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- User Since
- Jan 31 2015, 7:42 PM (511 w, 5 d)
May 11 2016
I look forward to snowscapes with many tracks to follow. Perhaps easier movement through snowdrifts when following someone else's tracks...?
As things are, if footprints are an on/off feature easily added/taken away with a flag one/zero - then by all means remove them for the moment.
It could become useful data for some Zombie AI. If a players movements are translated into tracks on the ground, these tracks could serve as a location/direction and date/time stamp. Zombies could potentially 'catch on' to old tracks, follow fresh ones and generally deviate towards recent centres of activity.
The same data could be incorporated into a 'tracking skill' whereby recent tracks are able to be inspected giving rise to some player info? Metadata or whatever else is held. State of health? Heavily laden?
May 10 2016
I'm more interested in the concept of piss and shit acting as attractors for certain vermin and/or zombies - potentially modifying AI behaviour/activity. If actors and objects can exist with 'degrees of contamination' inherent to them (or modified by interaction with environment), this co-efficient could be used to determine how well you can remain hidden. (i.e if you stink of piss).
Also, you could be running around and a status message appears:
"You smell piss."
That would pique my interest.
I hate to say it, but this is surely an obvious thing that will be added in over time?
If in the final version no zombie ever carried anything, I think I'd quit.
(OK, I probably wouldn't. But I'd be like WTF?!)
As things stand, I would quite like to be able to remove some of their clothing, inspect how soiled it is, and either wear it, burn it, or cut it into rags.
A soiled rag would surely contain a dice-roll for Gangrene if used?
If you are wearing shoes, remove the laces and hang yourself.
Some variation would be appreciated. Variable Diversification in a range of stats. Even some new ones. Typical result showing as some zombies being notably faster or slower than others. Why not? Occassionally you'll get a 'paragon' that can outrun you, knock you dead with one swipe, and others that are practically paralysed, or have no arms and little offensive capability.
Perhaps zombies could, to some extent, have their own hunger and thirst levels? For example, a zombie which has recently just fed (killed a player) could be significantly boosted in stats.
Leading to potential super-zombie.
A brilliant idea. I hope this is not overlooked.
Whilst I agree that a straightforward option (like a button) to kill yourself would be handy, it's use should be discouraged - even ridiculed. This is a SURVIVAL game! To kill yourself is to lose.
Perhaps this button should only appear when the situation is desperate? i.e - a player will not have option to commit suicide if his health is high or he is NOT crawling around with broken legs dying of starvation.
I like the thought that if a player does not possess the means (or the imagination) to kill himself that the button remains 'ghosted out'.
I would like to see the use of this button attached to player statistics, so that it could be viewed by others how many times a player has officially committed suicide - a potential indicator of player personality.
Those who stay on zero would be potentially more deserving of respect!
+1
I know a guy who stepped off a kerb and broke his back.
Ambiance can make or break a game. This is an important issue and should be raised in priority!
Whats-his-name was spot on, footstep volume should be modified by weight carried, speed of movement, and type of footwear.
Taking shoes off altogether should have the greatest effect, and the audible range of anything should be increased at night time.
That last bit is perhaps worthy of a separate mention.
Realism, I think.
There ought to be a method to have the in-game gamma slider become the global control, and then place restrictions on its range when the game is in night-time? If the game is running your gamma is locked? Or if the game can dynamically adapt to your settings, as someone mentioned, surely this is a step in the right direction?
I suppose if this were the case people would inevitably find workarounds for this.
Vectoron quote: "Independent of all settings you should not be able to see things you should not be able to see."
A valid point.
Someone else mentioned an increased peripheral blur during darkness - also worthy of consideration?
If the success of a jump is a determined factor, so could possibly the height of one's jumps? A calculation to decide whether that player falls on face upon landing, also. Let's not forget to incorporate the odds of freak ankle-break - modified by other factors such as hunger, health, footwear, weather, etc...
I hope the devs take their time with this game! The urge to be rushed is a dangerous one.
If the success of a jump is a determined factor, a fail message would be nice.