Jump to content

hrot

Member
  • Posts

    221
  • Joined

  • Last visited

Everything posted by hrot

  1. That's what i mean, vitamins should give boost to healing, not healing and of course it wouldn't be possible to multiply a boost. I know that 24 hour cycle = 30min in RL but still "well feed" moodle last for like 5s in RL time and 5min in game time.
  2. Well vitamins should have boost to healing for 1 day. I really don't know why it only interact with tiredness, it doesn't have any sense. I also agree with food, current eating system is kinda broken. If character ate a 1 or 1/2 soup pot for example (with 3 different ingredients) he should be well feed for like 4 hours not 5 seconds in-game time.
  3. Panic is now something that doesn't do much. It has practically no effect on a character. Players don't care that characters are panicked etc. I suggest implement "fear" moodle/system to fix that. It could be something like this: Character is very panicked (max lvl of "panic" moodle) for long time because for example: horde of zombies are chasing him and then player would lose control over his character for some time and character would run away mindlessly from horde. It is realistic and it would force players to maintain panic level ( like we maintain other things like hunger, health etc.) or bad things gonna happen because character could run away in wrong direction. I know that many people don't like idea of losing control over their characters and i don't like it too but in this case it would be good thing. Now "average joe" has nerves of steel and he don't care if he fight with a spoon with 100 zombies for 5h in his first day in apocalypse. Normal people could be just in such strong shock that it would cause things like runnig away without thinking. Also resistance to be panicked/feared should be gained over time. After 3-6months character would be familiar with fighting zombies so he wouldn't panic so quickly. Also there was a topic with many great suggestions to panic system a year ago: http://theindiestone.com/forums/index.php/topic/6663-positive-and-negative-effects-of-panic/
  4. I just checked this and sadly it's not possible. Character can't throw flashlight when using it. There should be option to just turn on flashlight and then place it somewhere or even throw it on ground (now flashlight only give light when character is using it). Offtopic: game really lacks placeable little things, like placing soup pot on table etc.
  5. With such high kill count i think there is something wrong with this game now Seriously in zombie apocalypse scenario you shouldn't fight practically every zombie on sight and that's what i do in my game: 600+ zombies and 3 months but i have safehouse in forest so i meet zombies only when i go to the town to loot something. In my first 2 weeks i killed 25-30 zombie in 1 day statistically.
  6. Well i know you can build a light pole but it looks kinda stupid inside of building
  7. Typical situation in game now: it's 10pm, too dark to go outside, probably too early to sleep. Player doesn't have anything to do so he/she read some skill book to gain exp boost / kill time but wait there is one problem with reading, there is no light source (in most cases, after power is off). So i suggest that if player want to read he need a light source near character or he simply can't read books/magazines etc. This of course will require placeable candles/flashlights and maybe some recipe with flashlight so it will work as lamp. I think it is simple, realistic idea which will make game harder and better.
  8. The only problem with this is ingredients, where you get them in zombie apocalypse scenario. Also when you are in constant danger because of zombies and other survivors then you don't think about luxuries like a beer etc, but overall nice idea but i would like to see possibility to make pickled cabbage in a barrel more.
  9. Hmm.. then shame on my, i didn't knew about barricading from outside, of course your idea is very good, same problem like with curtains. Removing barricades should be harder i think though to the point when if someone would try to attack your base then he would have to destroy barricaded windows/doors not just removing them and voila. Removing with hammer should be only option to owner of the base by default
  10. I don't really know why you are so mad when we only discuss some suggestions.. Back to the topic: Yes it's bad for gameplay, they could introduce things like falling to ground when walking and then die and thousand other things that happen in RL but it will be terrible bad for gameplay, i think that is obvious. Game have to be predictable not just total randomness everywhere. After all it's not simulator of reality + zombies. What's the point of playing game when you control nothing, you play good, make good decisions etc etc and you die because of choking when eating because in reality there is a chance of choking 0,00000000000000001%. In USA there are around 300mln people and a few die from that virus. Mosquites are not deadly creatures of hell, that's fact. Also there are various regions in USA, probably not everyone need "mosquito abatement programs".
  11. Personally i think it should be possible to barricade from outside of building and inside too. Also when barricade is made you can destroy it or you can remove it with hammer but it should require a lot of time and create some noise.
  12. It should be default option, changeable in sandbox. Strange that you respawn on someone dead body with full loot etc.
  13. I agree that for now game is kinda boring after some time and way too easy with default settings, i have some ideas which i will post soon. Yes people die from mosquitos but you must see statistisc in USA not all over the world because there are various types of mosquitos(mostly people die from bites of mosquites in africa and south america). In USA and Europe there is very very very very small chance to get any disease from mosquitos, that's just fact so i think some stress moodle maybe sadness and that's all you can get from mosquitos. It's kinda bad for gameplay if we introduce things that have 0,0001% probability. If we follow that logic we could add to the game things like choking to death while eating/drink. It would be very bad game mechanic. For example you survived for 2 years and you die because of choking, not nice right?
  14. It would be nice if player could create some pit with zombies as a trap or kind of punishment in MP community. Like they did it in TWD tv series:
  15. It's very strange that campfire look like this in game: but recipe doesn't require stones. It should only require stones and nothing more. If you want light it up you add sheets, sticks, logs, planks, whatever you want. Edit: It should also require more time to place campfire, you need to clean ground etc before you place it.
  16. Well not bad idea but these cities are not in australia so.. not so much snakes, insects etc. Mosquites bites don't even cause pain just some discomfort and it's very very very rare to catch some disease from it (i can't count times when mosquites bite my and i'm perfectly fine). It's also hard to get bite by a snake, they would just go away if they hear noise, also most people wear boots and trousers. Blood transufion - I don't know it would be way too much risky and unnecessary and it's zombie apocalypse - no labs to categorize type of blood, most people don't even know their type of blood. So maybe small chance of being biten by snake and then it would be just a small wound. Mosquitoes bites - just some slight stress mood and that's it. It is after all USA not a forest in south america. Forest is just best way to survive in zombie apocalypse scenario so it shouldn't be nerfed. It's realistic. Ps. As always very good pictures
  17. Good idea, it just common sense to use rain gutter and it doesn't require any skill/knowledge etc just some sort of container and you can collect water. Building rain barrels is exaggeration in town when you can use much simpler methods.
  18. There is a general problem with this "visibility bubble" around a character, i even made topic about this: http://theindiestone.com/forums/index.php/topic/13374-graphic-suggestion-render-character-behind-walls/ It's similar with walls, in smalls rooms etc.
  19. I like that idea but i think it's too complicated also devs are against hygiene/sanitation. It could be very simple system: clothes have durability like weapons, tools and after some time would require some repairing (with thread and needle) or they would give less bonuses to temperature and after that they would became unusable.
  20. Well.. digging with bare hands will be veeeeeeeeery time consuming. It could also be dangeours to your hands (bleeding, infection form dirt - character died). Digging with bare hands in concrete.. well that's some hardcore way to die. It will be best when it could be done only on dirt because dirt is soft and can be fitted to logs when needed and you can't fit logs and concrete also you can't make perfect ditch matched to logs with tools like sledgehammer etc. Picture:
  21. I don't how to continue this disccusion, seriously. You are too centered about your opinion or you just don't know what i mean completely. With that blocking thing i mean that now blocking is underleveled because you rarely use blocking against zombie, you just don't need that, just keep distance and attack. If you must block when fighting a zombie then you screw something. I mean that players don't use blocking much and it wouldn't be used against zombies even with manual blocking and changing melee fighting. It just doesn't have any sense, there is nothing to block when fighting with zombie. There are various thing you do or not do in combat. If you don't do something in combat you will not be better at it. Why is it so hard to realize this simple thing. So my character for example have 3 points in accuracy but only 2 in guard because i didn't block much. Blocking is of course needed/important and of course i want to invest points in guard but i can't because i didn't block so much. Simple as that, i didn't blocked much so i can't get better at it but i hit with "blades" a lot so my character is better at accuracy than guard and it's good game mechanic and it shouldn't be removed. After some changes to melee combat and with npcs added i will block much more and it will have same level as accuracy. My point is that these sub-skills are kinda good, maybe need some tweaking / re-organisation maybe maintance should be separate general skill connected with every weapon and tools. But merging everything in one skill will be very poor and lazy design and that is opposite what devs did / wanted so far. I aggre that re-organisation of some sort is maybe needed but in not the way you said. I also know that current combat system is not "final product" and will be changed in future but sub skills are not so bad idea as you said it. Axe was just used for example, i know that in rpg's you can invest your points etc. to whatever you want even when it doesn't have any sense but PZ is different type of game. In PZ realism is very importrant thing and this is the reason why choosing favorite weapon is not good idea. Automated perks from the other hand will be good because even with changed combat skills there will some kind of generalization (1handed / 2 handed or other system not seperate skills for every weapons in game) so these perks will be bonuses to specific kind of weapon a character is using. If he used an axe for a long time and killed many zombies with that he will get perk to that axe. It will be good mechanic, realistic, simple and rpg-like. We have that system already in other aspects of game (when you run a lot you get better stamina for example) and you want something like this: character get exp from farming and he invest those points in running/stamina. I don't really get that. With my idea it will be the same but also it will be realistic(and realism is importrant in PZ). If player chose an axe for his favorite weapon and he will use an axe a lot in fighting he will get perk with bonuses to axe after some time.
  22. Axe was just for example. It just makes more sense if your perk "favorite weapon" would be automatically given to player when he meets requirements for it. If player could chose his favorite weapon regardless using it or not it wouldn't any sense and realism. Rewarding player when he mostly fights with specific weapon after some time is better in my opinion for gameplay and for realism. Hmm i don't see any real arguments here. When you don't do something you can't get better at it, how hard it is to understand. When player don't block he is not getting better at it. Even when blocking will be manual player would still try to avoid that because it's risky situation for character. I didn't use PZ as a proof/argument for anything, i used common sense and simple logic. Training combat-sports and fighting against zombies are sure different things but still same logic apllies to them, if someone doesn't do something he can't get better at it.
  23. I like your idea but i don't know if it would be good for gameplay, could be just too complicated and not so necessary also it would make carpentry harder. Besides different types of wood there should be also different amount of wood from chopping trees(less from smaller trees, more from bigger trees).
  24. Well i think you didn't understand what i meant. I will try to explain this in more simple way. Your character killed 200 zombies with axe. So if you are not stupid you obviously invested some points in melee skills to be better melee fighter or getting that perk would require some points in melee combat and 200 zombies killed for example. Now you get perk "axeman" or something like that because you killed 200 zombies with axe, not with general melee weapons like hammers, spoons, sticks, sledgehammers, baseball bat, knives etc. which all belongs to melee skill but with axe so you get extra perk to show that you are better at fighting with axe than all other melee weapons. This system is simple, clear, realistic and good for gameplay. Now yours system is something like this: you do whatever you want to get experience, then kill some zombies with whatever melee weapon you want then magically pick "axe perk". Player could for example fight at start of the game with baseball bats, knives, frying pans becasue this weapons are more easier to get than for example axe but this weapons are kinda weak and of course smart player would not invest his perk to fryin pan (and it doesn't matter that he/she killed 100 zombies with that) but he/she would invest in some good (harder to find) weapon like axe for example buuuut wait! To that moment he didn't fight even once with axe. Did you see now absurd of your idea? Nope, it doesn't matter if it will be combat-sports or fighting for your life with zombies it's still the same, if you don't do something you can't get better at it and blocking is perfect example: player rarely uses it but in meantime he/she swings/hits etc. a lot so he/she is not so good with blocking, he is better at swinging, hitting etc.and game reflect this and it shouldn't be changed.
×
×
  • Create New...