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Charlypizza

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  1. Like
    Charlypizza got a reaction from CaptKaspar in Is late game forgotten, trivial and unrewarding?   
    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.
  2. Like
    Charlypizza got a reaction from DresdenBBQ in Is late game forgotten, trivial and unrewarding?   
    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?
  3. pillow
    Charlypizza got a reaction from turkler in Is late game forgotten, trivial and unrewarding?   
    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.
  4. Like
    Charlypizza got a reaction from TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    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.
  5. Like
    Charlypizza got a reaction from Ergenta in Tool belts and vest with the same carry capacity as the fanny pack?   
    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.
     
     
     
     


     






  6. Like
    Charlypizza got a reaction from Ergenta in More appealing Fanny Packs and Medical Duffle bag   
    Now that the fanny pack is more popular among players we could have more appealing models here some suggestions. Also a medical duffle bag to be found on paramedics on the ambulance event and medical fanny pack. Hunters belt will go nice with the Winchester and revolvers. 











  7. Like
    Charlypizza got a reaction from Ж-12 in Injuries will provoke visual scars   
    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.

  8. Spiffo
    Charlypizza got a reaction from TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    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. Spiffo
    Charlypizza got a reaction from TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    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?
  10. Spiffo
    Charlypizza got a reaction from TrailerParkThor in Basic traps that could be implemented for mp   
    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).




  11. Like
    Charlypizza got a reaction from TrailerParkThor in You can build but you cant dissemble what you build?   
    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.
  12. Like
    Charlypizza got a reaction from TrailerParkThor in Base building a worthy progression to late game.   
    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.

  13. Like
    Charlypizza got a reaction from TrailerParkThor in Death a more intense experience   
    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. 
  14. Like
    Charlypizza got a reaction from Kappatao in Injuries will provoke visual scars   
    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.

  15. Like
    Charlypizza got a reaction from TrailerParkThor in Injuries will provoke visual scars   
    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.

  16. Like
    Charlypizza got a reaction from TrailerParkThor in Reinforcing a Door (still be able to open/close)   
    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.


  17. Like
    Charlypizza got a reaction from Faalagorn in Reinforcing a Door (still be able to open/close)   
    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.


  18. Pie
    Charlypizza reacted to Faalagorn in Injuries will provoke visual scars   
    Oh, having a temporarily blind character would be fun! We already can have deaf characters
  19. Like
    Charlypizza reacted to colid_cnake in DIY Clothes   
    With the tailoring skill in the game, I think it'd be a helpful addition to be able to make your own clothes instead of just repairing what you find. Sheets could be cut and stitched together into light & airy clothes like tunics or ponchos, perfect for hot summers late into the apocalypse. Additionally, tarps could be used for waterproofing existing clothes or even making cheapo waders to keep your legs dry. Later on when animals and hunting are in, pelts would definitely be useful for making winter clothes. Maybe even pillows could come into play as padding for warmth and protection.
  20. Spiffo
    Charlypizza got a reaction from OxManZomboid in Injuries will provoke visual scars   
    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.

  21. Like
    Charlypizza got a reaction from Tails in More unique items to be found   
    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)



  22. Like
    Charlypizza got a reaction from Moloch Horridus in Birds taking fly event (spam suggestion)   
    This works as an event to attract zombies.
     
    -has the radius sound of breaking a window to a specific point on the screen area.
     
    -the classic jump scare.
     
    -the trees will shake where the event happen 
     
    -happens only on foraging areas or forest areas.

  23. Like
    Charlypizza got a reaction from Moloch Horridus in Base building a worthy progression to late game.   
    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.

  24. Spiffo
    Charlypizza reacted to Faalagorn in Ability to not fall when crouching and not running   
    Unfair deaths in the game the worst, one of the most dreaded ones is falling off when building, especially when you don't know where you can stand. Latest improvements in auto-generating floors beneath slanted tiles is improvement but it's not reliable, and with the isometric view it's often not so hard to accidentally let of your finger from one of the direction keys, even more with controllers and possible slowdowns due to FPS drops or lags (currently in remote play but down the line multiplayer too).
     
    Anyway, in Minecraft, when you crouch, you don't fall down the ledges – so you can build relatively safely at heights as long as you sacrifice some speed – the same could apply to zomboid – as long as you crouch and not crouch run when building stuff, your character is "careful" the way it automatically hides behind cover and won't fall. This would give some use of using sneaking when in safe spots where zombies aren't there
     
    Also, somewhat related but opposite: https://theindiestone.com/forums/index.php?/topic/30420-jump-out-a-window/&tab=comments#comment-297140
     
  25. Like
    Charlypizza reacted to Stripes'n'Stars in Minor improvements   
    1. Add a "random" button to character creation section that would randomize all player visual features such as name, skin color, hairstyle, and clothes
    2. Add next/previous buttons to hairstyles (could add them to clothes too) so if a player would want to see all the hairstyles they wouldn't have to open the drop down list every time they want to change it

     
     
     
    3. Add something to distinguish whenever the player is interacting with object in their inventory or a nearby container. Like here, I have two bandages in my inventory, and five on an nearby shelf. 
     
    4. Add a custom icon to the cardboard box container.

     
    5. Make it so player could distinguish just broken glass wall panels from these who have glass pieces removed. On this screenshot one has glass pieces intact and one has them removed. But both look exactly the same.

     
     
    6. Lower the beeping noise of that car that plays it when you move backwards. Lower it not as the range zombies hear, but as the volume that is played to the player.
     
    7. When I created my first character, I picked a "slow driver" debuff. Then I made a new character without that debuff, and first, I was astonished at how fast all cars actually are. BUT then quickly realized that "slow driver" is no that much of a debuff, as currently, when driving on a fast speed, you can barely see anything what is in front of you and have a VERY high chance to crush into something. Either simply increase the view you see around your car, or make it dynamic so faster you go, more further you can see.
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