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wpisznazwe

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About wpisznazwe

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  1. I do not code, but if the devs would like to set pre-Muldraugh code free then the music of the unachievable features could play Project Zomboid Unleashed!
  2. Yes, yes, you are right, do not interrupt the work. Let's wait until those 3 devs finish their work. Same blah blah blah for years now - maybe not 8 because there was a major game revamp meantime, but a lot of time for sure. The truth is that the NPCs development probably stopped a long time ago at some point because the dev team got distracted with adding MINOR, not widely desired, shiny features (which would be fine for the most players if these were implemented, but people would not starve if there was lack of them). July 15, 2013 "So in short, NPCs have dedicated 100% development time from three of the team, so it’s very much on its way. " https://projectzomboid.com/blog/2013/07/the-shazam-report/ July 29, 2013 "However, at this point, we’ll have the meta-game system in place, and as the UIs are completed we’ll be able to fill out the meta-game events, scenes, and NPC interactions pretty quickly after this. " https://projectzomboid.com/blog/2013/07/on-the-verge/ And what happened then? NPCs work progresses in the background. etc.. Then buggy splitscreen, then laggy multiplayer, then bug fixing, steam, sounds, tv and radio (was it requested and crucial for the gameplay?), maps, maybe anims first, maybe cars first, maybe animals and many more small things, which are probably used only by some more dedicated players. Maybe.... Maybe your future NPCS will drive cars with their gangsters (not announced yet, but I would not be supprised), looting everything around with SpetzNaz shuba-duba tactics implemented, and each character is going to have its own story plot depending on what is going on in the world, whom he meets, what happens, what meta-events occur etc.. .,... but most probably NOT. ------------------------------ 100% agree. The best advice is: 100% agree. Maybe it is THE TIME to get realistic and honest about NPCs. The time to get something done about this immideately .. --------------------------- And question: will you delete this post too?
  3. Yes, I was thinking about this idea many times. The game is so great that every gameplay could be the inspiration for a good story about an average person's last days. I think that this could really flesh the game out, but only if done properly. I mean that there would have to massive amounts of text - It needs to be done in the non boring, non repetitive way. Actually TIS is on implementing radio and TV broadcasts, which imo will be similiar to hipotetic diary - needs lots of text, so they could say their thoughts on how they see this from the practical perspective. To help VDM (Virtual Diary Master - YES!) writing notes, there could be implemented a taskslist. A player would have an option to set fast, choosable priorities for him, which could be helpful for him ingame (find a safe place, barricade, more food, water source) and for VDM to create stories. I think that the idea is worth considering, but would need tremendous amount of work, possible to be performed by enthusiasts (i.e. with previously created, simple editor). After a fresh, emotional gameplay, enthusiasts could write down their stories into the program, in VDM-readable format, which could be uploaded, quickly edited and added to the recent database of the diary. After some months it could look nicely. The amount of work would increase with NPC's introduction. BUT it is still possible to write down a good, automated story played with the players' perspective, even with NPC's in game. For me the idea is good, but has to be done (ok, let's say this) "in cloud". IMO lots of this game could be co-created by players (maps, dialogs, broadcasts, traits, implementing more mods into vanila etc.). It would save LOTS of devs time, though they could only choose form communities' creations, keep their hands on immersion and focus on key features.
  4. Hello. This is a request for a sandbox option. I would like to gather resources, build a safehouse and test it with a horde. Now I can set a starting zombie population. When I set it to low, it will always be low, so I'll get bored fast. If I set it to insane, I won't have an occasion to build anything. Could you add an option, that I could start a new game with lower population and it would increase over months? I think that would be cool. Cheers.
  5. Hello everyone, I have just played about 21 waves in Last Stand mode and I have some suggestions. First of all, the old bud with 1 hidden zombie left (or crawler) has been wiped off, so I am glad that the mode is playable. Suggestions: 1) Remove the new exertion system and replace it with the old one. After every wave (mid game) I have to stay near the bed to recover my stamina. That's stupid. I have to add, that shooting with a pistol or shotgun makes me totaly exhausted, what is irrational and not fun. 2) Can't use carpentry skills. While in game, you can't use hammer to build things or destroy anything with a sledgehammer. 3) After some time, you get hungry and thirsty. This obviously should be removed from this mode, there is no food or water available though. 4) Money is too easy to collect. I left the game after had become bored with about 5000$. Had no problems to buy anything since some first waves of the game. 5) Add save option after quitting the game! 6) More maps. 7) More permanent bonuses to buy! Now gaining xp is valuable only for the xp bonus, which has no sense at all. 8) Buying things should be available only between the waves. It's too easy to buy things when in action. With this addition, the pause time between the waves should be longer - buying things, crafting, building. 9) Make every wave hard to pass, but possible with some creativity. There should be purpose to build, cut down the trees and combine different skills. How can you play Last Stand almost forever now? Below.
  6. Gloves, just gloves no sheets.. a natural choice.
  7. The attempt to view the problem from a newbie perspective The whole deal is about making a strong, positive starting experience for the new players and not giving them too much choice while they don't feel familiar with the game - let's make a great tutorial and the PRE-SURVIVAL STORY! I. General overview PZ starts. You click Start game button. Now the available options are: Learning the ropes (story), Survival (proper game), Last stand and Sandbox. LTR mode has a not highlighted submenu with a bunch of locked presets (people love unlocking things!) - the first would be "The introduction" - also available as a demo version of the game. This kind of menu would guide new players to start Learning the ropes story mode and also let the confident people play anything they want (even if somebody had started from Survival, he would have in mind, that there is something more suiltable for him at the beginning and probably came back to the LTR after the first death. Also so called story modes are very popular at the games' beginnings, because most people want to be guided at start!). II Learning the ropes (story) 1. The introduction (tutorial, demo) Here we HAVE TO show all the beauty of the game in a nutshell! The game becomes very deep and it will be very hard to notice this fact if people start the proper game during the first launch(it may become the last one - we dont want this!). My idea is to make this a minigame preset. You are wounded, but not infected. Some guy took you onto his shoulders and brang to the safehouse (a part of the town, transformed with carpentry skills to a stronghold - player can see what he can build by his own - first impression). You are being checked for scratches and healed. There are npcs. Some of them are responsible for farming, some for carpentry, healing, fighting, cooking etc. You can learn from them and also do these things by yourself. Sometimes zombies are attacking the fort, but the brave guards shoot them out. You may also do it. There may be some guiding quests available. After some weeks, the density increases in the deadly rate (constant zombies' spawn). The fort is being destroyed. You may fight to the end and die, escape by a car and die, move on with other npcs and die or just die. Whatever. You die. After that sort of experience, with lots of aspects of this great game touched, the player WILL want to learn to survive. after his death, the game saves the map and the next position unlocks. 2. Other Learning the ropes' story parts The other parts would consist of tasks to do. You pop up some meters from the place, where the fort was destroyed some months ago (erosion!). Why? Use your imagination and create a story. There is no deadly horde, just everything destroyed. You have a task. You need to barricade a house near the destroyed, contaminated with dead bodies area of the former fort (still full of everything that one would need! All other places in the city would have very rare loot rate set and high zombies density, so moving on would be deadly). You would also have to survive the winter (let the newbies see the snow!). With lots of supplies it would be easy. There would be various tasks, whose completion and death would unlock another story part. Every part would have its own days survived record time shown, and it would be great to replay it for fun. Next tasks would have had increasing difficulty and the other great things to uncover (lack of water and power, rotting food, deseases, npc friends and foes!). After completing all of them, there would unlock a softcore preset version of survival - all of the funcionalities would be on, but with the lower difficulty level set. The next step would be The Survival, Sandbox and Last stand modes (although available in every moment). The experience would make players not confused with the variety of game's options and ready to try the Survival mode out. That's my dream. Please, make it real!
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