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Viceroy

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Everything posted by Viceroy

  1. Let me reply to this in particular. I think it should be different though, the tedium should be removed and farming made to take longer, allowing the player to do more than farm, in fact it promotes doing so exactly to lower boredom and increase risk. Farming has to be one tool in your arsenal and not a surefire way to live. You gotta scavenge, forage, fish and hunt as well. Designing the game so that farming is tedious is just bad, it will make thousands upon thousands of players not do it. You want the player to do both because the the main problem with farming currently is exactly that they turtle up and can never do other things even if they want to. Dropping difficulty to the floor and boosting boredom to the levels where players will quit and rather play something else. Because they can't leave the garden for a few days to set up another safe house or try and clear the mall or do something the player wants to do without large scale plant death. At least those are my thoughts on it. As someone who hates farming on rooftops even being possible without largely reduced yields.
  2. Personally not for it, it is technically already possible though. I'd just want either a way to have the rope snap as you climb it (Wear, burden) breaking your beloved ankle (potentially), or have a ladder being pushed over by a zombie and leave you having to jump out and again, (potentially) break that ankle of yours. Ideally though it should be able to collapse, but I doubt we'll ever see a structural physics system allowing that.
  3. I'd rather go for corpses making you slower when you are on a tile that contains one. Maxing out at like -50% speed perhaps (or something). For instance each corpse lowers speed by 10% And then you can add a 'nimble' trait that reduces this to 5% per corpse. Building a wall out of bodies is gonna catch major flak.
  4. Welcome to the Alliance. There is a whole world of different pancakes out there to explore.
  5. Believe me it is incredibly dull without that feature. Akin to "The Sims without pooping." level of excitement once you whipped some ass around town.
  6. Can it... Burn?

  7. *Very extremely superbly ineffably tentative ((EDIT: Argh, you... *staggers* got... me... Tell your girl not to mourn me... *dies* ))
  8. Tentative "I KIIIILLLLL YOU" to you kirrus.
  9. Everyone stop breaking the game so we can get new stuff, please! I kill you!
  10. Malnutrition is a serious threat to survival and one that the game would benefit from simulating (simply), be it merely having a "hunger" value and a "nutrition" value or whatever you wish to call it, then have both degrade as normal, so for example, berries could be "nutritious" but not all that good at relieving "hunger". Meaning if I eat only potatoes I'd have to pop a vitamin tablet once in a while or eat a few fresh berries, eat some fish, just a few things with higher "nutrition". No need to make it super complicated with varying levels of different vitamins and such, just a simple hunger vs health system to encourage planting more than just cabbage and to encourage a spot of fishing and hunting or foraging once in a week or two.
  11. Tag! You're... Dead... Sorry about that...
  12. No I hate the concept of it, the taste, the look, the texture. It is just horrid. I'd rather eat raw sausage. (Not THAT sausage you fuckin' pervert!) What is your guilty pleasure? (No need to tell us about your yiffing fetish though.)
  13. I could go for fat zombies that are knock-back resistant and slightly BFT resistant.
  14. I kinda think of the system as slots already though. The slot sizes are just variable. Since we all know that weight is not what is simulated but the 'encumbrance'.
  15. I also support the idea and think it is inherently bad UI design to require changing overall OS settings to suit a game instead of the game having said setting to apply within itself.
  16. Yeah, I tend to just get to know the people on the forums for the debate, opinions and points they raise. You get members who spam fruitless posts to up the count and then people who write considered and carefully worded things. I respect the latter.
  17. Damn pubbies ruin any RP game that isn't whitelisted. They even ruin games that are entirely roleplay, like SS13. Private servers and friends are the way to go.
  18. Lol no it's the other way around, it is I who shall help you! *nefarious laughter*
  19. Zombies do gradually repopulate, also if you are hosting a server you can tweak the number and rate as well.
  20. That's fine dude, I'm in the same boat. Luckily I'll have most of November to spend on hobby time and then December (apart from family events and the like) should also be relatively open. Either way no pressure, we'll get shit done in due course
  21. Zombie memory would still only be memory, they wouldn't go where they didn't see you go, so in effect you'd just have to lose them indeed. That is sort of the point of expanding their memory and adjusting how they handle losing a target. And if people vehemently complain about zombie memory I have yet to encounter it personally so it would just be another individual's opinion. And they are welcome to it, however we are debating ways of enhancing the zombie threat, and memory is a nice (existing) factor to tweak. Meaning in beginner mode it can be as it is currently anyway. However for people like me, the ability to adjust zombie memory is a much needed and constantly used sandbox option. One that has a very nice effect on zombie behaviour and your tactics when losing them, that is why I suggest it be expanded to allow for longer terms of memory as well (retaining current terms as well.). Or at the very least allow a state for zombies when they lose memory of a target to just mindlessly stroll on ahead until other factors intervene. The prior would make zombies inside a building a danger since they wouldn't lose the memory of you when you pop out a window and enter another room. You can clearly see zombies forgetting about a pursuit when you are very clearly still supposed to be a current target for a zombie (like seriously they lose you on open ground). The latter would allow for you as player to more effectively 'lure' zombies away into a direction you have no intent of using. Increasing the number of factors you have to manage if you want to keep your overall risk low. That way when you make a racket somewhere and the zombies go there without you being visible or noticed, some of them would keep walking and others would stop as they do presently. Thus providing a means to manage the threat and to avoid them. It is more a suggested shakeup of the (pursuit) behaviour in general than as much a singleminded tweak towards difficulty alone. Still this is my opinion and you are certainly welcome to oppose it. I am merely thinking about the interplay different factors have on gameplay as well as difficulty and fun. I personally think the added behaviour of them sometimes doing the johnny walker thing would make for some surprising situations when you are looting resulting in more fun and emergent events.
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