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
Take their head off and they fizz and hiss like a shaken bottle of Mountain Dew Code Red. Were they eating Alka Seltzer tabs before they showed up?
So far the only things I haven't liked are the mandatory dig quest at the beginning and don't like how grey most of the zombies are,
but need mods to be really good ^^
---
just Ramble and dreams :P
i am not a fan off the lvling/progression controlling what is found in a place; that approach is very linear grinding lvl's ish.
would much rather have seen some npc/community related quest and reasons for doing stuff; and gating with community members needed etc.
kinda like state off decay, where your progress is in the community you built, your production is limited by the places you hold
(factory>home-prepper ammunition making; could be a quality needs better equipment to make it)
and your task was focused on stuff like "we need to move a large steel-cutter but it weigh many tons; how do we do it?. well we need to get a truck that can pull it, there should be planty off trucks at xyz; and we need a puller which can hold the weight without breaking, we can either built one or go to yzx to get one but the place is heavily infested with zombies"
then you get the truck, the puller, and clear out the factory with the machine, then your community takes over and thing it home; placing it as a blueprint item in the base storage or your storage;
and that's how you get a steel-work-cutter;
quest like that, with a focus which makes sense;
same if your going to built something that takes tons off resources, it would take your community time to gather those, mining/cutting/growing it is slowest but safest, looting is quickest but highest risk and require you scouting out a place with the right materials, finding or bringing trucks that can carry it, clearing out the place/securing it, and then your community needs x-days to move all the materials to the designated spot you want/need it.
building stuff could be done by the community as well; all blocks set down would start as basic blocks and the community, you as well if you upgrade with tool, would need to then upgrade it from base;
taking x-time depending on number and expertice off members.
yer it properly becomes a different game;
but we already has base building, traps, defensive weapons, auto-turrets, etc.
the only thing we are lacking is a reasonable way to built it all, and a reason to need a small fort and be able to make one.
in all zombie games it can only take so long before you got enough food, water, ammunition and weapons to hold you over for a lifetime and if the goal is purely your solo survival at that point it would take wierd reasoning to force one to leave for anything.
a community or people who need to occupy and use the cleared area, rebuilt and for gameplay be overrun and infected rinse and repeat (more living world like).
yer, it's cloth instead now.
i dont mind, looting clothing and salvaging it became tidious.
honestly i prefer if all salvage was in it's most basic materials and you need to built it from there (also it would prevent inventory clutter and space issues a lot ;) )
sounds damn good.
but hope someone will mod it now that 1.0 is out
(so hopefully future patches shouldn't completely break the modding work done for it)