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leviathan_13

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  1. The idea of retaining part of the XP of your deceased character isn't meant to imply that the new character somehow inherited the skills of a random dude who died elsewhere. It's more of an abstraction of the passage of time: if the deceased character managed to gain X amount of XP since the start of the apocalypse, then it's logical to assume that any other survivor would manage to grow in a similar way. Of course, it doesn't mean that the new character would inherit the same skills, that's why I proposed that you should be able to re-assign the XP however you like, and neither that you should get all the XP. How much XP gets transferred should be regulated in the sandbox options. I'd say a fair amount would be 50%, but given that's a sandbox you could lower it or raise it as you like (even cheat and retain all of it). IIRC the devs already expressed some ideas of new professions that unlock for one-year later scenarios, but they are preset professions that unlocks in certain starting scenario. I like that idea and have nothing against it, but it doesn't address the issue that I presented: in any playthrough, you could die a day, a week, a month, or a year later. No preset could correctly represent what your character learned in that particular playthrough. By transferring a percentage of the XP you gained, you are more or less correctly representing the amount of "struggle" you went through in that game. I also think that this way people would be more incentivized to actually continue a game instead of always resetting with a new character.
  2. After you die with your character you are presented with a choice: either quit the world or create a new character and continue from there. I think there should be a sandbox option that enables a part of the XP to carry over to the new character. After all, the new character you are creating to continue a world is technically another survivor from that world that survived as long as your original character. Therefore, I find it a bit unrealistic that while your original character improved and learned quite a bit after months if not years, the other character stayed a noob until then and learned nothing. I'm not suggesting this to be the default behavior. As for how it could be implemented, a possible way is to keep track of the amount of XP or traits points you actually earned (therefore excluding your initial stats) and carry over a percentage defined in the sandbox settings to the new character, e.g. 50%. Probably the best way to do that is giving the new character free traits points or raw XP that you can invest where you want (because it wouldn't make much sense to boost the same skills as the previous character by default). This XP "carryover" should somehow simulate the fact that the new character also survived all of this time in parallel to your original character.
  3. leviathan_13

    BagZ of fun

    I hope that in the future you will also consider adding more than just two face models for our survivors... keep up the good work!
  4. Is it just me or is it nearly impossible to shoot a zombie that is banging on a tall fence (from inside it)? I can shoot zombies away from the fence just fine, but I have to "go out" to kill the zombies. I doubt this is intentional since I should either be able to shoot them always or never. It's also hard for me to look "far away" when aiming. Maybe because I don't have a high resolution (1600x900) but to trigger the "look away" I have to move the cursor all the way to the edge of the screen. That is a bit problematic thing to do when you want to look south or north for example because the cursor will overlap with your interface (belt & loot windows) and you won't be able to click in order to shoot. I think I the "look far away" should trigger a bit early (in the sense of your cursor being close to the center of your screen rather than the edge). Maybe even add an option for it to leave fine tuning it to the player.
  5. Maybe I explained myself poorly, my point is that it wouldn't make any noise. At all. You would catch a single zombie attention with the splash of water by directly hitting it. That's the point, lure a single zombie out so you can pick a group of zombies one by one. Throwing stones is also a cool idea and very useful, but doesn't that accomplish a totally different thing? That is, lure a large group of zombies away. I mainly thought about this because when there are zombies close with each other in a group, it is a bit hard to lure only a single zombie by whispering, for example, because sounds work in a radius. Also, I think you leveled up your sarcasm too much ... this is just a funny suggestion.
  6. I don't use that mod so I have no idea if they have implemented what I'm suggesting here. Throwing stones is cool too. Those ideas aren't mutually exclusive with each other. A stone would be a one-use item, so you need to forage for as many you want to use. A water gun would be refillable and have more "ammo", I think. It's just a funny idea, I don't think that this is what the game absolutely needs.
  7. Think about it. A pistol loaded with water that does absolutely no damage, but perfect to silently grab the attention of a zombie. Whispering can lure multiple unwanted zombies from a group since it works in a radius, but with a water gun you can lure a single zombies quietly and pick them off one by one. Water is also a precious resource depending on the settings, so it seems a good trade off.
  8. TIL! Oh, thank you, I didn't know that... then ignore that one.
  9. Hello again, here my suggestions of gameplay/feature ideas: Play walkie talkie or CD player on the belt. If you play a walkie talkie or a cd player and then equip it on the belt you should be able to keep listening to it (e.g. a radio station or a CD). Obviously, that would make noises and attract zombies, but if you have earbuds you could prevent that. However, doing so should make less perceptive of the surrounding the higher the volume it is. You cannot have a keen hearing when you listen to music at maximum volume! A cooler should slow down rotting a little. A very little, obviously not as much as a fridge, but that would make sense, wouldn't it? Context action menu for burning corpses at the campfire. Apologies if there is a way to do this already, but I think the only way to burn corpses at a campfire is by dropping them on the same tile? Or burn them individually? Why not add a direct action "burn corpse" here or alternative burn it by "adding" the same as food? If burning corpses at a campfire doesn't make much sense, then why not add a pyre item for doing so instead? This would let you burn a lot corpse in a safe and efficient way. Rain should eventually wash up blood on the floor. Not on your clothes, though. Destroy items. I'd like to be able to destroy items in some way. I know I can simply throw them out, but littering is bad! No recycling or anything like that. Just play remove them from existence. (apparently you can do this already with the trash can, so nvm) Repair broken window glasses. Not sure how, but why not? Define percentage of zombies "type". In your sandbox settings you can define the characteristics of zombies, such as walking speed, strength and intelligence. However that will make every zombies homogeneous unless you use the "random" option. I assume the "random" make an equal distribution, why not instead being able to define the exact ratio of different type of zombies? (for speed at least) That would be the basic, but going a bit further with this, zombies "templates" could be added too. Basically, I could make different types of zombies (I think 3 maximum should be enough) by changing their settings for each (speed, strength, senses, navigation and active period are the relevant options), then decide the ratio that they will spawn on the world. E.g. I could make a slow moving, very though and dumb zombie active in the day and one a bit weak, but very fast with good senses and intelligence active in the night. Then setting their spawn ration to 80-20%, for example. To clarify, I am simply asking for more fine tuning on the zombies options, since there is already a "random" option that mix their characteristics we could go a little further and control this by making precise "types" and deciding their spawn ratios. I'm not suggesting for special types of zombies, just being able to control the variance of stats in the current zombie population. I think this will open up many more cool scenarios. Knox infection test. I'm not suggesting for a cure or anything alike, but what about a blood test or similar? There could be a very rare item that you can use and it will tell you (not sure if immediately or after a few hours) if you have contracted the zombie infection. This could also be tied up with the fake infection symptoms of hypochondriac, so that if you take the test and the result is negative, your character will calm down and the "fake" symptoms will go away. If the test is positive instead... you will know your fate and you just have to decide how you want to face your doom. The following are more generic ideas or a wish list: More medical recipes from medical herbs. I'd like some recipes that will help with other kind of health moodles, not just infections. Help, not necessary cure. But I could craft some natural remedy to speed up recovery from a cold, fever or sickness for example. Limbless zombies. I can imagine that this would require a lot of work (3D models, animations...), but wouldn't it be cool if some zombies had missing limbs or were just half bodies crawling on the ground? Or what if you could sometime cut off their limbs during combat? Better action selection. I wish the action selection menus were menu. I'm talking about when multiple interactive objects are close enough (or aligned in the isometric perspective) and you can't really select the object you want. I'm not really sure how to do that, though, maybe by displaying all the possible actions in such cases with an indication of what object they refer to? It also seems to me that object on lower "floors" have a higher priority selection than objects on above floors (I sometime try to select something on the first floor and then I select a window on the ground floor). Look out for items. In Rimworld there is a feature that let you set some keywords that will highlight items that match them with traders. Do you think something similar would be useful for looting too? That way it will ensure you won't miss an item you are looking for from a pile of bodies or several storage boxes. I'm not sure if these things are missing for balance reasons or other reasons, but why aren't there "big wired fance gates" (wired gates 1 tile wide and 2 tile tall) or "normal" metal doors (metal equivalent of wooden doors)? It seems a bit inconsistent to me. Would also be possible to jump over counters for example? It's weird that I jump above a fence but a diner counter is an insurmountable obstacle for me (this could also be a balance decision though). Thanks again, I hope you will like these ideas too.
  10. Hello! I've been playing the game for a little while and I'm enjoying it so far. Since it seems to be constantly developed further, I'd like to give a few suggestions of my own based on my experience so far. I read the commonly suggested thread, so I hope to doing this correctly. I don't want to spam the forum with suggestions threads, so I decided to split up my suggestions in QoL ones that should have little to no impact on gameplay and new mechanic suggestions. So here are a few ideas: QoL suggestions that should have no impact on gameplay: Move the container lists to the left. If I try to use the scrollbar in one of my inventory, I sometimes end up clicking by mistake the icon of one of my other inventories (e.g. backpack/main) thus switching container. Why not moving the containers list to the left of the item list? Equipped items should have a container "tab" of their own. Instead of simply being shown at the start/end. They could still be shown in the main container tab, but this way it would make it very easy to track them (especially since if you sort by category, the weapons equipped are not shown together with the other equipment). Expanding on this idea, favorite items could also benefit very much by having a "tab" of their own and why not a tab for picked up forniture? Collapsible item categories. If you sort a container by category, you should be able to collapse a category, e.g., I could decide to collapse the "clothing" category so that all clothing won't be displayed. This way should make navigating items by categories much easier and faster. It would be nice if categories could be a little more defined, but that's already beyond this suggestion. Same item carried tooltip info. While looting, there should be an indicator in the item tooltip that tells you if and how many of the same items you are currently carrying on yourself (sub-containers included). Much like the "already read" indicator for book, this would help you a lot while looting. Show the name of the character in the loading screen. Saves in the loading screen show you a picture, the type of mode and the last time played. Why not showing the character name and the days survived too? (Technically you can see it by clicking the player selection option in "more", but still why not on the main page?) Completing a crafting recipe should not reset the list scroll bar. If you open the craft menu and scroll to a recipe in the bottom and then make that, the menu will reset back on top. I think the "scroll height" should not be reset since you may want to do other stuff and it's annoying to scroll down again. Show crafting material available. The recipes show if you have the required items, but as far as I can tell don't show how many you are carrying in total. Showing (X out of Y units) would help you assess if you really want to craft that. Queue actions. QoL that could have a little impact on gameplay: "Scan" radio frequencies. While adding a new radio preset, I should be able to listen to the current frequency instead of selecting a frequency and then tune in each time. That's how radio should work and it would make discovering new frequencies much easier. Copy and pasting radio presets. I'd like to export/import preset between radios. Maybe this could be done by using pen & paper in-game, pretty much like how you do it IRL by noting down somewhere the frequencies. Complete healed status for bandaged wound. As far as I can tell, if you bandage a wound then it will never tell you when it is completely healed. There should be a "(healed)" status when the injury is completely healed. Sure, you can guess it by the overall body status, but what about when you have multiple bandages? If this is a gameplay decision, why then not "unlocking" this after a certain first-aid skill level or tying it with a hobby/profession much like how nutritionist lets you see the nutritional values of food? Remaining ammo count displayed overhead after shooting. Like when you level up that a text "notification" appears over your head, if you fire a firearm, the number of remaining ammo that your are carrying for that weapon should appear somewhere in the hud. This will help you evaluate when it would be better to stop wasting ammo for example. Since this will help you, if balance is a concern, why not like the previous suggestion tying this mechanic to a certain reload skill level or hobby/profession? Hope you will like these ideas! I will post in another thread my gameplay-related suggestions.
  11. This could be expanded for every other item/action as well with a sub-action "and put it back". E.g. for a book, it would be "Read -> Read and put it back". So you can choose if you want to use and take an item or use and put it back.
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