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  1. #1
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    Varying colours should make it a little easier to read. Feel free to comment on these points and expand on them.

    Suggestions:
    Add a clown emoji, would be great for trash talk.

    Talking about emojis, it could be a pretty good way to get some more donations in, having paid emojis which the players can unlock (could even be a lucky box). Don't have any knowledge on how the chat server for GunZ works, but you could just strip the message out of all the emojis the player does not have unlocked. For instance player sends "Hello :thumbs-up:", it would simply be stripped "Hello " if the player hasn't unlocked the emote(s).

    Add back some of the removed maps in, a few megabytes don't matter. The blue/red AND map was quite popular and fun.

    Game balancing is still required as it isn't in a good spot, [L] donor SGs are statistically way better than limit-breakers, sporting 6 clip magazines and a lot less delay in exchange for 1 DMG which doesn't even prevent you from 3 shotting. And as to 3 shotting, it shouldn't be so easy, in fact it's basically 2 PBs and a slash, due to this you don't even have any time to really react if you get backstabbed in a game, it should be balanced around LBs being able to 3 shot with 3 FULL PBs, not 2 and a lazy hit/slash.

    [S] = (25 * 9) * 12 = 2700 DMG
    [L] = (30 * 8) * 12 = 2880 DMG
    [H] = (15 * 10) * 12 = 1800 DMG

    To balance shotguns, increase HP/AP to handle 3 full 9 DMG PBs (but not 3 full 8 DMG PBs), damage required will then go from 258 to 324 for a full donor-set player. Increase ammo clip for [H] to 4, or at least make SC12 a [S] shotgun so I can use it , really cool model going to waste being put into a currently useless category.

    Past that, meds can probably stay the same, maybe become 7 clip, but I'm not sure, I think they'd be fine as is, and maybe some other weapons will need some balancing, but SGs will be good, and swords should be fine too (roughly 11 slashes with donor sword).

    [L] and [H] should probably have the same amount of total ammo as [S]... Then like logic suggests, [L] will dish out the least amount of damage overall, [S] is the middle-ground, and [H] the most.

    I'm aware that this is how FG has been even since V7, but that doesn't mean it's good.


    HP/AP Vials/pills would be fun... They made the game a lot more fast paced. I don't know the exact reason for their removal, but I can see that actual meds you need to pick up require a lot more strategic play (sound effects, pick up delays etc.), so not expecting this to really go anywhere.

    Turbo mode isn't good. People who had high amounts of kills were cool to see before this, now it means nothing, and it almost nullifies questing as it's way easier to level up through it... My suggestion is to remove it, but I know people like it so maybe it just requires some changes, not sure...

    New crosshair size option is really good, I love it. Perhaps a hue shift slider could be added to further customize your crosshair. Also being able to have more than 3 custom crosshairs would be nice.

    Remove CW maps like Garden Small and Pavilion.

    Add options to reset FOV to default and reset brightness to default.

    Look into Bunny's auto-record suggestion: https://freestylersworld.com/showthr...-autorecordage. I can't stress how good this would be...

    Fixes:
    Disabling shot effects also disables bullet marks for snipers, revs and maybe even more weapons, it seems to only work as intended for shotguns. Please fix this as it would be good to be able to see bullet marks with revs without having to see the shot effect.

    Reflection effects, when turned on, still cause huge FPS spikes randomly (usually only on maps with these effects, such as garden water).

    Quest cloth gear with DMG% still doesn't seem to do anything, just remove it, if it was fixed it would be overpowered without further balancing, and it just makes it annoying to deal with constantly having to sell them.

    Damage counter in quest/CQ doesn't work (at least not with revs/sgs, which is what I tested DMG% clothes with).

    RPG mode still requires some dual hotkey pressing mechanic to work well with 1-5 key configs, but I think this is coming in the next patch anyway. So pressing ALT + 1 instead of just 1 to level up a skill.

  2. The following 2 users say thank you to Skilly for this useful post:

    Oriqin (03-02-2020), Salem (03-01-2020)

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