are currently. Automation is just a wacky idea I threw out there, I have zero idea how it'd work or what it would be used for.
As for dams, again, I don't think it would be the most insane thing to see in SOTF. People have made homemade hydroelectric dams in their backyard with a small stream before. Of course, yes, it takes a lot more work/tools than you realistically have in-game, but so do almost all the other building mechanics. A proper small cabin built in SOTF in less than a day would take weeks, if not months, to build in real life.
What I meant by 'different attributes' is a system akin to the first game, where there were different "tribes" of cannibals. I would like to see this system expanded in SOTF by having it so these different tribes/tiers of cannibals reside in different parts of the island, with certain tribes being far more dangerous than others due to things like higher HP, higher damage, smarter AI, etc. The end goal would to get the player to associate different parts of the map with higher/lower danger like in the first game.
For example, you could have one set of cannibals reside in a heavily forest-ed corner of the map, they are very weak and can be taken down in just a few hits. Their weakness encourages them to scatter a variety of hidden traps in their section of the forest in an attempt to take you out without directly facing you.
I agree that it would be lame to have some corny and gimmicky tribes that were immune to fire or electricity.
I can agree with that. It just currently feels like there are LARGE amounts of the map that could use some care. I understand that they are trying to mimic a real-life forest, but currently the right-half of the map (other side of the mountain) has barely anything to it. Mostly all materials, items, caves, and story elements are located near the two beaches. I am positive this is something they will address in the future.
Yeah I'm with you on that. I primarily want animal-skin racks, weapon holders, arrow baskets, more rug options, etc. Maybe some new furniture types that utilize the large stone that was added? I honestly just want a reason to build a large base. The building system is very cool and not being able to build a base larger than 1 room without it feeling empty/repetitive is really disappointing.
Honestly, I would love if mud was added to the game. Not as a building object, but more as a utility item like sticks or rocks. Maybe the player could use mud to re-enforce their structures so they actually hold heat like in real life. If I recall correctly, mud was also in the first game and you were able to cover yourself in it to get a stealth bonus. That as a returning feature could be cool.
As for additional building objects, there could be a couple. Some that come to mind are:
Straw, adobe (literally just dirt and water mixed with pebbles to make bricks), and earthbags (sandbags but dirt, would give the shovel an additional use and sort of fit in with the military-esque asethetic your character has).
I honestly would be ecstatic if they just ported over all the animals, skins, and recipes from the first game with no changes whatsoever to them. This game needs the hunting/skin system from the first game.
That's pretty much all I got. Thanks for the feedback! Is there anything you are particularly wanting to see in the game?
haha yeah, I wanted to hear what people were interested/excited for, so I decided to post it here as well.
I really like your ideas for gardening and cooking! I'm honestly still very surprised the gardening system didn't receive a make-over from the first game. I enjoy the cooking system in its current form, but there is absolutely room for improvements like you suggested.
As for the inventory system, I personally think the entire thing needs to be revamped. Too easy to carry everything you'd ever need all at once. Being able to carry 20 sticks and 10 rocks right off the bat is WILD. You could only reach those numbers in the first game after crafting the bag holders which I dearly miss. I agree that a lot of the thrill/incentive to explore has kinda went out the window since there aren't any animals to hunt or a reason to hunt them.
However, if they didn't want to redo the inventory system, I think your idea of only being able to carry 1 bag/pouch at a time is fair.
The Don't Starve cooking thing would be a pretty big ask, except they've already added functionality for it. How you can throw in food from your inventory. All they'd need to do is streamline it so it has a set number of ingredients that can ever be added (like five). There's enough relevant stats (health, stamina, energy, fullness) and buff elements to make a selection of interesting food types. If they wanted to go a little bit further, cannibal meat (arms/legs/heads) could have a direct correlation of Don't Starve's monster meat. You can use one (as a unit of meat in a recipe), but if you ever use more than one in a recipe it'll turn into something like "Cannibal Stew" that wouldn't have great values, punishing too much cannibalism (unless you're going for a specific recipe like say, Greg).
I think Gardening is the real big ask. They don't have a great system for it, and what I'd want out of it (far more depth) would require BOTH a lot of coding and building stuff on top of relevant recipes to really make it worth while (like basic alchemy/poison crafting).
Yeah, honestly that is one of the main things that has me concerned about the direction this game is headed towards. I feel like a lot of the survival in the survival-horror game has gone away, and not seeing any of the multiple patches address this is honestly saddening.
Being able to carry so much medicine, weapons, food, and water detracts from all the survival elements put in place and honestly makes the game way less scary. And not even taking freezing damage is pretty. . . bad in a game like this. But even if they DID add freezing damage, it could instantly be negated by b-lining the winter jacket spawn because, for some reason, they decided that the craftable warmsuit in the first game didn't need to come back in the sequel and could instead be replaced with a spoon-fed solution.
Overall, it feels like SOTF is the 'casual' version of The Forest. Even on its hardest difficulty, SOTF feels way easier and less scary than The Forest because of the steps SOTF actively takes to simplify game mechanics.
Throwing this thread onto the bonfire with the rest of the wish lists.
NOT THE BONFIRE !
Asking for stuff like hydro electric dams, more companion NPCs which would further reduce the sense of isolation, total disregard for the development cost, time and even feasibility for anything like that to happen in a small unity game.
These wild wish lists are a dime a dozen and have no chance at being implemented. If you pushed for actually reasonable things, which some stuff on that list is like better survival elements and more things to do with electricity ect, that might stand a chance.
But most of this would be better suited as concepts for a 3rd game instead of trying to rebuild the entire game from the ground up.
So onto the bonfire made up entirely of reddit wish lists this thread goes. Let it have the epic viking funeral it deserves and burn in forever in Valhalla.
I think your first message wrapped this point up much more concisely.
I'm aware that the top 3 ideas aren't feasible, and that the game is likely nearing its final state. It is nice to discuss these things with other people and see what they were hoping the game would be. Call me basic, but I genuinely find it interesting and entertaining.
Way to suck the wind right out of my sails. I redact my scathing comments and award you the warm blanket of friendship.
Hey all good man! Was there anything you were hoping to see in the game that hasn't/will never come to fruition?
Mainly the return of stuff from the original game. Poison / incendiary arrows, the house boat, better AI for the cannibals.
SotF lost some sort of horror / scary quality to it. Feels more like cyberpunk with a mele build now over a freaky survival game inna woods vs otherworldly cannibals and mutants. Many here have speculated as to what that quality is and I'm still not certain, I only know it's just not the same in a bad way.