Jump to content

hrot

Member
  • Posts

    221
  • Joined

  • Last visited

Everything posted by hrot

  1. Sadly i'm too kinda new to game, you must learn most things by yourself i think. Blocking is automated now and it happens when a zombie is going to bite you, you do something like block and then push zombie away. Idea with manual blocking is very good especially in multiplayer when dueling in melee. Alright, new idea to simplify the melee skill-tree and at the same time make it deeper with a way to specialize in the weapon(s) of your choice : Blunt & Blade are merged into one single skill called Close Combat (or Melee), No more accuracy/guard/maintenance sub-skills, and you gain XP for that melee skill when you kill zombies AND defend from them. As you level-up, you make more damages, you swing faster, you defend better, and you make better use of your weapon not to damage it, just as you do now, but you only have to level-up one skill instead of 3. I don't like the fact that we presently have to spend points to specialize into maintenance/guard/accuracy separately, they all go along and you can't really get better at one aspect of combat if you neglect the others ; as a martial artist I think it doesn't make much sense, and as a gamer it's rather frustrating. And where's the specialization in that? Here it comes When you reach a certain level, lets say level 5 for the exemple, you unlock a perk and get to decide what your favorite weapon (or weapon group) is : knife / crowbar / baseball-bat / axe / bare hands / frying pan / any future weapon etc... Just like the lumberjack's axeman perk, you get speed and damage bonus only for the weapon (or weapon group) you chose. And then at level 10 you get to choose another favorite weapon (or the same again, if you want double boost maybe?). The levels are arbitrary, I said levels 5 and 10, but it could be 3/6/9, or 2/6/10... whatever feels the most rewarding and balanced. It could actually work the same way for firearms, having reload and accuracy in one single skill and choosing a favorite weapon instead of the gradual shotguns<pistols<rifles we actually have. And the close combat skill would define how good we can defend ourselves from being bitten when having a firearm equipped. In the end we'd have a much simpler and readable skill-tab but more open to unique customization. Well that favorite weapon perk idea is not so bad but in PZ i'm not sure, you just magically get better at that weapon? Better idea would be getting perk automatically when you actually used some weapon for long time (for example you killed 200 zombies with axe and then you get perk for axe). Also merged everything in one skill would be not good because of points you have to spend on weapons. Now you must invest a lot of points in weapon and managing your points is a problem. With that change you will need only 1 point, now you need 3. Also sub skill "guard" - im my current gameplay i killed like ~600 zombies and only use guard maybe 10 times? So i have less points in guard because of that, i just don't use it so i'm not so good with it. So yes you can get better at one aspect of combat if you neglect the others, that's true in real world and is true in PZ.
  2. Power comes mostly from strength not from skill in some weapon. (trait stout and strong) Dueling being random = very bad idea especially in multiplayer. Knowledge - it's already in game just different name. "Antique Collector" - too complicated, require special tools and material, shouldn't be in game in my opinion. I also don't like "critical hit" idea because randomness is not good thing for this game, also very bad for multiplayer. Reloading/swinging faster is already in game.
  3. Axe is only needed to get logs, but when you have it you only need logs and sheets. Floating bases etc. will be removed at some point and log walls should be changed too.
  4. You just couldn't do it, it wouldn't have any sense. Gravity and stuff you know
  5. Hmm well i think that shovel should be required and process of building a log wall should require 2 steps. 1 step - dig a ditch with shovel 2 step - place logs in ditch It also should require more time than now.
  6. Hmm so we dig a ditch with bare hand or what? I don't understand what you mean.
  7. Good, realistic, simple idea. I like it.
  8. Log walls are the strongest walls in the game but building them is very easy and not so realistic. Now it look like this: In that picture i explained what should happen with such a wall. So my suggestion is that you need to have a shovel and dig a ditch in order to build a log wall. Like in this picture: I think it will be good change for realism and good for gameplay too.
  9. Light drinker is in build 30 for sure. Prone to Boredom - there is one called Brooding so it's similar. Some traits were removed in build 31 because there is still no NPCs in game so some negative traits were just free points. I like Prone to pain but for prone to cold/heat i don't know, still heat and cold is not a very big problem in game, just dress/undress something and that's it. Keep in mind that Muldraugh and West point are cities with mild winter, so many points for something negative only in small part of the year?
  10. Well, that's nice. I didn't checked if it was suggested too closely then, my bad.
  11. So it come to my mind that it would be nice and realistic if character could teach other characters(NPC or another player) something that he/she knows already. It would work as skill book and maybe something more because teaching from others is mostly better than only reading a book. It could also give some experience in skill. It will be also good for gameplay reason: reward player for interact with other npcs/players.
  12. Well i know it's possible but it's not something that your grandma do in her basement, to put it more clearly, i don't think it should be possible in the game. Just too complicated and require specific various tools and materials. Also i agree with jefferyharrell, solar panels are too complicated, maybe with electrician occupation but still hard because of needed material etc. When i say about solar panels i mean solar panels in real life in West point and Muldraugh, these are real cities which game is based of. Edit: When power is up in first 2-3 months why go to library when you can just google everything and be omniscient
  13. 1. I agree but for some tools for example axe there should be items like whetstone to keep it sharp. Hammer need more durability of course. Axe will just lose his sharpness which of course would lower damage it causes. So maintaining weapons and tools in good shape is very good idea. 2. Solar panels are not so easy to use, it require some knowledge how to install it etc. Also i don't know how many solar panels they have in cities in the game, probably not so much. About gasoline i don't know so maybe other people can say something about it. 3. Farming needs some real balancing and more realism so i agree for now it's too easy and it doesn't have much realism. Hydroponics are too complicated for zombie apocalypse scenario. Undeground? Nope, plants still need sun or special kind of lamps and power of course but glasshouses will be nice to have/craft. 4. It's annoying when you accidentaly step into your own campfire so maybe some kind of craftable furnace/stove will be good to avoid that, also to allow cooking indoors. 5. I think it's too complicated so not so good idea even building a simple forge could be very hard.
  14. Money in zombie apocalypse has no value but it will be good to light a fire Trade will be just barter, commodity for commodity and every person will value things differently based on what he have and what he need to survive (this is also importrant when npc will be soon implemented).
  15. This: This. It's same thing like hunger etc. you must take care of that or you will take consequences. Also it's really hard to get Severely Depressed moodle. Maintaining level of boredom/ unhappiness is part of survival in zombie apocalypse. But i also agree with Rathlord So best thing would be just very big penalties when you are at highest lvl of depression so it would be very very hard to survive and probably character would die because of zombies or other danger not because he/she commited suicide. Suicide should be thing that player can control.
  16. Hmm i see. Thank you for your reply
  17. Hmm i think that it possible to lose traits. I saw one of devs where he said that but there is no visible progress though. I found that topic: http://theindiestone.com/forums/index.php/topic/9434-losing-and-gaining-traits-by-gameplay/ See RobertJohnson replies there.
  18. So i have a little problem: i chose obese trait when creating my character but after 2+ months and not eating much i still have it. So my question is how to lose fast this trait. Eat every other day or running a lot or both. Maybe some of you have experience with that trait. Thanks in advance for any help.
  19. I like this idea. There should be a special panel/window with all recipes.
  20. I want to see walls etc and i want to see my character, i don't want that invsible bubble around my character.
  21. Isometric view have some kind of problems like for example that: http://theindiestone.com/forums/index.php/topic/3700-watchtowers/ when devs decided to not allow rotate stair in every way. There is implemented a visiblity bubble around your character system but in many cases it makes more problems than it solves so there is my idea. When you are near walls you don't see much. For example i had problem when building walls when i didn't see where i builded wall and where is empty space. Screens: So my suggestion is to make something like this: I will use Torchlight 2 for example: So basically you make objects like walls etc visible and character visible too by making a glowing model or maybe white / dark contour of character which would fit perfectly the graphic style of the game. It could be just option to enable/disable but i think it could make game more clear. Also with this you could enable rotate stairs like other crafting objects. I think it would be better system than the current one (visibility bubble).
  22. I aggre. I have a little problem with zombies if they are near trees they just hide in trees and i don't want to follow them, too dangerous Problably they don't want to give me xp. So current system is not so good.
  23. Well knocking will be good when NPC will be implemented, like you come to a locked door, knock knock "who is there?" and then some conversation will start. It will be polite way to interact with other NPC, even players, gentle knocking to start a conversation to trade etc.
  24. I like this idea. Would be nice to have a special hotkey for that. Saving durability of weapons is quite important.
  25. Yeah, everything is nice and good, now try to penetrate zombie's skull with that for example. Additionaly there is such a thing as tension, that bow don't have much of that. It can be good to shoot a bird from close distance (10-15 meters max maybe) and that's it. Also wood in USA is different than in south america, there is no bamboo and that's my point all the time - good bows are not easy to make. Edit: Average Joe don't have knowledge like people in tribes in your video.
×
×
  • Create New...