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Hunger and Thirst when spawning.

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While I don't mind spawning moderately thirsty and soon also hungry, what I do mind is spawning moderately thirsty and soon also hungry when I can't loot for food and drink because zombies see and walk through walls. So a small suggestion, why don't you reduce the thirst and hunger when spawning so that player can actually find a place to loot without being chased by a zombies with superman like Xray vision and ignorance for the walls ? To make it even worse, it's very hard to down right impossible to kill zombies with anything less than an axe. Since one hit will make you bleed. Crowbar is the minimum you need to kill a zombie, anything below that is worthless. 

 

Before you all come down on me with wrath and smiting.  

This is proposed only because zombies are broken and are a real pain for new players, the fact that we lose our gear for no good reason is not helping either. 

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Sneak around to avoid zeds. Easy as that. If they spot you anyway, you can kill them with your fists without being hit.

Run in circles around them and beat them to shit. It will take quite a lot of hits before they go down, but they will go down eventually.

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How am I supposed to sneak when I'm inside of a room without windows with closed doors and zed is spotting me ? I can sneak around them when I see them and I'm outside so that I have a space to manoeuvre around them, which might be a bit tricky in a room 2x2 metre. Also hit detection for both zeds attack and melee weapons is rather poor so killing a zed without being hit is far more difficult that it should be. Also that's the whole point I don't have the time to run around all zeds in vicinity and slowly beat them to death. So giving us 5-10 minutes before we get thirsty would be reasonable considering currently broken zombies. Once they get fixed we can spawn thirsty like we do now. 

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welcome to alpha testing.  Ususally people get paid to Alpha test, but we got tricked into paying them. 

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welcome to alpha testing.  Ususally people get paid to Alpha test, but we got tricked into paying them. 

 

I'm sorry but when the steam description it's self and every in-game start has the following

 

WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING.

 

You have no excuse to say such rubbish :/ normally companies that can afford testers get them. Though that results in the community not being able to point things out to help shape the experience into something they wish that the devs can add on while still persuing their vision. Heck, massive community-based pressure can result in certain things being changed that would have flown over the devs/testers heads! 

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Don't get me wrong I knew full well what to expect, and I'm not angry or upset, in fact it's not bad for an alpha, I'm just proposing a temporary solution to a problem. It's not serious issue, but small adjustment would make it easier for newbies. 

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While I don't mind spawning moderately thirsty and soon also hungry, what I do mind is spawning moderately thirsty and soon also hungry when I can't loot for food and drink because zombies see and walk through walls. So a small suggestion, why don't you reduce the thirst and hunger when spawning so that player can actually find a place to loot without being chased by a zombies with superman like Xray vision and ignorance for the walls ? To make it even worse, it's very hard to down right impossible to kill zombies with anything less than an axe. Since one hit will make you bleed. Crowbar is the minimum you need to kill a zombie, anything below that is worthless. 

 

Before you all come down on me with wrath and smiting.  

This is proposed only because zombies are broken and are a real pain for new players, the fact that we lose our gear for no good reason is not helping either. 

ALPHA.

Also, No. Thirst and hunger are a part of the game, and you shouldn't be able to run all the way to NWAF without doing some survival first.

Stop running near zombies and they won't see you, find an axe, play the game.

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ALPHA.

Also, No. Thirst and hunger are a part of the game, and you shouldn't be able to run all the way to NWAF without doing some survival first.

Stop running near zombies and they won't see you, find an axe, play the game.

Missing my point are we ? I don't have a problem with zombies seeing me when I ran next to them, I have a problem with them seeing through walls so I can't loot for stuff that includes the axe. It's not like axes are very common. So finding it reasonably fast is a considerable luck. And I'm not asking to give us enough time to ran across the map. Just give me 5 minutes to find weapon before I'm very thirty. Because if you're lucky enough to spawn in a place that has been looted, which is most likely to happen there won't be an axe around or a pipe wrench or at very least a crowbar. Once they fix zeds so they can't see everything, they can restore current thirst level pronto. 

Like your signature says, Zombies, in fact, are just broken.

So I'm just proposing a small temporary tweak to reduce the impact of this problem on new players, because once you find a weapon the problem is gone. 

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Just for the record...zombies dont spot you in buildings. They hear your footsteps, which seem to be amplified inside buildings to infected ears, hence why they run from the opposite side of towns to get you.

This was the same when the mod first came out, its only a matter of time before its fixed. Walking through walls etc is another issue which should be fixed by now rather than introducing new content.

As I've said in other threads, they should fix the issues we have now instead of adding more.

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Just for the record...zombies dont spot you in buildings. They hear your footsteps, which seem to be amplified inside buildings to infected ears, hence why they run from the opposite side of towns to get you.

Now I hope it's a bug not a feature, because it makes no sense at all. 

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Survivors are probly some cast-aways because they spawn to coast.. and they are because that hungry and thirsty :D

 

OFF:

Aren't AI what zombies have now only placeholder or is it...
But many funtions are placeholders at alpha games..

Edited by ryuuou

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Head-Inland through forests. Drink a bit from streams. Loot dem northern villages. Prob solved

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Missing my point are we ? I don't have a problem with zombies seeing me when I ran next to them, I have a problem with them seeing through walls so I can't loot for stuff that includes the axe. It's not like axes are very common. So finding it reasonably fast is a considerable luck. And I'm not asking to give us enough time to ran across the map. Just give me 5 minutes to find weapon before I'm very thirty. Because if you're lucky enough to spawn in a place that has been looted, which is most likely to happen there won't be an axe around or a pipe wrench or at very least a crowbar. Once they fix zeds so they can't see everything, they can restore current thirst level pronto. 

Like your signature says, Zombies, in fact, are just broken.

So I'm just proposing a small temporary tweak to reduce the impact of this problem on new players, because once you find a weapon the problem is gone. 

Yes, because its an alpha.

Breaking a part of the game to fix something broken in the game is asinine. 

Be patient and let them fix it, or don't play the game until full release.

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Spawning hungry and thirsty needs to be fixed in some fashion because as it is, every place you spawn has been looted already. I have died numerous times simply because I spent 10 minutes in a town going from one empty house to another and then keeling over. (Or getting killed instantly from a spawn camper with an M4).

 

I'm sorry, but I'll be fine spawning hungry and thirsty when there is at least a good chance of not wasting 10 minutes trying to find a non-looted spot only to drop dead. They can easily place-holder fix this by not spawning you pre-dehydrated until they add in loot re-spawning or a greater variety of spawns points.

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I'm sorry but when the steam description it's self and every in-game start has the following

 

WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING.

 

You have no excuse to say such rubbish :/ normally companies that can afford testers get them. Though that results in the community not being able to point things out to help shape the experience into something they wish that the devs can add on while still persuing their vision. Heck, massive community-based pressure can result in certain things being changed that would have flown over the devs/testers heads! 

I'm pretty sure he was just doing a new variation on "It's alpha" along with a joke. But i have been wrong before.

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Yes, because its an alpha.

Breaking a part of the game to fix something broken in the game is asinine. 

Be patient and let them fix it, or don't play the game until full release.

Hardly breaking the game, also Demoth has a good point, loot only re-spawns when server restarts which is every 4 hours, which can make finding stuff before it's to late downright impossible. Simply the thirst and hunger are too harsh at the start and they progress too fast you go from moderately thirsty to dying of dehydration in 15 minutes.

Edited by chmielu1258

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Fill your stomach at the first water pump you come to and you should be able to loot 2 or 3 towns on your way inland before hunger becomes an issue. More than enough time to pick up a couple of cans of food and a screwdriver, knife or axe to open them...

 

If you're struggling to find supplies then you're spending too much time on the coast.

Edited by Mos1ey
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I actually like to start in dire need of everything. Makes it more easy to decide what to do.

 

IMO should actually be more harsh in the future ( hopefully it will ); meaning you can't just sprint aimlessly to go to whatever El Dorado of supplies. Zombies must more deadly even when they get their "awareness" fixed. As a plus they should have their own "collective mind" and they should smell blood from across town instead of hearing walking steps.

 

Have been learning a lot since the very first minute and I now decide many times not to risk it. Getting sick from infected wounds ( and unclean rags ) can kill you faster than you know, and this is only a small thing.

 

 

Again, the spawning in dire need of everything is a must.

Edited by Hethwill_Khan

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And what if nearby pumps have this ?

Day_Z_18_01_2014_20_31_02_697.jpg

This time I lucky because it was the only one zombie there and facing away, but in most cases there are two and facing the pump. 

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Had that situation in a smallville with the pump in the main square ( facing church and fountain ) and had 2 close by, one in a cottage just staring at a orchard ( rarely looked to the sides ) some 30 meters away and another one down one of the main streets near a supermarket, maybe another 30 meters. That one had an angle if he looked properly over the shoulder.

 

Sneaked in, filled the two canteens I had and sneaked back to hence I came. Took a bit of time as the zombies carry their own agenda and sometimes look over the shoulder ( not all do this ).

 

Went back safe to the country road.

 

Was very risky but really needed to take it to get the water.

 

No sound i made triggered them.

Edited by Hethwill_Khan

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Had that situation in a smallville with the pump in the main square ( facing church and fountain ) and had 2 close by, one in a cottage just staring at a orchard ( rarely looked to the sides ) some 30 meters away and another one down one of the main streets near a supermarket, maybe another 30 meters. That one had an angle if he looked properly over the shoulder.

 

Sneaked in, filled the two canteens I had and sneaked back to hence I came. Took a bit of time as the zombies carry their own agenda and sometimes look over the shoulder ( not all do this ).

 

Went back safe to the country road.

 

Was very risky but really needed to take it to get the water.

 

No sound i made triggered them.

Lucky you having a canteen, but in my opinion drinking from a pond takes to long I mean it's around 40-50 clicks if you are moderately thirsty. It adds to a danger factor which me likey, but it's the clicking part that kills me a little every time I have to drink. 

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As i died of sickness before and I don't really know the cause - maybe water, maybe unclean rags, maybe something else... - I tend to learn a lot more each trip.

 

The canteens I found 1 at a hamlet near some minor railway station and the second on a abandoned building site.

Mind you, water from wells is polluted I think, even from the wells ( needs someone to confirm this for sure! ).

Best thing was - I learned that the green wood mansions with double front doors AND country green wood houses with porches are usually village doctors or something because they always have some sort of "medical" supplies - I found  purifying tablet for water in the next settlement.

 

Sorry for the thread hijack and back to the initial thoughts.

 

Game mechanics must be more harsh on the survival elements, meaning time keeping your avatar healthy. This also ensures more grouping, and with some groups having dedicated medics this would become even more vital given the scarce medical supplies especially on the countryside. Plus right on spawn, as everyone would be intent on reaching water and food, attention would "maybe" be diverted from trolling the new spawns to go together to water sources.

 

Actually I believe a water source to be an excellent spot to meet other survivors and begin a group.

Edited by Hethwill_Khan

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As i died of sickness before and I don't really know the cause - maybe water, maybe unclean rags, maybe something else... - I tend to learn a lot more each trip.

 

The canteens I found 1 at a hamlet near some minor railway station and the second on a abandoned building site.

Mind you, water from wells is polluted I think, even from the wells ( needs someone to confirm this for sure! ).

Best thing was - I learned that the green wood mansions with double front doors AND country green wood houses with porches are usually village doctors or something because they always have some sort of "medical" supplies - I found  purifying tablet for water in the next settlement.

 

Sorry for the thread hijack and back to the initial thoughts.

 

Game mechanics must be more harsh on the survival elements, meaning time keeping your avatar healthy. This also ensures more grouping, and with some groups having dedicated medics this would become even more vital given the scarce medical supplies especially on the countryside. Plus right on spawn, as everyone would be intent on reaching water and food, attention would "maybe" be diverted from trolling the new spawns to go together to water sources.

 

Actually I believe a water source to be an excellent spot to meet other survivors and begin a group.

Or wait there armed and just either kill them or just deny access to water. Also if there will be high chance of getting sick from water without said tablets, surviving as new player will go from relatively difficult to rage festival. They can't make it to harsh on fresh players because a lot of players will just give up on the game if it will take several attempts not to die within 15 minutes of spawn every time you start fresh. I think giving new players a small bottle of water and one can of food wouldn't be that bad. It won't last long but it will prevent people from giving up on the game. 

Because once they add lots of zombies, 100 people servers and all the diseases and injuries new players will be dropping like flies. 

We need to find balance between harsh environment and fight for survival and making freshers miserable. 

Edited by chmielu1258

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