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Livio Persemprio

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Everything posted by Livio Persemprio

  1. clothing do affect stealth by changing the amount of noise you do when moving. as per the above, they probably heard your footsteps, especially at lower sneak levels and without the proper shoes. the third point is actually really needed, together with the future cover system / peek from cover system.
  2. how do you make the stab happen? i wholeheartedly agree, in zombie lore handguns are basically only good for killing a zombie in a grapple situation. my suggestion is that, unless you are weakened by great exertion or stuff like that, you should be able to consistently perform the shot, because the noise will be enough of a drawback per se. this also means tho that zombies must be able to grab you way more often, since there will be a guaranteed way to escape if the player is prepared
  3. yeah i guess so, it's basically on but not on purpose. which is a golden chance to test how viable sneaking is before you patch it out unless it only works around fences for some weird reasons. smell is the last big obstacle to master for sneak players so i'm quite hyped to give it a try
  4. what do you mean with smell radius? i thought smell wasn't a thing yet?
  5. glad to put it to rest with one last word from me, with the same pre assumption of not being a personal attack. apocalypse can be played right now with a combat oriented mindset because it's still flawed. as the game evolves, the devs will keep doing whatever they can to prevent the mode to be played the way you do now. why would you go through that? i'll also add that the devs repeatedly stated that they do not wish for survivor to be easier, they just wish for it to be more combat oriented, but without feedback they's just so much they can do. those two things above are facts, so it's only natural to suggest you to go that way, but it's not like my life depends on you realizing it. apocalypse is NOT the way the game is meant to be played, it's just a mode for people that prefer problem solving over brute force, and every game mode is going to be improved over their ideal playstyle. those are not my words, those are the devs words, words that you chose to ignore, especially the "combat is often best avoided" part, so your feedback on that regard is wasted time for them, i'm sorry to put it so bluntly but you need to stop feeling like apocalypse is a superior mode provide help that is actually needed where is needed. survivor won't ever improve if people keep treating it like this you had your argument, i had mine, now let's leave space for others to say what they think, in respect of the devs' vision of the game
  6. survivor is too easy, that's why it could use your help in balancing in a challenging way that revolves around combat. i don't inderstand. commodities and tools are the reason you have to leave base and scavenge even months in after the apocalypse, that's why they are so rare. it's unrealistic nut provides gameplay balance. here we go again. you're not supposed tl be able to clear a full area alone, and the game will be further balanced in that direction, so, again, help balance the fighting focused mode if you like to solve problems by fighting. it is perfectly doable to sneak around even with a high population, and once you killed them all you are just free to loot, breaking the balance of the game. pit together some ideas, make survivor more balanced and enjoy that, there is no shame in playing as you like, but they will never make apocalypse more fight centered. if anything, apocalypse will become even less fighting centered so help where you'd be very very helpful, survivor needs the help of people like you. let apocalypse be the mode where, as the mode's description says "combat is often best avoided"
  7. liking to approach things head on is the wrong mindset, you'd be very useful for helping the devs finding a good difficulty balance on survivor instead. loot distribution this scarce is a gameplay necessity, in the axe post you said you can already survive months with no effort, having a realistic amount of loot would make it too easy and shorten the time required before you're self sufficient by too much. zombie distribution is a bit wonky right now, but in the intended version geras' suggestion is basicly perfect, like what happens in every zombie story. i would just add wandering hordes to the mix. random respawn would be very very nice, this way you'd never be sure if you're safe. neither being sure it's empty nor being sure everything respawned, perfect
  8. i never said you can't kill stuff in apocalypse, i'm currently at day 14 and killed more than 100 zombies. it means that combat is often best avoided, and the game will be balanced more towards that direction. the game is meant to be hard, and there are a lot of things people do on twitch to cheese as much difficulty away of the game as they possibly can. try not abusing those mechanics and see if you are really safe and guaranteed. nothing should be guaranteed in apocalypse so, again, move to survivor and ask the devs to make its combat more challenging, because apocalypse will keep getting harder and as soon as your cheese will be patched out you'll be back complaining about the difficulty. you have a mode all about combat, ask to make that one better instead of dumbing down the mode we like as dangerous. just to clarify, all of my "you" are generic yous, not You Zyggylata, i don't kbow you so i would never talk directly to you like this
  9. you are allowed to move and swing at the same time, but when the hit connects you get a moment of halt before you can swing again. this pause is intended for preventing you from killing entire groups alone, but somehow you found a way of preventing this effect and you still kill groups also, to reiterate, apocalypse is meant to be the mode where you live on borrowed time, were you are the prey and have to think in order to survive. skilled combat is a thing for survivor mode, that is the game mode you want
  10. if your idea of good weapon is what you show in the video then i think apocalypse is not the mode for you. this looks way more like what you should do in builder/survivor mode, and in there many weapon acts like this without exploiting a game's weakness. anyone can enjoy the game as they wish, but please don't ask to buff the weapon even more. if anything, this axe requires your exploit to be patched out, so an indirect nerf. most of us want the zombies to be as dangerous as possible, because, frankly, the moment we stoo fearing them is the moment the game becomes boring. so, enjoy the game the way you like it most but i highly doubt they would allow such brokenness to be even buffed. we're the preys, not the hunters
  11. there are already too many reliable weapons, imo the wood axe is better as it is now: slow and heavy, it will likely one shot but it's exhausting enough that you won't use it as a main weapon. you really want to save it for trees, it's not intended to be good for anything else
  12. that is the best idea i ever heard about farming i'd just add a little input: the crops being seasonal is great and the farmer displaying informations is even better, but if there is no element of randomness (like the random poison berry for foraging) then people will just compile a spreadsheet with timetables for seasonal plants. i mean, this should be possible to an extent but i think the farmer should have a more precise information so that he gets an extra buff to his planting
  13. lovely as usual. what does smoothened fence vaulting mean? is that a way to prevent our characters from auto jumping off balconies or stairs? also do you have any plans on preventing players from killing a town worth of zombies with a single car? it will become increasingly annoying when multiplayer will be back
  14. in my experience, the ai still magically knows your position for about 5ish seconds after they loose los, i usually take it into account without thinking too much about it, it is definitely on purpose, but i still manage to loose them without too much effort
  15. iirc the devs spread the rumor themselves, then dataminers ruined that, no point in trying anymore. bites are a complicated matter, let's just focus on the fact that even for scratches we get the queasy moodle so quickly that there's no point in waiting and hoping
  16. oh, makes sense, a combo of rabis both being slow and super rare, so basically they produce a vaccine just for you whenever it is needed. to be fair, i have no clue my go to solution would be better, maybe people would get cocky and ignore the danger since it doesn't require anything special to fix. a small enough percentage of lethal animals should work ay mmt making you afraid of the animals but not in a situation of unfair death too easily. who knows, but i enjoy the discussion ^^
  17. yeah, the vaccine in general don't make for fun gameplay imo. a very rare item that covers you for a certain period of time is a great idea though, so the best course of action might be removing the rabis name altogether and move this to a generic very powerful infection, and then an item to prevent it for set amount of time. though it would also require to be not fatal if you are out of your own. maybe like eat 75% of the health bar? you should eat, disinfect the wound and keep the bandages clean and then you'll survive with that 25%? so this way it is dangerous enough to make you wish for that notvaccine (what should we call it?) but not unfair for those runs where that item just won't show up due to rng. out of curiosity, how does the post bite vaccine thing work? it's not impossible but it doesn't really make sense for how vaccines work. as you already know, vaccines are just super weak versions of the disease, and once killed and analized they allow your body to develop antibodies. why waiting until your body is already under attack when you could just do the shot in advance and never get threatened? vaccines are safe anyway. maybe it is a shot of specific antibodies? let's say you get a disease and i'm vaccinated for it, we could take my trained antibodies and pump them in your organism so that they will kill the ongoing infection, but that doesn't equal to becoming vaccinated yourself
  18. i like the general idea of animals being carrier of illness so that you don't just charge at them while screaming death. most of the specific scenarios are subject to become obsolete but mostly i don't see it working the way it is suggested right now, like why would you not take a vaccine the moment you find it? there's no waste involved, you just become immune to that specific disease (again, oversimplified version, but this is no place to get too technical). also a vaccine should be extra rare, so most of your games you would just be attacked by an aggressive animal without any way to prevent it. though on the other side, i do like a lot the idea of an animal being overly aggressive due to rabis, would give a nice touch to the gameplay edit: just went reading the post again, there is a small misconception : you don't get a vaccine after a bite, you take it in advance and it renders you immune
  19. yeah, english is not the best language to use in the medical area. especially the common expressions. flu is a maxi word that somehow indicates basicly every attack from an external microorganism, which doesn't make sense in medical terms. don't get me wrong, every language has common misconceptions about certain fields, but when okami said that technically flu is the short form of influenza, he was right. it's just that the people use flu improperly to refer to everything. influenza is viral and that is common knowledge. i like the suggestion overall and posted just to help ease out a little bit of the confusion. for anyone wondering, when you get a viral disease you usually wait it out, no real cure. medications for a viral disease usually work on symptoms like fever, to prevent them to get out of control. vaccines are a thing but it's not very realistic for them to be stocked for long, also you want to take them before you get sick, otherwise stuff gets too complicated. they also kinda break the gameplay because a vaccine basicly renders you immune to that disease so people would just prioritize those and the doctor will be useless again. a bacterial disease can be cured with antibiotics, which usually means to be lucky enough to get the right antibiotic for your specific disease. of course it gets way more complicated than that but for the sake of gameplay it would be best to use a general antibiotic item like the one we already have for avery bacterial disease. i don't know what to think about rabid animals, on one side it is true that they are realistically very rare. on the other hand we have gameplay, where players shouldn't be so happy to get bitten from animals, period. the thing is melee players will mostly always need to get in range so you either add a whole system where they can get close but somehow prevent the damage, or avoid rabid completely. i mean, it's hard even to imagine ideas because we have no clue how the animal system will actually play out. i remember someone complaining about the combat system a couple weeks before iwbums and lemmy told them to at least wait and try it
  20. so if i'm driving slowly i make less noise? is that a thing already or is it a change that is part of the suggestion?
  21. i like this sandox idea but it doesn't help the problem. forget about bites, let's just focus on the fact that after 10 minutes from a scratch/laceration the queasy and anxiety moodles tells you that there's no point in hoping. that's it, and i only answered because no one yet helped on this matter and i want any possible further help on the discussion to focus on helping that, but i do agree that it's getting off topic and will leave it here hoping someone will bring a good idea for that, but am not gonna railroad the discussion since i do agree it is not very polite of me and for that i am sorry
  22. it's not about actually managing to survive a bite, i don't want to win the game. it's just that i'm sick and tired of people in mp just making a new character the very moment they receive a bite. i want them to hope they can make it, and then i want them to die anyway, and then maybe 1 in a million will actually make it and he will get cocky and get bitten again anyway. i'm also sick of people making a new character when they get a scratch and see the anxiety and queasy moodle. the infection takes up to a couple day, i shouldn't be able to tell this easily this early that trying to make it will be useless because a moodlet already told me 10 minutes after the scratch. that's it, don't mistake it for asking for a way to win, i just want a more immersive experience. the struggle and fear people feel when they get damaged from a zombie is one of the best parts of the zombie lore and right now we completely lack this aspect. if you have a better idea to get to this goal i'm all ears, i'm not bragging for my own idea to be in the game, i just want the last moments of our survivors to be emotionally strong for the player
  23. i have no programming knowledge, i've just been told in the discord server that it's been moved to 100% since some builds. the rest of the suggestion is completely grounded in experience though
  24. i suggest to get rid of the early signs of zombie infection, so that player have to hope until the end for the off-chance of surviving. also, bites should be like 98% chance or something so that people will still hope even if the chances are very very little
  25. very small bug from 41.17 (am not home yet to test 41.18) you can't use a dirty bandage as bandage
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