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Jericoshost

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Everything posted by Jericoshost

  1. OMG you commented on something I made. I don't think a moderator has ever commented on something I made. ... (clyde)
  2. Could be a performance issue, or it could just be so that zombies don't level every loaded cell whenever you go to sleep o.O Anyone knows? Exactly, the devs said that when it was suggested that every house be destructable a month or so back.
  3. I have to agree with most of these! Though the 'every building being destructible' is a no due to system requirements.
  4. I actually agree with this idea. For a new player it starts easy, they learn the basics and figure out the game. As they 'prove' to the game they know what they are doing, it up's the difficulty. They are getting killed quickly? Drop Z pop a bit when they start over, but still higher than on Playthrough #1. They are killing tons of Z's? Increase the Z's stats and pop. They are crafting a variety of items? Drop loot spawns because they know what the system can do now and how to use it to survive. They are constantly starving, sick or injured and doing nothing about it? Increase some spawn ratings for containers, bring up the old 'spiffo's tips' talking about food and medicine, and let the player figure it out. They haven't had LOS to a Z in awhile? Maybe a small group (Like 10 or so?) begin wandering to the area (Not the player Position, just the general area) to remind them of the constant threat and to 'test' them. Or maybe they catch an ambient disease that forces them towards town. I think a few people misunderstood what strider was saying, the system will increase the difficulty UPWARDS not downwards. It will start at the bottom and drag the players up along the way, ensuring that they learn. Someone mentioned L4D and it is similar, but different. The L4D director will start the game at the difficulty set and then adjust it on how the player is doing. It will show hints, it will give items to help them survive, or drop infected spawns to help them struggle to the safe room. It does this mostly because it is a linear game, and to let the players co-operate and survive. They can still die, but it is unlikely as long as the player learns at a decent pace, co-operates, and actually tries. At lower diff, it is lenient, as it goes higher it becomes less so and is more willing to kill off the group without any hand-holding. Someone else mentioned Oblivion, which was awful (Seriously, everyone hated that system, it was literally put in to stop skilled players from doing well, it was a ****-block in a literal sense)and not like this system. In OB you were lvl 1, whether the most or least skilled player you were lvl 1. You would find items 'fitting' your LVL but not your SKILL. In PZ we don't have leveled items. The least skilled PZ player in the whole WORLD could find the best shotgun in the game and a hoard of ammo just because they spawned in the right house, and the most skilled player can be killed by a single scratch without finding anything for an in-game month. It isn't 'level scaling' at all in PZ, it is 'skill scaling' that Strider suggests. Strider has seemingly suggested that it starts at the bottom of the scale, at easy. Then as the player shows they understand different systems, begins to cut ropes and let the player climb on their own without hand-holding. It up's the Z spawns, it drops loot levels, as time goes on it begins to pile on the challenges, heavier and heavier until the player breaks. Next time they start a new round, it starts near where they died (On a difficulty scale, no re-birth) and sets them back on the learning trail. It never leaves the player in their 'comfort zone' like other modes can and do. It constantly pushes them out of it. And I agree that it should be a separate difficulty. Like 'Skill Tracker Mode' or 'Evolving Crisis Mode' or something. And for the experienced player? They will quickly show their experience, they will sneak not run. They will go for the kitchen first, then the closets, then the book-shelf (In my experience anyways). They will try all the windows and doors before smashing one. And if they do smash, they will remove the glass. It will show them already knowing what to do, and then ramp up the difficulty for them as it tests them to try and improve them. If they choose to hide their skill? It will be boring, and all their fault. It makes the game too easy? So we should get rid of sandbox mode then, and first bite I guess. Oh you don't want to? Why not? Those modes are 'too easy' and for a decent player will always be. And that won't change. Meanwhile,this mode will become constantly harder instead of how sandbox will always be the same. This mode will always push players just outside of their comfort zone, to sharpen their skills one in-game day at a time. Example: Day one: Both players haven't seen a Z all day and amassed a big stockpile, barricaded a house. Week 1: TM (Testing Mode Player) is dealing with small groups of Z's hitting their house, and is really beginning to feel the pressure to leave town. SM (Sandbox Mode Player) hasn't seen a zombie in about a week, and has made several obscene constructions to pass the time. Probably burned down a few houses too. Month 1: TM has been dealing with hordes of Z's tracking them down, and has learned the lessons to survive and has probably died and restarted a few times to get here. They are an average player now, having fun with the struggle to survive. SM stopped playing shortly after week one and made a new map, at a higher difficulty and got immediately creamed having no real knowledge about the game. They then go and complain about the game, get hit by a wave of 'Git Gud' and decide not to play it again, maybe leave a bad review and complain to their friends. Great for growing the fanbase. With a bit of testing and tweaking this could be the perfect tutorial experience, that could still be a challenge later on and could continue to be fun to boot. So I like the idea. It is a great way to get new players to stick around until they know better, and to let skilled players sharpen their skills a little bit more with a mode that will actively look to kick them where they least expect it so it hurts. In essence, it is the perfect way to give new players a way to learn how to play (Especially the part about eventually dying) without feeling overwhelmed or cheated, AND it doesn't effect experienced players by dumbing down THE REST of the game.
  5. So what you want is containers to be taggable as "searched" (Like maybe the icon turns red when it has been opened) and/or to be able to remove containers from the drop-down list? Sounds cool.
  6. I have always wanted this too, hopefully it is planned
  7. In past posts I think Devs said this is planned. Zombies wearing the gear they had before death I mean. I don't know about part two though.
  8. Maybe if you are not an engineer you can only plug devices directly into the genny, and being an engineer allows powering the whole house. It would be cool if gennys had outlets AND a max wattage/voltage so you would have to ration fuel and energy.
  9. Or if you choose that trait just always try and sleep at night... Panic prevents sleep if high enough, I'm saying without a light you gain panic. Maybe even have trouble sleeping if not very tired.
  10. Could also have a trait: Scared Of The Dark, When the player is in dark conditions they begin to suffer anxiety, and panic? Would be debilitating after the power is out and would attract z's to the players needed 'Night Light'
  11. May I ask when this next build will appear? No ETA's, but it seems to be close if you read the Mondoids.
  12. I personally LOVE this idea. It would add a bit of strategy to the placement of generators, if it has a built in cord what do you want to power? The kitchen or the TV/radio? Or the lights? It would be interesting (Especially if the genny had a limit to how many objects it could power, via an outlet number) Could also lead to multiple sizes of generators, like small (Powers 1 thing) Average (Current, Powers 3-4 things) and large (Powers 6-8 Things.) To sum up, I like the idea.
  13. Well if you fence off a small area and build inside that, then you essentially create a small map, so yes that is possible. I believe that creative will make people create smaller MP maps which fixes this "problem". Personally I'm with Leolvanov. MP is not meant for DayZ-like multiplayer. Fencing off an area may be a problem towards the zombie system. Actually fencing something would make it a zombieno-spawn area, am I right? I think Jerico really means small-sized maps and this is absolutely possible regarding what's been done for instance with TWD prison. Yep thats what I meant. We have also seen examples of smaller maps with the challenge maps.
  14. If I am understanding what I have read in the mondoids when creative comes out we can make our own maps. Does that mean size too? That would be neat, and would fix that.
  15. I always thought a good strategy would be to have each cell be given a random modifier to the population each time redistribution happens, and certain cells would have a bonus that is always given. Like for each building/room inside a cell it adds +1 to the wanted population of the cell, then adds the randomized number. I think it would help with the complaints of " I like dealing with a horde moving in on my base every once in awhile, but it is every day!" And complaints of never changing distribution like above. And it would give a nice boost to variety each playthrough.
  16. The developers have said that you can (Eventually) get sick from being around corpses, how about the same for zombies? Like if you are on the second floor of a house, and the downstairs is full of a horde, the stench would be awful and then they are decomposing as well. It could also be a decent nerf to flying fortresses if zombies below could cause sickness from the stench wafting up.
  17. If you are looking for Ideas for First Aid uses, I made a topic a bit back, and so did another guy here: http://theindiestone.com/forums/index.php/topic/15927-medical-revamp-and-more/ http://theindiestone.com/forums/index.php/topic/15628-diagnosis-and-injury-re-vamp/ You could add some of the ideas to your post if you liked.
  18. By the way you might want to try the Hydrocraft Mod (You can find it in the steam workshop or the forums) it has crafting gunpowder (You need to find a chemistry text book though.)
  19. Have you ever seen a spent cartrige? It's dented and expanded beyond the size of the projectile. A shotgun shell just becomes shredded in the front. http://www.wikihow.com/Reload-Ammo Here, read this. Yes some do deform too much, however they are in the lesser category of casings. most games assume that all spent casings are valid.
  20. True, factory quality would not impact the attributes of the firearm, but I was talking handmade (From charcoal, potasium, etc) The mythbusters tried to hand make some and did 'ok' but it was not equivalent to today's power. It would work, but it would leave the gun dirty and not have quite the punch we are used to. Hand made would work best in musket and paper cartridge weapons, as these older models handle the dirt and heavy 'black smoke' powder much better. As well to Leetgamerboi Shells don't explode, reloading bullet shells and casings is very common among enthusiasts. It is usually done with a few tools but it can be done by hand and hand-tools. Bullet casings can be reused many times and shotgun shell hulls can be reloaded as well (Though I don't know exactly how many times)
  21. I would support this, but only if you took a profession to have the recipe. And/Or you would have to find a different book to gain the recipe for each ingredient, then the final recipe(So like, 5 different books?). AND: There should also be a recipe to mix already refined materials into powder (Example, chemical grade ingredients from school labs and gun stores) that is easy to find. And/Or the handmade gunpowder is only suitable for things like muskets and older guns (Such as shotguns) and you would require several tools to refine it to the point of being used in proper bullets. The 'Rough' bullets could also be a little less accurate and deal slightly less damage. Edit: As well everyone, please be good to each other, no flame wars please.
  22. Oh, it's much older than that. Did it ever occur in an old mondoid ? I believe the first mentions were on the old forums, before mondoids. Back at V1.5d and earlier. Good times.
  23. As above, a few things are already on the way, but I like the finding survivor journals. I thought of suggesting that before, and each journal could have an unknown +/- to happiness and boredom, if a sad ending it could make you depressed.
  24. I don't know what you are all talking about dragons have always been in the game as a very well hidden Easter egg. But seriously it is an old running joke, but it would be neat if they decided to add a rare dragon plushie as a nod to it.
  25. They could try what minecraft does and make a cracked texture that is pasted over anything that is being destroyed.
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