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PZ Mania

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Everything posted by PZ Mania

  1. There are two settings I wish I was able to change just for safehouses - item respawns and item despawns. Item respawns : Currently, we can set items to respawn in containers all over the map every X days. I wish there was a way to turn this off for safehouses, because it would be weird to get free stuff without having to risk by going outside. I know that there is a way to turn off respawns for buildings with player-made constructions, but being able to construct stuff in public buildings would be nice too. (For example, building doors in places where zombies have broken them down.) Item despawns : Currently, we can set items to despawn on the floor all over the map every X days. The problem is that while we want trash all over the world to disappear, we don't want that happening in our safehouses, because, obviously, now we can decorate our homes by placing all items on top of tables, chairs, counters, etc. I know we can make a list of items to not despawn, but that is very limited. tl;dr : Allowing server admins change safehouse settings separately from general sandbox settings regarding item respawns and item despawns would be very helpful. I appreciate any feedback or criticism. Thanks for reading!
  2. Yes, this isn't a good idea for new worlds. The point of a new world is to start from scratch. The penalty is just there so you don't die to get an easy way to continue whatever you were doing.
  3. I know savescummers are a huge problem but that isn't what we are talking about. If they are going to savescum they are going to do it anyways whatever changes. This suggestion is mostly for people who actually want to have that penalty to actually care about their character. Sometimes when you play games like these, you get to have affection for your character and having a penalty makes you want to keep living with it even more. But yes, I understand a lot of people would rather have advantages than disadvantages, so it could be a sandbox option/server option.
  4. Like the OT said, dying really doesn't give much penalties except losing all the skill points. Of course it is going to affect you a lot late game when you have leveled up a lot of skills. But you can still have a lot of fun without actually leveling the skills. A lot of people (especially in multiplayer) simply suicide just because they don't want to wait the time for their fractured leg to recover. They die because they are too far away from their safehouse and are lazy to head back. They die because they simply don't like their hairstyle. I am not sure how giving a trait point penalty will work out, but I don't think it is a bad idea to give more penalties. Such as losing the claims over your safehouse in multiplayer. In the server I play on, you need to survive 7 days to claim a safehouse, but if you died and make a new character, as long as you already had a safehouse before you died, you will still be the owner. Maybe give penalty of losing the claims to your safehouse when your character dies? Then you will have to survive 7 more days to claim it back, and until then its for anyone else to come and raid.
  5. I think the OT is talking about the trait points, which I said skill points too by accident. The trait points you get to spend during character creation on positive (spending) and negative (gaining) traits. If I am not mistaken, taking the unemployed profession gives the default trait points of 8. So according to the OT, the punishment for dying would mean you would have 2 less trait points to spend on after every death. The cap of -10 would mean you would need to choose negative traits equivalent of 10 to even start the game. Unless I have understood it wrong, then I am terribly sorry.
  6. This might be a good idea, with skill points resetting back to the default when either the player starts a new game (in singleplayer) or makes a new name (in multiplayer). Of course, doing so would mean losing everything you have earned so far, except in multiplayer where you can go back to your corpse to loot the stuff, but it is going to be open for any scavengers to loot. (Including the safehouse.)
  7. Thanks for the awesome feedback. Yes, it is true that having a fun game and having a fancy looking one is quite different. But for some of us, a fancy looking game can be a fun one. Especially for those of us who like to role-play in multiplayer or just want some time to hang out with friends and chat around a little fireplace. I have almost zero knowledge when it comes to making games or adding new features. (Which is why I am not familiar with mods and such.) I have almost no idea how much work needs to be put into for each idea. Speaking about items like raincoats and umbrellas, they can be a nice add-on which gives us a choice. While some of us will be lucky enough to find one, others will have to make a choice - will they take the time and effort to craft one, which will not only have speed/view penalties, but also occupy a secondary slot; will they spend that time to do whatever they need to do in the rain while risking the cold; or will they just wait it out in their safehouses. I cannot disagree that there isn't any real disadvantage, but when there already is an ourdoorsman perk and towels to dry ourselves with, I don't think there is any real advantage either. Yes, I am very looking forward to the larger variety of clothing to choose from. I have recently seen screenshots of the new player models, and I have to say, I am going to love it.
  8. Thanks for letting me know. I filled it out and submitted it.
  9. WOW, thanks for the feedback. My suggestions are purely based on the build that I am currently playing on. (Which is probably the default. I didn't change any version after buying/installing it.) I guess I should remove the ones that are already W.I.P. Again, thanks a lot. Any further feedback is appreciated.
  10. Here is a list of my suggestions... I don't really know if I should divide them into groups and make multiple threads. I would like to get lots of feedback - both positive and negative - as long as insults aren't included. I know its a very long list of suggestions, but in my opinion, some of them are pretty nice ideas for the current game. 1. Different character sprites for different body traits. (Obese, overweight, underweight.) - I understand this is too much work for too little outcome. (Because of different clothing and upcoming updates.) But it is one of my most wanted suggestion... 2. Changing primary/secondary hand to right/left hand. - During character creation, the player has an option to choose between right-handed and left-handed. - Depending on the player's main hand, a wound to that specific hand/arm will have more penalties than wounds to the other hand/arm. - Holding a weapon can be done in either both hands, main hand or sub hand, with best to worst weapon performance in that order. (This will affect gameplay during injuries/amputation.) 3. Ability to sit down - on the ground, on chairs, on benches and on beds. - (With a 1 second delay for both sitting down and getting up.) - Sitting down will replace resting and will have the same effect but with animation. - Sitting on the ground will have the minimum effect with beds having the maximum effect. 4. Ability to lie down - on the ground and on beds. - (With a 2-3 seconds delay for both lying down and getting up.) - Lying down will replace sleeping and will have the same effect but with animation. - Lying on the ground will have the minimum effect with beds having the maximum effect. - Waking up will make the screen blurry for about 5 seconds. (From the black screen) 5. Push-able objects - such as shopping carts, trolleys, strollers and wheelchairs. - Can carry lots of items with reasonable speed but with a lot of noise. (Loudness is proportional to the weight of items in the object.) - Wheelchairs can be used as a future vehicle for survivors with leg amputation or leg fracture. 6. Sprites for bags - for equipping on the back, in primary and in secondary. - Different sprites for each bag. 7. Sprites for carrying heavy objects - such as generators and corpses. - Different sprites for each object. 8. Sprites for character's injuries - scratches, bites, wounds and deep wounds. - Different sprites for each wound on each part of the body and a different moving sprite for fractures. (This helps in multiplayer for doctors/nurses to be able to immediately take action.) - Sprites for bandaged wounds and a different moving sprite for splinted limbs. - Sprites for dirty bandaged wounds. - Blood stains on clothes when worn above the wounds. 9. Sprites for blood stains on clothes. (Similar to blood stains on the walls and the floors.) - Blood stains on clothes from fighting zombies. - Blood stains can be removed from clothes in a similar way to removing them from walls and floors. 10. Craft-able and loot-able items to avoid getting wet. (From the rain.) - Umbrellas that can be found as a rare item and makeshift umbrellas. - Both umbrellas can only be used while holding in either primary or secondary. Holding them will reduce walking/running speed and have view penalties. - Raincoats that can be found as a rare item and makeshift raincoats. - Both raincoats can only be used while wearing. Wearing them will reduce walking/running speed and have view penalties. - All four items will reduce durability for time spent in the rain while holding/wearing them. The amount of durability from highest to lowest - umbrella, raincoat, makeshift umbrella, makeshift raincoat. - Umbrellas and raincoats cannot be repaired but makeshift umbrellas and raincoats can be. - All four items will only increase the time for each stage of getting wet. The amount of time increased from highest to lowest - raincoat, makeshift raincoat, umbrella, makeshift umbrella. 11. Decreased running speed while walking/running in the rain or on snow. - Rain boots can be found as a rare item to be able to walk/run at normal speed in the rain. - Snow boots can be found as a rare item to be able to walk/run at normal speed on snow. 12. Rename-able clothing. - Some of us like to collect different colors of clothing for cosmetic reasons, and being able to rename our clothing would be a nice add-on. - This feature would also remove the stacking of clothing, which would make it easier to see the color of each clothing. Thanks for reading, and again, any feedback is very much appreciated. Please let me know if there are any suggestions that have been mentioned before, and/or if they have been either approved or declined by the developers already. Cheers.
  11. It is a pretty good idea as long as the map doesn't change at all. (Such as people breaking down houses and building new ones.) Also there should not be any indicator that shows where any players are. The map should be like the one in real life. Another interesting idea would be using nails to mark areas on the map, or using pencils/pens to mark certain areas. This marked map could also be dropped/traded for others to look at too. This feature could also bring in new interesting features in multiplayer - such as using maps to host treasure hunt events, or using it as plans/blueprints for a large group built fortresses.
  12. I have died more times than I can count but I can give an estimate for each kinds of deaths. Hope it helps. All the deaths below have happened in singleplayer. In multiplayer, I don't really tend to survive as long as I can. Death by being eaten by zombies : approximately 10-12 times. Death by zombie infections : 2-3 times. Death by bleeding out : 4-5 times. Death by falling : 6-7 times. I have never been starved to death or burned to death. I guess it depends on the play style. I tend to keep food as a priority while scavenging and never liked fire enough to be in risk of getting burnt alive.
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