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  Uh... hello guys, how are you?
  I wanted to share my ideas to you guys. Yes, I'm new here and my English isn't good, so... sorry.

  Anyway, let's go to my ideas.

  I read that the developers won't intend to put on the game "roleplay things" before the apocalypse starts, so I thought in a situation to give an immersion to the player's character about who happens before this (like a introduction to his life): if, for example, the player's character is unemployed, he starts with a introduction (I don't know, a short-movie or something like that or a storyboard animatic; something simple because it's just a introductio) that shows he at the... uh, grocery buying supplies while a music is playing, then, a scream scares he and the music stops suddenly and screamings can be heard from far. Then, the people are running desperate and scared trying to save their lives. Then, appears a zombie who want the player's meat. Now, comes another idea based on the player's traits and his occupation what affects his actions in this introduction and also where he lives (if he's rich, he has a fancy and expensive house or something like that, and the opposite occurs too). And I thought in something based on his occupation, as a firefighter, in the apocalypse he's helping someone and/or doing things that a firefighter does when suddenly someone tries to bite him and/or his colleague.

  I also had another idea and this involves dogs and cats. Do you guys intend to add cats to the game? And traits about dogs/cats (if intend to) to the player's character? Like a trait for who loves dogs/cats, increasing happiness and decreasing stress when near one of them; who hate dogs/cats, increasing stress level or something like that and decreasing happiness when near a dog/cat; who fears dogs/cats, increasing panic. And do you guys intend to add settings to this? Like uh... a customization menu to dogs/cats when some trait or occupation have one of them or both. If this happens, will have a cost, I suppose. And will have a benefit and harm to both? Like, a dog barks very loudly when shouldn't do, calling zombies to him and those zombies will attack the player, I suppose the dog will run to the player and next to him (or not if he's wild... I don't know, maybe it can happen), attracting more zombies while the player doesn't do what he wants or doesn't tell him to stop (he can obey or not). And this won't happen if the player trains him, and the training is done with the help of magazines, or traits, or occupation, like a Dog Handler or Veterinary profession.

  And on the subject "dog obedience", do you intend to add personality customization to the dogs/cats? Like the player's traits. And this can be used with NPC's who's next to the player's character. Family, friends, etc; customized by the own player. [edit] And what about relationships moodles? I mean, there's the player's character and his... husband, and when he's next to him, increase happiness and when he's far away, then the player's character will be apprehensive as well as when he is attacked or the simple fact that zombies are near him and these things and the player's characters moodles will be influenced by the trait as well as affection for the other (and in that can come a kind of panic that forces the player to do what the trait induces). And if he dies, it's possible that the player's character gets depressed. And on the subject "relationships", will have a customization to this? I thought in moodles effects that will be activated when the character's next to someone who's intimate and with who isn't intimate, like a stranger who knocks their house's door asking for shelter and the character will stay apprehensive (and a lot if with him are his brother or husband or anyone else with who he cares about) and maybe even can't sleep, and all of this will may depend on the traits. [edit]

  I don't know anything about these things and I feel I'm ignorant and rough about it but I don't want to load you guys or offend you. Sorry for anything and thanks for your attention!

Edited by iTrixie
Some more ideas I had on the bus.
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  • iTrixie changed the title to Some ideas
On 12/12/2021 at 6:14 PM, Александр45 said:

Character for dogs? like: bite on the ass or not? when hungry. Regarding the ideas of stress from animals, I have not seen people who would be stressed by a cat, silly, but interesting.

  I mean, a person who doesn't like dogs being stressed by staying next to him. The same for those who don't like cats. It's to have something else to worry about (like he's healthy and if you don't care of them, they may leave you) and I thought the sound of a surprise zombie as a meow because it's a cat that seems to find the player very interesting and maybe it will start following him for a while, leaving the character very scared or stressed and there will be a chance to scare the cat back with a scream or sudden movements (but never really hitting the cat). And now I thought in the furtive call that could be used to help to call dogs and cats close to the player, not just too close zombies.
  And "bite or not when hungry" is a good idea. Maybe there's loyal trait or something that makes the dog never try to eat the owner but run away and maybe come back or never again (and we'll never know what happened to him exactly, I didn't find anything about animal deaths, so I'm going to assume they don't want dogs to die and I kind of agree with them. But I really like the game, so whatever the choice, I'm in it).  I thought too in a mechanic that the dog "sacrifices" itself for the player by making noise somewhere else, but the zombies don't know what it's and just follow the noise, like, don't attack him because they don't care about other animals, just humans. Eventually he comes back to the player. And maybe have an independent trait for both (dog and cat), they don't necessarily need to depend on the player. After all, they could eat whatever they wants and would only be scared of zombies. But maybe they know that the zombies will never catch them.
  I thought too about the player's death. I imagine the dog won't stay at his corpse even if he's loyal (because of the animals violence) and he knows he has to survive and he leaves a minimal trail (just not to say he just disappeared) and never come back or he appears to some other survivor.
  This is because many people think having a dog and a cat by their side is a big plus, but I wish there's something more than just it. And since the developers don't intend to make "zombie animals", maybe there's an update on radio and TV shows with theorists with theories of how animals deal with this virus or why they're not even attacked by these zombies. I like to discover the story behind it. I also support "diaries" of survivors who can be dead or still alive, never knows. It can be stories made by the community itself too, think it would be good.

  Am I going too far? Sorry if I am. I feel like I'm putting too much and I don't know how to shorten what I think in another language. But I think my point is more or less on the penultimate paragraph.

Edited by iTrixie
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22 hours ago, iTrixie said:

Я захожу слишком далеко? Извините, если я. Я чувствую, что вкладываю слишком много и не знаю, как сократить то, что я думаю на другом языке. Но я думаю, что моя точка зрения более или менее связана с  предпоследним абзацем .

Я вас прекрасно понял после прочтения вышеизложенного, Идея с характером, будет он агрессивый, или будет пугливый, который только воспроизводить шум.
Я с вами согласен, что для собак не только поведение, но и характер нужен.
Думаю что новый перк, Кинолог, будет прекрасным дополнением.
Спасибо что не поленились мне все распроделить по полочкам, я благодарен вам)
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I understood you perfectly after reading the above, An idea with a character, will it be aggressive, or it will be shy, which will only reproduce noise.
I agree with you that for dogs, not only behavior, but also character is needed.
I think that the new perk, Cynologist, will be a great addition.
Thank you for taking the trouble to sort everything out on the shelves, I am grateful to you)

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  • 1 month later...

In summary: (Eng)

  • Characters that define the gameplay
  • Ambiental music. (Elevator music, supermarket music, radio music, etc.)
  • Screaming sounds to create a scary atmosphere
  • Living areas that determine survival
  • Add cats and dogs
  • Add bot as characters with personality
  • Add a bot companion (Wife, children, brother, friends)
  • Dog skills and training
  • Survivor Diaries

My recommendations:

- The player's characters are good, and his reactions have emotional states, also missing, the form of expression and moods, more than just the corner circles, to communicate with other players.

- More work careers are missing, such as pharmacology or psychology, (I can't think of more. XD)

- Survivor diaries can be used as a way to transmit skill points to other players or when you replay in the same place.

- Zombie dogs, they are not usually put in, because it would be very difficult to survive.. 

 

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En resumen: (Sp)

  • Caracteres que definan la jugabilidad
  • Musica ambiental. (Musica de elevador, de supermecado, de radio, etc.)
  • Sonidos de gritos para crear un ambiente aterrador
  • Zonas de vivienta que determina la supervivencia
  • Agregar perros y gatos
  • Agregar bot como personajes con personalidad
  • Agregar un compañero bot (Esposa, hijos, hermano, amigos)
  • Habilidades y entrenamientos para los perros
  • Diarios de superviventes 

 

Recomendaciones mías:

- Los caracteres del jugador, son buenas, y sus reacciones ha estados emocionales, también falta, la forma de expresión y estados de ánimos, mas que solo los círculos de la esquina, para comunicarse con otros jugadores.

- Faltan mas carreras de trabajo, como farmacología o psicología, (No se me ocurren mas.  XD)

- Los diarios de supervivientes, puedes ser usados como forma de trasmitir puntos de habilidades, para otros jugadores o cuando vuelvas a jugar en el mismo lugar.

- Los perros zombis, no los suelen meter, porque seria muy difícil sobrevivir.. 

 

 

 

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