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AuthenticPuncakes

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  1. As some of you know, there are few ways to deal with zombies. You can kite them with melee, use the guns (usually backfiring or not being very effective.) Using stealth (not consistent due to the randomness and respawns unlike other stealth games with actual patterns of enemies in a level.) Or leading them away from areas. If you're a engineer then you have a extra option of bombs (currently not worth investing into outside of 2-3 traps.) Suggestion 1: What if players were incouraged to use the verticality of the game, such as leading zombies onto a roof, depending on the height this can outright kill them, or turn them into crawlers. (in their current state, they land like a super hero with no consequence, and recover from falling faster then the player.) Suggestion 2: Electric fences, using a combination of metalworking and electric skill, incouraging the player to actually level up these skills for the reward of killing zombies that try to vault over it, and also the player if he/she does not turn it off from the outside. (this would likely need somethign to balance it, such as high fuel drain on a gen. And also still break if enough zombies vault over the electric fences at the same time.) Suggestion 3: More buildables in carpentry and metalworking, there is a huge lack of customization, while I do think going out and collecting useless items for survival is fun, and often times dangerous for no reason it would be nice to have options with the mentioned two skills, maybe even electric combined with them. Example: Building your own version of reinforced doors you can find in banks, rosewood secret facility, police stations. Or something more simple like the doors that are mainly glass, or wood with a glass to view whats on the other side. Suggestion 4: More alternative recipes for crafting within the existing crafting recipes. This idea is more inspired by cataclysm, though I do not expect it to match the same level or complexity as Cataclysm, it would be nice to have less straight forward options on some things. Take desperate crafting mod as a example of this, without completely ruining the balance of the game.
  2. This can happen with all the 2 handers that are good such as crowbar, baseball bat, Axe. I could not reproduce the results with weapons such as the lead pipe and hammer. Imo, I think that if the model is touching a zombie it should connect, not sure how that would be implemented. There are SOME cases of hitting zombies behind the front of a zombie as well though that is even harder to reproduce. (30 degrees I think would be a fair requirement)
  3. I have never, ever had any issues with the cursor not being -specifically- targeted by a zombie. If this is infact intentional, and not a bug then I would rather it be changed since the isometric view especially at some angles makes accuracy a bit demanding. Also here is my counter screenshot of the same video where the angle is near perfect alignment.
  4. 0.25- I am curious how that is considered a bad angle? Near the end of the swing (where the attack registers.) Since both the range and direction seem fine. 1:16- I don't quite understand this criticism either since the attack is not finished (and many other examples showing you can get away with dragging the attack until the near end usually works.) With the baseball bat literally on the zombie considered bad angle? Not trying to be rude here, I just don't agree with you and would like to clear up misunderstandings (since text can be easily misunderstood).
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