[UPDATED June 24th 2022!] Creation Feedback needed for a project WIP!

Hello! I am currently on a project, and I can’t share much because I don’t want to make hype as this game might discontinue later on in the future. Meanwhile, I need some of your feedback!

Background Information
Well, this game is an open-world game committing different types of crimes like setting off robberies to evading police which planned to be an AI-functioned police team from Y3llow Mustang’s Cop AI system (it’s a youtube video). Well, it’s kinda like GTA you know, but more “Roblox” friendly. The thing about this game is that there are more than just committing casual robberies and escaping the police, from vandalism, hijacking or blowing up vehicles, setting off on large heists that requires multiple steps, and much more to come! Okay, I technically just told you what I planned. I’ll constantly update this topic. For now, there aren’t going to display any photos or videos as the project just started.

What do I need?
Correct, this topic about “feedback” and sincerely, I need some help in the replies section! Here are some questions that you can answer:

  • How should secondary heists work? (secondary heists such as Gas Stations, Shopping Stores, Markets, etc)
  • How realistic should primary heists work? (Like how hard should the setup for the heists be? Tools are 1 time purchased and will never be 1 time used unless you guys asked for them)
  • Should the cops be able to enter primary heists while it’s under robbery?
  • Should this be more than just committing crimes? I am planning to make more features that are unrelated to committing crimes later on as I get valid feedback

I appreciate the replies in the section as I am able to use DevFourms for proper feedback! I am actively looking for replies looking forward for some your ideas :eyes:
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Edit: If you’re wondering

All Primary heists have drip OSTs while secondary got casual OSTs

a final update will come a leak
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Alright here’s an image of an incomplete store (I was focusing on the heist mechanics so don’t expect much. And the gun is a placeholder to test the npcs)

7 Likes

Hey epickiller here’s some feedback/questions I can give:

No. 1

I am assuming that your secondary heists is what players will begin with thus its setup should be relatively easy. Perhaps each different secondary heist has components of your primary heists to serve as a tutorial given the primary heists are the main mode of progression. As the player continues to learn they will be able to accomplish larger heists.

I am wondering what would be the motivation of higher progressed players to go back to secondary heists. Maybe have randomized tools, lock codes, story info etc. around those areas to keep things feeling fresh…

No. 2

Are the primary heists the main mode of progression, or are there other ways to progress? If so, as I was saying previously maybe have progressively more difficult heists. Players cannot fully complete higher risk heists without obtaining tools/info/experience from others. If not, then I can suggest trying to make the heists vs other modes balanced whilst keeping the progressive difficulty. It’ll give players more options while hopefully giving a sense of achievement.

No. 3
What are the risks of getting taken by a cop? Do players loose money, experience tools? Are these risks actually seen as “risks” to the player vs inconveniences?
Perhaps for the secondary heists the police may or may not arrive/ the risks will not be as high, while primary heists police are a given with higher risks, yet players should have a way to handle it.
Maybe the longer players are in a heists the consequences increase, more cops with better equipment for an example

No. 4
All I can say is that it depends on the way you want the game to be. Do you want it to be focused upon players doing heists? More roleplay based with a story? Based upon puzzles, achievements, competition? Or a mix of it all?

Hope this helped,
Vilixo :wink:

2 Likes

Sorry I didnt answer a question but, I have one of my own

Do players just steal money, or other items

It looks like the game would be fun!

3 Likes

Good question! Cash is the main source, but not all heists require you to steal “cash” since even though I said about cashing being the main source, it’s not something you need to steal in every heist

In specific heists like the Jewelry Store, you are ordered to steal specific items such as Rings, Bracelets, Earrings, Beads, etc. While another example with the Art Gallery, you can steal paintings unique, displayed artifacts, and much more! Even though I said that cash is not something you need to steal, there are cash registers and hidden safes you can ransack for extra cash! Though, it’s pretty optional unless you want to do a complete sweep.

Hope this answered your question! And thanks for coming! :grinning:

2 Likes

Appreciate the feedback! Also, I am glad to answer some questions, Ima just quote the first sentence for each of your feedback or questions and I’ll answer with a thoughtful manner.

No. 1
“I am assuming that your secondary heists is what players will begin with thus its setup should be relatively easy.”
Yeah, I am planning to make some tools free since I kind of do welcome new players with a fresh easy start. Secondary heists will give 1 star. Though, as players progressed, it should not be hard as according to the AI system, it uses batons for 1 stars but I’ll make it for 2 stars since I am trying to keep things balanced and not so incredibly difficult for other users in attempts to evade the police. :police_car:

“I am wondering what would be the motivation of higher progressed players to go back to secondary heists.”
It’s kind of hard to think of something for max out players trying to find something do you know? I mean, limited vehicles that cost several millions might give them a reason to come back but it would backfire for the newbies which is something I can’t do. My main idea is keep the balance with new players and veteran players. I do like the idea of adding hints to the lore. At the moment, this isn’t planned yet for now since the map is gonna be very large which gives a lot of exploration. The “National Treasury” is gonna be the final high end heist which I don’t suggest soloing it (unless you’re really a hardcore gamer)

Maybe I’ll add some little secrets or hidden heists that require a specific condition and loadout to rob. For now, I’ll brainstorm about it later on.

No. 2
“Are the primary heists the main mode of progression, or are there other ways to progress?”

Good question, now I am not planning to make this game all about stealing. Technically, my main priority are on the heists and balancing, I am planning to add a reputation system which gives players a newer to progress, same as levels but they won’t deduct when you do crimes. Basically how it works is you just do random jobs all around the city and the higher your level/rep = rewards. This was meant to replace the season system to avoid controversy with “limited items”

Subject to change.

No. 3
What are the risks of getting taken by a cop?
Well, each time you die (either from an heist obstacle, cop, or remaining inside when the heists closes) then it just deducts your cash. I’ll see if I can make it like calculates your current value and it deducts it by 10 or 20% of it, and/or you can just end up in prison.
Perhaps for the secondary heists the police may or may not arrive/ the risks will not be as high,

Well, secondary heists only alert causal cops while larger heists alert the SWAT Team which gives you a 4-5 stars depending on what primary heist it is.

Subject to change

No.4
All I can say is that it depends on the way you want the game to be. Do you want it to be focused upon players doing heists? More roleplay based with a story?

I would make it be focused on heists, but this game will also have some side missions like vandalizing a specific store/business in a specific location for a bonus, raid the F.I.N.S or the “Federal Interns Of National Security” Facility which is an event heist. And possibly roaming bank trucks ready to be breached.

And I said it before about having a Rep/EXP system where you progressively level up with random jobs marked around the area. Lemme recap the No. 4 real quick

Do you want it to be focused upon players doing heists?
Not too much but mostly

More Roleplay based with a story?
Roleplay will be played as well since it’s about being life as a thief and working in different stores

Based upon puzzles?
In specific heists, you need to do puzzles in order to successfully rob it.

Achievements?
There lots of badges you can earn along with some rewards

Competition?
I am really unsure maybe a racing system would work.

Subject to change (I am just marking it here since plans might change later on)

Hope this answered your questions! And thanks for the feedback and coming! :grinning:

1 Like

Every heist will require a good setup in order to not get hit with a “Wanted” on your head. If you come to a heist without tools, Idk what to say man.