Jump to content

Trebuchet Conscious

Member
  • Posts

    11
  • Joined

  • Last visited

Everything posted by Trebuchet Conscious

  1. I must admit that I do enjoy the increased challenge of the new zombie distribution, but my problem with it is the grouping system that came in a few builds back. It is most visible when you attract a fraction of a group of zombies be it any size. I would run into a house after attracting about 7 zombies from a 20ish group. They would start banging on a window after me briefly, and then turn around and wander back to the group. Its almost as if they forget that 10 seconds ago there was some fresh meat in that house they were scrambling to get into. This "forgetting" phenomena disappears when a meta-event or player action would attract a group en masse. I wouldn't say this build introduced the problem but merely blew it out of proportion with groups of 1000s of zeds.
  2. Pot of jam uncooked doesn't seem to be able to cook on campfire
  3. I think with sandbox options getting more and more sophisticated that adding an option to determine your spawn would be a nice addition. That is all.
  4. I was thinking with the new trait system coming in tied to professions and stuff, what else could be added to make traits more intuitive and play a bigger roll in the game, both in gameplay and character development. I thought gaining and losing traits, both ones you can start with or other traits that are gained just through gameplay. A basic example for instance would be the overweight trait. A few months of an apocalyptic diet and exercise regime would shock someone into shape for sure. Another example is with the panic moodle, i know the devs have implemented a system where you become acclimatised to the threat of zombies and get panicked less as time passes. How about adding it as a trait you can view in the character screen. List it as "desensitised" or something and have a tool tip when you mouse-over it list its effect and a flavour text like "The fear of the dead will never leave you, you've only learned to live with it" I like the idea of hitting C and looking at a personal history of my character's experiences, some of the traits may not even have a gamplay effect but just serve as a roleplaying tool or an accomplishment. It would add depth and story-telling to the characters and npcs. Other examples - Conditioned - Get hungry less often after months of existing on meagre supplies - Scarred Visage - Attained deep wounds to head, people are less likely to trust / intimidate people easier - Resilient (same as starting trait) - Can be gained after being ill several times and surviving. - Marked for death - Bitten by zombie - Iron-will - Was bitten but survived - Traumatised - See a friend meet a violent end - Susceptible to depression - fades over time. - Crippled - Broken limb wasn't set properly or seen to by a skilled physician - movement penalty / coordination penalty Thoughts?
  5. If anyone has read "The Road" you know how important new shoes are.
  6. Maybe not so much lessen the amount of blood but change its brightness. I would like to see blood go gradually darker overtime, not just blood that has already been spilled but darker blood being spilt from older walking corpses. That would be sweet.
  7. Perhaps maybe not just combat be affected but stealth also. In my mind it would be easier sneaking with just a schoolbag or smallish backpack vs a hiking bag because of the larger profile or more zips and stuff clinking. Also it would be more cumbersome and a nuisance when getting low, pressing against walls and all that sneaky jazz.
×
×
  • Create New...