Deathlove 2286 Posted May 3, 2014 (edited) With hunting, tree chopping and what not popping up i feel that a few things need to stay on key with the games progress in the survival aspect. 1. Infected Need to stay a threat no matter what. I understand they are overhauling the Ai for them. But what i do not want to see is a certain type of safe haven where you go out into the wild and can literally go for days living off the land without seeing the threat of an infected. They need to be constant moving through woods and everything. NOT only a threat to players but to the very food supply that you are hunting to. I want to see infected running after wild animals and eating them as well. The risk of contamination from eating meat tainted by infected should be deadly if consumed and not properly checked upon before you cook the animal carcass and eat it. 2. Very rarely ever going to cities for supplies should never become a thing even when hunting is implemented. Now i know this would mean fooling around with allot of gear durability and what not but i feel there needs to be constant reasons to venture between the woods and back to the cities of Electro, etc just to get things you need. One should never ever become more static than the other and make the game dull. 3. Animal AI should be as real as you can get it. And part of this was mentioned in 1 but i feel that animals need to be aware of both player and zombies as a threat. To often in the mod i see the animals running through infested towns and fields and are not even afraid of them. These animals should be fearing for there lives in infected areas as the infected do not care if you are an animal or a human. Flesh is flesh to them as a food source. Animals should be a prime food source but there needs to be risk of virus if an infected gets ahold of it even in wooded areas though just not towns and cities. 4. Some kind of device needs to be made available to loot so we can test foods and raw meats for contamination of various things if thats even possible. Having a can of food dosn't mean it should be safe ether or that pristine tomato you find lying on a shelf. What do you guys think? Im sure this has been touched on before but i feel that animals cannot be static with Infected nor should infected be static with animals and only react to player movement. Edited May 3, 2014 by Deathlove 4 Share this post Link to post Share on other sites
n1kko 326 Posted May 3, 2014 I like these ideas, and there should also be hostile animals. bears, wolves and the like. And the device would have to be battery operated, and its accuracy in detecting tainted foods would get smaller with every status change the item has. Share this post Link to post Share on other sites
Deathlove 2286 Posted May 3, 2014 I like these ideas, and there should also be hostile animals. bears, wolves and the like. And the device would have to be battery operated, and its accuracy in detecting tainted foods would get smaller with every status change the item has.They already have that in the works i think. But what i don't want to see is Infected acting passive to animals that just walk by them ether. That would be extremely silly to have food running around you and not taking advantage of it. Share this post Link to post Share on other sites
Deathlove 2286 Posted May 3, 2014 (edited) Also we need a hatchet not just a 2 hander but a 1 handed axe as well. Edited May 3, 2014 by Deathlove Share this post Link to post Share on other sites
massacrorBKK 64 Posted May 3, 2014 Wood should be more dense and rough with more bushes, fallen trees, etc, everywhere. Some forests are like that already, others look like their still well cared... Well, I see nobody for care them so they should go back to wild... This would give more hide and seek possibilities especially for the hunting part. No difficult to shoot a deer from a far distance with a scope if there's nothing the deer can hide behind. About the infected, I was thinking about that. I'm thinking it's strange that infected go back in sleep mode a bit after they are chasing you. Let me explain. If you get chase by an infected and you choose to not remove it and run for try to lost it... then if you are successful, the zombie will stop where he is, looking for you and if he can't find you will go back to sleep. I think, in reality one or a group of infected chasing a survivor and losing him should be in a big rage and frustration, so they would continue to look for the survivor long after the survivor left. In terms of game, after the infected lost your trace, they should continue to run their berserk way in a direction and stop only after some time and go back to sleep mode. I think, it is a simple way (and code) that could give a big improvement in gameplay. For example : The zombies could find you again even after they actually lost you (if you cross its path again), they could find another player (imagine some zombie coming around running after you don't know what and then they have a look at you... now you are the running one... hehe), they could enter the forest randomly and go back to sleep there waiting in the bush for another survivor. 1 Share this post Link to post Share on other sites
Deathlove 2286 Posted May 3, 2014 Wood should be more dense and rough with more bushes, fallen trees, etc, everywhere. Some forests are like that already, others look like their still well cared... Well, I see nobody for care them so they should go back to wild... This would give more hide and seek possibilities especially for the hunting part. No difficult to shoot a deer from a far distance with a scope if there's nothing the deer can hide behind. About the infected, I was thinking about that. I'm thinking it's strange that infected go back in sleep mode a bit after they are chasing you. Let me explain. If you get chase by an infected and you choose to not remove it and run for try to lost it... then if you are successful, the zombie will stop where he is, looking for you and if he can't find you will go back to sleep. I think, in reality one or a group of infected chasing a survivor and losing him should be in a big rage and frustration, so they would continue to look for the survivor long after the survivor left. In terms of game, after the infected lost your trace, they should continue to run their berserk way in a direction and stop only after some time and go back to sleep mode. I think, it is a simple way (and code) that could give a big improvement in gameplay. For example : The zombies could find you again even after they actually lost you (if you cross its path again), they could find another player (imagine some zombie coming around running after you don't know what and then they have a look at you... now you are the running one... hehe), they could enter the forest randomly and go back to sleep there waiting in the bush for another survivor.Yeah zombies constantly hunting over large areas id love to see to even when you manage to loose them. Share this post Link to post Share on other sites
MetapoliC 263 Posted May 3, 2014 Ah yes there is so much what we need/want. What we are awaiting and will be waiting for forever. You need a hatchet? I need a double axe. You want a lighter? I need a gas canister. But whom do we all write this? Are you guys hoping that devs. will read this or what is the real purpose? I kinda think you all are in a hunt for beans and posts. I mean why bring this idea here if nobody from the dev. team will ever read it. They have a clear plan what to do and what not to do. The question is only how in the world does this core of the game supposed to support all these features, systems and so on... I think this game needs to be written again lol, fuck all the items, work on the core of the game! Share this post Link to post Share on other sites
Deathlove 2286 Posted May 3, 2014 (edited) Ah yes there is so much what we need/want. What we are awaiting and will be waiting for forever. You need a hatchet? I need a double axe. You want a lighter? I need a gas canister. But whom do we all write this? Are you guys hoping that devs. will read this or what is the real purpose? I kinda think you all are in a hunt for beans and posts. I mean why bring this idea here if nobody from the dev. team will ever read it. They have a clear plan what to do and what not to do. The question is only how in the world does this core of the game supposed to support all these features, systems and so on... I think this game needs to be written again lol, fuck all the items, work on the core of the game!Its called suggestions for a reason. If were not supposed to be doing that than i guess they should just close the Suggestions section down am i right? Well id also assume infected would have to eat something besides people when no humans are around. Edited May 3, 2014 by Deathlove Share this post Link to post Share on other sites
DNY 41 Posted May 3, 2014 Well id also assume infected would have to eat something besides people when no humans are around. Perhaps thats why i cant find food sometimes cause they stole all the beans :) Back to topic. I agree with most of your points i just dont see why they should force anyone to go into cities. While it seems boring to me to stay in the woods for 2 weeks other ppl may like it and you can get the basic supplies you need in small villages.So why take the risk and venture to elektro or cherno ? 1 Share this post Link to post Share on other sites
Deathlove 2286 Posted May 3, 2014 Perhaps thats why i cant find food sometimes cause they stole all the beans :) Back to topic. I agree with most of your points i just dont see why they should force anyone to go into cities. While it seems boring to me to stay in the woods for 2 weeks other ppl may like it and you can get the basic supplies you need in small villages.So why take the risk and venture to elektro or cherno ?True and i guess that what brings us back to the problem with once you get your kit set why would would you bother with such a place again? Its something they will have to solve on there own i guess because big cities should not be for pure pvp and thats all they are at the moment currently. Share this post Link to post Share on other sites
DNY 41 Posted May 3, 2014 True and i guess that what brings us back to the problem with once you get your kit set why would would you bother with such a place again? Its something they will have to solve on there own i guess because big cities should not be for pure pvp and thats all they are at the moment currently. I dont think the pvp part will change in the future. When vehicles are added and you need spare parts like tires and such it will only get worse. The basic problem about this are the Zeds if you think about it. You dont need to Team up to get in and out alive. But maybe this will change when BIS fixed this problem. Share this post Link to post Share on other sites
xalienax 621 Posted May 3, 2014 With hunting, tree chopping and what not popping up i feel that a few things need to stay on key with the games progress in the survival aspect. 1. Infected Need to stay a threat no matter what. I understand they are overhauling the Ai for them. But what i do not want to see is a certain type of safe haven where you go out into the wild and can literally go for days living off the land without seeing the threat of an infected. They need to be constant moving through woods and everything. NOT only a threat to players but to the very food supply that you are hunting to. I want to see infected running after wild animals and eating them as well. The risk of contamination from eating meat tainted by infected should be deadly if consumed and not properly checked upon before you cook the animal carcass and eat it. 2. Very rarely ever going to cities for supplies should never become a thing even when hunting is implemented. Now i know this would mean fooling around with allot of gear durability and what not but i feel there needs to be constant reasons to venture between the woods and back to the cities of Electro, etc just to get things you need. One should never ever become more static than the other and make the game dull. 3. Animal AI should be as real as you can get it. And part of this was mentioned in 1 but i feel that animals need to be aware of both player and zombies as a threat. To often in the mod i see the animals running through infested towns and fields and are not even afraid of them. These animals should be fearing for there lives in infected areas as the infected do not care if you are an animal or a human. Flesh is flesh to them as a food source. Animals should be a prime food source but there needs to be risk of virus if an infected gets ahold of it even in wooded areas though just not towns and cities. 4. Some kind of device needs to be made available to loot so we can test foods and raw meats for contamination of various things if thats even possible. Having a can of food dosn't mean it should be safe ether or that pristine tomato you find lying on a shelf. What do you guys think? Im sure this has been touched on before but i feel that animals cannot be static with Infected nor should infected be static with animals and only react to player movement.Like the idea in general, but a few things- on point #1,I want them to be a threat too- But right now they're just off and that must be fixed before they are made any stronger. Leap attacks must always work the same. hit detection must be consistent. No phantom hits when zombie is not in physical strike range! also i think you need to be able to loose them by killing them off or leaving. Right now the constant proximity respawn makes it game breaking! they should respawn around certain areas not the player- this results in immediate re aggro of the zombie you just killed. TL;DR make them hard but also make them "play by the rules" reliably and legitimate "outs" to survive aggro that can be used with some reliability. On point #2,Agree 100%. this helps all Play-styles and results in more emergent game play. One problem with the mod was the ability to gear up once and live for ever in the woods with no interaction or risk. Im all about thing that generate more interaction of all kinds and doesnt expressley penalize any one playstyle over another. On Point #3,Like it accept for the infection, Unless means of testing is common enough that it's not an absolute pain to exist for one more hour. One of the problems i had with infection mechanic in the vanilla mod was they never managed to keep a good balance of Risk of infection Vs. Availability of cure. I cant name the number of times you would get infected, then in the process of loot farming anti-bios get 3 firends infected. If its better of time-wise to just die then deal with infection thats what people will do. and on #4Like i said, nice idea as long as its readily avilable so that one can expect to get the pure "vitals" still within an hour or so at most. setting up everyone for a constant chan of failure as a result of necessities being rare as gold will only result in resentment. Share this post Link to post Share on other sites
Deathlove 2286 Posted May 4, 2014 Like the idea in general, but a few things- on point #1,I want them to be a threat too- But right now they're just off and that must be fixed before they are made any stronger. Leap attacks must always work the same. hit detection must be consistent. No phantom hits when zombie is not in physical strike range! also i think you need to be able to loose them by killing them off or leaving. Right now the constant proximity respawn makes it game breaking! they should respawn around certain areas not the player- this results in immediate re aggro of the zombie you just killed. TL;DR make them hard but also make them "play by the rules" reliably and legitimate "outs" to survive aggro that can be used with some reliability. On point #2,Agree 100%. this helps all Play-styles and results in more emergent game play. One problem with the mod was the ability to gear up once and live for ever in the woods with no interaction or risk. Im all about thing that generate more interaction of all kinds and doesnt expressley penalize any one playstyle over another. On Point #3,Like it accept for the infection, Unless means of testing is common enough that it's not an absolute pain to exist for one more hour. One of the problems i had with infection mechanic in the vanilla mod was they never managed to keep a good balance of Risk of infection Vs. Availability of cure. I cant name the number of times you would get infected, then in the process of loot farming anti-bios get 3 firends infected. If its better of time-wise to just die then deal with infection thats what people will do. and on #4Like i said, nice idea as long as its readily avilable so that one can expect to get the pure "vitals" still within an hour or so at most. setting up everyone for a constant chan of failure as a result of necessities being rare as gold will only result in resentment.I just dont want the animals or infected to be static around each other like they were in the mod. It was quite immersion breaking when you see them walking through towns with infected running around and visa versa. Share this post Link to post Share on other sites