1: Vehicles are kinda OP. I like the cars in the road, it makes you need to slow down. That is kind of the point. You are basically invincible in a truck going at 40+mph. I’ve had some pretty awesome scenarios where I needed to carefully navigate a mess of cars while zombies swarmed my vehicle. It’s awesome. Leave it the way it is. You can always bump vehicles off the road now if your vehicle is bigger, so that should be fine.
2: I’d like to see fewer roads but more sensible roads. So yeah. Sometimes you see two towns in relative close proximity and the only way to get between them by road is to drive way the heck out in the middle of nowhere, when they should sensibly be connected. But I’d also like to see improvements to road generation in general, make fewer weird dead-end roads or redundant roads. And I’d like to see highways that are much longer and connect huge swaths of the map. Right now they are all flavor and not much different from regular roads in how they are generated.
3: Sure. Or just make birds drop more feathers.
4: I actually want them to improve zombie AI before tweaking numbers. The number of zombies is pretty high it’s just that they’re dumb so they are easy to exploit. If we can get roving packs of varying sizes and slightly smarter zombie behavior, and things still feel a bit weaksauce, then we can up the spawn numbers. Also when we have Z levels and can start getting larger cities with bigger buildings where higher density would be expected, then we can make the cities have higher zombie populations, and leave the ruralish towns the way they are.
5: They’re going to be implementing stealth in the future, so I imagine that noise will become more of an issue for those who don’t use stealth.
6: I haven’t seen them either. I think spawning them more often in/around churches and cathedrals and graveyards (why no graveyards?) would be interesting.
7: I was with you on this until woflsipder commented that it was unrealistic. I’d tend to agree. I think zombies should be most dangerous around places of high population density and also places where science/radiation has played a part. For other places where there is valuable loot, I feel like other options would be preferable. Like the pawn shop can be a pain to break into because of eyebots etc. Military outposts have turrets. Soldier zombies could be buffed a little bit. Zombies in riot gear could be buffed a little and placed in certain locations where they’d be likely. Special zombies and numbers of zombies aren’t the only way we can make areas challenging to loot.
8: Loot spawns could be more interesting across numerous locations, I agree. But I’d also like to see more locations where loot is maybe not the most interesting thing about the areas. Kinda like radio towers. There’s plenty of structures that could be in the game for flavor and perhaps as options places to set up a safehouse, but otherwise aren’t that interesting to loot.
9: I think this would make a great Option in the Option menu.
Most of my characters are geeks and don’t get much stronger so much as they get more settled.
10: Agreed, and goes back to point 4.
11: Are blobs supposed to be hard? maybe they’re not. I dunno, I think their relative weakness may be made up for by other factors…
12: Same as in 7. Though increasing spawns at certain locations does make sense, like FEMA camps. I imagine there were a lot of people at camps like these.
13: I think if/when the preferences system goes in, it might be more valuable to find books that your character likes.
14: Fighting numerous attackers is always harder than fighting one at a time. I think that perception and melee skill could play into this. Characters with higher perception are naturally better able to keep track of various enemies. Melee skill would decrease the penalty to a potential 0, though with each additional combatant it would get harder to reduce the penalty to 0.
15: Yeah, hopefully this would be changed with any AI improvements to zombies. It’d be nice if certain animals/monsters would notice when one of their brethren is going active and move to follow them.