More player control

Whislter

New member
I should start by saying I have no idea how games are made, what is achieveable with this games mechanics or the time needed to implement a 'small change' or two. Having said that:

On the start up screens I'd like to see more controls such as:

Section 1) - Basic controls

I'll start with the most controversial - The play system and leveling.

It is not possible to have both learn by book and learn by doing and just allow the player to select at the beginning how they want to play? (Sort or a red or blue pill question)

Can we have some HUD's that we can cycle through, select the one we most like and go with that?

None, less, average, more, insane = Zombie count - My worlds are quite empty unless I go POI hunting.

None, less, average, more, insane = Animals count - I find the forest biome to contain the least amount of animals. My games are fine as I don't need them for food. But others are talking about never being able to find animals.

Could loot be seperated into catergories and we could lower or raise the 'found' amount?

Many like to challenge themselves and being able to dial up or down certain things can allow them easy access to that.

My personal plea would be for a wireless crafting system within a VERY short range, not for repair or building, but crafting only.

Item locks in vehicles

The ability to name our vehicles and drones

Section 2) - Food and water

Food and water is currently useless due to everyone's favourite little green pills. I've personally never had to make water stations or a cooking station. I collect old sham sammiches and drink from local water scources. The damage taken is more than acceptable and with a few choice perk points it lasts longer. There is no acceptable reward for me to use food other than pumpkin cheese cake, learning elixir, and awesome sauce.

Section 3) - Materials are relatively useless still

I personally find crafting to not need enough materials. I have 10,000's in cash pricing in materials because they aren't needed anywhere else. This could be fixed by upping and added more materials. While adding materials needed when using a repair kit. (This could be an optional thing per player)

Section 4) - Game difficulty

The game at the moment, experimental I know, feels broken in that it doesn't seem to matter where you put the difficulty that the game will either be hugely over what it should, or its empty. I'm finding Dire wolves on default settings from day 3, radiated wights by day 8 in tier 3 missions in forest, burning or desert biomes. I've gone through nearly 5 perma death games all not reaching day 10 because of dire wolves and rads showing up WAY too early, in my opinion.

Section 5) - Stealth

Stealth seems to be wasted with the current system where you are forced more into a hack and slash situation because you've triggered the block (Don't really understand the mechanics sorry to explain it better). In the field you can get away with it. But for my gameplays my worlds are... empty. Unless I go looking for them I can basically AFK for hours on the ground and not really away about anything. (Still requires babysistting its not a guarentee). I've always had to use mods to load more zombies in.

Section 6) - Rare items

I've seen plenty of talk regarding tier 6 this, steel that, auger this, crucible that. I bought a crucible on day 4 from Rekt. Salvage everything in sight, sell, and buy with change to spare. If you're wanting to lock certain items for later in the game, then why not lock them behind day limits? You must reach day 10 to acquire 'this', unless your perks or knowledge get high enough to over ride it.

Section 7) - Traders

I have a personal hatred for the dialouge and would love a volume control to simply turn them off. That aside:

Could we get special orders inplemented? You select your items and have to pay a HUGE amount or have to complete some insane mission or a number of them, or a trade for selective items on the next restock day. Could be anything from a simple cooking pot to a late game auger, could be offset by making tier 1 only. Obviously if you're wanting an Auger day 4 them maybe you're running Infested Djishon Tower twice at night as a turn the power on. Could even be an hours long mission.

Section 8 ) - New items

We need something to use .44 ammo in. Which brings me to two new turret options, .365 & .44. We have shotgun and smg, kind of odd we don't have the others. Terrifying to think of a rocket turret though...

I'd like to see 6 levels of each item with 6 tiers each. Grenage laucher, knuckles, sword (and maybe shield?).

A new vehicle or two. I've seen some good suggestions regarding a offroad motor bike. I think thats a great idea. Could be a zero storage rock hopper that would eat mountains quickly but your couldn't carry anything in it. Some kind of helicopter maybe so we didn't need runways.

Well that got out of hand quickly. As I said I don't know the mechanics of making a game. But those are my thoughts and suggestions. I'd like to see TFP put up some polls to see which direction the players would like to see certain things go. Could be as simple as load the game and you've been given the choice to vote.

Enjoy the game people. Peace out.

 
Extra I would add

Zombie spawn: increase zombie spawns by %. Lowest is 25% and the cap is 400%

Zombie spawn scailing: Increases Zombie spawns difficultly. So you can find solders, specials, ferals and radioactive just in the wild. 

Inflation: increase or lower prices of everything.  You could make that cooking pot ether 20 dukes or 2000!!! 

Animal spawns: based on % 

In terms of 44 ammo I think that few new weapons would be added would be nice hunting pistol that's a single shot and maybe a 44 SMG or even rifle like a Mare's Leg. Or even gun receiver mods 

scrap tier weapons adds an extra progression to your Game

right now I'm drawing up some weapons cuz I'm bored right now not at work

 
They plan to add more options as the do the UI updates, but most of those that you list are unlikely.  Just the first one would never happen because that isn't just a flip of a switch and requires a ton of work to make happen in a way that lets you swap back and forth.  Not to mention, they don't like LBD.

Just because you eat and drink that way doesn't make it the norm for everyone.  I never eat sham sandwiches or drink murky water and only use the green pills if I get the fatigue debuff.  And no one I've played the game with does either.  Of course, that doesn't mean people play the same why we do either.  But the point is that there are options and people do use the various options.

Even if you increase material costs, you will still have stacks.  Even if you craft everything instead of looting it, many bigger items are only created once (or once per person).  Smaller items shouldn't have exorbitant costs.  And you will keep finding more materials after you don't need them anymore. 

One of the biggest reasons difficulty is taking up more quickly in 1.0 is that you are getting a lot of early experience from challenges and that is increasing your game stage without giving you better gear or other items in the process being the few that give you ammo or more or whatever, and those are usually completed later.  That probably needs to be looked into. 

Not sure what you are saying with stealth.  You start out making it sound like you can't stealth because you keep getting attacked but then you say that you can AFK because there aren't zombies attacking you in stealth.  I mean, I know it is easier to stay stealthed outside, but these seem like opposite points.  I don't about stealth, so have no personal experience with it, but others have said they can stealth through the POI.  You just can't entirely avoid being detected.  You need to work with the mechanics and become undetected again.  But others can explain how all that works.  It seems to just be a matter of learning how to use the mechanics. 

You might spend the money on a crucible on day 4, but that means no money for something else.  There is nothing wrong with saving up for one expensive item early and not affording other things for a while because of it.  How quickly you progress and how challenging it is will always relate to how you play the game.  That said, I do think traders offer some items too early.  But that is just balancing, which they have been doing. 

Not sure I like the idea of picking specific items from a trader rather than it being random.  Random gives you more replayability than just doing and extra quests in order to always get X on day Y.

They have said they aren't going to add more weapons, tiers, or vehicles at least before gold.  The one exception would have been a raft, but that seems to have been shelved.  More tiers really aren't necessary anyhow.

All in all, much of this is stuff for mods rather than vanilla.  And many are already available in mods, though not all are updated for 1.0 yet.

 
Just because you eat and drink that way doesn't make it the norm for everyone.  I never eat sham sandwiches or drink murky water and only use the green pills if I get the fatigue debuff.  And no one I've played the game with does either.  Of course, that doesn't mean people play the same why we do either.  But the point is that there are options and people do use the various options.

One of the biggest reasons difficulty is taking up more quickly in 1.0 is that you are getting a lot of early experience from challenges and that is increasing your game stage without giving you better gear or other items in the process being the few that give you ammo or more or whatever, and those are usually completed later.  That probably needs to be looked into. 

Not sure what you are saying with stealth.  You start out making it sound like you can't stealth because you keep getting attacked but then you say that you can AFK because there aren't zombies attacking you in stealth.  I mean, I know it is easier to stay stealthed outside, but these seem like opposite points.  I don't about stealth, so have no personal experience with it, but others have said they can stealth through the POI.  You just can't entirely avoid being detected.  You need to work with the mechanics and become undetected again.  But others can explain how all that works.  It seems to just be a matter of learning how to use the mechanics. 

You might spend the money on a crucible on day 4, but that means no money for something else.  There is nothing wrong with saving up for one expensive item early and not affording other things for a while because of it.  How quickly you progress and how challenging it is will always relate to how you play the game.  That said, I do think traders offer some items too early.  But that is just balancing, which they have been doing.
I just think food and water is too lax and isn't as dire for an apocolpyse as it possibly should be. And for sure. Everyone would play different and there is nothing wrong with that. Variety is the spice of life.

I don't accept the challenges early on, I save up until I have a full kit of Nerd gear and a learning elixer, so I would say no to the difficutly.

In the field stealth is viable, in POI's though there aren't many areas you can go full assassin in. If you know where they will spawn from or are in cavities, then there are times you can break your way in through a roof or wall and snipe then that way. Just feels, to me, that POI's are meant more as a shoot em up based part of the game.

 
Back
Top