What do you most want to see in game?

I would like cleaner water to require less power from a purifier to clean. Toilet water is something like the 2nd most likely water source to make you sick, but everybody and their mother uses that because it doesn’t mean anything to a water purifier.

Nice relatively clean river water should be a valuable resource. I would love it if a water purifier had the same chance of using a battery charge to purify the water as the water has of making you sick. That might convince some people to make the travel to deep river water if it meant it cut the purifier’s battery usage by 3/4ths.

get a pot and a lighter. you can boil water.

Better mapgen, but other than that I think we should focus on what we have instead of strapping more things onto DDA.

Less bugs, higher performance, less NPC crashes; not features, but fix what we have now so it’s stable and convenient (like save game / template compatibility)

Okay gonna make a little change to my desires–

Customizable Worldgen/Mapgen. I wanna spawn lots of small towns, not one huge city in the middle of a swamp.

Tase, devs are fixing stuff 24/7. But yeah, I agree with the higher performance. I love the linux version but sadly Im a Windows

Sure you can, but that takes much longer both ingame and irl. Unless you want to purify your water by hand every time either using up burnables or tons of batteries you want a purifier.

I also think sewer water should not be able to be purified by any means, and toilet water should be very limited, 20 units at most, per toilet, but I would probably be chased away with pitchforks if I suggested that. I just think there are too many no-risk water sources.

I surely can’t be the only one who refuses to use toilets or sewers as a water source because it seems too cheap can I?

Go to your bathroom, shit and flush the toilet. You’ll see that the toilet refills after a time.
Maybe if the city sewer’s generators (?) run out of power the toilet stops refilling

Boiling water is pretty nippy now with the latest changes. One minute per charge, and there’s the ability to repeat the last craft action, and water handling prompts you for a container first, then for pouring out.

I voted “Other” and by that I meant

  • Improved keyboard handling
  • y/n choices interpret everything except ‘y’ as ‘no’
  • the menu-system to use the keys bound for navigation instead of just the arrows.
  • lets one bind game functions to the arrow keys and pgup/dn block
  • distinguish numpad numbers from top row numbers
  • lets one store key-sequences in the function keys (would elim need to ahk some things)
    – repeat last action (not just crafting) … drop 1 vitamin pill to mark a trail in the labs (never enough paint) (until a meta-verb language arrives i’m sure we could all live with the fuckups caused by us reassigning keys referenced by stored key-sequences)
  • key for ‘last item’ (eg pickup/improve something, then dump it)
  • be consistent with <> … i bound them to [] to save the shift-key, but they are hardcoded all over
  • get rid of hard-coded internal keys just because
  • Improved targeting
  • target the last selected target first
  • target friendlies last …eg when i target ‘prior’
  • target closest hostile first, target rats after i cycled through hostiles, but before friendlies
  • firing and throwing have a quirky inconsistency with . and enter
  • quivers
  • let me stash rock and spikes and spears in a quiver category shown under clothing
  • let me re-order (move to top) items in the quiver
  • throw from the quiver using numbers … frees up 10 letters
  • quivers for food, meds, tools
  • frees up some more letters
  • eliminates the crazy looking for ‘wtf is my flashlight bound to now’
  • ‘quiver’ for active weapons
  • cycle crowbar/combat knife/spears/guns ‘ww’ … or make picking them a ‘w2’ weapon two thing.

= i realize quivers are not trivial to do… so how about CHANGABLE & LOCKABLE letters? let me reserve ‘r’ for rocks, show it dimmed when i’m out of them. or, if i wound up with Q for my mp3 player, let me swap ‘m’ for it so that i can lock it in. short of quivers, this might actually be agreeable :slight_smile:

  • # to select all items in an inventory category
  • example i*1 selects all ammo for easy dropping
  • # to sort items in an inventory category
  • example i@1 alphabetize the ammo by name, first up, then down
  • example i#1 alphabetize the ammo by letter…
  • example i$1 display in ‘natural order’
    (optional sorting in pickup lists…)
  • randomize the order of the item wishing list.

  • keep working on the help

  • its great for the first few hours, but there’s nothing on driving/$s
  • the @ menu could give a clue about ‘space’ on skills
  • the weather! … its 2 am and sunny yet dark outside.
  • how about 8 moon phases? from new/crescent/quarter… etc back to new moons.
  • werewolves? (dropping scent diminishing hides)

ok this list got a little out of hand but it came out in order of what matters to me today. perhaps someone somewhere finds bits of it actionable. just in case, THANK YOU!

water handling prompts you for a container first, then for pouring out.

Good job. That was one “fun” “feature” that always pissed me off. Why would one want to pour any crafted liquid on the ground?

And as for what I’d want to see:

  1. Toggleable Mutations, similar to the Bionics screen. Insect Wings ought to add to one’s noise output, what with the buzzing and all, but one ought to be able to stop buzzing them and sneak if desired. Hypothetical 3d level Web mutation, call it Web Spinner, might let the player develop the nerves, etc needed to control where xe lays webs. You get the general idea, I trust.

  2. Some way to keep friendly folks nearby–a leash for dogs, or at least have them home on the whistle when one blows it. NPCs maintaining formation would be neat-o, and perhaps a LASH, walkie-talkie, etc setup could let the player keep in touch.

  3. Put CBMs back into bundled containers. I’ve no idea what the reasoning was for splitting them apart, and IMO it’s some sort of, well, foam-based marital aid. Those don’t encourage me to throw away a well-developed character to try out the undocumented stuff.

I’m sure I’ll think of more things later.

[Edited to add request list-KA101]

I’m going to veer off from the mechanics we want to see implemented to ramble on about something else that I desire in my game. Something big. Something impossible to ignore. Something that every mad scientist comes up with eventually.

Something that is dinosaurs.

Here is my proposal:

Science, being science, couldn’t resist the opportunity to start cloning dinosaurs. Since every scientist has seen Jurassic Park, they decided to put some safeguards into place, though. Sadly, they didn’t actually get the chance to before the zombie apocalypse hit, and one of the guys hit the “start automated cloning process” and “open all the doors” button in the lab before being eaten. The clones take a few days to fully mature, but once done, will be released and start pouring out into the world centered on the dinosaur cloning facility.
Some of the dinos are herbivores, and won’t be that aggressive, but will fight back if attacked, or if you go after their friends. They could make for a good hunting target, requiring multiple traps or big guns to bring down, but offering enough meat to sustain you for a while. Others, naturally, are tyrannosaurus and velociraptors. And not the scientifically accurate kind, either. No, the kind that will hunt you down, like wolves, but worse. Providing a spike in difficulty if you just hide out in the wilderness. Alternately, you could lure a t-rex into town and let it go nuts on the zombie hoards, thinning them out and taking down a dangerous predator in the process.
Zombies and dinosaurs may both be dangerous, but as far as they’re both concerned, the other one is a perfectly legitimate food source. If you just fade away and don’t make yourself too much of a target, they’ll go after each other and give you a nice escape. But, if you’ve managed to get stuck between two groups of them, you’re probably not going to get out un-eaten.

Gameplay wise, dinosaurs would provide a nice spike in difficulty with a powerful enemy type that wanders around. It adds some options for the player, but also gives an enemy that operates on different rules from the mindless zombies. Raptors will avoid traps, compys will move in fast swarms and actively try to surround you, and tyrannosaurs will tear down buildings to get to you. They hunt more by scent than by sight, and have a lower vision range. Their attacks do more cutting damage, making cutting armor more useful than against the zombie hoards. Also, they’re fast. Often faster than you.

That’s what I’d like to see.

[quote=“ArgusTheCat, post:111, topic:54”]Here is my proposal:
… Also, they’re fast. Often faster than you.
That’s what I’d like to see.[/quote]

crazy random fear producing scary stuff. yes.
to spawn after the 1st year. but neither trap nor fire immune, nor do they cross pits. … with slight lowering of the cost of palisades/constructions i could see this go post-apocalyptic medieval. full metal steel armor. that rocks. plus its crazy random fear producing scary stuff. yes. :slight_smile:

Totally not immune to fire, no. And also not ‘immune’ to traps, just that the raptors would be smart enough to avoid traps they could SEE. This would make use of buried traps and other camouflage.

-The ability to farm
-Z levels, cities, skyscrapers, helicopters, etc.
-Ways to generate electricity. Gas generators/solar panels/mini reactors. Battery chargers, lights, heaters, computers, security, etc.
-Roaming zombie hoards. I may be wrong but I have never seen zombies randomly show up outside of town/fema camps/etc.
-Corpses on the streets that zombies feed off of. Buildings with broken windows and doors and smashed furniture and bodies. Boarded up houses with survivors.

It would really be nice to see more consistency in key usage in the game. There are hard coded keys all over the place and its a bit of a mess, some keys work in some places, and some dont. For example, you could previously exit most menus using the escape key until the escape key got broken in some places. However one ‘bug’ thats been in the game for quite some time now is that in some places like the wait menu you had to press 7 i think, to cancel/quit. Thats the sort of thing could use a bit of clean up.

Related to that is having to type y/n to close or confirm when prompted instead of also being able to use escape / enter, or use some other rebindable key combination. Id imagine most people play with the numpad, so their right hand is always near an enter key to confirm an action. And id imagine most people rest their other hand on the ASDF keys since you need to use ‘x’, ‘e’, and ‘g’ so frequently, which puts that hand very close to the escape key to cancel/close most prompts.

Navigating character creation, crafting, and inventory menus is also painfully tedious, requiring you to take your hand off of the numpad in order to press < and > and then having to put your hand back on the numpad to move up and down. It would be nice if we could simply press some variant of 4/6 on the numpad to navigate these cursor driven menus.

You guys are doing a good job at changing, replacing, and fixing a lot of the stuff thats been in dire need of an overhaul for quite some time. I hope that work continues on these types of interface and the general usability issues.

The ability to become a zombie, and finding goo containers to evolve.

Flying vehicles

Beekeeping

Farming

That’s my list of wants, in order.

[quote=“fartbutt, post:114, topic:54”]-The ability to farm
-Z levels, cities, skyscrapers, helicopters, etc.
-Ways to generate electricity. Gas generators/solar panels/mini reactors. Battery chargers, lights, heaters, computers, security, etc.
-Roaming zombie hoards. I may be wrong but I have never seen zombies randomly show up outside of town/fema camps/etc.
-Corpses on the streets that zombies feed off of. Buildings with broken windows and doors and smashed furniture and bodies. Boarded up houses with survivors.[/quote]

Great suggestions. I’d love to see zeds sidetracked by eating bodies and other zed corpses. I’d mean my hideout is practically a buffet. Managed to butcher and skin three hulks last game. Tainted meat and leather patches, everywhere.
Maybe I should write a book-- and bind it in undead leather. I’ll call it the Survivalist’s handbook-- that or the necronomicon.

Here’s my 2-cents.

I’d say get construction working correctly and greatly. Then you can build a fort, fortify it and survive.

After that you can start work on new zeds, npc’s, enemies etc. For instance someone mentioned raiders. Why wouldn’t other people stumble onto your fortification? Why wouldn’t they keep coming to it (if they live)?

With construction you can actually build up and repair defenses. Then after everyone learns that, you can introduce enemies that will try to take those fortifications. Or hey you found a mansion? cool, but 20 militant rebels are already stationed up inside. From that point you can introduce new enemies and hazards but the PC will able to retreat to a “safe” place. For right now any place you go can be vulnerable to any attack.

Also, why don’t the zombies leave town? On static spawn the hard hitters seem to just stay right in the middle of town so any attempt to infiltrate it involves finding spitters, brutes, hulks, grabbers, etc all at once. After a few days they should be scattered a bit. Hell right now I can run through a field with ZERO issue, but if zombies started leaving town? You’d ALWAYS have to be on your toes. Or if they spawned (kind of rarely) outside of town. Telling me a mindless zombie wouldn’t see a tasty deer and go stumbling into the woods after it?

Xingyiquan martial art (fast straight attack, critical strike to groin, eyes, throat, for example). The ability to use martial arts with a melee weapon (Xingyiquan - spear, stick, knife, sword).

New addition – In addition to the future zed sight nerf, give us a sneak mode that reduces your visibility to enemies and a camoflague skill. Also a camo cream item on military corpses/mil surplus, outposts etc that enhances your stealth rating. With a high level camo skill and a little bit of tailoring you could doll yourself up in ghillie suits.

Of course, it wouldn’t affect your smell, so you’d have to burn some stuff and gently smoke yourself like a fish to de-stink yourself-- or better yet, cover the stench with something else-- let us coat ourselves in zombie blood or engine oil to mask our scent. Zombie pheremones aren’t really the same thing.