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Vylon

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  1. Thank you! If I get it right these might be the solution to satisfy any and all zombie needs. I find this exceptionally important in repopulating a cleared area: # The number of hours that must pass before zombies migrate to empty parts of the same cell. # Minimum=0.0 Maximum=8760.0 Default=6.0
  2. Reading through this topic gives me the idea that players are all too dfferent. Which is not a bad thing.. it just means that there should be lots of customizations. A fresh player is happy to kill a few zeds with a baseball bat between finding out that broken glass hurts and broken legs kill. - Low amounts and mostly passive zombies. An oriented player would like some peace to experiment with the professions.. farming, carpentry, etc. - Medium amounts of zombies, preferrably passive enough to let him gather the required stuff and build up. A seasoned player wants challenge, he knows what is what.. how things work. - IMO he needs at least medium amounts of zombies with great randomity, migrating, moving, chasing, running, luring etc. He doesn't want runs to be the same. And he wants to see why it is worth building a safehouse.. hence he needs to be harassed enough to validate building walls days on end. And at last the diehard player, who is interested in how zombies spawn and all the fine details. He wants to get better, he wants to be the only person who survived THE Zombie Apocalypse. But if he succeeds constantly.. he will move on. - So he needs lots of zombies. Huge amount of randomity.. to be surprised by the zombies actions for him is pure joy. Finding yet another near impossible situation to work on is the best thing that can happen. And of course he needs to die. So he will aim at surviving just one day longer this time against the impossible odds. And when he does.. Win. Also players have very different approaches and blood temperatures so to say. And I had this thought that maybe the solution isn't in finding the sweet spot. Because a sweet spot is only good for every player once.. when he is experienced enough for it and not too skilled for it. I see that having way too many customization without any guideline is a maze in which players get lost, and they spend their playtime experimenting instead of enjoying the game. (We all seen those games where you start the n-th session hoping that it will be THE Session.. and finding out it is not) But adding some more kind of "Advanced Zombie Options" might be good consisting: - Migration - Overall number increase / decrease over time - Beelining to player (one way or another.. metaevent frequency mayhaps or a straightforward scripted "coming after the scent of the living in the air") - Emptiness handling (enforced homogenization of zombies or not at all) - Magnetism (as in luring and grouping) Something along these lines.. think these are mostly the important possibilities. Or the worst case scenario is an interval timed event (2-3 months or 3-5 months eg.) called something like "Last Military Effort" or something which spawns multiple chopper sounds and starts fire in a few dozen locations throughout the urban areas. A last military attempt to contain the zombie outbreak.. and with it, dooming even that stubborn survivor in his 5 layer thick log fort with supplies for a century by burning his surroundings and attracting 1000 zombies to him. You know.. just to make sure that EVERYBODY DIES in the end. TBH I just want to build a safehouse (benefit from all the possibilities the different professions offer) with a few others in MP and eventually I want zombies to tear it down.. so I am enforced to run yet again and start anew. Always being in danger.. just almost avoiding that one lethal mistake, for as long as I could. To summarize up: When you get a few bagful of tools and supplies and find a good place.. you need some skills in farming/trapping and carpenty and you are basically in the end game, capable of surviving indefinitly. You should never get there. The concept should be "okay we have a good situation now, let's use it the best we can UNTIL we can". Even more so in MP where you can't fast forward time.. so you can't wait half a year to die at long last. And the only thing to kill you is zombies.. randomized or scripted in small or big groups, dispersed or in hordes.. doesn't change the point. But they need to come to kill you.. and to threaten your base.. or bases. The HOW is important.. that gives the feel, but your chances of survival needs to drop with time drastically to a point where it outweights your skill, your luck, your friends, your safehouse, your supplies. Actually the customization for the start condition is awesome, I mean really awesome. The characters and the approaches are very colorful as well. The whole game is detailed to the point of WTF in 2015. But I think the focus on endgame is missing (as in the prevention of endgame . You either die anyway by the starting conditions (no loot, sprinter zombies etc.) or you die of accidentally making a minor mistake. Should be able to die in a hopeless situation without making a mistake, after surviving a while. Sorry about the long post, just trying to give my personal thoughts and different viewpoints.. hope it helps.
  3. Hello! I am only playing in multiplayer, with my wife and some friends. Started a test session last week. In this game we were only two characters, a chef and a carpenter. Settings all default except: 50% respawn Fast Shambler Common Food / Other Abundant Weapon Sometimes House Locked 30 Min Days The beginning is rough. Then comes the chopper.. messes it up even further. At the initial place we wanted to settle (a house near the Muldraugh North warehouse) we managed to end up with so many Zombies we just had to leave. Tried luring, gunning.. couldn't even lure them away (with the methods it worked before patch.) So far so good. A week passed but we still had the "on the run" feel that lasted only a few days pre-patch. We found a new place to settle on the south end of town, some NW-ish of Cortman Medical. It was a struggle to build up walls. We had constant harassment from smaller bands. But eventually we finished the Fort! Raincollectors, farm, supplies etc. Anything you might want. Some groups attacked after that. A couple of times 15-25 Zombies banging our walls. Easily handled. Than I tried out a molotov+shotgun combo. Burned down a forest south of us with 100+ zombies. Then started randomly shooting around the fort to gather up the remaining zombies. Shot / hacked / burned them. (At this point the surrounding areas have like 20+ burned down houses due to the long burning zombies; but I think it is good as it is.. dangerous) After that we went to the old north safehouse from the start: Area mostly clear.. the whole bunch moves somewhat south and who knows where. Re-established the safehouse, finished looting north warehouse. Now we are at 6 weeks.. and the challenge is gone for good. In the last two weeks I only met sporadic 5-10 zombies every 2-3 days time around the South safehouse, and I can't even collect more with randomly firing a few shots. We have about 600 kills.. wife has 200ish with blunt stuff. I have around 400 with shotgun and blade.. haven't used too much ammo. Now if we had less supplies, it would have slowed down the process but not change it. Otherwise.. Multiplayer is obviously different. The 8 hours per day more action from at least double the amount of characters make for some difference. Also.. respawn is trickier, cause more players to prevent it, but we left the safehouses together intentionally for 2-3 days more times to let the respawn kick in. Didn't really see a crowd when we came back. In short: it is still a rough start, but gets easier with time.. and after a point it gets kinda boring without the danger. And since you can not fast forward the time in MP, you can't have weeks without any actions.. that is usually more than a lengthy play session. My oppinion is that: moving random zeds on the map in random directions is good. Keeping up the population in areas via respawn is good too. But you have to increase difficulty with time to make people die. And players get better with each played hour, and characters also. So the zombie threat has to increase exponentially to catch up and kill an experienced player. I suggest increase in numbers with time(and all the other thoughts)that you wrote in the mondoid. Also I suggest an optional feature of making "Agressive Zombies" which means a % of zombies (respawned or migrated) that comes to the players current location. Meaning the cell or whatever.. point is that they come near the player. Not exactly attacking the player.. just come near, maybe into the loaded area.. and after that just turn into normal zombie. The percentage must also increase with time. Now I realize that this is the idea of metagame events, but they don't have this result after a month in a mostly cleared area. TBH, I don't even dare leave town for good, because I fear that I will never see zombies attacking me. But also.. I can't rank the difficulty up even more in the settings.. cause then I don't survive the start. Hard enough as it is.. running with a butterknife with a chopper overhead from fast shamblers. One way or another.. fix it that everybody dies eventually, with a difficulty curve increasing more and more with time passing. Thanks for reading, hope it contributed. We really love this game.. just want to die more with a set up safehouse. PS.: Offtopic.. but wife insisted: Please make a perk that adds +1 cooking (Housewife or something) so she can play other professions and still cook.
  4. I have been following this mod for a few weeks now. This is something I have been looking for.. but I could not get it going in multiplayer. Even tho the server wrote that it is loaded. (It was the 0.2) I heard the sounds, and seen the dirt.. but didn't really see the zombies. It would be awesome have it in Multiplayer. It would add a lot to the required challenge. (I only play multiplayer with my wife & some friends) Anyway, thanks for the effort! This is the closest thing to what I am missing from the vanilla game.
  5. 1. Attacking zombies.. there are many ways for it to work but the point is that the Safehouse makes sense, and one can't just sit in a place for ever. - Could be an option only in sandbox (and Multiplayer!), could be a randomized thing with a chance of some zombies heading to player location for a while. Anything really.. I just want the zombies to be a problem... Always. 2. NPCs, even in rudimentary form this boosts up the game a lot. These two are the important ones for me. Could do with only these for a very long time. But otherwise: 3. More of everything: items, crafting, professions, built in areas.. 4. Maybe some kind of in-game map. Maybe with some limitations (item to find, explored as the player wanders).. and maybe with the possibility to add notes / drawings to the map (you know the typical red circling and X at important spots). Thanks!
  6. To be honest, the greatest problem for me is the lack of long distance migration of zombies.. ..or some other solution to the mentioned: I cleared out an area.. no challenge. Basically you can clear out a whole town with a handful of bullets, collecting them with a few well placed gunshots then luring them into the nearby woods. And then you are free to roam the whole town. Not to mention your base. So I absolutely support the idea of a mod.. however simple it is that solves it somehow. Tried the "They"re Crawling out!" but it does not seem to work in MP. Which is a shame because I play with friends in MP mostly.
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