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So I thought about one very, very minor thing. I suppose it would be in some way inconvenient to add due to how the targeting system works, and just generally this is I bit dumb, but... 

 

What about giving a player an ability to smack,or shoot already killed zombies or players? For example a player happened to kill your buddy? You wouldn't want to smash his head to submission, or perhaps to empty an entire clip of your pistol in the head of a villain? Or perhaps you got infuriated that a zombie bit you, and you wanted to smash his head in to pulp? 

 

I mean, why not? :P

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On 12/7/2020 at 11:15 AM, Pomken said:

So I thought about one very, very minor thing. I suppose it would be in some way inconvenient to add due to how the targeting system works, and just generally this is I bit dumb, but... 

 

What about giving a player an ability to smack,or shoot already killed zombies or players? For example a player happened to kill your buddy? You wouldn't want to smash his head to submission, or perhaps to empty an entire clip of your pistol in the head of a villain? Or perhaps you got infuriated that a zombie bit you, and you wanted to smash his head in to pulp? 

 

I mean, why not? :P

Small but actually, I love it. Maybe that new optional manual downward attack can be adapted to make this a thing, for both melee as well as firearms.

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Maybe some special rare notes which we can get from killed zombies with a special channel for the radio. If we find one, we can use it using the radio and find out about the special camp of the survivors, where is etc. Of course when we find this campsite, people will be dead there by zombies, invaders or just by suicide. In singleplayer mode this thought would be an interesting thing to discover or getting some supplies.

(Sorry for my english, i know it's not good) :)

Edited by Vanoq

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2 hours ago, cocoayoc said:

what does "  Sadist Movie Director aka The Governor" mean, exactly? it sounds like that means once NPCs are added, it can be like the Sims, where you watch how they live (or die) except in a zombie setting

I believe It's the part of the sandbox settings where you adjust helicopter frequency, water/electricity cutoff and things like that 🤔

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On 12/11/2020 at 5:36 AM, cocoayoc said:

what does "  Sadist Movie Director aka The Governor" mean, exactly? it sounds like that means once NPCs are added, it can be like the Sims, where you watch how they live (or die) except in a zombie setting

 

On 12/11/2020 at 8:34 AM, trombonaught said:

I believe It's the part of the sandbox settings where you adjust helicopter frequency, water/electricity cutoff and things like that 🤔

 

I think the term comes from Left 4 Dead, where they created a "Director" that actually was kind of a meta-AI, and what it was designed to do was 1) keep the repetitive levels feeling fresh by varying the whens-and-wheres of specials and hordes, and 2) to keep the action feeling balanced and fair. This is distinct from RNG (general term for random things, specifically means "random number generator") where completely random events can be very uneven-- e.g., horde attacks back to back, or doubling up on the same kind of special, or going the other way, no hordes for a long time and when you encounter one, you're OP and not challenged.

 

In PZ, I imagine they're referring to the same thing-- a meta AI that shapes the overall experience so that it feels different each playthrough (as PZ is feeling more and more roguelike), but not random. This might mean that while specific loots don't always spawn in the same place, the total number in a given might be evened out (e.g., you won't find three houses in a row with a Baretta in the dresser). It's also possible that it shapes your experience to be more story-like, where it has you go a specific amount of time before you find an upvalue or rare item-- or something you need to complete a recipe, to balance so it doesn't feel either frustrating or easy. It could also just vary the loot based on its own "pre-event" stories. Like, decide someone in one house baked a lot, so the kitchen is stocked with that kind of stuff, similarly someone might have been a nerd and have a workbench in the garage with lots of electronic parts, but which houses those might be would vary completely from playthrough-to-playthrough, and could even be decided on-the-fly (that is, as you encounter the house), based on how things are going and what you've seen so far.

 

Likewise, instead of encountering random zombies of varying densities just sprinkled around, they might be more concerted based on how the player is doing-- so, the Director (D) might decide that (depending upon settings) to keep you alive a little longer when you're injured, to make the zombies you encounter a little weaker and fewer in numbers, or if you're pretty well stocked, to throw a bit more at you. Similarly, it could vary the weather in a smart, real way (or they could even use the real weather in Kentucky for those dates).

 

The "Sadist" part of it makes me a little wary...

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Posted (edited)

Hello, 

 

I would love to see localized damages on zombies body.

Being able to aim for the limbs or the head directly with the mouse and pop it off when rolling a critical hit.

Like using a gateling in fallout 2, aiming for the eye, if anyone remember that kind of moment.

 

This would add so much fun to the game as well as a bit more "mechanical skills".

Also would diversify the combat that is currently a bit "repetitiv".

 

Of course an increasing level of gore in animations would be great as well depending on your weapon skill level.

 

Destroying legs on zombies hordes with a shotgun would let you escape with ease or finish them with a katana while on the ground by cutting their heads off.

 

I tried to search for this topic on the forum but didn't find something that talks about this, i apologize if i miss a post that was already sumitting such a feature.

 

For sure multiplayer is the priority right now (and i totaly agree with that) but i really would love to see this kind of feature added to this great game in the future !

 

Cheers to the dev teams !

Keep up the good work !

 

Edited by Life

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2 hours ago, PoshRocketeer said:

Man this game is going in a weird direction...  wanting to make changes leaning toward long-term play but discouraging long-term play...


The tagline is “this is how you died.” Doesn’t really indicate a long existence.

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4 hours ago, EnigmaGrey said:


The tagline is “this is how you died.” Doesn’t really indicate a long existence.

but the gameplay ideas, (NPC management in particular) suggest that you want  long term play, it's just strange that you're trying to do both while also encouraging one side.

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Posted (edited)
5 hours ago, EnigmaGrey said:


The tagline is “this is how you died.” Doesn’t really indicate a long existence.

"This is how you died" includes dying of aging :P

 

Edited by Caturday

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1 hour ago, Caturday said:

"This is how you died" includes dying of aging :P

 

It can certainly, but an awful lot of the fun in the game comes from the trill of getting there vs actually arriving.

 

 Some of that is ofc down to there just not being much to do once you get past the first 8 months or so. Another part is just that you’re not supposed to get there in the first place, so the game ends up being front heavy by its nature.  (If most people don’t last two weeks, then content past that point is also invisible.)

 

This won’t always be the case, hopefully, but an awful lot of suggestions are about subverting the early game to make it easier to get to the … boring part (as it is currently).

 

Cover yourself in entails (but don’t get infected, start off 360 no scoping zombies with guns with little risk or skill, be able to treat zombie infection indefinitely … that sort of thing.

 

It’s not really about the long game but being unable to get there in the first place (sometimes).

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Posted (edited)

PEEKING THROUGH KEYHOLES
It would be interesting and more realistic to add peeking through keyholes. You wouldn't see much but at least front of the door. I imagine it like you right-click a door and then you choose "Peek through keyhole" option.

Edited by Alnitak

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