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.