Suggestions - bugs - reviews - email me if I’m writing the wrong suggestions
!!! I am writing via Google translator, so keep in mind that the essence is reflected here
Messages will be written by importance, top to bottom
Did you wipe old saves? (/ No)
Did you start a new game? (Yes /)
Did you validate your files? (Yes /)
Are you using any mods? (yes - Russifier)
Eac off?
1. It is important - when killing a zombie with a rocket launcher, dynamite, bombs and a fiery cocktail, experience does not count. I think this is not a bug, but a game mechanic. But it is very disappointing that you are spending expensive ammunition, and do not get experience. What makes the game use other weapons that will give experience.
1.1. The same situation with traps. Traps do not give experience for killing zombies, although you also spend a huge amount of resources on traps. The game again makes sometimes abandon traps on a bloody night, and kill them by hand, from ak 47, or by other means. To gain experience
1.2. You can give for traps such as giving half the experience of a zombie. I think it would be fair. You didn’t seem to do anything to kill them, but didn’t do it. Make the collection of experience the same radius as the collection of group experience. There will be a balance
2. Cup icon (statistics, window 3) - it shows the damage of the weapon, or the tool that you hold in your hand. The same level of protection of the character.
Unfortunately the damage is written without mods. That is, the installed modes are not counted by the system in the display window. Example: pickax damage 50. Strength gives 10%. Miner skill gives 20%. And the staining mode gives 10%. It should be 70 (50 + 5 (10% from 50) + 10 (20% from 50) + 5 (10% from 50)), but only 65 displays. Not comfortable.
Protection is another problem. When skill leveling up is heavy or light armor, 10, 20 and so on are given% to the armor value. But it also does not appear in the statistics window. I propose either to add or to make a separate callout where this will be a buff
3. I noticed that in the cooperative mode, at least the torch deals damage to the allies
3.1. The problem with the sound of a magnum is for some reason the sound is very deaf, as if from a barrel, or a silencer is installed on it.
3.2. The problem with the animation of the crossbow. Visually, I can’t show it yet, but if I’m very interested, I’ll make a video. - The crossbow in the mode of aiming will independently reload, without the participation of hands. And it also shoots, without displaying a projectile.
3.3. I also think that the crossbow model with a sight is not a good one - when you install the mod of the sight, in the mode from the hip, the sight is not visible, for it is very far away. But I want to see the sight on the crossbow, when you hold it in your hands
4. The game was going to go into realism, but it turned out that because of many decisions, 16 alpha was more realistic than 17, at least in the system of perks (skills).
Attention I want to gather around physical skills first. Previously, for what you run, athletics pumped. For what you dig, mining skills. You shoot with a bow - please. With a pistol, there you are.
Now it turned into solid numbers.
You want to shoot better with a bow - kill zombies, dig a mine.
You want to run better - kill the zombies, dig the mine.
You want to increase your health - kill zombies, dig a mine. Get experience, rummage in this table to increase it all.
That is, pumping has become somehow static. Tabular.
It was possible to leave such skills that were pumped from 0 to 100, just to remove the ability to manually swing them, for points.
It is the same with health and stamina. I want some kind of live pumping of these two parameters. And not tsifernuyu. And make perks more unique.
Because to take skill with swimming? Who will take it, unless in the water endless deposits of safes, or ores? It will be pumped at the 300 level, when there is nothing left to pump.
I am 8 years old amateurishly, sometimes, but again 8 years old, sometimes a mechanic is involved in scripts, and so on. So you can write to me, I may even advise something specifically here.
5. Visualization of clothes. - Sometimes, I crafted steel steel armor, but because of bad weather, I have to wear a warm hooded sweater under it. But for some reason, the sweater is stretched over a steel plate, which is 4 times larger than it. So much so that the board is simply pulled down to the size of the suite. And the hood tightens the speznats' iron helmet, then the size of the skull.
This is to the fact that it is very strange. I want to really see under the coat, bib, and not a sweater. When you wear a bib. And why can't a helmet be displayed on top of a rag hood?
6. Unfortunately, I do not remember yet what I wanted to say. But here's something else:
Appeared in 16 alpha, and strongly embarrassed. Tsifernoe limit level, character.
I understand that when creating an interesting detail, the character does not have enough brains. And you have to pump the intellect. But to limit it to the level, because you are not worthy of it, because you have not lived enough days, it is strange. This is not an MMORPG game.
Just by getting the same bike, and then a moped, the game turns into a zombie farm, for the sake of a level that, in turn, for a skill that cannot be taken. Not a survival game.
I understand that when in version 15, in order to get some kind of cool skill on a miner, I had to dig more to get the pickaxe to level 30, or 40, and then I could get perks. But now it again became numbers. I now just endlessly need to dig stones, and go on quests. To get such a drill, to quickly dig the same stones.
As a crookedly re-aligned game priorities in the end.
7. Very annoying is the fact that I am a smith of near maximum level. Studied engineering, mechanics, etc. TD. I can not make the engine, but at the same time I can solder the chips, and the same generator.
Very strange. The same problem with batteries. AND!!! with a beaker (measuring cup) I found in the beginning of the game 1 beaker. And that's all. And it took a terrible amount of time that I had the second in the quest yesterday. And I can finally do the laboratory, and adequately prepare the warheads. It is very strange . Added a million skills and limitations. But such simple things, the character, being pumped, can not do himself.
8. They promised a good system of punishment for death. Injuries and diseases. As a result, for the game, I generally, apart from infection, and illness, did not see a single disease. Well, the maximum dislocation of the legs, but it's an injury.
The death buff is very weak, it is undesirable only if you are going to craft something. And so the motivation to survive is very small. Sometimes from death, on the contrary, hunger and thirst are restored.
The ideal solution would be to impose a variety of fractures and injuries. The same mild blindness, as with the obvodom from drugs. It would be less desire to die!
End. In conclusion, I want to say thank you for your attention. First of all, I would like the developers to pay attention to this, because the first point seems to me very important. Throwing away the experience is not very pleasant. Well, everything else
P.S.
I don’t know if it’s so conceived or not, but after a strong blow, the restoration of endurance is turned off. And sometimes it happens with weak blows.
P.SS
I have already managed today to develop part of the script, to change the balance of perks, as well as ready some realistic, and more relevant perks