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Charlypizza

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Posts 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.

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  2. 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.

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  3. 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)

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  4. 12 hours ago, OxManZomboid said:

    In this game I'll give you that you might not see the violence animated with the bleach, but I would say if that was an issue then just have the character aim the gun and then fade to black before hearing the shot. problem solved.

    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. 

  5. 10 hours ago, OxManZomboid said:

    was this stated by them?... cause that is pretty silly considering we can drink bleach and kill ourselves that way...

    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.

  6. 3 hours ago, Yanaremir said:

    I think more can be added to this. For example, when the character is bitten in the neck, the blood spurting animation can be nice until he puts on a bandage (not only the neck, but also the animation of blood drip when bitten from the hand). Shot animations designed for multiplayer (character shooting at character, hitting with any item) should be brought in for NPC modes designed for single player. Smashed zombies without arms and without legs and who have seen much more brutality (very bloody models) I think should also be brought in zombie models. When the character is infected (not only zombie infection but any infection and disease), as the infection level progresses, the character's eye bleeding, coughing, dizziness, not being able to walk properly and even crawling animation should be introduced. Probably the project zomboid team has already thought of these, but if they are removed, that is, if they are done quickly and added, I think it will add a nice atmosphere to the game. I almost forgot, committing suicide should definitely come. And it should not be like in the mods, even if you commit suicide, there should not be a transformation event, the probability of turning into a zombie when you commit suicide should be 0

    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. 

  7. *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. 

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  8. 13 hours ago, Snowyjoe said:

    I guess a good starting point for end game content is to figure out what the "goal" of the game is. 
    A lot of Sandbox games have a goal and the end game is kinda based around those. Like in Rimworld you gotta get off the Rim, in Minecraft you defeat the End Dragon. 
    Just something so you can "wrap up" when you've finished doing everything you want to do and maybe move on. 

    Sticking with the current Lore theme, I guess the first thing that comes to mind is to try and find a cure for the infection or escape Kentucky containment?  
    Maybe the secret government base has an underground facility that contains a key to the cure of the infection that you have to find and get out, 
    but there's hundreds of zombies in close quarters and you need to use everything in your arsenal (bombs, noise makers, guns) to fight through the horde and get the cure and get out of Kentucky safely.  

    If you base the end game around that, then you can start adding more end game weapons, tools, armor based around how players will complete the game.   

    Of course, this endgame goal will be purely optional and just something for players to pursue if they want a challenge in the end.

    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.

  9. 49 minutes ago, LegionDiablo said:

    I would like that over time zombies mutate so get stronger or faster or something like that. Not all of them but over time more and more should come. Or some event that comes from time to time that makes zombies go crazy. But all that should be optional as it could mess up the game for some people. But the devolipers did say no special infected so I don't think zombies will be main threat for end game

    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).

  10. 21 hours ago, MrHrulgin said:

    Let me start by saying that I do like the idea of longer-term possibilities, perhaps when NPCs return some goals along the lines of recreating civilization. That's very long term though. 

     

    In terms of developer time, though, there's limits on what can be done. Do we have any stats on the average lifespan of a survivor? I hear you that you personally regularly do well enough that you can live for years with your current settings, but if most people don't make it more than a few months, it's a hard sell to say that more content needs to be made for the 10% of players that can go indefinitely. Perhaps to make your own gameplay more interesting, make it more difficult? More zombies? Smarter, stronger?

    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.

  11. 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.

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  12. -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.

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  13. 7 hours ago, Muew said:

    4. Zombies, oh yes. 1 year into apocalypse the mutations start, bigger, scarier or faster. Different kind of zombies. THIS i do feel is a must for the future.

     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.

     

    7 hours ago, Muew said:

    8. Area of danger. I would love to see area that is really impossible to reach early game.

    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.

  14. This a problem specially with walls, carpentry structures, you should be able do dissemble every structure that you create. I mean is just pulling out the nails with the hammer.

     

    To avoid spamming building and dissemble sploit, just remove the xp gained for dissemble structures made by the player.

     

    *Also destroying structures with the sledge hammer is not consuming stamina.

  15. What is the reward for surviving long periods of time when most of the content is focused on surviving the first months?

     

    Get weapons, get food set up a base and start growing food this is easy for veteran players but after that what is the challenge?

     

    Weapons can be farmed from zombies, even katanas will be quite common that I don’t even bother to keep collecting them at high populations settings, drive 5 minutes and get the military backpack, drive another 15 and get 2 more. 

     

    The most important event is on day 7, helicopter and then random gunshots.

     

    Wiring cars is on the first levels on mechanics and electrical easy to get in a few days once you have the books. Then you can level up mechanics skill, but why torture your self, just get another car.

     

    Winter is just a visual experience, crops keep growing and trapping works enough just to sporadically touch the can food, clothes have a high insulation above real concepts that wearing all the layers will melt your character.

     

    Dissemble dozens of TVs and Radios to move a stove and washing machine?

     

    Grinding metal work to built metal walls requires so much work on learning the skill and gather the materials, that benefit from having doesn’t match the effort.

     

    So what can be done to improve late game experience that is challenging and equally rewarding?

  16. This basic traps are more focused to be effective against other survivors not for zombies.

     

    Traps have to be replaced every time they are activated.

     

    Barbed wire depletes every time is used like regular wire.

     

    Empty cans are not trash anymore but a resource.

     

    -Cans sound trap

     

    2 wood sticks, 4 empty cans and twine can be hide with 4 twigs and only visible for the one who placed or allies (the sound could be the same radius as breaking a window, and would attract zombies). Could be placed around the base to avoid being ambush. 

     

    -Barbed wired ground trap

     

    4 wood sturdy sticks and barbed wire can be hide with 4 twigs. Would hurt with scratches on the legs.

     

    -Bear trap

     

    Can only be found very rare. Deep wound on survivor will make a zombie a crawler. Can be hide with 4 twigs.

     

    -Secret Stash

     

    Can be created inside a house or outside fits 20 space, only one per player. 

    Probably optional for servers

     

    -Barded Wire on Wall.

     

    Can be placed on the wall the player and others wont be able to jump the wall (or could be jumped but several scratches or even deep wounds).

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