The upcoming changes feel promising

I have to go find jars, then find water, fill the jars and I'd better do it before it gets dark early game because ferals spawn and it's dangerous, then boil it, etc. I usually hunt at night because that's when the deer spawn and with the smell system that has become a lot more dangerous, and danger or feeling scared in this game is an amazing thing.
As much as I whine in here about everything, gotta say, that sounds great!
 
You are correct that without a mind wipe, there is no way for any game to feel new again. That said, I think our new version of jars make the game feel more engaging. I have to go find jars, then find water, fill the jars and I'd better do it before it gets dark early game because ferals spawn and it's dangerous, then boil it, etc. I usually hunt at night because that's when the deer spawn and with the smell system that has become a lot more dangerous, and danger or feeling scared in this game is an amazing thing. I think people will like it, new and old. Both have been designed differently and we're still tuning it, but I think it makes the game feel a little more visceral.
I am always happy for any improvements to the game. I’ve been playing since A15 and just roll with the punches each update. If the team thinks these changes improve the feeling of the game, then there is a good chance I will agree when they release.

My hope is that the team is focused on looking forward rather than looking backward.
 
You are correct that without a mind wipe, there is no way for any game to feel new again. That said, I think our new version of jars make the game feel more engaging. I have to go find jars, then find water, fill the jars and I'd better do it before it gets dark early game because ferals spawn and it's dangerous, then boil it, etc. I usually hunt at night because that's when the deer spawn and with the smell system that has become a lot more dangerous, and danger or feeling scared in this game is an amazing thing. I think people will like it, new and old. Both have been designed differently and we're still tuning it, but I think it makes the game feel a little more visceral.
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I'd settle for them making sound when coming up behind you.
They do, the sounds i believe have been reworked, doggie paws animals colliding with grass, a few Z footstep types. Headphones.
I used Feral Sense once. It pretty much blew stealth away at the time. I wish it were more than just off/on. For instance, if we could change its range/strength, which zombies had it, and under what conditions, then I think it would be a much nicer feature.
I agree, it has potential, if combined with smell and sound. I have forgotten to turn it off when testing ideas, and got some WTF moments.
quests, a larger reliance on looting,
Has potential, if alternate types of quests are added later. I would like quests on posterboards around town, and upon completion go to nearest
trader for turn ins. Quest types: sweep an clear neighborhood, retrieve real goods for turn in, fortify buildings. Basically Negan quests.
The game was always envisioned as a zombie game inspired by Walking Dead, an open world survival/exploration/building/crafting game inspired by Minecraft, and an rpg inspired by Fallout.
Yep, I remember. The most difficult part is getting all the rules to mesh, looking for common denominator to make it a round robin play, seamlessly.
Smell adds chances to ■■■■ you up in certain situations.
My view is smell is interactive or rpg which I play mostly, feral is visceral in your face survival, I would love a blend of the two. Like if all zombies
had the screamer effect, but they called different levels of groups. If player is picked up, you would need to dispatch the zombies quickly, or
the feral meter begins to build. Once activated it would last for an uncomfortable while, and distance sense would degrade as they were dispatched.
I have a question, does the smell also get washed away by the rain, or is it only effective if you submerge yourself?
Faatal told me he wanted to keep it simple, so I don't think that is included yet. But it gives me some stinky ideas.
I’ve never cared to play with feral sense. It just seems like a switch to turn on for greater difficulty.
If it had a support structure of mechanics, a hierarchy. I will admit it is trip forgetting to turn it off on day one.
It WOULD be cool, but it would also be overkill for newbs and will have them rage-quit probably... :sneaky:
Are there any newb gens left? They got gen X, gen Y, gen Z. Whose left gen Aught, they are still being perculated in the oven.
 
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