Envy the Dead

Envy the Dead

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Oleg Kazakov  [developer] Apr 25, 2016 @ 3:07pm
Gameplay suggestions
Please suggest improvements to gameplay mechanics, and everything else in the game.
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Showing 1-15 of 23 comments
chrisjones32 May 11, 2016 @ 3:33am 
the choice of who receives weapons or armour,
in camp crafting or learning,
like on scout choice of who comes out with you on missions,
ability to set food traps round camp (rats Mice etc),
on combat screen ability to zoom out.
great game so far enjoying it
benderisgreat333 May 28, 2016 @ 1:06pm 
Originally posted by USER:
Suggestions:
1) a real (text based) story, unique characters, team conversations (including dialog trees) and many moral choices
2) gear/base upgrading and zombie attacks (on your base)

good luck :)
This^ also more customizing would be awesome
Suddenly Matt! May 30, 2016 @ 10:57am 
Functionality requests:

UI arrows to let you scroll up and down big lists without needing the middle mouse button (because at least for me, it's janky as hell)
Repair/build skill should be additive. From what I saw, prereqs for building stuff only looked at the highest person. Even if the other people with potential skill counted for, say, half, it'd still work out.
The ability to remap keys, or at least bring up an easy-to-see list of buttons and what they do (which may account for a few of my suggestions here).
The ability to rotate things in combat mode during placement.
Keyboard arrows should move the camera.
The map should have a capability to zoom in on a map section. Also, it should constantly be lit, even if it's by torch/candlelight.
Visual indicator for morale, of some sort.

Gameplay requests:

Unlocking new craftables through gameplay ("You stumble upon a schematic!"/"One of the bandits left behind an odd looking weapon.")
More melee weapons.
A more expressable reason for why you're going from one map to the other. Alternately, the ability to set up shop in a location.
Reputation system.
Aural or textual interactions between party members. Buffs/debuffs that work between them based on situations arising through gameplay.
Last edited by Suddenly Matt!; May 30, 2016 @ 11:00am
prof1k^ Jun 1, 2016 @ 2:22am 
Будет ли кооператив хоть какой-то?
Oleg Kazakov  [developer] Jun 1, 2016 @ 2:45am 
Originally posted by prof1k^:
Будет ли кооператив хоть какой-то?
Нет, дизайн игры подразумевает только одиночную игру
The ability to save your game if its anything like state of decay plz dont let me rage quit after my character progression is gone in seconds after a months work lol.
Oleg Kazakov  [developer] Jun 2, 2016 @ 12:58am 
Originally posted by Fear the Banu:
The ability to save your game if its anything like state of decay plz dont let me rage quit after my character progression is gone in seconds after a months work lol.
The save is already in the game
Originally posted by oleg-kazakov-1990:
Originally posted by Fear the Banu:
The ability to save your game if its anything like state of decay plz dont let me rage quit after my character progression is gone in seconds after a months work lol.
The save is already in the game

Oh nice! thanks man.
tarling Jun 3, 2016 @ 11:29pm 
Originally posted by oleg-kazakov-1990:
Originally posted by Fear the Banu:
The ability to save your game if its anything like state of decay plz dont let me rage quit after my character progression is gone in seconds after a months work lol.
The save is already in the game
Any time I leave the round, and then come back with "Continue" -- there are no characters. The location is saved, but the characters aren't.

Also ran into a bug on the second map (after escaping the city) -- no nearby markers even after scouting, and dash lines don't connect to anything when display... I randomly clicked around and was able to reach 3 spots, but that was it (and knife in maps wasn't displaying).

First map was fine [although zombie AI got mass stuck near corner of a building, so it was easy to escape [let timer run out] without much fighting...

I am addicted to the game :steamhappy:
tarling Jun 3, 2016 @ 11:48pm 
would be nice to have option to pick up barrier placed for battle sequence (in case we put it on the wrong place)... It's hard to see the whole map area [view only zooms out a little), so it's easy to accidentally place barriers on top of walls and areas where they can't help. Should be able to pick up the barriers we make to adjust them and move them before the start of the fight.

Same issue with placing made barriers around the edges of the screen -- it's too easy to click START fight by accident while trying to move character or place barrier.

A rotate view would be nice as well (hard to see some of the paths)

You can also place characters on top of walls and on obstacles, but one they move you cannot climb on the same obstacles -- might need to block off placing them anywhere they can't walk to.

Characters also get stuck behind other characters (blocked) and can't move to a new location... they should be able to edge past each other.

Characters should have 2 weapon choices/slots each for battles -- one firearm, and one melee -- so you can switch during battle (otherwise firearm characters are useless if ammo is low -- plus there are times when you want them to stop firing shots so they don't waste more ammo). It's also hard to tell how much ammo is left during a battle -- which is why it would be nice to switch them to a melee weapon when running out of ammo.

:steamhappy: (sorry about the wall of text - Steam is ignoring blanks lines right now)
Last edited by tarling; Jun 3, 2016 @ 11:49pm
Domip Jul 26, 2016 @ 1:25pm 
1. Better start system
2. Polish language
3. Support steam workshop
4. Items with steam community market
5. More open world
6. Expand world
7. More survival
8. Better graphics
10. Better walking system
11. First person view
12. Survival how in game the forest but with team, zombies and rpg elements
Last edited by Domip; Jul 26, 2016 @ 1:31pm
Xas Jul 26, 2016 @ 2:30pm 
Enjoys the game,
but the Infection Status seems to be rushing a player to move to the next map.

Most of my other thoughts are stated by others above.

Domip Jul 27, 2016 @ 1:18am 
Need directx 11 and directx 12.
rpgarcher Jul 28, 2016 @ 5:09pm 
sometimes enemies enter in an area that can't be seen. the ability to move the map further, or have the enemies spawn in a little more away from the edge would be nice. I'd also love the ability to rotate the map, but I can see how that could be very hard to add

I feel like all the 2 ammo weapons are a real letdown, since ammo is hard to come by they just feel like "not worth it" to me

A third accessory slot for stuff like the ammo bandolier

the ability to sell items at the shelter

PS: Loving the game
Domip Jul 29, 2016 @ 2:02am 
My ideas:
- free moving/go all team on all map
- third person view
- caves
- skins
- time in game
- more nature sounds
- underground
- climbing on mountains
- dive
- swimming
- cut tree
- option clean place
- pier
- character customization
- dog in team
- skill tree
- technology tree
- shields
- vehicle
- sentry
- more exploration
- one big map/world
- cut grass
- levels
- choose head boss in team
- very long travel
- better characters
- precomputed atmospheric scattering
- fmod studio runtime
- serverside script support (lua)
- easyhook
- rewired core
- udpkit
- sixence core api
- apexframework
- physxcore
- playmakerruntime
- alien fx
- logitech gaming led sdk
- sixence midi controller
- sixence sdk for razer hydra
- nvidia hairworks
- nvidia hairworks aa
- nvidia cuda runtime
- nvidia texture tools dynamic link library
- genome gaming system
- lightfx dynamic link library for 64 bits
- xna tweener
- rad video tools
- windows tools dynamic link library
- deltamax dll
- xtreme toolkit pro library
- the opengl extension wrangler library
- nxcharacter dynamic link library
- opensll shared library
- mfcdll shared library - retail version
- vulcan api
Last edited by Domip; Aug 15, 2016 @ 8:09am
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Date Posted: Apr 25, 2016 @ 3:07pm
Posts: 18