I really hope they add this, but also I don't want them to be lazy and depend on it, my rule is that they have enough development on screen to keep up. but its a great idea! and maybe it could be a choice involved, like some people won't appear because you didn't choose a certain thing to do or a place to go. that would be neat
love the idea of the colored dialogue.. but... it wont happen... I feel its too complex to pull that off as a feature for season 3, maybe a different series? because from a i know so far (little to none) that season 3 will be okay to start with for new players, at the same time it wont be completely new for old fans.. idk. i really want season 3 to be everything season 2 wasn't. it would be a cool feature tho
* Codex and Unlocks like TWAU
* sidequest
* Maybe a dialogue system similar to fallout, a certain dialogue choice could be a different col… moreor based on the relationship you have with that character, desising what the character will respond based on your relationship at the moment
Oh yes! I agree entirely. It'd be like Wolf Among Us, depending on what choices you make and who you meet only then they'd pop up and like the Codex in Game of Thrones it'd update throughout the season.
I really hope they add this, but also I don't want them to be lazy and depend on it, my rule is that they have enough development on screen … moreto keep up. but its a great idea! and maybe it could be a choice involved, like some people won't appear because you didn't choose a certain thing to do or a place to go. that would be neat
Okay, so this isn't technically a feature, but rather a character type I'd like to see be explored: a sociopath. A bonafide sociopath who has very little (if any) empathy or concern for the people around them. But, unlike usual, have them be a protagonist. Instead of having them be the 'bad guy' as usually portrayed, they're actually on your team and fight by your side.
Firstly, it'd be a nice subversion to a character type that's almost always used for the villain/antagonist. Let's not forget that despite what people think, sociopaths can function in society without going around hurting or killing people. Secondly, it'd make way for some very interesting dynamics between characters. How far does loyalty go when it comes to this character? Is there a part of them that has become truly loyal to you, or are they willing to switch sides the second they come across someone more beneficial to them than you? It'd lead to more interesting trust issues where you have someone that could have been through thick and thin with you and have earned your trust, but it could have been one giant facade for all you know. But maybe there really is something inside them that you managed to bring out. Maybe they consider you an actual friend.
It'd make their role within a group interesting, as well. Would you trust them by your side in a fight? Would you trust them to look after your camp/group when you go out to hunt/scavenge? Would you be confident giving them a weapon? And most of all, would you be able to keep them in check? They could easily go overboard and cause serious trouble for others if put in the right situation. You'd generally have a good sense for when someone's bullshitting or when they shouldn't be trusted, but a character like this could make that decision even harder. If you have someone that's very good with mimicking emotions, it'd make their motives all the more ambiguous. You wouldn't just be second-guessing yourself about them, you'd be triple or quad-guessing yourself.
However, in spite of those concerns, that emotional detachment could have some benefits to you and your group, as well; someone is bit/dying and needs to be put down? Have them do it, since they'll be the least affected by doing so. Need to take a group of bandits out? Have them take care of it, since they won't think twice or get fooled. Maybe even have them sneak in, earn their trust, and take them out when the time is right without asking any questions.
I just think there's a lot of interesting interplay between characters possible with that archetype. And it's not commonly explored like I said either, which would make it extra neat.
I would think if they are going for some more comic connections it might be nice to have some background if they're going to have comic characters or groups (one in particular I think would be cool).
3.Maybe a dialogue system similar to fallout
["Another settlement needs our help"] [Attack] ["Tunnel Snakes rule!"] ["War…War Never … moreChanges"]
1.Codex and Unlocks like TWAU
On a serious note, despite the fact that I am an Alpha Negan of the Walking Dead (hehe), so I basically know everything (except the novels, haven't checked them out), I would think if they are going for some more comic connections it might be nice to have some background if they're going to have comic characters or groups (one in particular I think would be cool). I suppose one of the reasons the Wolf Among Us and Game of Thrones had those because they're kind of hard to get into if you aren't a fan. The Walking Dead is kind of a everyman's thing, it's not very hard to understand, compared to those. It be nice, but you know.
Seeing some of the stuff in Richmond would be nice, as the glory of Virginia must be shown to all of the Walking Dead people, but I was thinking of those who are quiet, since they are presumably pretty big?
I would think if they are going for some more comic connections it might be nice to have some background if they're going to have comic char… moreacters or groups (one in particular I think would be cool).
Richmond, VA?
Female version of "great" in Latin?
Just to be sure, are we talking about Magna and her group, all of whom came from Richmond, VA? For some reason, I thought you were talking about them in the parenthesis.
Seeing some of the stuff in Richmond would be nice, as the glory of Virginia must be shown to all of the Walking Dead people, but I was thinking of those who are quiet, since they are presumably pretty big?
I was kind of referring to the Whisperers and the group Magna came from, although any encounter with Magna's group before they reached Alexandria would be cool. I couldn't exactly think of any other people who could appear.
I was kind of referring to the Whisperers and the group Magna came from, although any encounter with Magna's group before they reached Alexandria would be cool. I couldn't exactly think of any other people who could appear.
Okay, so this isn't technically a feature, but rather a character type I'd like to see be explored: a sociopath. A bonafide sociopath who ha… mores very little (if any) empathy or concern for the people around them. But, unlike usual, have them be a protagonist. Instead of having them be the 'bad guy' as usually portrayed, they're actually on your team and fight by your side.
Firstly, it'd be a nice subversion to a character type that's almost always used for the villain/antagonist. Let's not forget that despite what people think, sociopaths can function in society without going around hurting or killing people. Secondly, it'd make way for some very interesting dynamics between characters. How far does loyalty go when it comes to this character? Is there a part of them that has become truly loyal to you, or are they willing to switch sides the second they come across someone more beneficial to them than you? It'd lead to more interesting trust i… [view original content]
I'd like some stuff from MCSM to be incorporated into it, specifically the larger hubs and the simple puzzles. Although if they could figure out some way to naturally incorporate the combat and I suppose I'd call them "running" sequences that'd be cool.
Although if they could figure out some way to naturally incorporate the combat and I suppose I'd call them "running" sequences that'd be cool.
It would be pretty nice to have a scene where you're running through a bunch of walkers and you have to attack a few to clear a path. Probably would have worked best in Michonne though.
I'd like some stuff from MCSM to be incorporated into it, specifically the larger hubs and the simple puzzles. Although if they could figure… more out some way to naturally incorporate the combat and I suppose I'd call them "running" sequences that'd be cool.
Although if they could figure out some way to naturally incorporate the combat and I suppose I'd call them "running" sequences that'd be coo… morel.
It would be pretty nice to have a scene where you're running through a bunch of walkers and you have to attack a few to clear a path. Probably would have worked best in Michonne though.
Okay, so this isn't technically a feature, but rather a character type I'd like to see be explored: a sociopath. A bonafide sociopath who ha… mores very little (if any) empathy or concern for the people around them. But, unlike usual, have them be a protagonist. Instead of having them be the 'bad guy' as usually portrayed, they're actually on your team and fight by your side.
Firstly, it'd be a nice subversion to a character type that's almost always used for the villain/antagonist. Let's not forget that despite what people think, sociopaths can function in society without going around hurting or killing people. Secondly, it'd make way for some very interesting dynamics between characters. How far does loyalty go when it comes to this character? Is there a part of them that has become truly loyal to you, or are they willing to switch sides the second they come across someone more beneficial to them than you? It'd lead to more interesting trust i… [view original content]
Combat? From what I've seen it's you repeatedly stabbing your enemy while moving forwards and backwards in a straight line. I'd rather have QTEs than that mess.
I'd like some stuff from MCSM to be incorporated into it, specifically the larger hubs and the simple puzzles. Although if they could figure… more out some way to naturally incorporate the combat and I suppose I'd call them "running" sequences that'd be cool.
I am so sick of QTEs they served a purpose a while back but I think their day is done, why not have real functional controls x to interact o to light attack ect, you know, like a real game.
Okay, so this isn't technically a feature, but rather a character type I'd like to see be explored: a sociopath. A bonafide sociopath who ha… mores very little (if any) empathy or concern for the people around them. But, unlike usual, have them be a protagonist. Instead of having them be the 'bad guy' as usually portrayed, they're actually on your team and fight by your side.
Firstly, it'd be a nice subversion to a character type that's almost always used for the villain/antagonist. Let's not forget that despite what people think, sociopaths can function in society without going around hurting or killing people. Secondly, it'd make way for some very interesting dynamics between characters. How far does loyalty go when it comes to this character? Is there a part of them that has become truly loyal to you, or are they willing to switch sides the second they come across someone more beneficial to them than you? It'd lead to more interesting trust i… [view original content]
Did your head stay exactly the same size between the ages of 8 and 13, I hope not lol, and girls mature early 13 isnt a kid any more I stopped growing height wise when I was 14
Did your head stay exactly the same size between the ages of 8 and 13, I hope not lol, and girls mature early 13 isnt a kid any more I stopped growing height wise when I was 14
Okay, so this isn't technically a feature, but rather a character type I'd like to see be explored: a sociopath. A bonafide sociopath who ha… mores very little (if any) empathy or concern for the people around them. But, unlike usual, have them be a protagonist. Instead of having them be the 'bad guy' as usually portrayed, they're actually on your team and fight by your side.
Firstly, it'd be a nice subversion to a character type that's almost always used for the villain/antagonist. Let's not forget that despite what people think, sociopaths can function in society without going around hurting or killing people. Secondly, it'd make way for some very interesting dynamics between characters. How far does loyalty go when it comes to this character? Is there a part of them that has become truly loyal to you, or are they willing to switch sides the second they come across someone more beneficial to them than you? It'd lead to more interesting trust i… [view original content]
This isn't really a new function, but the info. notification that let's you know to hold a button to walk slightly faster needs to occur more frequently. It's not for me, but I've seen so many youtubers constantly forget it and then complain/get frustrated during the HUB areas.
I don't really want anything that is new, mainly just the improvements that everyone wants. I'd like longer episodes, choices more like Season 1's, more chances to talk to characters, and for our choice at the end of Season 2 to really matter. I really want whatever character we went with at the end of No Going Back to have an actual role in the story. I left Wellington with Ken, and I want him to stay in my story. I don't care if his role is diminished from that of Season 1 or 2, but I want him to have a role. Just a small role that allows him to stay in character and not just become a plot device. The same should happen in the games of whoever went with Jane. It would be nice if there were choices unique to whatever ending you had also. I realize they won't make like three different games, but I would love a special first episode for each ending and different choices that come up later because of the said ending. I'm pretty much asking for a miracle, but I think that these would guarantee an above satisfactory game.
Inventory system from Tales from the Borderlands? I love how picking up extra cash, or ammo, or grenades can actually affect the gameplay. I mean, we can even pick clothes/gear to buy for ourselves and our companions. It could be cool to use a TWD version, like finding some clothes for us or our allies to wear, having the weapons WE pick up in the story. It feels so personal because of it.
* Model characters after their voice actors
* switch between Javier and clementine during free roam scenes
* fight scenes like a fighting … moregame
* More hub areas
* conversation system like mass effect and fallout 4
* Heath meter like in minecraft story mode during fight scenes with the walkers
* Model characters after their voice actors
* switch between Javier and clementine during free roam scenes
* fight scenes like a fighting … moregame
* More hub areas
* conversation system like mass effect and fallout 4
* Heath meter like in minecraft story mode during fight scenes with the walkers
You mean a cap bought for a 40-year-old man, right? The trailer for "No Going Back" reveals that the cap was Ed's, not Clementine's. She just borrowed it while her parents were in Savannah.
And I'm willing to bet that Ed's head is bigger than early teen Clem's head.
Comments
I really hope they add this, but also I don't want them to be lazy and depend on it, my rule is that they have enough development on screen to keep up. but its a great idea! and maybe it could be a choice involved, like some people won't appear because you didn't choose a certain thing to do or a place to go. that would be neat
love the idea of the colored dialogue.. but... it wont happen... I feel its too complex to pull that off as a feature for season 3, maybe a different series? because from a i know so far (little to none) that season 3 will be okay to start with for new players, at the same time it wont be completely new for old fans.. idk. i really want season 3 to be everything season 2 wasn't. it would be a cool feature tho
Oh yes! I agree entirely. It'd be like Wolf Among Us, depending on what choices you make and who you meet only then they'd pop up and like the Codex in Game of Thrones it'd update throughout the season.
Okay, so this isn't technically a feature, but rather a character type I'd like to see be explored: a sociopath. A bonafide sociopath who has very little (if any) empathy or concern for the people around them. But, unlike usual, have them be a protagonist. Instead of having them be the 'bad guy' as usually portrayed, they're actually on your team and fight by your side.
Firstly, it'd be a nice subversion to a character type that's almost always used for the villain/antagonist. Let's not forget that despite what people think, sociopaths can function in society without going around hurting or killing people. Secondly, it'd make way for some very interesting dynamics between characters. How far does loyalty go when it comes to this character? Is there a part of them that has become truly loyal to you, or are they willing to switch sides the second they come across someone more beneficial to them than you? It'd lead to more interesting trust issues where you have someone that could have been through thick and thin with you and have earned your trust, but it could have been one giant facade for all you know. But maybe there really is something inside them that you managed to bring out. Maybe they consider you an actual friend.
It'd make their role within a group interesting, as well. Would you trust them by your side in a fight? Would you trust them to look after your camp/group when you go out to hunt/scavenge? Would you be confident giving them a weapon? And most of all, would you be able to keep them in check? They could easily go overboard and cause serious trouble for others if put in the right situation. You'd generally have a good sense for when someone's bullshitting or when they shouldn't be trusted, but a character like this could make that decision even harder. If you have someone that's very good with mimicking emotions, it'd make their motives all the more ambiguous. You wouldn't just be second-guessing yourself about them, you'd be triple or quad-guessing yourself.
However, in spite of those concerns, that emotional detachment could have some benefits to you and your group, as well; someone is bit/dying and needs to be put down? Have them do it, since they'll be the least affected by doing so. Need to take a group of bandits out? Have them take care of it, since they won't think twice or get fooled. Maybe even have them sneak in, earn their trust, and take them out when the time is right without asking any questions.
I just think there's a lot of interesting interplay between characters possible with that archetype. And it's not commonly explored like I said either, which would make it extra neat.
Richmond, VA?
Female version of "great" in Latin?
Seeing some of the stuff in Richmond would be nice, as the glory of Virginia must be shown to all of the Walking Dead people, but I was thinking of those who are quiet, since they are presumably pretty big?
Just to be sure, are we talking about Magna and her group, all of whom came from Richmond, VA? For some reason, I thought you were talking about them in the parenthesis.
I was kind of referring to the Whisperers and the group Magna came from, although any encounter with Magna's group before they reached Alexandria would be cool. I couldn't exactly think of any other people who could appear.
Oh, that's right! I had forgotten that Magna and her crew were part of a bigger settlement, but decided to leave because it was too crowded.
Shit, I almost spill the beans with something from Issue 151. Good thing I remembered that you are a volume reader, @InGen_Nate_Kenny.
When was the new banner added at the top of the walking dead forum section? Clem looks older in it, check it out I swear her hat looks too small.
This is a great idea!
I'd like some stuff from MCSM to be incorporated into it, specifically the larger hubs and the simple puzzles. Although if they could figure out some way to naturally incorporate the combat and I suppose I'd call them "running" sequences that'd be cool.
It would be pretty nice to have a scene where you're running through a bunch of walkers and you have to attack a few to clear a path. Probably would have worked best in Michonne though.
s1 epi5
Holy egg this is amazing. I need this I need this I need this.
I don't want black or white characters, give us some nice gray.
Combat? From what I've seen it's you repeatedly stabbing your enemy while moving forwards and backwards in a straight line. I'd rather have QTEs than that mess.
I am so sick of QTEs they served a purpose a while back but I think their day is done, why not have real functional controls x to interact o to light attack ect, you know, like a real game.
Yeah, like that, but I was thinking more of like running through it. Lee was kind of slow, but that worked well obviously.
@Deltino, you are amazing. I would love this.. I can just picture it so vividly in the walking dead right now, and it feels gooood.
She will be only 13 dude XD
Did your head stay exactly the same size between the ages of 8 and 13, I hope not lol, and girls mature early 13 isnt a kid any more I stopped growing height wise when I was 14
yes ... but it's more 11 to 13
That's great! It would also be so different from the usual fiction notion that "sociopath always equals villain or psycho killer"! Very interesting!
The deepest character customization I'd like would be like how it was implemented in Tales From the Borderlands, with only outfits and whatnot.
I know I already posted, but wth.
This isn't really a new function, but the info. notification that let's you know to hold a button to walk slightly faster needs to occur more frequently. It's not for me, but I've seen so many youtubers constantly forget it and then complain/get frustrated during the HUB areas.
I don't really want anything that is new, mainly just the improvements that everyone wants. I'd like longer episodes, choices more like Season 1's, more chances to talk to characters, and for our choice at the end of Season 2 to really matter. I really want whatever character we went with at the end of No Going Back to have an actual role in the story. I left Wellington with Ken, and I want him to stay in my story. I don't care if his role is diminished from that of Season 1 or 2, but I want him to have a role. Just a small role that allows him to stay in character and not just become a plot device. The same should happen in the games of whoever went with Jane. It would be nice if there were choices unique to whatever ending you had also. I realize they won't make like three different games, but I would love a special first episode for each ending and different choices that come up later because of the said ending. I'm pretty much asking for a miracle, but I think that these would guarantee an above satisfactory game.
Inventory system from Tales from the Borderlands? I love how picking up extra cash, or ammo, or grenades can actually affect the gameplay. I mean, we can even pick clothes/gear to buy for ourselves and our companions. It could be cool to use a TWD version, like finding some clothes for us or our allies to wear, having the weapons WE pick up in the story. It feels so personal because of it.
Why a romantic scene? That's quite illegal. Sorry man, but I think a bonding scene would work better.
New guns that clementine could use a shotgun a ak 47 and a sniper rifle.
Bruh, you just want a new game.
You think her cap should grow too, even though a cap bought for an 8 year old is always smaller on a 12 year old?
I also want new protagonists, the zombies should be unicorns and it should also be first person and have a cover system.
Clems too good for Javier anyway.
You mean a cap bought for a 40-year-old man, right? The trailer for "No Going Back" reveals that the cap was Ed's, not Clementine's. She just borrowed it while her parents were in Savannah.
And I'm willing to bet that Ed's head is bigger than early teen Clem's head.
It's not small on her, y'know since it was originally her dad's hat.
A co op mode with 1 player playing clem and the other playing Javier
Whenever someone dies:
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