Dead Age 2

Dead Age 2

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HolyAvatar  [developer] Mar 18 @ 4:03am
New planned feature - Survival Options
Some survival fans have asked how the game can become even harder. So we have decided that the player can make his life even harder for a run. Because some players just love Survival!
So we are planning a menu where you can select some items optionally.

Stingy Merchants - prices are doubled, sales are halved

Poor land - There is only half loot

The Samurai - You forgot any upgrades to make life intentionally difficult for yourself. Japanese Honor!

Overpowered enemies - the level of the enemies increases by +5



Any comments, wishes, feedback?
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I'd like to see a little more variety in PC skills myself before I see more variety in modes.

Personally I never think if it's a good thing if you have less skill options then you have people in the group (Hunting and Engineering as only available secondary combat skills being an example)

I'd like it if skills got a little more visible incentive to select. Right now I only see some combat skills appearing at certain thresholds which makes me wonder why a skill has 10 tiers when only 4 of them seem to have an effect.
Perhaps adding small bonuses to all tiers would be an idea?

Hunter for example could give you extra damage versus animals or perhaps make you resistant to skills like Growl from animals.

Engineering maybe could give you more loot if you found parts or make your turret last longer.

Another option could be a weapon set for bows - ammo is easy to make but you can only take so much with you (or something) - should do good damage against unormoured with a single attack for an AP and do less to armoured opponents with skill allowing headshots or armour piercing shots (eg shooting in the weak spots.)

Melee options could be two handed weapons such as spears (usable from the back row and can hit two enemies but lower overall damage) or quarterstaff (low damage but bonus to block)

I could go on but I hope you get the idea that there really is room for some improvement.

A diplomacy skill (aiding in negociating with people - don't think I saw a skill influencing that) would be a nice addition as well or a barter skill that influences prices. The more skills to choose from the better as long as they make sense.

Please don't take all of the above in a bad way, I am enjoying the game a lot but that doesn't mean it can't be improved further.
Sid Mar 18 @ 6:57am 
Definetly make enemies stronger, but IMO not by becoming much harder to kill (ttk can be a pain in some games) but by increasing their damage or something.
Because right now game has too much grind (i decided to restart my game but to deal with absurd amount of random encounters (those during transitions) i cheated by making flash granade killing all mobs.
But this is a makeshift solustion because during normal battles my MC cant use engeneering skills (they one-hit kill anything with 1k dmg lol).

Especially since game is not that hard, i play on highest difficulty and had no problems because most enemies lack damage output, i just overpower them easly.

Make game harder but not more tedious.
I would've preferred if there was an option to turn-off random encounters.

On the other hand there are people who prefer easier game so maybe make a easier mode without perma-death?
I myslef dont care but some people complained here and i think that indie devs need every dollar/euro from their product.


BTW. maybe try to advertise game better? Its basically non existent outside of steam "new" tab.


ps: more dialogues in base with comapnions would be awesome.

Last edited by Sid; Mar 18 @ 6:58am
I'd very much like the new options you listed, Holy!

The game is way too easy once you know how things work.
Mutated zombies to be in all zones right from the start with a chance to be in any fight.

Increased chance for infection
I fogot something: PLEASE make those new options configurable - meaning let us adjust not only on/off but their value.
Like don't make it level+5 but give us a slider to adjust between 1...5, please.
HolyAvatar  [developer] Mar 19 @ 7:55am 
Hm a slider, okay. I think this is no problem.
sdshadow Mar 19 @ 12:03pm 
Really good idea. Maybe another option with 20% more damage at 5 levels, so at level 5 + 100% more damage of the enemies?

BTW: i played the first game only with one char and had also no problem to beat it. The same with all of your other games.
I really like them all, but every one is way to easy and i had to make own rules to play them (like only one char, dont using items, only a specific attack and so on).
corisai Mar 19 @ 12:09pm 
Give us normal ARPG loot instead =/
HolyAvatar  [developer] Mar 19 @ 1:57pm 
Originally posted by corisai:
Give us normal ARPG loot instead =/

That is too easy. ^^ But I think after a few hours you have a lot loot.

@Sdshadow

Okay, I could make it even more brutal. I just have to put in a warning somehow that this is particularly extreme and the player has to be careful with it.
corisai Mar 19 @ 2:08pm 
Originally posted by HolyAvatar:
That is too easy. ^^ But I think after a few hours you have a lot loot.

By "normal" I mean - rare and unique/legendary items. Because actually after few hours loot turns into complete "meh" situation. Chance to get something really special making grind feel less dull.
HolyAvatar  [developer] Mar 19 @ 3:20pm 
Well, at least there are special helmets (which we added later, by the way), weapon upgrades, armour upgrades and some other particularly helpful items.

At the end of the day, we want people to craft, so the weapons and armour of the highest quality are what's crucial, and of course the armour of the factions.

Sure, for the next game we can think about adding more items, but that's not a small amount of work. That's more something for a sequel.
corisai Mar 19 @ 5:05pm 
Originally posted by HolyAvatar:
At the end of the day, we want people to craft, so the weapons and armour of the highest quality are what's crucial, and of course the armour of the factions.

Then you will hear again and again about pointless random encounters in mid/end-game (since they're barely pose any treat past early game). Enforced grind is very annoying.
Caddo Mar 19 @ 5:55pm 
You could also try

High Metabolism: Food costs are doubled for all activities.

Dehydration: Water costs are doubled for all activities.

Where's our food and water?!: Both effects at once.

End of the world: All enemies are treated as if it's night time. (but still have a day/night cycle, for quests progress)

Toy Gun: Pistol damage reduced by 33%. (fun jab at the pistol is meta posts)

It Never Ends: Resting in base no longer heals 50%, but instead only restores 25%. This effect only applies during the transition from Night to Day, not when you return at night from a day exploring.

Everyone is my enemy: You start at 1% Standing with all factions, or whatever is low enough that doesn't mess up the story with first introductions.

Just fun little challenges you could add on, if you all wanted, to spice it up!








Originally posted by HolyAvatar:
Hm a slider, okay. I think this is no problem.

That would be awesome! If possible have the sliders for all of the new options


I also came up with two ideas for new options:

"No More Plot Armor": Characters start with health reduced by 40/80/120/160/200
(auf Deutsch vielleicht "Kein Schutzengel mehr")

"From Zero to Hero": Characters start with their main attributes reduced by x....y
(auf Deutsch vielleicht "Alltagshelden")
Dr Psy Mar 24 @ 10:18am 
Maybe buff combat skills that they make sense to use or let skills cost 1AP. Most of the time you make the most damage using no skill just a normal attack. If the ultimate combat skill gives 210% dmg for 3 AP or you use 3x the normal attack for 70% dmg and 1AP there ist no difference... why should you learn it and waste so many skill points and have to waste a turn for focus to use a 3AP ability?
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Dead Age 2 > General Discussions > Topic Details