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Last Post 01-09-2010 10:47 PM by son0hp. 33 Replies.
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YamiUser is Offline
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26-08-2010 03:54 AM
    Hello.
    i have a suggestion, for the ammunition sold in shops.

    what i suggest is that, the amount of ammunition the shopkeepers have become limited to a set amount per day or weak.

    what would happen is that, for example the shopkeeper has 10000 9mm. bullets to sell.once that amount, reached 0 they would no longer have any to sell, to anyone until the next replacement, next day or weak.however, it would be possible to raise the amount of ammunition, the shopkeeper had when players sold it to them.so if a shopkeeper has 1000 9mm. bullets and a player comes to the shop, after scavenging and sells him 100 9mm. bullets the shopkeeper would have 1100 to sell.

    players would have a set amount of ammo, they could buy per day depending on the kind of ammo.

    the problem i see in this idea, is that it could be exploitable by players making multiple accounts to get ammo.
    FlyingNinjaUser is Offline
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    26-08-2010 04:47 AM
    good idea but there are some problems with this idea...when I go to stock up...I STOCK UP buying 300-500 rounds to last me...and a lot of people do this. So only a few survivers would get the bullets and the rest would be out scavenging already over used areas X_x...even the less known shops would be swamped with survivers..
    Those who are wise have something to say, those who are fools have to say something.
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    26-08-2010 05:38 AM

    Posted By FlyingNinja on 26-08-2010 04:47 AM
    good idea but there are some problems with this idea...when I go to stock up...I STOCK UP buying 300-500 rounds to last me...and a lot of people do this. So only a few survivers would get the bullets and the rest would be out scavenging already over used areas X_x...even the less known shops would be swamped with survivers..


    survivors would have a set number of ammo, they could buy each day. they would not be able to buy, more than that each day.

    also the amount of ammunition, in each shop would have to be well thought of, considering the number of players.
    ShiriruUser is Offline
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    26-08-2010 11:09 AM
    Well If the shop would have a 0 amount of some type of ammo then yes but ,no magical barriers

    "Sorry you cant buy more than 144 bullets today ,please come back tomorrow"" :I ??
    "Nie wolno się bać,strach zabija duszę.Strach to mała śmierć, a wielkie unicestwienie.Stawię Mu czoło..."
    YamiUser is Offline
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    28-08-2010 09:44 PM
    If this sort of thing happened for real and someone crazy enough decided to sell ammo for money, i doubt that he would sell everything to a single individual.
    DemekUser is Offline
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    29-08-2010 06:25 AM
    we can as well make ammo scavengable only, and rise the chances for finding it
    YamiUser is Offline
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    29-08-2010 07:49 AM

    Posted By kemeD on 29-08-2010 06:25 AM
    we can as well make ammo scavengable only, and rise the chances for finding it

    That would be better.my suggestion was based on the system we have now.but i agree it would be much more interesting, if it was scavengable only.

    but instead of raising the chances, i think it would be better to raise the amount found each time ,depending on each kind of ammo.a trading system would also help and make it more interesting i think.
    DemekUser is Offline
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    29-08-2010 09:21 AM
    yeah, we will keep pushing for those and will get it

    minimum price will prevent zerging and funneling, so it's pretty much set
    barter system instead of money too, with long-term trade window (for both players and shopkeepers) where you can add stuff without encumberance
    might take some time gathering items for high end weapons, but it's definitely better than money
    YamiUser is Offline
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    30-08-2010 12:29 AM

    i dont understand exactly what you mean here..
    "with long-term trade window (for both players and shopkeepers) where you can add stuff without encumberance "

    what do you mean exactly?

    AlexeyUser is Offline
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    30-08-2010 02:05 AM
    Maybe it's something like "virtual table" where tradable goods placed before both sides confirmed the deal... At least that's how I see it.
    Yep, I'm faultfinder, pessimist and PvP hater.
    MeowerineUser is Offline
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    30-08-2010 04:23 AM
    Yup, I guess it's like early Fallout games.

    All items for trading of each party will be put on a table, total equivalent value for items of each party will be shown. Then we remove or add a few items to adjust the values until they look fair enough and confirm to trade.
    DemekUser is Offline
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    30-08-2010 04:25 AM
    exactly
    but what i meant is the table will stay open even if we are away, so we can gather several times the weight of our encumberance
    MeowerineUser is Offline
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    30-08-2010 04:32 AM
    I didn't think about that but it seems to be a good idea ^_^
    YamiUser is Offline
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    30-08-2010 06:10 AM

    Posted By kemeD on 30-08-2010 04:25 AM
    exactly
    but what i meant is the table will stay open even if we are away, so we can gather several times the weight of our encumberance

    You mean a personal store that stays open in one place, even if we go somewhere else on the map?
    MeowerineUser is Offline
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    30-08-2010 06:29 AM
    What he means is you can only carry 30 pounds and you want to buy something at $16000. All of your items only worth $15000 so you need $1000 more but you cannot carry anymore item for that $1000 short. Therefore in order to buy that $16000 thing, you need to put all of your $15000 worth items on the table and go somewhere to gain another $1000.
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    30-08-2010 08:08 AM

    Posted By Meowerine on 30-08-2010 06:29 AM
    What he means is you can only carry 30 pounds and you want to buy something at $16000. All of your items only worth $15000 so you need $1000 more but you cannot carry anymore item for that $1000 short. Therefore in order to buy that $16000 thing, you need to put all of your $15000 worth items on the table and go somewhere to gain another $1000.


    Oh i get it.

    well my idea for a trading system, was the one you and Lexen mention and also 2 options for the player who opens a store.one to buy and one to sell and it would work like this...

    for example, the player wants to buy a 9mm pistol from someone.so he would select "Trade"(for example) and then 2 options would appear, 1 to sell and one to buy.in this case he was interested in buying, so he would select buy and then, a list of tradeable items, that exist in the game would appear.then he would search the list for the 9mm pistol and select it.then after that, he would add the price he was willing to pay for it and then finally select "open store"(for example).

    after that, he could go away from the game and other players, on the same spot would be able to see that he was buying something.then in case they had what he was looking for and were interested in what he was offering for it, they could trade.after that the store would end and once the player returned, he would have the 9mm pistol on is inventory, while lacking what he offered for it.

    in case of selling, the player would select "trade" then choose "sell" then he would select, the item/s he wanted to sell and add it/them to the selling window and select a price for each of those items, then he would select "open store".after that, it would work the same has buying .other players on the same spot, could see he was selling something and see what it was and in case they were interested and had what the player was asking for it, they could buy it.


    2 ways to solve the situation, when the player does not have enough encumbrance, to carry the item he was trading.

    1-the player is able to open a store, but if the item he is trying to buy, has higher encumbrance than the one he has left, the player trying to sell the item in question to him, will not be able to confirm the trade and will instead get a message saying the other player, does not have enough encumbrance to carry the item.

    2-the player not having encumbrance full, can go over is encumbrance limit, but after that he can not carry anything else.
    DemekUser is Offline
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    30-08-2010 08:53 AM
    i would see it the bazaar way

    there are locations where survivors gather and where you can set up a shop, mercy, campus, stadium, autumn, grindhouse
    in the shop there is no encumberance, it works like a locker
    when meeting outside these there is encumberance and both players must be online, and they simply select the items they want to trade

    in shop:
    first you select the items you own
    then you select the items you accept
    they have fixed minimum prices, but you can set up your own minimum price
    you don't have to be present to run a shop

    also i thought about selecting crafting and upgrading weapons option
    you select actions you perform, minimum price and items you accept, but you have to be present to perform the action
    MeowerineUser is Offline
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    30-08-2010 11:49 AM
    Or when we have clan stronghold, there will be a NPC shopkeeper to sell item for clan members. That way we will have many different market places for players to visit. The requirement to hire a NPC should be difficult to get to prevent too many shops though.
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    30-08-2010 11:54 AM
    we don't need a NPC for that, i think, just a room with supplies is enough, self-service ^
    MeowerineUser is Offline
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    30-08-2010 12:11 PM
    Well, this is a text based game so a NPC is simply a picture And without a shopkeeper, who's gonna stop you from shoplifting a Minigun lol
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    30-08-2010 01:29 PM
    you have a point, if it was food, but as soon as someone from the clan sees you with minigun you're screwed ^_^
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    30-08-2010 02:15 PM
    But if all the clan members go zed hunting then who will watch over the shop )

    Oh now that I think about it, if we can have high level player teach lower level clan member skill for a small fee then it would be nice too. Lower level members cannot train if their skill is 50 points or above less than the trainer

    That will be one happy little clan stronghold to have hehe.
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    30-08-2010 03:16 PM
    i would be perfectly happy if i could train newbs
    this would offset the training limitations invented by the devs
    which are something that needs to be changed >_>

    i also imagine making pipe bombs and other technical stuff for people
    CarlBrederUser is Offline
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    30-08-2010 03:46 PM
    In safehouses we can build the proper "rooms"

    and assign high level players to training duties, if i have 100 in something i can train others to 3/4 of my level? that is 75, good idea?
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    30-08-2010 03:58 PM
    first we need to bust their limitations on training D:
    i don't really get what they want to achieve limiting us like that
    ima beach&moan more
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    30-08-2010 04:19 PM

    Posted By kemeD on 30-08-2010 08:53 AM
    i would see it the bazaar way
    there are locations where survivors gather and where you can set up a shop, mercy, campus, stadium, autumn, grindhouse
    in the shop there is no encumberance, it works like a locker
    when meeting outside these there is encumberance and both players must be online, and they simply select the items they want to trade



    The bazaar idea its a good idea, but not on survival horror in my opinion.because those bazaars would give us an even higher sense of security and safety than we already have i think.its also a little bit to unrealistic ,that we would be able to do that in that situation.

    in my opinion, this game is really lacking in the survival horror element and things need to get much harder and hellish.its been about 3 days, since i last played the game because i got bored of it.
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    30-08-2010 04:30 PM
    from what i can gather the devs will make it hellish for later maps
    we are in kindergarden right now
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    30-08-2010 05:12 PM

    Posted By kemeD on 30-08-2010 04:30 PM
    from what i can gather the devs will make it hellish for later maps
    we are in kindergarden right now



    That is good.however, if they don't do anything about the weapons, it will be pointless.its pointless to make the next maps harder, if you leave the first map having the best weapons already.it is also pointless since dying in undead pandemic is like falling asleep for a second.
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    30-08-2010 05:33 PM
    i think the game should be a sandbox where you can submit your own content, not a race who kills more zombies or who gets a better gear
    the only thing that should force you to move should be the zombies/pvp

    the point should be to explore the game and it's possibilities
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    31-08-2010 04:28 AM

    Posted By kemeD on 30-08-2010 05:33 PM
    i think the game should be a sandbox where you can submit your own content, not a race who kills more zombies or who gets a better gear
    the only thing that should force you to move should be the zombies/pvp
    the point should be to explore the game and it's possibilities

    I don't understand what you mean by "i think the game should be a sandbox where you can submit your own content".

    but i agree with what you say after that.
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