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Krisu356

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Everything posted by Krisu356

  1. This would tie nicely into tracking players someone else suggested, like leaving footprints in the mud to find
  2. If that's fun for you then you don't know fun. Also I haven't said I don't like inventory, or its management. There is no reason to divide inventories like you suggest other than to pad out the game time, which is already proper time sink.
  3. So you want to make the game more tedious than it already is when it comes to inventory management. That's a nah from me chief
  4. Just set their hearing and smell to highest possible setting
  5. Devs could just make two versions of these items. One found in kitchens before it gets rotten, safe to eat raw, and the second one, that you would get from hunting/home growing. I don't think it would be hard to implement since they could just copy-paste with slight modification and with "(homegrown)" mark or something like that.
  6. Allright, all this "average joe" talk is getting on my nerve for some time. Okay, your character IS average joe. But what when you pick "policeman" as a job? Or meet NPC that actually knows how to do it and is willing to teach? Don't tell me that ONLY average joes survived the zombie apocalypse...
  7. "Oh yes, finally, stairs!" My first visit in mall. "Excuse me sir, im here only to take few beta-blockers." Pharmahug in West Point wasn't best place to visit that time.
  8. I would suggest adding the amount of zeds killed in last time to the factors of losing mental well-being. Because seriously, how many people would not suffer any kind of mental unstability after doing some massive zombie killing? It at least should be temporary effect like getting a little depressed/sad (character thinking about people that zombies were or what could they be) and it could be countered by getting 'sociopath' perk or 'psychopath' that would be double-edged sword - you dont get debuffs for rampaging on zombies but you would be less friendly so the npc interactions would be harder. This should be temporary after all as survivors should get used to little less sane people they meet and rampaging on zombies should be something our character should get used to as well. This would prevent getting weapons from police station so early in the game as well.
  9. @MadDan2013 You are right about common sense. What I mean't it's just we, players, know that is a game about surviving zombie apocalypse, and most of just knows game mechanics, so we don't have any trouble surviving early game, mostly because we don't have to fear for our lives, but for our character life. And who cares about character that just got started and has no skills? It's diffrent for the NPC's because they fear for theirs 'life'. What i mean is that players are able to behave a lot more reckless, because they know how zombies behave. Players have metagaming experience that makes them superior. Basically NPC's should be just more likely to make bad decisions early, but, when they survive longer (due to that common sense that helped them survive even when making mistakes) they should become more expertised in how 'world now works'. What I mean is that we, players, already know how to survive in the game even before we start new character. NPC's do not.
  10. This idea is pretty good. It would make game harder on the begining. You know, we are players hardened by battling the undead for some Time now. But the npc? They are people whose world ended and they arent some hardened zombie wars veterans. Keeping the group safe, especially when they are ultra prone to panic would make the game harder. Remember your first character? When you just started the game for the first time? Well, they are 10 times more confused and dont know what, where and why to do. At least thats my opinion how should they act early in the game.
  11. That would be nice, PC would be actually in danger of getting depressed, because, really, unless you just stand in one place and play like eat->sleep->Wait you have no chance of your character getting depressed.
  12. I'll just mention that PZ is based on a book called "Zombie Survival Guide" in which author explains that zombies are using their all senses instead of human-like sight dependance. Thats why nights in PZ are so dangerous: they might not see you, but they still hear you, and they hear pretty well.
  13. Am I the only one who taught about contacting SURVIVORS with radio instead of practically useless "listening to what government says"? Sure, it would bring more realism to the game, but really, once would be enough,who would listen to probably repeating messages over and over again?
  14. How about finding doggies? You know, very young dogs that got lost? They shouldn't recognize the danger in you, and they should be rare (being a small defensless furry ball could be hard after the apocalypse), but they could be taught more and trained better than already adult dogs. Oh, and they could be more loyal if treated properly.
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