Hello everyone,
This morning I had a chance to sit down with Max and put forward some of your questions. Please read them below and if you have any questions to some of the answers he has provided, feel free to ask them and I'll do my best to have him respond. But please, quote his answer and post your question below. It will make things much easier.
Enjoy!
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Q: What shooters have you played regularly and which ones would you say influenced the changes in .46 or even your game design philosophy
Max: CS and Quake are the most out of the multiplayer shooters. My favourite shooter is Serious Sam, but it's not too relevant to Survarium. I see Survarium more as a mix of Shooter/RPG, so there a lot of games that I refer to. But as a GD you are not really looking at games, but rather at systems that would work in the particular project.
Q: What is your "Vision" of the anomaly system, as in, what do you want them to do, what effect do you want it to have on players (the change in player behavior) and the flow of the game in general.
Max: Anomalies should have 2 main functions:
a) Create unique game situations through match and give opportunities to play 'different'.
b) Give the player the feeling of the game lore.
We will do a revision of old static anomalies. Examples of good anomalies I believe would be great for game-play: Lower-gravity field, Trees with predator beehives, Areas of explosive gas etc. These are in concept/idea stage at the moment.
Q: Currently, is the plan to redesign the attachment system (Change how it works, alter its restrictions etc) or merely expand it?
Max: We will explain this at a later date.
Q: What will be the next focus of content addition (To clarify: since .43 the focus has been high-tier handguns, so what will be the next main subject of new content.)
Max: First we'll fill all weapon/class gaps.
Q: Do your changes address the need of higher recoil? Or rather do you keep the gameplay more arcadey?
Max: Yes, recoil would be much higher, but there would be no bullet dispersion.
Q: You've said that lighter equipment will provide quite higher movement speed. Will footstep sound volume also get affected by the weight of equipment?
Max: Great idea. We did not think about this!
Q: What's your stance on camping on the trees? I'm really convinced that this could be one of the game features (I mean climbing on them). I can provide footage of available spots if that's the case.
Max: Maybe later, but to be honest, there is already enough camping in this game.
Q: I'm very interested in hearing your thoughts about the possibilities for the last two skill trees. Anything you can share?
Max: Skill system will be completely redesigned.
Q: Is the next map going to be a closed quarters map or more a open territory map?
Max: Or, maybe, would you like to have a PvE map? It’s the same people who do them.
Q: Can we see these artifacts soon? "Coil" "Rattle"
Max: Artifacts are being redesigned.
Q: Are you planning to bring us back old atmospheric graphics on Survarium maps?
Max: YES!
Q: Will the changes make the game post-green apocalypse atmosphere?
Max: Yes, we will make a lot of changes so this game would have much more lore in it.
Q: What are you able to do in game progress in 4 month period of time?
Max: Make Survarium great again.
Q: With the previous director the game became faster and faster with the focus on the guns, what are you planning on focusing? From the 0.46 preview it looks like maps will be a primary focus of the project.
Q: Are you planning on slowing down the gameplay back to how it was in earlier versions of the game? If not then why not? It would bring back many old players form the community
Max: Answer to both the above questions: Despite that I'm a fan of Quake and Serious Sam, I don't think such gameplay speed fits the spirit of this project.
Q: What do you think about removing the killcam?
Max: We’re thinking about this.
Q: What do you think about in game economy, I s there will be some changes? What is the most important issue now: spare parts, silver, ammo, item repair?
Max: Silver first, then we'll see.
