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An example would be : a girl is kidnapped by bandits and maybe certain classes/perks let you free her with words, and other options to fight them or back off if you can't talk your way out or fight them.
Or maybe bandits find a box of loot and tell you to back off, if your strength/combat skills high enough you could intimidate them into backing off.
I wonder if we could get a charisma stat for this?
I think, these hostile NPC's should have combat preferences over anything else: Some who shoot firearms, some who charge in and beat the snot out of you, some who maybe do both, or maybe a hit-and-run strategy, especially during the night. There's a lot of opportunities I think. But, I'm also hoping that upon being taken down, will also give a bit more drops than just a rag and a random item? A bit of incentive for us to consider going after them ourselves?
There's other potential options, I think:
- Maybe a couple of the Fortified Houses would rather shoot first, talk later? Something tough to break through, but gives loot and a defensible base once cleared out?
- We could have a group of hostile NPC's that work together against you. I mean, we can recruit Survivors ourselves, so I see no reason why Hostile NPC's can't have groups of 2-3 either.
- Perhaps there's a way we can persuade or bribe the Hostile NPC's to become neutral to us, if just temporarily. Not to become companions per-say, but more of an extra arm that can deal with zombies in the area.
- I like the idea behind them having a 'goal' or something they're after, a reason for them to be hostile. Perhaps we'd be given an option to separate with an item we have that they want in exchange for our life. Or heck, maybe something like a 'toll', where in order to leave or pass by them, we need to give them something. We do that, we get to leave peacefully. We don't, or can't, then the fists and gunfire do the talking instead!
What I'm about to say here isn't what you asked for. But maybe, just maybe, there could be a seventh ending with hostile NPC's? Perhaps there could be an Outlaw base that, if we clear out, set ablaze with Molotovs, maybe plant a flag, or some other criterias, we get something like a 'Vigilante Ending'.
BUT - I'd also perhaps consider making it a toggle option to have Hostile NPC's on or off in somewhere like the difficulty options. I personally don't mind it, but I do know a couple of people who are not fans of that.
I like this idea you have going on. Hostile NPC's will definitely add a new layer of strategy to this game. Looking forward to see what you come up with.
Or you could have survivors that pretend they want to assist the player but then lead them into a trap so they can steal their items, maybe using noise makers to attract zombies or having bandits lying in wait.
밤에는 본인들 기지에서 보초를 세워두고 방어를 하는 시스템이 제일 현실적일거 같네요
그렇게 되기 위해선 우선 유저들도 본인의 기지를 세울수 있게 바리케이드, 내부 건설 등의 기능도 필요할 것 같습니다.
More options would be great, considering game is pretty hard on it's own. Faster exp gain, better skills, more starting equipment, etc.
-enable reading until interrupted similar to sleep
-enable an option to double click for hold options (like holding to dismantle in crafting, or to fully hydrate)
-enable an option to skip animations when refueling, fishing, etc
A new ending related to joining a bandit faction might be an interesting idea - storm a number of fortified houses and claim them for the bandits as new bases kind of thing.
Vice versa, a new quest with the fortified house to eliminate bandit camps could be interesting. Other than bandits, prior military could be an interesting new NPC type; maybe something like a set of friendly mercenaries that have set up and you can hire them for help.
Another system I could find as interesting is if there was "bandit bases" they spawned on the map occasionally (abandoned houses changing into them based on a setting for frequency) Where Bandits make a stronghold and collect the resources from around them. These working as either a challenging area with multiple human enemies to defeat or a more hostile version of a trading house that gives you worse deals but can possibly offer you unique items that normal trade houses don't have. (possibly link to a new ending where you join the bandits to exploit survivors?)
건물 중에 생산 건물(음식, 탄약, 재료 등등)이 등장합니다. 발전기에 충분한 기름이 있고 거점이 활성화 되어있으면 지속적으로 물품을 생산합니다. 그러나 강도들이 이 지역을 공격하기 때문에 대비해야합니다.
강도는 맵의 일부 지역(플레이어가 탐험한 지역도)을 점령합니다. 차를 이용한 이동을 방해하기 때문에 멀리 돌아가거나 그 지역의 강도들을 처치해야합니다.
방벽 : 망치를 사용하여 건설할수 있습니다. 적의 이동을 차단합니다. 하지만 적이 이동을 완전히 막을 경우 적은 방벽을 공격합니다
방패 강도 - 전방의 공격의 피해를 줄입니다. 옆을 공략해야 합니다.
총 강도 -원거리 공격을 합니다
화염병 강도 - 화염병을 던집니다. 화상상태를 제거하기위해서 연고를 사용해야합니다
일꾼 강도 - 적의 방어시설을 수리합니다
대장 강도 - 주변의 강도들의 능력치를 향상시킵니다
비명 좀비 - 플레이어를 발견하고 그턴에 제거되지 않으면 비명을 지름니다. 비명을 들은 좀비들은 근처로 모입니다
Some ideas:
Exsoldier/soldiers
Lone crazy survivor
Bandits raiding a Fortified House
Bandits using crafted weaponry like Nail Bat, Bow, etc
Some ideas:
- Wandering humans that steal your stuff.
- Being captured by bandits/having to escape.
- Capturing bandits.
- House traps.
I would also like the ability to build furniture for our forts.
1. 협박 후 습격
플레이어에게 특정 물건을 내놓으라고 먼저 제의합니다.
플레이어가 수락하면 적대 NPC는 습격하지 않습니다.
하지만 거절하면 습격을 해옵니다.
2. 이미 어느 장소를 점거하고 있음.
그들은 요새화된 주택처럼 어느 한 장소를 점거하고 있습니다.
그들은 매우 적대적이라서, 협상이 통하지 않고 플레이어가 접근하기를 원치 않습니다.
플레이어은 해당 장소를 들어갈 수 없습니다.
해당 장소에 들어가려면 그 장소를 점거한 NPC들과 싸워야만 합니다.
3. 우연히 만남
맵을 돌아다니고 있는 적대적 NPC와 우연히 마주쳤습니다.
그들은 플레이어 캐릭터를 보면 무조건 죽여서 물건을 빼앗으려고만 합니다.