No!!! What about my list!?
The Last of Us pt.2 (Factions) Definitive Wishlist
- Ability to Craft Counters; this means that if as I'm playing a match, I can scavenge scrap and different items and use them to create counters that negate the effects of certain perks. For example, I amass some scrap and necessary items and to craft a Respirator. Respirators negate the effect of smoke bombs. Personally I think short fuse (I&II) is a bullshit perk that puts the intended target at a near insurmountable disadvantage and this is a way of offsetting that.
- Reduced Lethality of Shotguns at Ranges Greater Than 20 ft.; I think that there's something utterly wrong with balancing if someone is engaged in a firefight at about 50 ft. and they lose to someone using a tactical shotgun while they're using an un-upgraded revolver or semi-auto rifle. This is needs to be fixed going forward. Unless the shotgun is firing a slug (which it is not in my experience, as the shot seems to spread), it should be at a disadvantage at range and do negligible damage until that distance is closed.
- Consistent Molotov Blast Radius and Damage; There are many instances in TLoUR where I'm wearing full armor, have full health and a Molotov is thrown behind me and my character instantly dies, bypassing the downed phase entirely. There are other situations where landing a direct hit on another player with the exact same variables results in their armor break and taking moderate damage. A sense of consistency would be great in these situations. I think ND should be better about ensuring that a Molotov that strikes the front of cover that players are positioned behind doesn't magically kill the player.
- Animation Traps; many times during gameplay, I'll attempt to flee a thrown smoke bomb by vaulting over the cover I was behind. However, for some reason, even when I'm largely over the cover, when the bomb detonates I'm still subjected to its disorienting, and blinding effects but most importantly, I'm returned back to the side of cover I just fled from! I'm not sure how they could alter this, maybe mathematically divide the cover into two, and if you're more on a particular side than another will determine if you'll escape what you're fleeing or be affected by it.
- More Fluid Movement; Judging by the gameplay demonstration of pt.2, ND has rectified this. In multiplayer, your character is very stiff and moves in very angular ways, making evasion more difficult. If motions become more fluid and responsive, it'll make getting in and out of combat more rewarding and fun. Pulling up your gun should be more responsive as well.
- Evade Button; I know many may be at odds with this suggestion, but combat as it is right now can be clunky. If you're engaged in a firefight and need to quickly escape or find cover, what legitimate argument exists for barring a combat dive? It'd be directional. So you'd be free to dive front, back, left, and right. To ensure that it couldn't be abused, it would be tethered to your stamina, which also governs a host of other player actions. Possibly map it to the same button as 'Dodge' but make it so that to execute it, a player must swiftly double tap the Dodge button but within a very small window of time.
- Nock Multiple Arrows/Rapid Fire Arrows; this is pretty self-explanatory. The ability to do these actions would also be governed by stamina. So nocking multiple arrows will drain a greater amount of stamina than nocking one, but will deliver more damage. Likewise you can rapid fire arrows until you either a.) run out of arrows or b.) run out of stamina
- Machete>2x4; Have you ever gotten into a close quarters fight and came to the harsh realization that a 2x4 will down quicker than a Machete? Well I have and that shit just doesn't make sense! A machete is literally slicing someone open while a 2x4 is delivering blunt trauma. In all situations where everything is equal, the Machete should always triumph over the 2x4.
- Contextual Weapons; a bottle or brick thrown at other players should be able to VERY BRIEFLY stun the victim and give a VERY SMALL window of opportunity to change the potential outcome of an encounter.
- Corner Camping; I'm not sure how ND can address this but please get rid of it. It's annoying, cheap, and hurts the tempo of the game. It puts players using weapons like Hunting Rifle/Military Rifles at an EXTREME advantage and protects them from retaliation.
- Quick Scoping; Once again gives certain players; Snipers primarily, an advantage that's hard to mitigate. They quick scope, switch to their pistol and down you before you can get off the 3 shots needed to down them. Needs to be balanced, or eliminated entirely.
- Ability to Change Weapons Using Shoulder Button; it's awkward attempting to switch weapons using the D-Pad and can an annoyance. I'd prefer if in addition to the D-Pad to change to an exact weapon, if you could use the shoulder buttons to quickly cycle through your weapons.
- Premature Bomb Detonation; you should be able to detonate your own/allied bombs by shooting them. You can shoot enemy bombs but you can't shoot your own or teammates, if I remember correctly. The reasons for this are likely that ND don't want players trolling and detonating other team members' bombs. Thinking about that lead to this suggestion...
- Vote to Kick; some people are idiots and don't attempt to team play or are intentional trolls. They should be able to be booted from the match if a team member starts a vote against them and half the team votes to kick them as well.
- Change Teams; sometimes a team is getting spanked so bad that they leave en masse stranding a single player on the team. In situations such as these, if lives allow, a re-balancing of teams should occur, performed automatically by the game itself.
- Hitboxes; nearly forgot this one, but it's definitely one of the most important. I hate when I duck behind cover and am positioned there for more than half a second and I hear the sound of the Hunting Rifle firing (after I'm securely positioned behind cover) and I'm downed. I'm not sure if this is more so an animation problem much like vaulting, (while a Molotov, smoke bomb, or grenade goes off behind you and you're still affected by it) or a problem with hitboxes but until someone with more experience/knowledge chimes in, I'm going to chalk this up to hotboxes and not animations.
- Collision Detection/Clipping; this is a rare occurrence but it does happen. This occurs when someone is close to you and is punching you or they are attempting to melee you and when your gun is drawn, it clips through their body. When this happens, all damage you think you're doing isn't being done and you're incurring damage while you must re-position in order to deal damage. Definitely an issue that isn't widely spoken about.
- Stutter Stepping; In playing Factions, I've come to notice that there are many times during regular play that characters will be walking or running and suddenly stop. It happens so fast at times that it gives the impression that the player is lagging but they aren't. Hopefully this new animation system will iron out kinks like this.
- Ability to Communicate in Absence of Mic; I want the ability to talk with my team and them to talk to me when they don't have a mic. Whether this be gestures that communicate things like stop, flank, rush/push, retreat or generated messages that players can quickly select and post to other players would go a long way in ensuring that teams are on the same page.
All for nothing!? NO!!!!!!!!! Oh well. Maybe it'll be released separately at a later date as a free download for game owners!?