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Kvass - Because it’s the best non-alcoholic drink made out of wheat, produced in Eastern Europe, and it quenches thirst as much as water.
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Disentery - because realism, and drinking water out of a toilet.
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Chimera - because S.T.A.L.K.E.R. franchise, and so that the Hulk Zombie isn’t the scariest thing in the game.
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Fallen survivors - Zombies which carry a great deal of items from their past life, but also know how to operate a gun which was left stuck in their hands when they died… But ofcourse, they only know how to pull the trigger; where the bullet goes is left to RGN gods.
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More weapons?! - Like, adding the whole AK series, some handguns like CZ-99. Adding more sports rifles which use .22, like Czech Zbrojovka, (I’m not Czech, I just have a hardon for them). Because, yeah we have mods, but it’d be great if the weapons were in the game already.
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Chainmail - [size=12pt]“WE ARE THE ARMORED BARDS OF THE NORTH!”[/size]
We have Survivor zombies as a pretty rare spawn, standard zombie fighting, but they’re pretty heavily armoured and have a habit of dropping pieces of survivor armour. I’d certainly like to see brainfried Stalkers though, wandering around and shooting at random.
Goddamn Monolith Faction, turning the Brain Scorcher on again.
Okay, not LITERALLY brainfried stalkers, but a zombie-esque enemy that can use guns, albeit poorly.
1.Not sure how difficult it is but, more post-treshold mutations.
2.A lighter CBM(or some other tool CBM that allows you to light fires)
3.More “mysterious” items - for example strong mutagenic serums, purifiers, poisons, etc. that spawn in labs with names that don’t tell the player anything - e.g “XMI-01”. The players who wouldn’t cheat and look up what those things do would have a nice puzzle to solve.
I am pretty sure that number 2 and 3 are pretty easy and would improve the gameplay.
[quote=“dambuk1, post:185, topic:5570”]1.Not sure how difficult it is but, more post-treshold mutations.
2.A lighter CBM(or some other tool CBM that allows you to light fires)
3.More “mysterious” items - for example strong mutagenic serums, purifiers, poisons, etc. that spawn in labs with names that don’t tell the player anything - e.g “XMI-01”. The players who wouldn’t cheat and look up what those things do would have a nice puzzle to solve.
I am pretty sure that number 2 and 3 are pretty easy and would improve the gameplay.[/quote]
Number 2 is so easy that it’s already in the game. The Finger Mounted Laser bionic may not start a fire the first time, but it can start fires with a few shots.
[quote=“Datanazush, post:186, topic:5570”][quote=“dambuk1, post:185, topic:5570”]1.Not sure how difficult it is but, more post-treshold mutations.
2.A lighter CBM(or some other tool CBM that allows you to light fires)
3.More “mysterious” items - for example strong mutagenic serums, purifiers, poisons, etc. that spawn in labs with names that don’t tell the player anything - e.g “XMI-01”. The players who wouldn’t cheat and look up what those things do would have a nice puzzle to solve.
I am pretty sure that number 2 and 3 are pretty easy and would improve the gameplay.[/quote]
Number 2 is so easy that it’s already in the game. The Finger Mounted Laser bionic may not start a fire the first time, but it can start fires with a few shots.[/quote]
That’s good to know
A recipe for an oven or other gas powered stove, or more ways to make the wood stove. There shouldn’t be just 2 ways to contain a fire (fireplace and wood stove), that doesn’t require electricity.
There’s the brazier which is pretty much an easier to craft wood stove
Revision to item management. It’s too tedious.
Able to designate item type location and drop all at location
Stack items on floor. So 10 items stack together
Have tabs with item types on floor so easier to find. And in the V screen
Gun and ammo overview. Can group guns by ammo type and amount of that ammo available
Use tab screen to organize all items in a 5x5 location. So can get and drop with out moving.
It’s tedious to manage items.
Armor sets. So can designate what you want to get and wear in groups.
Auto remove and drop designated items and armor. Can also mark items as no drop. Whatever is less. Often good to remove backpack, etc… In melee but it’s tedious.
Revision to crafting screen.
It’s hard to tell what you need to be able to craft to get to a specific item. Have a graph screen. Then show items you have and need crafting plus items required for that. With one click if items present can craft items necessary to get to that item.
Not sure if this is easy… It’s probably not and needs discussion.
Another thing… Many buildings are useless and no reason to enter. Try to make each building potentially have something unique and interesting.
Make noise more dangerous. Or make it an option to attract mobs more.
Map overhaul
Ability to add different types of markers.
Ability to change colors to marker area as looted.
Waypoint idea is good since underground is so hard to navigate. Doesn’t look like z levels will come anytime soon, so ignoring map issues while waiting for z levels.
Z levels. Lack of z levels is holding the game back. How about a branch? One branch ceases new content with a focus on z levels. People who want to add content can branch. Both can be downloaded. After z levels and preferably npcs are done, unfreeze. Content can be ported if developers want to or we can have 2 branches. It can evolve into two variants. That is ok. But if we don’t do something this game will never get z levels.
Just to remind you I appreciate your hardwork and I have nothing but positive things to say about you.
[quote=“Datanazush, post:186, topic:5570”][quote=“dambuk1, post:185, topic:5570”]1.Not sure how difficult it is but, more post-treshold mutations.
2.A lighter CBM(or some other tool CBM that allows you to light fires)
3.More “mysterious” items - for example strong mutagenic serums, purifiers, poisons, etc. that spawn in labs with names that don’t tell the player anything - e.g “XMI-01”. The players who wouldn’t cheat and look up what those things do would have a nice puzzle to solve.
I am pretty sure that number 2 and 3 are pretty easy and would improve the gameplay.[/quote]
Number 2 is so easy that it’s already in the game. The Finger Mounted Laser bionic may not start a fire the first time, but it can start fires with a few shots.[/quote]
Uh. Mini-Flamethrower torches the target square. If it can be ignited, it is. Might be what you’re wanting there.
1 is my continuing project. 3, well, I despise item-ID in roguelikes so am personally against it.
@Markutsk - With that drawing, I just had flashes of Queen playing in the background while you declare to the zeds “I am Connor MacLeod of the clan MacLeod…”
With regards to “mysterious” items, there are two ways they tend to be done - They’re completely random between playthroughs, which tends to produce frustration and doesn’t indicate any level of player or character skill (Oh, this time the pink potion is bleach!)
Or they’re not random, which means they’re only mysterious until you’ve encountered them, and then they’re not. So now the frustration and not being indicative of skill are only applied to new players.
[quote=“Khrysanth, post:193, topic:5570”]@Markutsk - With that drawing, I just had flashes of Queen playing in the background while you declare to the zeds “I am Connor MacLeod of the clan MacLeod…”
With regards to “mysterious” items, there are two ways they tend to be done - They’re completely random between playthroughs, which tends to produce frustration and doesn’t indicate any level of player or character skill (Oh, this time the pink potion is bleach!)
Or they’re not random, which means they’re only mysterious until you’ve encountered them, and then they’re not. So now the frustration and not being indicative of skill are only applied to new players.[/quote]
Obviously the only answer is to go full random have the game randomly select brand new effects rather then selecting from a preset list of them.
That said if we had any sort of mysterious items I’d vote that with high enough skill in the proper categories you would be able to attempt to identify anything randomly generated like that.
You mean like the way mushrooms are handled in DDA? I have no issues with that, since character skill is used.
Yeah same sort of idea. Once a player had a high enough cooking skill (or science skill, or potion skill, or whatever) they would be able to identify possible affects of a mysterious potion, for example.
The brazier is practically useless since it doesn’t contain smoke.
About mysterious items - to me it just doesn’t make sanse that a random guy with inteligence of 8 (which i assume is something like 100 IQ?(average)) would just walk into a lab, see a glass flask with some weird liquid and would go “Oh look, it’s a spider mutagen!”. Also, it doesn’t make sense if fruits of top-secret resarch would just have a stamp “Spider Mutagen” on them. They would probably have a weird codename, and descriptions of those codenames would be known by few and stored in research logs.
That’s the type of “mysterious” objects i had in mind
I think we should refrain from calling them “potions”, because it implies magical origin.
[quote=“dambuk1, post:198, topic:5570”]About mysterious items - to me it just doesn’t make sanse that a random guy with inteligence of 8 (which i assume is something like 100 IQ?(average)) would just walk into a lab, see a glass flask with some weird liquid and would go “Oh look, it’s a spider mutagen!”. Also, it doesn’t make sense if fruits of top-secret resarch would just have a stamp “Spider Mutagen” on them. They would probably have a weird codename, and descriptions of those codenames would be known by few and stored in research logs.
That’s the type of “mysterious” objects i had in mind :)[/quote]
In a similar vein, you wouldn’t spot a town from a mile away and know which building is a gun store, or which one is a doctor’s office vs a lawyer’s office.