Realistic speaking about it, it makes sense that male characters and female characters can have different attributes, but… i don’t think it really adds anything to the game. If someone wants to play more realistically, we can have some traits that changes some stuff related to what strength and dexerity can do.
Some more suggestions to things in this mode:
a) Please, a better character post-mortem. If this mode is going to be long, harsh and tough, the players deserve a post-mortem that tells about special stuff that happened, where was the character’s base, how many NPCs he interacted with, how many bullets he shot, how many quests he completed, when he stood at the death’s door, etc, etc…
b) Car pushing. With so many of them at the street, and the necessity to rely in planning, since building skills will take a LONG time or a combat-planned character, as many tools the player can get to plan as possible.
Obviously, if the player can, the brutes and hulks can much better… and i think lazycat has done something regarding kicks that push stuff around.
c) Season blending. If we will have long seasons, it’s good if they pass gradually, not suddenly(ok, we can have sudden climatic changes, but let’s leave that to rare places/ocasions…). So, if autumn is changing into winter…
…it’s getting colder, the leaves are falling(which is going to make noise when you step at them…), the snow is piling, the bears are looking for food and shelter to hibernate, the wolves are progressively more agressive by the lack of food and so on. And since the subject has been touched…
d) Monster behavior. It could be more varied, depending of how hungry and thirsty is, if is taking orders of something, how much loyalty it has to that something, how much cold or hot it is, if it’s in danger… and life cycles, of birth, grow and death, perhaps?
e) Something to avoid the perfect funneling of enemies with a single window, perhaps breaking the aforemented window or zombies pushing the ones stuck at the front forward… Window funneling is an excellent technique, and it’s so excellent that makes fighting against the zombies too safe.
Let me clarify: no, i don’t want that every zombie interaction be 100% risky, i just want that the player in this mode THINK: “Okay, there’s too many of them and i can’t hold them forever. I can attract them to the military shop behind this house and let them hurt themselves at the broken
metal, then i run to the spear holes i made at the west and hide behind the cars to avoid the spitters…”