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Everything posted by Charlypizza

  1. The construction of doors has drastically decreased thanks to the ability to jump walls and using sheet ropes as routes to enter the base, besides zombies will focus doors when attacking the base and they are weak compare to walls. -To encourage players to build doors again could introduce a mechanic to “reinforce a door”, just like in real life it would need extra hinges, doorknobs and planks or metal sheets. Also could be added the ability to build the door with the little window to see what’s on the other side, zombies or survivors on multiplayer, and don’t risk to go out into an ambush. -This ability to reinforce doors could be receive at level 4 carpentry and divided on 3 stages to reinforce and gain hp/durability. The first stage could be 3 hinge and 2 doorknobs, 6 screws and 3 planks, second stage 4 planks, 8 screws and third stage 5 planks and 10 screws. **Using sheet ropes should consume twice stamina compared to climbing a wall and only possible if both hands are free. This is just common sense upon how hard those moves are in real life.
  2. I try to play sneaky on high population settings, so when i manage to enter a house without been detected, there are zombies inside i try to use the knife but usually more than one will detect me and cancel any chances of jaw stab then by constantly stabbing the zombies and the noise, the zombies outside will hear the struggle and over run the house, basically the restriction on the knifes is making hard to be sneaky
  3. Injuries could have a chance of creating scars. Only visual representation with no effect but cosmetic. Could be optional some people are to fancy for this. **A new type of injury: Scratch on the eye it will reduce the visual cone 30% left or right until it heals. Limited to one at the time no need for totally blind character. Could leave a scar like in the picture below.
  4. i think that was the trade off, u have a long animation jaw-stab where u become vulnerable for a one-shot kill. I think even new players can understand the trade. Just an idea to balance it. The chances to succeed to land a jaw stab could be related to the panic status, to land a hit like that you need to be confident of your actions, specially when landing a close quarters hit on a zombie. The character may need to take beta blockers to increase the chances of jaw-stab (another trade off) and remove the panic status. This way also means if there are to many zombies u won't be able to jaw-stab cuz the panic status. No better ideas but additional the jaw stab animation could be slightly longer the lower level on short-blade. Higher chances of knife stuck on zombie head at low level.
  5. If u have 2 zombies watching you, you cant jawstab. As weird as it sounds but its currently like that. U have to be fighting only one zombie to be able to jawstab.
  6. I feel the game have the basic items to survive but is lacking “unique items” to be found. I consider unique the military backpack and the katana but even those are quite predictable to find if you play on 6 months later with high population. I recommend add additional unique items to encourage map exploration with the reward of finding them as the game progress. I do not recommend these items to be found on zombies cuz at high populations is quite common to find katanas for instance, then there is no feeling of finding something special but something that is disposable instead. The items could be 2-3 spawns in the whole map and have extra duration and just little of extra damage compared to regular items. Having a very low spawn will add replay ability cuz u wont be able to find all the rare items in the same run. Here some examples of rare items: Electric baton (short blunt, uses batteries) Taser (can knock out other survivor to be capture and be used to upgrade weapons with electric shocks) Mountaineer pick axe (one hand axe) Aluminum Baseball bat (two hand blunt) Military Knife Steel heavy pan (short blunt) Professional tent kit (weight less that the one u can craft) Canteen (carry more water uses less space)
  7. Guns can have other uses like herding zombies from a location, killing spree with the shotgun is easy to get several kills, which helps reduce panic over time "the more kills the less panic", U can clear in rural areas where there is not much zombies and have fun. They will be useful in multiplayer, hunting and if u r young u may see them with NPCS eventually.
  8. I think this is the best option, i don't like my character becoming a zombies, but there is no human way to kill the character so he doesn't become a zombie, hope they can put this at some point.
  9. Yeah man but is not the same as taking a shotgun and blow your head, there has to be some sensitivity limit on the matter.
  10. I agree with u, the only problem is suicide cuz is such a hard topic and could make the game have problems with the age ratting unfortunately only that will have to come with mod not officially on the game.
  11. *When dying to a group of zombies the character could lose pieces of skin just like the zombies. *When infected with zombi virus, last stage will make the skin pale and the character will puke blood (puke animation needed). Skin Pale effect could be also use when: -Having less than 30% hp. -Having fever caused by infected wound (please bring back fever). -Food Poisoning character will puke some green vomit.
  12. The game will never have a cure, and by late game im trying to say more things to do after surviving for 6 months or more, some of the skills need a reason to be level up, also challenges don't scale with the player skills to kill zombies once u know the ropes. The goal is death just like every intro says "this is how u die" but having a worthy life before dying is what keep trying one more time.
  13. if u find big seats with organized trait it goes up to 39 or something like that, if u want more space get the ambulance 6 seats and the trunk plus is fast, also to much space would be op since u will be able to loot so much that u don't have to make second trips.
  14. To be honest i haven't had this problem every time i open a door immediately push or hit with a weapon i don't even wait for the zombie to be loaded or practice walking by the door not aiming and opening while u walk away is also a good strategy
  15. Pretty much i feel the same with the post u made. Im trying to work on suggestions that could extend gameplay to late game, if u are interested i could share some ideas to see if they are good.
  16. Yep i don't think special zombies fit pz but migration of hordes around the map is a natural thing and the game lacks currently u clear and area to build a base and then zombies will be very rare to be a real treat to overrun it. Also zombies are quite predictable maybe after 6 month they could have variations on the speed so kitting a horde is more difficult a slow walker could suddenly have little rush and be faster (not sprinter).
  17. Its no only about the difficulty but a more progressive gameplay, thats why i will try to propose with a series of suggestions to improve construction, zombie evolution, crafting, map exploration in a way that there will be still things to do even if u live several months and its not only a farming simulator and basic base management.
  18. For me are just a filter to separate small items that really don't weight a lot like meds and cigarettes, more weight reduction would be nice and more models as fanny packs depending of the model the weight reduction like a military fanny pack could reduce the weight more. Also i suggested the usage of vest (hunter vest foreman) to work just like the fanny packs i think they are more appealing and they weight reduction could be more cuz the weight is on the shoulders.
  19. Currently all the options to build a base are separated and there is no well-defined connection between the skills carpentry, metal work and electric to create walls around the base. Metal walls are hard to built in early game, the quantity of work needed, doesn’t match the benefit from them. There is a reason you don’t see metal bases showcasing at the forums. Carpentry works fine due to having trees everywhere, makes it easy to build anywhere in the map. Electric have a relevant part to move appliances and preserve the generator but not on construction on 41. The way to integrate the 3 skills could be this way: -Carpentry walls can be reinforced with metal sheets. Improving in 3 stages the amount of metal sheets the wood wall can hold, according to the metal work level of the player to built metal walls. Wood wall level 1 with holds level 1 reinforced metal sheets stage, same with level 2 and 3. After reaching the stage 3 metal reinforced wall, it will have enough metal to be connected to the electric grid with level 4 electric skill and would be able to slowly electrify zombies to dead or stunt them. -The electricity will not instantly kill the zombies it will drain slowly their hp until they die. During that time they will keep banging the walls, so the player may still need to go outside to kill the zombies. // The other option is that the electrified wall will randomly stunt the zombies so they don’t break the walls to fast, preventing constant attacks on it. -The more metal walls you have connected to the grid will make the generator consume extra gas. So at some point could be better having 2 generators one for the house and another for the perimeter to be turned on/off when the base is under attack. -The advantage of still building a full metal wall is that it will be immune to fire since level 1 but still need to be a metal wall level 2 to be connected to the grid. Reinforced level 3 wood walls with reinforced metal sheets stage 3 would be fully protected to fires only at this point. -If there are to many zombies at the electrify wall, it will drain more gas from the generator with a chance of overheat and making the generator shut off. -At some point you could use the crafted remote control to turn on/off the electric wall and control the future electric systems once develop in the game. -Having these possibilities will extent the base building phase to late game combining skills in a more progressive and rewarding way for the player. -In a multiplayer scenario this would integrate 3 players with different professions each to build a wall. Same with npcs in the future. I think the late game base deserves to hold dozens of zombies banging the walls for longer periods. Is this realistic? Is more realistic than breaking the stairs of a house in 5 seconds with a sledgehammer, adding sheet ropes and be able to climb up those with a backpack full of loot.
  20. -Aiming will prioritize the near zombie to the player this a problem when selecting a target at long range, what if the could be a key binding to chance the prioritize radius to the aim reticle/mouse pointer or make rifles with scopes prioritize the radius around the mouse. -Aiming will highlight to targets very far away from each other to do a double kill. **SuggestionScope effect when aiming with scopes 4x and 8x with a extra zoom could help to see the aim outline, especially cuz u cant zoom in to see it.
  21. i hope they changed it, its hard to play sneaky with this nerf to the knife
  22. I think immunity is a hard no from the devs, but the idea sounds good if they expand the healing system with other diseases in the game. Zombie infection can be turn off in sandbox though.
  23. A lot of the topics you are talking are in the list to be develop. But more i would like to say that zombies in certain way are predictable u have slower and fast walkers and they stay just that way, which makes kitting a horde very comfortable, but what if later in game is more random a slow walker could suddenly be a faster walker when get close to you making the zombies more unpredictable. This one would be nice if they implement basements, they could introduce large underground structures military type, maybe with some type of gas in it, that u need hazmat suit or gas mask to explore. Also basements/underground structure is way more intense to explore cuz u don't have windows to scape or second floors to jump away, u will feel vulnerable/trap in this type of places. Plus they will be pitch dark only with a flashlight would be possible.
  24. Meditation would be great once "psychological system" start being developed. Although was meditation popular in the 90s?
  25. Also the events could be related to how long have your survived, making rewarding reach "late game" and find this big events and the unique items (maybe after 3 or 4 months they start happening)
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