Some suggestion for Parallel Mafia game
Hello I have played this game and I I have like this so much although I think there are lots of thing can improved. Here I would like to suggest some suggestion for improve game:First of all male, female details should add in profiles, Weapons switching bug should fixed, Add some passive character classes. Along with this I think the Swag shouldn't be pawnable and colleagues and other member should not influence allied fronts. Thirdly low level player should influence high leveled players. So what you all think on this game and provide suggestion to improve this game…
#2
12-04-2012
LotusN
Member
Join Date: Jul 2011
Posts: 1,461
Re: Some suggestion for Parallel Mafia game
It would be great if we had a quick way to easily identify our fellow Mafia members in crowded areas or fights. I would suggest wearing some kind of symbolizing color or Mafia "Item". For example each Mafia could have a different colored or designed arm band, hat, shirt, symbol, etc. To even take this a step further you could give Mafia members the ability to equip and unequipped this Mafia Item. This would affect what kind of influence you affect to the fronts around you. So you would either be radiating "Solo" influence or if you were wearing your Mafia tag you would be radiating "Mafia" influence. I can for see great Mafia battles for fronts in all the major cities. This would also lessen some of the confusion with all the different fronts owned by individual players and truly emphasize the Mafia aspect of this game.
#3
12-04-2012
Chakradevroy
Member
Join Date: May 2011
Posts: 1,587
Re: Some suggestion for Parallel Mafia game
So far the game is great however I think there are a lot of improvements to be made and here is some of the suggestion on this game: Auto aggressive: If players are forced aggressive then they should be able to throw bombs, set traps, and throw cocktails. What good does it do to a player if they visit a market only to get attacked by others and not be able to defend them? Seriously consider allowing the use of all weapons while aggressive or limit auto aggressive to some degree. Also, players level three or lower should not be allowed to attack or be attacked. Giving new players some time to acclimate is only fair. Also if attacked a player should be allowed to enter their safe house or the market. Buildings: The landscape is already looking redundant. Please consider changing up the look of businesses when others are close by. Maybe some additional buildings would help. Garbage dump, scavenge for materials. Or, apartment building, pay a tenant to spot one of your enemies if they are nearby and message you.
#4
12-04-2012
DevenderD
Member
Join Date: May 2011
Posts: 1,599
Re: Some suggestion for Parallel Mafia game
I agree with most of what you're saying, especially the part about protecting newer players. We all know that there will always be a certain amount of inactive, some because they didn't like the game, and some because of hardware issues, but it definitely makes sense to protect the newer ones. And I'm sure some may make the argument that levels 3 and under shouldn't be visiting markets to begin with, but curiosity is part of learning the game, and new players are bound to want to check out something called a 'Black Market!' That and there's always the chance that where they live is right next to one. Gift boxes were the best thing to happen since trade posts please give us gift boxes in global market with hat packaging ability safe traders.
#5
12-04-2012
DougWison
Member
Join Date: Jul 2011
Posts: 1,453
Re: Some suggestion for Parallel Mafia game
I would also like to see mafia HQS with attack options. And for them to hold their own area radius. There needs to be some way to make areas we consider our own, private and powers to grant passage like a game we all know!. Fortifying a defensive border for either our mafias or private places is a great aspect that would be a crying shame not to incorporate here. There's nothing better to bring a mafia clan together than having lots of team work with building and defending your mother land!. It gives a great sense of achievement.
#6
12-04-2012
Wyl
Member
Join Date: Aug 2011
Posts: 1,477
Re: Some suggestion for Parallel Mafia game
Mafias are not and should not be like kingdoms behind protected borders and this is what makes game very different from pk. But as said that there need to be a war style suitable to the game. If a rival Mafia member is killed it should take health away from the overall Mafia HQ. This brings a bit more to think about before attacking because the risk of fighting affects the overall Mafia.
#7
12-04-2012
mbangali
Member
Join Date: Jul 2011
Posts: 1,485
Re: Some suggestion for Parallel Mafia game
Here my suggestion on this game: Vehicles: What's a mafia game without cars, tanks, trucks, super badass military vehicles? Each vehicle has different "pros and cons". Vehicles can be bought, stolen, or rewards. Each vehicle has different bonuses. You're only allowed to fire your firearms while inside a vehicle. Multiple players that are friendly with each other may drive in the same vehicle. Perhaps one guy can drive, one guy can gun. Some vehicles will be one-man only. Players will be able to steal from players if left unmanned. Ex: A tank will have pros and cons because you'll move slower in a tank than on foot, and being more protected. Tanks will cause massive damage on hordes or you can even attack buildings. Vehicles can be fixed at a garage as long if you have tons of steel and perhaps "Auto Parts". Once you lose a vehicle, it will not respawn. You can save some vehicles in a new add on to your safe house. Perhaps the garage will be an add-on. The vehicles can be fixed in the garage. You cannot build structures while inside of a vehicle. You can transport in a vehicle on your travel list, but say if you left a parked car in NYC, another player can steal it. Vehicles can possibly make you faster, powerful attacks, etc, but curtain vehicles obtain trade-offs.. Some making you slower, some decreasing accurate attacks causing you have a chance of missing targets, etc.
#8
12-04-2012
Badmannah
Member
Join Date: Mar 2011
Posts: 1,612
Re: Some suggestion for Parallel Mafia game
I think this game should make safehouses really enterable and customizable too, however, travel hideouts should differ, you can enter them, but there should be an action called "Look out of the window". With this feature, you can read map chat and view outside. Like special metals in pk, there should be "ammo" types". They will only be able to infuse in firearms, so it won't be too much like pk. We need Acid rounds, incendiary ammo, Shock rounds, etc..but all with different debuffs, not making it too similar to pk. The guns will look the same when infused, but the ammo sould look different as you fire your gun. You need to find an "armory" to get your firearm infused once you possess the special ammo.
#9
12-04-2012
Jung
Member
Join Date: Aug 2011
Posts: 1,194
Re: Some suggestion for Parallel Mafia game
Okay, we can conquer other structures by beating people in influence scores, but destroying of other turfs with heavy artillery would add to the enemy function and another option so we can conquer the town in a different fashion. If an enemy mobster has the highest influence of the building, another option would be destroying the enemy's structure, so they'll add to your enemy list. Unlike pk, the person would get an invite to the structure being attacked, but will be able to bring items, vehicles, ally mobsters, to defend the area. This will add more of a PVP impact. Maybe the attacked location can show up on our travel lists until the structure is destroyed or for x amount of time. There needs to be more action other than just taking the area quietly, however, more resources will be taken if you just destroy structures, as you'd need to repair vehicles, possibility of losing vehicles, use of heavy artillery, etc.
#10
12-04-2012
Nimos
Member
Join Date: Aug 2011
Posts: 1,411
Re: Some suggestion for Parallel Mafia game
I agree about the PVP aspect, but you have to remember, the game is just a few days old. It took awhile in PK for the PVP aspect to develop into what it became. In the first age it was mostly about gathering your materials and strengthening your character. The PVP will develop and I'm sure the devs are already planning ways to expand it and make it better.
#11
15-04-2012
Shikamaru Nara
Member
Join Date: Mar 2011
Posts: 1,664
Re: Some suggestion for Parallel Mafia game
There is much more variation in buildings. The only thing that breaks up the monotony in PK is the random vegetation. Any single zone in PK is going to have a more "organic" look than a zone in PM with a single building or two. Some random "stuff" lying around may break it up. Perhaps there could be dead cars lying about that you can "chop" for steel and maybe the rare battery. For example, four bars, three pharmacies, and two hospitals next to each other... it seems redundant. I am sure many other buildings will come and hope some will serve as a useful function. I like the idea of an apartment building where you can bribe tenants to notify you when an enemy has been spotted near... But seriously consider tweaking the rules of engagement. If auto aggressive is a part of the game than anything should go including bombs and traps.
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