Build 38 and Beyond: Small but Important Suggestions Thread
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50 minutes ago, Berries said:

1033.

 

Transmission difficulty.

I'd really love that, except one thing...

 

I would make it forced hard.

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1034: New 'Rope Ladder' item (crafted from 2x rope and 6x Sturdy Stick) - Used the same as a sheet rope (Requires 2x nails to the window). Is faster to climb, and less prone to being ripped down.

 

1035: Ability to use normal Rope on windows, instead of just sheet rope. Is slightly faster to climb, and less prone to being ripped down

 

1036: Ability to fall from rope climbing (injuring the player). Using the rope/rope ladder suggestions above, the chance is relatively high on Sheet Rope, and pretty minor on Rope Ladder.

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1037: Voiced shouts, like when (on my keyboard) you press Q and shout "Over here!"
We already have the character screaming as they die, so it won't be an immersion "that ain't my voice" issue, since the voice is established.

1038: Modular sound pitch for zombies so each one doesn't sound exactly the same, even if they're using the same voiceclips.

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7 hours ago, Okamikurainya said:

Modular sound pitch for zombies so each one doesn't sound exactly the same, even if they're using the same voiceclips. 

 

I think this is coming in Build 41 - link

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5 hours ago, Bejasc said:

 

 

I think this is coming in Build 41 - link

Maybe... I think that may just be more voiceclips though... Still a good effect and I saw something particularly interesting near the end of that video...

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On 8/8/2019 at 2:35 PM, Okamikurainya said:

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1039: Transparency masking for blood splatter.

 

YES. I've always hated how blood splatter floats (or appears at all) on fences. Same with certain signs on broken windows

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1 hour ago, Brex said:

 

YES. I've always hated how blood splatter floats (or appears at all) on fences. Same with certain signs on broken windows

 

Speaking of broken windows, I've always hated how when double windows are broken (twice), it creates two individual holes instead of one large hole. Would it be possible for holes in large windows to join into larger holes instead of remaining adjacent smaller (by comparison) holes.

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1040: Books and Magazines with a different (random) number of pages. Read at the same speed as skill books (per page). The happiness and boredom buffs scale with the number of pages.

 

A 100 page magazine might give +10 happiness, and take 10m in game to read
A 200 page magazine might give  +15 happiness and take 20m in game to read.

 

Because right now, the books and magazines are very generic and 'bulk' items - this could be a fast way to spice them up a little. 

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1 hour ago, Bejasc said:

1040: Books and Magazines with a different (random) number of pages. Read at the same speed as skill books (per page). The happiness and boredom buffs scale with the number of pages.

 

A 100 page magazine might give +10 happiness, and take 10m in game to read
A 200 page magazine might give  +15 happiness and take 20m in game to read.

 

Because right now, the books and magazines are very generic and 'bulk' items - this could be a fast way to spice them up a little. 

1041: Lore books would be nice too, like in the Elder Scrolls games. Just some nice Kentucky reading, Spiffo's Adventures Comics, letters in mailboxes and so on and so on. Don't have to be long, just around four pages worth even would be nice, just to aid in immersion.

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1042: The return of context sensitive music.

Been playing the older version of the game a lot lately and the music implementation just feels so good. The foreboding sound of being outside, the calm when you retreat into a safe house...
I don't know if there is supposed to still be some context sensitivity as regards to facing a large group of zombies or not, the music seems to be on shuffle for me, with the frantic hoard music sometimes playing in calm situations.

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1044: Transfer bumps when a wheel enters a different type of tile, not including other road tiles, similar to how the car bumps and rocks when going over a corpse. Blend tiles should be ignored, focusing on the tile it is overlaying rather. This would come in four intensities...
Weak:
Moving from one type of tile onto almost any other tile. A slight bump and noise, but nothing dangerous.
Medium:
Moving from any tile into a pothole tile. This could knock you slightly off course but easily manageable.

Heavy:
Going over curbs or the parking barrier things.
Very heavy:
Going over a corpse, same as it is now.

1045: Chance to loudly cough at high exertion levels depending on your player's fitness. "Smoker" trait and high thirst boosts the likelihood by a significant factor.

1046: "Depressed" negative trait which causes slow but steadily rising sadness levels throughout the day. Sadness should have an overall negative effect on everything you do, from item transfer speeds to how fast you run to how fast you read to how much XP you get... Everything is affected. From a gameplay point of view, this makes the most sense. AFAIK it just does nothing now? Severely Depressed moodle should come with the chance of eating a bullet if you have a gun equipped or deep cuts to the wrists if you have a blade equipped. Blunt weapons would actually be safest in this scenario...
In my head I see this as the character will just begin the process without the player having told them to do anything, though it can be interrupted by the player in the same way you'd interrupt any action, you could sprint, move or whatever and the character will give up on the specific attempt. Just don't leave your severely depressed character unattended else THAT will be how you die. The player choosing to off their character is a logical choice, the character choosing to do so is an emotional one, if that makes sense?
On the opposite end of the spectrum you could have the "Easily Amused" positive trait which makes it far harder for you to become bored or unhappy.

 

1047: Boredom moodle should increase player appetite.

 

1048: Being able to choose an age between 18 and 50 at character creation. No effect, just if you're gonna show the character age at all, you may as well give the player control over it.

 

1049: Chance of a zombie opening an unlocked door in Survival. It's not that they can think, but if they're bashing and scratching at a door, there's a good chance they'd open it accidentally by hooking their hand in the handle. Maybe this wouldn't happen with certain doors? Some doors have attributes as it is now, like the black security doors being always locked at first, so a door opening on damage chance attribute shouldn't be too far out of the way.

 

1050: Zeds should migrate in the direction of thunder and in general should be more active during rain and heavy wind.

Edited by Okamikurainya

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