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Geoarrge

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  1. Would be fun to have brass plaques and name plates, perhaps you could find them in buildings with random names to add a bit of character. Metal street signs would also be nice, but to make them really fit in, you'd have to have RWG generate and keep track of street names.
  2. An RV would be good; if there's a field kitchen mod maybe that could also fit on the 4x4
  3. It's not a virus, it must be a bacterial infection since antibiotics work on it.
  4. I imagine it could work like this: you would be able to find or purchase stash notes which function like treasure maps, except instead of pointing to a buried treasure they would generate a backpack or duffel bag somewhere. There could be groups of sleepers or booby traps guarding the container. The note will describe the contents of the stash in detail (e.g. "100 9mm rounds") , or more generally ("ammo"), or not at all (wild card). Purchasing wild card stash notes from a trader could be a way to include a "buy unidentified items" kind of gambling mechanic.
  5. One version of this I've imagined is a class of "Marketplace" quests where you either build a secondary base, or secure certain POIs which get turned into a destructible trading post, which accumulates bonuses the longer you are able to defend them. Bonuses like the ability to place permanent turrets, add a second trader, or whatever.
  6. Well, no. Not the entire game. Day 1. I may be getting a distorted impression from one game in which Day 1 RNG was extremely unlucky. After more games in this alpha I'm starting to see that this was an extremely unusual case. On that game I was finding no glue/tape, no ammo for the gun I had, no healing (every med pile had either basic bandages or drugs), and the trader didn't have any meds, ammo, or glue either. Which made questing in the city seem particularly brutal. I still think some fine tuning is warranted for wandering zombies in city areas. In later days when you have decent weapons and plenty of ammo, it's possible to farm them almost indefinitely from a secure perch.
  7. I tend to think it shouldn't be too rare to find 1 bottle under sinks, since several drain cleaners are acidic. Alkaline products are probably more common, to be fair.
  8. I've been dying a lot on days 1-2 on default settings. If I get past this, it's a reasonable challenge, but early on without a full set of starting gear, it's usually either a feral or a pack of 4+ coming into the building from outside. Possible solutions: 1. Take feral spawning out of early gamestages 2. Reduce the detection range for wandering zombies in early gamestages 3. Reduce stamina cost of primitive weapons 4. As part of an extended intro chain, make the first T1 quest guaranteed to stay away from the town center, and reward with a bundle containing materials to build one pipe weapon, and 20 rounds of each pipe weapon ammo type. 5. Git gud
  9. Orange is wasteland, yellow is desert. Can something be done about the preview camera controls? Speed seems to be limited by framerate and holding Shift doesn't make it go faster
  10. The new Crack-A-Book skyscraper POI is a nice break from the usual pathing, but it seems like there's an underwhelming amount of book shelves & crates. Also the stairs leading down from the rooftop could do with a guide light, and at the end of those stairs, either a break in the railing (where you have to jump over and follow the ledge) or another light.
  11. Effect: Make it easier to obtain a bicycle in the early game The bike rack might come in three variants: -An empty version, just iron and pipe -A damaged version which can only be wrenched for parts (iron, mechanical parts, and a chance of bicycle parts or wheels) -A less-damaged version with a lootable container which might have repair kits, a wrench or ratchet, bicycle-appropriate vehicle mods, or beverages/clothes, in addition to being wrenchable for bike parts. POI suggestions: A T1/2 standalone bike shop A T3 business strip including a bike shop Adjust the Savage Country layout to include a bike section Add 1-2 bike racks to several houses (garage or shed)
  12. Something that roughly approximates the effects of hollow point rounds in other guns, and possibly desirable when clearing wooden structures. Pros: Higher pellet count, more total damage to unarmored targets, less collateral block damage Cons: Less damage per pellet, lower armor penetration
  13. They should add a "Pillow" item that lets you claim an unowned bed.
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