[quote=“EnDSchultz, post:2, topic:13239”]I once got crazy lucky and found a suit of basic power armor in a military surplus store on, like, my third day. I ended up ditching it after realizing that, even unpowered, in its current implementation it is completely broken and turned my idiot refugee fresh out of Evac into an untouchable zombie slaying machine and basically ripped all the fun out of the game.
There’s definitely a lot of work that needs to be done in this area. The problem is I’m not entirely sure what, exactly. Some amount of stat rebalancing, certainly, but perhaps also changes to combat mechanics that make getting surrounded by zombies dangerous even to a seasoned survivor.[/quote]
Zombie grabbing is supposed to be the fix for this, being surrounded by 8 regular zombies should quickly lead to your (non superhero strength) character getting knocked down and pinned, which in turn should be a death sentence. On the other hand, if your character is super strong and has powered power armor, they should be able to wade through regular zombies with impunity. Specials would still be a problem.
Regular clothes probably have too high armor values in general relative to basic zombie attacks, so I agree with that point.
I’d much prefer to keep current turret danger levels and limit them to dangerous areas with high payoffs (such as military bases and bunkers). Making high calibre and/or automatic fire not immediately lethal is kind of silly.
I’m all for more mid-level areas, and some if the ones you mention are great ideas.
[quote=“Llamageddon, post:3, topic:13239”]Personally I would also absolutely love it if the overmap had large regions that actually varied a lot - like ocean, or wilderness with tribal settlements, many of which are still untouched, or wasteland, etc.
I’d also love it if mining got buffed(right now it’s inferior to smashing walls), ores and gems were introduced, add smelting/jewelry books and random natural caves you can manage to dig through to, etc.[/quote]
Mining for an individual survivor is nonsensical, useful amounts of minerals are incredibly hard to come by, and similar amounts of scavenged materials are incredibly easy to come by.
I feel like “mandatory” tailoring is mostly a problem with basic clothes providing decent armor, if you didn’t have the payoff of a nearly zombie-proof outfit, grinding tailoring would be a lot more niche, though you’d probably still want some tailoring for maintenance and filling gaps in what you loot.
The scenario starts are not remotely similar to typical game “classes”, they generally represent people from all walks of life getting caught unprepared for the cataclysm.
That might work, I especially like the visual of a survivor sprinting through a group of zombies and the group slowly turning to chase the survivor after they’re already gone.
I’m a bit sceptical this is a real problem, high skill levels are only necessary to play like an action hero, which is something the game is fairly bad at, so it’s not a great idea to make it the norm.
I’m not sure what the point of jewelry would be.
I’m super uninterested in a detailed component system for guns in mainline, the main reason being those parts aren’t nearly as interchangeable as people seem to think they are, for the most part all you’d be able to do is have individual parts break and then use parts from other instances of the same gun to repair them. If we want that I’d rather just have a system like fallout 2 where you can use copies of the same kind of gun to repair each other.
Some better ui when building stationary constructions would be nice, e.g. persistent designations for constructions and maybe some templates for common structures.
Also if it was easy enough we might make structures a bit more mandatory, e.g. rain ruining items left out.