Thoughts and Ideas

Mosquito

Refugee
Hi Team,

Firstly I am enjoying the game, so thanks. I applaud many, and understand most, of the creative decisions that make it a fun and accessible experience.

Lastly here are a few randomish thoughts that you might be able to implement to improve it further or print as toilet paper, your choice.... :cool:

  1. If you want to make stealth relevant/interesting give the higher levels heat vision, to see more of the Z's before they pounce. combined with armor piercing arrows or rounds that pass through a block and nighty night Z. (lore wise can be explained as virus ridden corpses give off more heat).
  2. Dogs lock on in real life, and don't let go. Imagine a DogZ or 5 locking onto a player, causing some harm but stopping them getting away from the other Z's who need a snack in a box/armor.
  3. Perhaps only skilled sneaky ■■■■s can sneak near DogZ to get a stealth kill? Everyone else they, smell... hear... see... and feel... 40m away and gather for a reception party. ROTFL Now a party needs one to scout the heat signatures and deal to the DogZ.
  4. Want the best loot for sneaking, spend skill points in stealth, then go get it in the stray dog sanctuary. :)
  5. Make the dogZ's faster (unless they have 3 legs) and with 0% chance to miss. Dogs don't miss and you wont outrun one for real.... LOL
  6. Maybe packs of DogZ's in chunks you pass through could follow your trail, catching up after some time. (Bit like roving Z groups already in) Run if you can, but they don't stop and each chunk adds more to the pack.... Spend too long anywhere and they will eventually follow you there. The catching mechanic could be something like distance traveled by them each day is (x) distance traveled by you (between chunks) is either greater or less.
  7. What about a coal or wood fired train, that can be repaired, that loops to different areas, that can have a base on the back? Now combine with tracker DogZ's, move stop once per day or get caught. Then blade trap carnage, cos they are stupid...
  8. Perhaps some Z's can still be a little smart, so don't fall into easy traps/spikes.
  9. Potato seed (actually root cutting) is... a potato cut in two (Two seeds, yay).
  10. Some plants continue to grow after you take the crop (blueberries) while others die (wheat). and have different growth cycle lengths. I understand the need for the food mechanic and it is well implemented but if you want advice you could change it up a bit to be less like a dice roll.
  11. Recipes could be expanded to give class buffs, get more strength from food made out of a particular ingredient.
  12. Perhaps the brawler types could incorporate a knife with knuckles for double fun?
  13. Flamethrower, M60 or MG42 would be fun to use.
  14. Fire should cause the Z's to flail randomly and walk in different directions, not because of pain but because they cant see the players heat signature through the flames. Some could be immune to that mechanic, such as the hazmat Z's or soldier Z's.
  15. Perhaps more specific loot tables for different businesses and homes would make people seek out certain locations out of need. I need a book on grenades, where is the nearest prepper/survivor shelter. Need oil, where is the mechanics? I know, its difficult, but so is life.
  16. Perhaps the jobs from traders have upfront rewards visible so players can prioritize or wait or go to a different trader.
  17. Why are there no Irish, Indian or Pakistani traders? Perhaps the same trader type (ie woodland etc) could have a number of faces and voice actors?
  18. It seems weird that a workbench is further down the crafting tree than a forge?
  19. Couldn't we have a chicken farm for eggs or a pork farm for meat?
  20. What if we had an army truck for a vehicle or a camper van with storage and crafting?
  21. The ability to hide crafting recipes of out dated material (i.e. stone) would be useful.
  22. A catwalk that you can shoot down through.
I have not posted to a game forum before, its been fun. I hope it helps those creative juices flow...
  1. Oh, JUICE... what about fruit trees for making juice, each region with a different fruit... COMBINED to make Super Juice. Making a return to old regions more relevant.
Anyway, hope a couple of those were of interest.

Regards,

Mosquito
 
The reason the forge is first is because of how the crafting progression is setup. You need to be able to make iron/steel so you can craft things on the workbench.

You actually can make places you can walk on and shoot through with wood/iron/steel bars.
 
  • Perhaps some Z's can still be a little smart, so don't fall into easy traps/spikes.​
  • According to some they are structural engineers and smart.
  • Potato seed (actually root cutting) is... a potato cut in two (Two seeds, yay).​
  • But seeds are everywhere.
  • Some plants continue to grow after you take the crop (blueberries) while others die (wheat). and have different growth cycle lengths. I understand the need for the food mechanic and it is well implemented but if you want advice you could change it up a bit to be less like a dice roll.​
  • In vanilla crops need to be replanted. There is a % chance to get the seed back when harvesting (modified by the Farmer Boots). All crops have the same grow time. There is no (wheat) in vanilla.
  • Recipes could be expanded to give class buffs, get more strength from food made out of a particular ingredient​
  • There are a couple that do have class buffs, more is feasible.
  • Perhaps the brawler types could incorporate a knife with knuckles for double fun?​
  • Brawler build is already OP
  • Flamethrower, M60 or MG42 would be fun to use.
  • M60 is already in the game. How much OP is too much OP.
  • Perhaps more specific loot tables for different businesses and homes would make people seek out certain locations out of need. I need a book on grenades, where is the nearest prepper/survivor shelter. Need oil, where is the mechanics? I know, its difficult, but so is life.
  • This is a very valid suggestion. Loot tables should be more tailored to the area and POI.
  • Perhaps the jobs from traders have upfront rewards visible so players can prioritize or wait or go to a different trader.
  • This is one way to slow down or alter the trader quest loop. More of a barter system.
  • It seems weird that a workbench is further down the crafting tree than a forge?
  • Couldn't we have a chicken farm for eggs or a pork farm for meat?
  • We could, but eggs and meat are plentiful. Mods can introduce this capability (including honey).
  • What if we had an army truck for a vehicle or a camper van with storage and crafting?
  • IDC's The Nomad - Crafting Capable Vehicle - Ultimate Mobile Base, mod provides that experience. (It was not quite as fun as expected)
  • The ability to hide crafting recipes of out dated material (i.e. stone) would be useful.
  • I have not noticed any outdated recipes. Consider using the "Favorite" feature to make oft crafted items easier to find.
  • A catwalk that you can shoot down through.
  • There are many blocks that can be shot through. A little creativity and a player can put a railing on it...
 
  • Perhaps some Z's can still be a little smart, so don't fall into easy traps/spikes.​
  • According to some they are structural engineers and smart.
  • Potato seed (actually root cutting) is... a potato cut in two (Two seeds, yay).​
  • But seeds are everywhere.
  • Some plants continue to grow after you take the crop (blueberries) while others die (wheat). and have different growth cycle lengths. I understand the need for the food mechanic and it is well implemented but if you want advice you could change it up a bit to be less like a dice roll.​
  • In vanilla crops need to be replanted. There is a % chance to get the seed back when harvesting (modified by the Farmer Boots). All crops have the same grow time. There is no (wheat) in vanilla.
  • Recipes could be expanded to give class buffs, get more strength from food made out of a particular ingredient​
  • There are a couple that do have class buffs, more is feasible.
  • Perhaps the brawler types could incorporate a knife with knuckles for double fun?​
  • Brawler build is already OP
  • Flamethrower, M60 or MG42 would be fun to use.
  • M60 is already in the game. How much OP is too much OP.
  • Perhaps more specific loot tables for different businesses and homes would make people seek out certain locations out of need. I need a book on grenades, where is the nearest prepper/survivor shelter. Need oil, where is the mechanics? I know, its difficult, but so is life.
  • This is a very valid suggestion. Loot tables should be more tailored to the area and POI.
  • Perhaps the jobs from traders have upfront rewards visible so players can prioritize or wait or go to a different trader.
  • This is one way to slow down or alter the trader quest loop. More of a barter system.
  • It seems weird that a workbench is further down the crafting tree than a forge?
  • Couldn't we have a chicken farm for eggs or a pork farm for meat?
  • We could, but eggs and meat are plentiful. Mods can introduce this capability (including honey).
  • What if we had an army truck for a vehicle or a camper van with storage and crafting?
  • IDC's The Nomad - Crafting Capable Vehicle - Ultimate Mobile Base, mod provides that experience. (It was not quite as fun as expected)
  • The ability to hide crafting recipes of out dated material (i.e. stone) would be useful.
  • I have not noticed any outdated recipes. Consider using the "Favorite" feature to make oft crafted items easier to find.
  • A catwalk that you can shoot down through.
  • There are many blocks that can be shot through. A little creativity and a player can put a railing on it...
Thanks for the comprehensive response, I have less than 200hr in the game so am still not familiar with everything and have avoided mods so far. I look forward to understanding more as I go.
 
bonjour, pouvez-vous rajouter des coyote dans le biome desert ou sur tout les biome ? des petits loups pour le biome normal peut etre, enfin ajouter quelque monstre sauvage au bestiaire en general
 
Hello, can you add coyotes to the desert biome or to all biomes? Small wolves for the normal biome maybe, finally add some wild monsters to the bestiary in general
Coyotes are already in the desert. They removed wives from the forest, so I don't they will put them back. Of course, you can use a mod to add them back if you are on PC. As far as other animals, I wouldn't mind now variety, but we don't need now meat. So I would be happy seeing small animals you can't kill... Birds, squirrels, etc.
 
Les coyotes sont déjà dans le désert. Ils ont retiré leurs femmes de la forêt, donc je ne pense pas qu'ils les réintroduiront. Bien sûr, vous pouvez utiliser un mod pour les réintroduire sur PC. Concernant les autres animaux, une plus grande variété ne me dérangerait pas, mais nous n'avons pas besoin de viande. Je serais donc ravi de voir des petits animaux indestructibles… Oiseaux, écureuils, etc.
je n'ai jamais vue dans le desert et il devrai ajouter des petit loup un peu specialisé pour tout les biomes...
 
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