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11tw

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Everything posted by 11tw

  1. 11tw

    'stalker' zeds

    I think it would be great if a very small proportion of zeds (ideally under 5%) were different from the others. These zeds are exactly the same, except they are far more aggresive. For example, in the finished game most zeds should give up looking for survivors if they lose line of sight for more than a minute. On the other hand these 'stalker' zeds would keep searching the surrouding area until they found you. They could home in on you using scent, or by following blood droplets if you are bleeding. When/If hiding is introduced they will sometimes search obvious hiding places (under beds, in bushes). Ideally they would be programmed so that their pathfinding is good enough to achieve all of this. I think this would be good because it would make zeds unpredictable. Survivors wouldn't ever be sure if hiding/running away would be good enough to escape. It would also make zeds more threatening, because right now they are sometimes quite tame. Any feedback is good feedback, just make sure to give a reason.
  2. 11tw

    Saving animals using medic supplies?

    cute idea... I can't imagine ever using it, but maybe some time in the future this could be cool.
  3. 11tw

    'stalker' zeds

    Brilliant! So you have to try and log out in a place you know is safe. If this were implemented along with hiding/barricading then it would be great. Imagine you are walking through a wood and you are about to log out. Then you remember that a zed chased you earlier, and might have followed you. So you keep going until you find somewhere safe. This sounds good to me because it makes you feel more vulnerable, which is kind of the point.
  4. 11tw

    'stalker' zeds

    they do have echolocation yes, but I didn't suggest anywhere in the thread that zeds should do too (The clickers in Last of Us do though, and they are quite cool). All I suggested was that they would perseveer more when you run away and follow any blood trails. No mention of sonar.
  5. 11tw

    Blocked Off Rooms - Breaking in Rare Rooms

    we should be able to kick down doors depending on how well fortified it is. So just a locked wooden door should only need a few kicks from a person with no broken limbs. Something a bit more sturdy needs and axe. More sturdy and you need bolt cutters etc. Also, just because reality is a bitch, some of the locked rooms should contain only rotten food. Or survivor corpses with very little loot.
  6. 11tw

    'stalker' zeds

    no, all I said was they would search much harder for you when they lost you. And following blood splatter isn't that advanced. Basically I am thinking they suffer from a different strain which lets them keep more of their problem solving abilities. I am not suggesting anything that extraordinary.
  7. 11tw

    Civilian mags in civilian places...

    +1 to that
  8. 11tw

    Civilian mags in civilian places...

    I used the word sneer because that is a word for scare quotes. Some people call them sneer quotations or sneer marks, because they are often used for sarcasm.
  9. 11tw

    Civilian mags in civilian places...

    Ah, thank you for clarifying. I thought you were arguing that my suggestion wasn't realistic because of your use of sneer quotations. Tbh your use of scare marks has made it more difficult to tell what you meant. If you had just said: 'realism be damned' I would have been more sure what you meant. And secondly, realism is very important in a survival game. It is about simulating an actual survival situation. So the more realistic the game is, the better it will get.
  10. 11tw

    Civilian mags in civilian places...

    Brilliant! As I said in my last post (but you for some reason ignored): in your own time.
  11. 11tw

    Civilian mags in civilian places...

    I am saying that putting 'so-called' in front of realism would be just as bad. You have to explain what's wrong with someone else's argument. Instead of focusing on my actual argument, you are instead focusing on parts you can discredit (which is a kind of straw man argument). Why not instead adress my actual argument? Can you tell me why someone who owns a Mosin wouldn't be more likely (but not certain) to own Mosin rounds? If you aren't going to actually adress this then don't bother replying. p.s. I say what I mean. When I say realism, my meaning is that it follows with reality. So, it makes sense that ........ would happen because it seems more realistic. If I had some special meaning then I would explain it.
  12. 11tw

    Civilian mags in civilian places...

    I agree that gearing up should be a dedicated process. Therefore weapons should spawn very rarely, but when they do there should be some ammo with them. This makes it more balanced because people aren't screwed over by chance. And using "quotations" for words isn't really a fair way of arguing. Look! I can do it: I don't really care about "a more balanced gearing process". All you are doing is suggesting there is something wrong without explaining what. So, in response, please explain why someone who owns a Mosin having Mosin ammo in his/her drawer upstairs is an example of "realism" rather than realism. Just for the sake of clarification.
  13. 11tw

    Civilian mags in civilian places...

    why? If I owned a shotgun (I don't) then oddly enough I would probably own shells for that shotgun. And if I owned a rifle I would probably own rounds of that rifle's caliber. Now this doesn't mean that the rounds should spawn right next to the gun. Ideally they would spawn somewhere else in the house. Also, there shouldn't always be lots of ammo, or always any at all. But the odds should be boosted by quite a lot.
  14. 11tw

    Perks/skills/professions/stats

    the idea of bandits and heroes getting different perks makes no sense. Why would being nice to people make you bleed out slower? This game is about realism first and foremost. however I would also argue that skills are realistic. I for one would take a long time to load a rifle, but someone who has done it a hundred times would do it in 5 seconds. People say that players would just grind to max out the skill... but that is called practise in real life. For example, you could sit down and practise emptying and loading your gun. That is realistic. Similar story with sewing, repairing, chopping wood gathering berries etc. p.s. I am against any kind of way of identifying bandits. IRL you see someone on the road and have no idea whether you can trust them or not... there is nothing wrong with this. So you are cautious and call out before exposing yourself. I don't want this to turn into a black and white, good and evil sort of thing...
  15. 11tw

    Dig up worms with your hands

    it would make more sense if it took several tries in dry weather, but only one try in rainy weather.
  16. 11tw

    Being able to tuck pistols in pants?

    this would depend on your jeans/trousers... in real life running with a pistol stuffed down the back of your pants is very uncomfortable (obviously). However since it is something you can do in real life I +1 this, but only if it affects movement speed.
  17. 11tw

    Sprinting cool down

    +1 obviously. It makes no sense to wait for vehicles to be added. I probably won't want to use a vehicle in the end, so it makes sense for the devs to implement what they can as quickly as possible. Also, people are complaining about zeds being to easy to beat, and the game being too easy in general... if we got tired from running and fighting and got weaker and more fatigued then those comments would disappear pretty sharpish!
  18. 11tw

    Different maps?

    could we please, at some point in development, get some more maps. I understand that this would be a huge undertaking, but hear me out. If there were servers which had different kinds of environments then that would make for different kinds of challanges, and make the game more interesting. Ideally, the top 3 maps would be (just some ideas, don't worry if you don't like them): - Eastern Europe (what we have. Lots of villages and towns, plenty of water and food, but very cold) - Savannah (semi-desertified plains with occasional villages and towns. Water is scarce, however the climate is very warm) - Jungle (not much civilization. Lots of water, however disease and dangerous animals are quite common) This would most likely mean A LOT of work for the devs, however when the 'foundation' of the game is finished it would be great to see major changes like this. Also, I think this would lead to a boost in sales of the game (which in turn would speed up development). Imagine a trailer with images of players running from zeds in a snowy town, a barren plain and a jungle. It would look much more exciting, and probably be awesome. Any ideas on maps you would like?
  19. 11tw

    Different maps?

    yes, but it would be good if the devs made some to give us material to work with. Right now I doubt there are any brown grass or palm tree textures/models in the game, so modders would have to make them themselves. This way the modding community gets as much source material as possible.
  20. 11tw

    Vehicle suggestion - Vehicle Ferry

    This seems really cool! Don't worry about your english, it's much better than any of my foreign languages.
  21. 11tw

    Zombie's speed

    The idea of lots of weak zombies is popular, but there are technical difficulties. It would be much easier to just make zeds a bit faster. I think that ideally zombies should be fractionally faster than humans. This would make escaping harder, and encourage players to come up with more complex escape plans such as baricading (later in development) or climbing up ladders etc. As for damage resistance... seeing as they are basically humans they should go down after the same number of hits. Now how quickly they get back up after being knocked down is different, seeing as they are 'rabid'. So ideally they should have the edge statistically, but fail in intellect (making zombies easy to outsmart can't be too big a challange)
  22. 11tw

    Ideas concerning tents

    Okay, if we don't get snow (but ideally we should) then we should have varying degrees of rainfall, and varying temperatures (maybe ranging from somewhere around +15 degrees to -5 degrees depending on time of day and a random number generator). Quite often in cases of extreme survival people die from little things like not wearing warm enough clothes, or not cleaning their wounds. Most do not die from violence (Obviously the presence of zombies means that violence should comprise a good portion of deaths). So if more ways to die were added then that would be great. Here's a list of things off the top of my head: Hypothermia Hyperthemia (most likely not an issue, but maybe if we got a warmer map for different servers?) Frostbite Infection Cold/Flu Chest infection (spending too much time in damp places) Exhaustion (humans can't technically die of exhaustion, however it can be an important contributing factor in death) Most importantly every 'meter' should tie in together. For example, if you are bleeding then you might survive long enough to run away and bandage yourself. But if you are also suffering from hypothermia then you will most likely fall unconscious before you can escape.
  23. 11tw

    More ways to escape

    Can we have more ways of escaping bandits and zeds please? For example, right now there is no way to climb out of windows. That would be good, but also things like hiding, climbing etc. would make a non-violent approach more doable. Any ideas?
  24. 11tw

    Tree climbing

    Can we climb up trees please? It would be cool to be able to climb up certain large trees in forests to escape zeds and other players. Obviously only ones with branches low to the ground, and the animation would have to take some time to prevent it from being too easy. Just love the idea of a survivor running through the forest, desperately trying to escape, and frantically scrambling up on to a low branch to reach a higher level. Sort of hunger games style (p.s. when the modding starts could someone make a hunger games server?). Think it would add more depth to the game. Any thoughts?
  25. 11tw

    Ideas concerning tents

    hadn't really thought about sleeping, however if later in development there were snowstorms, then seeking shelter in a tent might be necessary. Each piece of clothing could have a warmth rating, which affected your chances of survival.
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