Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So it didn't feel like savaging is just a complete waste of time.
although if he does allow the use of mod support, maybe someone will do it like Rimworld. Where it have 2 or more player with different bases and they have to loot and find a way to use the radio about nest and item. When one goal to isolate and survive on a large area given by the host.
I certainly disagree with the MMO aspect suggested by the other user.
Though mod support aspect would certainly be a plus. As I'd be quick to jump into a map maker to build interesting maps, add new weapons, and build fun scenarios for players to dabble with.
The rebuild series was pretty good, I'm surprised I forgot about it.
Enemy attack, lore and difficulty:
As previously mentioned, having groups just spawn and run at your base... not so good. Maybe do a 'house spawn' and let them room at night. When the time in the level increases, so does the atraction of the base (through smel, noise, trails, etc.), luring near rooming groups to it. By having scavangers either lure the hordes away, or smoke them out or their lairs, you increase the 'save zone' around your base.
Building buildings and taking care of those that are already there:
Yes, im aware that its hard to take down a building that isnt made of wood and bricks, but at least we should be able to fortify them. Allowing us to integrate them into makeshift walls.
Propos walls, i think we are in need of gates....
Controle:
Pls, for the l... you know what, just stop trying to do all over the mouse dangit! If i try to rotate a building, i get a dozens of the same kind at the same spot. If i want multiple, they rotate all over the place. O_o Just use some keys, we are not on a console with only a controler, you know?
But all in all, nice game. :)
I believe a sort of lair mechanic instead of just the creatures being in some of the houses during the day would be a good way to handle this.
If you have ever played "Days Gone" I believe the game does this fairly well with its nests.
I suppose I didn't think about that, while there should be a way to take down wood and brick buildings. Turing other types of building into makeshift watchtowers, walls, or fortified locations would be really useful for non-destructible buildings.
Maybe using Q and E to rotate a building, and using mouse to select (build) on a viable spot would be much better.
I can't say I am fond of the select and drag aspect either except with walls.
Oh, i like that. We can expand on that even more. Even doing some (minor)lore building on the nests.
When creating the map, hordes are placed in the buildings and they room around those, till attracted to something. With that we have the map 'filled'
Then there are those houses that are like our HQ, connected to underground bases that have fallen to the infected. They will iregularly spawn new hordes who will room around thoses bases. Again, till attracted by something. Till then, they will fill out the suroundings, making them harder and harder to 'smoke out'.
Giving it a kinda like sub goal of clearing the nests to stop the spawning and also giving access to a ton of resources (since it was a former undergound shelter, lore wise, it would make sense).
Ofc, if the nest isnt taken care of, at some point, there should be something like a 'dungeon break' having the whole group acting as one, rushing the player base. *hrhrh*
Also, i dont know how much ressources and time the dev (devs?) have to invest in something like that. :-/