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Masterman777

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  1. I'm just going to say this directly to you guys; the Foraging system sucks complete ass. The system relies on RNG which is kinda stupid considering how things like tree branches should be EVERYWHERE, stones should be quite commonplace as well; and yet I've found absolutely none of these two things within' a good 10 minutes of searching; instead, I've found berries and mushrooms which only serve as a pest considering their is a limit to what you can gather within a specific zone, and I haven't even set up anything relating to cooking with these berries or mushrooms. Instead, I think a menu should exist, with choices specific to what you are looking for (to eliminate useless items), and from there, a tile needs to be selected, relative to what you are looking for. For instance, if I was looking for some tree branches, I would require a tile which holds a tree. If I was looking for some berries, a tile with nothing on it, etc etc. These would all have to be within' a forest, of course. To keep up with the difficulty of the game, it would be very difficult to find (or even get at all) some items, unless you have specific items on hand. If I was trying to get a large quantity of branches, perhaps a saw or axe would help with timing; otherwise I would likely have to find branches which could easily snap off, whilst still being large enough to make tools with. Speaking of tools, another way of adding difficulty is to decrease the amount of uses a tool can have; the primitive axe can cut two trees with zero blade maintenance. Instead, two primitive axes should be required to cut down one tree; and now, a tree doesn't include any branches, just the logs. The idea here is that you rely on your blade maintenance skill to cut down trees faster without needing more primitive axes. As a side note, these tools should just disappear after breaking, mainly to remove junk from the game. This is just a simple idea that I came up with because I don't see why RNG should be in something so simple as foraging.
  2. Im unsure if this is an idea thats tossed around a lot, as I've only done a little snooping around the suggestions board to see if others have talked about this, so my apologies if this has already been mentioned time and time again as I haven't seen any other posts about this. Personally, I'd love nothing more then a limit with Zed respawning. Of course, Zed immigration would still be a thing, and the game isn't "Project Zomboid" without zombies, but I find it's quite rediculous for there to ALWAYS be Zombies. Im unsure of how the system works right now, but from what I've gathered, after a while, an unseen cell will have zombies magically spawn into it. I think it would add to the realism if, say, only after a year or so do a large group (and Im talking LARGE, enough Zeds to effectively start it over again) of zeds will start from the corner of the map, and make their way to the towns through means of sound and luck (or in the survivors case, being unlucky). Of course this would mean there would have to be changes to how the system works, and I understand well enough that it's going to take some time for this idea to go through (if this even gets accepted as an idea), but I hope the developers and players see the realism it would bring, and hell, even make the game stand out from other zombie titles IMO; because so many zombie games like State Of Decay never toy with the idea that zombies aren't going to be there forever. I'd imagine in real life, given the perfect "what if" scenario, that either military, or trained survivors whom have a decent understanding of how to kill Zeds, would create "death squads" designed to take out entire zombie populace's in a specific area. Granted it wouldn't be a large place like a city, as it would screw them over with the noise they'd create, but instead secluded urban enviroments that are far away from any INSANELY LARGE zombie populace, so that they can "chip" away at the infection, and also to allow scavengers to loot the area for any goodies, whether in the same group or not.
  3. This'll be my first suggestion I've ever made for this game, I think the game's very interesting, and I hope I can make it a bit more interesting with this idea. The Idea: To allow players to create obstacles that zombies, NPC's, and even other players (if they are panicked and unable to properly focus) can and will trip over, making them easy targets to kill, either by shooting or bashing their skulls in with your favourite melee weapon of choice. How this would work: Players could create these traps using ankle-high objects (Logs, poles, bricks...?) by clicking on a tile and selecting an option that allows them to set up the trap (or by accessing the Build menu, and setting it down manually for better precision) Zombies are kind of stupid, and I doubt they'd have some kind of eagle-like eyes that allow them to see every bump in the road (I'm taking into the fact that they can climb fences, but they'd probably be focusing more on your tasty morsel rather then the obstacles that aren't clearly visible to them. That doesn't mean that a few of them would be able to catch a glimmer of the trap whilst they advance towards you) ,there probably would be one or two that can bypass the trap, because they (as I said) would be focusing on you, but a few of them would have probably seen the trap with a clear line of sight whilst chasing you. As for NPC's and other players, it'd probably depend on three things; number one would be where the trap is placed (If the trap is located JUST around a corner of a building, there probably wouldn't be enough time to register it before you already fell for it. They could also be hidden behind fences, and doors). Number two would be how gullible they are (This is more or less a compliment to number one. If a trap was behind a door, and they advanced through that door without checking, they'd fall, simple as that). And number three would depend on how scared they are, if at all (If a player/NPC is terrified, they probably wouldn't be paying attention to the little details, and wouldn't notice the trap until its too late. Being terrified can act as a camoflauge for the trap). Keep in mind, a few days after you place the trap, you could "forget" about it unless you write down a note of some kind that tells you where these traps are. You are just as vulnerable to your own traps as a zombie or a player. So, what do you guys think? Would this be a cool idea, or not?
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