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DoritoS

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Posts posted by DoritoS

  1. On 2018-11-06 at 4:02 AM, Geras said:

    4. Cooking is a clicking-marathon.

     

    I never ever cook anything special in this game. Too much clicking for too little gain. I only go as far as cooking animals I trapped.

     

    Having the game check a nearby vicinity (25x25 area would suffice I reckon) for cooking utensils and ingredients in containers and on the ground would be sooo much better. Also adding ingredients one by one is a nightmare that you need to get through every-single-time.

     

    Someone suggested the ability to save custom cooking recipes. That with vicinity search would help to reduce the cooking hassle.

     

    agreed. saving a recipe after cooking it once and just applying it would be amazing. a dedicated cook basically spends all his time cooking

  2. User Burger Time made a post about how he would like to improve the medic skills and I'd like to add my own two cents without de-railing his post. There are many ways in which you could improve the medic skills but what I'd like to focus on in this post is a practical way to lvl up your character in the first place. One of the biggest short comings with the role is injuries that are curable don't occur often enough in a play-through to get anywhere. You're more likely to die of zombafication LOOOONG before you can reach even lvl 5, unless of course....you hurt yourself, yes, hurt yourself. I broke my own legs, and jumped through windows to reach lvl 10. My proposal is to allow players to examine the suicide victims you can find riddled around the map and expariment on them as a doctor would use pig/ artificial skin to practice his suturing. When close enough to a corpse an additional menu would come up letting the player work on the deep wounds, bleeding, fractures, gun shot wounds, etc.

    If a new player found of you could Dr. Frankenstein corpses it would definitely be a neat discovery and hilarious.

     

    I also believe each level you have in medical should reduce your likelihood of zombafication by 1% as well. Maybe let players "flush the wound" within a small time frame and apply medical skill level to reduce the chance of zombification.

  3. That's a nice long post. I'll have to reply to it in pieces cause I'm at work on break.

     

    I've played the medic role up to lvl 10 so I have a pretty good idea what it's weak points are. I wouldn't say it's useless to only heal injuries since they heal dramatically faster. A fractured leg in this game is sooo easy and really frustrating; it makes you want to start over. However, a medic heals a fractured leg in maybe an hour (real time) and you can still run.

     

    I think you would have to be very very careful about adding more injuries to the game. You don't want things to get annoying.

     

    to be continued

  4. Occationally things get frustrating and we do, do that, the adventage of spawning seperate is a greater chance to finding the rarer items, especially if loot is set to rare.

     

    I believe it's both more realistic and fun to add compasses as loot. I mean, just on your block there's probably at least 1 guy with a compass in his house right? That's really all I'm asking for in terms of rarity.

     

    I think legible street names would be fine as well, both preferably.

  5. I'm perfectly aware you can get a general sense of North S, E, W. What you can't do is lead a new player to your location accurately, especially in a large residential, or wooded area, or very easily finf something yourself unless you use landmarks or leave breadcrumbs.

     

    Pretend youre in a new city just added to the game and you want to get back to it, unless you remember every turn you got some searching ahead of you. Now if you have a compass it's easy. You just remember "oh it was West at 270 degrees"

     

    You have a decent idea when the sun will set if you know how fast an hour passes in your game. The point of the example is that knowing the time is hardly essential, and theres even multiple items capable to doing it.

     

    What i mean is, while using a controller you cant face your character North usi g a shortcut (that I,m aware).

  6. So, for a little persepective. I'm seeing the same argument against the compass "it's redundant because of X work around". I'd like to point out that the same argument could be made against the digital watch and everyone seems happy with that item. It's not necessary to know the time and its not like you can't tell its getting dark either, but it's nice.

     

    I forgot to mention some of us use a controller with a usb adaptor, including myself and as far as im aware you can't use the keyboard to right yourself North.

  7. 1 minute ago, EnigmaGrey said:

    Seems redundant, since the screen is the compass. It makes it very easy to guess the angle of 120 degrees with the characters facing.

     

    With the highways as they are, all you really have to do is walk in a specific Direction and you'll have a landmark for most areas on the map.

     

    if you just want to meet up with friends why not teleport them to coordinates instead?

     

    XD I'd like people to get the full experience not use admin powers for everything. Using the screen for referrence sounds like a work around again, which is fine, but it can be seen negatively. I just don't really understand all the criticism for such a simple item lol

  8. It can actually be pretty frustrating too. If you invite 5+ newer players and it takes over half an hour just to meet up because people get bit in the process. A lot of people are just trying the game or only play very casually. They just want to meet up with their friends and have a fun experience. You can already spend hours just making a base. I'd like to make it clear this is the OPTION to pick up an item which will help players. A compass is one of the most basic features of nearly any survival game. what youre describing can be viewed negatively, as a work around for a missing feature. I agree that you CAN have fun when things dont go to plan tho.

  9. 44 minutes ago, OffitMan said:

     

    You can't adjust the camera so your view never changes and neither does the direction of North, South etc. W + D at the same time, you're facing North. A+S is South.

     

     

    Your character can only face 8 directions so would anymore than an 8 point compass be necessary?

     

    A compass like the one above is overkill, yea. I just posted it as reference because the face also has the markings for degrees. Imagine a much simpler version of that. The player is still capable of traveling in 360° of direction. For example:

     

    player A: I'm at the school

    Player B: Where's that?

    Player A: Head East at about a 120° angle

     

    You literally can't miss the school because if you're not traveling at a 120° angle you know you're on the wrong street. Without the compass you say "go East" and the guy runs past you because there's like 20 streets that go East, gets lost, you gotta run around and find him, it's a mess. If you're trying to look for a cabin in the middle of the woods it's even harder. Some residential areas are huge with hardly any landmarks, and not everyone has been playing long enough to know what"I'm at that house with the box on the porch" means. There's no street names either.

  10. What does camera rotation have to do with anything? You turn your character to face a direction, the pin on the compass moves to tell you the direction. Some compasses have the degrees along the outer edges for even more accurate navigation. That's something even an advanced player could use in the wilderness. There's no possible way to communicate that to a new player. I asked some of the new players in my group whether they'd like to see a compass in game and so far it's a resounding yes.

    dual-compass-rose.png

  11. I can't tell you how many times friends and I have been trying to lead a relatively new player to a landmark so we can meet up in game. The compass item would function much like a digital watch. Once in your inventory, a small compass would appear in one of the corners of your screen indicating the direction you're facing. It's a bit hard to believe this isn't an item yet. As for where they would spawn, I would suggest them showing up fairly commonly in residential areas, like your spawning locations and more rarely on zombies. Obviously you want the player to find one within the first half a dozen houses they loot because they're especially useful early game. If you're exploring the deep woods to find a cabin it would be very useful as well.

  12. You could say I'm on a little pilgrimage to reach lvl 10 in every profession and find issues that need to be addressed with each one. I've recently reached lvl 6 in mechanics and I have to say, storage is a very big issue. Car parts are heavy, as they should be, but when the largest containers in the game can only hold maybe 5 parts and you find yourself having to put everything on the ground, you have an issue. As a mechanic I find myself trying to assemble a cache of good parts I can use in the future and there simply isn't a good way to store them. After a very quick glance at autobody shops online I see that some of them have metal shelving units much like the ones in the game, but a bit larger with more shelves that stretch across the shop. My suggestion regarding storage as a mechanic is to add a couple of these larger storage units to mechanic shops, and have them be fixed to the building so you can't take them with you. This would prevent people from stealing some OP storage container. The container itself should hold roughly 200 each so 2-3 of them  can hold everything you need. 

     

    My second suggestion is regarding engine quality. I just noticed this yesterday so I could be wrong, but each car seems to have a set engine quality. As a mechanic you have the ability to take an engine apart and use parts to put it back together, but the engine quality doesn't change?? If a skilled mechanic reassembles an engine shouldn't it operate better? Now, I have a car with an engine at 100%, but with a quality of 57-ish. When I attempted to start the car the engine turned over 8 times before starting, I could have died. It seems strange doesn't it? So here's my suggestion; if a mechanic above a certain lvl takes an engine apart and reassembles it, it should: 1) improve the engine quality 2) make the engine quieter 3) the closer the engine quality is to 100 the engine should turn over less.

     

    I'd like to know what you think, thx

  13. Can you imagine waking up to a panic moodle years into your save, your base is about to be decended on by several hordes, a cities worth of undead and you're suddenly given a countdown until rescue. Moments before your inevitable death an in-game cutscene plays with a military convoy pulling up, a dozen soldiers jump out completely one hitting every zom in your way to safty. That, would be a neat way to end the game mode.

  14. I would be a bit hesitant to make the player take more than 1 pill a day because it would make it difficult to keep up with the supply in servers with rarer loot spawn. It might be a bit annoying to juggle a bunch of moodles as well. I do think a very rare chance to find them on zombies is a good idea. Losing strength and fitness temporarily also sounds great. I was having trouble deciding on symptoms.

     

    The devs can figure all the details out. I like the geral concept though. I think some people would have serious health conditions going into the zombie apocalypse so it's realistic in that sense.

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