WolfQuest: Classic

WolfQuest: Classic

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Ideas for Future Updates & Episodes
Exactly the same as Ideas for New Episodes V2[wolfquest.org] over on the community forums, except for the Steam community hub for those of you who do not have (or do not want to create) an account on the official WolfQuest community forum.

That being said, feel free to post your ideas and suggestions for the game here. Maybe they'll appear in a future update. :)

Origineel geplaatst door Anduril:
Since the release of WolfQuest 2.7, a lot of the Community members have been coming up with various ideas and hypotheses for features that could be added to future episodes. In the past, we had an "Ideas for new episodes" topic that served to share and organise these ideas in one place to relay to the development team. However, since it has not been that long since the release of version 2.7 and any future episodes are purely hypothetical at this point, this topic will merely be for discussing and brainstorming your ideas, wishes, and thoughts, which for the time being will not be actively considered by the developers. If this ever happens to change, this topic will be updated to reflect that.

Note: As we aren't keeping a master list on this thread, expect some repetition. Not that there's anything wrong with that; we're open to everyone's feedback, suggestions and ideas. If you're worried about repetition of upcoming features, check the Wiki's teasers[wolfquest.wikia.com] article.

Warnings
  • Posts that do not contribute to the thread or are considered off-topic will be removed. As long as what you have is a suggestion or otherwise something to benefit the game by way of improvements to existing features or ideas for new content, you may post here. :)
  • Indicating that you support an idea without adding to it will also result in your post being removed to reduce unnecessary clutter.
  • If you have any questions or problems with the game, please post a new topic in the Discussions hub instead.
Thank you.
Laatst bewerkt door Nightangelwolf; 5 okt 2018 om 2:56
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1-15 van 870 reacties weergegeven
Multiplayer / misc suggestions
Hi!

First off I love the idea of that game! It has a cool atmosphere, and growing the puppets is awesome! :)

That's why I got some suggestions according gameplay.

I guess the growing pups part and the pack living part in multiplayer are divided due to the seasons. Merging them together disregarding the seasons would make multiplayer much more immersive, since you could always decide what you wanna do without having to switch gamemode/server.

The coyote issue: Why cant I eat them or feed them to my puppys? Hunting down an animal should always pay out in meat. I would be okay with it when it would give at least the same amount like a hare.

I think "hunting ground" should not mean that you cant find animals outside those areas, it should just be the spawn zone. The prey could avoid wolf areas, but use all the terrain, this would be way more realistic.

The prey should try to avoid wolves when they see them, even attack them when they get too close, or always try to reach a safe distance to the predator, so that you need to sneak them before you attack. Wind directions and stuff have nearly no meaning, I completely ignore them while hunting.


In The Hunter, that famous and cool hunting game, you don't get to see a single animal when you walk around being too loud. They hear you before you see them and they're gone, always trying to stay out of sight of whatever makes that noise. I don't want this to be exactly in Wolf Quest, but a little more like it would be good for the game.


And some little things:

- more environmental sounds (for the immersion)
- more realistic animal spawn (out of sight, far away, so that you need to find their trails first)
- ability to look upwards (eagles!)
- real-time growing pups
- ability to independently walk and look around (like walk using wasd, look around using mouse, like in a mech)


(Whenever I see such new concepts, I try to figure out how far they could get. In my vision I see a game where you can choose from different species like bear, wolf, eagle or elk, and play all these like the wolf quest, growing your babies, defending them against other players, who try to feed their own children in a simulated *circle of life*, all that on a huge open map.)
A few ideas:
A few ideas:


Graphical


- Add more 'life' to the game world:
- More grass & trees (differing heights of trees and grasses, too), greater vareity of flora.
- More smaller life around - fallen logs, fungi and moss growing, etc.
- In the case of forests, add leaf litter.

- Switch from unity to something else (if possible), that will allow better looking environments & etc

- Better lighting and shader effects (Bloom, etc)

- Dynamic day/night switching.

- Improved running and trotting animations....they always seem too stiff.


Gameplay

- Coyotes have a chance to (randomly) attack in packs, so you have to make a choice...do I sacrifice pup z to save pup x and y?

- More exaggerated wind direction system, right now wind direction can just be ignored.

- Sneaking will actually allow you to get closer to your prey.

- Free-roaming dispersal wolves in AM, free roaming packs in AM and SC, doing everything the player can do. They too, raise their own pups and protect them. You have the option of entering THEIR territory to grab a free meal, but they might turn and attack you like how you'd attack them if they tried it.

- Free roaming prey items (Elk, hares, etc). Their spawn locations can be random, and you'd have to actually use your sense of smell to locate them.

- Follow up on the above idea: The elk bugles indicate where the elk herd(s) currently are.

- In AM, if you tresspass on stranger wolf territory (maybe if you defeat a wolf), the others come running & they chase you away from their territory. If you don't run, you die. So, in order to find a dispersal, you have to track them by scent (Dispersals could free-roam) in the area.

- A real-time dynamic social interaction system, instead of turn-based like in the social arena. (there can be a 'legacy option' if some players prefer the the social arena for interacting)

- In SP: The player should be allowed to make mistakes (some people learn best through mistakes) in social interaction (not the social aerna), as well, even if that leads to negative consequences for the player's wolf. So if the player wolf growls at his/her pups or mate, there would be a realistic appropriate response from the pups/mate.


- Different ways pups & your wolves can die. Diseases. Forest fires. Stuff like that.


- Difficulty sliders for elk stamina, pups, and predators. You want a hard hunting experience, but you want a relatively easy pup rearing experience? This is how you do it. (*To avoid 'cheating' to get the difficulty related achievements, have it set so those achievements are disabled unless you choose one of the 'canned' options)

- An injury system for both wolves and other animals. So you can pick out prey without having to look at its health bar, and you can tell if you're low on health by seeing if you're limping or not. Etc.

- If you're kicked by an elk, you should fly backwards (kind of like in the early pre-release WQ video)

- If you're kicked by an elk, rare possibility you're thrown back & die immediately (kicked in the head)



Additional Animals

- Baby animals & with this increase the difficulty for hunting adult animals substantially (so people go for the babies).

- More prey items: bison, incredibly tough prey to take out. Almost impossible unless you have a full pack all working together (and even then....), beaver, moose, fish, frogs, cougar (maybe you can sneak in & take her cubs...), ravens that land & eat at the carcass...just to name a few.
Laatst bewerkt door SolitaryHowl; 29 mrt 2016 om 9:35
I know this might be a bit much to ask but do you think you could bring lexicon chat back to public servers? Just filter out the words: Mate, (any words to do with sexualisation), (Any swear/cuss words) and you're pretty much good to go! Also I think it would be nice to add a vote kick system so other players in the same server can vote kick someone if they really feel uncomfortable.
More customisation would also be nice! Also some new emotes too! Such as sniffing (Another player) and a snarl (usually seen in the social arena on single player)
Origineel geplaatst door (FLoFF) InsaneChaosRealm™:
I know this might be a bit much to ask but do you think you could bring lexicon chat back to public servers? Just filter out the words: Mate, (any words to do with sexualisation), (Any swear/cuss words) and you're pretty much good to go! Also I think it would be nice to add a vote kick system so other players in the same server can vote kick someone if they really feel uncomfortable.
More customisation would also be nice! Also some new emotes too! Such as sniffing (Another player) and a snarl (usually seen in the social arena on single player)

You can snarl, hit the G key. Whine is also the Y key, but there's no animation with that one, just the sound.
Origineel geplaatst door (FLoFF) InsaneChaosRealm™:
I know this might be a bit much to ask but do you think you could bring lexicon chat back to public servers? Just filter out the words: Mate, (any words to do with sexualisation), (Any swear/cuss words) and you're pretty much good to go! Also I think it would be nice to add a vote kick system so other players in the same server can vote kick someone if they really feel uncomfortable.
Unfortunately, that was tried and didn't work. See, that's what the original plan was, and it was abused. Badly. Even when you remove anything resembling mating, affectionate gestures, and gender-related words (even "he" and "she"), people just found workarounds: they manipulated the lexicon's good words/endings to produce the word "mayte", they used rhyming words like "eight" and "truck", they even used words with only the slightest similarities such as "alas" (a lass/female). No matter how much was censored, they just would find more creative ways to continue their sexual roleplay.

They've spent eight years editing the lexicon and trying to stomp this behavior out, and it just has taken way too much time and resources to too little effect - they've also had legal scares when parents discovered their child witnessing a sexual roleplay. So, all in all, this is the best way to do it. This is why we can't have nice things.

Regarding kicking players, pack leaders have the ability to warn and kick players. Can't remember if other players have the ability to vote for a player to be kicked though.
Laatst bewerkt door Alarra; 28 mrt 2016 om 15:55
I feel like a cool idea for a future "gamemode" might be to follow an elk migration, with a goal of making it to an area where you can make a territory. Along the way there could be "missions" such as bringing down a cow elk, splitting up the herd, etc.
Origineel geplaatst door Malakai030:
Multiplayer / misc suggestions
Hi!

First off I love the idea of that game! It has a cool atmosphere, and growing the puppets is awesome! :)

That's why I got some suggestions according gameplay.

The coyote issue: Why cant I eat them or feed them to my puppys? Hunting down an animal should always pay out in meat. I would be okay with it when it would give at least the same amount like a hare.

Its more wolf psychology, wolves hate coyotes like lions hate hyenas and will kill them to protect their territory, and food resources, or just because. Its a tit for tat thing. Lions vs Cape buffalo is another similar antagonistic relationship in which the buffalos will deliberatly go out of their way to kill lions and their cubs.
Laatst bewerkt door Buster; 28 mrt 2016 om 20:03
Although i don't own this game... i think if you would want realism, you should make a scenario where humans hunt down wolves. This is not only actuallly happens in real life, but has happened in the past also. Another thing, add human food sources for wolves like cattle and a rooster coop. This might make for interesting playing if humans AI NPC's would fight wolves. Anyways, just a suggestion.

Or, you could make it so some people play as humans vs wolves in a mulitplayer game. This could be interesting as each would have their specialties. Wolves would have stealth and could use smell against humans. Humans could lay traps down and use lures. Also, tracking. Anwyays, just some ideas... Sometihing like this will also be implemented into the ISLE eventually, when they add the humans and mercernaries. Now it is just a dino game, but that is not how the game will end up.
Laatst bewerkt door RPG Gamer Man; 28 mrt 2016 om 20:50
Origineel geplaatst door RPG Gamer Man:
Although i don't own this game... i think if you would want realism, you should make a scenario where humans hunt down wolves. This is not only actuallly happens in real life, but has happened in the past also. Another thing, add human food sources for wolves like cattle and a rooster coop. This might make for interesting playing if humans AI NPC's would fight wolves. Anyways, just a suggestion.

Or, you could make it so some people play as humans vs wolves in a mulitplayer game. This could be interesting as each would have their specialties. Wolves would have stealth and could use smell against humans. Humans could lay traps down and use lures. Also, tracking. Anwyays, just some ideas... Sometihing like this will also be implemented into the ISLE eventually, when they add the humans and mercernaries. Now it is just a dino game, but that is not how the game will end up.

If you raid the cattle farm off park lands you will be shot. That said humans vs wolves thing would not work in context of the game because the players would be trying to kill the humans, something wolves rarely do(And the circumstances behind two of the attacks are questionable at best as to whether the wolves were the culprit or not) and never in the context of a pursuit situation.
Laatst bewerkt door Buster; 29 mrt 2016 om 18:46
-A simple type chat would be amazing. The 'break down' of words is really frustrating to use during tough moments. This is the first game I have seen to use this feature, I suppose it was made by a small company. Please change this though!

-The ability to spam the whine and growl button needs fixing.

-Audio on the wolves needs to be better quality. The howl of the wolf is very iconic, and should be at it's best at least.

-There needs to be more danger, like snakes and boar? (Boar are REALLY aggressive) When at least when you hunt there is a sence of danger what ever you do.

-Old human traps(?)

-Interaction with other wolves/players (play fighting, etc)

**I love this game and hate to be picky.I only wish the best out of this beautiful game. :)
Origineel geplaatst door Buster:
Origineel geplaatst door RPG Gamer Man:
Although i don't own this game... i think if you would want realism, you should make a scenario where humans hunt down wolves. This is not only actuallly happens in real life, but has happened in the past also. Another thing, add human food sources for wolves like cattle and a rooster coop. This might make for interesting playing if humans AI NPC's would fight wolves. Anyways, just a suggestion.

Or, you could make it so some people play as humans vs wolves in a mulitplayer game. This could be interesting as each would have their specialties. Wolves would have stealth and could use smell against humans. Humans could lay traps down and use lures. Also, tracking. Anwyays, just some ideas... Sometihing like this will also be implemented into the ISLE eventually, when they add the humans and mercernaries. Now it is just a dino game, but that is not how the game will end up.

If you raid the cattle farm off park lands you will be shot. That said humans vs wolves thing would not work in context of the game because the players would be trying to kill the humans, something wolves rarely do(And the circumstances behind two of the attacks are questionable at best as to whether the wolves were the culprit or not) and never in the context of a pursuit situation.

I think if the human was behind a window of their house sniping wolves, you could get away with making the human completely deadly. Like, you cannot reach said window. Only stay out of sight. All you need is a dark window and a muzzle flash every timee they took a shot.

The wolves could get away with killing one cattle if they are quick enough. But once a light flicks on (sign the human is there, getting a rifle) you better run. But... this is all an idea ^^;
Origineel geplaatst door cfowler7:
-A simple type chat would be amazing. The 'break down' of words is really frustrating to use during tough moments. This is the first game I have seen to use this feature, I suppose it was made by a small company. Please change this though!

-The ability to spam the whine and growl button needs fixing.

-Audio on the wolves needs to be better quality. The howl of the wolf is very iconic, and should be at it's best at least.

-There needs to be more danger, like snakes and boar? (Boar are REALLY aggressive) When at least when you hunt there is a sence of danger what ever you do.

-Old human traps(?)

-Interaction with other wolves/players (play fighting, etc)

**I love this game and hate to be picky.I only wish the best out of this beautiful game. :)

The reason they don't have standard chat in the public servers is because for EIGHT YEARS they have been struggling to censor anything sexual, as of course the strange roleplayers will come and do things like that. You can still type normally in a private game.
Playable Puppies?
Uh, yeah. I don't know what made me decide to put this here, but yolo.

I'm aware that the puppies in multiplayer are currently AI, but still. I remember some folks years ago had a pack on multiplayer, and some were pretending to play actual pups despite their models being one of a 2 year old wolf. I guess I'm just curious to see if that would be possible to see actual pups being controlled by players in the future? I would imagine it would add an additional option decided by the server host if implemented just so some folks could have AI-controlled ones instead.
Phrase Chat needs to be optional.
I like this idea! The game host should decide how many pups should be player controlled and how many playable adults.
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