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Charlypizza

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Posts posted by Charlypizza

  1. Around 100 zombies or more, some can food and  special items to find.

     

    *Un-railed Train

     

    Unique Items to fin: Railroad spike hammer, two handed weapon same animation as the wood axe.

     

    *Shipwreck

     

    This could happen on the rivers that goes from Riverside to West-point

     

    -Unique Items to find: harpoon gun, harpoon spear.

     

    *Crashed small plane

     

    -Unique Items to find: Pilot Suit

     

    *Crashed air-plane

     

    --Unique Items to find: IDK.

     

    **Integrated Aircrew Survival Vest for military pilots and aircrew

     

    Cheers.

     

     

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  2. Craftable ammunition. 

     

    To craft ammo you will need to find the “Reloading Bench” and know the “recipes” to craft each type of ammo; have “gunpowder” and the “box of bullets shells”.

     

    3 magazines with the recipes: Handgun bullets, Shotgun shells and rifle cartridges.

     

    You will need to find a “box of bullets shells” that with be depleted every time used and you can craft any type of ammo with it (can be found at gun-stores and other places and weighs 5). (It could be also one box of each type of ammo: Handgun, Shotgun and rifle).

     

    You can obtain gunpowder from any type of ammo to craft the one you need also is already found at gun-stores.

     

    The “reloading bench” can be randomly found at hunting cabins or garages. (Extremely rare).

     

    On late game you may get stuck with a bunch of ammo that you don’t want, why not transform it in the ammunition of the weapon you like to use; maybe you like handguns or shotguns more.

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  3. Craftable “weapons/tools”.

     

    Weapons can be made once reached level 5 carpentry and level 5 metal work.

     

    Carpentry will determine the “starting condition” of the weapon, because the handle is made of wood.

     

    Metal Work will determine the “damage”, because the blade or blunt head is made from metal.

     

    The RNG factor is that you will not get the same result on every weapon made having only level 5 carpentry will have low chance on creating a weapon with high durability (20%) where having level 10 will give you 80 to 100% chance getting maximum durability possible. (Very similar to crafting a spear)

     

    Same with the blade, level 5 metal work will have low chance on creating a weapon with high damage (20%), where having level 10 will give you 80 to 100 chance getting maximum damage possible.

     

    15% chance critical failure which means wasted materials and light burn on the hand at level 5 metal work. Level 10 only 1% chance.

     

    Making a weapon no matter the result on damage and conditions gives XP on both skills.

     

    To make the weapons you will need a “welding table” with an electric grinder that works with power and will lose condition every time used and can be repaired with level 3 electric skill with electric components. 

     

    The “welding table” could be randomly found at garages, toolsheds or industrial areas. It can be moved and weighs 40. It should be very rare maximum one spawn or less per city.

     

    To make the weapons you will need first to read the magazines (3), with the recipes for “axes”, “blunt” and “knifes/blades”.

     

    “One Metal bar” could create: 1 hammer-heads, 1 tomahawk, 2 knifes or 1 machete. 

     

    “One Saw mill blade” could create: 1 two-handed axe, 2 tomahawk or 3 knifes.

     

    “One Spoon” per arrow head.

     

    Basic Materials to create a weapon: Wood, Saw mill blade/Metal bar, 3 “Screws, propane torch, saw/garden saw and welding table with grinder (know the recipe).

     

    Create an arrow: Spoon, wood stick and 3 feathers that you get when trapping birds.

     

    *”Regular weapons” can be repaired. With level 10 carpentry the maximum chance should be 50% but if you repair at the workbench it increases to 90%. Crafted weapons should have less amount repaired than “Regular” sometimes may be better to craft a new one specially if the one made doesn’t have the maximum damage possible. To repair an axe you need, wood glued and a wet stone. To repair a blunt weapon wood glue, nails.

     

    *Reduce the chance of finding weapons stuck on zombies so the craftable weapons are worth making. (I can literally farm katanas with high populations settings)

     

    *The wood for the handles could be special tree wood (Oak or birch, etc) will give better chance “High condition” this will encourage exploration or regular wood with no benefit. (And from the same wood could be made arrows for the future bow)

     

    Do we need this? There is a lot weapons.

     

    The game needs meaningful late content most of things to do are focus on the early game. It will expand the crafting options and will make the grinding worth it. Veteran players would appreciate this very much.

     

    Why level 5 on the skills and not before?

     

    Because you need understanding of the materials and tools you are working with. Dissembling stuff and making basic walls and furniture give a better feeling of the materials and tools to latter transform them into something durable and effective to crash a human skull.

     

    Is this realistic?

     

    Once you know the materials and have the tools is totally doable, in the pictures can be seen basic tools made from a single metal bar. In the videos can be seen the full process as is proposed. 

     

    Why not forging? 

     

    Its clearly a more complicated process, that its hard to believe you will learnt it by reading a magazine, it requires more ingredients, tools and time to complete a metal bar and you will need a grinder to sharpen anyways. And since PZ bases some of the game concepts on real life conditions, this could be the best way to make weapons in game.

     

    Why not only welded tools (metal handle)?

     

    We will have more balance weapons even irl, there is a reason most of the tools have wood handle and doing this way we integrate 3 skills in the process, carpentry and metal work to craft and electric to maintain the grinder. I think the game needs to start having more recipes that integrate several skills on the late game. 

     

    Can crafted weapons be better than the ones find?

     

    Yes, the purpose of the things you find in the game is to be a tool not a weapon, for example a tomahawk axe has smaller blade is faster and it can pierce skin and bone easier but is not as good to chop wood like an hand. Crafted weapons could have 10% more damage but be less effective to do regular work on construction or chopping wood.

     

     

     

     

     

     

     

     

     

     

     

     

     

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  4. The aiming outline could be hard to see while winter the dark green with the grass on winter.

     

    Maybe u could try different color from Red, orange, yellow to the bright green so it doesn't blend with the enviroment. 

     

    Also i like it more the previous out line that was thinner, it was more fine tune with the detail of the game especially when u zoom a lot, can look a little bit unpolished with the new big outline.

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  5. I like the fanny pack they are great to keep important items apart from the rest.

     

    Just like the title we could have variants of the fanny pack with the same objective, tool belts and the vest could have carry capacity.

     

    To avoid having to many storage units and confuse the player it could be limited to 3 wearable units on the body, example: Backpack, fanny pack and vest or backpack, tool belt and vest. And of course primary and secondary options to carry backpacks with the hands. Vest would occupy the frontal slot and tool belt the back slot.

     

    The vest could be: Foreman vest same storage space as the fanny pack, Hunting vest and the others more weight reduction than the fanny pack (but very rare).

     

    Tool belt same storage as the fanny pack. (very rare). it could be on the side of the hip and clipping with the hammer or whatever have on the belt so it will look like it is on the tool belt.

     

    One of the advantages is that u could have a warobe with a "hunting vest" with ammo on it when u decide to go hunting, "fishing vest" with tackles and bait and a "foreman vest" or "tool belt" with nails and construction tools so u could chose what to wear according to the activity u want to do. 

     

    Vest that could be added: Fishing vest, Medical/rescue vest and Police vest (not bullet prof)

     

    Realistically this vest have the function to provide frontal quick storage and the materials aren't warm and in the game there are already too many layers to keep the player warm. This could give the vest a more important role into the game especially when roleplaying.

     

    Additional to this u could add a version of the bullet proof vest with some carry capacity and the pockets.

     

     

     

     

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  6. When the event happen while you are sleeping the event will be prolonged during the hole time sleeping keep attracting zombies to the area. Same happen if u speed up time the event is prolonged longer that the normal speed time game.

     

    *Petition to this is that the meta events like helicopter and gunshots wake up the player like the nightmare event, scared and stressed. I think would make sense to wake up to this events specially on the apocalypse. 

     

    *Helicopter always come on day 7 or around make it quite predictable to be prepare to it, any day during the first month would be more interesting.

     

    *Also i notice when gunshot event only few zombies react to it make it not really that relevant.

     

    Keep up the great work, cheers. 

  7. Good day Mr developer here some additional feedback on jawstab 41.43

     

    -Cant jawstab when standing on a zombie

     

    -Cant jawstab even when i have enough room to do it without repercussion like showing in the picture below

     

    -Cant jawstab when there is another zombie on the other side of a window or door

     

    -From some angles is hard to see the hand of the character when he is ready to jawstab, could add additional animation getting the hand with the knife ready to jawstab. Will be even more useful when holding flashlight or backpack on secondary hand.

     

    ** I think the restriction for jaw-stab should be optional for the player and group with restriction for the spear stab animation that has similar issues with the stab timing when zombies around. Veteran players could manage without the babysitting restrictions. In general the current jaw stab is restricting sneaking gameplay. 

     

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  8. Winter.

     

    Issues 

     

    -Fully snow floor is too bright it’s hard to see the aiming outline when using guns like in the picture below. Also is harsh to sight when is midday with clear skies u could lower the brightness on this to avoid the high contrast. 

     

    -Clothes are so focused on having high level on insulation that there is not appropriate clothes with protection for summer. Also making winter way too easy to deal with, in the picture below walking in a blizzard is enough to keep me warm, running will make my character sweat, not using long johns, t-shirt, boots, long socks, tank top and there is no need for padded jacket or pants.  Denim and cotton clothes should have low level insulation just like in real life. You could add denim jacket for summer and wool pants and socks for winter. Wind chill temperature should be reflected on the clock reader. 

     

    -Small Trees are difficult to differentiate from bushes on winter. (Quick fix make the invisible effect when behind trees effective when approaching small trees from below this add the outline appear making easy for the player identify them. Better fix change the sprites small trees to have few and thigh branches and bushes several skinny branches). 

     

    -Medium size trees that are only branches could be visible or add some dry leaves to the sprite, they create a false sense of security cuz using common sense they could not hide nothing behind so as a player you will run pass them but they could have zombies just waiting to ambush on a unfair death.

     

    -Also trees will slow u down according to the size small trees 60% medium 80% and big 100%. Sometimes is unfair to die to a sapling tree behind a big tree while kiting zombies, I mean sapling trees are soft and fragile.

     

    -Crops should only grow while is 5 degrees or above and if blizzard happen will kill them. Trapping reduced to 25%. There is plenty of food to endure winter even without crops and trapping stop spoiling the players. 

     

     

    Suggestions 

     

    -When getting sick should be enough to stay on warm temperature around a fire or warm clothes to heal without being wet removing the need to stay indoors could help nomad runs that only use tent kits. Also when u start a naked run on winter you may not find clothes to stay warm even inside a house so the fire warm up outside seems fair to heal up. 

     

    -Fully snowy ground should let you grab snow to melt it and then boil into water of course using more fuel cuz the process is longer. Creating fatigue just like foraging when getting the “snow in a pot”. Also Fully snowy ground makes the player 10% slower and u could add walking on snow sound effect. 

     

    -Spending time outside while snowing could use the same effect like dirt and blood on clothes but with white snow effect on the player clothes.

     

    -Blizzard looks amazing but u forgot to add a sound effect to it, feels muted.

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  9. The previous built was modify the chance of landing jaws tab if more zombies are around, this could diminish the chances of keeping a low profile:

     

    If you are trying to play sneaky as possible entering a house that has a horde just next to it, but inside there 3 or 4 zombies u will try to use the knife with the idea of making the less noise possible so the horde outside doesn’t detect you but the limitation of not being able to jaws tab if more zombies are near will nullify your chances of being sneaky.

     

    Now if you removed because ti can put the player in danger to do jaw-stabs with others zombies around its not fair to make the decision for the player, if i decide to take the chances of doing a jaw stab i know the risk that it takes a second where i won’t be able to move, but also the reward of keeping a low profile.

     

    Additional problems around this:

     

    Sometimes the character won’t do the hard push when is about to be bitten but only a regular stab. The hard push is silent and help to be sneaky when trying to jaw stab but u fail so u can try again without making noise but if the character does regular stab to the body instead of the hard push it will just alert the zombies around.

     

    U can’t do a jaw stab when u are standing on a zombie and u try to jaw stab the one that is coming on foot the one on the ground is not a threat why should cancel the jaw stab chance.

     

    I think the idea of waiting on the bite animation the higher chance to land a jaws tab works great to balance the combat with knifes, giving the player the option on how much risk will they take to land the jaws tab and also being a skill base weapon, cuz u may have zombies near but how u handle your nerves with this weapon will be highly rewarding.

     

    Hope this feedback is useful keep up the good work.

  10. Using a molotov. As the tittle says there was no fire animation over the burned tile of grass that was already black and there was no fire close to it (i seen this bug in a stream before). However since u are working on the new fire will be pointless to invest time trying to fix this but u could make it so the maximum amount of heal u will lose is just a quarter then the fire goes off since there is also accidents with fireplaces and there is no proper mechanic to avoid dying by a simple burn the doesn't go off. 

     

    **Also a suggestion for the new fire and molotovs. Right now u only a molotov to burn zombies that will last forever as long as zombies keep coming and set others on fire. The new molotov could set the floor in certain radius on fire a the zombie on the are will get on fire and after a period will go off and the zombies on fire have a random chance to set others on fire but the new ones that got on fire can't get others on fire so if u want to continue the burn u will need to use another molotov and so on this could avoid some exploits with cars and other tactics. It will need to increase the chance of empty bottle on trash cans and maybe reduce the weight of the molotov since u may need to carry several for a large crow. 

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