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LiamS45

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  1. Yeah that was my first thought that it might make fighting larger groups more difficult… but for me that would almost be the point, a big group should be a big problem and something that is avoided OR needs a more radical/think outside the box solution rather than just peeling 1 or 2 away at a time.
  2. Although I’m not an expert in zombie lore, there seems to be something that is ‘off’ about the zombie behaviour in this game. Specifically, when encountering a group of zombies, you have the ability to pull one or two of them away at a time and fight them individually. In a lot of fiction you see one zombie from a group of zombies spot a person, groan and turn to face the person which then in turn alerts the rest of the group/horde to the position of said person. To me this makes sense, as it was my understanding that zombies are almost pack like in nature, because hunting in groups increases their chances to feed on their prey. Maybe this isn’t in the game due to it increasing the difficulty but it would be nice to see an option in custom sandbox where zombies alert other zombies close by that they have spotted prey and are pursuing them. I’d be interested to know what other people think about this, particularly anyone who has put many hours into the game.
  3. I've recently been spending some time on my base fixing things up and improving my carpentry skill only to come inside the house and... It's somewhere between a complete mess and utterly bland. As far as I'm aware boredom increases the more time you spend indoors and decreases when you're outdoors so my character has no incentive to sit in their house reading a book whether it was a luxury mansion, a storm is passing outside or my favourite spiffo doll is sitting on the rug. I wonder how worthwhile/how much workload it would take for certain items in an interior space to work against the boredom traits, soft furnishings, games machines, rugs, spiffo dolls etc working either towards a positive moodlet or against the boredom that interior spaces tend to give. This would also give an incentive for players to acquire said furnishings rather than living in an empty cesspool with a couple of crates to store canned goods in. I think in a real apocalypse, although not a priority, creating a homely space would be important.
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