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Great idea indeed!Repair would work like now grabbing mats from your belt. ONly upgrade uses the selected ammo. Best of both worlds.
Great idea indeed!Repair would work like now grabbing mats from your belt. ONly upgrade uses the selected ammo. Best of both worlds.
How about a Roland skin, zombie skin or at least one of those pictuer frames scattered throughout POIs? lolI pitched a Roland action figure to TFP when they were brainstorming merchandise ideas-- but they didn't agree with you. =P
Don't worry, you're always on my mind when I'm doing important things during the day. =)I pitched a Roland action figure to TFP when they were brainstorming merchandise ideas-- but they didn't agree with you. =P
I wonder if late game possibilities (with or without the blueprinting feature teased couple of years back) would allow for simpler restoration of bases. While one can claim repairing a base is part of game play, after a while it does get extremely tedious to walk all over and repair a bit here a bit there, more here, more there, and one could imagine a "companion npc" feature where one basically has a companion "repair" it, by simply providing the resources to it, and the npc repairs the whole base (or all blocks within LCB range, or whatever) over a certain period of time.Repair would work like now grabbing mats from your belt. ONly upgrade uses the selected ammo. Best of both worlds.
The only issue here is, imagine scenario where you have two slightly damaged steel blocks. One has 400 health missing, and the other only has two; both blocks will require 1 forged steel to repair. Obviously you probably wouldn't want yourself or a hypothetical NPC/other mechanic to repair the steel block that still has 6,999 health left and waste that steel.I wonder if late game possibilities (with or without the blueprinting feature teased couple of years back) would allow for simpler restoration of bases. While one can claim repairing a base is part of game play, after a while it does get extremely tedious to walk all over and repair a bit here a bit there, more here, more there, and one could imagine a "companion npc" feature where one basically has a companion "repair" it, by simply providing the resources to it, and the npc repairs the whole base (or all blocks within LCB range, or whatever) over a certain period of time.
Or simply a function of the LCB, have it calculate the total required resources to repair all blocks within the area and you pay it, and it'll repair it overnight or some such.
Like this abomination. This is top priority, needs to be fixed ASAP, it's driving me crazy walking past this every day.(we need better paint textures!)
So much bulls*it. Especially yet another weapon discussion. For the outcome of weapon focus, visit DayZ.I don't know why we are talking about the specifics of concrete. There are a lot cooler stuff we could be talking about.
Everybody suggest new ideas for weapons!
POI suggestions! (Malls)
Perk suggestions!
If a specific face of a shape is somehow "wrong", report it as a bug, not somewhere in the chatter...Like this abomination. This is top priority, needs to be fixed ASAP, it's driving me crazy walking past this every day.You know, one day this might cause me to lose focus during a horde night, and possibly die, which would be most tragic.
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Take for example dungeon POIS. You say they get boring and non-interesting after a few playthroughs because the player will learn where the false floor is, where the zombies will pop out of their hidden closet, rafter, or blind corner, etc. But what you fail to remember is that the POIS of yore had none of these features in the first place. They were so simplistic and basic that you could stand in a doorway and see and clear everything. In many cases all the zombies would exit the POI as you approached leaving a barren and derelict shell to loot without a single trap or worry for the player.
I think it's impossible to not appreciate the POI design, variety, attention to detail, traps and the like, compared to the simplistic generic POIs in the early versions of the game. It is a huge upgrade.But if you cant see playing a dungeon poi over and over and over again gets tedious amd well boring.
Yup. I'm always thinking of new players. I hear from them all the time. This game is HARD for most new players.Exactly. I don't think any changes are needed. This is another example where a mod would be better. You can't expect first timers to know stuff, so when a guy with 10k hours experience wants it harder for everyone you have to just roll your eyes. I do think making electricity required for the mixer and maybe scaling block damage with GS would be decent moves.
I dont know how you would do it. But I'd love a walking dead setting. Like 1 shot headshots, always running. No kills unless in the head. More zombies. Maybe tougher bandits, once they are in the game. Tougher bandits would simulate the walking dead idea that humans are the real danger.That would just be a damage scaling option. I still think tougher zeds would need multiple headshots.
exactly never said the dungeon pois werent well designed or creative etc. but after the first play thru or the 100th time coming across the same one **yawn**I think it's impossible to not appreciate the POI design, variety, attention to detail, traps and the like, compared to the simplistic generic POIs in the early versions of the game. It is a huge upgrade.
But the less generic something is, the more it sticks out like a sore thumb when you populate the world with multiple instances of it and the player sees it for the 2nd, 3rd etc time. It's like adding a texture with an identifiable pattern on a floor.
Like sleepers, it's important that loot container types, blocked paths and traps get a healthy amount of randomization. Say, fill a POI to the brim with traps and then disable a random number of them or however you want to go about it, no clue. And if people don't clearly notice that, then it's not random enough.
Yeh randomize the dungeon pois so may look the same on outside but each is different on the inside. And yes get rid of the oh the way is this way here it is you dont need to look or use your brain the game holds your hand and tells you where to fo....It would be great if the dungeon POI system were modular to reduce the samey feel every time. It would have to go hand-in-hand with removing the trail of light, but that's a sacrifice I'm willing to make.
That's really the only solution to, "Been there, done that."
Power gains also ramp up on several fronts. You don't just have 3 warm bodies. You can have 3 players specialising in completely different perks which then benefit the whole group.Did I forget to mention that the spawn difficulty setting also ramps with multiple players?It seems people are focusing on balance for single player survival forgetting about what happens in multiplayer.
Design problems are often greatly exaggerated when you bring multiple sources in to the situation.
They should create a word for this — maybe something like synergy.Power gains also ramp up on several fronts. You don't just have 3 warm bodies. You can have 3 players specialising in completely different perks which then benefit the whole group.