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GodWaffle

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Everything posted by GodWaffle

  1. As far as I know they aren't monsters per-say, they're a tribe of cannibals that have lived on the island isolated for god knows how long, and living in caves they've mutated quite a bit. I do know there's a mode which turns off the mutants. Also, I've spoken to the developer of this game and it's confirmed there are predatory animals as well (and prey for you to hunt)
  2. Hey Guys, This isn't my game - but I feel like I need to mention it here since the game look extremely good, even more so considering it's an indie game. Basically, you're the only survivor of a plane crash on an island, and the idea of the game is to survive and thrive on this island, however it's already inhabited by a mutated tribe of cannibals that lurk underground and come up to hunt during the night. You need to eat, drink, and sleep, keep warm, etc. You can chop down any tree, and use the logs to build a shelter, and to craft tools and weapons out of sticks and stones. Oh and it has Oculus Rift support! Sounds a bit like Minecraft, but watch the two trailers: Here's the description from the official website: Build, explore, survive in this terrifying first person survival horror simulator. The world Enter a living, breathing forest with changing weather patterns, plants that grow and die. Tides that roll in and out with the day/night cycle. Below ground explore a vast network of caves and underground lakes. Complete player freedom Chop down trees to build a camp, or start a fire to keep warm. Scavenge food to keep yourself from starving. Find and plant seeds to grow food. Build a small shelter or a large ocean side fortress. decorate your home with found items. Lay traps and defenses to keep a safe perimeter. Gameplay Explore and build during the day. Defend your base at night. Craft weapons and tools.Bunker down during the evening or bring the fight directly to the enemy. Fight or Hide Use stealth to evade enemies, or engage them directly with crude weapons built from sticks and stones. A new type of open world, survival horror experience Defend yourself against a clan of genetic mutant enemies that have beliefs, families and morals and that appear almost human. So, what do you guys think? Are you excited for this game? Personally I cannot wait for this, I felt I should post this here to spark some more interest in the game as it seems to currently be quite unknown to most and I think it deserves more attention. -GodWaffle
  3. What if you were to live in a house that has solar panels attached to it? That's becoming quite a common thing nowadays, however I do disagree with being able to build and hook up solar panels yourself, but if they're already in place I don't see why not.
  4. I agree, I hope we will get the ability to create some form of bridges, even if it is a few planks over a gap.
  5. I think what people are forgetting is the fact that it is Sandbox mode, the whole point being to customize the game to your liking. If in one type of zombie lore, zombies don't 'respawn', why can't it be an option in Sandbox mode? I think Sandbox mode is a great addition which really allows people to play the type of apocalypse they want, and the more options the better. Imagine a sandbox option in which all of the zombies in the map are slowly heading towards your location.. wouldn't be ideal for a true survival playthrough but it would be fun, like super-sprinter zombies.
  6. I'd love to know this as well, I'm assuming it's doing very well seeing as it's like 11th in the top sellers on Steam (last I checked)
  7. for the first couple of days the occasional ringing cellphone could really be a cool thing to get movement into the map and create and split up hordes. planting a cellphone and calling it as a distraction could be interesting... after the shut off from electricity a cellphone and electrical parts in general would be useless, you can scrap parts all you want but without electricity that stuff is just garbage, or am I missing something? I'd much rather invest my time and skill into motorized stuff that needs reparing.. chainsaw, leafblower, cars, whatever. gasoline based stuff. but even that, much like electronics, takes a lot of time and skill. After the electricity is shut off, yes the phones and other electrical devices will become useless, however it's confirmed that (noisy) generators will be added, so adding power to your base will allow you to recharge any electrical devices you have. I'd like to know how we can generate electricity once we run out of fuel, will Solar Power become a viable option I wonder? Or will we eventually reach a point in which electricity is gone forever. And yeah I guess it comes down to player preference on where you'll spend your time (and essentially fuel), I can imagine to have a generator you'd want a large sealed off base, with a big perimeter, and have the generator in the middle of that so that noise is not heard from beyond the walls. In multiplayer, fuel is going to probably be one of the big PVP motivations, along with food and water. I'm hoping the community will be decent and there may be some diplomacy being done in the form of trade agreements between two settlements.
  8. Let's assume the game gives us a very basic way of getting electrical parts, we could have a context menu called "Take apart" on certain items which would split it into certain components such as a screen, a chargeable battery, electrical circuit, etc. We're not clear on how the system will work yet so this is a big guess, but you can imagine how it'd work with other devices (could be a whole new thing in supply-gathering, finding new devices to find new parts) As for the yoyo and stuff, I think this has to be planned, I don't see the point of having a YoYo or a pack of cards, or a Rubiks Cube, if we can't use them. I'm assuming these will be boredom relievers. A folder called 'custom_music' could allow you to drop .mp3 files into it, which will be accessible from a player's phone. Maybe even allow you to play it 'out loud' if you have no headphones, though the sound would attract zombies so it's not the best idea. I remember reading about the eventual addition of a radio that will allow you to find out about things that are going on in the world, not quite sure how much it'll tell you, but I'm guessing things like when the power will turn off or the water, things like that. Also, you've gotta think that in the initial days of the apocalypse, all those zombies have families outside of the quarantine zone who may be trying to ring them and ask if they're okay, that is until the batteries in their phones die. I'm with you on the gadgets for boredom removal (aka toys) and even the cellphones that should ring a lot. imagine evey third zombie ringing, thats pure chaos. i love the idea ^^ and yes, the basic concept of taking electrical items apart should be pretty basic, but then what? making soup out of stuff isnt rocket science, everyone can cook up vegetables and chicken. almost everyone can nail some planks together and make something, and almost everyone can take a cellphone apart - but I guess a lot of people would brake half of the components or their interfaces/connections. If you take it apart, and nothing broke whilst doing that, then you have a display, a battery and some circuits. ok, now what? I like the idea of being able to deconstruct and construct electronics but speaking realistically, what could one do with all these parts? I can imagine all the phones ringing would cause some mega hordes to form naturally (not spawned in a big group, actually coming together), imagine three large hordes all heading towards eachother and stopping once they join together. Yeah this is where I got a bit stuck, not exactly sure what the devs have planned for the electric system, but can imagine that parts such as screens and batteries and a keypad (perhaps it's an older phone) would be good input/output devices for some things, as for the circuits I'm not sure.. maybe with a soldering iron or something you'll be able to 'rewrite' a circuit, so essentially you're collecting circuits to rewrite them into your own devices. I'd love to find out what sort of things we'll be able to do with electrical circuits, there is a huge amount of potential behind it.
  9. Let's assume the game gives us a very basic way of getting electrical parts, we could have a context menu called "Take apart" on certain items which would split it into certain components such as a screen, a chargeable battery, electrical circuit, etc. We're not clear on how the system will work yet so this is a big guess, but you can imagine how it'd work with other devices (could be a whole new thing in supply-gathering, finding new devices to find new parts) As for the yoyo and stuff, I think this has to be planned, I don't see the point of having a YoYo or a pack of cards, or a Rubiks Cube, if we can't use them. I'm assuming these will be boredom relievers. A folder called 'custom_music' could allow you to drop .mp3 files into it, which will be accessible from a player's phone. Maybe even allow you to play it 'out loud' if you have no headphones, though the sound would attract zombies so it's not the best idea. I remember reading about the eventual addition of a radio that will allow you to find out about things that are going on in the world, not quite sure how much it'll tell you, but I'm guessing things like when the power will turn off or the water, things like that. Also, you've gotta think that in the initial days of the apocalypse, all those zombies have families outside of the quarantine zone who may be trying to ring them and ask if they're okay, that is until the batteries in their phones die.
  10. I can imagine this would be a good addition. Mobile (Cell) Phones could have these uses: Pro's: -Can be taken apart to get electronic materials for the future electric system thingy -Can be used as a distraction -Can be used as a light source (weak but better than nothing) -Can be charged so long as there is power (either from the grid or from the future generators) -Assuming the nearest service provider place is outside the quarantined zone, could be used for long-range contact in multiplayer (I'm thinking all multiplayer chat should be local by default) -Can be used to relieve player boredom (if you have earphones in your inventory, you can listen to custom music like in The Sims 3, or another way of writing notes) -Could have a radio app which allows you to tune into the planned radio system Con's: -A lot of zombies would have phones -Throughout the first few days, a lot of zombie phones will ring, and more zombies will be attracted to the sound (could explain how hordes originally form) -Due to the ringing of phones, they could be an issue for the first few days as zombie movement will be unpredictable I feel that as long as there is a use for them, then definitely add them in.
  11. Fair enough, whether my idea on aiming is good or not, I do believe we need an actual aiming system, being able to auto-aim on players will take the skill out of PVP situations since it's a matter of who's auto-aim hits first (much like GTA Online, PVP in that is bland since it's all auto-aim) I'm also wondering if PVP Melee combat will be changed to allow you to block incoming attacks with a weapon, not sure if melee needs any tweaks though. The only one I can understand not being considered is the cover mechanics though I believe they should be considered, shooting over small walls or something will be dangerous if there's no way of taking cover behind it, however if we get the ability to crouch it could work instead.
  12. It has been fun, will miss the smaller community.
  13. I do agree with this suggestion, we already have other medical supplies so why not Antibiotics? +1
  14. well, npcs kinda suffice for enough trouble on the map thats right. didnt think of this. the question is, how many npcs are we talking? what if I uhm kill them all? no events left then... the occasional helicopter could still fly over houses IMO. gunshots not though... there will be enough shooting once they are in I don't think you'll be able to kill all of the NPC's in the world, there are supposed to be a lot of them spread across the map, and also don't expect them to be docile either - a single NPC may even be able to kill the player, so imagine going at a group of NPC's, don't think you'd be able to win especially if they also have firearms. I'm assuming if the NPC count gets too low, more will appear on the edge of the map, unless it's how zombies work (I think I read that the zombies are finite, you can technically kill them all, but we're talking a LOT of zombies, too many to really consider clearing)
  15. World's Worst Burglar - Set off 20 alarms Off the Hinge - Destroy a door for the first time When You've Gotta Go.. - Close yourself in a toilet cubicle with more than 5 zombies outside By the Skin of your Teeth - Get grabbed 10 times without being bitten or scratched 'Tis just a Scratch - Get scratched by a zombie for the first time Love Bite - Get bitten on the neck by a zombie for the first time Jumpscare - Have your character get shocked 10 times I got 99 problems - Have 99 zombies or more chasing you at any one time Timber! - Cut down your first tree The Catwalking Dead - Change into 20 different items of clothing on one character Survival of the Fittest - Injure a member of your group and leave them to the zombies Unfriendly Neighbour - Shoot an unknown NPC in the back Extermination - Destroy an entire NPC group either alone or with your group Out of Body Experience - Encounter a previous player character as a zombie Hungry Possum - Get bitten by a zombie that was playing dead What's cooking? - Lure over 10 zombies into a house and set it on fire How was your week? - Survive one week Payday - Survive one month Happy New Year - Survive one year Oh Deer - Witness a deer being killed by zombies They just keep on coming - Have over 10 of your constructs destroyed by zombies The easy way out - Shoot yourself when you are surrounded by zombies Here are some of my ideas, hope you like them. Some of these are based on features not yet implemented, and as for the last one, I think that should be an option.
  16. Actually thinking about this, didn't they say the meta-events are temporary until NPC's come along and create events themselves (gunshots mostly I'd assume, or some idiot running away from a horde towards your house) I don't know if the meta events will be necessary then.. if they are, let's hope they happen to NPC's too, why would the helicopters always hover above my house when there are plenty other people who have days to ruin.
  17. Yeah this would be a great change, I've actually died a few times because I've walked to close to a wall and so my character has walked directly into a zombie's mouth. Having it like the sims (as a toggle) would work really well I think, having the small 'outline' of the wall that would be hiding your character + zombies + furniture + other stuff while you're in that room, while restricting your line of sight as it usually would. The rest of the walls in the room (the ones that aren't covering your character) would stay visible. I like.
  18. Agreed, zombies should only be able to find me if I make the mistake that draws them to me, not because of an AI director. Survival can have the AI director but I'd love a sandbox option that switches it off.
  19. I'm also thinking when the player is shot in the leg they will have to crawl or limb to safety which is much slower than your average zombie, this could lead to some Walking Dead style Shane kills Otis moments where you leave someone for the dead so that you can escape. Now this entire system may seem pretty complex but I'm sure that this is something that may need to be a big change, guns at the moment don't require skill and as far as I can tell I'm a crack shot even without any skill level-ups + machine gun pistol is possible. This will be frustrating as hell once NPC's and later multiplayer are implemented and I think this is an essential change (or something similar to this) to ensure the game remains fun when facing off against other people.
  20. this already happens in NPC dev branch. Subgroups split off, go looting with a secondary leader, come back and remerge with parent group. Ah that's awesome to hear! Really looking forward to trying this stuff out for myself once it's finished, keep up the good work guys.
  21. What I wonder is if we'll have sort of sub-leaders, so you'll have the leader of the group, but he/she may stay at the settlement when a group goes out on a supply run, now this supply run could also have a leader. I don't know about this but it would make sense that someone would lead the supply-group.
  22. Maybe have this option for sandbox mode, but I personally don't like it for the reason you stated in your post. It would ruin the immersion and make things too predictable if easily referenced in the UI. I much prefer to have the numbers hidden, it would amplify any feelings of paranoia and distrust. Likewise, if it's a NPC that you do trust, it will make his betrayal all the more of a shock when it happens. I can see how a lot of, "I must win to have any fun" people would find this frustrating in regards to NPCs, so that's why I suggest it for sand-box only. Keep it away from my survival, please! I can answer both these in one since they talk about the same thing. What could work instead of hard numbers is just a general 'status' such as: Very Friendly Friendly Neutral Dislikes Hostile However these would only be a player's perception of that NPC, their perception of you may be different, you will know someone dislikes or is hostile to you if you do something to affect them, but let's say you're friends with a character, and you do something which pisses them off but you don't know about it, then your perception of them will remain 'friendly'. So obvious things will change this perception, but they may be hostile to you while you find them 'Very Friendly', this could lead to some betrayal circumstances.
  23. Like that as well. However intendend or not this will make NPCs or (future other players) more dangerous than the zombies (just like in dayZ or the real world aka "the walking dead"). Seems like in any case when adding NPCs or other players this is the road they have to go. I agree, the current system works fine for dealing with zombies but it really will need to be revamped when facing off against human (or computer-controlled-human) opponents or the combat will be frustrating, guns will play a much bigger role when there are people in the world. Possibly, that might obscure the player's vision a bit though if it's too wide. Also, I think recoil will need to play an effect too (you can currently go machine gun with a pistol, if you were aiming at someone and did this you would likely hit them more than once), so you'd need to give it a second or two to re-align your aim.
  24. Hey, As you can notice when playing Project Zomboid right now, guns are super-easy to use, kills pretty much every single time due to auto-aim. I was thinking that this would become an annoyance in Multiplayer (and with NPCs) if it's a matter of whoever shoots first wins instead of having to actually aim. Taking cover First and foremost we'd need a way to get low down so we can hide behind objects (I'm thinking cars when they're added), this would give another way of taking cover in a gunfight. I'm thinking a way this could be achieved is standing next to an object like a car, and holding CTRL will make the player crouch down behind it, while the mouse is facing away from the object the player will stay crouched, if you point the mouse 'over the top of the object' then the player stand up and aim over it, but crouch down again if the cursor is moved back. Better aiming I'm thinking that when you aim with a weapon, rather than aiming in the general direction of the target and just shooting and hitting using auto-aim, you would need to aim with your mouse. When a gun is equipped and the CTRL or RMB is pressed, the mouse cursor would become a crosshair (or a transparent line would emit from the player in the direction of the shot, the higher the player's aiming skill is, the longer the line is, 3D engine will allow this I'm assuming) and you'd aim for the target. When you shoot, depending on your shooting skills the bullet will have a 'radius' of where it will hit from where your mouse cursor was, this radius will get smaller as the player's skill increases. I feel that the transparent line would be better for this as it would feel more like you're aiming from the player's arms than pointing a mouse cursor onto a target. Getting shot When you get hit by a bullet, the game would calculate where you get hit, fatal shots are possible if you get hit in the heart or head, and other vital areas would cause a quick death (you'd bleed out fast), if you get hit in the arm, you will be injured and bleed, but you can bandage your wound and take medication to avoid infection (maybe have a 'remove bullet' tooltip on a set of pliers or something) This would avoid it being a one-hit kill on characters which would be frustrating as hell, and would give you a chance to escape. Anyway, just my thoughts, let me know what you think. -GodWaffle
  25. Will there be any inidication about the position/relationship of my character towards the other NPCs and the realtionships of the other NPCs towards each other (similar like Zafehouse diaries?)? Or is this all about to be represented by dialogue? For me in games its often not understandable why the AI or NPCs makes certain decisions if there is not a proper inidcation (remember declaration of war by your longtime ally in CIV). I personally like the system of Crusader Kings 2 where your relationships depends on your traits and actions. I think a similar system would fit great to PZ e.g.: RIck (honest: +25, safed my back: +50, offered last cigarette: +10, killed spouse: -200): -115 I think a 'Relationships' tab could do this, similar to Rome 2: Total War's faction relationship system, where you can view all actions which have affected the relationship between you and them. This could appear with your skills, health and info tabs. Only problem with this is it makes things predictable, you have an indication that a person will do something based on your relationship level, this could be immersion-breaking in that sense. But having something like you suggested: Jim - Total Relationship Level: -120 Part of successful supply run: +20 Part of successful supply run: +20 Left Joanne behind: -100 Apologized about Joanne: +10 Gave supplies to Jim: +30 Left Jim behind: -100 It would show a list like that. Don't know if that would appeal to everyone though. 1. Initial version, to a limited extent. Characters have traits, so you could totally have a psycho leader. Once the system is in place it'll allow us to write 'event' scenes which are triggered under different circumstances. This could be anything from an argument about a can of beans, to a full blown mutiny. What we can add then will be more or less unlimited, or limited only by how much dialogue Will can actual pump out, as the system will play off character traits and relationships and it'll be pretty simple to add many condition triggered 'mini story' events that would weave together into a full blown personal survival narrative, but the first version will only have so much dialogue scripted for specific 'scenarios' that can occur within the group dynamic. Once the system is in place Will and Ringo can pretty much add as much as they can without hardly any coder involvement so its pretty exciting how quickly we could add this stuff. 2) One day perhaps, but not for a good while. 3) In the long run, we HAVE to make Woodbury style settlements possible, cause that'd be awesome. Before then NPCs will only use single buildings as safehouses. 4) Yes they elect a new leader, or the most popular / powerful one would assume control. Again its not clear how much dialogue will be there to represent these things in earlier versions. 5) Yes for sure. GIVE THAT DEV A COOKIE ! *throws lemmy a cookie*
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