Angel Darkfire
 Fresh Zombie Meat
 Posts:22

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| 01-02-2012 06:16 AM |
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No, I don't want to waste the little SP I have to take a shit. |
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| Love Star Wars? Wanna play a free MMORPG?
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John Tramp
 Fresh Zombie Meat
 Posts:17

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| 11-02-2012 04:02 PM |
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Posted By Hellslayer on 17-06-2011 03:27 AM I think that the game lacks some amount of realism. I know the devs have already stated that they will change things like ammo availibility, but it really isn't too hard to survive. I think what should happen is random events. Like for instance, a horde destroys your barricades or you are randomly injured. No, it is not. This is not a military simulator. This is a survival RPG game, as Malus rightfully said. And it has got quite enough realism for the time being. What devs would have to do is to polish what they have got and may be add a few features. And that is what they do, I believe. Otherwise this game will never see its release. Extra micro management will quickly become boring. As to random injures I would hate and strongly object such idea. I also like the concept of a hunger system, which they have said is planned. I think the concept of starving to death is cool. If anyone has ever read "The Road" by Cormac McCarthy, then you know what I'm talking about. On the verge of starving to death is a lot less of a nuisance than a hunger system where one can simply find an abundance of food. That concept of being starving to death is not that cool as you think. Personally, I hate the idea to have here a Tamogochi or two to care about. And something tells me that I am not alone with that feeling  . And do not forget that this game is still in development and Zeds are passive now. That is why it might seem that it's not so hard to survive here. When Zeds start being active and react to players activity, as they do in UrbanDead for instance, you'll get your difficulty and more then enough of it in the uppers parts of the map. Also do not forget, folks, that there are enough of players who can spare only a couple hours after the job and they cannot sit and play all days from Sunday to Sunday. The idea to come when we want and be idle as long as we want to is a great point to play a persistent game as this one. And I hope this game will stay with it. |
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Baneslayer Demon
 Fresh Zombie Meat
 Posts:4

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| 29-02-2012 11:36 AM |
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How about adding an "infected" status? During combat, a zombie attacks the character, randomly using its hands (claw attacks) or mouth (bite attacks). When a bite attack hits, the character gets infected. What would make this game a little more challenging would be to scatter specialized healing centers that could cater to the "infected" status. One particular area is the Mercy Hospital. Let's make the Mercy Hospital one of only three areas in Map 1 that could heal the "infected" status. The other 2 areas are up to the development team. Maybe they could set-up a CDC temporary laboratory in the southern-most area of Map 1, which could also remove the "infected" status. Just make sure that the sickbay in the safehouses would not be able to remove "infected" statuses. Why? The sickbay simply doesn't have the equipment/supplies/drugs/expertise to do so. What happens when a character is infected? He/She constantly loses 1hp per hour, and/or the lost hitpoints cannot be restored even when pain killers/bandages/stimpacks/FAKs are used, and until healed in the aforementioned specialized healing centers. So when an "infected" character is left with only 10hp, he/she only has 10 hours left to live. Even when he/she uses healing/aid items like stimpacks or first-aid kits, he/she will not be healed UNTIL he/she travels to the specialized healing centers and get treated for the infection. And let's give the ability to infect to the stronger/unique zombies. |
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Emily
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:324

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| 29-02-2012 01:26 PM |
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Hmm, interesting idea with the infection. Though I can see a problem with it - what if a player is infected, but doesn't have the SPs needed to get to the healing center, AND needs to go offline (I. E. cannot login after the several hours when their SPs replenish a bit)? And, on the second thought, I don't think I'd like to see this in game - because I like the good ol' "getting infected means certain death" system  |
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In-game:
Emily Strange
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Lotta Sorrow
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S!L#NC#
 Fresh Zombie Meat
 Posts:9

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| 29-02-2012 01:46 PM |
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Like you can create your personal safehouse or bunker which is t |
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S!L#NC#
 Fresh Zombie Meat
 Posts:9

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| 29-02-2012 01:47 PM |
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Like we can create a temporary safe house which only last once when you log out and when you log in which is crucial when you are SP low. |
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Emily
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:324

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| 29-02-2012 02:32 PM |
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Posted By S!L#NC# on 29-02-2012 02:47 PM Like we can create a temporary safe house which only last once when you log out and when you log in which is crucial when you are SP low. You can log off in a safe place (place with no "enemy" tab). The safest thing when you can't reach the Safehouse is to log off inside of a building, they are usually zombie free  |
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In-game:
Emily Strange
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Lotta Sorrow
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notalkingnow
 Fresh Zombie Meat
 Posts:9

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| 04-03-2012 06:03 AM |
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Hi all, just getting my two cents. The enemies aren't scary enough. dying is no problem. My suggestions: 1. Deaths will incur a penalty of temporarily decreased stats. It will recover VERY slowly in time. But this can simulate the infected effect i think. The body's defenses can fight the infection slowly ( we don't have to 100% be similar to zombie movies ) Example: On death, life becomes 100/100(120) << the 120 being the original life maximum. It should recover at the rate of.... oh.... maybe 1 a day? or a week? it should be punishing. So with effort a player can have 1/1(120) hahahahahaa 2. with the map, a player with no binocular can only see his immediate location, but those with binos can see one square away ( just a number of zombies is fine ). Ex: 120 zombies on location 3. maybe with walkie talkie, we can have clan chat? Having a clan is just gravy to me at the moment because there is no interaction whatsoever. It's like a group of mutes doing their own things. 4. How about a bulletin board in the safe houses? 5. INTERACTIONS PLEASE. THE CHAT FUNCTION IS NO FUN, only few people there that's all for now. forgot what i'm gonna write |
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notalkingnow
 Fresh Zombie Meat
 Posts:9

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| 04-03-2012 06:07 AM |
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how about showing area of control for each clan? you know.... GANG WARS.... muahahahahahahahaa |
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Emily
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:324

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| 04-03-2012 05:03 PM |
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1. Deaths will incur a penalty of temporarily decreased stats. This was already discussed several times, but no one decided which kind of penalty would be the best. Don't forget there's a tiny line between "challenging" and "frustrating". Make things a bit TOO real, or TOO difficult, and they suddently become a pain in the back, taking away all the fun... Llike the Safehouse locker thingy... I see it as a major nuisance that we can't have access to our deposited stuff from any of the safehouses. But back to topic... I would like to see some kinda penalty for dying, maybe temporarily decreased stats, which would go back to normal after 24 hrs... I totally can imagine having something like that. |
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In-game:
Emily Strange
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Lotta Sorrow
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notalkingnow
 Fresh Zombie Meat
 Posts:9

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| 05-03-2012 03:34 AM |
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24 hours is too fast. i'd rather the penalty wears off 1 stat per day. 10% life max decrease on death. 10 point decrease on all stat on death muhahahahaaha the idea is to give a "fear of dying" and the devs can tweak that setting. would be a bitch to program though hahaha ( kudos to the devs for the invididual timer on all lootables, i know how much work that is ) oh, and we need somewhere to store cash in safehouses or cashboxes ( like dead frontier, the fear of dying and losing all of my money kept me on my toes ) as it is now, i'd simply log off in the middle of nowhere and fight off all the zombies whenever i log back in. |
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Emily
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:324

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| 05-03-2012 11:36 AM |
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24 hours is too fast. i'd rather the penalty wears off 1 stat per day. 10% life max decrease on death. 10 point decrease on all stat on death muhahahahaaha That is the thing, challenging can become frustrating fairly quickly. Would need to come up with something that shouldn't be taken lightly, but anything too punishing. Also, there are players like me, who have plenty of time in their hands and for those, the long-lasting death penalty wouldn't be such a problem. But then there are some players who might not have very much free time, and those players just want to play their game. As I said, I'm all for some kinda death penalty, it just would have to be implemented carefully. |
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In-game:
Emily Strange
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Lotta Sorrow
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notalkingnow
 Fresh Zombie Meat
 Posts:9

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| 05-03-2012 04:29 PM |
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oh and also... i'd like a party ( like in walking dead ), where we can gather follower ( a chef, a saleslady, a bartender, a retiree, a pizza deliveryman ) all of them with their own storyline imagine the fun in finding equipments for all those or... utilizing them in battle. |
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McDave
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:88

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| 06-03-2012 04:02 AM |
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Personally I agree that being 'killed' in this game just doesn't scare me. It means literally nothing to me as pretty much I suffer no real set backs. So, well, I've got to be honest I think we need to make it cost you, and I mean really cost you when you are 'killed...' So, with this in mind, I think 'dying' should incur the rather stiff penalty of losing half of all money and ammo, as well as perishable foods... Harsh I know, but it's not exactly irriversable, and easily represents the idea of looters quickly stealing your stuff and leaving you for dead. I think it would really annoy me. But at the same time it would make me try to avoid death as much as possible then be hardly affected by it... Also, to be honest, looters and raiders aren't idiots I would have thought; why take you on themselves when they can let the zombies take you out then quickly blast them from behind when they're busy before looting you for your stuff. Could even be a reason for you being able to get up and survive afterwards too... Incidentally, I also reckon that when player controlled zombies come into effect, only those should be able to confer the status of 'infected', making them a real threat! This could be explained as some zombies being carriers (Players) and normals... I like this idea...
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| "Every dead body that is not exterminated becomes one of them. It gets up and kills. The people it kills get up and kill!"
- Doctor on newscast, Dawn of the Dead (1978) |
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Emily
![[Experienced Survivalist]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_04.gif) [Experienced Survivalist]
 Posts:324

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| 06-03-2012 01:15 PM |
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I think 'dying' should incur the rather stiff penalty of losing half of all money and ammo, as well as perishable foods... Losing money, but why? Yes, the occasional raiders or another survivor might rob your dead body, but you know, the money doesn't mean that much since the Apocalypse began. Losing some of your food, well, maybe. It would be more likely that someone steals your food or some of your ammo. |
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In-game:
Emily Strange
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Lotta Sorrow
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McDave
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:88

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| 06-03-2012 01:29 PM |
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Losing money, but why? Yes, the occasional raiders or another survivor might rob your dead body, but you know, the money doesn't mean that much since the Apocalypse began. Losing some of your food, well, maybe. It would be more likely that someone steals your food or some of your ammo. Well, let's be honest here, money is still an important factor to everyone. It's still being used as currency for trading in the shops, and even Raiders will find a use for it during times when attack shops themselves isn't an option, or they need to have some as a cover for casing a place. Also, us survivors often loot bodies and take the money we find about their person. I don't see why looters wouldn't take your money either. |
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| "Every dead body that is not exterminated becomes one of them. It gets up and kills. The people it kills get up and kill!"
- Doctor on newscast, Dawn of the Dead (1978) |
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Black_Reaper
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:72

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| 06-03-2012 08:42 PM |
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Although the realism of this game has grown ALOT, still theres much more that can enhance this game. the recent addition of the random encounters that are like mini mission was a GREAT idea. kudos to whoever submitted that idea. Also i was thinking maybe in fights can acquire injuries (such as a disabled limb which would decrease fighting capacity). can base it on damage taken, armor value, agility. Keep up the Good Work Devs  |
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| Brain Ninjutsu Inc. |
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Black_Reaper
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:72

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| 06-03-2012 09:15 PM |
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The loss of 50 sp for dying seems fair to me. Compounding that with deductions of stats due to injury would make the realism more and difficulty greatened. lossing money, food, or ammo wouldnt be realistic cuz zombies have no need for them. raiders maybe. but, not all fights are raiders. |
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| Brain Ninjutsu Inc. |
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zzazan
 Fresh Zombie Meat
 Posts:4

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| 06-03-2012 11:58 PM |
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maybe allowing clan members to share materials/objects/weapons/aids.  |
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| Sexy like a chocolate strawberry |
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McDave
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:88

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| 07-03-2012 01:48 AM |
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Posted By Black_Reaper on 06-03-2012 10:15 PM The loss of 50 sp for dying seems fair to me. Compounding that with deductions of stats due to injury would make the realism more and difficulty greatened. lossing money, food, or ammo wouldnt be realistic cuz zombies have no need for them. raiders maybe. but, not all fights are raiders. I stressed in my message that it was raiders who looted you to account for the loss of such items as money, ammo and perishable foods. The idea being that most likely a raider would kill off the attacking zombies that took you out and like a scavenger take your stuff, leaving you for 'dead'... |
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| "Every dead body that is not exterminated becomes one of them. It gets up and kills. The people it kills get up and kill!"
- Doctor on newscast, Dawn of the Dead (1978) |
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Black_Reaper
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:72

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| 07-03-2012 02:16 AM |
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I stressed in my message that it was raiders who looted you to account for the loss of such items as money, ammo and perishable foods. The idea being that most likely a raider would kill off the attacking zombies that took you out and like a scavenger take your stuff, leaving you for 'dead'... Lacks difficulty getting back into the fight after many many losses, yeah. hence my suggestion. money, ammo are minor things in the setup of the game. easy to get, easy to lose. but, why add that complicated step in the games design for something that wont matter much in the greater design of the game. And keep in mind that they cant just jack all your ammo and money since that may result in mass zp survivor extinction due to frustration. needs to be a defined line for realism and just a game but, then again my idea seems like a unnecessary step too. just necessary to make my game better  |
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| Brain Ninjutsu Inc. |
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McDave
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:88

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| 07-03-2012 03:23 AM |
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Didn't say all, just half. It's still a big set back for early players while older ones will have had the experience to survive with little, and so obviously it wouldn't be such the set back. It's still a pretty bad penalty, and maybe combined with other ideas like temporary stats decrease. Either way, it's annoying and will encourage people to try to cool after themselves. |
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| "Every dead body that is not exterminated becomes one of them. It gets up and kills. The people it kills get up and kill!"
- Doctor on newscast, Dawn of the Dead (1978) |
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notalkingnow
 Fresh Zombie Meat
 Posts:9

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| 07-03-2012 04:30 AM |
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based on the suggestions so far, when you die you; 1. lose money 2. lose ammo 3. lose inventory 4. temporarily lose stat 5. temporarily lose life max 6. lose 50 sp 7. teleported to nearest hospital or safehouse ? i like it guys, remember to count for the infection. There has to be a reason for surviving after being overrun by zeds being robbed is a no brainer, it's a must have. Maybe have the money drop to the ground? like in diablo 2 |
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McDave
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:88

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| 07-03-2012 02:42 PM |
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I think the reason for not being eaten up entirely is most likely down to Raiders and others killing off the zeds before they can so they can loot you themselves, or in the case of those few good simaritans out there, saving you from harm... |
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| "Every dead body that is not exterminated becomes one of them. It gets up and kills. The people it kills get up and kill!"
- Doctor on newscast, Dawn of the Dead (1978) |
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Black_Reaper
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:72

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| 07-03-2012 02:49 PM |
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Idk, i want the Mobs back. can keep the single zombie units mixed with the mobs in some areas. would make the pkm and minigun more effective and it would make explosives useful again. just a picture of a horde of zombies with alot of hp and deal good dmg. maybe just in map 3 since it has the most zombies. doesnt have to be fancy. makes ya feel like a badass mowing down a horde with a machine gun, or grenades, flamethower maybe.. Also would nerf CC a bit, which in my opinion needs it. comparing the benefits from CC or Marksmanship, CC combined with Strength wins hands down. this would be something that CC would be disadvantaged in like most guns are in range 0
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| Brain Ninjutsu Inc. |
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McDave
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:88

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| 07-03-2012 03:17 PM |
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Yeah, I haven't encountered a really tough mob in ages... |
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| "Every dead body that is not exterminated becomes one of them. It gets up and kills. The people it kills get up and kill!"
- Doctor on newscast, Dawn of the Dead (1978) |
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JackoNapes
 Fresh Zombie Meat
 Posts:2

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| 10-03-2012 09:55 PM |
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Dying should cost you strength, constitution, and agility. Death needs to be FEARED. Take half of all three. |
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Black_Reaper
![[Rookie Survivor]](http://blog.zombiepandemic.com/DesktopModules/activeforums/Ranks/blue_square_02.gif) [Rookie Survivor]
 Posts:72

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| 11-03-2012 01:52 AM |
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Hell yeah ramp up to Insanity settings  |
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| Brain Ninjutsu Inc. |
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monkyvirus
 Fresh Zombie Meat
 Posts:1

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| 11-03-2012 03:16 AM |
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Posted By JackoNapes on 10-03-2012 10:55 PM Dying should cost you strength, constitution, and agility. Death needs to be FEARED. Take half of all three. That would be a good idea. Except constitution seeing as you couldn't hypothetically replace that through working your ass off to train it back up again so you'd have to use your levelling points which would skew the rest of the game if you had a really high constitution before you died, I say this mostly as it would probably piss a people off to the point of a lot of people quitting after they figured out what had happened. Maybe you lose you have a negative armour effect while you are "healing" (or the constitution effect could be temporary), seeing as near death experience would probably leave you weak for a while. Also, I would suggest that if implemented these realistic add-ons are mentioned on an intro into the game but come into effect gradually based on level. Easing people in would make concepts like "limited resources" more accessible and less off-putting as it would be a pretty novel concept. Limited time to complete certain missions (I'm only on the 1st map missions so apologies if this already exists) would be more realistic esp. if they were like the "find survivor" ones. Though I think you should be warned it will be timed before you take it in case you ask when you're way down on SP and physically can't do it. |
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Alex V.Sharp
 Fresh Zombie Meat
 Posts:2

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| 15-03-2012 05:49 PM |
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Personally I'd prefer this being turned into as much of a RPG as possible. Nobody's (at least as far as I know) really playing this for the time needed to wait in order to do something - they play it cause of the role-playing experience. That means adding realism in terms of new and innovation features/functions is a must-have. EDIT: Oh, and adding realism should significantly cut down the amount of clans, which is always good since I have no idea how can it be an apocalypse with over 10000 survivors and 500 clans (guessing; numbers are probably not correct, but you get the picture)  |
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