Hazard gear should decay and have quality. Plus more

Gear

  • Too make it not nearly as strong and give a reason to use smoothies and use the extra 3 minutes for the biomes. Hazard gear should decay and break down. Because once you get it that's it. And if you die.. you can respawn next too your body and just suffer for like what... 6 seconds at most.
  • Hazard gear has quality and it just increases durability and minor storm protection depending on its level and for the biome.

Weather effects act different when your out
  • Smoke effects you both in doors and out. But its lessen when outdoors due to more air. Gets eliminated once your in "deep shelter" aka like underground

  • Desert effects you much more depending on the time of day, but gets eliminated when in shelter, water or drink a smoothie like a yuca smoothie However at night it gets cold and you need warm like fire, torches, etc

  • Winter: all cold, out in the open the cold can take you very fast but indoors its lessen. Heat, torches, padding and more can protect you. Night/snow it gets stupid cold. Like -10 plus wind. So its best to be indoors

  • Radation effects you everywhere, 5x more in water/rain slightly less when indoors but still there unless you are in deep shelter like underground. Radatioactive mushrooms and fallout flush (that can find now) can lower or in the case of fallout flush, remove Radation
Craftables
  • Black lung serum is more costly being 10 coal, 5 mushrooms, 1 oil, 1 water and 50 nitrate
  • All can be found in medical box's like serums and food base ones can be found in shamway box's

  • Smoothies are back but are called Tonics, they are cheaper version of some of the sirums and stews and tonics but provide other effects for other weather, like Dust storms, toxic rain, etc
Temperature (i know its coming but I wanna add on) effects all biomes..
  • Pine forest its warm mid day and chilly at night
  • Burnt forest its hot in the day and mid at night
  • Desert is hot in the day, stupid hot in the afternoon, cold at night
  • Winter is very cold during the day, stupid cold at night
  • Wasteland is super hot during the day, chilly/cold at night. Unless there is a ash storm then it gets stupid cold
Weather for biomes

Pine forest:
  • rain/thunder
  • Snow (rare)
  • Heat waves
  • Cold fronts
  • Dust storm (rare)
  • Major storm (Increase zombie spawns and slows you and vehicles down Unless you have mods/perks)
  • Fog
Burnt forest
  • Rain/thunder
  • Dust storm
  • Major storm
  • Heat waves
  • Cold fronts
  • Ash storm (makes things colder and foggy
  • Ember storm (can set you on fire if out and damage you)
Desert:
  • Dust storms
  • Lighting storm (cosmetic)
  • Sand storms (slow you down)
  • Rain/thunder
  • Major storms
  • Super heatwaves
Winter
  • Hail (damages your vehicle till 1% hp and your armor)
  • Sleek (makes tires harder to steer)
  • Snow
  • Snow storm (slows you down)
  • Blizzard (damages you and slows you down)
  • Fog
  • Super cold fronts
  • Rain/thunder
Wasteland
  • Ash storms
  • Toxic Rain/thunder (makes you have less damage resistance)
  • Ember storms
  • Radation storms (blinds you, irradiated you, slow you down and damages you)
  • Sand storms
  • Cold fronts
  • Heat waves
  • Super cold fronts
  • Super heatwaves
Perks
  • Weather perks have been added to general and it will add protection from damaging storms and temperature.
 
Also storm damage shouldn't be healable when your in the middle of the storm. Instead of the Grey it would be orange with lighting and it will simply not allow you to heal yourself until you take shelter.. but biome foods/sirums will cure it in the middle of the storm

Radation damage from water or the wasteland is green and it will go away once you have fallout flush
 
The main issue currently facing the game is the imbalance between gains and costs. Overpowered skills render many items useless in the late game, which diminishes players' motivation to pursue objectives and reduces the overall enjoyment of the game. The game should focus more on the actual utility and balance of each item. For instance, healing items become nearly ineffective in the mid-game because skills can negate their effects. I suspect that the people who designed these skills haven't truly experienced the game!

Additionally, interaction design is another area that needs improvement. Currently, many items lack interactive functions and exist merely as decorations. Adding interactive features to these items would greatly enhance the gameplay experience. For example, the coffee machine could brew coffee, the safe could provide visual confirmation when opened, and the radio could have more content added.

Lastly, I find the content after A16 to be of very low quality. When I offer suggestions, many people do not engage with my ideas; instead, they attack me, making it feel like they are trying to teach me how to play the game. I prefer not to say too much, as I worry about becoming a target for criticism again.
 
The main issue currently facing the game is the imbalance between gains and costs. Overpowered skills render many items useless in the late game, which diminishes players' motivation to pursue objectives and reduces the overall enjoyment of the game. The game should focus more on the actual utility and balance of each item. For instance, healing items become nearly ineffective in the mid-game because skills can negate their effects. I suspect that the people who designed these skills haven't truly experienced the game!

Additionally, interaction design is another area that needs improvement. Currently, many items lack interactive functions and exist merely as decorations. Adding interactive features to these items would greatly enhance the gameplay experience. For example, the coffee machine could brew coffee, the safe could provide visual confirmation when opened, and the radio could have more content added.

Lastly, I find the content after A16 to be of very low quality. When I offer suggestions, many people do not engage with my ideas; instead, they attack me, making it feel like they are trying to teach me how to play the game. I prefer not to say too much, as I worry about becoming a target for criticism again.
I like some of those ideas, like for the coffee machine, could be crafted and hooked up to a generator, could use it for coffee and teas only, instead of using the campfire just for starters.
 
I like some of those ideas, like for the coffee machine, could be crafted and hooked up to a generator, could use it for coffee and teas only, instead of using the campfire just for starters.
Yes, many items lack interaction. If the interactive content for the models currently added were well-designed, the experience would be greatly improved. Moreover, the biomes they have created so far feel very generic. In my vision, each area should present a lethal threat rather than being easily solved by equipping a single item. The temperature system should be reintroduced, and basic gear should only serve as a prerequisite for entering an area. For example, in the second stage, the burning forest should require an oxygen supply device, which would need to be replenished once the oxygen runs out.

In the third and fourth stages, the desert and snowy mountains have extremely harsh temperatures. Equipment should only provide temporary protection and cannot offer complete safety, still resulting in negative effects. Currently, the designers have taken a one-size-fits-all approach for convenience. A single piece of equipment should not solve all problems, as this fails to reflect the unique gameplay of each area.

Having segmented areas is a good idea, but the gameplay needs to be explored in depth rather than being superficially enforced. For instance, the radiation in the ruins area should be corrosive. The protective suit should have durability and only serve as a basic requirement for entering the area. While the suit can prevent radiation exposure, it should still impose negative effects on the player, such as reduced defense and intermittent degradation of equipment durability. Each area should not provide absolute protection; even after equipping the basic area gear, other threats should still exist. There is still a need for in-depth research on this.
 
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