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ZombieHunter

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Everything posted by ZombieHunter

  1. Zombies already stumble and fall based on meele It is more dependent on your strength
  2. Yes. That is exactly what Zombie Population multiplier does. Just use Zombie population multiplier using the settings listed above. You will get exactly what you want. Except for the stronger zombies over time, that isn't a thing.
  3. You can already do that by setting Start Multiplier to "x" Peak Multiplier to "x" Peak population day to "1" Respawn hours to "0" x = number you want not the letter. If "x" are both are same number zombies do not increase - they stay the same distribution That way if kill zombies in an area they stay dead. There will never be "new" zombies created. Also you can eventually kill all zombies on the map.
  4. I am having a very hard time following what you wrote. 1.You can already Disable Zombie Respawning in Sandbox settings 2. Even if Respawning is Disabled if a Meta event happens it already does pull zombies from nearby chunks into an "empty chunk" 3. Zombie Spawns increase in "unvisited chunks" over time making it harder in areas you haven't been to. Good video explaining Meta Events
  5. I have been wanting to melt snow into water for a while ( there was a mod but it broke ) I get why it doesn't - probably because they want to add an "Extra step" to melt snow when in the container. But I think until that time they figure out how to do that - just make snow directly turn into water.
  6. One major issue with Vanilla game is you are forced to a specific gameplay style. Once power goes out you essentially need to have a flashlight in one hand meele in the other. This not only limits weapon options it forces a specific gameplay style Attachable light sources would make a big difference and bring back some freedom to the player. For example a Belt lantern or Military Pocket Light which gives you access to your 2nd hand. The Belt lantern can also be placed on the ground for added 360 lighting Another option could be Road flares that last 4 hours ( Realistically they would only last 30 minutes but gameplay wise it needs to be much longer to be useful )
  7. They talked about upgrading and modifying cars with armor a year + ago then they never mentioned it after I think it was in Build 40? they talked about
  8. For the last part of it I suggest checking Random Zombie Mod ( you get a mix match of zombies - some runners, some shamblers, some crawlers ) Authentic Z - where you get skinny zombies, fat zombies, and zombies in various states of decay + 100s of new clothing. They also said there will be no children Or Cure
  9. Recycle Materials =========== While I am happy with the direction - I think one really key aspect not mentioned is material reclamation. This may sometimes be known more colloquially as Bush ( Bush as in Boonies ) Engineering or Redneck Engineering One Example I saw - a person's car radiator was leaking on their truck. What did they do? They took one of the extra batteries stored, broke it. Took out the lead shards, melted it with a welder and made a temporary patch on the radiator. Was it insanely dangerous? Yes, Did it work? Yes. In a Apocalypse Scenario a lot of materials you reclaim is not going to be under the ground, Forged in Fire ( TV Show ) is another great example They are given a motorcycle from the Junkyard. The contestants have to break apart the motorcycle for usable metal, clean it, melt it and reforge it. Not all the people have fancy machines - one used a giant cast iron pot with coal and bricks to melt his metal. Material Grade ========== One way of Material Extraction is the more you "Extract" the more XP you get in "Extraction" - which gives you "better grade" of materials. The material grade determines the durability of the the final piece. Blacksmith + Other Crafting -> Apocalypse Survivor ======================= Instead of adding another 4 more skills for all the crafting trees. You could also break it down to a single tree that covers multiple lines tech. That way multiple actions give XP to it. Then the player spends skill points to unlock more trees in what ever order they want. Similar to how Riftbreaker ( game ) does it This way it will drastically decrease the grind - it will constantly give players access to new items in reasonable time frames. So players aren't playing 10 hours of grind for a single skill to unlock 1 recipe. It instead would be crafting + extraction - all give XP to a single tree. Major Crafting Change ( Removed Skills ) =========================== Skills Like Tailoring \ Leatherworking \ Electrician are removed. ( Except cooking remains same ) Instead these are moved to "Professions" or "Traits" If you pick a profession you unlock almost all recipes associated with that tech tree branch with best quality associated. If you pick a Trait ( hobby ) you unlock some of the recipes associated with that branch and can make reasonable good quality. If you don't pick that branch you have to find books to learn each individual branch and spend skill points to get specific recipes from that branch Item Mods ======================== Finally the "Higher" your crafting rank lets you modify gear more. Leather Grip on Bat to reduces Staamina Nails on Bat to increase damage Metal Reinforcement to increase durability etc So lower level in that "Branch" can only pick 1 mod. More points you invest in that branch the more "mods" you can add to it. Summary ======================== While having a Hybrid Book Recipe + Skill Point System might not be "realistic" It heavily reduces the grind players face + while still promoting exploration to find the skill recipe books It also allows players more freedom to unlock what they want without having to repeat exact same action 1000 times. ( walking on broken glass anyone? ) Now they can gain XP from doing many different actions for a single skill tier. Instead of ranking it up, you use those points to get unlocks on things you "discovered" via books.
  10. It also matters on the location and activity - if there was a noise event in the area ( player or game generated ) zombies can appeared spread out temporarily as they get attracted to the noise, then start moving back. Though over time they clump In Advanced Zombie Settings in Server settings There is "Rally Group Sizes" - The amount of zombies per Clump "Rally Group Distance" - How far zombies will travel to form groups "Rally Group Separation" - How far each group is from each other "Rally Group Radius" - How far each zombie in one group spreads out from each other. General Rule of Thumb Less Distance \ Smaller Groups \ More Radius= more quantity of zombie spread out over a wider arear - harder to sneak Larger Groups \ More Distance \ Less Radius = More dangerous but more space between groups - easier to sneak
  11. To delete items on server you actually have to enable it in Multiplayer Settings Go Edit Server Settings -> Ini -> Players -> Trash Delete All Then enable it That will allow you to use bins to delete items Other option is to put items you don't want onto a zombie corpse Put corpses onto a pile and burn it.
  12. Zoom in and Out works fine in Game but not on the Map Map seems to be tied specifically only to mouse wheel. Would be nice if there was a GUI zoom out button or it worked with keyboard bindings
  13. One thing they should have added was "Favorite" skill Since a lot of people enjoy doing a hobby For me it was tinkering with electronics as a kid. When I was 8 I made my own radio from scratch with a lot of messy soldering. So picking something a favorite skill you do to relieve boredom would help a lot.
  14. A large portion of players level up medicine through a gimmick ( walking on broken glass non stop ) So there really should be a proper method of leveling medicine that doesn't involve a non stop gimmick. One option is Autopsy Table ( since dissection is something every doctor does to learn about the human body as well as practicing techniques on a cadaver ) Method 1. Need to find Medical Book ( which is a really big magazine ) - it doesn't boost first aid. Instead it unlocks a new skill Autopsy 2. By Equipping a knife and putting corpse on ground your character performs an autopsy slowly gaining xp for every corpse. It also gives a boost to first aid 3. If you don't wear a mask and gloves you have chance of getting a disease. This chance decreases as you level up first aid skill 4. Numerous Magazines available to perm boost amount of XP gained per body ( Forensics \ Pathology \ Anatomy \ Critical Care ) While the number of corpses are "plenty" each corpse has a random "Freshness" factor. The more decayed they are the less xp you gain. IF you are a Doctor ( profession ) or get level 3 first aid or take Critical Care skill - you can see the "freshness" of the body in search mode.
  15. Ah - no idea. About that - I don't think I read about anything about rooms being updated
  16. One thing that can add more freedom to the player is the idea of Fuse Boxes + Junctions These are Divided into Regional Junction which powers an entire neighboorhood Local Fuse Box - which powers a large building or complex. A Regional Junction makes it easier for map designers so they don't need to manually add fuse boxes in every single building. So a bunch of small buildings can be powered by 1 - 3 Regional regional junctions. So a player may need to investigate multiple junctions to see which one is broken to fully restore power to the nieghboorhood. For Large buildings - the Fuse box is located outside the building somewhere but usually needs a key to open. The idea behind both are the same. If damaged the area they support loses power Over time these can get randomly damaged - so instead of a fixed time entire state loses power. These boxes instead randomly are broken or not. Allows player to restore power to a neighborhood or building. The "repairing" part can also be a unique minigame which requires placing parts in correct slots The "quality" of parts is dependent on your electrical skill. The quality determines how likely it will break again. In PvP - it means people could disable power to an area.
  17. The system currently is pretty reasonable but it does need 1 big change Crawling zombies should not be able to move around if another zombie is ontop of them. This is probably the main cause of player deaths. Since essentially the ground zombie is "invulnerable" as the game prioritizes attacking standing zombies first - which is fine since they have the most mobility. By preventing crawlers from moving if they are stood on by anyone ( not just player ) it does balance the gameplay.
  18. I would not be surprised if it comes on final release A lot of times if achievements are released early - achievements can break and then they have to spend time fixing them every update.
  19. Are you suggesting this because of the lighting bug? Because the lighting bug is getting fixed in next major update
  20. Ya they nerfed knife spawn into oblivion One of the most common kitchen utensils people own multiple of found in restaurants and houses apparently doesn't exist in Kentucky. Realistically speaking Kentuckians in the 90s were all Karate masters. They used to Karate Chop their vegetables and meats. This Documentary Video showing how Kentuckians cutting a Watermelon in the 90s. You will clearly see in the video there are no knives in the kitchen!
  21. You may not have it installed https://news.xbox.com/en-us/2019/05/22/introducing-the-new-xbox-game-bar/ It is pretty handy it is how I do all my game clips
  22. Why not take a video instead of picture If you are on windows 10 Just press Windows+G then press record button
  23. There is probably something triggering them I slept on 2nd floor of a bar and had a zombie keep hitting the door at the night, when I woke up the zombie left door was fine That doesn't mean the system couldn't be improved further.
  24. They do forget it just takes them a while. There is a memory setting in sandbox. Also my new favriote mod Barricades do Damage I really hope some modders expand on this so there are "specialized" barricades that do damage like Spiked Planks or something. https://steamcommunity.com/sharedfiles/filedetails/?id=2913137598
  25. This could be solved pretty easily by just tagging all the items as "sheets" As long as players don't mind the texture difference of what you see on the window.
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