Southsun Survival Suggestions

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: ShiroiKarasu.1825

ShiroiKarasu.1825

This is a post about suggestions to make Southsun Survival better.

Carrying a weapon and picking a dropped supply, wouldn’t cause weapon to be dropped.
I think this is just a bug caused by the bundle mechanics.

Increase cooldown on Sword Leap Skill
5 s CD is too short for the amount of increase in mobility it gives.

Remove 2 min respawn from misc. goods.
This would force players to move more, making the game more interesting .

Remove karka immortality, replace with aegis and make’em do their normal removal of armor on 1st death.
The karkas are painfully OP atm. If they needed to die twice and with aegis they would still be driving players away from overrun camps.

Reduce amount of passiflora bushes in center of map. Replace with killable animals like rabbits, deer, crab. Make all animals, even karka, drop rations.
This would force players to stay more active at center of map and would increase chance of conflict.

Replace passiflora trap with ration trap. Ration trap would poison the victim and reduce healing for 2 minutes OR do dmg for a long period of time. Make rations stay longer/indefinably on ground.
Passiflora traps are slightly weak, easy to spot if you know the usual flora spawns. With the previous changes this would be slightly harder to know for sure.

Make alarm trap do short chill and longer cripple, remove torment.
This would make alarm trap more alarm than a deal dmg to player.

Make Players drop periodically mote fragments. Collect mote fragments to make complete motes.
Following a player with 10 rations is really boring and if he runs and only eats, mist forms can’t do a thing on the player.

Replace Karka summoning with Ration trap.
Karka summon is too powerful and makes revenge too easy for the dead. Ration trap would make more sense and would be in-line with the player skills.

Give dead players a new skill, Haunting Channeled skill with 1s Torment that could be channeled while moving.
Balance could be 2 motes per 10 s channel. This would give the dead a certain way to dmg players but limit their skills while dealing dmg.

Make Swimming cause dmg. Add invisible wall to the wester side of the play field.
Would confine players to stick to the intended play field. Currently you can get to the Steampipe Steading camp with ease and also from south of Steampipe Steading you can get to the Owains refuge and beyond.

Make last survivor get 75 points for surviving and second last survivor to get 25
I Have played few games where last survivor isn’t even the 3rd ranked player. Would make it more clear. Also the Achievement for 2 500 points would be reached more casually.

Make camp overrun slower, so players have chance to run away from the camp before it is overrun.
Would make it more fair for the survivors. Getting surrounded by karkas in an instant doesn’t feel fair.

Pros of these changes:
More survivor feeling to the game.
Make dead players more engaged to the rest of the match without karka summoning.
Reduce Passiflora grab & run victories.

Cons of these changes are
Matches might last a lot longer with good players.
Some changes might be hard to implement.
Killable Karkas might be exploitable from cliffs.

Some other suggestions: (These suggestions are minor but something to the idea tank)
Add thirst.
Remove Hunger dmg, but make instant death on 3 stacks of hunger, other penalties from lesser stacks.
Add day and night cycle.
Add body heat management, sweating at midday, freezing at midnight. Camp fires shown on map.

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: Tom Gore.4035

Tom Gore.4035

Make Players drop periodically mote fragments. Collect mote fragments to make complete motes.
Following a player with 10 rations is really boring and if he runs and only eats, mist forms can’t do a thing on the player.

Replace Karka summoning with Ration trap.
Karka summon is too powerful and makes revenge too easy for the dead. Ration trap would make more sense and would be in-line with the player skills.

So what if that 10 ration guy is not moving from his camping spot?

One – Piken Square

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: ShiroiKarasu.1825

ShiroiKarasu.1825

So what if that 10 ration guy is not moving from his camping spot?

Maybe Introduce another skill for the dead, Wailing, like inverse torment, cause dmg when staying still and cause alarm on the target if staying still. Cost and cast similar to the Haunting channeled skill.

Or a skill that has a long channel time and and causes a burst of dmg to players in 600 range, might give a visual and/or audio cue about the incoming dmg. Caster would have to be stationary.

Many of the other changes do make it harder to get rations without arrows/weapons.

(edited by ShiroiKarasu.1825)

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: Phoenixlin.8624

Phoenixlin.8624

I saw “remove Karka” and your argument is invalid.

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

summoning karka is required.
stationary players will not activate traps.

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: Psychol.5783

Psychol.5783

Hey guys, why is this map so big? what is on the next end of this map? Is this possible to get there anyway?

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: Olvendred.3027

Olvendred.3027

Personally, I’ve found ghosts to be ridiculously OP in this game. It’s a good game, to be sure; but I think it’s somewhat broken in this way.

Ghosts are players who have been less skilled or lucky in this game. Yet, they have access to incredibly powerful skills, with no risk, to quite easily kill players who are unable to see them, unable to react to them, etc. But this is the problem – that the final few players almost never even see each other. They might see a beacon, but they’d never go to it, because in that situation, you know that your main enemies are the ghosts. There is literally no incentive to seek out and kill other players; you just have to hope that the ghosts near them have fewer motes. Moreover, the game itself spawns karka, etc if it notices there’s not enough killing going on, and keeps the game’s duration down. I understand there needs to be a balance between having some sort of integrity to the idea of the game, and keeping dead players around and not horribly bored.

Option 1 in this regard is to simply remove them: make another mini-game or something, maybe on a different part of Southsun.

My own suggestion would be to alter the ghost skills to remove the ability to do direct damage in the following way:

1. Pull of the Mists: yeah, whatever. Could be changed to a more useful skill if they wanted.
2. Nice Trip (Place a pickpocket trap at target location. The foe who trips this will be knocked down and lose all items.): This is perfect, imo. The trap can be extremely effective, if used with the correct timing and in the proper situation. eg. if two players are fighting each other, one of these will tip the balance. Or if they’re on low health, it could tip the balance over to dying of hunger.
3. A Sign from Beyond – not all that bad, in theory. You place a beacon, other players will come and kill that player, right? Except it never happens; the primary purpose of this trap is to apply 2 stacks of torment and let the ghost kill that player. So, at the very least I would make the torment cleansable by using rations. Preferably, replace it with cripple or chill (also cleansable).
4. Call of Karka – ridiculously OP. A surviving player has very little time to react, and in most circumstances, no way to deal with it. I’d recommend replacing it with another trap, or maybe with a "lure’ – a skill you place (in a trail) to lure a karka from the surrounding areas, towards a player.

Only those 2 changes would, imo, solve the ghost problem. To compensate in terms of the balance, you could make the usable map area smaller. With a smaller map, and without having to be afraid to move because of ghosts, surviving players would have the incentive and ability to seek each other out and kill each other, rather than standing still (the only reason to stand still is to avoid traps, and the only reason to do that is the invisible, invincible, OP ghost thing).

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

ghosts are meant to kill the survivors.

please accept that already.

this game is about surviving against survivors, karka summoned by evon, karka summoned by ghosts.

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: TheGuy.3568

TheGuy.3568

Look they will not rework the entire mini game. It won’t happen and they simply have more important things to do.

If your worried about the 2,500 point achievement then play smart. Kill players early on and ghost up and drop the rest of them.

If you want to survive you can sit on a boat with 7+ rations.

Kor The Cold Heart War
Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: Olvendred.3027

Olvendred.3027

ghosts are meant to kill the survivors.

Which is what incentivises the boring play by survivors. Don’t want to walk on a trap? Only way to possibly do that is to stand still. Don’t want to get killed by karka? Well, your best chance is to hope that the ghosts with lots of motes are following the other survivors.

Same with the scoring. Die really early, get tons of motes. Die later, have to wait for a very small few to respawn and try to get them before other players.

In a game called Southsun Survival , it’s pretty terrible that the best way to play is to not survive.

If they nerf ghosts ability to do damage, make the maps smaller, and up the rewards for the last survivor, you’ll get a situation where the survivors will want to find, fight and kill each other. The current state of the game is why people hoard rations and hide on a boat.

Southsun Survival Suggestions

in Cutthroat Politics

Posted by: Duke Nukem.6783

Duke Nukem.6783

these suggestions are well intended but ultimatley they are nothing more than the fancy of an amateur who does not understand the nature of a survival based game and thinks humans should still be the top of the food chain in any circomstance

the karka skill is not OP for 3 reasons if you have any skill at all you will escape it, it is expensive and late in the game it will almost certainly be impossible to use unless uv been hoarding motes which is to your detriment, any good player who sees a karka spawn under them says “oh phew some idiot used karka isntead of the GOOD skills”

as someone whos record is winning (last man standing 15 times in a row) and over 80 splendid chests on one of my characters i can tell you only a few of your balancing are in the right direction

the map absolutly needs to be smaller, too many players are winning by ration hoarding and camping in secret karka proof places that ghosts cant hurt you in even with karka and traps

decrease max rations to 5 or so, this will stop ration hoarding and camping making the game more interesting and more fair to more diverse strategies

reduce the damage on the “call from beyond” skill this skill is forcing people into the camp and dont move ration hoarding strategy because it is absolute certain death and loss to be harassed with it.

these are the only changes that can reasonably be supported by a well informed southsun survival player