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Shintah07

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  1. I wanted to survive longer next time. Speaking of surviving, most essential is the sleep to regain health. Unfortunately, most servers disable sleep and I understand their reason as some doesn't want to sleep at all. But that kind'a kills the purpose of some traits like night owl, and insomnia for build 31. I find sleep very important especially surviving longer when wounded. Is it possible to sleep only when sleeping pills are taken for these servers? If the game hasn't that ability, can this be implemented?
  2. I used to feel like that but I changed with time. It seems annoying at first that something like that ruins all your work but in the end, I feel it adds to the "Roguelite" experience. Death is an important part of the game and is something that drives people to do everything they can to survive. They say "There was no hope of survival" in the intro to the game, but the fact is, there is. There is always the possibility to survive one day longer. Even though all the food may spoil, and the nonperishables will dwindle, there are ways of finding more. The winters will be harsh, but survivable. Bites are like that. There's always a chance. The odds may be stacked against you, but there is still that tiny chance of survival. On servers especially I find it's important that they make sure you don't keep a portion of traits on death. If someone had very high or maxxed out combat skills, they go into the apocalypse already doing significantly better than any other newspawn. It gives them too much of an advantage in the next life. Let's say someone maxxed carpentry, and gets skill level 4 in their next life from out of 10. This immediately makes them have more skill than someone who spent points to get handy or carpenter. Make it lower than four and it's not really worth anything since it's easy to reach those levels with a little work. Additionally, the skill points required to level skills would basically be ignored. If you want to play without infection, though, that's fine. There's nothing wrong with that, no matter what "Hardcore" players may say. It's a game for you to enjoy. Based on what you said, I'd recommend trying sandbox with infection disabled, potentially slightly stronger zombies to counter that, and maybe a higher multiplier for skill gain if you find them tedious to level. Thank you. I got your points completely.
  3. Quit & become so annoyed because after grinding time and much effort to level up your skills, it all boils back to ZERO because you'll very much likely die from a bite. I once reached 1 level 4 and a couple level 3s and getting 7500 xp wasn't a joke. It makes players not wanting to play the game anymore because dying is inevitable and getting all your skills to 0 is an assurance. It would have been nicer if server/s saves at least a percent of your hard earned levels to boost a bit of your hope after dying to keep players attached to the game somehow. I hardly see regular players after couple of weeks playing on a server. Dunno if others feel the same but that is what I feel about the game.
  4. Right. I think Tent has to be replaced or upgraded since it is suppose to be your temporary shelter when you need to travel very far. The current Tent can't aid you when it rains nor can't be use to "rest", when in reality this is what it suppose to help you in those situations. Would have been better if character gets inside the tent when sleep or rest are used.
  5. This is great! I'm also thinking about "Traders" or "Market" system to swap items maybe. What do you think?
  6. Crap, been only grabbing corpses. lol! -suggestion removed. This I'm not sure, but do players convert to zombies when they die? (And NPCs hopefully). I'm wondering if there's any chance to loot those items they carry when they become zombies. That way, usable items won't just disappear and can be reuse w/n the game world.
  7. Just signed up to add a few suggestions. 1. Craft-able Light sources I'm not sure if this thing has already been brought-up. But perhaps being able to craft torch will be a great idea to provide longer lasting usable crafted item as a source of light. I believe candles and lanterns were already suggested which is good. However compared to torch, these two will only serve a short amount of life. Candles: - can be put on top of a table on its own. (Higher chance of burning the house) - can be placed inside an empty can and becomes portable lantern(Lower chance of burning the house) - requires hammer and nails for punching holes to the can. Fuel Lanterns: - used as portable light however requires fuels like Gas or Kerosene and last longer than candles. - soon there will be vehicles so to save gas, Kerosene will be available for this & cooking purposes. - Consequently, prolong use of this can risk to carbon monoxide poisoning. Poison very likely acquired if ill or wounded but less chance for healthy survivors. Torch Fire - will be crafted out from other materials. - will be used as an alternative electric lamp light source. - lifespan will last way longer than candles or fuel lanterns. 2. Private msg Be it added by default or require to loot battery operated radio phones maybe? That will hide a bit unwanted msgs on screen. Perhaps having ability to message someone privately will be great, unless there's some valid reasons to only use global chat and see everyone's chatting on their respective native language. Using player's name or better, player's ID(auto gen ID) w/c can be viewed anytime on "Players Connected" window. ID numbers will be right beside the players name. When sending private msg, forward slash(/), ID number, then followed by your msg. 3. Knowledge-base of obtained Crafting Skills. A window that consolidates all obtained "Crafting Skills". From consumables to utilities. Since crafting is becoming even more complicated, a refresher window will be a very much heaven sight. These crafting skills input can be gained by reading newspapers, magazines, books, posters, etc.. Crafts acquired will be added into your Knowledge-base window and can be viewed anytime needed thus uses as reference and inviting players to read more books if come across even if their character isn't bored. This "may" go side-by-side with curing "Bored" moodle. 4. Lots of NPC missions/sub-missions. There are times when you want to have a mission other than surviving. More NPCs means more mission and more time to spent and enjoy the game. I'm just really hoping that NPCs will have missions for us to get us busy in the game and gain points or items for completed tasks. NPCs maybe located on certain locations or could also be randomly deployed and will ask to do side quests for players they cross-path. 5. Traders/Market Panel How about trading your stocks or harvest for something else? Just another way to interact with other players online. Just something that pops into my mind. Well, that's it for now. Give me guys your feedback and ideas about it. Thanks for the time reading this. -Shintah07
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