Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

TB Suzuka Oct 31, 2024 @ 12:46pm
Lacks Melee Weapons
I think weapons should be more in abundance and crafting should be for maintaining or more specialty items. I can see things that can be used for potential weapons in the background however you have to stick to the loot areas.
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Showing 1-15 of 21 comments
Commodus Oct 31, 2024 @ 3:32pm 
I also dislike how melee weapons break after a few times used,

An axe or knife just dosnt fall apart, some should have way higher durability.
[Heretic]Rivga Oct 31, 2024 @ 5:43pm 
Originally posted by Commodus:
I also dislike how melee weapons break after a few times used,

An axe or knife just dosnt fall apart, some should have way higher durability.

Game play reason adds tension.
Shadow Oct 31, 2024 @ 9:12pm 
I was gonna say add chainsaw but with that kind of noise, you'd wake up every single deadhead stinker there is on the map.
TB Suzuka Nov 1, 2024 @ 10:48am 
Originally posted by Commodus:
I also dislike how melee weapons break after a few times used,

An axe or knife just dosnt fall apart, some should have way higher durability.


Originally posted by HereticRivga:
Originally posted by Commodus:
I also dislike how melee weapons break after a few times used,

An axe or knife just dosnt fall apart, some should have way higher durability.

Game play reason adds tension.
I don't mind the durability but there should literally be stuff you can use to kill somebody everywhere lol. I shouldn't have to worry about weapons.
Roger_Dabbit Nov 1, 2024 @ 11:19am 
Originally posted by HereticRivga:
Originally posted by Commodus:
I also dislike how melee weapons break after a few times used,

An axe or knife just dosnt fall apart, some should have way higher durability.

Game play reason adds tension.
Seems like this could be balanced by manipulating the number of weapons found. Higher durability = less lootable weapons because the ones you loot up front last longer.

Would also actually increase tension because a survivor dying on a scavenge run and losing the knife means you lose a weapon with a lot of life left in it, instead of looking at the loss and going "meh, it was only gonna last one more zombie anyways." Weapons would hold value and be meaningful instead of disposable, like tissues.

A sturdy melee weapon should be worth its weight in gold in a zombie apocalypse, particularly those well suited to puncturing/cracking skulls (i.e. claw hammer, axe, etc). Right now, they're the opposite. Like all the weapons are made out of a stiff cardboard composite that deteriorates as soon as its moistened with zombie blood.
Last edited by Roger_Dabbit; Nov 1, 2024 @ 11:21am
Originally posted by Roger_Dabbit:
Originally posted by HereticRivga:

Game play reason adds tension.
Seems like this could be balanced by manipulating the number of weapons found. Higher durability = less lootable weapons because the ones you loot up front last longer.

Would also actually increase tension because a survivor dying on a scavenge run and losing the knife means you lose a weapon with a lot of life left in it, instead of looking at the loss and going "meh, it was only gonna last one more zombie anyways." Weapons would hold value and be meaningful instead of disposable, like tissues.

A sturdy melee weapon should be worth its weight in gold in a zombie apocalypse, particularly those well suited to puncturing/cracking skulls (i.e. claw hammer, axe, etc). Right now, they're the opposite. Like all the weapons are made out of a stiff cardboard composite that deteriorates as soon as its moistened with zombie blood.

personally I like to see more weapons and ways to make them last longer. For example, I can understand a make shift knife lasting two stealth hits and breaking when used in regular melee quickly and those made on a bench last 3,4 or up to 5 stealth attacks randomly. I would even go so far to even say duct tape should be able to repair weapons for one or two extra swings in the field.

I wouldnt even mind us being able to take planks and sharpen them into spears that last 1 or 2 strikes and need a knife to resharpen. Make it so fresh spears have longer reach and as you sharpen it, its range goes down and so does it durability.

I feel that for any zombie game, we always forget how many basic caveman tools can be made and how effective they can be as an emergency tools.

I get there is suppose to be some kind tension of not having anything, hence why we can punch them, but when most weapons cause sound when used (Looking at you frying pan and bat), we need more cheaper options to help with stealth. esp early on.

I guess the hard part would be to balance and id assume it can be based on where the base or how many locations are unlocked. Maybe make it so higher level zombies require better stealth weapons or make them break instantly when their *level* is too high. Or simple way, put a cap to one or two make shift items.
DMDuncan37 Nov 18, 2024 @ 5:23am 
Is it possible to repair melee weapons ?

I don't see any in the weapons workshop

Yes, melee weapons degrade far too quickly. not very logical :/
Last edited by DMDuncan37; Nov 18, 2024 @ 5:26am
Originally posted by TB Suzuka:
I think weapons should be more in abundance and crafting should be for maintaining or more specialty items. I can see things that can be used for potential weapons in the background however you have to stick to the loot areas.
i want big shovel
Zoega Nov 18, 2024 @ 8:37am 
I would love to see traits do more toward the specific weapon type like the blade trait giving bladed weapons more durability and less hits up front to take down a zed. Also having a repair option at the workbench that cost slightly less than making a new one?
artmangm Nov 18, 2024 @ 4:34pm 
Originally posted by Shadow:
I was gonna say add chainsaw but with that kind of noise, you'd wake up every single deadhead stinker there is on the map.
plus, it's unwieldy and can easily lose your grip on the thing, sending it flying away. sure it was initially made for amputations but the person normally wasnt trying to kill you while taking a limb
Shadow Nov 18, 2024 @ 9:02pm 
I want to ask, why don't the survivors use derogatory / insulting terms to refer to the zombies?
cafighteria Nov 20, 2024 @ 1:41pm 
I actually prefer the limited melee weapons, I struggled because I wanted to kill all zombies, but I think its more fun/challenging to get their paths to make them either walk off map, or lock them in a room, and only fill your backpack with essentials so you can build all the workstations. If the melee weapons didn't take inventory I would say yeah, but the only level that having a really powerful (albiet silent) weapon would be OP and awesome is the police station and maybe firestation so far. Guns really feel like a mistake because bullets also take up backpack space... which is that classic survival/RPG blunder where a suit of armor equals a bottle of pills equals a shovel equals 3 carrots or 20 bullets. But it's also game logic, and I think the inventory management is the major decision part of the game that makes it fun.
Griffith Nov 20, 2024 @ 7:21pm 
The reason for limited weapons is to emphasize stealth and utilizing doors to lock zombies in and out of areas you want to explore. Many areas with wandering zombies have either a door that can be locked/desks to hide behind as they pass by.

For many areas there are rarely enough weapons to simply kill everything. Places like the police station have dozens of zedheads, and many assassinations will alert other zombies.

If you had an infinite melee weapon, the game is more or less reduced to hitting E, alerting nearby zombies, running away until they start wandering, walking up to them to hit E again.
With a lack of weapons, you either give up exploring certain areas, or risk using stealth/doors/desks to sneak by, opening an area one at a time.

Weapons instead become a way of skipping a puzzle, rather than a core mechanic.
Quentin1980 Nov 21, 2024 @ 12:35am 
flamethrower would be nice. Self made assault rifle in weapon station level 3???? I think this one need to take out doesnt sound logic can actually home made an assault rifle in 1980s. Or maybe even fire extinguisher, hey it can be a weapon lol.
Last edited by Quentin1980; Nov 21, 2024 @ 1:23am
Shadow Nov 24, 2024 @ 4:39pm 
Originally posted by Quentin1980:
flamethrower would be nice. Self made assault rifle in weapon station level 3???? I think this one need to take out doesnt sound logic can actually home made an assault rifle in 1980s. Or maybe even fire extinguisher, hey it can be a weapon lol.

I was going to say chainsaw but then realized it would make a lot of noise and wouldn't be a good idea. Slicing those smelly disgusting walkers would have been fun with a chainsaw though.
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Date Posted: Oct 31, 2024 @ 12:46pm
Posts: 21