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Viceroy

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  1. Like
    Viceroy got a reaction from Packbat in Operation Fix Late Game By Killing You Before You Get There   
    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. Like
    Viceroy got a reaction from colorfastnewt7 in Zombie Body Wall.   
    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.
  3. Like
    Viceroy reacted to VamyreLord in Waffles vs Pancakes   
    Just changed my vote to pancakes, because I tried one today and it blew my fucking mind.
  4. Like
    Viceroy got a reaction from Madigari in RELEASED: Build 29.4   
    *Very extremely superbly ineffably tentative
     
    ((EDIT: Argh, you... *staggers* got... me... Tell your girl not to mourn me... *dies* ))
  5. Like
    Viceroy reacted to Kirrus in RELEASED: Build 29.4   
    Meeeeebbbyyyy not the right person to say that to
  6. Like
    Viceroy reacted to Kirrus in RELEASED: Build 29.4   
    No no no, you're doing it all wrong.
     
    It's I KIIIIILLLLLLLLLL YOU
    https://www.youtube.com/watch?v=Q0vZnwtvgLw
  7. Like
    Viceroy reacted to CaptKaspar in American Obesity/Elderly   
    silents429m, to me you are sounding hostile, please keep it lovely. I apologize, but I did not understand your original sentence about lore and memory. This is likely because English is not my primary language, is it yours?
     
    This, like many suggestion threads, was not created with the sole expression that this suggestion was the most important. It is merely a suggestion to improve the immersion of the game, that it will hopefully be added someday to the game. Currently this week's Mondoid references animations and sound work being done to improve the immersion of the game and this topic, I feel, falls in line with that.
     
    We all have our opinions, and yes I would like to see fat zombies in the game at some point, but do try to be lovely when expressing them.
  8. Like
    Viceroy got a reaction from Suffokate in American Obesity/Elderly   
    I could go for fat zombies that are knock-back resistant and slightly BFT resistant.
  9. Like
    Viceroy got a reaction from retepultimate in Vitamins   
    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.
  10. Like
    Viceroy got a reaction from Ohbal in Vitamins   
    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. Like
    Viceroy reacted to _Gold_ in Picture Battle   
    Pew Pew.
  12. Like
    Viceroy reacted to Footmuffin in Picture Battle   
    someone gets peta to go get that boat
     

  13. Like
    Viceroy got a reaction from CaptKaspar in American Obesity/Elderly   
    I could go for fat zombies that are knock-back resistant and slightly BFT resistant.
  14. Like
    Viceroy got a reaction from Impetiso in Inventory slots instead of weight?   
    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. Like
    Viceroy got a reaction from CaptKaspar in Operation Fix Late Game By Killing You Before You Get There   
    Well I am most certainly making the assumption that the devs have something in mind to manage the movement of meta zombies. Be it taking the population that has a triggered 'migration' event and essentially making the whole horde as one unit, moving it through the meta world up to the point where it would intersect a streamed area, where upon the horde unit realises all of the zombies that it represents. Creating a horde at the edge of the loaded cell and applying a starting order to them so they 'walk into sight' so to speak.
     
    NPC's will definitely be moving through the world when unstreamed, so it stands to reason that the very same method could be applied to this 'horde' unit.
     
    At least that is off the top of my mind where I'd begin. Certainly the devs -being far more skilled than I- will have some fairly good ideas since the inception of PZ.
  16. Like
    Viceroy got a reaction from CaptKaspar in Operation Fix Late Game By Killing You Before You Get There   
    How about we turn our collective thoughts toward zombie memory for a bit.
     
    As Suomiboy mentioned in another thread, having zombies follow you or at least require more effort to shake should be the norm in some cases. Now let's think back to when we had only the test neighbourhood. We often had to zigzag between houses or make a few turns to throw the stenches off your trail before heading back to the safehouse. Whereas currently in the game, the memory settings are way off and they will sometimes cease pursuit when you are still essentially just in front of them. To address this I'd say that the memory of zeds be extended further than it is presently, to a much larger degree I'd even argue.
     
    I remember when the MP game came in for the first time, the testing server had a particularly fun 'glitch' which resulted in major memory longevity among the zombies, I remember travelling with Aricane and we hit the police station in MD, retreating through the woods to the tavern, only to be absolutely swamped in zombies a few minutes later. Now granted, this had been a glitch where the zombies *knew* exactly where we were. So naturally I am not in favour of it, but the result... was one of the most harrowing and fun experiences I have ever had in PZ, bar none.
     
    So my proposal is as follows: Boost our zombie memory for survival up to what would be regarded as high in sandbox terms, then on top of that -and this is about the result I mentioned previously- add a simple behaviour where when enough zombies are walking in one direction (or even just roughly half of all zombies do this.) they keep walking in that direction even after losing their 'memory'. This would result in cases where if you run up a road the zombies will keep walking up that road for a long time, it would result in the same event as the glitch did previously, except in a fair and manageable way. Aricane and I did indeed just keep going in the direction the zombies last saw us, so the event would still have occured, however if we were aware of it, we would need to anticipate their movements. Resulting in !FUN!
     
    This would make for unexpected encounters and hordes moving through an area or catching up to you hours later if you happened to camp on a highway or in the general direction you fled in. Zombies would still repopulate as present and zombies would still be distracted by meta events and other things like animal traps and players/npc's.
     
    So in short: Have some zombies keep on walking in the direction they last saw a human moving into (for a much longer time). This would fit with lore and create another believable hazard and potential source of a 'horde'. Also, boost basic zombie memory somewhat.
  17. Like
    Viceroy reacted to syfy in 200+ Posts   
    what does it matter how many posts we have in the forum anyway? does it somehow mean that because i have X amount of posts that i know more about the game, or that my ideas should be taken more seriously than someone who joined last week?
     
    hell no.
     
    stop placing emphasis on this little thing, it doesn't matter anyway
  18. Like
    Viceroy reacted to syfy in Ambient NPC Animations   
    honestly, i hope there are some times in the day when the player and the NPC's are standing around, sitting down, playing cards, talking.....maybe pulling up a chair to the fire and having a nice conversation around the fire pit. as i see it, those are the ways you really build a relationship with someone.
     
    it's one thing to have their back while fighting a horde, that tells you some important stuff like who can hang and who panics. but you need to know the person, see how they handle the every day mundane stuff and try to get a feel for them when relaxed.
  19. Like
    Viceroy got a reaction from GSWarriors in RELEASED: Build 29.4   
    Zombies do gradually repopulate, also if you are hosting a server you can tweak the number and rate as well.
  20. Like
    Viceroy got a reaction from CaptKaspar in Operation Fix Late Game By Killing You Before You Get There   
    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.
  21. Like
    Viceroy got a reaction from Ohbal in Operation Fix Late Game By Killing You Before You Get There   
    How about we turn our collective thoughts toward zombie memory for a bit.
     
    As Suomiboy mentioned in another thread, having zombies follow you or at least require more effort to shake should be the norm in some cases. Now let's think back to when we had only the test neighbourhood. We often had to zigzag between houses or make a few turns to throw the stenches off your trail before heading back to the safehouse. Whereas currently in the game, the memory settings are way off and they will sometimes cease pursuit when you are still essentially just in front of them. To address this I'd say that the memory of zeds be extended further than it is presently, to a much larger degree I'd even argue.
     
    I remember when the MP game came in for the first time, the testing server had a particularly fun 'glitch' which resulted in major memory longevity among the zombies, I remember travelling with Aricane and we hit the police station in MD, retreating through the woods to the tavern, only to be absolutely swamped in zombies a few minutes later. Now granted, this had been a glitch where the zombies *knew* exactly where we were. So naturally I am not in favour of it, but the result... was one of the most harrowing and fun experiences I have ever had in PZ, bar none.
     
    So my proposal is as follows: Boost our zombie memory for survival up to what would be regarded as high in sandbox terms, then on top of that -and this is about the result I mentioned previously- add a simple behaviour where when enough zombies are walking in one direction (or even just roughly half of all zombies do this.) they keep walking in that direction even after losing their 'memory'. This would result in cases where if you run up a road the zombies will keep walking up that road for a long time, it would result in the same event as the glitch did previously, except in a fair and manageable way. Aricane and I did indeed just keep going in the direction the zombies last saw us, so the event would still have occured, however if we were aware of it, we would need to anticipate their movements. Resulting in !FUN!
     
    This would make for unexpected encounters and hordes moving through an area or catching up to you hours later if you happened to camp on a highway or in the general direction you fled in. Zombies would still repopulate as present and zombies would still be distracted by meta events and other things like animal traps and players/npc's.
     
    So in short: Have some zombies keep on walking in the direction they last saw a human moving into (for a much longer time). This would fit with lore and create another believable hazard and potential source of a 'horde'. Also, boost basic zombie memory somewhat.
  22. Like
    Viceroy got a reaction from Packbat in Operation Fix Late Game By Killing You Before You Get There   
    How about we turn our collective thoughts toward zombie memory for a bit.
     
    As Suomiboy mentioned in another thread, having zombies follow you or at least require more effort to shake should be the norm in some cases. Now let's think back to when we had only the test neighbourhood. We often had to zigzag between houses or make a few turns to throw the stenches off your trail before heading back to the safehouse. Whereas currently in the game, the memory settings are way off and they will sometimes cease pursuit when you are still essentially just in front of them. To address this I'd say that the memory of zeds be extended further than it is presently, to a much larger degree I'd even argue.
     
    I remember when the MP game came in for the first time, the testing server had a particularly fun 'glitch' which resulted in major memory longevity among the zombies, I remember travelling with Aricane and we hit the police station in MD, retreating through the woods to the tavern, only to be absolutely swamped in zombies a few minutes later. Now granted, this had been a glitch where the zombies *knew* exactly where we were. So naturally I am not in favour of it, but the result... was one of the most harrowing and fun experiences I have ever had in PZ, bar none.
     
    So my proposal is as follows: Boost our zombie memory for survival up to what would be regarded as high in sandbox terms, then on top of that -and this is about the result I mentioned previously- add a simple behaviour where when enough zombies are walking in one direction (or even just roughly half of all zombies do this.) they keep walking in that direction even after losing their 'memory'. This would result in cases where if you run up a road the zombies will keep walking up that road for a long time, it would result in the same event as the glitch did previously, except in a fair and manageable way. Aricane and I did indeed just keep going in the direction the zombies last saw us, so the event would still have occured, however if we were aware of it, we would need to anticipate their movements. Resulting in !FUN!
     
    This would make for unexpected encounters and hordes moving through an area or catching up to you hours later if you happened to camp on a highway or in the general direction you fled in. Zombies would still repopulate as present and zombies would still be distracted by meta events and other things like animal traps and players/npc's.
     
    So in short: Have some zombies keep on walking in the direction they last saw a human moving into (for a much longer time). This would fit with lore and create another believable hazard and potential source of a 'horde'. Also, boost basic zombie memory somewhat.
  23. Like
    Viceroy got a reaction from Madigari in Operation Fix Late Game By Killing You Before You Get There   
    How about we turn our collective thoughts toward zombie memory for a bit.
     
    As Suomiboy mentioned in another thread, having zombies follow you or at least require more effort to shake should be the norm in some cases. Now let's think back to when we had only the test neighbourhood. We often had to zigzag between houses or make a few turns to throw the stenches off your trail before heading back to the safehouse. Whereas currently in the game, the memory settings are way off and they will sometimes cease pursuit when you are still essentially just in front of them. To address this I'd say that the memory of zeds be extended further than it is presently, to a much larger degree I'd even argue.
     
    I remember when the MP game came in for the first time, the testing server had a particularly fun 'glitch' which resulted in major memory longevity among the zombies, I remember travelling with Aricane and we hit the police station in MD, retreating through the woods to the tavern, only to be absolutely swamped in zombies a few minutes later. Now granted, this had been a glitch where the zombies *knew* exactly where we were. So naturally I am not in favour of it, but the result... was one of the most harrowing and fun experiences I have ever had in PZ, bar none.
     
    So my proposal is as follows: Boost our zombie memory for survival up to what would be regarded as high in sandbox terms, then on top of that -and this is about the result I mentioned previously- add a simple behaviour where when enough zombies are walking in one direction (or even just roughly half of all zombies do this.) they keep walking in that direction even after losing their 'memory'. This would result in cases where if you run up a road the zombies will keep walking up that road for a long time, it would result in the same event as the glitch did previously, except in a fair and manageable way. Aricane and I did indeed just keep going in the direction the zombies last saw us, so the event would still have occured, however if we were aware of it, we would need to anticipate their movements. Resulting in !FUN!
     
    This would make for unexpected encounters and hordes moving through an area or catching up to you hours later if you happened to camp on a highway or in the general direction you fled in. Zombies would still repopulate as present and zombies would still be distracted by meta events and other things like animal traps and players/npc's.
     
    So in short: Have some zombies keep on walking in the direction they last saw a human moving into (for a much longer time). This would fit with lore and create another believable hazard and potential source of a 'horde'. Also, boost basic zombie memory somewhat.
  24. Like
    Viceroy got a reaction from AJ135 in Operation Fix Late Game By Killing You Before You Get There   
    How about we turn our collective thoughts toward zombie memory for a bit.
     
    As Suomiboy mentioned in another thread, having zombies follow you or at least require more effort to shake should be the norm in some cases. Now let's think back to when we had only the test neighbourhood. We often had to zigzag between houses or make a few turns to throw the stenches off your trail before heading back to the safehouse. Whereas currently in the game, the memory settings are way off and they will sometimes cease pursuit when you are still essentially just in front of them. To address this I'd say that the memory of zeds be extended further than it is presently, to a much larger degree I'd even argue.
     
    I remember when the MP game came in for the first time, the testing server had a particularly fun 'glitch' which resulted in major memory longevity among the zombies, I remember travelling with Aricane and we hit the police station in MD, retreating through the woods to the tavern, only to be absolutely swamped in zombies a few minutes later. Now granted, this had been a glitch where the zombies *knew* exactly where we were. So naturally I am not in favour of it, but the result... was one of the most harrowing and fun experiences I have ever had in PZ, bar none.
     
    So my proposal is as follows: Boost our zombie memory for survival up to what would be regarded as high in sandbox terms, then on top of that -and this is about the result I mentioned previously- add a simple behaviour where when enough zombies are walking in one direction (or even just roughly half of all zombies do this.) they keep walking in that direction even after losing their 'memory'. This would result in cases where if you run up a road the zombies will keep walking up that road for a long time, it would result in the same event as the glitch did previously, except in a fair and manageable way. Aricane and I did indeed just keep going in the direction the zombies last saw us, so the event would still have occured, however if we were aware of it, we would need to anticipate their movements. Resulting in !FUN!
     
    This would make for unexpected encounters and hordes moving through an area or catching up to you hours later if you happened to camp on a highway or in the general direction you fled in. Zombies would still repopulate as present and zombies would still be distracted by meta events and other things like animal traps and players/npc's.
     
    So in short: Have some zombies keep on walking in the direction they last saw a human moving into (for a much longer time). This would fit with lore and create another believable hazard and potential source of a 'horde'. Also, boost basic zombie memory somewhat.
  25. Like
    Viceroy got a reaction from Suomiboi in Operation Fix Late Game By Killing You Before You Get There   
    How about we turn our collective thoughts toward zombie memory for a bit.
     
    As Suomiboy mentioned in another thread, having zombies follow you or at least require more effort to shake should be the norm in some cases. Now let's think back to when we had only the test neighbourhood. We often had to zigzag between houses or make a few turns to throw the stenches off your trail before heading back to the safehouse. Whereas currently in the game, the memory settings are way off and they will sometimes cease pursuit when you are still essentially just in front of them. To address this I'd say that the memory of zeds be extended further than it is presently, to a much larger degree I'd even argue.
     
    I remember when the MP game came in for the first time, the testing server had a particularly fun 'glitch' which resulted in major memory longevity among the zombies, I remember travelling with Aricane and we hit the police station in MD, retreating through the woods to the tavern, only to be absolutely swamped in zombies a few minutes later. Now granted, this had been a glitch where the zombies *knew* exactly where we were. So naturally I am not in favour of it, but the result... was one of the most harrowing and fun experiences I have ever had in PZ, bar none.
     
    So my proposal is as follows: Boost our zombie memory for survival up to what would be regarded as high in sandbox terms, then on top of that -and this is about the result I mentioned previously- add a simple behaviour where when enough zombies are walking in one direction (or even just roughly half of all zombies do this.) they keep walking in that direction even after losing their 'memory'. This would result in cases where if you run up a road the zombies will keep walking up that road for a long time, it would result in the same event as the glitch did previously, except in a fair and manageable way. Aricane and I did indeed just keep going in the direction the zombies last saw us, so the event would still have occured, however if we were aware of it, we would need to anticipate their movements. Resulting in !FUN!
     
    This would make for unexpected encounters and hordes moving through an area or catching up to you hours later if you happened to camp on a highway or in the general direction you fled in. Zombies would still repopulate as present and zombies would still be distracted by meta events and other things like animal traps and players/npc's.
     
    So in short: Have some zombies keep on walking in the direction they last saw a human moving into (for a much longer time). This would fit with lore and create another believable hazard and potential source of a 'horde'. Also, boost basic zombie memory somewhat.
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