Sunlight_Swift
New member
These ideas may be good or dumb and riddled with flaws but I have seen some things in the game and have wondered about different features that would be neat to have or could help. So I'll start listing them here:
- Hollow point bullets. I notice that when tested there are no situations much where hp are better than ap bullets because the piercing capability of ap just dominates. I also notice they do no damage to domolishers. Here's an idea to help with demolishers maybe. What if hp bullets do no damage to them AND can't activate the bomb? Then you could use them to kill the other mobs and leave them for easier target firing?
- Also what about making specific perks for each class to help with demolishers? Like say the pistol tree gets the ability for .44 hp bullets to actually deactivate the bomb on demolishers when shot when the tree is at level 10?(I could logic out how a less penetrative bullet could disarm a trigger device when expanding even if it seems a little far fetched) Maybe the science tree gains the ability to short circuit demolisher bombs with a emp grenade at level 10. Maybe the strength class gets the ability to one shot a demolisher with the hammer power attack to the head at level 10. Perhaps at 10 all enemies can have head smashed with hammer.
- Also with hollow point I do think a slight damage buff would help. They only do as much damage as reg bullet to armored and don't penetrate and even though they do more to non-armored, the penetration of ap through two non-armored targets still does more overall damage than hp so almost no situation is very useful for them over ap bullets.
- Another thing for demolishers would be maybe a blast resistant block that has the trade of low hit points. Maybe only like 300 hit points but explosions do almost no damage. So demolishers and other zombies wear it down at close range fast but explosions won't.
- With melee items I feel like late game their viability shrinks. Now I'm not really sure on this because I just go straight to guns but what if buffs and other perks could augment it? What if say while holding a knife at max points you can get a buff that increases attack speed and movement? What if with any melee you get an adrenaline effect when more zombies are close where you get a large damage reduction and higher damage output when there are three or more zombies close? What if with fists at max level you can always knock any zombie to the ground with a power hit? Melee buffs at high levels would seem fun to me. Also what if stun rod always disables any animal with paralysis with a hit? That would help with dogs and bears. Maybe a bat could numb zombies and stop their attacks for a few seconds at high level whenever you hit them and cancel oncoming attacks.
- Also maybe at the top of the strength tree you can just onlock another whole new row of inventory that is inaccessible entirely by any other means. Fortitude could give an extra 50 hp at the top or something.
- Traders. I think maybe between tiers of quests there could be a special mission that is challenging to unlock the next tier of quests. Also the items sold are gated behind these special quests. Say like a trader defense quest. Zombies come at the trader site and you defend it. If they do so much cumulative damage you fail and have to do a few more quests before you try again. Or any type of quest. I think gating sold items behind a challenge might help control a feeling of an overpowered advantage.
I don't expect any response and I expect that I am missing reasons a lot of these might be bad ideas too but I just think of different things while playing and figure I would share them.
- Hollow point bullets. I notice that when tested there are no situations much where hp are better than ap bullets because the piercing capability of ap just dominates. I also notice they do no damage to domolishers. Here's an idea to help with demolishers maybe. What if hp bullets do no damage to them AND can't activate the bomb? Then you could use them to kill the other mobs and leave them for easier target firing?
- Also what about making specific perks for each class to help with demolishers? Like say the pistol tree gets the ability for .44 hp bullets to actually deactivate the bomb on demolishers when shot when the tree is at level 10?(I could logic out how a less penetrative bullet could disarm a trigger device when expanding even if it seems a little far fetched) Maybe the science tree gains the ability to short circuit demolisher bombs with a emp grenade at level 10. Maybe the strength class gets the ability to one shot a demolisher with the hammer power attack to the head at level 10. Perhaps at 10 all enemies can have head smashed with hammer.
- Also with hollow point I do think a slight damage buff would help. They only do as much damage as reg bullet to armored and don't penetrate and even though they do more to non-armored, the penetration of ap through two non-armored targets still does more overall damage than hp so almost no situation is very useful for them over ap bullets.
- Another thing for demolishers would be maybe a blast resistant block that has the trade of low hit points. Maybe only like 300 hit points but explosions do almost no damage. So demolishers and other zombies wear it down at close range fast but explosions won't.
- With melee items I feel like late game their viability shrinks. Now I'm not really sure on this because I just go straight to guns but what if buffs and other perks could augment it? What if say while holding a knife at max points you can get a buff that increases attack speed and movement? What if with any melee you get an adrenaline effect when more zombies are close where you get a large damage reduction and higher damage output when there are three or more zombies close? What if with fists at max level you can always knock any zombie to the ground with a power hit? Melee buffs at high levels would seem fun to me. Also what if stun rod always disables any animal with paralysis with a hit? That would help with dogs and bears. Maybe a bat could numb zombies and stop their attacks for a few seconds at high level whenever you hit them and cancel oncoming attacks.
- Also maybe at the top of the strength tree you can just onlock another whole new row of inventory that is inaccessible entirely by any other means. Fortitude could give an extra 50 hp at the top or something.
- Traders. I think maybe between tiers of quests there could be a special mission that is challenging to unlock the next tier of quests. Also the items sold are gated behind these special quests. Say like a trader defense quest. Zombies come at the trader site and you defend it. If they do so much cumulative damage you fail and have to do a few more quests before you try again. Or any type of quest. I think gating sold items behind a challenge might help control a feeling of an overpowered advantage.
I don't expect any response and I expect that I am missing reasons a lot of these might be bad ideas too but I just think of different things while playing and figure I would share them.