Sons Of The Forest

Sons Of The Forest

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SOTF Wishlist
Hey all, this is a wishlist I put together for changes/additions to the game. I know the game is still EA, and most of these will probably be addressed in one way or another. I'm interested to see what you guys are hoping for. Let me know in the replies!

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1. Option to have loot-respawn turned off COMPLETELY: Currently, exploiting the save-reload mechanism in the game diminishes the overall experience. This would need to be balanced, maybe stuff can occasionally wash ashore/be dropped off.

Example: Whoever remains at Puffton Corp KNOWS that you are stranded on the island. However, they refuse to save you until you reach the end-game and get what they need. They view you as a pawn and really only care about the retrieval of the VIPs and specific documentation.*

Occasionally, they throw you a bone via a care package to ensure you stay alive and complete their biddings. This care package would drop anywhere on the map and be distinguished by a bright red flare that can be seen in both day and night. This flare would only last for so long, so you'd have to act immediately after seeing it drop.
This would incentivize night exploration if it were to be dropped during the night.

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2. More companions: I believe that 2 companions is more than enough for the player. Having 3 or more at any given moment to look after would be too much. That being said, I would like it if there was an array of options to choose from.

Example: You'd have Kelvin and Virginia for the first year. During the spring of year two, you get attacked by a standard wave of cannibals. However; accompanying them is a dog. The dog was owned by one of Puffton Corps employees before the mutation incident and "adopted" by one of the cannibals.

The dog will be aggressive and violent towards you during the attack. If you manage to kill the cannibals but leave the dog unharmed, it will run off. Without an owner to take care of it, the dog will begin lurking around your base, trying to get at food from your drying racks, or water from your water collector. If you gain its trust, you can give it a tracker and add it as one of your companions. However, despite the dog now being friendly, Virginia does not like it and will no longer stay at your base. Effectively leaving you as a companion.

The dog would help you with hunting and combat, being able to catch small animals for you as well as pin down larger animals and cannibals. It would be able to keep track of the scent of cannibals/animals you are chasing and help guide you to them. You could also direct the dog to enter/retrieve items from smaller areas you cannot access.

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3. More ways to utilize electricity: security cameras, heaters, automation, custom traps, in-base 3D printers, and directional searchlights. Players could even construct dams to control rivers and generate electricity, though this feature might be less effective during the winter when water freezes.

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4. Improved enemy behaviour: In the first game it felt like the enemies were truly patrolling the island and surviving alongside you. In this game, it feels like they just spawn slightly off screen and walk up to your base before doing their thing. This has definitely improved since release, but I'd like to see it addressed further in the future. I want to see them truly surviving, gathering food, exploring, and investigating.

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5. Enemy variance: I really liked the idea of different tribes/groups of enemies inhabiting the island from the first game and want to see this return. Perhaps different sections of the island could be controlled by different groups. With each group having unique attributes/difficulties associated with them.

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6. More survival elements: Disease, illnesses, harsher winters, diet requirements, stats from the first game. I'm sure this is all coming to the game at some point.

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7. More points of interest: With such a large map, it is a necessity that there are multiple unique places to visit with actual incentive to visit them. Currently, it feels a bit barren, with a large amount dedicated to a golf course. Sure its humorous and typical for billionaires on a private island to have a golf course, but its also SO MUCH MAP to dedicate to what is essentially a bit.

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8. Add buffs/modifications to weapons: Poison arrows, fire arrows, upgraded spears, etc. I know we got the upgrade-cauldron thing recently, but I'd still like an additional layer of weapon modifications.

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9. Better fishing: Let us tie a rope to a spear so we can throw the spear at deep-water fish and retrieve it by reeling in the rope. A fishing rod would also suffice but would probably be less engaging.

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10. A better growing/planting system: I was disappointed with this system in the first game and was really hoping they'd expand upon it in the sequel. So far, it is the exact same except we don't even have custom-sized planters anymore. I want to grow and harvest CROPS! Not one slightly beneficial plant at a time.

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11. FURNITURE: It sounds kind of silly, but one of the main things I was excited about before release was the idea of prettying-up my base with a larger variety of furniture. However, currently, I believe there is less furniture in this game than the first. It doesn't make sense to build a base bigger than 2x4 logs unless you are doing a big build for the fun of it as there isn't much to fill it with.

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12. Smoother season transitions: When interviews were going out regarding the game, the devs stated that the transition between seasons would be more subtle. This was true for the most part and you can definitely feel things changing slightly each day; however, some areas feel a little rough. The most jarring example of this is the transition into and out of winter. If you are actually awake/outside when this happens, you'll see that the snow accumulates about 1-3 feet in height in less than 30 seconds.

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13. A nerfed inventory system: I feel like the current inventory system counteracts the survival element. I believe that being forced to strategically choose what weapons, items, and meals to bring on each expedition from your base would greatly enhance the survival experience.

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14. Expanded horror elements.

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15. A pager to communicate with Kelvin long-range: There have been so many times that I've found Kelvin running across the island to come visit me after I told him to stay home.

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16. I liked the addition of large stones, and would love to see them add more objects you can build bases with.

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17. Return of different animal skins, bags, pouches, etc. Also more animals species across this very big map would make things feel more alive.

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18. Please for the love of God let us eat multiple berries at once. Right-click to eat HANDFUL.

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19. Environmental disasters: I was very disappointed when I threw a molotov into the forest and only a single tree caught fire. I know the performance impact of this would be a tough one to mitigate, but if a proper forest fire system could be implemented it would be amazing.
Last edited by TheFanManIsaFan; Oct 16, 2023 @ 12:24pm
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Showing 1-15 of 22 comments
Jamesinator Oct 17, 2023 @ 9:00pm 
1: Loot respawn has already been turned off in an update hasn't it? My games don't have loot respawn at least.
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.
Last edited by Jamesinator; Oct 17, 2023 @ 9:02pm
Boss Oct 18, 2023 @ 7:44am 
Originally posted by TheFanManIsaFan:
Blah Bluh
I saw this post on reddit. Trying to cast a massive line, huh?

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.
TheFanManIsaFan Oct 18, 2023 @ 8:02am 
Hi, thanks for the feedback! Just wanted to clarify/fix a couple things since you brought up good points.

Originally posted by Jamesinator:
1: Loot respawn has already been turned off in an update hasn't it? My games don't have loot respawn at least.
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.

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.

Originally posted by Jamesinator:
1:
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?

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.

Originally posted by Jamesinator:
1:
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.

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.

Originally posted by Jamesinator:
1:
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.

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.

Originally posted by Jamesinator:
1:
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.

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.


Originally posted by Jamesinator:
1:
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.

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.


Originally posted by Jamesinator:
1:
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".

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).

Originally posted by Jamesinator:
1:
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.

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?
TheFanManIsaFan Oct 18, 2023 @ 8:11am 
Originally posted by Boss:
Originally posted by TheFanManIsaFan:
Blah Bluh
I saw this post on reddit. Trying to cast a massive line, huh?

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.
Boss Oct 18, 2023 @ 8:45am 
Originally posted by TheFanManIsaFan:
Originally posted by Boss:
I saw this post on reddit. Trying to cast a massive line, huh?

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.
Yeah. Part of the issue I think is trying to work within the framework of the game. They've already made the inventory system, trying to rework it would be... difficult at this point. Could be done, of course.

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).
Jamesinator Oct 18, 2023 @ 8:57am 
Originally posted by TheFanManIsaFan:
Hi, thanks for the feedback! Just wanted to clarify/fix a couple things since you brought up good points.

Originally posted by Jamesinator:
1: Loot respawn has already been turned off in an update hasn't it? My games don't have loot respawn at least.
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.

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.

Originally posted by Jamesinator:
1:
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?

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.

Originally posted by Jamesinator:
1:
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.

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.

Originally posted by Jamesinator:
1:
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.

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.

Originally posted by Jamesinator:
1:
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.

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.


Originally posted by Jamesinator:
1:
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.

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.


Originally posted by Jamesinator:
1:
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".

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).

Originally posted by Jamesinator:
1:
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.

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?
thanks for clarifying/elaborating. But for me you hit the nail on the head with point number 6. Currently it just doesn't feel like a survival game to me without those things.
TheFanManIsaFan Oct 18, 2023 @ 9:08am 
Originally posted by Jamesinator:
thanks for clarifying/elaborating. But for me you hit the nail on the head with point number 6. Currently it just doesn't feel like a survival game to me without those things.

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.
Jamesinator Oct 18, 2023 @ 9:11am 
Originally posted by TheFanManIsaFan:
Originally posted by Jamesinator:
thanks for clarifying/elaborating. But for me you hit the nail on the head with point number 6. Currently it just doesn't feel like a survival game to me without those things.

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.
that last paragraph is IT my guy. Summed it up perfectly.
Ataxio Oct 18, 2023 @ 9:18am 
Some good bits. Most of it's so sweeping that it may as well be a completely different game.

Throwing this thread onto the bonfire with the rest of the wish lists.
TheFanManIsaFan Oct 18, 2023 @ 9:29am 
Originally posted by Ataxio:
Some good bits. Most of it's so sweeping that it may as well be a completely different game.

Throwing this thread onto the bonfire with the rest of the wish lists.

NOT THE BONFIRE !
Ataxio Oct 18, 2023 @ 11:50am 
You arnt the first, nor will you be the last to write massive novels about huge content changes to the core of the game, basically asking for a completely new game to be made around your spesific wants and desires. It's become a common thing for some reason.

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.
TheFanManIsaFan Oct 18, 2023 @ 12:06pm 
Originally posted by Ataxio:
You arnt the first, nor will you be the last to write massive novels about huge content changes to the core. . .

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.
Ataxio Oct 18, 2023 @ 12:14pm 
Originally posted by TheFanManIsaFan:
Originally posted by Ataxio:
You arnt the first, nor will you be the last to write massive novels about huge content changes to the core. . .

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.
TheFanManIsaFan Oct 18, 2023 @ 12:18pm 
Originally posted by Ataxio:
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?
Ataxio Oct 18, 2023 @ 1:24pm 
Originally posted by TheFanManIsaFan:
Originally posted by Ataxio:
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.
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Date Posted: Oct 16, 2023 @ 12:22pm
Posts: 22