Board Thread:Suggestions/@comment-31780004-20180324155750

Just a lot of stuff I've thought of while I was blocked. Please keep in mind, if one of these seems unbalanced, there's probably anyother one that compensates.

Please don't ask for a TL;DR. I'm not making one. A shit ton of other gaming communities have the decency to look through long threads and suggestions, as should y'all.

Please don't say something like "This is R2DA, not a simulator." Things like that are excuses for R2D:A to stay plain. Once you get into the grind, nothing really changes (except for events). These suggestions will indeed make some things easier or harder, as well as uncomfortable changes for those used to the current game. In return, though, R2D:A should become considerably more dynamic.

Visual Cues and Periphery
There's almost no stealth to playing R2D:A. Unless you're on a map specifically designed with this issue in mind, you'll see a player's nametag before they're even near you. To reduce detection, here are a few ideas:


 * Zombies do not have nametags. This is actually a slight buff. Zombies can sneak up on players and escape more efficiently. This should increase wariness around strong zombies, as you can't target them based on low health anymore.


 * Players do not have nametags during PVP gamemodes. In some larger maps, however, nametags will become visible within the final minute of the round. This increases the difficulty, and it reduces the quasi-invulnerability that comes from having a strong weapon like the M249 or the Spas.


 * Your peripheral vision (the edges of your screen) become blurry as you run or pan your camera quickly. This is so you can't just do a full visual scan and see everything; you have to look more carefully.


 * Camera panning has a speed limit. You can still look around fast, but not at the speed of light. This shouldn't affect people much, unless spinning your camera around is that important.


 * Your character is synced to your camera direction. If you look behind you, your character will turn around too. If you turn while walking, your camera will turn too. There is a very, very slight delay between your turn and the camera's turn.

Audio Cues
These audio cues compensate for the loss of some visual cues. Without sound on, a small gui can be seen. This gui pulses in colors corresponding to sounds. The brighter it pulses, the closer the sound is to you.


 * Footsteps of players and zombies can be heard if you listen carefully. Without sound on, the sound GUI pulses white and a foot icon shows.


 * Gunshots can be heard from longer away than footsteps. They show up as orange on the sound GUI, and their icon is a pistol.


 * Zombie groans can be heard with relative ease, and show up as green on the GUI. A zombie icon appears on it as well.


 * Flame Elementals, players that are on fire, and molotov flames can be heard. The GUI appears red, and a flame symbol appears.


 * Lightning Elementals have a very faint static sound that becomes loud when zapping a player. This shows up as blue on the GUI, and a lightning symbol is displayed.


 * Explosions are very loud, and show up as brown on the GUI. The symbol shows a bomb.


 * Miscellaneous sounds, like glass, opening doors, and building with a hammer show up as purple on the GUI. They have a circle as a GUI symbol.

Gameplay
Gameplay improvements that should be made in general.


 * Bullet speed drastically increased and optimized


 * More AI zombie types, as well as optimized behavior and pathfinding


 * Optimized tutorial


 * Buy more than one of an item at once


 * Optimized hitboxes


 * Stalkers should not be able to ram people into death walls 