Wild Bastards

Wild Bastards

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prime amoeba Jul 16, 2024 @ 9:14pm
A bunch of low key suggestions
Sooo, playing the demo made me return to Void Bastards, in turn reminding me of couple of issues I had with it potentially present also in the WB, which could still be within scope of change no matter the late development stage:

1. Challenge implementation
If you're going to introduce VB-style challenge modes in WB, please make them more customizable instead of lumping them together. What I mean is that the players should be able to also pick and match the modifiers they want to use as a custom setting. In VB, for example, I'd like to play a game with unlocked crafting and less ammo, but I cant since theyre bundled together in separate challenges with bunch of other modifiers.

I also didn't like that you had to gradually unlock the challenges with stars. I finished and thoroughly enjoyed the 1HP challenge with 5 stars, but found some of the earlier ones so obnoxious I had to cheat through them just to unlock the better ones. I have especially fond memories of skating around @ Fast-Tracking on 5 stars, seriously who thought that would be a fun idea? :steamfacepalm:

2. Skipping the story sections
For the players who prefer the ironman setting (provided by the game no less), there should be a subtler option for skipping the repeating story parts instead of button mashing and listening to "...let's log off and get rat arsed instead" for the nth time.

3. Option to disable crosshair
Pretty sure I'm not the only one who enjoys playing without a crosshair, customizing and disabling it is pretty much a standard option for all first person games.

4. Better control of various post processing effects
This might be Unity-related restriction, but if possible there should be separate options to disable effects such as chromatic abberration and depth of field.
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prime amoeba Jul 18, 2024 @ 2:56am 
Forgot to add one thing:

5. Allow more customization of the HUD, like hiding enemy health bars, floating damage numbers and the "compass". I think the demo HUD suffered from overexposure for locating enemies during the shootouts, which could be a fun game mechanic based just on the subtle sound cues.
Last edited by prime amoeba; Jul 18, 2024 @ 2:57am
prime amoeba Aug 28, 2024 @ 7:17am 
Not sure if I'm speaking to the void here, but after playing the latest demo as well as doing some local modding I'm going repeat the last point:

Please allow us to hide the handholdy UI elements, especially the compass, the enemy speech marker and floating damage markers, the enemy/ally count and the crosshair. Ammo and ace displays feel rather redundant as well. Having a radar strapped to your forehead takes quite a lot away from the western shootout vibe and I found the combat much more fun without them.

Also, I found the FPS sections bit too easy even on Very Hard difficulty due to enemies still having fairly sluggish reaction times. Void Bastards had the Hard Bastard difficulty that made reaction times very snappy, maybe introduce something similar to the masochists and FPS veterans out there?

Additional request would be to introduce a challenge similar to Risk Management from VB.
Last edited by prime amoeba; Aug 28, 2024 @ 7:32am
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