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Everything posted by Maxley

  1. I agree that the player should not be able to outrun nightmare speed zombies, at least not for very long. I definitely think some of the perks like Cardio and Sexual Tyrannosaurus are overpowered as well as getting 10 stamina back for every kill with a bat. But people wouldn't be happy if those were nerfed. I know this would never be implemented but what i feel would solve this problem is if there were an exhaustion meter which fills based on the players level of exertion. The more sprinting and power attacks a player does in a short time, the faster it fills. It might take a couple of minutes to fill fully. Once full, the players stamina regeneration is reduced significantly for a duration, maybe a couple of minutes until it goes back down to zero. EDIT: Actually there is another solution. They could add a zombie that spits slime at the player which slows the players movement speed for a duration. You would just have to be careful to dodge these projectiles but if u get hit it could allow the other zombies to catch you.
  2. Make it so when you hit the church bell it makes a ringing sound. This is vitally important to the immersion factor of the game.
  3. They said they need to implement some better terrain editing tools for the level designers to use before they really produce any caves. I dont know if thats actually going to happen but that is what they said.
  4. Some unique zombie ideas for to be adding greater diversity in zombie hazards -Zombie cop acid pool should deal damage to blocks and players over time. So if you stand in a puddle of zombie cop acid you will take damage per second. -Zombie exploder: a zombie whose only purpose is to run to the player and once within a couple of blocks range they self detonate, much like a cop except they explode even if you kill them before they reach you. They should have low hp but fast movement speed. -Zombie grabber: this zombie grabs hold of the player when it comes within melee range and immobilizes the player until the player kills them. So you would want to take these zombies out first when fighting. This might be tricky to make it look like you are being immobilized by this zombie since we play in first person mode. -Zombie cannibal: this zombie eats the corpses of dead zombies which causes it to heal and become stronger and faster. -Zombie tanky ass boy: this zombie cant be knocked down or stunned and has a good amount of hp. Might not be a good idea, but it would add some variety. -Zombie necromancer: screams or something and brings nearby zombies back to life (Only zombies who still have heads). These zombies should be a bit rare because fighting several of these at a time would be stupid. -Zombie antifa: incites nearby zombies to become temporarily feral (increased move and attack speed). -zombie creeper: just follows you around but only attacks when you go below 50% hit points. Is extremely fast. If possible has a lunge animation similar to the ghouls in fall out 4. Ill think of more ideas.
  5. They said in the dev stream that the desert would be i think 2x base gamestage, snow would be x2.5 or 3, and wasteland x3 or 4. I don't remember exact numbers.
  6. @Roland For the biome gamestage multiplier will there also be a flat bonus to biome gamestage as well. What i mean is, if you enter the wasteland on day 1 with gamestage 1, then the gamestage in the wasteland would only be 3 since it has 3x mutliplier. So i think it would make since to add a flat bonus like +15 or 20 gamestage and then add the multiplier. This way it would be a worthwhile challenge to enter other biomes on day 1. So if you have gamestage 1 and enter wasteland it would go like this: (Your gamestage x 3) + 15
  7. You’re not a hater. I know what you are saying. I too wish they would add new challenges for the mid and late game. Some new interesting zombies with mechanics that you need to be careful of or perhaps wandering hordes that increase in size as the game stage rises or a setting which increases zombie movement speed for every week you survive for example. I know they will add bandits at some point so that should help hopefully and they have mentioned “special infected”.
  8. It’s just a matter of balancing numbers. Perks can cost more with each level. Also there could be diminishing returns. Another way to help balance it out would be to double the number of levels for a perk but half each levels benefit. however, I get what @Gazz is saying when he says that without attribute requirements people would just chose the same thing they always do with each play through. I remember playing Oblivion and I always chose heavy armor, repair, blades, etc and pretty much never deviated since there was nothing to prevent or discourage me from doing so. So in the end, I guess someone (not me lol) will have to make mod and then I’ll see how it feels.
  9. Yes I think removing the attribute requirements for perks would provide a great deal of freedom. And as I said earlier attribute points, if they continue to exist, can serve as a secondary bonus that enhance the character for further customization.
  10. I think they should remove attribute point requirements for perks. Just let the player mix and match perks as they wish. Why do attribute points exist? To funnel players into predefined roles. I know you don't have to stick to these roles, you can put points into multiple skill trees, but it is much less efficient. Player choice should only be limited by the base cost of perks as well as the increasing cost of leveling a specific perk. Also, having perks assigned to attributes is highly limiting to developers if they plan on expanding the perk trees. You have to consider where each perk would logically fit instead of just being able to make an interesting perk and add it to the list. Why are chefs under strength? Why are javelins under perception? Having to consider these things is a waste of time. If attributes have any place in the game, they would be as a secondary bonus that aren't tied to any specific perk. Probably have a separate attribute skill point that you gain when leveling up. As Liesel Weppen said above, just have attribute points provide non specific bonuses, like +3% melee attack speed or +5 hit points.
  11. I don’t think it would be unimmersive if the trader could only offer 1 quest a day or instead a handful of quests per week. Realistically there’s only so many drops a trader would need you to collect and only so many houses to clear. I think they should run out of work for you to do and you have to wait a few days to get more work. The game currently is all about quests.
  12. Its because the team is overloaded with things to do and they need more Fatals to get it all done in time. It takes quite a lot more than people realize to make a game. Its very stressful.
  13. No worries! Although I do enjoy my lobster red white mustached partially balding avatar, I understand that you guys are a small team and that you are pushing for gold. If it isn't feasible, then its ok! Good work as always
  14. @madmole with the new character models, will we still be able to make our characters bright purple or any other unnatural color? I really enjoy having my character look as bizarre as possible so I hope this will still be a thing. Ark does an excellent job at letting you make a truly abominable characters, though I understand if body shapes like that aren’t possible for the sake of making armor not clip.
  15. Okay... too many ENTtittys, what about the just titty limit? Have they reached the limit there?? @Roland can you make the dev diary discussion always be at the top of the general forum page? Cause it gets buried way below a bunch of other topics and there's hardly anyone talking on it as it is. Just a request and thank you for all you do around here to keep things from falling into chaos
  16. Well when they add Ents into the game in alpha 21 i can see axes having a bonus damage against them, as well as molotovs and other fire sources.
  17. For highways maybe you could find a way to replace the 90 degree turns with curved pieces instead. I can take a look at your highways and see if I can help there. I really like the open sewers so far. I think adding overpasses and a sort of raised highway that intersects the island in two or more places with on and off ramps would add a lot to the appearance of it being a dense city. Perhaps the highway could split off with one section going diagonally and the other going straight. Add some depth and realism.
  18. I’ve noticed this when playing on servers, but on single player the combat is very fluid for me. Knowing your melee weapons range and using that knowledge to keep the maximum distance from a zombie while still being able to hit them is perhaps difficult at first for new players but you get used to it. How’s it feel in single player to you?
  19. No auto configuring please. Anytime in Minecraft when I want stairs to be a certain way they auto configure into the opposite way I want them. Just leave it up to the player with an additional shape in the shape menu
  20. Excuuuuuuuuse ME! they aren't called "northern beans" they are called GREAT NORTHERN BEANS!
  21. I didn’t realize this pole existed until now. I’m not a fan of the current system but I do agree with the overall plan of game staging the loot. I see now that this isn’t a final version or even particularly close to it so I’m happy to wait and see what the Fun Pimps do. Based on what Roland said above, about having different biomes as well as specific POI’s affecting game stage as well as having sealed shipping containers have better or worse loot depending on the POI they inhabit, I feel much better about the future of loot.
  22. Equipping any two clothes of the same set always gives the same bonus. So hat + boots provides the same bonus as chest + gloves. the first two clothes add say +20% chance to get extra harvest item. Wearing three clothes increases that to +30% extra harvest Wearing four pieces of the same set increases that to +35% and also removes seed encumbrance. you could wear 2 farmer clothes for the +20% and 2 lumberjack clothes for +20% lumber harvest. EDIT: Actually I was looking at the full set bonuses again and I see that they are pretty insignificant. Like +10 armor rating. So mixing and matching wouldn’t be too penalizing if they stick to this route.
  23. This is hard for me to convey but oh well What about making it so set bonuses increase with diminishing returns for piece of set equipped. So for example, If you have 2 pieces of a set (Nerd Outfit for example) you get +10% to something, with 3 pieces you get +14% set bonus, and with 4 pieces you get +16% set bonus. So you can get partial set bonuses or you can go all out and get the full set bonus which is stronger but not tremendously so. The reason i suggest this is because then mixing and matching other clothing pieces would be more interesting. You could do 2 pieces of Nerd gear and 2 pieces of Scavenger gear for 2 fairly strong set bonuses at once, but you wouldn't be maxed out in either one. The total stat benefits of wearing 2 set clothing each would be better than the total stat bonuses of wearing all the pieces of one clothing set. On the other hand if you wear all of one clothes set you get a higher ability at doing one particular thing. Example: 4 Nerd Gear Equipped: +16% loot quality 4 Scavenger Gear Equipped: +16% more from scrapping/salvaging OR 2 Nerd Gear and 2 Scavenger Gear Equipped: +10% loot quality and +10% more from scrapping/salvaging
  24. Thank you for the explanation. Although these kinds of immersive quests would be cool, I understand what you are saying. You guys are pushing for gold and have a vision, I believe in the Fun Pimps Plan!
  25. I agree. Do you mean like having an NPC spawn there and sort of inhabit the POI after you do the quest? I had the idea that there could be a high tier quest to repair and restore power to an oil rig. It would require lots of materials (like 500 steel ingots) and perhaps some new specific parts like drive shafts or something. Once repaired though it will provide a continuous but slow supply of oil shale. Also the trader won't give a oil rig quest for that specific oil rig again. As far as restoring power to buildings for lighting goes, I think all buildings should have their lights be off by default at the start of the game. I don't like the idea of going to a POI with its lights on, starting a quest which turns its lights off, just to have you turn them back on again. Maybe they could have a power station POI that is like tier 5 which can restore power to a city block.
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