Iron Tower Studio Forums

RPG => The Shelter - Official Dead State Forum => Topic started by: Brian on June 26, 2012, 04:18:24 pm



Title: Dead State Suggestion Thread
Post by: Brian on June 26, 2012, 04:18:24 pm
Post suggestions for the developers here. Don't start a separate topic as it will be closed. The devs will read all of these, even if they don't respond to all of them.

Please check out the FAQ here on the forum before posting. Or catch up on design updates to see if we've already addressed your concern in a prior discussion.


Title: Re: Dead State Suggestion Thread
Post by: Igor on June 26, 2012, 04:26:34 pm
I would really love it if you could add an "auto-resolve" feature to battles. I'm sure the battles will be funs and everything, but sometimes you just want to skip a battle and move on to other things. Especially if you have great odds of winning and don't feel like playing the battle yourself.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on June 26, 2012, 04:36:12 pm
Suggestions for Dead State specifically, or just in general?

In general, I'd like to see more official artwork; prints/posters or desktop wallpapers would be so cool.

For things in-game, I don't know if you have something like this planned, but one thing I always liked in games were "background stories" that have nothing to do with the actual game but are sort of implied.  The example that comes to mind is Fallout 3, wandering around the world you'll open a bathroom stall and find a skeleton clutching a teddy bear and a hypodermic needle, or something like that.  I like pondering how that person died and ended up there and what their story might have been.

For Dead State, you could tie Lore into that, like...have your characters looting a house, and laying in a pool of blood you find someones cell phone or camera, and find messages about the person who lived in that house and their last days.  Maybe they were bitten by a friend or neighbor, and mention locking themselves in the bathroom, where you would find a zombie waiting.  Then you would think to yourself, "Oh shit, its so-and-so from the cell phone message!"  This sort of falls under the categories of Lore and I guess level design (broken furniture and blood stains, etc), but I just thought I'd mention it because it's one of the things that makes it really easy for me to get immersed in the game world.


Title: Re: Dead State Suggestion Thread
Post by: Brian on June 26, 2012, 04:43:57 pm
Suggestions for Dead State specifically, or just in general?

In general, I'd like to see more official artwork; prints/posters or desktop wallpapers would be so cool.

For things in-game, I don't know if you have something like this planned, but one thing I always liked in games were "background stories" that have nothing to do with the actual game but are sort of implied.  The example that comes to mind is Fallout 3, wandering around the world you'll open a bathroom stall and find a skeleton clutching a teddy bear and a hypodermic needle, or something like that.  I like pondering how that person died and ended up there and what their story might have been.

For Dead State, you could tie Lore into that, like...have your characters looting a house, and laying in a pool of blood you find someones cell phone or camera, and find messages about the person who lived in that house and their last days.  Maybe they were bitten by a friend or neighbor, and mention locking themselves in the bathroom, where you would find a zombie waiting.  Then you would think to yourself, "Oh shit, its so-and-so from the cell phone message!"  This sort of falls under the categories of Lore and I guess level design (broken furniture and blood stains, etc), but I just thought I'd mention it because it's one of the things that makes it really easy for me to get immersed in the game world.

We mention lore a bit in the Rampant Coyote interview.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on June 26, 2012, 04:47:45 pm
Cool, I'll read up on that then.  So many new interviews it's hard to keep track!   :panic:


Title: Re: Dead State Suggestion Thread
Post by: Invalid_Target on June 26, 2012, 07:53:55 pm
Just gonna throw this out as I haven't heard it mentioned anywhere, autosave.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on June 26, 2012, 10:28:45 pm
What kind of things will be moddable?  I am not asking about a mod tool.  I am wondering what will be in a database, text or xml files that we can change.  The more you can make moddable the better.  Weapon and equipment stats, and the probabilities of finding them would be nice at a minimum.

I suppose this needs to be a suggestion.  So please make the game as moddable as possible without adding too much work.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on June 26, 2012, 10:36:05 pm
Thank you for this topic

Anyway i want to suggest something for hardcore mode
To Make hardcore mode more challenging add
3 autosave slots, kind of what Skyrim has. But no save slots just 3 auto saves. Auto saves are activated when you fast travel and whenever a crisis event ends or a ally dies. The 3 autosaves over right each other. This way the player can actually feel the weight of their actions... I've never seen this implemented into a game before but maybe that's it for a reason anyways it's only a suggestion

Also you should reconsider resting outside the school. Maybe it only restores 25% exhaustion. Also resting has a % chance to lead to a surprise assult " which in hardcore mode it would autosave the assault "

Last thing i want to say, it would be cool if you REALLY pissed of a rival tribe they would assult your base or ransomed allys for supplies



Title: Re: Dead State Suggestion Thread
Post by: mouche621 on June 27, 2012, 07:24:20 am
"Last thing i want to say, it would be cool if you REALLY pissed of a rival tribe they would assault your base or ransomed allys for supplies"

I don't think the shelter is ever going to be "assaulted", since it has been said you can't fight inside it. What I hope for and seems more likely to happen are scripted encounters when travelling the world map - say you pissed off X faction, you unlock the possibility of running into an ambush from them.


Title: Re: Dead State Suggestion Thread
Post by: Malkav on June 27, 2012, 08:10:29 am
"Last thing i want to say, it would be cool if you REALLY pissed of a rival tribe they would assault your base or ransomed allys for supplies"

I don't think the shelter is ever going to be "assaulted", since it has been said you can't fight inside it. What I hope for and seems more likely to happen are scripted encounters when travelling the world map - say you pissed off X faction, you unlock the possibility of running into an ambush from them.

Or maybe they will just remember you and be hostile to you if you run into them.Since this is happening a few weeks after the infrastructure collapsed it will be hard from someone else to find you.It's not like you give them a map with a big X that marks your location just after you do something really horrible to them.


Title: Re: Dead State Suggestion Thread
Post by: Marauder on June 27, 2012, 08:31:13 am
A cool feature could be that if your team got totally outnumbered/butchered on a scavenging trip or something, the survivors could fortify their positions and wait for the others to send help. It would suck ass if you were looting for food and you'd run out of ammo or break all your melee weapons and the only way out was to send the least useless member as a bait while the others escape.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on June 27, 2012, 10:19:30 am
One thing I haven't seen mentioned anywhere is subterranean stuff, sewers and subways and the like.  Being able to access the sewer system would give players an escape route and provide a cool map level - torches or flashlights mandatory!

It could be kind of like the broken railways in Fallout 3 that you have to use to get around D.C.

Another cool random/unique map level would be a downed plane out in the middle of a field or something.  You could actually make it like a Crisis Event or something, someone sees a plane going down to the west and thinks there could have been survivors, or supplies.  Then when you get there, all 200+ passengers are zombies and on fire, to boot...you'll have to decide if the precious cargo and luggage is worth fighting to get to.

Also, there's some interesting real-life stuff in the area around where Splendid is supposed to be that would be awesome to see in game, such as Buchanan Dam.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on June 27, 2012, 10:20:31 am
A cool feature could be that if your team got totally outnumbered/butchered on a scavenging trip or something, the survivors could fortify their positions and wait for the others to send help. It would suck ass if you were looting for food and you'd run out of ammo or break all your melee weapons and the only way out was to send the least useless member as a bait while the others escape.

The problem with that is likely time-frame; the others have to figure out you're in trouble, send the help, and do it all before you get overrun.


Title: Re: Dead State Suggestion Thread
Post by: Marauder on June 27, 2012, 12:02:04 pm
The problem with that is likely time-frame; the others have to figure out you're in trouble, send the help, and do it all before you get overrun.
True. Using a regular walkie talkies would give a 60 mile radius and by foot you can't really go much further unless you're planning to stay outside for a night.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on June 27, 2012, 06:14:04 pm
The problem with that is likely time-frame; the others have to figure out you're in trouble, send the help, and do it all before you get overrun.
True. Using a regular walkie talkies would give a 60 mile radius and by foot you can't really go much further unless you're planning to stay outside for a night.

Yeah, but lets say you're 10 miles from the school; with the likely mixed bag, fitness-wise you have to respond, how long does it take you to get there?  Way too long I expect (this would change with vehicles, but I'm gathering there's only going to be a very limited amount of fuel available).


Title: Re: Dead State Suggestion Thread
Post by: Maeon on June 27, 2012, 10:48:37 pm
As we know, Dead State will not have its dialogs voiced or dubbed (too much text / not enough budget).

Writers could claim they can convey prosody through text, yes but thanks to storytelling schema. AFAIK ingame dialogs are not formated as narration.

How to enhance readers gamers "acuteness" ?

Due to isometric view, facial mimic morph would not be noticeable.
So I had a look to "body language" concept. I'm sure it would add an extra bonus to the game to interpolate various standing loop animation for conversation phase.

These animations could image mood or moral or liking/disliking toward interlocutor... (I don't know wich of these parameters would be relevant for body language).

Let me show you an example :
Suppose PC say an instruction to a NPC, then he reply : - "Well, it's your decision."



(http://www.indiabix.com/_files/images/body-language/8-12-1.jpg) " Well, it's your decision. "



(http://www.indiabix.com/_files/images/body-language/8-60-1.jpg) " Well, it's your decision. "



(http://i46.tinypic.com/2akhbgg.jpg) " Well, it's your decision. "
 


{source (http://www.indiabix.com/body-language/basic-understanding)} but there are many others...


Title: Re: Dead State Suggestion Thread
Post by: Malkav on June 27, 2012, 11:46:00 pm
Would be cool that at the beginning of the game the characters will not know exactly on what kind of stimuli the zombies are reacting to.This could be the objective of an earlier quest.


Title: Re: Dead State Suggestion Thread
Post by: Marauder on June 28, 2012, 03:20:05 am
Yeah, but lets say you're 10 miles from the school; with the likely mixed bag, fitness-wise you have to respond, how long does it take you to get there?  Way too long I expect (this would change with vehicles, but I'm gathering there's only going to be a very limited amount of fuel available).
Let's see, roughly 1km/10 min times 16=1h 40min. Against the living you'd be royally screwed but against zombies I can see that happening. All you'd need is strong enough door, or even a metal locker.


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on June 28, 2012, 05:40:42 am
Yeah, but lets say you're 10 miles from the school; with the likely mixed bag, fitness-wise you have to respond, how long does it take you to get there?  Way too long I expect (this would change with vehicles, but I'm gathering there's only going to be a very limited amount of fuel available).
Let's see, roughly 1km/10 min times 16=1h 40min. Against the living you'd be royally screwed but against zombies I can see that happening. All you'd need is strong enough door, or even a metal locker.

You can also "discourage" survivors from staying in one place too long by having the following factors in place :

1) The longer you stay in one place while outside, the higher chance you have of attracting attention, which means a higher chance that whoever ventures outside may either encounter a large mob waiting for them, an ambush by other survivors, or may lead attackers back to the temporary shelter without knowing about it.

2) Basic barricading can be performed on the temporary shelter the survivors have chosen, which can be degraded by attacks or simple wear and tear. More bodies on the outside trying to get in, the faster it degrades.

3) The longer a group spends outside the main shelter, the higher the chance that an attack on the shelter can happen. Since the party is not at the main shelter, such attacks can either be an off-screen affair, providing a statistic when the scavenging group get back (percentage of barricades torn down, number of stay-in survivors wounded/killed/turned, etc.) or have the game pause for the group, and switch back over to the main shelter for you to organize the defense.

Just my two cents :)


Title: Re: Dead State Suggestion Thread
Post by: Bofferbrauer on June 28, 2012, 07:11:06 am
Cutting off Members is a double-edges Sword since some Countries, like Germany or Australia, won't approve it

Fot the targeting System, yeah, a fallout or Jagged Alliance like System might come in handy


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on June 28, 2012, 10:05:34 am
As we know, Dead State will not have its dialogs voiced or dubbed (too much text / not enough budget).

Writers could claim they can convey prosody through text, yes but thanks to storytelling schema. AFAIK ingame dialogs are not formated as narration.

How to enhance readers gamers "acuteness" ?

Due to isometric view, facial mimic morph would not be noticeable.
So I had a look to "body language" concept. I'm sure it would add an extra bonus to the game to interpolate various standing loop animation for conversation phase.

These animations could image mood or moral or liking/disliking toward interlocutor... (I don't know wich of these parameters would be relevant for body language).


Nice idea.  However I am guessing they will go with the standard way this is handled, with some text in parantheses explaining the tone.

ie:  "Well, its your decision." (submissive)
      "Well, its your decision." (challenging)


Title: Re: Dead State Suggestion Thread
Post by: Ithacus on June 28, 2012, 12:18:34 pm
Have packs of Stray dogs been considered as a foe for survivors.  As I understand it, as packs of stray dogs grow in number, pack mentality kicks in and they become very dangerous which is why in some places where strays are a problem they have culls.  They could also be a source of "mystery meat" food supplies, as well as some other animals maybe.

I don't know if there are constraints to doing this with programing and artwork because of funding and localised objections, but it might be worth a thought.

I habe donated $31.00 I would have prefered to give more but sadly financial constraints prevent me doing so.


Title: Re: Dead State Suggestion Thread
Post by: Malkav on June 28, 2012, 12:22:40 pm
I love the idea of a zoo turning into some kind of Jurassic Park Brian mentioned in an interview.Maybe this will be implemented at some point into Dead State.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on June 28, 2012, 12:36:06 pm
I love the idea of a zoo turning into some kind of Jurassic Park Brian mentioned in an interview.Maybe this will be implemented at some point into Dead State.

As awesome as this sounds, with the game taking place 2 weeks into the apocalypse, all the animals would have starved.  Trip to the zoo would be a lot less Jurassic Park and a lot more rotting corpses in cages.


Title: Re: Dead State Suggestion Thread
Post by: Brian on June 28, 2012, 12:37:15 pm
Have packs of Stray dogs been considered as a foe for survivors.  As I understand it, as packs of stray dogs grow in number, pack mentality kicks in and they become very dangerous which is why in some places where strays are a problem they have culls.  They could also be a source of "mystery meat" food supplies, as well as some other animals maybe.

I don't know if there are constraints to doing this with programing and artwork because of funding and localised objections, but it might be worth a thought.

I habe donated $31.00 I would have prefered to give more but sadly financial constraints prevent me doing so.

Animals like dogs aren't viable as enemies or allies unless we hit our stretch goal. If we got dogs in, they'd definitely be useful as another enemy type. Although getting killed by a corgi would kind of suck.  


Title: Re: Dead State Suggestion Thread
Post by: LordBlade on June 28, 2012, 12:48:03 pm
Memorials would be nice.

If someone dies, you should be able to put up a grave marker (whether or not you have a body to recover) or maybe a little plaque somewhere.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on June 28, 2012, 12:56:10 pm
Animals like dogs aren't viable as enemies or allies unless we hit our stretch goal. If we got dogs in, they'd definitely be useful as another enemy type. Although getting killed by a corgi would kind of suck.  

I saw a show once that delved into this a little and their opinion was that most of the small and man-made breeds would die off fairly quickly.  A lot of those breeds are utterly dependent on humans and would have trouble surviving in the wild on their own or in a pack.  Dogs closer to their wild ancestors, with the practical refinements of evolution versus people breeding for cuteness, smallness, etc..., would go back to being wild and probably do well.

I think in a pack of mixed breeds with things like german shepards, dobermans, and pitbulls, something like a corgi would have trouble getting any food.  If it was lucky it might get some scraps.  Assuming it was even accepted into the pack in the first place, instead of being lunch.

There are exceptions of course.  There are some smaller dogs that evolved naturally and can take care of themselves.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on June 28, 2012, 01:07:02 pm
Memorials would be nice.

If someone dies, you should be able to put up a grave marker (whether or not you have a body to recover) or maybe a little plaque somewhere.

Good idea, I hadn't thought of that.  A graveyard could be an upgrade to the Shelter to increase morale (which is kind of funny to think about, but I guess having your loved one memorialized instead of put on a funeral pyre is comforting).


Title: Re: Dead State Suggestion Thread
Post by: Brian on June 28, 2012, 01:14:03 pm
Memorials would be nice.

If someone dies, you should be able to put up a grave marker (whether or not you have a body to recover) or maybe a little plaque somewhere.

There's something like this in the game. However, it's not that straightforward. You'll see.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on June 28, 2012, 02:02:26 pm
Memorials would be nice.

If someone dies, you should be able to put up a grave marker (whether or not you have a body to recover) or maybe a little plaque somewhere.

There's something like this in the game. However, it's not that straightforward. You'll see.

Hmmm.  Perhaps a wall where loved ones put up photos and notes.  It is outside of your control.  The items are put up by the npcs.  That is my guess anyway.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on June 28, 2012, 02:42:57 pm


There are exceptions of course.  There are some smaller dogs that evolved naturally and can take care of themselves.

Even some "constructed" dogs might do okay; I have a hunch that a lot of the less froofy terriers could get by, assuming water didn't turn into too much of an issue (which it probably would in parts of Texas...)


Title: Re: Dead State Suggestion Thread
Post by: jaes on June 28, 2012, 02:57:50 pm
It would be cool if you could fit some puzzles or puzzle-like situations in the game. IMO, puzzles and interactive storytelling is a natural fit in most cases.

Puzzles based on exploration, investigation, and the skill-system, would probably work well with your game concept. Maybe add a few adventure game-type puzzles to mix things up.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on June 28, 2012, 03:27:17 pm
It would be cool if you could fit some puzzles or puzzle-like situations in the game. IMO, puzzles and interactive storytelling is a natural fit in most cases.

Puzzles based on exploration, investigation, and the skill-system, would probably work well with your game concept. Maybe add a few adventure game-type puzzles to mix things up.

There are small puzzles involved in the Lore system. (For more info read here: http://www.irontowerstudio.com/forum/index.php/topic,2047.0.html (http://www.irontowerstudio.com/forum/index.php/topic,2047.0.html))

Every time you find a new data object and bring it back, it will be uploaded to a working computer in the shelter.  From the computer, you’ll have a chance to select fragments and decrypt them to make them readable. Currently, the data decryption process involves receiving a partially recovered password and using the leftover letters to guess the password. Here’s an example of an easy one:

GR_ _ T (A,E)


Title: Re: Dead State Suggestion Thread
Post by: Knightpt on June 28, 2012, 08:45:10 pm
Hello hello! Finaly a post-apocalypse survival-mode game, based on the humanity struggle for survival against all odds, but not an action FPS game! hurray!

I have a very long game in paper all ready to be build based on this basic principles of survival a post apocalypse (but lack funds), but its set on a natural disaster scenario, not a zombie one, but it should work quite well also!

Well, ideas and sugestions... I think the basic principle here at least in the start is the mistery, and nothing can get that better than a classic fog-of-war, with a map that is only visible the parts we explore, or anotations that we encounter as clues like "the police station north of the mall" that could be anotated in the map as greyscale crayon anotations, until you actualy go there and explore.

A cool thing about this kind of games is a powerfull map system. At first its small and unknown but little by little you can add flavor stuff like a red crayon circle anotation west of a building stating "Strange Explosions" or "undead nest?" or "night explosions", etc. With this you can link it very very well with the "lore" system you already have planned with clues and not easy to find places.

Another cool thing you should realy do would be to make the night realy scary with frequent zombie attacks. Disorganized of course, but gradualy with more and more zombies to build up the idea that you should always be defensive at all times. Later, with other group attacks, you realy need to put a lot of people on guard duty at night, but that will leave you short-handed at day (they have to sleep), so its a fine strategy balancing act you need to play between risk/reward, night/day NPC count.

One fundamental thing (imho) is to make each day a complete surprise and somewhat random. You could avoid a particular place on the map for 3 days because you always encountered heavy zombie concentration there, but at day#4 it could be clear, leaving you with a rare oportunity to explore that place. Also, random events like hearing a major explosion near your shelter, or a building colapse due to something unknown, or a random plea for help on the radio.

Its realy important that the player feels rewarded for risking exploring strange places. A mall is a given place for some extra food, but a residential building might have something interesting aswell that the player would not expect, perhaps a bread-crumb path of hints hidden could help a little, but other than that exploration reward is key (mixing it up with ambushes and danger of encountering hostile humans ofc).

One particular sugestion i would like to make is to have NPCs who are friendly with you, but for some reason don't want to go to your shelter because they find it too risky, or they think they have a better chance alone, etc. Giving them a walkie-talkie and making them your "eyes" for information could lead to some interesting random events or help filling your map with good information.

One interesting thing to make the game reach a much higher scope would be to insert the shelter into the world struggle. For example, the shelter could receive news from radio from other cities/shelters, or even government broadcasts with news that could make the game even more sinister and panicking like for example "news just now that we lost all contact with the naval base of ..." or "It seems the infected are geting even more restless, attacking more and more hidden settlements" or "Seattle is being ravaged by militia and chaos insues in the streets, who is our biggest threat? zombie or human?"

I could go on, but i'm not sure a wall of text will convince a single dev to read this fully so i'll stop for now :) if more ideas are needed please just ask here or by PM, i have a ton of them realy.





Title: Re: Dead State Suggestion Thread
Post by: Maeon on June 28, 2012, 11:00:07 pm
If you remember Katerina ouragan they were strange code written on or near houses door.

(http://southernspaces.org/sites/southernspaces.org/files/xml/ssp/v3flashslideshow2/moye1/2s-019-ss-10-dmoye.jpg)

Those marks were written by rescuers when reckonning a place in order to inform other services.

This is how it work :

(http://i45.tinypic.com/e6rfh3.jpg)

I think it would be nice to add it on Splendid houses assuming rescue started their job at the early dayz, then...
Not systematically, but few at least, specially on buildings/houses that are intended to be explored. It would profit to immersivness and may provide a tip about what happened and what could be inside.



(http://i50.tinypic.com/jtncqh.png)
# Code on the left say that place have been reckoned by "State of Texas Urban Search & Rescue (http://usar.tamu.edu/Pages/Default.aspx)" (US&R Task Force identifier : TX-TF1).
# At date 17 september (top the cross).
# No hazardous inside (0 at the right)
# No bodies found inside (0 at the bottom).

If all access are locked, that place *should* be clean and not make any nasty surprise if you break in.



(http://i50.tinypic.com/9sqpf9.png)
# Assuming "State of Texas Urban Search & Rescue" would have been very pushed for time because of the crisis, they may requested "Splendid county Firefighter company" as local support (identifier : SP-Fcie.) - just role-play (fictive)
# MAT warn hazardous materials inside (flammable? explosive? corrosive? ...?) - just role-play (fictive annotation)
# DB2 means "2 Dead Bodies"

Dead bodies are definitively dead, not zombie. Is hazardous material have killed them ? Don't know, but if that stuff could be re-used to kill enemies, or just be rare gas barrels for your car / generator... perhaps some interesting loot inside.



(http://i50.tinypic.com/17b7dx.png)
# LB3 means "3 Living Bodies"
# IB1 means "1 Infected Body"

Are they still all alive (thanks to antibiotic for the infected one) ? Did the all 3 healthy people success to kill the infected one once turned zombie ? Did the infected one has turned zombie and contaminated the others (then you might face up to 4 zombies if you enter) ? Did they all or any left that place since the mark ?
Still it's potentially risky to check in for loot or ally.




(http://i48.tinypic.com/1zqr0bo.png)
# Z for "Zombie" !

You surely noticed there is no sign [0, LB, IB, DB] at the bottom. It's role-play, assuming the poor rescuer freaked out when he found zombie inside  :) probably he ran out, shut door behind and so remains unable to report further.
We cannot know how many zombie there is, nor is somebody still living entranched in a safe room ?



Well, as you see there is many combination with "X-code"


Title: Re: Dead State Suggestion Thread
Post by: GhanBuriGhan on June 29, 2012, 02:49:29 am
Nice idea, Maeon!

In general I hope that the environments often will be "narrative" in a way, hinting at the events that took place when the zombies took over: last stands, suicides, panic, futile defense measures, etc.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on June 29, 2012, 10:56:29 am
Nice idea for a visual bit, Maeon.

One of the things that makes Fort Zombie a better game than its reputation is the little details; you find grafitti everywhere (some left by the zombies since they're supernatural and not completely mindless), and some pathetic signs of survivors last activities.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on June 29, 2012, 11:14:58 am
Nice idea for a visual bit, Maeon.

One of the things that makes Fort Zombie a better game than its reputation is the little details; you find grafitti everywhere (some left by the zombies since they're supernatural and not completely mindless), and some pathetic signs of survivors last activities.

Fort Zombie isn't bad if you use the "Romero Mod" that I made.  Some of the key features are:

Guns removed from cop and soldier
Jogger moves at the same speed as the other zombies
Charge removed from football zombie
Healing powers removed from doctor, nurse, and medic

Here is the full post I put up a while back.
http://www.irontowerstudio.com/forum/index.php/topic,1957.60.html (http://www.irontowerstudio.com/forum/index.php/topic,1957.60.html)


Title: Re: Dead State Suggestion Thread
Post by: BoredSam on June 29, 2012, 03:10:16 pm
Maeon's post is amazing, that could really add some scary elements to scavenging in suburban areas.

I had an idea today for a possible crisis event. In the post-apoc book 'Earth Abides' by George R. Stewart, one of the early problems the protagonist deals with is how a mass extinction of humanity effects animals/insects. It's been a while since I read the book, but IIRC since most dogs/cats lived in homes and were fed by people the ones that are left are pretty ferocious and run in packs.

Then I forget the reasoning for it, but the lack of people causes rodents and insects to go through these spurts where their numbers increase and decrease dramatically, almost like a biblical plague. The logic is something similar to if there's standing water during the spring it will cause more mosquitoes, which will cause healthier insects/animals that eat the mosquitoes, which will cause more and healthier of the animals that eat those guys, etc etc etc. With the major force behind the ecosystem (humans) suddenly gone, it causes everything to go out of whack.

 If anyone is interested I can reread that part of the book and fill in the reasoning for why it happened. I think it could be interesting though for your shelter or parts of it to get infested with rodents/insects and how to deal with it to save your food and save morale.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on June 29, 2012, 03:15:39 pm
Then I forget the reasoning for it, but the lack of people causes rodents and insects to go through these spurts where their numbers increase and decrease dramatically, almost like a biblical plague.

From what I have heard about rodents at least is that their current levels depend heavily on the garbage that humans produce.  With no humans around, at first their numbers will surge even higher because there are no humans to stop them from eating everything.  Once the current supply of food and garbage runs out, they will be back to depending on what nature can provide, so their numbers will decline sharply.  With another small spike with the survivors eating the corpses of the dead.  I would guess many insects are in the same boat.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on June 29, 2012, 06:10:05 pm
Nice idea for a visual bit, Maeon.

One of the things that makes Fort Zombie a better game than its reputation is the little details; you find grafitti everywhere (some left by the zombies since they're supernatural and not completely mindless), and some pathetic signs of survivors last activities.

Fort Zombie isn't bad if you use the "Romero Mod" that I made.  Some of the key features are:

Guns removed from cop and soldier
Jogger moves at the same speed as the other zombies
Charge removed from football zombie
Healing powers removed from doctor, nurse, and medic

Here is the full post I put up a while back.
http://www.irontowerstudio.com/forum/index.php/topic,1957.60.html (http://www.irontowerstudio.com/forum/index.php/topic,1957.60.html)

Well, I don't have a problem with it as-is; their premise (invasion by a quasi-Lovecraftian Deadworld reality) implies a certain degree of non-traditional zombie powers, and its not like you have weird mutant zombies and what all.


Not that there's anything wrong with your mod, I just think people who get bummed by the soldiers and what all aren't being willing to take the game for its own premise.  There's room for multiple kinds of zombie rationales and the consequences thereof.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on June 29, 2012, 07:40:41 pm
Nice idea for a visual bit, Maeon.

One of the things that makes Fort Zombie a better game than its reputation is the little details; you find grafitti everywhere (some left by the zombies since they're supernatural and not completely mindless), and some pathetic signs of survivors last activities.

Fort Zombie isn't bad if you use the "Romero Mod" that I made.  Some of the key features are:

Guns removed from cop and soldier
Jogger moves at the same speed as the other zombies
Charge removed from football zombie
Healing powers removed from doctor, nurse, and medic

Here is the full post I put up a while back.
http://www.irontowerstudio.com/forum/index.php/topic,1957.60.html (http://www.irontowerstudio.com/forum/index.php/topic,1957.60.html)

Well, I don't have a problem with it as-is; their premise (invasion by a quasi-Lovecraftian Deadworld reality) implies a certain degree of non-traditional zombie powers, and its not like you have weird mutant zombies and what all.


Not that there's anything wrong with your mod, I just think people who get bummed by the soldiers and what all aren't being willing to take the game for its own premise.  There's room for multiple kinds of zombie rationales and the consequences thereof.
I do prefer Romero like zombies, but I could have lived with the game the way it was if it wasn't for the fact  that I kept getting headshotted from across the map by zombies I couldn't even see.  Giving zombies guns is one thing, making them all snipers is another.   Especially with how bad a shot your character was even with high firearm skills.

Add on the fact that your allies were complete morons.  "I can't figure out how to jump this short fence, why don't I run in the opposite direction into a horde of zombies."  Keeping the npcs alive with bad ai and pathfinding was enough of a challenge.  If it wasn't for that, the soldiers would have been less irritating.

Overall I like the game.  Using my mod I have played it dozens of times.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on June 29, 2012, 10:03:43 pm

I do prefer Romero like zombies, but I could have lived with the game the way it was if it wasn't for the fact  that I kept getting headshotted from across the map by zombies I couldn't even see.  Giving zombies guns is one thing, making them all snipers is another.   Especially with how bad a shot your character was even with high firearm skills.


I suspect you either had incredibly bad luck, or hit an early version.  I've probably played the game through at least 40 times, and the shooter zombies are actually incredibly incompetent.  The only thing you can run into is that shooting in the game is a mix of reticule placement and character skill; if you're bad at the former, you can see the survivor as much worse than he is, and that's something the zombies and NPCs don't have to deal with.  But shooters are extremely poor at any distance (very close ranges have large bonuses so that can be a different story).

(That said, on the higher difficulties, being hit by a soldier is--bad.  But its quite avoidable most of the time).

Quote

Add on the fact that your allies were complete morons.  "I can't figure out how to jump this short fence, why don't I run in the opposite direction into a horde of zombies."  Keeping the npcs alive with bad ai and pathfinding was enough of a challenge.  If it wasn't for that, the soldiers would have been less irritating.



One of the legitimate complaints is that the NPC pathing is manifestly poor; even people who love the game will never argue about that.  Learning to work them around problem areas is extremely important.  Zombies have similarly poor pathing, but the truth is, you just don't care as much (and the fact they can climb doesn't help).

Trying to bring this a bit back on topic, one of the things I found sort of refreshing about FZ compared to a lot of zombie settings is that it doesn't assume everyone is a jerk (because of the specifics of the setting, in fact, most survivors are somewhat the opposite).  I realize that Dead State does not have its particular biases, but I hope it can avoid the sometimes overly-nihilistic tendencies a lot of zombie media are prone to in this regard and have a variety of personalities, and the sense that you can get somewhere.  (One of my reasons for being leery of the otherwise interesting Project Zomboid is I get the feeling its embraced that nihilism with gusto).



Title: Re: Dead State Suggestion Thread
Post by: Ithacus on June 29, 2012, 10:28:50 pm
I was thinking perhaps on the roles of some of your non party allies, and if storage is limited perhaps some could have a quartermaster skill/perks that can increase starage slightly.  Also perhaps some haveing chef/food preperation skill/perks to help decrease use of food supplies.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on June 29, 2012, 11:03:54 pm
I suspect you either had incredibly bad luck, or hit an early version.  I've probably played the game through at least 40 times, and the shooter zombies are actually incredibly incompetent.  The only thing you can run into is that shooting in the game is a mix of reticule placement and character skill; if you're bad at the former, you can see the survivor as much worse than he is, and that's something the zombies and NPCs don't have to deal with.  But shooters are extremely poor at any distance (very close ranges have large bonuses so that can be a different story).

I don't want to derail the thread again, but want to say that I play my share of fps games so I am decent shot with a mouse. I think the main problem besides the character skill factor was that the weapons were made much more inaccurate than they should have been.


Title: Re: Dead State Suggestion Thread
Post by: jaes on June 30, 2012, 09:30:06 am
It would be cool if you could fit some puzzles or puzzle-like situations in the game. IMO, puzzles and interactive storytelling is a natural fit in most cases.

Puzzles based on exploration, investigation, and the skill-system, would probably work well with your game concept. Maybe add a few adventure game-type puzzles to mix things up.

There are small puzzles involved in the Lore system. (For more info read here: http://www.irontowerstudio.com/forum/index.php/topic,2047.0.html (http://www.irontowerstudio.com/forum/index.php/topic,2047.0.html))

Every time you find a new data object and bring it back, it will be uploaded to a working computer in the shelter.  From the computer, you’ll have a chance to select fragments and decrypt them to make them readable. Currently, the data decryption process involves receiving a partially recovered password and using the leftover letters to guess the password. Here’s an example of an easy one:

GR_ _ T (A,E)

Thanks. While "Hangman puzzles" are not my favorite kind of puzzles, it makes sense to use them in this context. Crossing my fingers for other types of puzzles.


Title: Re: Dead State Suggestion Thread
Post by: gayonne on July 03, 2012, 11:46:44 am
Here's my wishlist... (pls, don't flame me for suggesting sth that's already posted elsewhere or might not fit the game...)

- at least one definite ending to the game - so far we all know that the game's about "survival" in a post zombie-apocalypse world where the player and allies got sucked into beyond their control. I would not want to get into a game that potentially has no end or plot to it (like xxxxVille, xxxCity, etc.), or the main goal of which is to see how long (in terms of days / months / years) one could survive before zombies overrun the Shelter (or the player). The ending(s) could be anything but must depend on the outcome of the player's choices made throughout the game.
- possibility of getting something more than just lore (and more lore) from allies and NPCs - e.g. side quests requiring you to say search for a family heirloom, eliminate an enemy faction, find a long-lost loved one (or his/her remains), make amends with certain other NPCs, etc., through getting to know them deeper, through the right mixture of skills and of course, through the dialog system
- make certain tasks a "by default" task (until being told otherwise) instead of needing to assign them each day - say someone skilled in "Repairs" who has initially been assigned the task of upgrading the shelter / repairing the barricades would return to such tasks the next day (assuming he's still alive) until the player asks him/her to change tasks to say, research or become a scavenging party member
- make certain tasks "routine" (i.e. someone repeatedly does it everyday - like healing the wounded, cooking, repairing, etc.) while others "project-specific" (e.g. building a turret / tower for the Shelter) with time requirements for completion (say 3 days for certain tasks, 5 for others, 2 for simpler jobs, etc.). For the "project-specific" tasks, the assigned allies will return to that task each day until the task is completed or is somehow interrupted by a (series of) crisis event(s). Those assigned to the task may either complain about the assignment (and thus lowering his/her morale and possibly the morale of others in the "task force"), or love the task so much that if they got switched out before the task is completed his/her morale would drop considerably. By the end of the task, everyone in the Shelter gets a morale boost and those in the task force would either get more skill points to spend or a major morale boost.
- World map traveling: any possibility of getting random "special encounters" during world map travels? (cf FO Tactics) Also, is there any way to avoid certain random encounters?
- hope you'll put in lots of Easter Eggs!!
- give the scavenging party members the ability to "sneak" around to avoid detection by zombies or human enemies, the ability of which depends on their base stats, skill point allocation and perks
- In the combat map, best if the player does not have to automatically enter into turn-based combat the moment an enemy is spotted (unless the enemies spot the player first) - that would allow the player and the scavenging team to plan their attacks, go into hiding or sneak behind the enemies / zombies for a surprise attack, etc.
- have some high grounds (like rooftops) that players (and enemies including zombies) can climb onto and get an advantage over those on the lower ground when using ranged attacks (makes it riskier too - it makes the character on the rooftop easier to spot if standing up and zombies can slowly climb up ladders or roam up the stairs, clogging up the only way down and overwhelming the one on top...) 
- maybe allow the player / allies / human enemies (but not the zombies) to change stance during combat (costs AP)
- let the player and scavenging team members get all the loot from dead enemies instead of randomizing their drops. Ordinary zombies would always carry no loot (as it's probably a bad idea for the team members to go through the zombies' rotten and diseased bodies just to look for stuff) but if there are any quest-specific zombies (e.g. an undead former family member or loved one of an ally), they might carry some loot like family heirloom, USB drives, keys to certain places, etc.

Sorry for the long list, but in any case thanks for reading.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on July 03, 2012, 12:00:06 pm
Most of that is already included in the game in some form or another, with a few exceptions:

-There isn't a "Sneak" mechanic, but there are two things you can do; the Survival skill helps you avoid getting ambushed while traveling on the world map, and you can be detected in an area by line of sight or the noise you make, so if you want to "sneak" around just stay out of sight and don't make any noise.  There is no crouching or going prone though, so you'd have to get behind a wall or a truck or something.

-Combat is turn based as soon as it starts, meaning someone either sees an enemy or a zombie or they see you.

-I don't know anything about high ground, I assume you mean like climbing onto roofs like in Jagged Alliance.  Nothing like that has been mentioned as far as I know.

-We also don't know about stance changing, but since crouching and going prone aren't included, I kind of doubt it.

-I'm fairly certain that loot is only semi-randomized, but couldn't remember a direct quote for you.  Check out this thread though: http://www.irontowerstudio.com/forum/index.php/topic,1740.0.html (http://www.irontowerstudio.com/forum/index.php/topic,1740.0.html)


Title: Re: Dead State Suggestion Thread
Post by: Zeronet on July 03, 2012, 02:03:25 pm
Suggestions..

-Temporary barricades or warning devices to delay or warn of zombies or humans to aid while scavenging.

-Traps in case zombies show up.

-It seems this is already in the game, but a realisation that in a apocalypse, electronic items don't disappear. Radios, MP3 players, tablet computers would still exist and looting stuff like this would be something to aim for to boost morale at a cost to electricity or batteries.

-Ensure variety in vehicles with different abilities for each type. With the addition of new tilesets such as military base etc, i'd hope ambulances and say Humvee's aren't out of the question for use as vehicles. Watching Falling Skies has made me realize how useful motorbikes may be for mobility at the cost of storage.

-I hope if we decide to be more militant survivalists, the ability to find other shelters and raid them.

-If there are things such as noisemakers, perhaps the area around the shelter could have something similiar that can be activated to draw away zombies that are too close to the shelter. Some sort of shelter upgrade that involves the surrounding area rather than the interior of the shelter itself. It'd reduce spawning rates of zombies in the area etc as you've installed systems that draw them to the edge of the town.


Title: Re: Dead State Suggestion Thread
Post by: ViolatedGorilla on July 03, 2012, 02:06:00 pm
Animals like dogs aren't viable as enemies or allies unless we hit our stretch goal. If we got dogs in, they'd definitely be useful as another enemy type. Although getting killed by a corgi would kind of suck.  

But what a cute and adorable way to die, especially if you have them herd you to your death.


Title: Re: Dead State Suggestion Thread
Post by: Ithacus on July 03, 2012, 08:42:21 pm
As an upgrade option would a place for water gathering (rain) be a good idea as mains water supplies would't last long and sewage would maybe get into the supplies like in Dead Frontier Outbreak 2.

Maybe a water reclamation thing you know boil any source of water then condense it.  I'm not a scientist or engineer but I'm sure an in game ally could figure something out.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on July 03, 2012, 08:45:14 pm
As an upgrade option would a place for water gathering (rain) be a good idea as mains water supplies would't last long and sewage would maybe get into the supplies like in Dead Frontier Outbreak 2.

That's what's called a cistern, and the problem is that depending exactly what part of Texas you're in, it'd be pretty much useless most of the year.  It'd be fine in southeast Texas, and might be okay in the more northern parts, but you only get rain in the rest in any amount worth bothering with a few months out of the year.


Title: Re: Dead State Suggestion Thread
Post by: Ithacus on July 03, 2012, 11:21:06 pm
I live in the North of england and rain isn't a problem, was forgeting the location of the game. :P


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on July 03, 2012, 11:23:14 pm
As an upgrade option would a place for water gathering (rain) be a good idea as mains water supplies would't last long and sewage would maybe get into the supplies like in Dead Frontier Outbreak 2.

That's what's called a cistern, and the problem is that depending exactly what part of Texas you're in, it'd be pretty much useless most of the year.  It'd be fine in southeast Texas, and might be okay in the more northern parts, but you only get rain in the rest in any amount worth bothering with a few months out of the year.

Indeedy, but having a water catchment area up (preferably any large area, like the roof) in the event of a lucky shower will help when needed. Also, treatment of any water to make it fit for drinking is pretty common, ranging from charcoal filters for the larger sediments to boiling the water to kill all remaining bacteria and other microorganisms. My favorite method only requires electricity, which is crucial when your means of cooking / boiling is Propane, it was showcased in The Colony (http://en.wikipedia.org/wiki/The_Colony_%28U.S._season_1%29), and it is called the Ozonator (http://en.wikipedia.org/wiki/Ozonator#Consumers).


Title: Re: Dead State Suggestion Thread
Post by: Ithacus on July 03, 2012, 11:29:54 pm


Indeedy, but having a water catchment area up (preferably any large area, like the roof) in the event of a lucky shower will help when needed. Also, treatment of any water to make it fit for drinking is pretty common, ranging from charcoal filters for the larger sediments to boiling the water to kill all remaining bacteria and other microorganisms. My favorite method only requires electricity, which is crucial when your means of cooking / boiling is Propane, it was showcased in The Colony (http://en.wikipedia.org/wiki/The_Colony_%28U.S._season_1%29), and it is called the Ozonator (http://en.wikipedia.org/wiki/Ozonator#Consumers).
[/quote]

Yeah thats my thoughts, just not very good at writeing them down.


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on July 04, 2012, 12:01:14 am
Of course, if the school (or surrounding buildings, can we make this a quest :lol:) has Induction Cookers (http://en.wikipedia.org/wiki/Induction_cooker), that kinda eliminates the need for propane.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on July 04, 2012, 07:36:49 am
Would be nice to reduce zombie raids per day. For example if you destroy or block off a bridge path you get less zed wondering into your town and attacks lighten up for the next 2 months or so

Also it wouls be cool to choose faction sides, for example 2 factions are at war because one side murdered some members of the other side, you can choose which side to aid and eventually get to the point where you raid one of their shelters and reap the rewards.

Also last thing, maybe if you can somehow manipulate zombies against a rival faction somehow like activating sirens or massive fireworks.


Title: Re: Dead State Suggestion Thread
Post by: azearuz on July 05, 2012, 10:00:38 pm
Well i got two ideas.

1. Sandbox Mode

and 2. an intro kind of thing that tells the story of how the zombies came to be. like a timeline kind of deal.
 and if not an intro then maybe bits and pieces of info scattered throughout the game telling the story of how it happened?

either way i look forward to this game!  :D


Title: Re: Dead State Suggestion Thread
Post by: Maeon on July 05, 2012, 10:24:08 pm
[...] if not an intro then maybe bits and pieces of info scattered throughout the game telling the story of how it happened?

Quote from: Brian
What I mean by “lore” is the data you can find in the game that reveals fragments of the zombie outbreak pulled from emails, message boards, browser caches, and text that can be found on phones, hard drives, and other pieces of scavenged technology. These are news transcripts, personal stories, leaked memos, and scraps of info that gradually reveal the bigger picture of how the zombie problem spread and what was done to combat it. These range from self-contained data fragments to 10-part sets. Each perspective gives a better understanding of how the world fell apart, as it would have been recorded by individuals or organizations. It’s a collection of observations and interpretations - if you’re looking for some grand conspiracy to be revealed, you’re going to be disappointed
[Source (http://www.irontowerstudio.com/forum/index.php/topic,2047.0.html)]


Title: Re: Dead State Suggestion Thread
Post by: Lynxette on July 05, 2012, 10:27:03 pm
For Dog Skins, could you please put in a Chow Chow? I really, really love Chows  :D and they look like bears too

moved this from another thread


Title: Re: Dead State Suggestion Thread
Post by: Zeekay980 on July 05, 2012, 11:53:11 pm
An option for dealing with any rival groups you may have pissed off should be weakening parts of their wall and throwing a couple of flashbangs over it and letting the zombies weaken them. I'd try my best not to get on their bad side, but if I had to take them out, that's what I would do.

Any survivors that are bitten could have different responses to their situation. Some people will kill themselves on the spot, others will do what they can until they turn. A few might, if taken on a mission that starts to go badly, sacrifice themselves to save the rest since they're already dead.


Title: Re: Dead State Suggestion Thread
Post by: suttonmitchell on July 06, 2012, 12:10:34 am
What are the odds of finding a few spare flashbangs though? I mean opening their wall at all without the flash would create mass panic and vulnerability. Still, very cool idea you are thinking of.


Title: Re: Dead State Suggestion Thread
Post by: Arhac on July 06, 2012, 01:25:56 am
Now that pets are a go, could one of the dogs be a Blue heeler (http://"http://en.wikipedia.org/wiki/Blue_heeler")? Let's see how many get the reference  ;)


Title: Re: Dead State Suggestion Thread
Post by: Maeon on July 06, 2012, 03:16:41 am
[...] throwing a couple of flashbangs over it and letting the zombies weaken them.
I don't think flashbangs are common objects you could easily find - or waste. Why not (big) firecrackers instead ?


Quote
Now that pets are a go, could one of the dogs be a Blue heeler (http://en.wikipedia.org/wiki/Blue_heeler)? Let's see how many get the reference
Did you mean Blue ...Lacy (http://en.wikipedia.org/wiki/Blue_Lacy) ? (no 'road warrior' reference but it's the only Texan breed)
(click to show/hide)


Title: Re: Dead State Suggestion Thread
Post by: udun on July 07, 2012, 10:55:15 am
Dont know if it's already in the game or it was already suggested.

My idea is to use the radio technology to make new quests.

To explain, your group could receive or intercept a message on the radio and/or walkie talkie depending on the skills of the charachter:
- of a group in danger, asking for help. You dont know if this group is good or not
- of a group(good or bad) saying that they found something special in a certain place. If u get there first...and if you dont...
- of a group(good or bad)asking for trade something

Dunno if it's a good idea but well, that's it  :panic:


Title: Re: Dead State Suggestion Thread
Post by: suttonmitchell on July 07, 2012, 11:28:56 am
That is a great idea, but I think it is already planned to be in the game. That is what they named the Radio tier on Kickstarter after.


Title: Re: Dead State Suggestion Thread
Post by: Marauder on July 07, 2012, 01:26:19 pm
What are the odds of finding a few spare flashbangs though? I mean opening their wall at all without the flash would create mass panic and vulnerability. Still, very cool idea you are thinking of.
Rape alarms! You know these small things you pull the pin out of and they start beeping like hell? Those could sure as hell get the z-gang up and moving.


Title: Re: Dead State Suggestion Thread
Post by: FedericoV on July 08, 2012, 03:39:37 am
I know that the save/reload issue has been discussed to death. I know that you think that the bleak and tragic nature of the experience could be broken by compulsive save/reload. I know that different levels of difficulty wil allow different save/reload options and that the normal difficulty will allow to save/reload everywhere even if at the expense of your vision of the game.

Have you considered the possibility of some form of positive reinforcement against compulsive save/reload? You know, sometimes the carrot is better then the stick. I'm just talking about normal difficulty and consider that I'm planning to play at an higher difficulty setting (just to clarify that I do not want some advantage for me). I'm thinking of achievements, XP/Loot rewards, etc.


Title: Re: Dead State Suggestion Thread
Post by: Yemeth on July 08, 2012, 06:24:50 am
Thanks to all of you posting your suggestions in this forum, I especially like things like the markings on the doors (how many survivors, infected) etc. I agree with, director of Das Boot, Wolfang Petersen, nowadays everything is explained! You cannot find a tiny, tiny thing that demands some kind of knowledge or that remains unknown a part (God forbid - the whole) of the game, so I would appreciate if there would be certain things in the unknown (also story telling wise, but I am surely not going to think that I can talk with Brian Mitsoda about writing, everyone here could easily be a teacher to David Cage ... :) ).

I read that there is no good/bad slider etc. and I am really glad you do not take that route as after Planescape: Torment there is almost no writing out there that takes a realistic route, no goody/baddy writing (Mr. Mitsodas Vampire: The Masquerade - Bloodlines is one of the very rare exceptions, especially everything Malkavian is brilliant).

Now, after playing through season 1 and season 2 of Telltales The Walking Dead, I really liked those loose/loose situations, especially the ones where I had time to think about it (giving out 4 food rations and there are about 10 people around). The DS antibiotics situations looks exactly like this, so I am really looking forward to feel like in an bad situation and not "no problem, I will just be the good guy and save everything" or "no problem, I just be the bad guy and gain a lot". Also love to feel responsibility towards an NPC, would be great to see this in DS, not just NPC x has a great stat y, lets watch over it, but just NPC x needs me, lets save him/her! The Walking Dead is a great example with the writing/interaction with the player and the child.

I am really, really excited about this game and the more I read about the vision and mindset the more I want get more info to read about it :D . Of course, I am always afraid of spoilers and would like to go in with a "do not know much about the game" mind (like, for example, playing Demon's Souls)...

Sorry, to all of you, for the long posting with my thoughts and almost no direct suggestions, but, to sum up, my suggestions are this: please ignore all those crappy action adventures that call themselves RPGs, please ignore those writers who do not have the guts to write for an mature audience who are not interested in a good/bad slider and who do not need to be spoon fed everything! I can see that the thing you explained to the core here and all the backers is exactly what we want and I am especially glad that you are reading through all the threads for suggestions and maybe even incorporate some of them in your game!

Thank you very much!


Title: Re: Dead State Suggestion Thread
Post by: 10thgaming on July 08, 2012, 06:35:15 am
  • I never heard of this before, but what about horses that can run zombies over?
  • What about blood transfusions? To keep guys that are loosing blood healthy.


Title: Re: Dead State Suggestion Thread
Post by: suttonmitchell on July 09, 2012, 01:10:37 am
I could see them doing the blood transfusions, that would require a lot of medical equipment and probably a bed for the 'patient'. I don't see a high school realistically having the equipment necessary for that kind of thing. Maybe after you loot the proper materials from a hospital or have a doctor on your team or someone with a high medical skill.


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on July 09, 2012, 01:37:01 am
I could see them doing the blood transfusions, that would require a lot of medical equipment and probably a bed for the 'patient'. I don't see a high school realistically having the equipment necessary for that kind of thing. Maybe after you loot the proper materials from a hospital or have a doctor on your team or someone with a high medical skill.

Blood transfusions are not terribly complex, you're essentially moving blood from one person to another, which can be done via normal drip bags (i.e. collect blood in said bags from donor, move bags to patient, hook up and drip). The crucial thing is determining blood type, you don't want to waste blood just because the donor and the patient were non-compatible. Blood test kits should be fairly common to find. Potential crisis moment would be finding out a patient has Bombay Blood (http://en.wikipedia.org/wiki/Hh_antigen_system).


Title: Re: Dead State Suggestion Thread
Post by: Greyman on July 09, 2012, 10:07:20 am
In fact, at one time a lot of high school science classes used to have the ability to test for blood type; it was a fairly common experiment in human biology.  I don't know if that's still done with the paranoia about infection and legal concerns these days.


Title: Re: Dead State Suggestion Thread
Post by: Knightpt on July 09, 2012, 10:16:10 am
Wanted to suggest a few part of the city (locations) that have a specific purpose as a support for your shelter. It's like a fixed location with a pre-determined bonus and "quest" to capture wich is a higher risk than normal so its up to the player if the reward is worth the risk of losing resources (ammo, NPCs, etc). For example:


- Water treatment plant -> Mission to repair the filters and restore the water supply and clear it of zombies -> Give a steady daily supply of : water -> Increases morale by X, reduces daily water usease of X (see below on water)
- Electrical power plant -> Mission to repair the plant and conection to the grid -> Give a steady daily suply of : Electrical Energy -> Decreases fossil fuel consumption (shelter generator) by X, increases fence defense by X (electrified fence)
- Comunications Array satelite -> Mission to repair the satelite dish complex -> Chance to receive nation-wide broadcasts -> Increases morale by X and get special missions' or events unlocks



Other thing i wanted to suggest is make Water another supply (like fuel, luxury and food already exist). (I know it was already stated its folded into the food cathegory, but still, i think water has much more potential than just a luxury item). Its a well acepted fact by cientists that the 1st thing that proves the most dificult to a civilization and the 1st downfall of many is the water consumption. Water could have more general uses also:

a) Watering the roof agricultural food production
b) Increases Hygiene thus lowering the chance for diseases to happen in the shelter and increase the morale
c) Protection against fire attacks

- c leads to the fire random event wich could be initiatiated by acident by a random ally-NPC, or as an attack from another outside group on your shelter. Fire is a serious and frightening thing, fits well in the game.


I believe that the more you can make the daily shelter worries as real as possible compared to RL, the more imersion the game can gain and in consequence the more dramatic and life-like it will be, adding drama, realism and the feeling that you are realy connecting to the game.

Cheers


Title: Re: Dead State Suggestion Thread
Post by: udun on July 09, 2012, 11:07:56 am
It would be nice to have the possibility to take hostages of wounded or trapped enemies so that you can:
- gain information about the enemies shelter, or about places to find good stuff.
- trade them
- get them to trust you. They are now part of your team
- send them to suicide missions
- torture and kill them

I d like that the same thing would be possible for your enemies. Example, capture one of your friends to find weak points of your shelter.

Could be good to have rescue mission and others.

 :salute:


Title: Re: Dead State Suggestion Thread
Post by: Stormfury on July 09, 2012, 01:51:11 pm
Could be good to have rescue mission and others.
 :salute:

I like the idea of having a mission where you actually have to save one or more of your team members from a rival gang.


Title: Re: Dead State Suggestion Thread
Post by: Stormfury on July 09, 2012, 01:58:36 pm
I like the idea of a mission where you and some of your team members head to a radio tower to try and patch in to contact the 'outside' for help.  Only once you fight zombies, get patched in and connected you hear several radio broadcasts similar to what you had planned to send out from around the country.  This in effect lets you know that you're possibly the last remaining survivors and would trigger a morale issue as the shelter begins to feel a bit of doom and gloom.

At this point, you would possibly need to do a few missions to increase morale of the survivors.  Things like finding sports gear (basketballs, tennis rackets, etc) that can be used at the shelter to increase morale or other items that might increase survivabiliy. Perhaps some form of entertainer NPC who can help keep up spirits.


Title: Re: Dead State Suggestion Thread
Post by: Eisregen on July 09, 2012, 04:02:54 pm
Things like finding sports gear (... tennis rackets...) that can be used at the shelter to increase morale...

if i would be in your shelter, it would look like this:
Anyone for tennis? (http://www.youtube.com/watch?v=I4dYYuT5wr0#)

so? anotherone for tennis?!? ;)


Title: Re: Dead State Suggestion Thread
Post by: Lynxette on July 09, 2012, 07:27:30 pm
Wanted to suggest a few part of the city (locations) that have a specific purpose as a support for your shelter. It's like a fixed location with a pre-determined bonus and "quest" to capture wich is a higher risk than normal so its up to the player if the reward is worth the risk of losing resources (ammo, NPCs, etc). For example:


- Water treatment plant -> Mission to repair the filters and restore the water supply and clear it of zombies -> Give a steady daily supply of : water -> Increases morale by X, reduces daily water usease of X (see below on water)
- Electrical power plant -> Mission to repair the plant and conection to the grid -> Give a steady daily suply of : Electrical Energy -> Decreases fossil fuel consumption (shelter generator) by X, increases fence defense by X (electrified fence)
- Comunications Array satelite -> Mission to repair the satelite dish complex -> Chance to receive nation-wide broadcasts -> Increases morale by X and get special missions' or events unlocks



Other thing i wanted to suggest is make Water another supply (like fuel, luxury and food already exist). (I know it was already stated its folded into the food cathegory, but still, i think water has much more potential than just a luxury item). Its a well acepted fact by cientists that the 1st thing that proves the most dificult to a civilization and the 1st downfall of many is the water consumption. Water could have more general uses also:

a) Watering the roof agricultural food production
b) Increases Hygiene thus lowering the chance for diseases to happen in the shelter and increase the morale
c) Protection against fire attacks

- c leads to the fire random event wich could be initiatiated by acident by a random ally-NPC, or as an attack from another outside group on your shelter. Fire is a serious and frightening thing, fits well in the game.


I believe that the more you can make the daily shelter worries as real as possible compared to RL, the more imersion the game can gain and in consequence the more dramatic and life-like it will be, adding drama, realism and the feeling that you are realy connecting to the game.

Cheers

I like the electrical power plant and water treatment plant. But wouldn't those places require supervision to make sure that no zombie wanders in?


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on July 10, 2012, 10:54:17 am
Now that we've unlocked animals, I'd like to suggest the posibility to take a dog along when scavenging. The dog will then warn you if others (zombies/ human enemies/ human friendlies/ other animals) are near.

Maybe you could train the dog to warn you without barking, so there's less noise.

Also I like the idea of a electrified fence, only I don't think a outside power source would be needed. You don't even need to power the fence constantly, just when there are enemies nearby.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on July 10, 2012, 10:55:17 am
Now that we've unlocked animals, I'd like to suggest the posibility to take a dog along when scavenging. The dog will then warn you if others (zombies/ human enemies/ human friendlies/ other animals) are near.

Maybe you could train the dog to warn you without barking, so there's less noise.

Also I like the idea of a electrified fence, only I don't think a outside power source would be needed. You don't even need to power the fence constantly, just when there are enemies nearby.

Dogs are allies, you'll be able to bring them with you on scavenging missions.


Title: Re: Dead State Suggestion Thread
Post by: Doyaldinho on July 10, 2012, 11:12:00 am
I think persistent injuries would be an interesting idea.

Say if one of your allies gets shot in the leg, his movement rate is reduced from there on in.

Any thoughts?


Title: Re: Dead State Suggestion Thread
Post by: Narifem on July 10, 2012, 12:56:34 pm
I've been creeping here a while now so it's time I do something to help out. Here's my few ideas. I don't know if these have been suggested or are planned, but here we go.

1. Waterways: It'd be an interesting idea to be able to move about using a river. I say this for a few reasons.
1(a). The Zombie Survival Guide gives it a huge thumbs up since zombies don't float. As long as the water is a certain depth, you are safe from zombies. In this way, you could have a semi safe rest in a lake or river. I say semi because even if you and your group dropped anchor in a "safe" area, a zombie could climb up your anchor.
2(a). Waterways have been used by people since ancient times as sources of water and a mode of transport. For example, you know there is a large amount of supplies hidden upstream. Too much to carry on foot. Instead of having to use a car, you could improvise (or find) a raft. This would allow you to ship the supplies downstream quietly and somewhat safely.
3(a). Since people gather near water you could probably find more survivors near bodies of water.
4(a). Another thing is a motor boat. It would require fuel and would generate noise but allow you to travel upstream. This also opens up the possibility of your motor breaking down. If someone in your group is a skilled mechanic he may be able to fix it.

(NOTE: Some may get angry with me for suggesting this. Texas is not all desert and cowboys. I live in Texas.)

This goes off my previous idea somewhat, so I'm listing it as 1.5
1.5 Fishing: You could fish in a body of water for food. If you fish too much too quickly you start to deplete the fish supply. This also opens up the possibility of a pond upgrade to the shelter.

2. Building out of shelter: If you were able to build removable/retractable bridges across the rooftops of buildings it could be very useful, especially in the City area. This idea could be expanded upon to include barricades and somewhat safe rest areas.

3. Allergies: It'd be nice if one or two survivors had allergies to the animals you have. It'd probably be too much if they were life-threatening allergies, although that is certainly possible. Instead, it'd be interesting (and possibly amusing) if they sneeze during dialogue. If some particularly annoying survivor was bugging me it'd be hilarious to have him/her sneezing up a storm.

I think persistent injuries would be an interesting idea.

Say if one of your allies gets shot in the leg, his movement rate is reduced from there on in.

Any thoughts?

I think this is a good idea, so long as it can heal over time. Also the possibility that if you take someone out of the shelter before they are sufficiently healed they aggravate the injury? This also opens up the possibility of being able to target different parts of enemies.


Title: Re: Dead State Suggestion Thread
Post by: Marauder on July 10, 2012, 01:28:45 pm
Waterways are a great idea. After all waterways have been the first form of easy transportation and logistics so it would be kinda silly if people wouldn't make use of them after a zombie-infestation. Plus it would give some interesting strategic aspects to supply gathering, boat sizes could limit group size and supply amount etc.


Title: Re: Dead State Suggestion Thread
Post by: Narifem on July 10, 2012, 07:12:43 pm
Waterways are a great idea. After all waterways have been the first form of easy transportation and logistics so it would be kinda silly if people wouldn't make use of them after a zombie-infestation. Plus it would give some interesting strategic aspects to supply gathering, boat sizes could limit group size and supply amount etc.

Glad to see someone is on the save wavelength as me.


Title: Re: Dead State Suggestion Thread
Post by: raoul78 on July 11, 2012, 04:09:07 am
As a finisher of The Texas Water Safari (the toughest boat race in the world!) I wholeheartedly agree with waterways!  My best memories of Texas were those where I was paddling down the river with a beer in my hand  :lol:  Also, if there is a river in Texas, its flanked by towns, ranches, forests - lots of places to find food, etc. 


Title: Re: Dead State Suggestion Thread
Post by: Marauder on July 11, 2012, 07:19:05 am
As a finisher of The Texas Water Safari (the toughest boat race in the world!)... I was paddling down the river with a beer in my hand
Sounds really tough :lol:

Also, some followers could be aquaphobic and couldn't use waterways.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on July 11, 2012, 07:46:04 am
I suggest making the game a month longer so i dont have to put it down so quickly =)

Also it would be nice to play poker with your fellow survivors, poker is a good way to keep a game from getting too competitive and same old same old (theres a word for that but i cant think of it)

If possible try to get some card games into the game because as they sat, a card deck is just as good as a second language


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on July 11, 2012, 08:31:39 am
Now that we've unlocked animals, I'd like to suggest the posibility to take a dog along when scavenging. The dog will then warn you if others (zombies/ human enemies/ human friendlies/ other animals) are near.

Maybe you could train the dog to warn you without barking, so there's less noise.

Also I like the idea of a electrified fence, only I don't think a outside power source would be needed. You don't even need to power the fence constantly, just when there are enemies nearby.

Dogs are allies, you'll be able to bring them with you on scavenging missions.

Ok, cool. But will they be able to detect zombies/ other humans before the humans in your group? A dog has better hearing and better smell compared to humans so this would make it a good companion to take along.

Also, are dogs susceptible to the zombie virus (can they get infected)? If so, you'd probably don't want your dog to bite a zombie!


Another thing I thought of last night, while playing Fallout NV. I don't think this is in the game, but in many games (like Fallout NV), NPC say something from time to time, to make the world feel more "real" (people talk in the real world). But since it's not possible to give a NPC thousands of lines to choose from, they end up saying the same few thins over and over. This is not only very annoying after a while, but it achieves the opposite of the goal.

If anything like this is in Dead State, please give us a option to shut them up!


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on July 11, 2012, 08:54:33 am

Ok, cool. But will they be able to detect zombies/ other humans before the humans in your group? A dog has better hearing and better smell compared to humans so this would make it a good companion to take along.

Also, are dogs susceptible to the zombie virus (can they get infected)? If so, you'd probably don't want your dog to bite a zombie!

Another thing I thought of last night, while playing Fallout NV. I don't think this is in the game, but in many games (like Fallout NV), NPC say something from time to time, to make the world feel more "real" (people talk in the real world). But since it's not possible to give a NPC thousands of lines to choose from, they end up saying the same few thins over and over. This is not only very annoying after a while, but it achieves the opposite of the goal.

If anything like this is in Dead State, please give us a option to shut them up!

It has been asked already, that all animals are currently immune to the Z-Pathogen, and zombies ignore them for the most part, unless they get in the way. And dogs, as well as any other animal you decide to bring with you during your outside excursions, are planned to be z-detectors, because of their superior senses.

As for the lines of dialogue, Brian has stated that many of the allied NPCs would have specialized lines, but not all, since writing branching dialogue for all the possible NPCs would take up way too much time and possibly delay the game for far too long.

P.S. Check out this thread (http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html), it is a compilation of all the basic questions that have been asked before :D


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on July 11, 2012, 02:19:39 pm
It has been asked already, that all animals are currently immune to the Z-Pathogen, and zombies ignore them for the most part, unless they get in the way. And dogs, as well as any other animal you decide to bring with you during your outside excursions, are planned to be z-detectors, because of their superior senses.

As for the lines of dialogue, Brian has stated that many of the allied NPCs would have specialized lines, but not all, since writing branching dialogue for all the possible NPCs would take up way too much time and possibly delay the game for far too long.
I'm sorry for asking for something that's been answered already. I have discovered Dead State only recently and haven't had a change to read up on everything yet... (though I'm working on that :))

About the dialogue, I get that writing all that dialogue takes an awefull lot of time and I don't expect each NPC to have loads and loads of unique lines. What I'm hoping for though is that the NPC's don't keep repeating the same few sentences every few minutes (without me initiating the conversation that is).

Like last night in Fallout NV: walking through Zion with Follows-Chalk, he said "So I finally get to see the taboo places without all the other scouts yelling at me? Can't wait!" at least 10 times in the maybe 2 hours I played. The first time he said that, I smiled (the "Can't wait!" part really sounded like he really meant it). The second time, oh well... The third time I was thinking "I heard you the first 2 times... And by the tenth time, well you get my drift.

I believe there's no spoken dialogue though, and I don't think the NPC's will be initiating the same conversation with me over and over again, so I'm probably "worried" for nothing but I thought I'd mention it anyway. But if there is anything like this in Dead State, I'd like the option to turn it off.

P.S. Check out this thread (http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html), it is a compilation of all the basic questions that have been asked before :D
Funny that you should mention that thread. I just printed it (just the compilation by DrunkenZombie) this afternoon to read it in the train home. 25 Pages using calibri 9pt... Didn't even get halfway through it :D But that's ok, got to take the train to work tomorrow, so plenty of time to read.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 11, 2012, 02:29:25 pm
It has been asked already, that all animals are currently immune to the Z-Pathogen, and zombies ignore them for the most part, unless they get in the way. And dogs, as well as any other animal you decide to bring with you during your outside excursions, are planned to be z-detectors, because of their superior senses.

As for the lines of dialogue, Brian has stated that many of the allied NPCs would have specialized lines, but not all, since writing branching dialogue for all the possible NPCs would take up way too much time and possibly delay the game for far too long.
I'm sorry for asking for something that's been answered already. I have discovered Dead State only recently and haven't had a change to read up on everything yet... (though I'm working on that :))

About the dialogue, I get that writing all that dialogue takes an awefull lot of time and I don't expect each NPC to have loads and loads of unique lines. What I'm hoping for though is that the NPC's don't keep repeating the same few sentences every few minutes (without me initiating the conversation that is).

Like last night in Fallout NV: walking through Zion with Follows-Chalk, he said "So I finally get to see the taboo places without all the other scouts yelling at me? Can't wait!" at least 10 times in the maybe 2 hours I played. The first time he said that, I smiled (the "Can't wait!" part really sounded like he really meant it). The second time, oh well... The third time I was thinking "I heard you the first 2 times... And by the tenth time, well you get my drift.

I believe there's no spoken dialogue though, and I don't think the NPC's will be initiating the same conversation with me over and over again, so I'm probably "worried" for nothing but I thought I'd mention it anyway. But if there is anything like this in Dead State, I'd like the option to turn it off.

TP.S. Check out this thread (http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html), it is a compilation of all the basic questions that have been asked before :D
Funny that you should mention that thread. I just printed it (just the compilation by DrunkenZombie) this afternoon to read it in the train home. 25 Pages using calibri 9pt... Didn't even get halfway through it :D But that's ok, got to take the train to work tomorrow, so plenty of time to read.

I think you are worrying for nothing as the triggers for conversations should be situational.  I would also think they would only use each conversation once.  It is easy enough to add a flag to each conversation to mark it as already used.

Game developers could do that for the voiced comments in games like Fallout 3 if they wanted.  However voice acting isn't cheap and each character has only so many things to say.  So I think they want the lines to be resused over and over to get their moneys worth and for people that want to hear it multiple times.  I am like you and would prefer that each line was only used once.   The same lines being repeated breaks immersion for me. 

Dragon Age did a good job of that.  The banter between the npcs only occured once and didn't repeat.


Title: Re: Dead State Suggestion Thread
Post by: melkathi on July 11, 2012, 02:39:17 pm

Dragon Age did a good job of that.  The banter between the npcs only occured once and didn't repeat.

Oh it repeated...
What Dragon Age did, was to tie banter to specific map points. If you passed the bridge in Orzammar: party banter. If you entered the Daelish camp from direction X: banter, etc. So if you had a set group that you use and did a lot of traveling to and fro, then banter would repeat, as the npcs had only so much interaction you could go through.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 11, 2012, 02:47:23 pm

Dragon Age did a good job of that.  The banter between the npcs only occured once and didn't repeat.

Oh it repeated...
What Dragon Age did, was to tie banter to specific map points. If you passed the bridge in Orzammar: party banter. If you entered the Daelish camp from direction X: banter, etc. So if you had a set group that you use and did a lot of traveling to and fro, then banter would repeat, as the npcs had only so much interaction you could go through.

Did it?  I kept mostly the same group and I don't recall hearing the same thing twice.  Maybe I got lucky or didn't notice.


Title: Re: Dead State Suggestion Thread
Post by: melkathi on July 11, 2012, 03:35:55 pm

Did it?  I kept mostly the same group and I don't recall hearing the same thing twice.  Maybe I got lucky or didn't notice.


Or you just didn't run back and forth as much as I did :)
It was designed so that a normal person wouldn't hear more than a couple of lines twice. But a completionist who does a lot of running back and forth... let's just say, if Alistair was going to ask Wynne to do his laundry one more time...


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 11, 2012, 03:57:29 pm

Did it?  I kept mostly the same group and I don't recall hearing the same thing twice.  Maybe I got lucky or didn't notice.


Or you just didn't run back and forth as much as I did :)
It was designed so that a normal person wouldn't hear more than a couple of lines twice. But a completionist who does a lot of running back and forth... let's just say, if Alistair was going to ask Wynne to do his laundry one more time...

I am a completionist as well, but I grouped things together as much as possible to avoid backtracking.


Title: Re: Dead State Suggestion Thread
Post by: Knightpt on July 12, 2012, 06:10:29 am
Wanted to suggest a few part of the city (locations) that have a specific purpose as a support for your shelter. It's like a fixed location with a pre-determined bonus and "quest" to capture wich is a higher risk than normal so its up to the player if the reward is worth the risk of losing resources (ammo, NPCs, etc). For example:


- Water treatment plant -> Mission to repair the filters and restore the water supply and clear it of zombies -> Give a steady daily supply of : water -> Increases morale by X, reduces daily water usease of X (see below on water)
- Electrical power plant -> Mission to repair the plant and conection to the grid -> Give a steady daily suply of : Electrical Energy -> Decreases fossil fuel consumption (shelter generator) by X, increases fence defense by X (electrified fence)
- Comunications Array satelite -> Mission to repair the satelite dish complex -> Chance to receive nation-wide broadcasts -> Increases morale by X and get special missions' or events unlocks



Other thing i wanted to suggest is make Water another supply (like fuel, luxury and food already exist). (I know it was already stated its folded into the food cathegory, but still, i think water has much more potential than just a luxury item). Its a well acepted fact by cientists that the 1st thing that proves the most dificult to a civilization and the 1st downfall of many is the water consumption. Water could have more general uses also:

a) Watering the roof agricultural food production
b) Increases Hygiene thus lowering the chance for diseases to happen in the shelter and increase the morale
c) Protection against fire attacks

- c leads to the fire random event wich could be initiatiated by acident by a random ally-NPC, or as an attack from another outside group on your shelter. Fire is a serious and frightening thing, fits well in the game.


I believe that the more you can make the daily shelter worries as real as possible compared to RL, the more imersion the game can gain and in consequence the more dramatic and life-like it will be, adding drama, realism and the feeling that you are realy connecting to the game.

Cheers

I like the electrical power plant and water treatment plant. But wouldn't those places require supervision to make sure that no zombie wanders in?


You could "secure" the places by puting chains in doors, etc.  To add to the micromanagement of your time/resources/NPC, you could secure it for X random weeks, and when a random event pops-in saying your water stoped entering your shelter (or energy, whatever) you should decide if its worth to go there again, or not worth the effort (you could get there and just find 1 stranded zombie, or 10-100).

Random events that force you to make decisions are, imho, very fun.


Title: Re: Dead State Suggestion Thread
Post by: Marauder on July 12, 2012, 07:09:05 am
You could "secure" the places by puting chains in doors, etc.  To add to the micromanagement of your time/resources/NPC, you could secure it for X random weeks, and when a random event pops-in saying your water stoped entering your shelter (or energy, whatever) you should decide if its worth to go there again, or not worth the effort (you could get there and just find 1 stranded zombie, or 10-100).

Random events that force you to make decisions are, imho, very fun.
That could work, as long as the time between the missions would be long enough. I hate those games that force you to repeat the same missions/tasks over and over again, it brings your game to a halt and it starts feeling like that's all the game is about. It would make sense and it would give you a reason to go back in some areas thought. And you'd have to be pretty quiet when cleaning the water treatment facility, if you went in guns blazing it would just get overrun the next day.


Title: Re: Dead State Suggestion Thread
Post by: Hyomoto on July 13, 2012, 06:18:43 am
My suggestions are mostly general in nature, and likely much of this will be implemented so I might end up just agreeing with DoubleBear.

The undead have to pose a real, immediate and important threat to enforce the decisions you make in the shelter.  If the player ever gets to a point where a zombie is not a 'situation', I think the game will fall flat.  Though I recognize fighting zombies will occur, and I think the player should be able to win and improve their position against them; there should be aspects that fall outside player control.  For instance, if your allies behave on their own in combat situations based on your guidance and orders.  I know its the end of the world, but not everyone will be an effective fighter; some people just don't have it in them.  Even characters that are little more than a burden, that test the characters morality versus survival would be entirely welcome.  We aren't fifth generations survivors, a lot of people will not be able to effectively adapt.  I suppose the logical that the majority of people still walking around have at least a basic survival instinct is reasonable, I expect, even in the apocalypse, I'm going to run into some idiots.

It's nice to say, "Hey, this is my shelter, these are the rules.", but any good writer (or anyone in a leadership position) knows everyone won't always just listen (even when its in their best interest).  Someone getting injured on a outside mission because of the inaction or incompetence of another, or unrest, disorder and strife in the compound because of certain individuals point to your involvement and importance in selections.  Random (or semi-random) events such as social problems (like theft), emergencies (like fires, or a zombie getting in) and illness (physical and mental) that must be dealt with would definitely add a lot as well.  The idea that each play through is not only different because of your decisions but also because of random injections definitely inspires the imagination.  I can only imagine what a nightmare scenario might look like compared to best case.

I know some people are not fans of random events, mostly because it takes control away from their perfectly micro-managed eco-systems.  I, however, like when the game handles everything except what I'm doing.  Plus, its a perfect metaphor for the apocalypse; ain't no one gonna have no total control, lest there be no undead to begin with.

The modern idea of leveling up in an RPG has gotten totally out of control.  One, why is everyone a weak baby when they start out?  Anyone remember in Advanced D&D (before the point O's) where you started out capable and got better?  When your level capped out at five?  Before stats hit triple digits (or god forbid, in the case of WoW, just **** abbreviated altogether)?  Or the horrendously frightening alter-ego, chopping block, pay as you go, hybrid pile of **** that Skyrim came up with?  Honestly, how did they improve the engine so much and make the game EVEN WORSE that Oblivion?  Can someone explain that to me?   :wallbang:  Where was I?  Oh, right.  Fallout had a great breed of stats and perks.  May I suggest we all say "**** the stats, just give people perks and the ability to gain a few after."?  No need to incorporate the Sims here, "Pummeling skill increased to five!", either you can cave a skull in with a stillson wrench or you can't.

That's pretty much it from me.


Title: Re: Dead State Suggestion Thread
Post by: Torgue on July 13, 2012, 06:27:59 am
My suggestions are mostly general in nature, and likely much of this will be implemented so I might end up just agreeing with DoubleBear.

The undead have to pose a real, immediate and important threat to enforce the decisions you make in the shelter.  If the player ever gets to a point where a zombie is not a 'situation', I think the game will fall flat.  Though I recognize fighting zombies will occur, and I think the player should be able to win and improve their position against them; there should be aspects that fall outside player control.  For instance, if your allies behave on their own in combat situations based on your guidance and orders.  I know its the end of the world, but not everyone will be an effective fighter; some people just don't have it in them.  Even characters that are little more than a burden, that test the characters morality versus survival would be entirely welcome.  We aren't fifth generations survivors, a lot of people will not be able to effectively adapt.  I suppose the logical that the majority of people still walking around have at least a basic survival instinct is reasonable, I expect, even in the apocalypse, I'm going to run into some idiots.

It's nice to say, "Hey, this is my shelter, these are the rules.", but any good writer (or anyone in a leadership position) knows everyone won't always just listen (even when its in their best interest).  Someone getting injured on a outside mission because of the inaction or incompetence of another, or unrest, disorder and strife in the compound because of certain individuals point to your involvement and importance in selections.  Random (or semi-random) events such as social problems (like theft), emergencies (like fires, or a zombie getting in) and illness (physical and mental) that must be dealt with would definitely add a lot as well.  The idea that each play through is not only different because of your decisions but also because of random injections definitely inspires the imagination.  I can only imagine what a nightmare scenario might look like compared to best case.

I know some people are not fans of random events, mostly because it takes control away from their perfectly micro-managed eco-systems.  I, however, like when the game handles everything except what I'm doing.  Plus, its a perfect metaphor for the apocalypse; ain't no one gonna have no total control, lest there be no undead to begin with.

The modern idea of leveling up in an RPG has gotten totally out of control.  One, why is everyone a weak baby when they start out?  Anyone remember in Advanced D&D (before the point O's) where you started out capable and got better?  When your level capped out at five?  Before stats hit triple digits (or god forbid, in the case of WoW, just **** abbreviated altogether)?  Or the horrendously frightening alter-ego, chopping block, pay as you go, hybrid pile of **** that Skyrim came up with?  Honestly, how did they improve the engine so much and make the game EVEN WORSE that Oblivion?  Can someone explain that to me?   :wallbang:  Where was I?  Oh, right.  Fallout had a great breed of stats and perks.  May I suggest we all say "**** the stats, just give people perks and the ability to gain a few after."?  No need to incorporate the Sims here, "Pummeling skill increased to five!", either you can cave a skull in with a stillson wrench or you can't.

That's pretty much it from me.
Basically, you're suggesting stuff that Brian already said would be in the game.


Title: Re: Dead State Suggestion Thread
Post by: Hyomoto on July 13, 2012, 06:38:44 am
 :panic:


Title: Re: Dead State Suggestion Thread
Post by: Marauder on July 13, 2012, 12:28:40 pm
May I suggest we all say "**** the stats, just give people perks and the ability to gain a few after."?  No need to incorporate the Sims here, "Pummeling skill increased to five!", either you can cave a skull in with a stillson wrench or you can't.
Right-o. Simple enough, but with choices that matter. Stats grinding is boring. "I gained +1 in wisdom, yay!" Fuck that and give me a game changer, no need to have +500 levels as when the few levels matter.


Title: Re: Dead State Suggestion Thread
Post by: Sijura on July 13, 2012, 02:06:46 pm
They will have a lot of bonuses to make up for the fact that they don't use weapons or armor.

This comment just got me thinking.. Why don't the dogs use armor or weapons? Now I understand obviously that a dog wouldn't pick up Riot Gear and a Minigun and charge into combat. However! They are members of the team and would surely be supported by their human counterparts. It would clearly be the humans that would attach the weapons/armour to them. This leads me to a couple of ideas, which may be horrible, but hey its the result of on the spot thinking. So sue me. :p My ideas focus around the prospect of dogs having one general equipment slot that they could equip a range of different weapons/armour/items in.

Dog Armour:
It only seems logical that if I were to take a dog into battle against zombies I would at least strap something around their waist to protect them from bites and clawing. So maybe bite proof padding for dogs could be something the player could research at the Shelter to improve the survivability of their dog allies. Actually I really like the idea of dogs being able to equip armour as its something I don't recall ever seeing in a game. This thought also lead me to thinking that surely dogs in the modern military wear armour, and in fact.. they do! Check this bullet-proof pup out for example: http://moontechk9.files.wordpress.com/2011/07/untitled5.png (http://moontechk9.files.wordpress.com/2011/07/untitled5.png)

So to me giving a dog ally armour doesn't seem irrational or game-breaking, but would result in the player being able to find/research better protection for their dog buddies and serve to make them more interesting allies. This leads me to a couple simple armour items that dogs could wear:
- Bite-proof padding (increases dog's resistance to bite-type damage)
- Bullet-proof military grade armour (late-game, anti-bullet protection)
- Fire-retardant outfit (allows the dog to attack burning zombies in melee without penalty)
- Acid-proof padding, slashing resistant padding.. etc. basically one type of armour per damage type could possible be created and would force the player to pick appropriately for the coming conflict. Going to loot a zombie infested hospital? Go bite-proof. Plan on burning your enemies? Go fire-retardant.

Dog Weapons:
Of course any weapons that a dog would wield, would not be used by the dog. Just to set the record straight, this first idea is cruel, but its the zombie apocalypse, so.. you know.. sometimes you gotta do what you gotta do.
- Remote-control Explosive Vest (Dog charges into battle, blow him up and everything around him. This is a drastic measure and i would imagine would upset quite a few allies at the shelter, but could provide the player with an interesting tactical avenue to explore. It would also detonate if the dog ally was killed, but then would result in no morale loss.)
- Remote-control Flare (this would be less-drastic, but would create a massive temporary light source around the dog thus making them more useful in night missions. The light would attract zombies on one hand, but make anything illuminated easier for your snipers to pick off. One-shot per mission.)
- Remote-control Tear Gas (strap a can of tear gas to the dog, upon activation would knock down any humans around + the dog)

General Dog Equipment:
Of course dog equipment doesn't have to be just armour or weapons. They could carry useful items on themselves as well.
- Electro-shock collar (Maybe allow dogs a low chance of panicking, but this would lower it to 0%)
- Lucky neckerchief (My dog used to always wear a red neckerchief and she loved putting it on so this item is an homage to her. This item would raise the dog's effectiveness in combat.)

Anyways I'm sure I could think up more, but it would be useless if no one likes the idea in the first place. So how would you guys feel about giving dogs an equipment slot? My argument for it is it would make them more versatile and perhaps then they could actually be a permanent member of the team and not just a back-up for when everyone else is down for the count.

/Sijura


Title: Re: Dead State Suggestion Thread
Post by: m.hendon on July 13, 2012, 02:35:28 pm

Did it?  I kept mostly the same group and I don't recall hearing the same thing twice.  Maybe I got lucky or didn't notice.


Or you just didn't run back and forth as much as I did :)
It was designed so that a normal person wouldn't hear more than a couple of lines twice. But a completionist who does a lot of running back and forth... let's just say, if Alistair was going to ask Wynne to do his laundry one more time...

Honestly that sounds like a glitch. I have played Dragon Age many, many times. I would consider myself a completionist as well, especially when it comes to that game so I started running my underused party members through a checkpoint that triggered banter so I could hear all the dialog. Eventually, there would simply be no more banter. I never heard banter repeat in any of my games. I'm sorry you get repeats :(, but....come on, its Alistair. How can you resist his manly feeling? And his domestic helplessness....and his sexy voice....and abs...*boots up DAO*



Title: Re: Dead State Suggestion Thread
Post by: SPORE on July 14, 2012, 10:13:27 am
 I personaly think it would be cool to encounter wildlife, stray pets, and maybe be able to find dogs and adopt them.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on July 14, 2012, 10:24:22 am
Yea i forgot animals were in the game now.. i also wonder how they would pull off animals.
would be awesome to fiight an entire town of dogs like Denver (fallout VB)


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on July 14, 2012, 10:25:32 am
Yea i forgot animals were in the game now.. i also wonder how they would pull off animals.
would be awesome to fiight an entire town of rabid dogs like Denver (fallout VB)


Title: Re: Dead State Suggestion Thread
Post by: Greyman on July 14, 2012, 12:00:40 pm
They do actually make canine bulletproof armor for K9 units, but since its fairly expensive, you don't find it everywhere.


Title: Re: Dead State Suggestion Thread
Post by: Maeon on July 15, 2012, 10:08:05 am
Spiked collars (http://thethreedogblog.com/dog-spike-collars-just-for-the-hard-boys.html) could be more common (leather one), but only grant a poor extra protection (?)

Edit:
+ Dog harness possibly. Both combined should be better than nothing.
(click to show/hide)


But so far :
Quote from: Brian
They will have a lot of bonuses to make up for the fact that they don't use weapons or armor.


Title: Re: Dead State Suggestion Thread
Post by: Clawdius_Talonious on July 15, 2012, 05:29:26 pm
I haven't had the time to comb through this entire thread, so I apologize if these ideas have been suggested before.

I have always enjoyed the ability to modify weaponry found in game to some extent, and I imagine with the right upgrades to the shelter that would fit in to the Dead State world fairly well. Expanded clips, improved sights/scopes/reliability, and in the S.T.A.L.K.E.R. series they even allowed for refitting certain guns to use more common ammo types. All of these things could be worth adding to Dead State. Some of them would be easier to add than others, but I haven't seen anything on the plans for Dead State with regards to modification of weaponry.

I would love to see some melee crafting options, while a glaive might not be common in Texas a machete and a pole could produce similar results. And I would imagine that ideally you would want something that would keep your enemies away from you while dealing significant damage quietly. While I am not asking for anything silly to be added to the game, I would love to see the ability to craft melee items of that nature.

It would also be interesting if we could use the school facilities to produce ammunition. Particularly ammo types that would not be readily available elsewhere.  Flechette rounds, while likely more effective against humans than zombies, seem like something you could make.

I'm also curious to know if there will be the chance to craft our own weapons in Dead State. As the zombies are attracted to noise, perhaps even just some really loud alarm (similar to what is attached to the pipe bomb in L4D2, sans explosives) could be used to lure zombies toward your human enemies.

I would love to see the option to make use of the roof of the school, upgrades to the power via scavenged solar panels, rooftop gardens and rain collection equipment all off the top of my head seem like they could provide you with choices beyond the run of the mill fortification enhancements. It could also add to replayability, since you could make different choices. For example, if the first time through you had a rooftop garden but ended up scavenging plenty of supplies, you might see if solar cells would add more to morale than the fresh food. A solar water heater wouldn't be commonplace in a school, but scavenged from another location it might add the ability to take hot showers without using any fuel that could be saved for other purposes.

I would also love to see a lot of small optional items that could be collected for morale. Movie projectors and new films, board games, books. I think that sort of stuff would add to the feel of realism in the game, anything to keep people from thinking about the hoard of ravening undead wandering around. I'd also like to know if dogs will add to morale. Since there are going to be animals, I would like to see them being put to more use than simply having an allied dog companion to help sniff out foodstuffs and survivors. There are a lot of deer in some parts of Texas, and it is also cattle country. It might be far more rare to find any animals that haven't been torn to shreds by zombies, but I think that the ability to find animals could also enhance the atmosphere and the fresh food would enhance morale. Finding chickens that had survived would present you with the question of whether it was better to kill them for food or try to bring them back to the shelter and see if they might provide you with eggs.



Title: Re: Dead State Suggestion Thread
Post by: Torgue on July 15, 2012, 07:03:34 pm
I haven't had the time to comb through this entire thread, so I apologize if these ideas have been suggested before.

I have always enjoyed the ability to modify weaponry found in game to some extent, and I imagine with the right upgrades to the shelter that would fit in to the Dead State world fairly well. Expanded clips, improved sights/scopes/reliability, and in the S.T.A.L.K.E.R. series they even allowed for refitting certain guns to use more common ammo types. All of these things could be worth adding to Dead State. Some of them would be easier to add than others, but I haven't seen anything on the plans for Dead State with regards to modification of weaponry.

I would love to see some melee crafting options, while a glaive might not be common in Texas a machete and a pole could produce similar results. And I would imagine that ideally you would want something that would keep your enemies away from you while dealing significant damage quietly. While I am not asking for anything silly to be added to the game, I would love to see the ability to craft melee items of that nature.

It would also be interesting if we could use the school facilities to produce ammunition. Particularly ammo types that would not be readily available elsewhere.  Flechette rounds, while likely more effective against humans than zombies, seem like something you could make.

I'm also curious to know if there will be the chance to craft our own weapons in Dead State. As the zombies are attracted to noise, perhaps even just some really loud alarm (similar to what is attached to the pipe bomb in L4D2, sans explosives) could be used to lure zombies toward your human enemies.

I would love to see the option to make use of the roof of the school, upgrades to the power via scavenged solar panels, rooftop gardens and rain collection equipment all off the top of my head seem like they could provide you with choices beyond the run of the mill fortification enhancements. It could also add to replayability, since you could make different choices. For example, if the first time through you had a rooftop garden but ended up scavenging plenty of supplies, you might see if solar cells would add more to morale than the fresh food. A solar water heater wouldn't be commonplace in a school, but scavenged from another location it might add the ability to take hot showers without using any fuel that could be saved for other purposes.

I would also love to see a lot of small optional items that could be collected for morale. Movie projectors and new films, board games, books. I think that sort of stuff would add to the feel of realism in the game, anything to keep people from thinking about the hoard of ravening undead wandering around. I'd also like to know if dogs will add to morale. Since there are going to be animals, I would like to see them being put to more use than simply having an allied dog companion to help sniff out foodstuffs and survivors. There are a lot of deer in some parts of Texas, and it is also cattle country. It might be far more rare to find any animals that haven't been torn to shreds by zombies, but I think that the ability to find animals could also enhance the atmosphere and the fresh food would enhance morale. Finding chickens that had survived would present you with the question of whether it was better to kill them for food or try to bring them back to the shelter and see if they might provide you with eggs.


Most of your suggestions are already included in the game in some form. Only guns can be modified. Melee weapon crafting is not included (probably). You can upgrade your shelter to produce ammunition but there's no variation in ammo type. You can also build a lab to make weapons and lures. The roof will be upgradeable. Optional items are labeled as luxury items and provide moral bonuses (alcohol, toilet paper, books, etc.). Dogs have been confirmed as possible allies and other types of animals will be included, but we currently don't know what types and in what way.

P.S. Welcome to the forum.


Title: Re: Dead State Suggestion Thread
Post by: huckflynn on July 15, 2012, 09:54:53 pm
I play a fair bit of the ARMA 2 Mod DayZ so some of my ideas stem from my experience there.

I know perma death sh*ts a lot of people but in this sort of instance i believe it to be very relevant.  i understand that not all people want to play this way but agree with other posters that there should be a hardcore mode or server for this type of player.

i find it very rewarding to play this way.  It puts a very heavy emphasis on almost every choice you make and makes the game more immersive in my opinion.

I know others may find this method very extreme but i think there is value to be had by having it in the game even as an option only.

Also i see nothing so far on drugs.  Their use to alter your mental state or your followers.  ie i could have a rabid group of follows addicted to a drug that fight for me so long as i keep them "loaded" this adds the dynamic that people would want to follow as this could take away their hunger for a time and make them more aggressive.

or even just taking a drug to make you more likely to win an argument ie being more aggressive or placid depending on the instance.

Also the ability to bring confidence to your followers by showing off your skills as a marksman by shootings targets at a distance etc.

Just some thoughts..........


Title: Re: Dead State Suggestion Thread
Post by: Narifem on July 16, 2012, 12:34:39 pm
I play a fair bit of the ARMA 2 Mod DayZ so some of my ideas stem from my experience there.

I know perma death sh*ts a lot of people but in this sort of instance i believe it to be very relevant.  i understand that not all people want to play this way but agree with other posters that there should be a hardcore mode or server for this type of player.

i find it very rewarding to play this way.  It puts a very heavy emphasis on almost every choice you make and makes the game more immersive in my opinion.

Also i see nothing so far on drugs.  Their use to alter your mental state or your followers.  ie i could have a rabid group of follows addicted to a drug that fight for me so long as i keep them "loaded" this adds the dynamic that people would want to follow as this could take away their hunger for a time and make them more aggressive.

or even just taking a drug to make you more likely to win an argument ie being more aggressive or placid depending on the instance.


Deaths are permanent in all known game modes. As you said yourself, it places a huge responsibility on the player.

The drugs are an interesting idea, but it'd have to be implemented carefully. Few people, even in the Z-days, will likely take drugs to enhance their ability to take a bullet at the cost of losing the ability to be rational. That said, maybe a few characters could be like that. It would also give an opportunity to the player; do you help said character(s) overcome their addiction, or do you become their dealer?

It's a somewhat controversial issue as well.

This actually got me thinking, and I've come up with a few new ideas.

1. Psychiatrist: An individual trained in clinical psychiatry would be invaluable to a group of survivors.
1(a). It would help keep survivors sane (as long as the psychiatrist stays somewhat sane(who heals the healer's mind? Possible issue here))
1(b). It could provide a morale bonus
1(c). If you had a good relationship with the psychiatrist they may be able to assist with troublemakers in your group by helping them see your point of view.

2. Veterinarian: It'd be really bad if all the animals caught sick.

3. Cooped up: It'd be an interesting minor event if your group's mechanic/doctor/other specialist that doesn't get out much came to you asking if he/she could go with you on one of your expeditions (for anyone who's seen Firefly, think Wash). On one hand, he/she is needed at the shelter, but on the other hand, keeping his/her goodwill is also important (especially if he/she is a doctor).


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 16, 2012, 02:39:24 pm
I think by perma death he is talking about only having one save so you cant just save before every decision and every round of combat and just reload if you die.

Standard Mode lets you save anytime, and autosaves at the start of the day and before combat.

Survival Mode does not let you manually save.  It autosaves at the start of the day and that is it.


Title: Re: Dead State Suggestion Thread
Post by: Voronwer on July 16, 2012, 03:06:24 pm
3. Cooped up: It'd be an interesting minor event if your group's mechanic/doctor/other specialist that doesn't get out much came to you asking if he/she could go with you on one of your expeditions (for anyone who's seen Firefly, think Wash). On one hand, he/she is needed at the shelter, but on the other hand, keeping his/her goodwill is also important (especially if he/she is a doctor).

That could be an interesting idea. Especially if you have it influence their mood. So people who are stuck in the shelter could become more argumentative or just be testy in general... Then again, the shelter is probably the only safe place so maybe some people wouldn't ever want to leave.


Title: Re: Dead State Suggestion Thread
Post by: Narifem on July 16, 2012, 05:14:20 pm
I think by perma death he is talking about only having one save so you cant just save before every decision and every round of combat and just reload if you die.

Standard Mode lets you save anytime, and autosaves at the start of the day and before combat.

Survival Mode does not let you manually save.  It autosaves at the start of the day and that is it.

That makes more sense.


Title: Re: Dead State Suggestion Thread
Post by: Knightpt on July 16, 2012, 05:52:01 pm
One of the most fascinating ways to play a game like this, that choices do matter, is to play witout saves, like an MMO.

Every decision you make, every place you enter, every combat move saves the game automaticaly, every dialog, etc.

There is only one save that keeps updating with everything you do everytime. If you crash the game or QUIT it, you can come back to the current progress, time, things done up to the last action done. If your last action done was to miss a shot and you reset your PC, when you come back, you are exactly after you missed that shot. If you are in the real-time mode outside of combat, you are exactly in the same position you left, with all decisions the same.


Dunno if its hard to implement, but heck... would that add to the drama and anxiety of the game mood.


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on July 18, 2012, 05:38:12 am
I haven't had the time to comb through this entire thread, so I apologize if these ideas have been suggested before.

I have always enjoyed the ability to modify weaponry found in game to some extent, and I imagine with the right upgrades to the shelter that would fit in to the Dead State world fairly well. Expanded clips, improved sights/scopes/reliability, and in the S.T.A.L.K.E.R. series they even allowed for refitting certain guns to use more common ammo types. All of these things could be worth adding to Dead State. Some of them would be easier to add than others, but I haven't seen anything on the plans for Dead State with regards to modification of weaponry.

I would love to see some melee crafting options, while a glaive might not be common in Texas a machete and a pole could produce similar results. And I would imagine that ideally you would want something that would keep your enemies away from you while dealing significant damage quietly. While I am not asking for anything silly to be added to the game, I would love to see the ability to craft melee items of that nature.

It would also be interesting if we could use the school facilities to produce ammunition. Particularly ammo types that would not be readily available elsewhere.  Flechette rounds, while likely more effective against humans than zombies, seem like something you could make.

I'm also curious to know if there will be the chance to craft our own weapons in Dead State. As the zombies are attracted to noise, perhaps even just some really loud alarm (similar to what is attached to the pipe bomb in L4D2, sans explosives) could be used to lure zombies toward your human enemies.

I would love to see the option to make use of the roof of the school, upgrades to the power via scavenged solar panels, rooftop gardens and rain collection equipment all off the top of my head seem like they could provide you with choices beyond the run of the mill fortification enhancements. It could also add to replayability, since you could make different choices. For example, if the first time through you had a rooftop garden but ended up scavenging plenty of supplies, you might see if solar cells would add more to morale than the fresh food. A solar water heater wouldn't be commonplace in a school, but scavenged from another location it might add the ability to take hot showers without using any fuel that could be saved for other purposes.

I would also love to see a lot of small optional items that could be collected for morale. Movie projectors and new films, board games, books. I think that sort of stuff would add to the feel of realism in the game, anything to keep people from thinking about the hoard of ravening undead wandering around. I'd also like to know if dogs will add to morale. Since there are going to be animals, I would like to see them being put to more use than simply having an allied dog companion to help sniff out foodstuffs and survivors. There are a lot of deer in some parts of Texas, and it is also cattle country. It might be far more rare to find any animals that haven't been torn to shreds by zombies, but I think that the ability to find animals could also enhance the atmosphere and the fresh food would enhance morale. Finding chickens that had survived would present you with the question of whether it was better to kill them for food or try to bring them back to the shelter and see if they might provide you with eggs.


Most of your suggestions are already included in the game in some form. Only guns can be modified. Melee weapon crafting is not included (probably). You can upgrade your shelter to produce ammunition but there's no variation in ammo type. You can also build a lab to make weapons and lures. The roof will be upgradeable. Optional items are labeled as luxury items and provide moral bonuses (alcohol, toilet paper, books, etc.). Dogs have been confirmed as possible allies and other types of animals will be included, but we currently don't know what types and in what way.

P.S. Welcome to the forum.

While it is true that many of these suggestions are in the game in some form, Clawdius_Talonious has some interesting new (variations on) suggestions here:
  • Solar panels for instance. These wouldn't be to hard to find in the modern day world and since fuel is scarce it would be a useful upgrade.
  • A solar water heater is actually quite easy to make, all you need is some wood for a frame, some pipes/hoses, some black paint to maximize heat absorption, a glass plate and a pump to make the water move. And being able to take a hot shower is certainly good for morale.
  • Having dogs would boost morale. This would be true for many people, me included. So I like this suggestion.

All good suggestions, that I would like to see in the game.


Title: Re: Dead State Suggestion Thread
Post by: melkathi on July 18, 2012, 05:47:08 am


While it is true that many of these suggestions are in the game in some form, Clawdius_Talonious has some interesting new (variations on) suggestions here:
  • Solar panels for instance. These wouldn't be to hard to find in the modern day world and since fuel is scarce it would be a useful upgrade.
  • A solar water heater is actually quite easy to make, all you need is some wood for a frame, some pipes/hoses, some black paint to maximize heat absorption, a glass plate and a pump to make the water move. And being able to take a hot shower is certainly good for morale.
  • Having dogs would boost morale. This would be true for many people, me included. So I like this suggestion.

All good suggestions, that I would like to see in the game.


If Texas has the sunshine I think it has, then a solar cooker out of tinfoil is also a real possibility


Title: Re: Dead State Suggestion Thread
Post by: Greyman on July 18, 2012, 11:15:34 am

If Texas has the sunshine I think it has, then a solar cooker out of tinfoil is also a real possibility


The problem with this is Texas is a big place, with four distinct climes.  I'd need to look at the little map they showed at one point to see which one is the focal point; West Texas is not the whole state.


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on July 18, 2012, 12:04:07 pm

If Texas has the sunshine I think it has, then a solar cooker out of tinfoil is also a real possibility


The problem with this is Texas is a big place, with four distinct climes.  I'd need to look at the little map they showed at one point to see which one is the focal point; West Texas is not the whole state.

Solely focusing on Solar as an alternative will not be a smart thing, since cloud cover or a drop in temperature will render them unreliable (p.s. can we have weather conditions in the game please? Heheh). To keep things going, it is always best to have other alternatives to your alternative (below are only basic details, can be expanded on further):

1) Solar Energy - Solar Panels and Solar Thermal. Weakness : no sun means no solar.
2) Wind Energy - Windmills, either standalone or rooftop. Weakness : no wind means no power.
3) Water - Water Wheel. Weakness : needs constant, natural running water, like a brook, stream, or river. Can get clogged.
4) Thermal - Heat Transference. Weakness : only works if you're over a hot spot and/or you have a deep enough hole.

and lastly :

5) Human Power - or Z-powered wheel, heheh >:D. Weakness : fatigue for humans, and possibly degradation of z-subject over time. Not to mention the security systems that need to be in place to keep z-subject from chewing on humans. Now if we can just get several threadmills on the outside of the fence, we'll have free power each time a zombie tried to claw at fence  >:D


Title: Re: Dead State Suggestion Thread
Post by: Narifem on July 18, 2012, 12:09:50 pm

If Texas has the sunshine I think it has, then a solar cooker out of tinfoil is also a real possibility


The problem with this is Texas is a big place, with four distinct climes.  I'd need to look at the little map they showed at one point to see which one is the focal point; West Texas is not the whole state.

Solely focusing on Solar as an alternative will not be a smart thing, since cloud cover or a drop in temperature will render them unreliable (p.s. can we have weather conditions in the game please? Heheh). To keep things going, it is always best to have other alternatives to your alternative (below are only basic details, can be expanded on further):

1) Solar Energy - Solar Panels and Solar Thermal. Weakness : no sun means no solar.
2) Wind Energy - Windmills, either standalone or rooftop. Weakness : no wind means no power.
3) Water - Water Wheel. Weakness : needs constant, natural running water, like a brook, stream, or river. Can get clogged.
4) Thermal - Heat Transference. Weakness : only works if you're over a hot spot and/or you have a deep enough hole.

and lastly :

5) Human Power - or Z-powered wheel, heheh >:D. Weakness : fatigue for humans, and possibly degradation of z-subject over time. Not to mention the security systems that need to be in place to keep z-subject from chewing on humans. Now if we can just get several threadmills on the outside of the fence, we'll have free power each time a zombie tried to claw at fence  >:D

Clever idea using zombies as a power source.


Title: Re: Dead State Suggestion Thread
Post by: Don_Balogna_Pony on July 28, 2012, 04:16:02 pm
Could we see a "Meet the Team" thread at some point? I know the group probably is not rounded out yet, but when it is it would be cool to see who all is behind the supply side.


Title: Re: Dead State Suggestion Thread
Post by: Name on July 28, 2012, 08:18:07 pm
I would like some way to improve the base defense that isn't decided by 1s and 0s. Not something that makes a level 0fence useable but like a mini mission that is to say set of a buch of noise makers 1 town over lure some Zeds away launch a preemptive strike against humans nothing to op. just something that's tips the odds a bit...

And maybe make things easy to mod by having text things that could be changed with notepad or some stuff. AND A PRE ORDER THING!

0 for off
1 for on


Title: Re: Dead State Suggestion Thread
Post by: Exhus on July 30, 2012, 03:31:40 am

5) Human Power - or Z-powered wheel, heheh >:D. Weakness : fatigue for humans, and possibly degradation of z-subject over time. Not to mention the security systems that need to be in place to keep z-subject from chewing on humans. Now if we can just get several threadmills on the outside of the fence, we'll have free power each time a zombie tried to claw at fence  >:D

Perpetual Motion Machine/Free Energy! Whoop whoop!


Title: Re: Dead State Suggestion Thread
Post by: Pestilence on August 04, 2012, 01:19:17 am
Betrayal...

It is a pervasive element in many horror stories. While zombies may be the glittering star that draws so many moths to the flame that is this genre, it is most often the human element that may prove the more horrific: greed, lust, hate, et al...the very real darkness that claws at the edges of every human soul and howls to be heard...only to be repressed by our learned 'civility'. Once the trappings of modern society such as commerce, law and order, or even entertainment aren't so easily obtained these primal emotions will enjoy a resurgence. Perhaps not all at once and more quickly in some than others, but it will happen. It will depend on how difficult the struggle, how keen the sacrifices, and how hard fought each victory, but someone will be the first to lose their fear of consequences...

There will be a first to betray their fellow survivors to another 'clan'. Be it for self aggrandizement...hatred...a desire for retribution for some slight or loss...This person will smile to your face and shake your hand, all the while clutching a dagger behind their back and waiting until the moment has ripened, like a burgeoning fruit, before they strike. Will they decide to lure those they most despise into an undead ambush? Or maybe they will attempt to poison this so called 'leader' who continually decrees each moment of everyone's lives, as if the end of the world were a dictatorship. Did you leave your radio unattended? Best hope a heart full of wroth didn't guide its hands and lips to send cloistered communiqués to an enemy camp...


Title: Re: Dead State Suggestion Thread
Post by: Narifem on August 06, 2012, 12:01:51 pm
I was re-reading all the suggestions, and an idea hit me, so I'm going to post it before I forget. These ideas focus on the animals.

1. Different breeds of dogs: It'd add some immersion if there was differences in stats between different breeds. This may require a fair amount of research however.

2. Different personalities: It'd be interesting if different animals had different personalities and responses to enemies (One dog doesn't want to attack people, but will zombies, or vice-versa). Different breeds of dogs are known to have great differences in their personalities (generally). For example, Pit-bulls are statistically responsible for a large percentage of dog attacks, so if they were to be... how to say it :wallbang:. More aggressive I guess. If they attacked more easily then other breeds it would reflect this. That said, not all pit-bulls are harmful. In fact most aren't (My pit-bull was the sweetest creature on earth, in my humble opinion, but I digress). Just a thought. They could be trained to do more or less what you want, obviously.

2.5. Horses and Fear: Another way to implement this is with horses. It states in the Zombie Survival Guide that horses are extremely afraid of zombies and freak out when they get a whiff. This could be toned down, but it adds another thing to think about. Maybe a horse that's been around zombies a while gets over the fear?
 


Title: Re: Dead State Suggestion Thread
Post by: Name on August 06, 2012, 03:18:50 pm

Pit-bulls are statistically responsible for a large percentage of dog attacks.
 

It's not the dogs that are violent it's their owners!  :(


Title: Re: Dead State Suggestion Thread
Post by: Gurkog on August 06, 2012, 06:32:32 pm
It is owners who do not properly restrain their pets because they think the dogs are always going to act cute and cuddly with strangers and other animals.  Kind of like parents who say, "I am a great parent and my child would never do that!" after their kid is caught by a dozen witnesses and on camera doing something stupid without their parent's supervision.


Title: Re: Dead State Suggestion Thread
Post by: Name on August 07, 2012, 06:31:10 am
No it's the owners that raise pit bulls to be violent. Dogs are not inheiritly evil. I have seen pit bulls that are nice and some that will bite your face off.


Title: Re: Dead State Suggestion Thread
Post by: ticklekingDBG on August 08, 2012, 09:12:17 am
Hi I’m new here…! First of all this is one of the first zombie games where I’m getting enthusiastic again… after a long time!
Really like the zombie / scavenge / build / RPG element.

A lot of ideas/suggestions are popping in my head right now… so I’m just going share a few of them.

Shelter/Base suggestions:

* Border expansion maybe interesting if the amount people in your settle is going to grow.
But you need the sources first to expand you fences.

* Even do it’s a lot of work and complex to build a main Shelter/Base…it can make the game more interesting if you have a
variation in starting “main shelter/bases”. It forces you to compromise how you going to expand / specialise. A few examples:

-. A farm is far more suited to grow crops but its much tougher build up defends.
-. A mall can give you better start and is easier to defend. But after a while you get more depended  on scavenging.

It would be awesome if you could pick a location/shelter right before you start…
and you need to clear it first from the infected before you can settle there.

* Next to growing your own crops maybe interesting to hold a small amount of livestock?
Food is scarce so a good way to generate some extra supply...!

Missions multiplayer/Co-op suggestions:

* Even do a turn based battle system isn’t really suited for co-op. It’s interesting to introduce co-op missions:

Heavily infected points on your map to scavenge those location… you first need to work together with other groups
to tumble those locations.

Throwing over a aggressive rival together. NPC or other person etc.

However to make it more interesting are you going to share the loot or fight over it…?

* Trade agreements, pacts, can make a game more interesting.

Grtz tickle


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 08, 2012, 09:42:11 am
Hi I’m new here…! First of all this is one of the first zombie games where I’m getting enthusiastic again… after a long time!
Really like the zombie / scavenge / build / RPG element.

A lot of ideas/suggestions are popping in my head right now… so I’m just going share a few of them.

Shelter/Base suggestions:

* Border expansion maybe interesting if the amount people in your settle is going to grow.
But you need the sources first to expand you fences.

* Even do it’s a lot of work and complex to build a main Shelter/Base…it can make the game more interesting if you have a
variation in starting “main shelter/bases”. It forces you to compromise how you going to expand / specialise. A few examples:

-. A farm is far more suited to grow crops but its much tougher build up defends.
-. A mall can give you better start and is easier to defend. But after a while you get more depended  on scavenging.

It would be awesome if you could pick a location/shelter right before you start…
and you need to clear it first from the infected before you can settle there.

* Next to growing your own crops maybe interesting to hold a small amount of livestock?
Food is scarce so a good way to generate some extra supply...!

Missions multiplayer/Co-op suggestions:

* Even do a turn based battle system isn’t really suited for co-op. It’s interesting to introduce co-op missions:

Heavily infected points on your map to scavenge those location… you first need to work together with other groups
to tumble those locations.

Throwing over a aggressive rival together. NPC or other person etc.

However to make it more interesting are you going to share the loot or fight over it…?

* Trade agreements, pacts, can make a game more interesting.

Grtz tickle


There will only be one Shelter in the game, which is the school.  If the Shelter falls, it's game over.  I'm sure there will be farms and malls to check out, but you can't use one as a shelter.

Animals, including some farm animals, are included in the game.

There will be no multiplayer.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on August 10, 2012, 01:27:10 pm
No it's the owners that raise pit bulls to be violent. Dogs are not inheiritly evil. I have seen pit bulls that are nice and some that will bite your face off.

In fact, pit bulls are actually temperamentally prone to liking people; it was originally bred into them to make it easier to handle them as fighting dogs (think about it: you need to pull your fighting dog out of a drag out ripping match with another dog; you really don't want him turning on his handler).  Unfortunately, many people have, at best, undersocialized them, and at worst, encouraged them to hostility, so that's what you get.

(Also, watch statistics about this; most come from police, who have a tendency to call any white dog a pit bull and any black dog a rotweiller in reports).

(Caveat: pit bulls are not so naturally nice to other animals, for reasons that are probably self evident.  But with people you're far more likely to run into problems with dogs bred in part or whole as guard breeds, like mastiffs, rottweilers, GSDs or Dobermans; they're all pretty territorial by nature).


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on August 10, 2012, 07:22:18 pm
actually made this list for an RP, but i think its pretty good anyways
Instead of just doing melee / ranged why not go

Snipers - professional shooters that can fire at extreme distances, they can pick off zombies and humans alike from a mile away, Snipers are good support but they usually need at least 1 person guarding their back. A Sniper cannot fire under pressure and will start to miss shots he’s taking fire or being surrounded by zombies.

Pro: can kill at extreme distances, snipers rarely miss
Con: Snipers are cannot consecrate while being fired at or swarmed, they usually need someone guarding them because they are poor at close range

Primitive - aka Melee weapons. Contains the primal instinct to raise a makeshift shield in one hand and stab zombies with a crowbar in the other. Primitives are also good with medieval weaponry such as bows and crossbows, making them great for killing zombies and people silently… but for obvious reasons they cannot fair well against other armed humans (which is basically everyone else)

Pro: Deadly at close range and never needs ammo, can also wield shields and kill silently during combat (everyone can assassinate silently but primitives can kill silently during combat)
Con: Primitives cannot use any firearm properly and need to flee when fighting actual armed men, even if he has a bow. “spears, bows and nail guns are acceptable to the primitive combat class”

Gunmen - gun is the ability to use most firearms effectively. Although your hands aren’t too tight like a sniper (this is a good thing) You can fire at multiple targets at multiple positions and hit them most of the time, Gunmen also keep a cool head when fighting other survivors and zombies alike. Unfortunately guns are loud and will tell everyone your position

Pro: Good all-rounder class, guns basically kill everything.
Con: Whenever a gunslinger is in combat he will always make noise alerting infected and humans, even guns with silencers can alert close infected

anyways thats just one idea for weapon classes, hope it get its shine n all


Title: Re: Dead State Suggestion Thread
Post by: Gurkog on August 12, 2012, 10:24:36 pm
This game needs a bad ass survivor who is hunting for sponge cake.  Perhaps a random event or one a recruitable NPC.


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on August 13, 2012, 12:11:23 am
This game needs a bad ass survivor who is hunting for sponge cake Twinkie (http://en.wikipedia.org/wiki/Twinkie).  Perhaps a random event or one a recruitable NPC.

Fixed that for you :D


Title: Re: Dead State Suggestion Thread
Post by: Gurkog on August 13, 2012, 01:40:57 am
This game needs a bad ass survivor who is hunting for sponge cake Twinkie (http://en.wikipedia.org/wiki/Twinkie).  Perhaps a random event or one a recruitable NPC.

Fixed that for you :D

Hehe, I did not want the reference to be that blatant. :)


Title: Re: Dead State Suggestion Thread
Post by: Gurkog on August 14, 2012, 12:27:01 am
The end of the game should reveal that your character had a psychotic break when everyone zombified and all of your followers and shelter inhabitants were actually zombies.  That is why survivors were attacking your group all of the time!

meh... that would be too simple.


Title: Re: Dead State Suggestion Thread
Post by: Baron on August 14, 2012, 07:13:01 am
I was thinking about UFO Enemy Unknown today, and apart from customising your soldiers with equipment and choosing rooms of your base, one of my favourite parts was when your base got invaded. I hope the game will allow for some quality base invasions from both the living and the dead. There is something wonderful, desperate and personal about fighting off a home invasion. Plus it adds an extra strategy to the game of designing choke points or crossfire kills spots, and would be extremely rewarding to see them executed and pay off (or dismally fail). Choices such as do you build flat, which adds additional doors and (boarded up) windows, making it harder to defend. As opposed to, building additional storeys upwards, which would obviously be easier to defend, but could be more costly and have the disadvantage of having the structure's size and lights attract the attention of more zombies, and worse, envious human factions. (Building down would obviously be the best but most expensive option, plus you're automatically trapped and starved out if the enemy controls the ground floor.)

Here's another feature I would love... The Lord of the Flies style divergence, which would suit the political subtext. It would be good if the player can try and hold civilisation together with their choices, ie. tentatively trading with other human factions instead of automatically ambushing them, continuining to wear the police uniform, flying the flag, wearing pants when you get up in the morning. Or alternatively, going all Lord of the Flies and hanging zombies from street poles down the street outside your base to scare away looters, executing dissenters in the group and leaving them in a pile in the front yard, or causing unnecessary carnage either for laughs or excessive overkill (ie. blowing up a gas station to take out a couple of zombies). For the player who went all Mad Max it would great to see the fires and smoke throughout the city as proof that these are really the end of times and that morality and order are dead and buried. Not only would be fun to make these choices, but also when recruiting NPCs who exhibit signs that they would fit well into the group.

"Burn bodies, eat the dead, kill kill kill." - Tricky Nick, Mechwarrior.
"Hired!" - Me.


Title: Re: Dead State Suggestion Thread
Post by: Dreader1962 on August 14, 2012, 08:48:30 am
One thing I read about a in a preview of UFO: Enemy Unknown is that all soldiers will have the same number of Action Points.  I don't like that - one thing that is interesting is having characters with different speeds - it's one of the most interesting character development/combat choices.  Do you go for a slow, powerful character or a swift, precise 'ninja' option?  It is even more essential in a game that has deep melee combat.  Tracking all activity via Action Points was one of the interesting things about the Fallout early games.  You had to think of each move and sometimes take risks. 

Variable APs can also be incorporated into an injury system - even locational damage.  Leg damage increases the cost of movement, arm damage increases the cost of attacks, and torso damage reduces overall APs. 

If they are using the core of Age of Decadence, I believe that Dead State will offer this variable for characters.


Title: Re: Dead State Suggestion Thread
Post by: Ravoss on August 14, 2012, 08:54:57 am
The biggest thing for me in a Zombie is game is the human impact of the problem. Walking into a room and finding child zombies surounded by baby and child blankets and a note on the door saying not to go, in the children!

Dramatic scenes and terrible loss are the point of your show, I hope you can hit it home.


Title: Re: Dead State Suggestion Thread
Post by: tacomarine on August 14, 2012, 09:29:16 am
first of all- dream game. thank you for working on it. absolutely hate running from safe house to safe house killing over a hundred zed each run with a fully auto M16 that my guy just finds in a subway.

now, i'd like to reitterate some ideas:
weapon mods
betrayal of one of your scavvies to another group, and vice-versa (i call survivors scavvies for scavengers. long story, litteraly.)
border outposts (though i'm thinking more like safehouses to expand ops range)
and i think i saw somthing about drugs a page or two back. i can see a few survivors shooting up to try and ignore whats happening

now as for my suggestions.

-teamwork with other scavvie bases (ie. if they like you they'll let one of your teams stay the night at their base, expanding your operational range) - leaving this here cause i don't know what the diplo mechanics or options are fo sure

-groups of 'mercenary' scavvie teams. not the'yes i'll join you for food' mercs. small but good teams that wander around the map that can be hired (not always with food) to pester other scavvies or help clean up your area of zombies

EDIT- figured i'd take out the stuff i felt i needed to type. it'd still be great to see landline but i'm not retyping the damn thing.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on August 14, 2012, 10:11:37 am
Scavvie sCavvie my scavvie?


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on August 14, 2012, 10:49:50 am
Welcome tacomarine.  You will find the answers to your suggestions and questions, plus many others, in the dev compilation thread.

http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html (http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html)


Title: Re: Dead State Suggestion Thread
Post by: tacomarine on August 14, 2012, 11:05:47 am
Welcome tacomarine.  You will find the answers to your suggestions and questions, plus many others, in the dev compilation thread.

http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html (http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html)

yeah i've been lurking here for a while. actually read through that twice before. like i said, i thought i left out all the ones that were already decided on (cept the multi and romance. i knew where the team stood on those)

but your right. the dilpo... i remembered it sounded familier. been on too many fourms. i'll scratch that off.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on August 14, 2012, 12:16:36 pm
Welcome tacomarine.  You will find the answers to your suggestions and questions, plus many others, in the dev compilation thread.

http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html (http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html)

yeah i've been lurking here for a while. actually read through that twice before. like i said, i thought i left out all the ones that were already decided on (cept the multi and romance. i knew where the team stood on those)

but your right. the dilpo... i remembered it sounded familier. been on too many fourms. i'll scratch that off.


first of all- dream game. thank you for working on it. absolutely hate running from safe house to safe house killing over a hundred zed each run with a fully auto M16 that my guy just finds in a subway.

now, i'd like to reitterate some ideas:
weapon mods
betrayal of one of your scavvies to another group, and vice-versa (i call survivors scavvies for scavengers. long story, litteraly.)
border outposts (though i'm thinking more like safehouses to expand ops range)
and i think i saw somthing about drugs a page or two back. i can see a few survivors shooting up to try and ignore whats happening

now as for my suggestions.

-teamwork with other scavvie bases (ie. if they like you they'll let one of your teams stay the night at their base, expanding your operational range) - leaving this here cause i don't know what the diplo mechanics or options are fo sure

-groups of 'mercenary' scavvie teams. not the'yes i'll join you for food' mercs. small but good teams that wander around the map that can be hired (not always with food) to pester other scavvies or help clean up your area of zombies

EDIT- figured i'd take out the stuff i felt i needed to type. it'd still be great to see landline but i'm not retyping the damn thing.


No problem.  However I think most of these have been answered as well.

1)  weapon mods

Can weapons be modified?
Only guns take mods. It makes sense if you try to think of ways to upgrade things like axes or crowbars without getting into absurd Dead Rising territory. That doesn't mean guns are better, it makes them way more expensive (in parts/time) than melee.

2) betrayal of one of your scavvies to another group, and vice-versa (i call survivors scavvies for scavengers. long story, litteraly.)

If you mean someone leaving to join another group, or coming from another group, then:

Is it possible to convince other surviving groups to join yours as it's easier to survive in numbers?
Not really, no. Maybe you'll get them to trade, MAYBE one or two might find their way to the shelter eventually, but most groups see you as a threat or potential rival to resources in the area. Larger numbers aren't necessarily an advantage, even in real world situations.

I couldn't find the reference, but I seem to recall a mention that it might be possible for someone to leave your group and join another.



3)border outposts (though i'm thinking more like safehouses to expand ops range)

Good idea, but I don't think they currently have plans for this.  Perhaps in an expansion they will add the ability to set up safehouses.  For now, you must return to the school everynight.

Is the location of the shelter a single set place, or can you choose where to place it at the start of a playthrough?
The Shelter is a one-of-a-kind place, which we did because it's a pretty complex area to construct and we don't have the time to do more than one. It's also because it's supposed to be an important place that it is a secure location that can suitably house multiple people. There are a couple of different fail states for the game, but losing the Shelter or having it compromised is definitely a game over situation.

So I can't go out at night?
Night time isn't out of bounds, it just makes things more difficult and dangerous. There are currently some items to compensate for night penalties, but there's nothing that eliminates all of them. Scavenging during the day makes things much easier, though it would probably be more advantageous to attack a human camp or base at night, since they suffer the same visibility penalties. The major difficulty with night missions is that your characters rely on sight and zombies rely on sound, so zombies gain an advantage when it's dark. The day/night is there mostly to add a sense of urgency to your actions. If you want to push your luck at night, that's completely up to you.



4) and i think i saw somthing about drugs a page or two back. i can see a few survivors shooting up to try and ignore whats happening
This is what we know:
Will stimulant consumables be able to stave off fatigue, such as energy drinks and candy, removing fatigue for a small period?
Energy drinks and caffeine pills are planned for. They should remove Fatigue if you have the status.

If you can take energy drinks and caffeine pills, will there be anything like steroids, or pills that affect perception/intelligence/etc?
No instant stat modifying items - we're not fans of items that allow you to cheat your stats during key moments instead of making your character work within their limitations and the player's advancement path.

No word on if there will be drug luxury items that some npcs will want. However there was mention of alcohol, so I suppose it is possible to have someone be an alcoholic.



I realize the next two are suggestions you hope they will add, but I think they will not be in the initial release.

5)-teamwork with other scavvie bases (ie. if they like you they'll let one of your teams stay the night at their base, expanding your operational range) - leaving this here cause i don't know what the diplo mechanics or options are fo sure

This doesn't directly address this, but indicates their thinking on the attitude of other groups.

Will you be able to team up, commerce, be friend with other group, exchange character of abilities for projects ?
You can get other groups to trust you enough to not kill you, maybe trade with you, and maybe open up a few new gameplay options, but they won't join your shelter or loan you new NPCs. You are the competition, after all.


 
For now I think the teamwork will be limited to not being hostile and limited trading.  I believe the thinking is that they would not want to help that much as that would allow you to scavenge in their area, reducing what they could scavenge.

6)groups of 'mercenary' scavvie teams. not the'yes i'll join you for food' mercs. small but good teams that wander around the map that can be hired (not always with food) to pester other scavvies or help clean up your area of zombies

It seems you have already seen this, but I'll post it for others to reference.

Are there mercenary NPC's?
Well, if you think of food as money and the fact that every ally has to be supplied with food or they will be upset, everybody's kind of a mercenary.

This answer plus the one for five above indicates that there will be little help of any kind from outside groups.  If you think about it , most people would simply clean up an area and loot it themselves.  You would need something unique, that could be found nowhere else, to pay them with.


Title: Re: Dead State Suggestion Thread
Post by: vuechangz on August 15, 2012, 02:58:59 am
Can anything be made into a melee weapon like breaking/dismantling a table to make the legs into a bludgening weapon? Or to board things?


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on August 15, 2012, 03:30:33 am
Can anything be made into a melee weapon like breaking/dismantling a table to make the legs into a bludgening weapon? Or to board things?

Impromptu melee weapons do not look like they are in, though it won't be a stretch to get them in. As for barricades, there will be options to increase the overall protection of the main shelter, but no word yet on whether you can make some ad-hoc barriers during your sojourns out for "materiel collection", nor whether you can barricade yourself inside an abandoned house/shop for the night (unlikely, since the devs did mention that you cannot rest outside of the main shelter).


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 15, 2012, 09:52:37 am
Can anything be made into a melee weapon like breaking/dismantling a table to make the legs into a bludgening weapon? Or to board things?

Impromptu melee weapons do not look like they are in, though it won't be a stretch to get them in. As for barricades, there will be options to increase the overall protection of the main shelter, but no word yet on whether you can make some ad-hoc barriers during your sojourns out for "materiel collection", nor whether you can barricade yourself inside an abandoned house/shop for the night (unlikely, since the devs did mention that you cannot rest outside of the main shelter).

It will not be possible to barricade yourself in a building outside of the shelter.  You can lock doors and hide, possibly overnight if needed and if you think you can take the fatigue hit, but that's it.


Title: Re: Dead State Suggestion Thread
Post by: Maeon on October 27, 2012, 05:30:36 am
During outside expedition, if you already have few infected NPC's party, it would make sense to set them to the front/vanguard, or at least to not retreat them step behind when low health (prone to be infected) since they already are.

If they survive well done, if not it would appear as a minor loss.

It would sound a cynical and unfriendly calculation. But what if their health situation could be worst, I'm talking about superinfection (http://en.wikipedia.org/wiki/Superinfection), occurrencing after (x) infective bites making antibiotics traitment to increase proportionally in order to stabilize.

I guess it would prevent player to charge zombies with so called infected-and-so-immune NPC


Title: Re: Dead State Suggestion Thread
Post by: Zarky on October 27, 2012, 10:22:02 am
During outside expedition, if you already have few infected NPC's party, it would make sense to set them to the front/vanguard, or at least to not retreat them step behind when low health (prone to be infected) since they already are.

If they survive well done, if not it would appear as a minor loss.

It would sound a cynical and unfriendly calculation. But what if their health situation could be worst, I'm talking about superinfection (http://en.wikipedia.org/wiki/Superinfection), occurrencing after (x) infective bites making antibiotics traitment to increase proportionally in order to stabilize.

I guess it would prevent player to charge zombies with so called infected-and-so-immune NPC

I guess you could also work in some sort of illness status for infected people, since being on antibiotics isn't easy, let alone knowing that without them you will die 100% guaranteed... Think of the psychological effects that would have on you.

It'll be very frustrating if your group tank, with super high strength and melee skill gets infected, but that's just part of surviving in a zombie apocalypse.


Title: Re: Dead State Suggestion Thread
Post by: DexterityJones on October 27, 2012, 11:27:06 pm
psychological trauma, like the thing  :panic:


Title: Re: Dead State Suggestion Thread
Post by: 10thgaming on November 01, 2012, 01:39:04 am
- Technical crossbows, if there is a part of woods in the map, finding a bow, or crossbow isn't that strange!
   Or just bows if your fancy!

- Outposts, not really extra shelters, but just like a shop that can be barricaded, where some of your group stay over the night or maybe two days to scavenge more and recon more.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 01, 2012, 10:01:40 am
- Technical crossbows, if there is a part of woods in the map, finding a bow, or crossbow isn't that strange!
   Or just bows if your fancy!

Bows and crossbows will be included in the game.

- Outposts, not really extra shelters, but just like a shop that can be barricaded, where some of your group stay over the night or maybe two days to scavenge more and recon more.

Unfortunately that's not going to be a feature.  You can close and lock doors but they can't be barricaded, and you can't stay out that long (probably).  Characters get fatigued when they're away from the Shelter, and after two days without sleep they'd be basically useless.  I'm sure DZ will pop in later with an official quote for you, but there's the gist.


Title: Re: Dead State Suggestion Thread
Post by: Zarky on November 01, 2012, 10:55:44 am
As much as I understand, and even sort of like the outpost concept, I think it wouldn't be a good idea.
first of all: Our survivors will be people just like you and me. I don't know about you but I'm not a great sleeper, let alone what'd happen if the only thing keeping me from a horde of flesh eating corspes was a single barricaded door...
Secondly: Your people can't carry that much stuff (traveling by car would be bit different), so you really have to ask yourself how much time will you need to fill your backpacks with goods...

The way I see it there will be 2 main reasons to leave the shelter and these two are:
1) General scavenging, so you just pick up everything you can find and leave
2) Going to some specific location for a specific purpose (medical supplies from a hospital for example), so you only need enough time to find what you're looking for.

The only good reason to include "outposts" in the game would be if there were places you couldn't reach easily enough even with a car.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 01, 2012, 11:46:18 am
- Technical crossbows, if there is a part of woods in the map, finding a bow, or crossbow isn't that strange!
   Or just bows if your fancy!

Bows and crossbows will be included in the game.

- Outposts, not really extra shelters, but just like a shop that can be barricaded, where some of your group stay over the night or maybe two days to scavenge more and recon more.

Unfortunately that's not going to be a feature.  You can close and lock doors but they can't be barricaded, and you can't stay out that long (probably).  Characters get fatigued when they're away from the Shelter, and after two days without sleep they'd be basically useless.  I'm sure DZ will pop in later with an official quote for you, but there's the gist.

I think you pretty much answered everything, but I shall oblige with some relevant official quotes.

Are there options for silent ranged weapons?
There are bows and silencer attachments for some weapons.  Silencers will not be easy to get, they only exist for a few guns, and they reduce noise but do not eliminate it.

Bows are harder to use too. Not good when enemy is in melee range. Require a lot of strength to shoot at a distance. Also have to be "reloaded" after every shot. On the other hand, ballistic armor provides little resistance to arrows.

From my research, it seems like crossbows are a mid-range weapon with a lot of drawbacks like a longer reload time and a lack of power at a distance. I'm going to balance them to be a powerful opening shot at close range weapon or decent mid-range silent weapon, but I don't see them competing with bows for distance and accuracy. Even on the Walking Dead, you'll notice the guy (forget his name, haven't watched it much) that uses a crossbow uses it at really close range (and he switches to a melee weapon when undead get in his face).

Is it theoretically possible to leave the shelter indefinitely? Can the party rest outside the shelter?
No, you have to return to the shelter and take care of it or it's game over. The party gets fatigued the longer they are out (and night is dangerous because of reduced visibility), and even though there are a few perks/items to extend hours outside the shelter, the group needs to return to get some sleep.

So I can't go out at night?
Night time isn't out of bounds, it just makes things more difficult and dangerous. There are currently some items to compensate for night penalties, but there's nothing that eliminates all of them. Scavenging during the day makes things much easier, though it would probably be more advantageous to attack a human camp or base at night, since they suffer the same visibility penalties. The major difficulty with night missions is that your characters rely on sight and zombies rely on sound, so zombies gain an advantage when it's dark. The day/night is there mostly to add a sense of urgency to your actions. If you want to push your luck at night, that's completely up to you.


Title: Re: Dead State Suggestion Thread
Post by: 10thgaming on November 02, 2012, 06:27:54 pm
I'm almost sure this is mentioned somewhere before, but I haven't found it yet;
User created maps


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 03, 2012, 02:19:30 am
I'm almost sure this is mentioned somewhere before, but I haven't found it yet;
User created maps
There are no modding tools currently planned.  Perhaps someday in the future.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on November 16, 2012, 05:07:14 am
Got a suggestion to increase the effectiveness of bullet proof armor

Remember my teacher telling me that during the American Revolutionary war the Americans were able to shoot the british easily because of their "Red Coats" were bright targets and easy to aim for. So i got this idea

When i worked as a parking attendant they gave us this Bright Yellow vest that stood out. So i got this idea

Bullet Prove vest + Construction worker Vest

(http://images.inmagine.com/400nwm/tetraimages/tt086/tt3900267.jpg)
look at the vest and how much they stand out. Through the iron sighs the chest would probably appeal more to the shooter then a headshot because of the bright colors, right were a bullet proof vest would be. Id imagine something like would protect your vulnerable limbs / head. Deadly with Face cameo.




Title: Re: Dead State Suggestion Thread
Post by: Zarky on November 16, 2012, 08:53:21 am

Remember my teacher telling me that during the American Revolutionary war the Americans were able to shoot the british easily because of their "Red Coats" were bright targets and easy to aim for. So i got this idea
Well, the British finally stopped using red coats after the Boer Wars (late 19th century-early 20th) because of how easy they were to spot...

look at the vest and how much they stand out. Through the iron sighs the chest would probably appeal more to the shooter then a headshot because of the bright colors, right were a bullet proof vest would be. Id imagine something like would protect your vulnerable limbs / head. Deadly with Face cameo.
I sort of like this idea, though why only limit it to bullets? Zombies don't have great eyesight, but bright red, pink or yellow sure would stand out.

Though on the flip-side, right type of camouflage gear should make the characters harder to spot if not for zombies (again, they don't rely on sight too much) then for other humans.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 16, 2012, 10:53:57 am
Personally I would prefer to make myself harder to spot and hopefully have less bullets fired towards me.  Making myself easy to spot and hoping the color draws ths shooter's eye towards center mass to hit the vest I'm wearing is not a plan I would go with.  Especially since rifle rounds tend to go right through vest and even bullets that don't penetrate break ribs, cause deep bruising, and are still extremely painful.  A bulletproof vest may save your life, but it doesn't stop the bullet from ruining your day. :)


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on November 16, 2012, 11:31:04 am
I sort of like this idea, though why only limit it to bullets? Zombies don't have great eyesight, but bright red, pink or yellow sure would stand out.

Though on the flip-side, right type of camouflage gear should make the characters harder to spot if not for zombies (again, they don't rely on sight too much) then for other humans.
its pretty common in lore that zombies ALWAYS spot victims in the open no matter what...er unless the pray is behind the zombie and abnormally quiet

Personally I would prefer to make myself harder to spot and hopefully have less bullets fired towards me.  Making myself easy to spot and hoping the color draws ths shooter's eye towards center mass to hit the vest I'm wearing is not a plan I would go with.  Especially since rifle rounds tend to go right through vest and even bullets that don't penetrate break ribs, cause deep bruising, and are still extremely painful.  A bulletproof vest may save your life, but it doesn't stop the bullet from ruining your day. :)
i was thinking about this but then i realized unless your full on cameo a moving object will probably always be noticed regardless of the color of your clothing. Don't think the bright colors are going to give away your position unless someone has already found you. i would think the silhouette of motion would be a greater factor of being spotted then the color of clothing because being sneaky would just be hiding behind a wall or crouching on the opposite side of a vehicle

edit: i think a fair stat for wearing the "bright bullet-proof vest" armor would probably be something like
enemies gain +25% accuracy towards you but 75% of those shots are hitting your bullet-proof vest


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 16, 2012, 11:42:31 am
I'm just looking forward to sneaking up on a group of enemies as stealthily as possible and then pitching noisemakers all over the place.  Then just sit back and watch the fun.  >:D


Title: Re: Dead State Suggestion Thread
Post by: Maeon on November 16, 2012, 06:40:31 pm
i think a fair stat for wearing the "bright bullet-proof vest" armor would probably be something like enemies gain +25% accuracy towards you but 75% of those shots are hitting your bullet-proof vest

...and (at least) -50% stealth ? :P
I've never seen any SWAT or soldier using this kind of trick, DrunkZombie is right, it would be suicidal.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on November 16, 2012, 10:53:31 pm
i think a fair stat for wearing the "bright bullet-proof vest" armor would probably be something like enemies gain +25% accuracy towards you but 75% of those shots are hitting your bullet-proof vest

...and (at least) -50% stealth ? :P
I've never seen any SWAT or soldier using this kind of trick, DrunkZombie is right, it would be suicidal.
lol i already explain the pervious, but i'll do it again because i dont have shit to do
there is no stealth mode in the game, stealth is simply staying out of the enemies line of sight "same for zombies"

im not arguing that you WILL stand out in a fire fight if your wearing a bright vest, chances are your going to be taking a hell of a lot more shots because that red matches up nicely across the iron sights, but the thing is that reticle will be drawn to the bright colors were the bullet prove vest would be.

And about real life swat teams i would argue that a swat teams relies more on the element of surprise then the color of their clothing. not trying to start shit or be offensive but there are Taliban snipers who wear nothing but bright red and white sheets who attack / kill  U.S. platoons and successfully evade capture, same thing for cowboy bandits who wore red / light blue flannels who remained wanted for so long who didnt even know about stealth

if you dont want to read the entire post just skip to here
and as i stated before unless you have cameo gear or a ghillie suit the difference between a construction worker vest vs someone wearing a blue shirt isnt that big. Most movies give a false sense of what it really means to be stealthy, being sneaky in war means moving slowly while scarifying distance by focusing on killing a single target, being sneaky in a real survival situation such as ethic cleansing is hidding out in a cave or basement hoping the enemy doesnt find you

When it comes to staying out of sight motion is your greatest enemy, its how a wolf spots a brown bunny in the dirt and how a Alaskan hunter is able to kill a polar bear in the white snow. Add 3 survivors following you around who cant find ghillie suit artifacts and cant afford to slowly prone an area because of the hungry mouths back at base. Like i said before, if your spotted it was because you were moving in the enemies line of sight. NOT because of the bright vest, although it would be harder to escape your pursuers.

tried to get the point across the best way i can, and to be honest i only made a long detailed reply because i literally have nothing to do =P


Title: Re: Dead State Suggestion Thread
Post by: Maeon on November 17, 2012, 10:06:12 am
Besides stealth argument. To recap the idea : one guy among your team wears high visibility vest + body armor, to attract more enemy fires on him (rather than on his unprotected comrades) ? *
As I said, that bullet-catcher guy would be suicidal.

(click to show/hide)


Title: Re: Dead State Suggestion Thread
Post by: Zarky on November 17, 2012, 12:20:18 pm
Besides stealth argument. To recap the idea : one guy among your team wears high visibility vest + body armor, to attract more enemy fires on him (rather than on his unprotected comrades) ? *
As I said, that bullet-catcher guy would be suicidal.

(click to show/hide)

I don't get the spoiler...
But you're right. Let's forget visibility for a sec, how many bullets do you think a person could take even if he was wearing decent kevlar...

Of course this is a game and they have to abstract things a bit, but I hope we don't end up with people getting shot a dozen times and surviving...

I'm still in favor of some type of gear or skills (just shouting?) that make you a higher priority target for at least zombies.


Title: Re: Dead State Suggestion Thread
Post by: Maeon on November 17, 2012, 12:45:07 pm
I'm still in favor of some type of gear or skills (just shouting?) that make you a higher priority target for at least zombies.

Yes, I remember Stern from Dragon Age, with "Taunt" talent (self-centered area effect).


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on November 17, 2012, 06:48:27 pm
Besides stealth argument. To recap the idea : one guy among your team wears high visibility vest + body armor, to attract more enemy fires on him (rather than on his unprotected comrades) ? *
As I said, that bullet-catcher guy would be suicidal.
yea i dont get the video either

but again your missing the entire point of my suggestion, your going to get shot anyways and be confronted regardless of what type of leader you are. Might as well play on eyes and let yourself be targeted were the armor is.


Title: Re: Dead State Suggestion Thread
Post by: Maeon on November 17, 2012, 08:56:49 pm
[...] let yourself be targeted were the armor is.

A famous brand name of bulletproof vest is "Second Chance ®" : a chance, never a pledge.
Some bullet can penetrate body armor, even if not they might kill just because of cavitation effect.

1/ Have a foot or leg crippled (still alive), because of a bullet on it. 2/ Chance to have guts ripped out (death), or not, because of a bullet on body armor.
Not a such dilemma IMHO -> I wouldn't risk to die at any cost.
Game mechanics may differ, however I hope they stick to realism. About relevance of high visibility vest + bulletproof concept, well, check current police/military gears and figure it out...  

-- edit

PS : Headshots are gamer's fancy habit.
With or without high visibility vest, a "real" shooter aims at the belly/torso in most if not all cases (wider target at this place).

(http://profile.ak.fbcdn.net/hprofile-ak-snc7/592292_111540222264881_591357625_n.jpg)  So I think there's no need high visibility vest anyway.



Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on November 18, 2012, 07:53:54 am
@

let yourself be targeted were the armor is.

A famous brand name of bulletproof vest is "Second Chance ®" : a chance, never a pledge.
Some bullet can penetrate body armor, even if not they might kill just because of cavitation effect.

it honestly depends on which kind of armor you have access to. The sort of vest you describe is the civilian variant, What im talking about is Military hardware,

(click to show/hide)

1/ Have a foot or leg crippled (still alive), because of a bullet on it. 2/ Chance to have guts ripped out (death), or not, because of a bullet on body armor.

Look at the video above, dummy gets shot in the gut some. About arms and legs That is the whole point of the "Shiny Vest" Keep them from shooting your Arms and limbs. The bright vest looks very appealing across a iron sight and during combat most people will systematically aim at the *shiny stuff*

Not a such dilemma IMHO -> I wouldn't risk to die at any cost.

first off, Nobody is forcing you to wear it. Its for tanks, The entire Point of the Bright Vest / Tank armor is to Tank, your turning yourself (or an ally) into a big Target thats very resilient so your vulnerable medic / allies can finish off enemies while they are shooting the bright, resistant tank.

Game mechanics may differ, however I hope they stick to realism. About relevance of high visibility vest + bulletproof concept, well, check current police/military gears and figure it out...
 
I mean the armor i describe probably wont work in real life theres no shit about that. but you got to realize its a video game at the same time. If it were too realistic Dogs wouldn't make good allies because humans have guns, Melee would be suicidal, Guns would have bleed damage, you can realistically only carry about 30 maybe 50 pounds worth of gear all the way back, the shelter leader wouldn't go out on every single raid and every time you were attacked by another human tribe i guarantee someone would die

-- edit

PS : Headshots are gamer's fancy habit.
With or without high visibility vest, a "real" shooter aims at the belly/torso in most if not all cases (wider target at this place).

Yea that i know, is that really worth mentioning? thats the point of the vest thing


Title: Re: Dead State Suggestion Thread
Post by: Maeon on November 18, 2012, 09:19:08 am
but you got to realize its a video game at the same time.

Indeed, that's why I first intend to balance your item suggestion (+25% accuracy // 75% hit on armor) with a decent counter-effect such -50% stealth... no regards about colors/moving silhouette factor and how (un)realistic it could seems to you.

I mean, wearing bulletproof vest may impact equipment slot, weight, fatigue, agility. There are pros and also significant cons, high visibility vest should too.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on November 18, 2012, 09:27:21 am
but you got to realize its a video game at the same time.

Indeed, that's why I first intend to balance your item suggestion (+25% accuracy // 75% hit on armor) with a decent counter-effect such -50% stealth... no regards about colors/moving silhouette factor and how (un)realistic it could seems to you.

wait, you are aware there isn't a stealth mode in the game right?

and even regardless i already answered your statement. Stealth is staying outo f the enemy Line of Sight and staying still until they pass or sneak tottally behind them, also your traveling with a sizable group in a big red car how is... You know



Title: Re: Dead State Suggestion Thread
Post by: Maeon on November 18, 2012, 10:03:15 am
wait, you are aware there isn't a stealth mode in the game right?
Err... (Damn!)  :wallbang:

Ok, assuming high visibility vest favor perception enemy has of the wearer. How about reducing wearer "initiative" (combat order) by 50% ?
Seem fair and still coherent for a tank behaviour.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 18, 2012, 11:35:49 am
wait, you are aware there isn't a stealth mode in the game right?
Err... (Damn!)  :wallbang:

Ok, assuming high visibility vest favor perception enemy has of the wearer. How about reducing wearer "initiative" (combat order) by 50% ?
Seem fair and still coherent for a tank behaviour.

Perception affects initiative, so it is possible that wearing "loud" armor could put you further down in the turn list, but I think the initiative value is calculated to indicate how quickly you see an enemy, and not how quickly they see you, so it could still be based on the characters base Perception stat and might not be affected by armor.

As for the stealth mode, yeah, there isn't one.  They weren't going to make multiple new animations for all the characters for something that would only be used by ranged fighters in some situations.  Stealth is, for now, line of sight.  If you want to stay hidden just duck behind a wall or fence.


Title: Re: Dead State Suggestion Thread
Post by: Maeon on November 18, 2012, 01:55:39 pm
-- edit :
More simple *assuming combat are based on AoD* : increase success probability of "AIMED TORSO" attack by enemy when targeting a high-visibility vest wearer, the bulletproof (if any) will do the rest.
However I don't know if this attack is available for enemy and/or if AI is smart enough to evaluate and choose this option.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on November 19, 2012, 05:52:57 pm
Honestly, guys, it probably wouldn't have that much effect; combat shooters are generally trained to aim for the torso anyway (its the biggest target and also means scatter from your aim is more likely to at least hit something as it moves away from your aim point), so this wouldn't make much difference unless dealing with a sniper or the equivalent (and they'll just ignore it).


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 19, 2012, 07:09:54 pm
Something that occurred to me as a nice feature to have would be the ability to make a note on a map location.  So that when "Mmm, Bison on 6th and Main" becomes "Mmm, Bison on 6th and Main (Searched 4/8/2012)" you can jot down a note or a memo.  Something like "Left two tubs of condiments and a vat of pickles behind the counter" in case you wanted to return later.  Or maybe a note like "So-and-so zombified here" if you wanted to return to a location and put down an infected comrade.

Actually, if that's not a feature it should be...although I don't know how easy or hard it would be to have the game track a specific zombie.  It's probably more likely that the character-zombie is gone for good once you leave the map, but we don't know much about how zombies spawn yet.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on November 20, 2012, 03:04:41 am
Honestly, guys, it probably wouldn't have that much effect; combat shooters are generally trained to aim for the torso anyway (its the biggest target and also means scatter from your aim is more likely to at least hit something as it moves away from your aim point), so this wouldn't make much difference unless dealing with a sniper or the equivalent (and they'll just ignore it).

=/
point of it is too Draw fire on you, Instead of your allies, lets people choose to target you in a fire fight


Title: Re: Dead State Suggestion Thread
Post by: Maeon on November 20, 2012, 04:49:38 am
Something like "Left two tubs of condiments and a vat of pickles behind the counter" in case you wanted to return later. 

I don't know if containers are periodically refreshed with news loot (in order to incite player to come back again), if yes *all* contents may be reinitialized.
Stuff dropped in non-containers may be wiped out once you leave the area or after a while, to not overload savegame data (assuming taken by other survivors group).
 :?:


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 20, 2012, 11:00:08 am
Something like "Left two tubs of condiments and a vat of pickles behind the counter" in case you wanted to return later.

I don't know if containers are periodically refreshed with news loot (in order to incite player to come back again), if yes *all* contents may be reinitialized.
Stuff dropped in non-containers may be wiped out once you leave the area or after a while, to not overload savegame data (assuming taken by other survivors group).
 :?:

There is no "respawn"  of loot.  Once a location is empty, it is empty.  Yes, other groups might take stuff.

(From the Dev Answer Compilation Thread, Area Map section)

Once discovered and visited, does a location become "tapped out"? Once we've been there, is there any reason for my group to hit the Gas-N-Go convenience store again?
Yes - loot is finite. The only reason to go back to a location is if you didn't get everything the first time.

Is it possible for rival groups of survivors to clean out a location before you get there?
It's possible that a location could have fewer resources over time or the small chance that something else could have happened to clean out the area entirely. There are always urgent reasons to do almost everything in the game - that's part of the decision making process.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 20, 2012, 11:33:42 am
Something like "Left two tubs of condiments and a vat of pickles behind the counter" in case you wanted to return later.

I don't know if containers are periodically refreshed with news loot (in order to incite player to come back again), if yes *all* contents may be reinitialized.
Stuff dropped in non-containers may be wiped out once you leave the area or after a while, to not overload savegame data (assuming taken by other survivors group).
 :?:

There is no "respawn"  of loot.  Once a location is empty, it is empty.  Yes, other groups might take stuff.

(From the Dev Answer Compilation Thread, Area Map section)

-snip-


Yeah, those quotes are pretty much all we know about areas being fully looted, so far.

I wanted an option to leave "stash notes" in Stalker, too.  Really any game with an emphasis on looting while having a finite inventory, so when you have to do item triage and leave something behind, you know what it is and where to look.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 20, 2012, 01:23:10 pm
Something like "Left two tubs of condiments and a vat of pickles behind the counter" in case you wanted to return later.

I don't know if containers are periodically refreshed with news loot (in order to incite player to come back again), if yes *all* contents may be reinitialized.
Stuff dropped in non-containers may be wiped out once you leave the area or after a while, to not overload savegame data (assuming taken by other survivors group).
 :?:

There is no "respawn"  of loot.  Once a location is empty, it is empty.  Yes, other groups might take stuff.

(From the Dev Answer Compilation Thread, Area Map section)

-snip-


Yeah, those quotes are pretty much all we know about areas being fully looted, so far.

I wanted an option to leave "stash notes" in Stalker, too.  Really any game with an emphasis on looting while having a finite inventory, so when you have to do item triage and leave something behind, you know what it is and where to look.

I do like your idea, I was just letting Maeon know about the finite loot.  Loot is even more important than usual in Dead State.   Making sure you have enough food, luxuries, and antibiotics to keep your people happy means having to haul and juggle items is a big part of the gameplay.  Add in that loot is finite and you don't want to waste a single item.  So I do hope there is some kind of map note system.  Worst case, a good old fashioned pencil and notebook will have to do.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 20, 2012, 01:56:56 pm
Worst case, a good old fashioned pencil and notebook will have to do.

Yeah that's what I was thinking, too.  I'm planning on making a "Dead State Stories" thread for people to tell their story when the game is out, so I'll just jot info down in there.  Probably write mine like a journal; "explored today, found a gas station, couldn't bring everything back" etc.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on November 23, 2012, 01:25:01 am
Honestly, guys, it probably wouldn't have that much effect; combat shooters are generally trained to aim for the torso anyway (its the biggest target and also means scatter from your aim is more likely to at least hit something as it moves away from your aim point), so this wouldn't make much difference unless dealing with a sniper or the equivalent (and they'll just ignore it).

=/
point of it is too Draw fire on you, Instead of your allies, lets people choose to target you in a fire fight

Ah.  I misunderstood; I thought people were talking about it drawing the aim point.  Carry on.


Title: Re: Dead State Suggestion Thread
Post by: SaturnFX on January 05, 2013, 01:59:55 pm
One suggestion:

Moddable + Mod toolkit.

Then you will make a game that will last for years on end...the thriving user content creators will keep the game updated and with tons of options once you run through the vanilla game a few times to have a new experience.

Also, expansion packs can focus on the cool stuff, such as expanding area, tweaking the AI, etc...and let the community handle the day to day wishlists from the fans.

The game will be modded...just requesting easy ways to do it so everyone enjoys it verses having to run all sorts of 3rd party programs to hack it.
(and no, not moddable as in trainers, etc..but like, better textures, better animations, new animations, sounds, structures, etc...actual modding. See skyrim nexus for reference)


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on January 09, 2013, 02:46:26 pm
One suggestion:

Moddable + Mod toolkit.

Then you will make a game that will last for years on end...the thriving user content creators will keep the game updated and with tons of options once you run through the vanilla game a few times to have a new experience.

Also, expansion packs can focus on the cool stuff, such as expanding area, tweaking the AI, etc...and let the community handle the day to day wishlists from the fans.

The game will be modded...just requesting easy ways to do it so everyone enjoys it verses having to run all sorts of 3rd party programs to hack it.
(and no, not moddable as in trainers, etc..but like, better textures, better animations, new animations, sounds, structures, etc...actual modding. See skyrim nexus for reference)

The last info I have is that they do not intend to make any mod tools.  Which is fine with me, I am not asking for any.  I want them to focus on the game itself.  How moddable the game will be is unknown, but they are not designing it with modding in mind.  Still I  have hope that enough files will be easily accessable to do some modding.


Title: Re: Dead State Suggestion Thread
Post by: Thasic on January 10, 2013, 07:56:28 am
I would love to see mod tools but I would rather see a complete game first. If mod tools are beyond the scope of the Devs money, time and/or desire, I can certainly live without them. Besides, the game looks to be extremely re-playable as it is. Mod tools are really a necessity for games like Skyrim or Fallout where there is no built in re-play value or games that depend on 'maps' like Dungeon Keeper.


Title: Re: Dead State Suggestion Thread
Post by: 10thgaming on January 12, 2013, 05:12:35 am
I would love to see mod tools but I would rather see a complete game first. If mod tools are beyond the scope of the Devs money, time and/or desire, I can certainly live without them. Besides, the game looks to be extremely re-playable as it is. Mod tools are really a necessity for games like Skyrim or Fallout where there is no built in re-play value or games that depend on 'maps' like Dungeon Keeper.
I noticed one of the main reasons people want mod tools is because the game ends. It is a survival game, and survival games often end with your (or your groups) death. Even though Dead State is more story-line based, it still has quite a good replay value, because something else always happens.
(Not to mention the developers might still add a survival mode to it)


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on January 12, 2013, 12:01:00 pm
I would love to see mod tools but I would rather see a complete game first. If mod tools are beyond the scope of the Devs money, time and/or desire, I can certainly live without them. Besides, the game looks to be extremely re-playable as it is. Mod tools are really a necessity for games like Skyrim or Fallout where there is no built in re-play value or games that depend on 'maps' like Dungeon Keeper.
I noticed one of the main reasons people want mod tools is because the game ends. It is a survival game, and survival games often end with your (or your groups) death. Even though Dead State is more story-line based, it still has quite a good replay value, because something else always happens.
(Not to mention the developers might still add a survival mode to it)
I plan on enjoying the story part of the game.  I'm sure it will be awesome enough that I will play through it multiple times.  I just want a sandbox mode for when I've played the game to death and know most of what is going to happen.  Sure, every game will be slightly different with randomized survivors available and such. This will change some of the npc interactions, shelter drama and side quests.  However the main storyline will be the same and it would be nice to be able to play open ended at some point with no main plot, just constant random events and places to make my own story.  Now if they end up making an official add-on for sandbox, that is even better.  More gaming and less work for me.


Title: Re: Dead State Suggestion Thread
Post by: 10thgaming on January 27, 2013, 04:35:37 am
I got a somewhat weird suggestion here.
Advanced graphics option. By this I mean not only resolution, texture quality or model quality.


  • Disabling shadows option
(Disabling shadows grants a great performance boost, maybe just disabling real-time shadows. I dont know much about that)
  • Foliage detail.
Trees, grass, bushes and leaves. It's all very beautiful but they aren't exactly helping your performance
  • FXAA and AA
  • Soft & Hard shadows?
  • Any other effects that can be turned off
  • HDR
  • Motion Blur
  • Effects quality
  • Texture Filtering


Title: Re: Dead State Suggestion Thread
Post by: Brian on January 27, 2013, 06:41:15 pm
I would love to see mod tools but I would rather see a complete game first. If mod tools are beyond the scope of the Devs money, time and/or desire, I can certainly live without them. Besides, the game looks to be extremely re-playable as it is. Mod tools are really a necessity for games like Skyrim or Fallout where there is no built in re-play value or games that depend on 'maps' like Dungeon Keeper.
I noticed one of the main reasons people want mod tools is because the game ends. It is a survival game, and survival games often end with your (or your groups) death. Even though Dead State is more story-line based, it still has quite a good replay value, because something else always happens.
(Not to mention the developers might still add a survival mode to it)
I plan on enjoying the story part of the game.  I'm sure it will be awesome enough that I will play through it multiple times.  I just want a sandbox mode for when I've played the game to death and know most of what is going to happen.  Sure, every game will be slightly different with randomized survivors available and such. This will change some of the npc interactions, shelter drama and side quests.  However the main storyline will be the same and it would be nice to be able to play open ended at some point with no main plot, just constant random events and places to make my own story.  Now if they end up making an official add-on for sandbox, that is even better.  More gaming and less work for me.

One of our long-term goals with Dead State is to keep providing new content and options that will boost the replay value and offer new options for the original game. These could be small things like adding additional story paths for existing characters or large things like whole new areas and items - similar to a "new game+" option. If we can figure out a way to do a survival mode without having to remake the game from scratch, you bet we'll try to offer it up at some point.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on January 27, 2013, 09:00:38 pm
One thing I would love to see eventually is something like a "Fall of the Shelter" expansion or something to that effect, where you can fight inside the shelter during a specific event, most likely the fence going down.  Would be interesting to be locked in one part of the school and all you have to work with are the Survivors who were there at the time and whatever items are laying around; can you take back the school with a team of "civilian" survivors and some workshop tools?  Who managed to survive elsewhere in the shelter, etc.  Just a way to fight back against a Game Over scenario kind of thing.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on January 28, 2013, 02:51:41 am
One thing I would love to see eventually is something like a "Fall of the Shelter" expansion or something to that effect, where you can fight inside the shelter during a specific event, most likely the fence going down.  Would be interesting to be locked in one part of the school and all you have to work with are the Survivors who were there at the time and whatever items are laying around; can you take back the school with a team of "civilian" survivors and some workshop tools?  Who managed to survive elsewhere in the shelter, etc.  Just a way to fight back against a Game Over scenario kind of thing.

That is a cool idea for an expansion.

It is good to hear that a sandbox mode is being considered as a future expansion.


Title: Re: Dead State Suggestion Thread
Post by: Zarky on January 28, 2013, 09:31:29 am
One thing I would love to see eventually is something like a "Fall of the Shelter" expansion or something to that effect, where you can fight inside the shelter during a specific event, most likely the fence going down.  Would be interesting to be locked in one part of the school and all you have to work with are the Survivors who were there at the time and whatever items are laying around; can you take back the school with a team of "civilian" survivors and some workshop tools?  Who managed to survive elsewhere in the shelter, etc.  Just a way to fight back against a Game Over scenario kind of thing.

Or It'd be awesome to have your survivors fight each other for power. Sort of a Coup d'état event. Of course there has to be something extremely wrong for that to happen in the first place, but it'd be super cool to see that happen.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on January 28, 2013, 11:01:40 am
Or It'd be awesome to have your survivors fight each other for power. Sort of a Coup d'état event. Of course there has to be something extremely wrong for that to happen in the first place, but it'd be super cool to see that happen.

Yeah, I know it's outside of the scope of the game to have multiple shelters, but it would be great if an exiled player could be "taken in" by another group temporarily, and then you have a set amount of time to rally your new friends and take back the shelter.  Will the people who were loyal to you before still be, or will they chafe under your new regime and the company of your newfound raider/mercenary/scavenger friends?

I'd love to see the other end of the coin, too, where someone you exile from the shelter meets up with another group (or starts their own) and suddenly you have a post-apoc arch-nemesis.


Title: Re: Dead State Suggestion Thread
Post by: vuechangz on January 28, 2013, 10:41:13 pm
If you happen to be trapped by zombies and have foritfied yourself in a room by chance. Can you call for reinforcements with a walkie-talkie or something. Like how many turns it might take for zombies to take down the door, How long will it take till the reinforcements come?


Title: Re: Dead State Suggestion Thread
Post by: Brian on January 29, 2013, 01:29:47 am
If you happen to be trapped by zombies and have foritfied yourself in a room by chance. Can you call for reinforcements with a walkie-talkie or something. Like how many turns it might take for zombies to take down the door, How long will it take till the reinforcements come?

True to life, if you're miles away from the shelter with no way to reliably communicate with them, you're not getting reinforcements. When you go out, you are always putting yourself in danger.


Title: Re: Dead State Suggestion Thread
Post by: vuechangz on February 02, 2013, 11:58:19 pm
If you happen to be trapped by zombies and have foritfied yourself in a room by chance. Can you call for reinforcements with a walkie-talkie or something. Like how many turns it might take for zombies to take down the door, How long will it take till the reinforcements come?

True to life, if you're miles away from the shelter with no way to reliably communicate with them, you're not getting reinforcements. When you go out, you are always putting yourself in danger.

What if it wasn't miles away, just some couple blocks away. Is that too much to ask? Like meeting the horde outside of the outpost blocks away or a horde building up and such. I am having an League of Legends party, and I am pretty buzzed. I hope you are able to read this.


Title: Re: Dead State Suggestion Thread
Post by: mazviduxX on February 20, 2013, 05:00:37 am
They could make in game that first moths of the game the main food resources comes from scavanging. But after some time the player cannot find that much food so he starts to grown his on food.And there is droughts and bugs so the player still needs to worry about food.But not that much

What you think?Sorry for bad  english it's not my first language.I hope you understanded what i wanted to say


Title: Re: Dead State Suggestion Thread
Post by: Raufgar on February 20, 2013, 09:19:07 am
They could make in game that first moths of the game the main food resources comes from scavanging. But after some time the player cannot find that much food so he starts to grown his on food.And there is droughts and bugs so the player still needs to worry about food.But not that much

What you think?Sorry for bad  english it's not my first language.I hope you understanded what i wanted to say

Grown food will be a part of the shelter, but the shelter will not be able to self-sustain on self-grown produce entirely. Scavenging will always be a part of the daily life of the shelter. This is stated in the developer answer post found here (http://www.irontowerstudio.com/forum/index.php/topic,2821.msg91487.html#msg91487).


Title: Re: Dead State Suggestion Thread
Post by: MerchantMarius on February 21, 2013, 07:48:40 pm
Brian, the game looks awesome. I am so glad to see someone is doing it right. I knew it would would take someone who knew what THAC0 was to get it. Anyway my suggestion is to be able to run down zombies or other humans with your vehicle.  I searched the site and this forum but haven't seen anything that clarified if it could be done. But I envision seeing a band of survivors being overrun by zombies and me and my crew come crashing in, run a half dozen zombies over, fling open the doors and rescue the strangers, making new allies awesome style!


Title: Re: Dead State Suggestion Thread
Post by: Brian on February 21, 2013, 08:41:37 pm
Brian, the game looks awesome. I am so glad to see someone is doing it right. I knew it would would take someone who knew what THAC0 was to get it. Anyway my suggestion is to be able to run down zombies or other humans with your vehicle.  I searched the site and this forum but haven't seen anything that clarified if it could be done. But I envision seeing a band of survivors being overrun by zombies and me and my crew come crashing in, run a half dozen zombies over, fling open the doors and rescue the strangers, making new allies awesome style!

We don't have vehicles to use in combat. In most situations and locations, they wouldn't make much sense for the amount of work vehicle combat would take to implement. Vehicles in our game are used to travel faster on the area map.


Title: Re: Dead State Suggestion Thread
Post by: MerchantMarius on February 21, 2013, 09:57:07 pm
Brian, the game looks awesome. I am so glad to see someone is doing it right. I knew it would would take someone who knew what THAC0 was to get it. Anyway my suggestion is to be able to run down zombies or other humans with your vehicle.  I searched the site and this forum but haven't seen anything that clarified if it could be done. But I envision seeing a band of survivors being overrun by zombies and me and my crew come crashing in, run a half dozen zombies over, fling open the doors and rescue the strangers, making new allies awesome style!

We don't have vehicles to use in combat. In most situations and locations, they wouldn't make much sense for the amount of work vehicle combat would take to implement. Vehicles in our game are used to travel faster on the area map.

Darn, I was looking forward to running down zombies while blasting "Highway to the danger zone", oh well. Thanks for the reply, I can't wait for this game. As a consilation can you have the mechanic get all pissy when you bring the car back all banged up from travel, and then you can be all, "Get off my case grease monkey I got a lot of crap on my plate!"


Title: Re: Dead State Suggestion Thread
Post by: meltfaces on February 22, 2013, 10:37:34 am
Haven't had a chance to play the game, so I don't know if this is already implemented but an idea I had for the game is to somewhat give it an Oregon Trail feel to it.  I know it would likely take a lot to develop, but maybe at some point in a later update you could add in that they hear word from somewhere or another that there is a massive survival colony forming in some distant city.  For example you are starting in Texas, and have the colony be somewhere like DC, or LA or something like that.  And what would happen is that when your group has exhausted the resources of the current town you are in, you guys have to get cars working in order to move on to the next town.  Now given the way the game is set up, you likely would have some people that come with, and some that want to stay.  That could be another aspect of the whole RPG setup with regards to player morale/decisions.  Whenever you actually leave town you could be presented different choices as to the next town to go to.  For example, if you leave the starting town, you would have the option to go to Town A: 3 Grocery Stores, 2 Police Stations, 1 Gun Store, 2 Large Department stores, population before outbreak: 80,000.  or Town B: 9 Grocery Stores, 4 Police Stations, 4 Gun Stores, 1 Military Base, 5 Large Department stores, population before outbreak: 250,000.  There is more you could add to that to make a group decide to go to one town or the other.  Of course larger populations also likely means higher risk due to the amount of zombies and survivor/bandit groups that are in the larger towns.  But with that risk comes a high reward of more places to get food/water/supplies. Ive been rambling a bit, and I actually still have a couple of more ideas for this but Ill stop here.


Title: Re: Dead State Suggestion Thread
Post by: Zarky on February 22, 2013, 11:11:01 am
Haven't had a chance to play the game,

The game won't be out until around december 2013.

so I don't know if this is already implemented but an idea I had for the game is to somewhat give it an Oregon Trail feel to it.  

I have sort of mixed feelings about this part. The game revolves around finding a suitable shelter and "weathering the storm" so to speak, so that won't be implemented, at least to this game

Why I underlined the word this, is because I'd love to see a game like that, where you take a bunch of survivors and move from place to place trying desperately to survive. Such a game could essentially work with the same engine as Dead State will, but there the focus wouldn't be keeping the shelter supplied and safe, but moving from a less defensible shelter to another, where there's no point in upgrading the shelter, since you'll be abandoning it anyways. In such a game there'd be more emphasis on morale/group unity as you have to make the argument to stick around a location that has little zombies and lot of supplies, but there supposedly is a safe haven just 100 miles north...

That game is not Dead State, but if that game were to be made after Dead State, by the same team perhaps  ;) ;) I'd definitely shovel money to that game through Kickstarter or a similar venue.


Title: Re: Dead State Suggestion Thread
Post by: meltfaces on February 22, 2013, 12:25:36 pm
I know it wouldn't be suited for the first release.  I figured it might make sense to have a "Safe Haven" update, where you have the option to pack your people up and start the journey.  I don't know how it currently is set up in the game, but ideally the towns that you pass through would not respawn loot, essentially forcing you to move on after you have exhausted all of the resources.  You would have some people who will stay in every town as long as they can, and others that will try to make it all the way to the safe haven as quickly as possible(aka grueling pace from Oregon Trail, haha).  The main thing that would dictate how long a group has to stay in a town is how quickly you can find gasoline for the vehicles, the more gasoline you find, the farther you can travel thus giving your more choices of town/cities to go to.  Also the multiple paths through different towns that you could take would give the game a lot of replay ability.  You could choose to try and scavenge smaller towns quickly and get moving as fast as possible all the way to the haven, or continually go to larger towns/cities and stock up on food and weaponry to tackle anything you come into contact with.

This is a game concept I have been thinking of for a long time and was holding out hope that a couple of friends of mine that are game designers would be into it, but they aren't into the whole zombie thing.  I hate to give up the idea, but I really want to play a game like it.  TBH I had originally envisioned it as an FPS a la DayZ but with much more to do, IE farming, base fortifications, interactions with npcs, etc.  But I think the game would do equally well in this format(RPG).

Edit:  This format would also work very well if you replaced zombies with an alien invasion, like in the show Falling Skies.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 22, 2013, 03:36:09 pm
It's a cool concept, but a bit out of the scope of Dead State, though.

Maybe something for DoubleBear to keep in mind for Dead State 2...  ;)

There is actually a zombie themed Oregon Trail type game already, I think you can play it free online.  It's called Organ Trail.  Might be worth checking out.  :)


Title: Re: Dead State Suggestion Thread
Post by: meltfaces on February 22, 2013, 05:25:27 pm
It's a cool concept, but a bit out of the scope of Dead State, though.

Maybe something for DoubleBear to keep in mind for Dead State 2...  ;)

There is actually a zombie themed Oregon Trail type game already, I think you can play it free online.  It's called Organ Trail.  Might be worth checking out.  :)

Yeh I know about Organ Trail, friend told me about it after I told him my idea.  I want an Oregon Trail feel, without those 8 bit graphics.  Something that actually requires strategy and caution when out collecting materials.


Title: Re: Dead State Suggestion Thread
Post by: galdis on February 23, 2013, 12:03:28 am
I would really want to see detailed PC backgrounds.  I love it when RPGs allow you to establish a background for your character that is reflected in gameplay - not a paragraph and some different stats, but a background that actually gives substance to your character in the story and your experience in the game overall.  I think that I really love self inserts it adds to replayability in a way that isn't solely in your choices made during the game.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on February 28, 2013, 04:03:50 pm
i got 2 suggestions

first it would be cool if we can have an official timeline for the first 2 weeks. You should be able to shoot though windows into the outside. It annoys me that no RPG that iv ever played to day lets you shoot thought the windows when you should be able to


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 28, 2013, 07:12:42 pm
I think we'll have to piece together the first two weeks for ourselves using the in-game lore and by talking to your NPC companions


Title: Re: Dead State Suggestion Thread
Post by: Thasic on March 03, 2013, 10:08:46 pm
What're ya talking 'bout? Bullets can't go through glass! Get outa here ya joker you.


Title: Re: Dead State Suggestion Thread
Post by: wiande on March 05, 2013, 07:57:16 am
as i'm a pain in the ass, i'll ask my questions (which may lookalike of ones i've asked a year ago)

will it be moddable to introduce a breaking % for every weapons on each use and to stregthen this % on critical ?

Also will it be possible to make range weapons (cf shotgun) usable as melee ?

as i know you didn't want those features in the game i just wonder if this will be moddablme

cheers


Title: Re: Dead State Suggestion Thread
Post by: Brian on March 05, 2013, 12:16:02 pm
as i'm a pain in the ass, i'll ask my questions (which may lookalike of ones i've asked a year ago)

will it be moddable to introduce a breaking % for every weapons on each use and to stregthen this % on critical ?

Also will it be possible to make range weapons (cf shotgun) usable as melee ?

as i know you didn't want those features in the game i just wonder if this will be moddablme

cheers

As we mentioned before, we don't currently have mod support planned. As for alternate versions of items that break, it's certainly something we could look into after we ship.


Title: Re: Dead State Suggestion Thread
Post by: wiande on March 06, 2013, 07:07:10 am
as i'm a pain in the ass, i'll ask my questions (which may lookalike of ones i've asked a year ago)

will it be moddable to introduce a breaking % for every weapons on each use and to stregthen this % on critical ?

Also will it be possible to make range weapons (cf shotgun) usable as melee ?

as i know you didn't want those features in the game i just wonder if this will be moddablme

cheers


As we mentioned before, we don't currently have mod support planned. As for alternate versions of items that break, it's certainly something we could look into after we ship.

you're my hero !

edit: soz i miss that mod thread/answer


Title: Re: Dead State Suggestion Thread
Post by: Maeon on March 15, 2013, 05:17:15 pm
Upon "Combat Demo" video (http://youtu.be/iUytozV39zI).

(http://i50.tinypic.com/leh75.jpg)DS1

(http://i46.tinypic.com/2eaku1k.jpg)DS2

We see how it's easy to sneak behind a zombie, and even on its side.
Apparently you could just stand close to zombie for ages !

Quote from: Brian
It was a zombie with very little peripheral vision being run past. We’re still tweaking AI reaction to running and their vision cone. Right now, they don’t perceive NPCs that are running very well.

My suggestion does not rely on range nor wider vision cone, but on smell or sound (breathing). The idea is to script AI zombie with radius loop detection.
Something like : IF human within 1 square around zombie for 4 seconds AND remains undetected THEN zombie detect human
same script : 2 squares -> 8 seconds , and 3 squares -> 16 seconds.

So with that ability, player in DS1 situation would only have 4 seconds to perform his surprise attack, and on DS2 situation he could stand still only 16 seconds before being detected and engaged.


Title: Re: Dead State Suggestion Thread
Post by: Omasyr on March 20, 2013, 11:29:28 am
Well I don't know if this was suggested... SO I do it anyway. Since there can be a large amount of people in the shelter and people try to pine for leadership or defy you. I think if there is a division of ideals and a refusal of stamping out people talking there should be a shelter civil war. People loyal to you and people loyal to themselves or other potential leaders fight inside shelter. Causing damage to stuff and consuming weapons and items and such. It would be kind of a way to purge as well as add a large game-play element people can experience if they make the poor decision not asserting leadership over others that want to take over. Similar to Walking dead(Speaking in general) that some of the characters wish to assume control over the survivors and try to take over. Or just human nature in general, there are always people that are leaders or think they should be and will try to rally weaker minded people to their cause. And in a crisis, someone that utters honeyed words to desperate people can convince them to do a lot.

I know zombies are meant to be dumb, but I think they should have a special kind of zombie. Be exactly the same as other zombies. But let them be like "former survivors" like they randomly spawn in some lootable areas. You never saw them as a human, but they were survivors like you and they have a chance to drop supplies. Kind of a risk and reward system. Since purposely hunting down a zombie is a bit riskier to do then kill ones already in your path and can be a decent risk reward system. And if you are desperate enough, you would take canned food from a zombies backpack.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 20, 2013, 11:49:19 am
Well I don't know if this was suggested... SO I do it anyway. Since there can be a large amount of people in the shelter and people try to pine for leadership or defy you. I think if there is a division of ideals and a refusal of stamping out people talking there should be a shelter civil war. People loyal to you and people loyal to themselves or other potential leaders fight inside shelter. Causing damage to stuff and consuming weapons and items and such. It would be kind of a way to purge as well as add a large game-play element people can experience if they make the poor decision not asserting leadership over others that want to take over. Similar to Walking dead(Speaking in general) that some of the characters wish to assume control over the survivors and try to take over. Or just human nature in general, there are always people that are leaders or think they should be and will try to rally weaker minded people to their cause. And in a crisis, someone that utters honeyed words to desperate people can convince them to do a lot.

I know zombies are meant to be dumb, but I think they should have a special kind of zombie. Be exactly the same as other zombies. But let them be like "former survivors" like they randomly spawn in some lootable areas. You never saw them as a human, but they were survivors like you and they have a chance to drop supplies. Kind of a risk and reward system. Since purposely hunting down a zombie is a bit riskier to do then kill ones already in your path and can be a decent risk reward system. And if you are desperate enough, you would take canned food from a zombies backpack.

1)Playing out a civil war is beyond the current scope of the game.  If you lose power it is game over. Maybe in the expansion they will add something like that.

Quote
Is there any situations that could happen where a strong leader type NPC could gain more support and try and oust you as the leader of the survivors?
Yup, if enough people want you out and there's someone willing to lead them... It's a game over situation, so keep an eye on your allies.

2)You can already loot items from any zombie.  Not all have something though.


Title: Re: Dead State Suggestion Thread
Post by: cyredge on March 21, 2013, 12:58:42 am
Can you add co-op and crafting features in this game? I think Its much enjoyable to play with other players.
 ::)


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on March 21, 2013, 01:11:38 am
Can you add co-op features in this game? I think Its much enjoyable to play with other players.
you realize this is a turn based RPG right?


Title: Re: Dead State Suggestion Thread
Post by: cyredge on March 21, 2013, 01:27:10 am
you realize this is a turn based RPG right?

So what's wrong with that? Each player gets their turn.
Maybe the other player can become an ally or Enemy of other players


Title: Re: Dead State Suggestion Thread
Post by: Jacky on March 21, 2013, 03:36:05 am
THIS GAME LOOKS AWESOME!! it is what every zombie apocalypse fans waiting for!!


I think the combat system should also include something like courage and adrenaline....
character with higher courage will become less likely to freak out or get stress. while stressful character can hit enemy harder to easier to miss (especially with firearms)
Also characters has less experience will be easier to get their adrenaline up when they encounter a lot of zombies, making more noise when he walk on hard surface.

What about the loot system?
will we be able to loot food and feed not only our self? will we have people that we will have to take care of and if we don't get enough food, we actually need to decide who to feed while some needs to have empty stomach? do we have to find medicine for the sick ones?

also, what about the relationship with other characters? it would be a very good mechanism if you can have interaction with them and even have rank of it, otherwise you will have less if not no motivation at all to protect them. If you have played Persona 4 (PS VITA), it is the first game that i think having fds are fun rather than a burden to maintain the relationship.

I think combat should be make in a interesting way, but not to make it very easy, bio hazard 3 was very popular because you have a tyrant chasing you from the beginning to the end and not letting you have the means to beat the tyrant.

The music is important too! play a bit of dead space and you will notice it is actually the music that makes you scared, not the monster.

in conclusion, i think the motivation you have to go out and find stuff is because you want to help the others (of course penalty for relationship or the leadership of yours will be getting shaky). please also let us create our own shelter, and making our safe houses in the city sounds even more fun. (for staying over night, cannot rest and restore energy if no safe house available)


Title: Re: Dead State Suggestion Thread
Post by: Zarky on March 21, 2013, 08:13:43 am
I think the combat system should also include something like courage and adrenaline....
character with higher courage will become less likely to freak out or get stress. while stressful character can hit enemy harder to easier to miss (especially with firearms)
Also characters has less experience will be easier to get their adrenaline up when they encounter a lot of zombies, making more noise when he walk on hard surface.

Something like "courage" is already in the game, called panic. People panic in different situations, some are prone to panic simply because they had to leave the shelter, while others panic when facing a horde of zombies, and yet some will virtually never panic at all. I'm not sure if additional modifiers like stress and adrenaline would be a good addition, especially if they were controlled by character level, since these are regular people who just happened to survive the initial outbreak, I wouldn't like seeing them turn to superb commandos over the course of few weeks/months.

What about the loot system?
will we be able to loot food and feed not only our self? will we have people that we will have to take care of and if we don't get enough food, we actually need to decide who to feed while some needs to have empty stomach? do we have to find medicine for the sick ones?

The whole point of looting, is to bring supplies (most importantly, food) back to the shelter for other people to consume, not only yourself. I can't say for sure, but I assume that the food consumption is abstacted, so that you don't need to hand food to everyone, but if you have less food in store than what the daily consumption is, people will start raising hell about it.

also, what about the relationship with other characters? it would be a very good mechanism if you can have interaction with them and even have rank of it, otherwise you will have less if not no motivation at all to protect them. If you have played Persona 4 (PS VITA), it is the first game that i think having fds are fun rather than a burden to maintain the relationship.

There are pre-existing relationships between NPCs, also they will react to your decisions (not everyone about every little decision, but you get the idea), which should make it easier to like/hate some of them.

in conclusion, i think the motivation you have to go out and find stuff is because you want to help the others (of course penalty for relationship or the leadership of yours will be getting shaky). please also let us create our own shelter, and making our safe houses in the city sounds even more fun. (for staying over night, cannot rest and restore energy if no safe house available)

There will be no safe-houses or sleeping outside of the shelter, but there is no limit on how long you can stay out, excepts that your survivors will get exhausted and become useless in combat if they're too tired.

The real motivation to go out isn't just to help others, it's to survive the zombie apocalypse, and it's up to the player to decide whether the zombie apocalypse is best survived with only a few people at your shelter, or taking in everyone who comes across...


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 21, 2013, 09:55:39 am
If you are new to the forum, before asking questions or making suggestions, I recommend reading the Dev Answer Compilation thread. http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html (http://www.irontowerstudio.com/forum/index.php/topic,2821.0.html)
It answers a lot of basic questions and gives some insight into the game.

That will prevent this thread from getting cluttered with suggestions for things that are already in the game or already excluded.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 21, 2013, 10:04:32 am
you realize this is a turn based RPG right?

So what's wrong with that? Each player gets their turn.
Maybe the other player can become an ally or Enemy of other players

Unfortunately that is outside the scope of this game.  This is being designed as a single player survival rpg.

From the Dev Comp Thread

Quote
Will there be multiplayer?
No.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 21, 2013, 10:24:12 am
Zarky already answered your questions, but I thought I would back him up with some Dev quotes from the Dev Answer Comp thread.

Regarding panic.

Quote
Is panic status triggered by a random number, or is it always a threshold-based event, with just different modifiers stacking up and determining the threshold?
The NPCs have a threshold for damage and Horror, and only after they reach that threshold will there be a chance to panic, with that chance improving each turn until either they panic or circumstances change enough to no longer make them worry. Most likely they will try to alert you if the situation is bad enough for them to become panicked. As a player, you won't know the actual threshold of your allies, though you will know if any have perks that make them never panic.

Panic is caused in two different ways – from reaching a damage threshold or from Horror, their tolerance for the presence of zombies. Depending on the individual, some will try to get away from danger if they lose too much health, while others will fight until they're bleeding out on the ground. The best way to counter damage-based Panic is too keep an eye on ally health and patch them up regularly – you’ll probably get a feel for how much punishment they can take after a few combat situations.

If someone panics often, they either need to get more experience against zombies, or possibly they're just not going to be good at combat. Fortunately, there are many other uses for allies who aren't good at combat. Most of their responsiveness or willingness to cooperate are already dictated by their Mood. That's true for allies with friends and family in the Shelter too, since they are more likely to be better off mentally if their loved ones are okay.


After npc interaction, gathering supplies for the shelter is a major focus of the game.

Quote
Is scavenging for food necessary during the whole game or will shelter upgrades eventually  cover the need for food to let the player search for something else?
Food is always a concern. Pretty much all the supplies are.

Regarding rationing.

Quote
Regarding food, will there be a kind of Oregon Trail style ration system? If supplies are low, can you reduce rations at risk of lowered morale/overall mood and health?
Yes, something like this. It will require that you take a huge morale hit though.


Interaction with your fellow surivors is the main focus of the game.  The zombies are just a backdrop.

Quote
How much dialogue is there?
Most of the ally characters in Dead State have more dialogue than even the biggest characters in Bloodlines. There is a lot of dialogue in Dead State. Like too much, but in a good way.

Quote
How much will you be able to interact with individual survivors?
Interaction with survivors depends on the personality of the survivor and how much they approach you. You can be on good terms with people, to the point where they will have your back if you make an unpopular decision.

There won't be "romances" really for the player, though some people in the shelter may get involved with one another - realize that the player could have lost someone or multiple people they were close to at the beginning of the story, so it wouldn't fit every player's motivation. The PC also doesn't necessarily have to be heterosexual, so that would also limit romantic options, if we had them. There are a few people in the shelter that the player might be able to have some kind of intimate relationship with, but they'd really have to work at it and have the right people in the Shelter. If we get to a point where it would really add more dramatic possibilities for the player and works with the characters without feeling forced, we'll add some more options.


If you are suggesting "special" zombies, thankfully there will be none in this game.  All the zombies are the slow, shambling type.  No sprinting, puking, exploding, or helicopter zombies in this game.
This game is not really about the zombies.  The point is not to run around killing zombies.  The point is to survive a natural disaster, in this case zombies, and deal with your fellow humans.

Quote
Are all the zombies exactly the same ? if not, are there some "kinds" of zombies (more powerful, or with some weapons or else...) ?
Zombies are all the same, except for if they are crawling (missing legs), on fire (because you set them on fire), or wearing armor because they died with armor/helmets on.

Quote
Are there radioactive zombies?
No.

Quote
Are there animal zombies?
No zombie animals.
Dogs aren't affected by whatever reanimates humans. In fact, the zombies don't even care about animals unless they happen to be in the way of the zombie and a human or the animal is attacking the zombie. Dogs are great at knowing when zombies or other humans are around before human party members. They are also great at distracting zombies and intimidating other human survivors.

They agree that the music is important.  The music guy, Leif, has posted some samples and discussed the music in the Backer only Radio forum.

The school is your only base and there are no current plans for safe houses.  Other bases and safe houses are great ideas, but would be too much work to fit into this game.  There is only so much they can do with the budget they have.

Quote
Is the location of the shelter a single set place, or can you choose where to place it at the start of a playthrough?
The Shelter is a one-of-a-kind place, which we did because it's a pretty complex area to construct and we don't have the time to do more than one. It's also because it's supposed to be an important place that it is a secure location that can suitably house multiple people. There are a couple of different fail states for the game, but losing the Shelter or having it compromised is definitely a game over situation







Title: Re: Dead State Suggestion Thread
Post by: Omasyr on March 21, 2013, 10:23:05 pm
Well I had a bad/misguided idea before. But is there specific items that deal with noise? Perhaps a item that is like fireworks you can stick to a wall or put on the floor that causes a lot of noise, so you can cause a distraction, it could be risky to use since it causes a lot of noise and gets all the zombies towards it. But it can also get other survivors killed. Also will there be any timed/remote explosives? Det-cord wouldn't impossible to get from construction zones, or explosive nuts. And atleast construction grade or even military grade explosives. It can destroy "specific walls" since buildings can be run down some walls can be weakened and can blast threw or act like traps? I couldn't find anything specific to any kind of explosives.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 21, 2013, 10:25:59 pm
Well I had a bad/misguided idea before. But is there specific items that deal with noise? Perhaps a item that is like fireworks you can stick to a wall or put on the floor that causes a lot of noise, so you can cause a distraction, it could be risky to use since it causes a lot of noise and gets all the zombies towards it. But it can also get other survivors killed. Also will there be any timed/remote explosives? Det-cord wouldn't impossible to get from construction zones, or explosive nuts. And atleast construction grade or even military grade explosives. It can destroy "specific walls" since buildings can be run down some walls can be weakened and can blast threw or act like traps? I couldn't find anything specific to any kind of explosives.

This is what we know so far.  (From the Dev Answer Comp thread)

Quote
Anyway, after reading about some of the situations with multiple story buildings and zombies waiting on the first floor and all of that, I wanted to ask something--is it possible to throw items out of windows?  Since, I've read that you plan to have noisemakers and all of that, I figure that that would be the 'clever' thing to allow.
Thrown items such as firecrackers or noisemakers are used to make noise somewhere away from the player. They are used to check an area for zombies (throw it near an open door, see if anything responds), move zombies somewhere else, or lure zombies next to human enemies. They are created in the lab upgrade. We'll be talking more about thrown items in a future update.

There will be no destructable walls, but you can bash open doors. You can find grenades and make molotov cocktails, but I do not think there will be high grade explosives.


Title: Re: Dead State Suggestion Thread
Post by: Oscar on March 21, 2013, 10:26:38 pm
Yep, there noisemaker items.


Title: Re: Dead State Suggestion Thread
Post by: ZmeY on March 24, 2013, 04:36:39 pm
I watched the combat demo and must admit that melee fight with zombie looks boring. It takes too much turns and efforts to kill one poor zombie. And since you must spare the ammo and be quiet -there will be a lot of such fights.

Why it's so hard to kill a slow zombie with appropriate weapon even from behind? I think that characters with no very bad melee skills must deal with it more efficiently. To resolve this and not to break the balance you may increase melee damage in human vs zombie fights... Or make zombies weaker against  appropriate weapons and increase their quantity... Or make some "quick kill" attack that drain the AP. 

The point is to implement such balance that one character of normal strength and with weapon that is able to crash a scull (crowbar, golf club, etc.) is able to easily kill (in 1-2 turns without damage to himself) one zombie, but have a notable troubles in dealing with 2-3 of them at the same time.             


Title: Re: Dead State Suggestion Thread
Post by: Zarky on March 25, 2013, 12:41:37 am
I watched the combat demo and must admit that melee fight with zombie looks boring. It takes too much turns and efforts to kill one poor zombie. And since you must spare the ammo and be quiet -there will be a lot of such fights.

Why it's so hard to kill a slow zombie with appropriate weapon even from behind? I think that characters with no very bad melee skills must deal with it more efficiently. To resolve this and not to break the balance you may increase melee damage in human vs zombie fights... Or make zombies weaker against  appropriate weapons and increase their quantity... Or make some "quick kill" attack that drain the AP. 

The point is to implement such balance that one character of normal strength and with weapon that is able to crash a scull (crowbar, golf club, etc.) is able to easily kill (in 1-2 turns without damage to himself) one zombie, but have a notable troubles in dealing with 2-3 of them at the same time.             

Actually all of the points you make are more or less in the game already, the early combat video just didn't give us all the details or in some regards was a bad example.

Let me elaborate.

I don't think they have any damage bonus from hitting an enemy from behind, though Brian stated that it's being worked on, so we'll have to wait and see on that one.

One of the reasons combat took so long in the video, was because Vic, the NPC survivor, was wielding a machete that isn't the greatest zombie fighting weapon (I disagree with that, but that's another discussion). If you happened to watch the video in full screen you probably saw the text-box that showed how much damage was being dealt as well as hits and misses. The machete sometimes dealt single-digit damage, which is why it took so darn long to slay a single zombie.

There are essentially some "quick-kill" options, the special moves, none of which were used yet because of lacking animations and such. Most notably knives seem to have "Plunge" move that shatters the knife, but also deals great damage as a result.

Zombies are made weaker against specific weapons, or to be more precise, every weapon has ZDamage modifier, that determines how suited those weapons are for zombie fighting.

In the video, the player with either the crowbar or sledgehammer could have taken out pretty much any zombie in 2 turns (2 hits with sledgehammer, but it drained so much AP you could only hit with it once per turn). That is unless they miss, which happened several times.

The important details, that we didn't have were the stats of the characters shown in the combat video. Though Brian said they were "buffed up a bit" we don't know if those characters were melee-oriented in the first place. The video was from early on in the game and as the game goes on you become somewhat better at fighting zombies through increased strength, having more action points or getting better weapons.


Title: Re: Dead State Suggestion Thread
Post by: ZmeY on March 25, 2013, 04:04:49 pm
Ok. But still I have some remarks:

I think slow zombies have almost zero agility, and the character mustn't miss it even with such a slow weapon as sledgehammer (until he has some penalties due to too low strength to use it). And also, such weapon must have a stun effect. I know that zombie can't be shellshocked, but it can likely be knocked  to the floor.

I just don't like an idea to see a lot of "boxing" with zombies in the game. One can hardly see this in the movies. There is almost always one dominating side during such fight.

The important details, that we didn't have were the stats of the characters shown in the combat video. Though Brian said they were "buffed up a bit" we don't know if those characters were melee-oriented in the first place. The video was from early on in the game and as the game goes on you become somewhat better at fighting zombies through increased strength, having more action points or getting better weapons.

I understand this, but if so, for the demo it was better to tweak stats and show more effective gameplay.  For now the video doesn't make much impression. 


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on March 25, 2013, 04:48:44 pm
Ok. But still I have some remarks:

I think slow zombies have almost zero agility, and the character mustn't miss it even with such a slow weapon as sledgehammer (until he has some penalties due to too low strength to use it). And also, such weapon must have a stun effect. I know that zombie can't be shellshocked, but it can likely be knocked  to the floor.

I just don't like an idea to see a lot of "boxing" with zombies in the game. One can hardly see this in the movies. There is almost always one dominating side during such fight.

The important details, that we didn't have were the stats of the characters shown in the combat video. Though Brian said they were "buffed up a bit" we don't know if those characters were melee-oriented in the first place. The video was from early on in the game and as the game goes on you become somewhat better at fighting zombies through increased strength, having more action points or getting better weapons.

I understand this, but if so, for the demo it was better to tweak stats and show more effective gameplay.  For now the video doesn't make much impression. 

Most of that is for balance reasons.  If zombies were too easily killed there would be no challenge - also with certain builds and equipment, it should be much easier to kill zombies, such as a character with melee focus and a powerful sledgehammer.  Also, there are attacks that can push back/knock over/stun enemies, they're just missing animations currently which is why they weren't used in the video.


Title: Re: Dead State Suggestion Thread
Post by: shrapnel on June 04, 2013, 02:42:51 pm
I watched the combat demo and must admit that melee fight with zombie looks boring. It takes too much turns and efforts to kill one poor zombie. And since you must spare the ammo and be quiet -there will be a lot of such fights.

Why it's so hard to kill a slow zombie with appropriate weapon even from behind? I think that characters with no very bad melee skills must deal with it more efficiently. To resolve this and not to break the balance you may increase melee damage in human vs zombie fights... Or make zombies weaker against  appropriate weapons and increase their quantity... Or make some "quick kill" attack that drain the AP. 

The point is to implement such balance that one character of normal strength and with weapon that is able to crash a scull (crowbar, golf club, etc.) is able to easily kill (in 1-2 turns without damage to himself) one zombie, but have a notable troubles in dealing with 2-3 of them at the same time.             

I agree with this- Especially since the fact that there's no xp to be made in combat, its just the risk of infection with no xp reward. I would rather face 3-4 guys that took 1-2 round to kill than 5 rounds with 1 zombie


Title: Re: Dead State Suggestion Thread
Post by: wiande on June 05, 2013, 08:26:43 am
Some pictures of Christina with a cat or an owl should be released as next update


Title: Re: Dead State Suggestion Thread
Post by: Hans on July 02, 2013, 04:20:27 pm
Hi, I have some small suggestions for this game.

1 - First, it would be nice to have more information about some places, and the events that have happened there .. by reading notes or diaries of some survivors who had barricaded himself in a certain area some time ago..
These extra information can make some areas more unique, and this contribute to increase drama of the events. Maybe some of these little stories could be linked to some members of  the shelter for example.

2-It would be nice to have so much interaction with the environment ... for example, enter a building through a window when the doors are not accessible, moving some elements of the scenario... in combat a good interaction with the environment would make everything more tactical.
In the combat demo video I've noticed this aspect .. and it would be nice to expand it even more!

3-The infection has just started .. but it would be nice to see more graphically distinctive elements .. such as the classic roof with the word "HELP", some walls with blood track, doors and windows barricades and other things similar..
These places can link to certain event..and here we return to suggestion 1.

Sorry for bad english, Bye and good work, I think this will be a great game!  ;)


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on July 02, 2013, 04:46:59 pm
For suggestions 1 and 3, those are already featured in the game.  :)

There are lots of "lore" items to find which can take the shape of books, journals, e-mails, forum posts, memos, posters, that sort of thing.  You'll be able to piece together a lot of what happened before the game started (two weeks into the apocalypse) by reading the lore.  There is also thematically appropriate graffiti and such, some of which you can see in the Dead State combat demo.  The team members working on art are doing a great job of capturing the feel of the apocalypse with the areas we've seen so far.

As for point number 2, because of the nature of the game, moving objects (to create a barricade in front of a door, for example) won't be present.  It would require doing a lot of work with physics and would end up taking too much time to implement properly due to how it would affect level design and combat, as well as NPC AI.  I couldn't track down the developer quote related to this question, but it has been brought up before.  For barricades you can of course lock doors behind you, which will slow zombies and enemies down.  As for climbing through windows, we haven't heard specifically about that, so I'm not sure.


Title: Re: Dead State Suggestion Thread
Post by: ianopolos on August 03, 2013, 10:06:51 am
THIS GAME IS BEST!! Ive been waiting some like this for too long!!

Heres my suggestions:

1. Romance scenes: Lets say youre single guy and you find survivor mother with child, after talking with her you find out she lost her husband and after few favors to her she start to like you.
Then you have options to marriage and adopt her child which you can lose if you dont defend them from zombies.

2. Character info: Please try game Neo Scavenger its new game and it has system that shows damage on ur character screen on ur arms, legs, head and torso which you have to bandage if you dont want to die.

3. Morale panic: I know one really old game The Thing its made by horror movie and it shows 5 characters that can get panic and run if they are scared enough.

4. Different Characters Looks: They have different traits and perks like in game Fallout 1, made some characters fat and some tiny and give them different action points and carrying capacity, stronger hits or bad traits like weakling.
Dont make all characters wearing jeans give them option to change into more sexy clothes like stuardess dress that you can find in city.

5. Betrayal and Torture: It would be nice to have the possibility to take hostages of wounded enemies so that you can:
- get them to trust you. They are now part of your team
- torture or kill them


Title: Re: Dead State Suggestion Thread
Post by: horangejello on August 03, 2013, 02:42:21 pm
I think that you should be able to try and recruit any bandits or looters you encounter on your journeys :D.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on August 03, 2013, 04:10:12 pm
I think that you should be able to try and recruit any bandits or looters you encounter on your journeys :D.
I wouldn't mind temporary alliances where there's a possibility that the bandits might betray you afterwords. But as far as recruiting random bandits to my group. I think that would be to many scripts to write and also why would those bandits want to join the PC when they don't know anything about them? Wouldn't taking their stuff be easier?


Title: Re: Dead State Suggestion Thread
Post by: ianopolos on August 04, 2013, 02:22:16 am
I think that you should be able to try and recruit any bandits or looters you encounter on your journeys :D.
I wouldn't mind temporary alliances where there's a possibility that the bandits might betray you afterwords. But as far as recruiting random bandits to my group. I think that would be to many scripts to write and also why would those bandits want to join the PC when they don't know anything about them? Wouldn't taking their stuff be easier?

No temporary alliances please everything must be carefully planed.
Here is example you have 6 people in group and you fight with some zombies and find other survivor group.
You can talk to them and then you have option to atack them and capture or defend if they are hostile.
After fight you acidently kill 3 of them and 3 of enemy is wounded then you can talk to them and take them and capture them.
In base you torture them and some of them join you while others wont depending on ur skills.
After some time they develop relationship to other survivors and if you dont feed them or give them what they want they start mutiny and fight against you.
This system has to work for all team members including captured ones because there is no point of capturing enemies if they will randomly abandon you.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on August 04, 2013, 02:57:20 am
I think that you should be able to try and recruit any bandits or looters you encounter on your journeys :D.
I wouldn't mind temporary alliances where there's a possibility that the bandits might betray you afterwords. But as far as recruiting random bandits to my group. I think that would be to many scripts to write and also why would those bandits want to join the PC when they don't know anything about them? Wouldn't taking their stuff be easier?

No temporary alliances please everything must be carefully planed.
Here is example you have 6 people in group and you fight with some zombies and find other survivor group.
You can talk to them and then you have option to atack them and capture or defend if they are hostile.
After fight you acidently kill 3 of them and 3 of enemy is wounded then you can talk to them and take them and capture them.
In base you torture them and some of them join you while others wont depending on ur skills.
After some time they develop relationship to other survivors and if you dont feed them or give them what they want they start mutiny and fight against you.
This system has to work for all team members including captured ones because there is no point of capturing enemies if they will randomly abandon you.
Overall i agree with you, but i was thinking about something along the lines of,

>3 friendly banditos outside of Mercy Hospital. Its called Mercy Hospital because every zombie game has a Mercy Hospital

>Mercy Hospital is full of zombies, so lets team up maybe?

> AI banditos clears one side of the hospital (out of sight so zombies could just be script killed and you won't have any A.I. problems) While your team clears the other

>Meet at supply room

>% chance banditos will say "hey, we want all these supplies"

>Leadership, Negotiation speeches take place

>Banditos and your group goes their seprate ways and will never see each other again

My way the encounter is dealt with right then and there. No need to bring them back to your home or have to fear them tracking down the shelter. Anyways thats just like, my opinion man.


Title: Re: Dead State Suggestion Thread
Post by: Zarky on August 04, 2013, 06:43:47 am
Overall i agree with you, but i was thinking about something along the lines of,

>3 friendly banditos outside of Mercy Hospital. Its called Mercy Hospital because every zombie game has a Mercy Hospital

>Mercy Hospital is full of zombies, so lets team up maybe?

> AI banditos clears one side of the hospital (out of sight so zombies could just be script killed and you won't have any A.I. problems) While your team clears the other

>Meet at supply room

>% chance banditos will say "hey, we want all these supplies"

>Leadership, Negotiation speeches take place

>Banditos and your group goes their seprate ways and will never see each other again

My way the encounter is dealt with right then and there. No need to bring them back to your home or have to fear them tracking down the shelter. Anyways thats just like, my opinion man.

I like your idea very much, and lets remember that sometimes you need to do a few favors/help out survivors before they'll join you. So it'd be cool if you didn't know beforehand whether that guy/those guys will join your group if you help them get some medical supplies, and they could just end up trying to kill you afterwards.

It'd be a risk you're going to have to take if you want more bodies at the shelter, or you could just attack them then and there to get what they're currently carrying and leave a fresh meal for the zombies to work as a distraction.


Title: Re: Dead State Suggestion Thread
Post by: ianopolos on August 04, 2013, 07:16:27 am
I would like to see characters that look like this to be more realistic and here is their face picture:

Rosalia
(http://i1293.photobucket.com/albums/b592/sinclairb81/eve%20online/eve4_zpsb5dcfd83.jpg) (http://s1293.photobucket.com/user/sinclairb81/media/eve%20online/eve4_zpsb5dcfd83.jpg.html)
Her mother died when she was giving birth, launching her father into a deep depression from which he never recovered.  Before joining you, she was the local doctor in your area, where she excelled particularly in stitching wounds.

Rita
(http://i1293.photobucket.com/albums/b592/sinclairb81/eve%20online/eve3_zps5b06650d.jpg) (http://s1293.photobucket.com/user/sinclairb81/media/eve%20online/eve3_zps5b06650d.jpg.html)
Born as a street urchin to unknown parents, she spent her childhood stealing to survive.

Gabriela
(http://i1293.photobucket.com/albums/b592/sinclairb81/eve%20online/eve15_zps8f3fc07d.jpg) (http://s1293.photobucket.com/user/sinclairb81/media/eve%20online/eve15_zps8f3fc07d.jpg.html)
Life was not good to Gabriela in the early years of her life. Thrown out of her family’s house to fend for herself at the age of 12, she resorted to prostitution and begging to feed herself.

Dan
(http://i1293.photobucket.com/albums/b592/sinclairb81/eve%20online/eve16_zps1bb0a892.jpg) (http://s1293.photobucket.com/user/sinclairb81/media/eve%20online/eve16_zps1bb0a892.jpg.html)
Dan grew up in a family of soldiers, and he was determined to ascend from the family tradition.

Jack
(http://i1293.photobucket.com/albums/b592/sinclairb81/eve%20online/eve17_zps482ea75c.jpg) (http://s1293.photobucket.com/user/sinclairb81/media/eve%20online/eve17_zps482ea75c.jpg.html)
Not much is known about Jack, beside him being an extremely talented Sheriff

Diana
(http://i1293.photobucket.com/albums/b592/sinclairb81/eve%20online/eve6_zpsf2da0e06.jpg) (http://s1293.photobucket.com/user/sinclairb81/media/eve%20online/eve6_zpsf2da0e06.jpg.html)



Title: Re: Dead State Suggestion Thread
Post by: elloco999 on August 05, 2013, 03:30:53 am
Overall i agree with you, but i was thinking about something along the lines of,

>3 friendly banditos outside of Mercy Hospital. Its called Mercy Hospital because every zombie game has a Mercy Hospital

>Mercy Hospital is full of zombies, so lets team up maybe?

> AI banditos clears one side of the hospital (out of sight so zombies could just be script killed and you won't have any A.I. problems) While your team clears the other

>Meet at supply room

>% chance banditos will say "hey, we want all these supplies"

>Leadership, Negotiation speeches take place

>Banditos and your group goes their seprate ways and will never see each other again

My way the encounter is dealt with right then and there. No need to bring them back to your home or have to fear them tracking down the shelter. Anyways thats just like, my opinion man.

I like your idea very much, and lets remember that sometimes you need to do a few favors/help out survivors before they'll join you. So it'd be cool if you didn't know beforehand whether that guy/those guys will join your group if you help them get some medical supplies, and they could just end up trying to kill you afterwards.

It'd be a risk you're going to have to take if you want more bodies at the shelter, or you could just attack them then and there to get what they're currently carrying and leave a fresh meal for the zombies to work as a distraction.

I like this idea a lot. It also makes it feel more real. In the real world you don't know if you can trust someone if you just met them...

Only I think the result of an encounter should be persistent in the world. In other words, say they double cross you and manage to get away with all the supplies. If these guys operate in the same area, there's a change you'll run into them again. Now I don't know about you, but I'd be looking for revenge.

Or maybe it's the other way around, you double crossed them. And some time later your shelter gets attacked by their group, that just happens to be a lot bigger then just the few guys you encountered earlier.

A third scenario could be that you do the mission, divide the supplies to everybody's content and everyone goes their own way. Later you find their base (or maybe they trust you enough now that they tell you the location and it gets marked on your map?) and some sort of alliance grows between both factions, the earlier encounter serving to lower the distrust of the entire group enough to start a friendly relationship (instead of them not wanting to have anything to do with you).


Title: Re: Dead State Suggestion Thread
Post by: Zarky on August 05, 2013, 11:28:47 am
I like this idea a lot. It also makes it feel more real. In the real world you don't know if you can trust someone if you just met them...

Only I think the result of an encounter should be persistent in the world. In other words, say they double cross you and manage to get away with all the supplies. If these guys operate in the same area, there's a change you'll run into them again. Now I don't know about you, but I'd be looking for revenge.

Or maybe it's the other way around, you double crossed them. And some time later your shelter gets attacked by their group, that just happens to be a lot bigger then just the few guys you encountered earlier.

A third scenario could be that you do the mission, divide the supplies to everybody's content and everyone goes their own way. Later you find their base (or maybe they trust you enough now that they tell you the location and it gets marked on your map?) and some sort of alliance grows between both factions, the earlier encounter serving to lower the distrust of the entire group enough to start a friendly relationship (instead of them not wanting to have anything to do with you).
[/quote]

Great ideas all around it seems... Only problem I see is that it's difficult to create a persistent world.

First of all each and every NPC (regardless of whether you can recruit them or not) probably has to have several different locations they can appear in as well as more than 1 quest they can give to you (why demand medicine if closest hospital/clinic is 6 hours away?).

Devs have stated that across multiple playthroughs you simply won't always find the same survivors. This obviously means that they have at least two of the following:
a) several locations to appear in
b) limited windows of time they are in a location and
c) chance to not appear at all.

The actual problem is how much dialogue you need to write to create a persistent world. Let's take raiding that hospital for example. If you play nice with them and later meet them at a supermarket, they'd have to reference you working well with them the last time, but you'd also need dialogue in cases you screwed them over but failed to kill them, in case you left them to do the job alone and finally in case you just never ran into them at all at the hospital. Now apply that to every such situation in the game.

GTA IV had those random person encounters that I think everyone more or less knows. The difference between that and this game would of course be that GTA IV had only a single linear storyline and I believe there was 0% chance of missing any of those encounters if you really really wanted to get them all. I can't really think of that many games that have dealt well with the idea of a persistent world... Anyone know any games that you think dealt with these issues well?



Title: Re: Dead State Suggestion Thread
Post by: parone on August 24, 2013, 06:25:17 am
small thing:  your environments are too 'clean'.

you need garbage, long grass, wreckage etc.  right now it is just abandoned cars and clean streets. 

heck, the streets aren't that clean right now!!

would be atmospheric to see destruction/decay.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 24, 2013, 11:26:05 am
small thing:  your environments are too 'clean'.

you need garbage, long grass, wreckage etc.  right now it is just abandoned cars and clean streets. 

heck, the streets aren't that clean right now!!

would be atmospheric to see destruction/decay.

There was actually a thread some time ago where the team was asking for ideas to show the passage of time, so I don't think you have to worry.  The PAX demo is the first two days of the game (day 15 and 16 of the zompocalypse) so things would still be relatively clean.  I think as you progress through the game, there's a good chance things will start to look more worn down.


Title: Re: Dead State Suggestion Thread
Post by: Scott on August 27, 2013, 11:31:57 am
I was worried before during the combat demo that you had an enemy combatant called Cowardly Looter (or something like that).  I thought it was probably a placeholder, but now the PAX screenshots include a Hostile Survivor.  The Cowardly Looter designation bugs me, since the player should figure out (or not figure out) that the enemy is cowardly by their AI.  It shouldn't be spelled out in the description.  How about something descriptive but nonspecific like Ragged Looter, or Scarred Survivor.


Title: Re: Dead State Suggestion Thread
Post by: Zarky on August 27, 2013, 01:04:17 pm
I was worried before during the combat demo that you had an enemy combatant called Cowardly Looter (or something like that).  I thought it was probably a placeholder, but now the PAX screenshots include a Hostile Survivor.  The Cowardly Looter designation bugs me, since the player should figure out (or not figure out) that the enemy is cowardly by their AI.  It shouldn't be spelled out in the description.  How about something descriptive but nonspecific like Ragged Looter, or Scarred Survivor.

I don't know about that, though I understand fully where you're coming from. If we can guess the overall behavior of the AI from the name, we'll obviously choose a strategy most suited to defeat that opponent, like knock down a coward who most likely will try to flee. But on the other hand, the combat does not seem last that long against a single opponent.

So to me it seems that fighting lone human survivors is not really about tactics, since there's virtually no action they could take that would force you to switch tactics. As long as the enemy name doesn't give away anything more than behaviour. I'd be fine with "Elite Survivor" that'd indicate heroic behaviour and good eguipment, but I wouldn't be cool with "Grenadier" that gives away the fact that this enemy is likely to lob grenades at you.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 27, 2013, 08:58:26 pm
I think if the name were hidden until you were already in combat mode and the enemy has made a move, it would work.  That way you can't have a situation where you spy on a scavenger camp and go into battle knowing who is brave, who is cowardly, and so forth.  Once you're engaged in combat, they're just "Looter" and after they take an action (based on their AI) you would say, "OK this guy is running away and his name became 'Cowardly Looter,' that makes sense."


Title: Re: Dead State Suggestion Thread
Post by: Scott on August 29, 2013, 07:23:35 am
I disagree that changing the label of your opponents after combat starts is a good idea.  If I saw the guy run away and determined he was cowardly, what would it add to label him 'Cowardly'?  What if he's taking cover so he can shoot at me some more, or luring me into an ambush?  Even if the AI isn't that sophisticated, by applying labels to enemies you spell out their expected behavior and kill immersion.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on August 29, 2013, 09:34:49 am
I disagree that changing the label of your opponents after combat starts is a good idea.  If I saw the guy run away and determined he was cowardly, what would it add to label him 'Cowardly'?  What if he's taking cover so he can shoot at me some more, or luring me into an ambush?  Even if the AI isn't that sophisticated, by applying labels to enemies you spell out their expected behavior and kill immersion.


Keep in mind these may not be permanent labels.  They may be using them as placeholders to help in testing.  If they are trying to make sure the AI is working as intended it is helpful for the testers to see things like cowardly, brave, etc... in the name of the npcs so they can quickly tell if they are acting correctly.  If they are all just called "looter", how would they know how each is supposed to act?


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on August 29, 2013, 09:38:59 am
I disagree that changing the label of your opponents after combat starts is a good idea.  If I saw the guy run away and determined he was cowardly, what would it add to label him 'Cowardly'?  What if he's taking cover so he can shoot at me some more, or luring me into an ambush?  Even if the AI isn't that sophisticated, by applying labels to enemies you spell out their expected behavior and kill immersion.


Keep in mind these may not be permanent labels.  They may be using them as placeholders to help in testing.  If they are trying to make sure the AI is working as intended it is helpful for the testers to see things like cowardly, brave, etc... in the name of the npcs so they can quickly tell if they are acting correctly.  If they are all just called "looter", how would they know how each is supposed to act?
Very good point! And I sure hope you're right. I'd much rather see every npc you encounter just called "survivor" or something like that.


Title: Re: Dead State Suggestion Thread
Post by: CounselorPally on September 14, 2013, 07:26:35 pm
I'm still reading through the "Questions for the Dead State Team" (QftDST) thread, and that's taking up my time. I will read the suggestion thread next. One of the things I thought about at PAX was the thought of a Prequel and I see Brian joking with people about a prequel on page [6] of the QftDST thread. Basically where they are stories before the apocalypse happens and you have to do mundane tasks. :)

I apologize if there is even more info about this I haven't found yet, I'm late to the "game" so to speak and still have tons of reading up to do.

So much of the mechanics of this game sound like they would be fun even if it really pretends like it isn't even a zombie game in the first place.

I think it'd be fun if the game started out just as a camping trip to introduce all of the mechanics and functionality.

You have to get food, cook food, familiarize yourself with politics / behavior, maybe fortify a little bit, forage a little bit, some people come try to steal your stuff and you don't know why... people stop by and tell you "rumors" of cannibalism... Maybe a storm comes and you have to prepare for that... I know I'm not a good writer or anything, it just sounds FUN.

So I totally understand it's probably not feasible or maybe even the direction that the staff would want to go in. It just sounds fun. Little camping sim turning into a full fledged zombie apocalypse.  I think it'd be a blast to actually have a prequel camping mission. I'm a huge fan of camping and it's some of my fondest memories as a kid.  State of Decay of course begins mid camping mission but it's only mentioned and unfortunately never expanded or capitalized upon further than the initial setting and a reason for them being out there.

Another one that comes to mind is maybe some kind of prison riot prequel/ side story that is of similar consequence where you have to defend a small guard station from a prison riot (are they rioting to get away from something??) or something to that effect. If it wouldn't take horribly long, I think it could be a lot of fun and engage people into the mechanics. I realize of course that Walking Dead has a similar-ish situation but after the fact but is just a coincidence with my idea. I've always had a fascination with the survival aspects of riots either outdoor or indoor.

Anyway. :P Totally cool with it being out of scope. Just wanted to write it down because it sounds really, really fun. I know if this was used too much it would draw people out of immersion but it can be fun. StarCraft 2 HotS comes to mind where there are optional side quests that are very environment-specific goals to reach. Also I believe Marvel Ultimate Alliance 1 allowed you to go back in time to act out prior story arcs instead of just reading about them. Was a lot more fun to act out the back story.

So this could even be used to tell people's backstories. I don't know. Or mini DLC packs or mini challenges.  :salute:

Another that came to mind would be a mini DLC or something that was nothing but a huge storage facility fairly untouched by looters due to heavy locks on each internal doors. That would be so much fun. :>


Title: Re: Dead State Suggestion Thread
Post by: ChristoperWhittington on February 08, 2014, 03:53:29 am

If Texas has the sunshine I think it has, then a solar cooker out of tinfoil is also a real possibility


The problem with this is Texas is a big place, with four distinct climes.  I'd need to look at the little map they showed at one point to see which one is the focal point; West Texas is not the whole state.

Solely focusing on Solar as an alternative will not be a smart thing, since cloud cover or a drop in temperature will render them unreliable (p.s. can we have weather conditions in the game please? Heheh). To keep things going, it is always best to have other alternatives to your alternative (below are only basic details, can be expanded on further):

1) Solar Energy - solar panels (http://www.shinesolar.net) and Solar Thermal. Weakness : no sun means no solar.
2) Wind Energy - Windmills, either standalone or rooftop. Weakness : no wind means no power.
3) Water - Water Wheel. Weakness : needs constant, natural running water, like a brook, stream, or river. Can get clogged.
4) Thermal - Heat Transference. Weakness : only works if you're over a hot spot and/or you have a deep enough hole.

and lastly :

5) Human Power - or Z-powered wheel, heheh >:D. Weakness : fatigue for humans, and possibly degradation of z-subject over time. Not to mention the security systems that need to be in place to keep z-subject from chewing on humans. Now if we can just get several threadmills on the outside of the fence, we'll have free power each time a zombie tried to claw at fence  >:D

I do agree with you.. Just using solar energy is not enough.. On cloudy days you are not able to generate any power..


Title: Re: Dead State Suggestion Thread
Post by: Bsadzewicz on February 08, 2014, 09:14:13 am
I would suggest have Magazines for non Bolt-action firearms as an item (aka if you only have 2 12rd mags for a pistol after firing and emptying the first magazine it only costs 1 ap to reload aka eject + quickly feeding in a new magazine however after emptying both magazines it costs 1 AP for every 2 or 3 rounds you load into an empty magazine +1 ap to feed the magazine back into whatever firearm you fire as that would make it much more realistic for a survival game like this) this would cause a more realistic and tactical approach to using firearms as its not really realistic to come into an area pick up a rifle off somebody that has one magazine in it and to be able to reload that one magazine as quickly as you can with some games and start firing again so soon if you know what you're doing you could probably reload a 30 rd magazine in 30-45 seconds if you have the ammo right there and no pressure, however if zombies are trying to close in and eat your face + you have to dig through your pack for your ammo box + feed rounds into the magazine its highly unrealistic to have a base 3-5ap to reload.
-plus you have to think that under pressure most people (aka civilians like this game is about not trained military personnel) couldn't feed every bullet in perfectly while having a horde chase them down or while being shot at.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on February 08, 2014, 10:22:37 am
I would suggest have Magazines for non Bolt-action firearms as an item (aka if you only have 2 12rd mags for a pistol after firing and emptying the first magazine it only costs 1 ap to reload aka eject + quickly feeding in a new magazine however after emptying both magazines it costs 1 AP for every 2 or 3 rounds you load into an empty magazine +1 ap to feed the magazine back into whatever firearm you fire as that would make it much more realistic for a survival game like this) this would cause a more realistic and tactical approach to using firearms as its not really realistic to come into an area pick up a rifle off somebody that has one magazine in it and to be able to reload that one magazine as quickly as you can with some games and start firing again so soon if you know what you're doing you could probably reload a 30 rd magazine in 30-45 seconds if you have the ammo right there and no pressure, however if zombies are trying to close in and eat your face + you have to dig through your pack for your ammo box + feed rounds into the magazine its highly unrealistic to have a base 3-5ap to reload.
-plus you have to think that under pressure most people (aka civilians like this game is about not trained military personnel) couldn't feed every bullet in perfectly while having a horde chase them down or while being shot at.

While realistic, I would be surprised if they dealt with magazines.  Most people don't want to deal with things like that and would find it tedious.  Just look at most FPSs which let you reload while halfway through a magazine without losing any rounds.  Heck, the average person doesn't even know the difference between a clip and a magazine, much less think about how many spare magazines they are carrying.

I think the best we can hope for is firearms with internal magazines taking longer to reload than ones with external magazines.  I don't even know if they are even dealing with that in DS to be honest.


Title: Re: Dead State Suggestion Thread
Post by: Bsadzewicz on February 08, 2014, 10:35:49 am
yeah I know it's highly unlikely to happen without some serious modding after the full release but it was just a suggestion :D


Title: Re: Dead State Suggestion Thread
Post by: Brian on February 08, 2014, 02:14:25 pm
I would suggest have Magazines for non Bolt-action firearms as an item (aka if you only have 2 12rd mags for a pistol after firing and emptying the first magazine it only costs 1 ap to reload aka eject + quickly feeding in a new magazine however after emptying both magazines it costs 1 AP for every 2 or 3 rounds you load into an empty magazine +1 ap to feed the magazine back into whatever firearm you fire as that would make it much more realistic for a survival game like this) this would cause a more realistic and tactical approach to using firearms as its not really realistic to come into an area pick up a rifle off somebody that has one magazine in it and to be able to reload that one magazine as quickly as you can with some games and start firing again so soon if you know what you're doing you could probably reload a 30 rd magazine in 30-45 seconds if you have the ammo right there and no pressure, however if zombies are trying to close in and eat your face + you have to dig through your pack for your ammo box + feed rounds into the magazine its highly unrealistic to have a base 3-5ap to reload.
-plus you have to think that under pressure most people (aka civilians like this game is about not trained military personnel) couldn't feed every bullet in perfectly while having a horde chase them down or while being shot at.

The only way we kind of mimic this is the reload times for some weapons. Weapons that require complex reloading - for example a hunting shotgun, which needs to be opened, loaded with shells, and closed again - requires more time to reload than a police shotgun which has a different mechanism for loading shells. Most of the time, weapon balance trumps realism, but we tried to factor in difficulty of loading into each gun's reload cost.


Title: Re: Dead State Suggestion Thread
Post by: Bsadzewicz on February 08, 2014, 03:09:22 pm
The only way we kind of mimic this is the reload times for some weapons. Weapons that require complex reloading - for example a hunting shotgun, which needs to be opened, loaded with shells, and closed again - requires more time to reload than a police shotgun which has a different mechanism for loading shells. Most of the time, weapon balance trumps realism, but we tried to factor in difficulty of loading into each gun's reload cost.

thanks for the response that does make sense for balancing purposes though I guess on full release I'll be attempting to brush up on my modding skills  :D


Title: Re: Dead State Suggestion Thread
Post by: Bsadzewicz on February 13, 2014, 05:13:56 pm
Don't know if you're implementing this location already or not but...(just read known issues with early access) if Abilene is in the game might I suggest a Dyess Air force base area as a possible scavenging/visitable area it is located right there in Abilene (I was stationed there).


Title: Re: Dead State Suggestion Thread
Post by: Clearik on February 14, 2014, 02:15:13 am
I don't know if this has been mentioned or not, but it would be nice if perhaps every so often a "trader" of sorts comes by, and allows you to trade objects for food, fuel, etc. People accrue so many items in the game, with nothing really to do with them.


Title: Re: Dead State Suggestion Thread
Post by: Clawdius_Talonious on February 14, 2014, 02:18:34 am
I've just started the First Seven Days demo, and I just wanted to post and say that the Radio just after you leave the basement it a bit hard to notice, if it were on the other side of the desk partition it would be much more visible, and if it looked more like a radio, perhaps even a comically oversized 80's boom-box it would be extremely obvious. A bit of text directly over the radio itself would help, and I suppose would be more easily implemented. As it stood it seemed rather difficult to discover anything that remotely looked like a radio and it took me going into the office where I had seen the message so often and highlighting everything nearby until I happened across it. Perhaps it's a bit late and I might be tired, but I rotated the camera and looked at the object in question and it doesn't exactly scream radio and there was nothing nearby that really caught the eye and encouraged me to highlight the appropriate set piece.


Title: Re: Dead State Suggestion Thread
Post by: servant of asmadi on February 14, 2014, 05:57:11 am
So I just finished round #4 of the demo (still havent actually finished the 7 days as I usually get myself killed at some point by pushing my luck too far :) )

Anyways, I made a list of things that may want to get looked at. I will compile more as I continue to play through.

-It is far too easy to hit your own allies in combat. When fighting some zombies, a zombie was behind one of my characters and when I clicked on it I attacked my ally instead of the zombie. Could you turn friendly fire off or at least put up a prompt before attacking an ally?

-Please reveal in inside of a building when you stand infront of a doorway as opposed to being inside the actual building. Its a small thing but it makes navigation alot easier, depending on the angle and building its a lot easier to get in person infront of a door rather than inside of it.

-Ive noticed when working in the inventory, particularily in the schools store room the cursor reacts to the enviroment as opposed to the inventory screen IE turning into the stairway cursor

-Please allow switching of chracters in battle, quite often its one characters turn but they can't move to the enemy becuase one of the allys is standing in the way and theres no way through. I can only switch to that ally by ending the current characters turn

- Is it possible to allow diagonal movement? like the suggestion above to help with characters being trapped

-A random glitch occured in one game where Joel did not join the team for supplies to fix the fence on the first mission. I stopped by Llano downtown before going to the hardware store on that one and noticed he wasnt with us. Didnt see him again until I got back to the school, even though his dialogue did come up when we were going to the hardware store despite him not being there. Probably just a random glitch, but thought id mention it in case others had the same.

-Please allow switching of characters when in the inventory, and allow access to an unconscious characters inventory. The switching between characters is just better UI(Or if there is a way I couldn't find it). But the accessing the unconscious cracter was for when my medic was knocked out and bleeding and had all the first aid kits. my other characters couldn't heal her because she had them all... bad decision on my part, but they should be able to take hers and use them.

-Also for UI you may want to have the world map automatically pop up when a character steps onto the transition area. I can't see any other reason you would step onto that unless you were going to leave the area, thus it may as well come up automatically.

-And lastly you may want to look at explaining better how you advance time in the game. Not sure about others but for the second day after assigning jobs to people to fix the fence and build a well, it took me a good while to realize the only way to get people to work, my character included, was to go upstairs and sleep. Or if there is another way I haven't figured it out.

Thanks for the awesome game so far, its been alot of fun. Time for attempt number 5.



Title: Re: Dead State Suggestion Thread
Post by: Varthmathr on February 14, 2014, 08:12:54 am
Is there a way to increase the font size? If not, please increase it, the text (not dialogues, the rest of the text) is very difficult to read.


Title: Re: Dead State Suggestion Thread
Post by: Oscar on February 14, 2014, 12:27:53 pm
-Please allow switching of chracters in battle, quite often its one characters turn but they can't move to the enemy becuase one of the allys is standing in the way and theres no way through. I can only switch to that ally by ending the current characters turn

You can swap places between characters by right clicking on the Ally and getting the "Swap" cursor. Costs 2 AP.


Title: Re: Dead State Suggestion Thread
Post by: celeritas on February 14, 2014, 01:38:23 pm
Hi everyone,

bought the game directly as seen on Steam because i missed it on KS,and played the Demo a little bit so far, and now i have some Questions and a few Sugesstions on my mind:

1 why you cant reload weapons out of inventory
2 cant Drop things not needed from the inventory(like rotten Apples), maybe my fault
3 Are ther further changes to the Combat system?
i read thats not your Focus and you dont get EXp for Combat  what is okay but would it  be possibly in full version to stealth on Humans/Undead
Change Positions to kneel and Prone
Is there a additional Cover System forRanged Combat(or Really depends only on your Skills)

and my last and biggest wish so far is dont end the Combat mode automaticlly my experience so far on the city hall sector is
1. The Ai is not very smart, you can seperate the looters 1  after 1
2 and after going out of sight behind a wall and ending turn combat ends and opponent get the initative  so a button to end round Combat for the player would be nice!
3 one last tought maybe im Wrong but there is no Line of sight thru windows right?

ok keep up the good work

bye for now

after playing a little longer i would suggest that you can Equip your Surviors at the Shelter its essential i think!
and a button to activate your Team members directly like 1-3 or f1 to f4 would be a basic i think!

ok thats it for today
 bye

 


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 14, 2014, 01:44:27 pm
Hi everyone,

bought the game directly as seen on Steam because i missed it on KS,and played the Demo a little bit so far, and now i have some Questions and a few Sugesstions on my mind:

1 why you cant reload weapons out of inventory
2 cant Drop things not needed from the inventory(like rotten Apples), maybe my fault
3 Are ther further changes to the Combat system?
i read thats not your Focus and you dont get EXp for Combat  what is okay but would it  be possibly in full version to stealth on Humans/Undead
Change Positions to kneel and Prone
Is there a additional Cover System forRanged Combat(or Really depends only on your Skills)

and my last and biggest wish so far is dont end the Combat mode automaticlly my experience so far on the city hall sector is
1. The Ai is not very smart, you can seperate the looters 1  after 1
2 and after going out of sight behind a wall and ending turn combat ends and opponent get the initative  so a button to end round Combat for the player would be nice!
3 one last tought maybe im Wrong but there is no Line of sight thru windows right?

ok keep up the good work

bye for now
 

Reloading weapons from the inventory and the ability to drop items are good suggestions although I don't know if there are plans for them yet.  The combat system will be getting a lot of tweaks and fixes over time.  There is no cover system for ranged, and there are no plans for stealth other than line of sight, aka crouching, going prone, etc.

AI is basic right now and will be improved on in the final game.  To end combat just hit the space bar when there are no enemies visible, and you should exit combat mode.  There is currently no line of sight through windows, and I'm not sure if that'll be included or not.


Title: Re: Dead State Suggestion Thread
Post by: Chanmasta on February 16, 2014, 06:53:43 am
Not sure if this has been recommended, but I would really like an active notification of what has been looted already.
i.e. "Chest (Partially looted)" for what we have checked and "Chest (Empty)" if everything is gone.


Title: Re: Dead State Suggestion Thread
Post by: celeritas on February 16, 2014, 07:30:48 am
 :approve: :approve:
Not sure if this has been recommended, but I would really like an active notification of what has been looted already.
i.e. "Chest (Partially looted)" for what we have checked and "Chest (Empty)" if everything is gone.

i agree with that


Title: Re: Dead State Suggestion Thread
Post by: Silver on February 16, 2014, 05:12:40 pm
Is there a way to increase the font size? If not, please increase it, the text (not dialogues, the rest of the text) is very difficult to read.

+1 from me too. Item descriptions also need to be in bold or a bit size increase, a bit hard to read.


Title: Re: Dead State Suggestion Thread
Post by: DavetheRave on February 16, 2014, 08:59:58 pm
Aim at locations, Head,Arm,Legs, Eyes, Groin?   






Title: Re: Dead State Suggestion Thread
Post by: Toll on February 16, 2014, 09:37:37 pm
Since this game features guns, hopefully lethal ones, and tactical turn based movement there isn't a viable way to approach looters with rifles if they are not near a corner of a house or inside one.

Enter the Smoke Bomb.

Smoke bombs are really easy to make with easy to get chemicals. Bleach and potassium chloride can be used to make Potassium Chlorate (which is really easy to find in most chemical store rooms of schools/university as it is) Potassium chlorate + sugar and you pretty much have a smoke bomb.

What I'm saying it is very feasible to make a smoke bomb in post apocalyptic settings.

Smoke bombs can make a short lived mobile screen from firearms and also can block line of sight from zombies. Will zombies really care about the sudden appearance of smoke (provided you can make them start the smoke silently, of which you can)? Not really. So Smoke bombs are an invaluable utility for moving through risky terrain, such as wide open spaces and approaching looters with firearms.

Please consider adding them!!


Title: Re: Dead State Suggestion Thread
Post by: DavetheRave on February 16, 2014, 10:43:02 pm
Bartering system?


Title: Re: Dead State Suggestion Thread
Post by: DavetheRave on February 16, 2014, 10:43:51 pm
Unloading guns


Title: Re: Dead State Suggestion Thread
Post by: DavetheRave on February 16, 2014, 10:50:06 pm
I suggest if you need a game tester? I'm here. I've play many games like Fallout 2, Xcom ufo defense, Arcanum. This game was second nature to me. My buddy and others which I've seen needed help even to go to sleep. I'll get in there and find stuff for you.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 16, 2014, 11:09:52 pm
I suggest if you need a game tester? I'm here. I've play many games like Fallout 2, Xcom ufo defense, Arcanum. This game was second nature to me. My buddy and others which I've seen needed help even to go to sleep. I'll get in there and find stuff for you.

All the people who pre-ordered the game and backed on Kickstarter are helping to test the game by playing the demo.  :)


Title: Re: Dead State Suggestion Thread
Post by: Clawdius_Talonious on February 16, 2014, 11:22:34 pm
-Please allow switching of chracters in battle, quite often its one characters turn but they can't move to the enemy becuase one of the allys is standing in the way and theres no way through. I can only switch to that ally by ending the current characters turn

You can swap places between characters by right clicking on the Ally and getting the "Swap" cursor. Costs 2 AP.
Wow Oscar, I never would've figured that out if you hadn't said anything, it wasn't particularly easy to figure out exactly that to do even with you having mentioned it (right click their character model, left click to swap when the swap icon appears) since I was right clicking on people's character portrait, or was holding right click long enough to bring up the special attacks context menu instead of just tapping to get the swap cursor. Certainly not very intuitive.


Title: Re: Dead State Suggestion Thread
Post by: shaes16 on February 17, 2014, 01:52:33 am
Not sure if this has been asked yet but I was wondering if over thee next 3-5 months you could release things episodically (like the walking dead) around a month of in game time so we don't have to wait too long for more game play.


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on February 17, 2014, 08:04:58 am
Not sure if this has been asked yet but I was wondering if over thee next 3-5 months you could release things episodically (like the walking dead) around a month of in game time so we don't have to wait too long for more game play.

In Brians words:
One of the problems with our game compared to most Early Access games is that we're not a sandbox, multiplayer/arena shooter, rogue-like, or arcadey game - we're a traditional RPG with a narrative structure and reactivity. If we were to leave everything as-is, not only would there be a lot of missing levels, items, important NPCs, and story, but dialogues and plot lines would break very quickly, leaving empty scavenging without any context.

We wanted to present a slice of the game to gather feedback on the combat, shelter, story/dialogue, and supply balance portions and then use that feedback to temper our Beta. While we'll be updating the demo once in a while, if we released a traditional RPG in chunks, not only would it take us longer as we polish the pieces of the full game for release, but really, RPGs are meant to be played as a whole at the player's pace, not as Acts or a couple new areas/NPCs a week (also, save games frequently get invalidated with updates, which sucks for a long-term RPG). Players may not know it yet, but by keeping the game restricted to the first seven days, we're making the final game a much better experience for them.


Title: Re: Dead State Suggestion Thread
Post by: Zyrxil on February 17, 2014, 11:42:41 am
All my gripes so far are about the camera and vision:

1. 8 years later and the camera feels exactly as (bad) as the Neverwinter Nights 2 camera. In trying to figure out why it feels so unwieldy to me, I've concluded that it's because it rotates around the selected character as the focal point, instead of rotating with the the viewpoint as actual camera turning left and right. Ok, that was a weird explanation- to clarify, imagine the camera as a first person shooter viewpoint, flying around, and Mouse3 simply turns the camera as in an FPS. That simply feels much more natural.

2. Addendum to #1, I also believe setting a more fixed overhead angle (with the angle gradually getting lower with closer zoom) would actually make the camera feel better.

3. Tile selection in combat is awkward. In a close up brawl, you are constantly having to rotate the camera, sometimes to overhead, to click past your non-active party members. It's a grid system, and we need a 3D cursor suited to a grid system, ala X-Com (1994) or Shadowrun Returns. In addition, the AP usage indicator is buggy and very rarely shows up, so you're forced into manually counting movement AP usage.

4. You can't see into buildings unless you physically step into one, even if you have line of sight into the interior. I would much rather be able to see an interior all the time instead of looking at a pretty roof. In addition, it is very common to have a camera angle where your characters are hidden behind terrain. Frankly, it's 2014, and not having obstructions like roofs and walls fade to translucent/transparent when necessary is ridiculous.

5. Fog of War. As in, why isn't there a FoW indicator for areas you have no vision of? That seems fundamentally important for sneaking around. That seems like an incredibly huge omission, even for a beta build.


Actually, one major non-vision related issue:

6. I feel like the fundamental design of zombie combat and zombie spawning isn't working here. Traditionally, zombies are threatening in hordes, because even if they have no weapons, they will exhaust your resources (ammo and stamina) and have no fear of pain or death. In Dead State, zombies seem to be the exact opposite- they move quite fast in combat and are therefore still individually dangerous even when they attack one by one. Instead of having the danger being attacked by too many at once, the danger becomes being attacked by too many in succession, each encounter taking a small amount of HP. Not only does this really kill the tension, it also makes the noise-based zombie summoning quite lame, as all that happens is one or two extra zombies suddenly wander in from the invisible Fog of War.

Also with fast and few zombies, the sneaking/evasion mechanic doesn't work very well, as it becomes smarter to draw out and beat down single zombies. Conceptually, that shouldn't even work. Human opponents even exist in greater numbers together than many zombie encounters.


Title: Re: Dead State Suggestion Thread
Post by: retakrew7 on February 18, 2014, 06:38:52 am
- Button for see-through roofs

- scavenging/disassembling shelves, tables, chairs for spare parts after you clear a map, taking 3-5 hours and gaining ca. 10 spare parts per party member involved, ideally with percentage on world map and visual representation within the map

- driving with cars to move faster on the map, also a requirement for location scavenging

- "Enemy Camp" has a river flowing by, make this location a harvest location after you clear it (fish, water)


Title: Re: Dead State Suggestion Thread
Post by: Endo_Endo on February 18, 2014, 07:11:33 am
I finally got chance to play and like what I'm seeing ( even made it through without a single person getting killed ) I agree with most of the small amount I've read so far I would like to see more life in the school in the final build like people walking around or kids running about, I'd also like to see people getting together and building upon this with bonuses when taking friends or lovers on missions and should the friend die it affecting group moral as well as individual characters in different ways.

I'd also like a clearing the fence mission that you have to do every so often or being able to give it as a job for someone else. The ability to set up outposts and something I think that should be in the final game is the chance that the school can be overrun with zombies and upgrading those outposts into new shelters.   


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 18, 2014, 07:35:13 am
- Button for see-through roofs

- scavenging/disassembling shelves, tables, chairs for spare parts after you clear a map, taking 3-5 hours and gaining ca. 10 spare parts per party member involved, ideally with percentage on world map and visual representation within the map

- driving with cars to move faster on the map, also a requirement for location scavenging

- "Enemy Camp" has a river flowing by, make this location a harvest location after you clear it (fish, water)

Cars and fishing will be in the final game.

I finally got chance to play and like what I'm seeing ( even made it through without a single person getting killed ) I agree with most of the small amount I've read so far I would like to see more life in the school in the final build like people walking around or kids running about, I'd also like to see people getting together and building upon this with bonuses when taking friends or lovers on missions and should the friend die it affecting group moral as well as individual characters in different ways.

I'd also like a clearing the fence mission that you have to do every so often or being able to give it as a job for someone else. The ability to set up outposts and something I think that should be in the final game is the chance that the school can be overrun with zombies and upgrading those outposts into new shelters.   

No kids in the game, and the Shelter is the only one the PC and allies get; no outposts or building a new Shelter.  As for clearing the fence, there's no mission like that but you'll have to repair the fence regularly because if it falls, that's game over.


Title: Re: Dead State Suggestion Thread
Post by: stu1985 on February 18, 2014, 02:41:33 pm
How about a dialogue box that asks if you're sure that you want to attack another party member? For those times you accidentally click on another party member when moving about.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 18, 2014, 02:47:01 pm
How about a dialogue box that asks if you're sure that you want to attack another party member? For those times you accidentally click on another party member when moving about.

That's been suggested so frequently I'm sure it'll be addressed in some form or another, either as a dialogue/confirmation box or some other method.  I, too, have accidentally bludgeoned my characters while trying to heal them.  :lol:


Title: Re: Dead State Suggestion Thread
Post by: retakrew7 on February 18, 2014, 02:48:45 pm
- Hide your weapons when in shelter/sheathe them


Title: Re: Dead State Suggestion Thread
Post by: Jerichmo on February 18, 2014, 03:35:33 pm
When I was running away from a fight I swang around a corner and went out of LOS of the looters chasing me.  The turn based combat ended and before I could react to move away the looters turned the corner and started killing my guys!

It would be good to have to press a button to leave the turn based combat mode so that you can keep running until ready.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 18, 2014, 03:43:24 pm
When I was running away from a fight I swang around a corner and went out of LOS of the looters chasing me.  The turn based combat ended and before I could react to move away the looters turned the corner and started killing my guys!

It would be good to have to press a button to leave the turn based combat mode so that you can keep running until ready.

Pressing Space will let you enter combat mode (or leave it if there are no visible enemies)


Title: Re: Dead State Suggestion Thread
Post by: Zyrxil on February 18, 2014, 07:33:14 pm
Not really that helpful in a situation where you're running around corners and you lose sight of someone 1 step away from you. The auto-leave combat should function based on whether you've been in combat in the last few turns and if you've seen hostiles that you know you have not killed.


Title: Re: Dead State Suggestion Thread
Post by: conorthscot on February 19, 2014, 01:12:05 am
Some of these have likely been mentioned so bear with me. The primary reason I play these sort of zombie games (aside from lore/story) is the base building aspect. The demo looks good but I'd love more improvements to the school than currently listed.

-Solar panels (reduce fuel)
-Wind Turbine (reduce fuel)
-Water Tank (adds to well, collect water from roof)
-More gardens (Seems to be plenty of space to plant them. If all else fails the gym and some other places have glass roofs so you could put potplants inside.
-Traps outside the fence (decrease zombie maintenance. Could be pit spike traps, bear traps,, pits and ditches, decoy animal cages, noise generating traps (at the bottom of a pit maybe_ even improv land mines).

So basically from what I've seen of the map you've got enough space within the fence to make most of the school self sufficient, at least in terms of food/power/water. Of course the resources to build all this up = massively difficult but an awesome overall objective to the game. Also possibly locating some consistent local resources (material) and setting up regular trade with local allies (like how a town will naturally produce several goods to trade with local settlements.)

-Also an expansion on training would be cool. Capture zombies and learn more about them. Zombie training teaching techniques to avoid bites and weakspots.

One thing I'd love to request when handling inventory. Have the 'right click' mouse button automatically shift stuff to the opposite inventory screen. Gets really slow when you have to adjust exactly how much of gas/food/ammo you want to shift ever time when you just want to move the entire stack across.


Title: Re: Dead State Suggestion Thread
Post by: conorthscot on February 19, 2014, 01:53:18 am
We can add to this further I guess

Building a brewery/distillery to make booze (moral boost)
Building a bar (moral boost and trade boost)
Special facilities added to the infirmary (treating particular issues)
Zombie testing added to lab (zombie cages and such)
Decoy sentries (fake decoy guards on duty, makes fort look like its heavily guarded at all times so less likely to be raided when party away on missions)
Dig a cellar (dig a nice deep cool spot for a cheap way to cool food)
Dig a pond for fish, or even better build a fully cycled aquaponics setup for both fish and plants!
Herb garden (more flavour = moral bonus)


Title: Re: Dead State Suggestion Thread
Post by: stu1985 on February 19, 2014, 04:39:26 pm
Think there has been a roundabout mention of this in other places but...

Antibiotics - Can be produced but only when a player reaches top Science skill and only by having the right materials. I'm no Scientist but I know penicillin was discovered from moldy bread so that for starters. What about moldy fruit would that work irl as well? I imagine there'd be plenty of both about in a zombie apocalypse but as I said you'd need someone with the highest Science skill.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 19, 2014, 05:50:03 pm
Think there has been a roundabout mention of this in other places but...

Antibiotics - Can be produced but only when a player reaches top Science skill and only by having the right materials. I'm no Scientist but I know penicillin was discovered from moldy bread so that for starters. What about moldy fruit would that work irl as well? I imagine there'd be plenty of both about in a zombie apocalypse but as I said you'd need someone with the highest Science skill.

It's possible to make your own antibiotics but it requires a lot of time and resources, last time we heard it mentioned.


Title: Re: Dead State Suggestion Thread
Post by: xXIMrTwoIXx on February 20, 2014, 11:44:49 am
Combat initiation and exit need allot of work, the combat round should start when you or the enemy make visual contact, or even hearing contact if within a set distance.  Instead the current system allows you or the enemy to move to the enemy before attacking, couple this with the fact that breaking Line of Sight exits combat means you can play peek-a-bo with an enemy without ever really entering combat. Even if you don't see them they should still be attacking and that should be taking place in turn based mode.

Spacial awareness needs to be improved, just because someone is to your side doesn't mean they should disappear from view especially if they are only one tile away.

Hearing for player characters needs to be implemented. Especially if you won't be able to see into buildings through windows/doorways. Hearing should show "ghost" images much like Silent Storm.

A last known location system should be implemented for both the AI and the player. AI will attack/move to attack the last known location of the player character, player will have display of last known location of enemy.


Title: Re: Dead State Suggestion Thread
Post by: Kitsum on February 20, 2014, 04:29:24 pm
I am enjoying the gameplay, but as a person with poor eyesight, the fonts in the game are not easy to read and I'm not a big fan of the menus in general. Item descriptions are the worst for me. I could live with the rest, I guess. I know you guys were going for the handwritten on a paper style, sadly, it's not easy on my eyes.


Title: Re: Dead State Suggestion Thread
Post by: Empulse on February 20, 2014, 06:20:53 pm
Hi there.
I am currently playing the demo and I like what I see.

My suggestions:
Please either speed up or do something with the walking speed in the school. If we aren't going to fight in there, it sure adds up time wise how pokey the main character is. Make him/her appear at where we click, fading in?

Make already looted item spaces visibly marked somehow, like an x over it or the previous suggestion about altering the description.

Do items repawn after a while? Seems once you clear a map, that's it?

Is any type of stealth going to be implemented? Like crouching or prone position? Would be nice to sneak...this game reminds me of zombie jagged alliance.

No large hordes, sad face.

What happens to all my stuff when I get back from a run? I can't keep anything that others would maybe enjoy, it just all disappears. Is it just collectively distributed? Because it doesn't show up in the stores either.

Can't wait to see what you do with the game. Already very enjoyable!


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 20, 2014, 06:32:22 pm
Hi there.
I am currently playing the demo and I like what I see.

My suggestions:
Please either speed up or do something with the walking speed in the school. If we aren't going to fight in there, it sure adds up time wise how pokey the main character is. Make him/her appear at where we click, fading in?

Make already looted item spaces visibly marked somehow, like an x over it or the previous suggestion about altering the description.

Do items repawn after a while? Seems once you clear a map, that's it?

Is any type of stealth going to be implemented? Like crouching or prone position? Would be nice to sneak...this game reminds me of zombie jagged alliance.

No large hordes, sad face.

What happens to all my stuff when I get back from a run? I can't keep anything that others would maybe enjoy, it just all disappears. Is it just collectively distributed? Because it doesn't show up in the stores either.

Can't wait to see what you do with the game. Already very enjoyable!

Some of the things you suggested are planned for.  The character will run on a double click, which moves pretty quickly, so I doubt there'll be any kind of teleporting in the Shelter.  Currently, once a map is cleared out that's it, items don't respawn (since it wouldn't make sense for them to do so).  Right now there isn't any stealth, although I think I saw Jonathan say recently that they might try adding a crouch.  No large hordes?  Have you been to the Church?  ;)

As for your items, right now food, antibiotics, fuel, spare parts, and luxury items automatically deposit to the Shelter inventory when you return to the school.  Weapons, ammo, armor, accessories, "special" luxury items, and non-antibiotic medicines will stay in the character inventories.


Title: Re: Dead State Suggestion Thread
Post by: Diana on February 21, 2014, 04:49:52 am
No large hordes?  Have you been to the Church?  ;)
7-8 zombies are very manageable, considering they don't even all attack at once if you don't use firearms.

By the way, do molotovs generate noise? They definitely should.


Title: Re: Dead State Suggestion Thread
Post by: deronic on February 21, 2014, 10:35:39 am
i tried the game out and its really diffecult and thats good, that u have to think twise before you attack somone or something. Maybe a stupid question but will the game start like this?? will there be character creation of some kinde? im not asking for a skyrim character creation but like hair color, uper body clothes and pants. And that you maybe can choose what you did before this pandemic started, like maybe what job you had. to choose a job so you can create a character like you want him like mechanics, computer nerd, police officer or a normal office worker.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on February 21, 2014, 12:45:19 pm
i tried the game out and its really diffecult and thats good, that u have to think twise before you attack somone or something. Maybe a stupid question but will the game start like this?? will there be character creation of some kinde? im not asking for a skyrim character creation but like hair color, uper body clothes and pants. And that you maybe can choose what you did before this pandemic started, like maybe what job you had. to choose a job so you can create a character like you want him like mechanics, computer nerd, police officer or a normal office worker.

Yes, the final game will include character creation.  You can customize appearance, gender, skills and stats.  I don't think there will be backgrounds for your character, but something like the personality test from Vampire the Masquerade: Bloodlines might get added in to help people customize their characters, if there's time.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on February 22, 2014, 04:48:37 pm
I don't know if this has been mentioned or not, but it would be nice if perhaps every so often a "trader" of sorts comes by, and allows you to trade objects for food, fuel, etc. People accrue so many items in the game, with nothing really to do with them.

There are no plans for that.  Brian says it is too early in the apocalypse for any kind of organized trading like that, plus a trader is not realistic because people would just kill them and take their stuff.


Title: Re: Dead State Suggestion Thread
Post by: conorthscot on February 23, 2014, 12:34:46 am
True, but while an organized regular trader is *unlikely* other camps you contact would offer regular trade. Fortified camps could act as trading posts.

Even more likely is other people heading through Splendid fleeing across the country. Some of these groups might desperately need food or gas and would trade random items for them. Plenty of reasons why they might want to move on rather than settling (trusting only themselves) and it could even work for the Lore in that they bring news from other parts of the country, rumours and such.

Another improvement: SHowers, be it mechanical or you come across some of those solar shower bags that you just leave out in the sun then hang up and use. Could have both cold showers first then how showers after.

Played the demo, enjoyed it though it obviously needs some work. Not the gameplay or anything mind you but the restrictive dialog and such. I look forward to seeing how it comes across when properly fleshed out.


Title: Re: Dead State Suggestion Thread
Post by: Vector on February 23, 2014, 05:29:10 am
IMPRESSION (sorry for my poor english, I'm from Austria)
In few sentences my first impression after looking at some pics, reading the manual, and the faq. Potential! A lot of it. I'm sure, first release of the game will lack a lot of good things, but DLC or an expansion can make this game very successfull. Personally I would love to see some sort of mixture of Jagged Alliance and its sequels (Tactics, bunch of weapons and tools, character development, AI, etc) and Fallout and its sequels (depth of story, things to explore, the unique atmosphere, backstories, how people react and change their attitude). Do this and more, and even better, all concentrated on the unique zombie theme, and it should be a succssefull game. Add content and also new gameplay via not overpriced dlc and appropriate priced expansions, and all will be satisfied.

SUGGESTIONS

Ranged weapons need also different attack modes with different charge of ammo and AP. Fex: Machinegun like M249 Saw Burst-mode (more precise, less Ammo) Full-Auto (less precise, more Ammo) - Burst good against single enemy, Auto good against hordes. Fex: Steyer AUG Assault Rifle Aimed Shot (most precise, maybe even extende range -Steyer has scope!- more AP cost) Burst as above, Full Auto as above. So differences in Shootingmodes.. Aimed/Burst/FullAuto/Single (like from the hip).. Different costs, different effects, different tactics.. Sometimes you run out of AP but a lucky from the hip saves your life instead of, sorry not enough AP. Greetings from the legendary Jagged Alliance.


Title: Re: Dead State Suggestion Thread
Post by: Vector on February 23, 2014, 05:56:15 am
SUGGESTION

Storyline.. In first part of the game all goes arround building up 1 base.. The shelter. The goal is to survive. Think of legendary The Walking Dead Series. This cant be all. Sometimes you have to move on. And besides the goal of surviving, there has to be something more - yes.. What the fu.. happened!? And where are other big surviving groups, or bases, or even The last resort of mankind. Like an army base where the last scientists are working on a cure, you arrive, everything is good, and then a zombie horde pushs you on, destroying again your last hope, and so on.. You can spin the story on and on..

What I like to see later (maybe by expansion) is the possibility to claim and/or build new bases, deciding on your own, which one you take. Maybe the private atomic bunker is very safe, but too small for more people, no space to craft things, etc, and due to single entrance dangerous to leave, especially if u were that stupid to start a noisy fight in front of your door. .. so you have to leave or if you already got a big group, you decide to take the small factory instead, hard to defend, more entrances, but you already got the staff to manage that and find more storage room, possibilities to craft, or repair vehicles, etc etc..

And maybe it should be possible - think of Dead State 2 Arising Resistence - to manage MORE than 1 base, lead different exploration troops, build a network, make trade, merge with other groups, or whipe them out, or missions like free the slaved women of a group, which will then join you.. And in the end.. Becoming that big, you are able to maintain a complete laboratory and work on a cure your own..


Title: Re: Dead State Suggestion Thread
Post by: Vector on February 23, 2014, 06:22:16 am
Ps: Sweep mode: like in jagged alliance you mark the area of effect? (Red stars) .. Cool thing.. But only submachine guns have this ability? Please introduce Heavy Machine guns and assault rifles too.. World knows the USA are the biggest and most versatile armory in the world!!  :D And dont forget about things like different scopes (especially for sniper rifles), laser pointers, bigger magazines, silencer, traps, mines, things u can craft together.. Alarms and so on..

I'm getting mad thinking of all the cool stuff u can find, use, improve, change, craft, repair.. Make it as realistic as u can! If human needs to survive, he gets really innovative..

Hope there will be base defending missions and attack or plunder missions on "enemy" lets say revaling bases/groups..


Title: Re: Dead State Suggestion Thread
Post by: Vector on February 23, 2014, 07:01:03 am
Crisis

When people do missbehave, you got to lead.. sometimes with iron fist.. Thinking of punishment and how it affects the morale.. Fex:

A theft: options.. Just talking to people, starting investigation, when thief is found, talking to him, hurt him, imprison him for time (is this a punishment!?? :) ) , reduce his food ration for some time, torture him, dispossess of property, imposition, or exile him.. Maybe exile him for an ammount of days like a pause for reflection.. chance of loosing him to undead, rivaling group, or reformation.. All options affect people in different ways.. So depending on the character mood can rise or fall.. Could come up up a very different group dynamic.. But maybe this is what it is about.. Are u the brutal leader, the rocker billy who beats all up and plunders, then u can only rally such guys arround you.. If u try to be a more intellectual leader, u can also rally the scientist arround u or some women, who we know, always raise the mood.. Lets me think of very difficult things like rape etc..

So what I want to suggest is, that the style of leadership should clearly affect the gameplay.. What sort of problems can arise with this style, what with that one, what characters will u be able to rally arround u, and how will they affect each other.. The tiny Ms Doctor is vital for a group but will have her problems with the rocker gang guy who is helpsome in combat situations due to his experienced melee abilities.. :)


Title: Re: Dead State Suggestion Thread
Post by: Vector on February 23, 2014, 08:37:45 am
Targeting System

Aim at Head/Torso/Arms/Legs.. different chances, different effects..

What is critical to undead? Head? As in The walking dead..

Possibility to make captives.. Maybe hostages of rivaling groups, exchange later, maybe captives can be integrated after some time, depending on your style of leadership, group constellation, and or skills.. (Lead/nego) Need of building a prison cell. Chance of outbreak..

Later when its possible to fight within base..


Title: Re: Dead State Suggestion Thread
Post by: tetrasodium on February 23, 2014, 10:05:37 am
I finished the demo last night & found myself really impressed at the exciting potential in the  game.  I know someone posted a quote a few pages back about why the preview access would stay limited to the demo to keep it one cohesive thing rather than an unfinished non-sandbox game  with players left to die of starvation & such... but I think that being able to continue into some of that unfinished stuff would be a lot of fun, many of us have played through the demo more than once & would probably do the same upon release. being able to do so during a partially complete rolling development would be cool.

I also agree with some of the previous comments about how the current fast & mostly solo zombies takes away from the tension of being in a zombie "infested" area.  I find myself doing things like intentionally using a loud & weak weapon to smash open locked doors fast enough to make enough noise to attract zombies/looters.   

While making noise at the front/back door prior to entering a dark & unexplored building isn't a bad idea to lure zombies out into the open through a bottleneck (the door), doing it to attract zombies nearby with no intention of entering a given building through that door is less so. The first thing I tend to do in a zone is run around killing anyone/thing in the open & closing all the doors of any buildings. 

-Zombies seem to have the same AI as gunless looters & are weak to bludgeoning instead of slashing weapons maybe 2-3x as many zombies (or more) with a lower AP pool each

- an indicator(s) on the edge of the screen to indicate which directions your party members are when not on screen, this could be an arrow/triangle for each off screen member or even dots.

-It's just not scary exploring a "scary" place like food owl because there is no real risk of getting mobbed to exploring.  Yes it was a small town, but the numbers seem more in line with what you might expect to see while exploring a remote logging cabin or something, it seems like someone already came through to do cleanup everywhere & happened to miss a few.

- "yell"... Lets say I kick in a door & want to start clearing a building, but the door kicking itself didn't draw anything.  "HEY YOU FLESH EATING @#$%$SUCKERS, FRESH HUMAN MEAT... COME & GET ME!!!"  or something intended to intentionally draw things out & potentially open a channel for dialog with survivors.  I'm pretty sure you can make firecrackers or something, but we all have the ability to speak/yell even if not as effective.

- I once saw something pretty cool in the zone with the prison (downtown?).  While fighting the looters, they attracted a zombie with a gun.  at first it shuffled in our general direction & either seemed indecisive or started to move away...  but then I KO'd a bleeding looter & the zombie came back to start munching on the KO'd looter & his buddy ran off.

- There should be a bit of randomness to zones.  Right now, you can:
visit a zone..
Clear some of the buildings, leave the zone & come back a few days later to have the exact same leftover looters/zombies in the same positions.  Until you completely clear a zone, there should be a chance that mobs respawn upon returning to reflect that new looters/zombies moved in since or that there were some who were previously inacessable hiding in places you might not have checked.  If zombies/looters didn't move around, we wouldn't need to worry about the fence after clearing the school prior to the game's start.

-there are so many zombies with backpacks, presumably failed looters & survivors, why do they never seem to have things once living survivors would likely have tried to collect in them as opposed to things like an arrow? That goes double for former cops & police cars... The sheriff kept his hat, but lost his gun, nightstick, spare clip, handcuffs/zipties, potential armor, etc?

- I'm not sure if it's a bug, but events seem to be timing rather than need based. Go to food owl & clear the place out early?... get told we need to go do that soon a day or two later, I'm pretty sure I got the same with the antibiotics & drug store too.


Title: Re: Dead State Suggestion Thread
Post by: Vector on February 23, 2014, 12:00:36 pm
THUMB UP  :approve: for ideas of other fans..

(Maybe you should open another thread for SUGGESTIONS FOR AN EXPANSION OR SEQUEL 2)

 
-give the scavenging party members the ability to "sneak" around to avoid detection by zombies or human enemies, the ability of which depends on their base stats, skill point allocation and perks
- In the combat map, best if the player does not have to automatically enter into turn-based combat the moment an enemy is spotted (unless the enemies spot the player first) - that would allow the player and the scavenging team to plan their attacks, go into hiding or sneak behind the enemies / zombies for a surprise attack, etc.
- have some high grounds (like rooftops) that players (and enemies including zombies) can climb onto and get an advantage over those on the lower ground when using ranged attacks (makes it riskier too - it makes the character on the rooftop easier to spot if standing up and zombies can slowly climb up ladders or roam up the stairs, clogging up the only way down and overwhelming the one on top...)  
- maybe allow the player / allies / human enemies (but not the zombies) to change stance during combat (costs AP)

- water supply (wells, deep wells, filter things and so on)

- use of radio communication in any way.. (communication with own troop, other groups, quests, and so on)

- possibility of Food production (like seen in season 3/4 in The Walking Dead -prison shelter)

- persistent injuries (and their effects)

- waterways, rivers (maybe in an Expansion)

- gun and melee crafting Options.. crafting a bow or a slingshot.. whatever..

- different ammo types (armor piercing, hollow Point) , explosives etc.. but it goes into the direction of jagged alliance 2 and its Sequels which had a lot of content (weapons, armor, etc)

- solar Panels, solar water heater, other sources of power

- more depth in basemanagement (how the space/rooms is/are used.. different defense types, defending intruders - cause why do I need guards then?, and only a fence? what about a trench/moat)

- outposts, safehouses, more bases

- Shooting through Windows, using cover

- interaction with environment (during combat, explodable barrels f.ex.)

- Training People (weight or Fitness room) - sure, that's only interesting in later game DS2

- working on a cure is for DS2.. world would not have collapsed, if it was that easy, and in the early states of game, surviving is everything.. but using some natural drugs which work a bit like antibiotics would be ok

- better loots.. -> there are so many zombies with backpacks, presumably failed looters & survivors, why do they never seem to have things once living survivors would likely have tried to collect in them as opposed to things like an arrow? That goes double for former cops & police cars... The sheriff kept his hat, but lost his gun, nightstick, spare clip, handcuffs/zipties, potential armor, etc?


Title: Re: Dead State Suggestion Thread
Post by: Diana on February 23, 2014, 08:12:02 pm
world would not have collapsed

Hey, that's exactly what I'm thinking watching every zombie apocalypse movie ever. Except maybe Walking Dead scenario (everyone is magically infected and whoever dies rises), in this case yeah, it'd probably be pretty much game over for humanity.

In Dead State, antibiotics work against the infection (probably magic again) and it seems to be common knowledge, so the situation overall should actually be far from grim. It definitely IS grim for our Shelter group, but not for the rest of the world.


Title: Re: Dead State Suggestion Thread
Post by: DavetheRave on February 23, 2014, 11:50:57 pm
I was thinking from the demo. Maybe the looters be aware shooting brings zombies in so may be hesitant to use firearms?


Title: Re: Dead State Suggestion Thread
Post by: Ciecieji on February 24, 2014, 12:52:25 am
Three suggestions:
Maybe I missed it but is there any way to quickly transfer items between characters?  1 click trade is a lovely addition to any inventory system.
I feel like I much more frequently want to trade a whole stack instead of splitting a stack of items and I don't think I'm alone there; it would be nice if the trade slider defaulted to the far right instead of the middle.
Instead of dumping all your luxury/consumable items when returning to the shelter, it would be nice if it just opened up your shelter storage window, then you could dump all the durable goods and resupply consumables.  I always find myself walking to the shelter storage even though the game conveniently dumps all the supplies directly into storage for me, which I think the auto transfer was implemented to circumvent.   


Title: Re: Dead State Suggestion Thread
Post by: Hammershark on February 25, 2014, 03:57:04 pm
So after playing the 7days early acess. I have some things that I wishfully hope went into the game. But highly suspect wont as you would already had to think of it to be implemented.

-That the gamer would be able to scrounge up heavy equipment. (Methal lathe for the wood shop or a stationary machine gun if there is any army bases in the game for example) if they have a vehicle that can carry it.
 -Maybe a sidemission could be to get a working freezer(or if you have the mechanical skills, maybe just repair it)

-When I saw that great glass roof at the entrance of the school, I immediately envisioned maybe a blown wall (where i guess you will be able to grow vegetables/one of the side roofs) that leads to the roof thats has gotten a sandbag wall on it. and it will be interesting where you will put those/that tower as the backside of the school (two doors to the gymnasium) is a weak point unless something doesn't get done. 

-If you plan on making a sequel (where characters and shelter uppgrades will impact the sequel) maybe the shelter gets compromised and depending on how much you have upgraded your vehicle (maybe two vehicles where one can be a buss)

-Solar panels and wind turbines (so the fuel could go to mainly the cars/other things + more loot that visually changes the school)
 -anything from permaculture + Insect farming

-I was unsure if this was answered. But I hope there will be factions (maybe in a similar situation) that I can interact with unviolently if I choose.

-That there will be things like if you saved Doug from telltales walking dead, that characters make their own (mechanical and visual) contributions to the school giving it their own personal flair.


And sorry if this has been answered already.



Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on February 25, 2014, 04:41:24 pm
So after playing the 7days early acess. I have some things that I wishfully hope went into the game. But highly suspect wont as you would already had to think of it to be implemented.

-That the gamer would be able to scrounge up heavy equipment. (Methal lathe for the wood shop or a stationary machine gun if there is any army bases in the game for example) if they have a vehicle that can carry it.
 -Maybe a sidemission could be to get a working freezer(or if you have the mechanical skills, maybe just repair it)

-When I saw that great glass roof at the entrance of the school, I immediately envisioned maybe a blown wall (where i guess you will be able to grow vegetables/one of the side roofs) that leads to the roof thats has gotten a sandbag wall on it. and it will be interesting where you will put those/that tower as the backside of the school (two doors to the gymnasium) is a weak point unless something doesn't get done.  

-If you plan on making a sequel (where characters and shelter uppgrades will impact the sequel) maybe the shelter gets compromised and depending on how much you have upgraded your vehicle (maybe two vehicles where one can be a buss)

-Solar panels and wind turbines (so the fuel could go to mainly the cars/other things + more loot that visually changes the school)
 -anything from permaculture + Insect farming

-I was unsure if this was answered. But I hope there will be factions (maybe in a similar situation) that I can interact with unviolently if I choose.

-That there will be things like if you saved Doug from telltales walking dead, that characters make their own (mechanical and visual) contributions to the school giving it their own personal flair.


And sorry if this has been answered already.


There are improvements like a rooftop garden and workshop. The garden produces food and the workshop will let you modify weapons, reload ammunition, maintain vehicles, etc... You can even repair the cafeteria freezer to preserve perishable food.  There are lots of upgrades planned, they are just disabled for the demo.   If you look at the disabled build options on the job board you can see some of what they have planned.

There are currently no plans to have fighting in the school, even in a sequel.

There will be friendly groups that you can interact with.


Title: Re: Dead State Suggestion Thread
Post by: Hammershark on February 25, 2014, 05:50:41 pm
I knew of the upgrades on the roof but I appearantly missed the refrigerator upgrade. I was worried that the upgrades shown in the early acess would be the only ones *sigh of relief*. As I hope this game will be as expansive as possible, without losing their intended goals of setting and gameplay.


Title: Re: Dead State Suggestion Thread
Post by: Saneman on March 05, 2014, 04:36:08 pm
Some potential in this demo, plenty of things I'd like to see in the full game:

Looting:
1. There should be a button that makes visible/highlights lootable objects. (holding a button)
2. Already looted objects/places should show perhaps "(empty)" upon mouseover - from 4-5 corpses up in one place looting gets really annoying.
3. A game option "always loot all" would be nice - perhaps showing what you pickup for 2-3 seconds.
4. When I get an object that improves someone else's mood and stock it, it should be reflected in the conversation (I assume it is reflected in the attitude of the person). Just a sentence or two would do just fine to let me know it was processed/accepted correctly and the person responds appropriately. Otherwise it's a bit of a buzzkill to risk going to a bookshop for a book, getting it and then have no appreciation just by saying thanks or something. The morale number increase is not exactly the perfect feedback for many a player and to encourage such further scavenging.

Environment:
1. Option of "walls visibility down" is a must! Some buildings are difficult to enter otherwise. Also, is it possible to spot zombies/people through windows? Did not manage that yet. I'm not talking residential buldings with small windows, but at least malls and such with large displays or even all walls as displays should be clearly see-through.
2. Will it be possible to cut trees for materials? Maybe a job where one person cuts, one/two guard (because of the noise). The "parts" that are used in the game - there should a job option of acquiring those - cutting trees, stripping down a building in a looted/ completely cleared area near base or something.
3. Will it be possible to use environment more in combat? For example at least a couple of random spots, where you can take down zombies safely from? Meaning in some areas, there could be a truck with a flatbed - where you could lure the zombies in the area and kill them without being so exposed - in reality it would be a nobrainer rather tha engage bitters in the open. It could be a teracce, little roof - couple of places like this would be much more immersive than just door as a bottleneck, which isn't really helpful anyway. The areas with these could thus have much bigger zombie population as well - or such a place could also get completely surrounded and the team would have to wait for rescue? (Sorry getting carried away a little too much:) )
4. Will there be any landmarks? Meaning well-known monuments now overrun/destroyed?

Party/character/combat:
1. Why is it not possible to switch characters once in the inventory screen? It's a small thing, but for better equpping/party management important I think.
2. Will it be possible to have some set tactics/the positions in which party members stand as compared to the leader?
3. A great option to have for combat would be to start combat automatically as soon as a member of the party will be able to reach and hit/shoot an enemy. Or something in between - have the squares visible and action points used upon movement/action, but your turn won't end until you are spotted by enemy... the second actually sounds better/more user-friendly.
4. Will it be possible for some looters asking for a bribe before attacking? I mean not every looter would be anxious to attack living things with zombies aplenty, while meds/doctors are in short supply.
5. Having a simple conversation option with the caretaker of the base (atm someone like Davis) that would sum up the state of the base (defenses, food/resources in stock and survivor morale) would be great - though I know it can be found elsewhere as well.
6. Really important IMO - can you add an action to every survivor, something like a "whistle/snap fingers"? A noise that will attract zombies in the closest vicinity but not those from afar?
When opening a small room, zombie turned around and entering will allow only one survivor to attack. I'd like to set my survivors in position and draw the zombie out - seems a reasonable strategy. I know sounds attract them, but what if I don't want to shoot a gun or there's no door closeby to open forcibly? Or I just want to attract a zombie that's couple of steps away but no more... Is there something like that or workaround?


Misc:
1. Modability IMO can really make or break this game - I'm sure you are under time pressure, financial restrictions and will not be able to include EVERYTHING in the game, that's where fans come in and mods popularity can really give you the best feedback/suggestions for updates/dlcs etc. Furthermore it's apparent the game takes place in US and (unless there's a ship or a plane) I assume that's where it stays... If modders could create own maps, it would provide endless hours of playtime.
2. Will it be possible to customize your faction? Choose flag to fly above the base perhaps and the possibility to name your group/base. Again small thing but rewarding for the player nevertheless.
3. No idea what the plan is for the full game, but if no voices and a couple of music tracks loops, I'd truly appreciate the game enabling to play custom mp3 music from folder in pc - so I can drift the wasteland to the tunes of my fav. songs. (Some games have issues with bckgrnd mp3 playing).
4. Line of sight - not sure how that works in open spaces (no obstacles), but it seems not all zombies appear in line of sight even though the areas are really tiny. Or will there be binoculars or something?

All in all, good work so far, there are plenty of zombie games now, but none that fit exactly what I'm looking for and deadstate could be the closest to it (fingers crossed).
So thank you guys at doublebear and good luck! :approve:

Will provide more suggestions after I finish the game couple of times and go through every nook and cranny:) And sorry if some of my suggestions are actually implemented already and I just haven't discovered them.


Title: Re: Dead State Suggestion Thread
Post by: dead_walker on March 09, 2014, 07:19:15 am
Hi, first i would like to say that I really enjoyed the demo of dead state, and can't wait for the game to release!

I just have a suggestion, I don't know if it has already been answered.

I couldn't find away to change inventory with the different party members when we were out on a scavenge hunt, which can be very annoying if one character has a crappy weapon... So you would have to place a weapon onto a dead corpse, then switch character then pick up the weapon again.
- So it would be great to have a feature that allows you to swap inventory with the other characters.

Great job so far on the game!  :approve:


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 09, 2014, 08:37:07 am
Hi, first i would like to say that I really enjoyed the demo of dead state, and can't wait for the game to release!

I just have a suggestion, I don't know if it has already been answered.

I couldn't find away to change inventory with the different party members when we were out on a scavenge hunt, which can be very annoying if one character has a crappy weapon... So you would have to place a weapon onto a dead corpse, then switch character then pick up the weapon again.
- So it would be great to have a feature that allows you to swap inventory with the other characters.

Great job so far on the game!  :approve:

Glad you like the game.  There is still a lot to add.

To trade between characters, make sure the group is close together, right click on a character other than the active one until you see the "backpack" icon.  Then left click and you will get the group inventory screen.  Pick a character on each side to trade and there you go.

Currently it does not work at the shelter, but eventually it will.


Title: Re: Dead State Suggestion Thread
Post by: Ages on March 10, 2014, 01:08:51 am
i would like the distance the party members have to stand together too trade or heal to be expanded by 2-3 tiles. at least during non-combat situations. it is a bore to position them together right now. or they could walk to each other automatically once you clicked with the bag on someone?

+++ this was improved in the #1 update +++


Title: Re: Dead State Suggestion Thread
Post by: Shuuby on March 10, 2014, 07:49:53 am
i would like the distance the party members have to stand together too trade or heal to be expanded by 2-3 tiles. at least during non-combat situations. it is a bore to position them together right now. or they could walk to each other automatically once you clicked with the bag on someone?

Seconded.


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on March 11, 2014, 02:29:13 am
I don't think healing from a distance is a good idea, but I agree that the healer should automatically walk over to the character you click on.


Title: Re: Dead State Suggestion Thread
Post by: Scott on March 11, 2014, 11:15:39 am
More stuff:
Items that will be stocked in the shelter aren't of any interest to the player except to read the (great) flavor text.  I know inventory items can be sorted by category, but it would be nice to either have a "Hide stock items" toggle since they clutter everything up, or hide them by default and only show them in the stock items tab.
The risk of infection would be a lot more tense if every bite posed a risk, maybe with only a small risk before the player is at <50%.
Likewise, if you didn't reveal the infection until 24 hours later.


Title: Re: Dead State Suggestion Thread
Post by: Nimiria on March 11, 2014, 07:40:50 pm
That should be optional then so you can choose if infection is shown directly or after some time.

Another sugestion: maybe you should be able to scrap some items/weapons that you don't need to material parts for building/repair. And I hope you can cut trees or something like that for parts.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 11, 2014, 08:11:42 pm
That should be optional then so you can choose if infection is shown directly or after some time.

Another sugestion: maybe you should be able to scrap some items/weapons that you don't need to material parts for building/repair. And I hope you can cut trees or something like that for parts.

When you build the watch tower improvement, all the trees in front of the school get cut down.


Title: Re: Dead State Suggestion Thread
Post by: Nimiria on March 11, 2014, 09:35:09 pm
And will there be any materials gained from that? If so, is that a one time only thing? Or can I assemble allies to go and collect parts in the outside?


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 12, 2014, 07:36:13 am
We don't know as we gathered that info from before and after screen shots.  My guess would be it is a one time thing and wood is not required for most things.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on March 12, 2014, 12:09:59 pm
As to the bite thing, I think that'd be generally a mistake; its not in any way reliable to avoid getting bit once in a while, and you sometimes just have to get amidst zombies.  I know there are players who can kite everything out and avoid this, but I don't know that this approaches being the typical player, and it'd get frustrating pretty quickly if you kept losing people that way (that's one reason I lost interest in Project Zomboid).


Title: Re: Dead State Suggestion Thread
Post by: Scott on March 13, 2014, 10:10:47 am
As to the bite thing, I think that'd be generally a mistake; its not in any way reliable to avoid getting bit once in a while, and you sometimes just have to get amidst zombies.
Yeah, but a party member getting infected doesn't mean a party member getting dead.  It means you have to supply them with antibiotics.  I feel like it's a core game mechanic, but I guess I'm just too hardcore!!  :smug:


Title: Re: Dead State Suggestion Thread
Post by: conorthscot on March 14, 2014, 10:19:35 am
@ Vector suggestion for the idea that the shelter gets abandoned and the group moves on.

No, please no. As you have said this is the consistent theme in most other zombie themed books/movies/games.

And when I say consistent I mean almost

every

single

one

And it sucks. Dead state please please please be different and don't resort to having another 'group on the run' barely surviving. Lets build a shelter, build it up and survive this damn apocalypse, thinning the undead herd one bullet at a time. Those of us who love building sims are here for this element, not another damn run and gun game. Be different!


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 14, 2014, 10:33:03 am
@ Vector suggestion for the idea that the shelter gets abandoned and the group moves on.

No, please no. As you have said this is the consistent theme in most other zombie themed books/movies/games.

And when I say consistent I mean almost

every

single

one

And it sucks. Dead state please please please be different and don't resort to having another 'group on the run' barely surviving. Lets build a shelter, build it up and survive this damn apocalypse, thinning the undead herd one bullet at a time. Those of us who love building sims are here for this element, not another damn run and gun game. Be different!

Have no fear!  The shelter is a core element of the game and I do not see them changing that.


Title: Re: Dead State Suggestion Thread
Post by: skarlightcrimson on March 17, 2014, 06:56:55 am
I have to say I absolutely love the idea of this game so far! The TBS and Zombie genre mix is like a dream come true for me! Anyway, I know I read a post previously about no base fights will be happening. I really want to encourage re-thinking this because that school is beautiful. It's built up so well that, if the fences don't get fixed, perhaps there's  just a really hard battle that comes into play than an immediate loss. I guess I see the fighting as survival in this kind of scenario.

Same thing with the being outside for so long. I would imagine that a character outside would indeed get exhausted, but maybe some chance to find cover? Even if that were the case, should the game end because X character dies, and maybe we can have enough generics to keep it going if a party were to be dissipated?  :P

All in all, the game is beautiful, and I love the mechanics and the updates so far. I'm looking forward to see what is going to be developed!javascript:void(0);


Title: Re: Dead State Suggestion Thread
Post by: Diana on March 25, 2014, 12:03:06 am
should the game end because X character dies
Yes, because this character is a leader of the shelter, and more importantly, he/she is YOU. So it figures the game's over when you die.
Moreover, it makes more sense from a technical standpoint, because they would have to write different dialogue for every other character that would take your place as a leader of the shelter, make sure you don't get into an unwinnable situation with them as leaders, etc.
So I can see where they're coming from with this decision.


Title: Re: Dead State Suggestion Thread
Post by: Zarky on March 28, 2014, 07:07:32 am
Same thing with the being outside for so long. I would imagine that a character outside would indeed get exhausted, but maybe some chance to find cover? Even if that were the case, should the game end because X character dies, and maybe we can have enough generics to keep it going if a party were to be dissipated?  :P
Yes, because this character is a leader of the shelter, and more importantly, he/she is YOU. So it figures the game's over when you die.
Moreover, it makes more sense from a technical standpoint, because they would have to write different dialogue for every other character that would take your place as a leader of the shelter, make sure you don't get into an unwinnable situation with them as leaders, etc.
So I can see where they're coming from with this decision.

I think it's obvious that the game should end if the player dies, because you're playing as him, not as the entire shelter. But game ending because of being outside too long I believe, and someone will correct me if I'm wrong, was implemented simply for the demo. In the full game you can be outside "indefinitely", meaning you and your team just become more and more exhausted until a few random encounter zombies are enough to take you down.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 28, 2014, 07:41:55 am
From the info I know, in the full game, instead of dying at midnight, after 12 hours of being out everyone will get the "Fatigued" status.  The Fatigued status halves all stats.  This is where "energy drinks" will come in handy.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on March 28, 2014, 08:56:44 am
From the info I know, in the full game, instead of dying at midnight, after 12 hours of being out everyone will get the "Fatigued" status.  The Fatigued status halves all stats.  This is where "energy drinks" will come in handy.

I thought it was both, since you can leave the school at 8 AM.  12 hours in the field leads to fatigued, and staying out past midnight will kill you.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 28, 2014, 12:29:30 pm
From the info I know, in the full game, instead of dying at midnight, after 12 hours of being out everyone will get the "Fatigued" status.  The Fatigued status halves all stats.  This is where "energy drinks" will come in handy.

I thought it was both, since you can leave the school at 8 AM.  12 hours in the field leads to fatigued, and staying out past midnight will kill you.

They may have changed the mechanics but Brian had stated in the past that you could stay out, but nighttime was dangerous and your people would get fatigued.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on March 28, 2014, 12:33:15 pm
From the info I know, in the full game, instead of dying at midnight, after 12 hours of being out everyone will get the "Fatigued" status.  The Fatigued status halves all stats.  This is where "energy drinks" will come in handy.

I thought it was both, since you can leave the school at 8 AM.  12 hours in the field leads to fatigued, and staying out past midnight will kill you.

They may have changed the mechanics but Brian had stated in the past that you could stay out, but nighttime was dangerous and your people would get fatigued.

Yeah, but "night" starts around 6 or 7PM, I think.  Haven't tested it to see exactly when the lighting on maps starts changing.


Title: Re: Dead State Suggestion Thread
Post by: raz!el on March 31, 2014, 05:11:44 am
What I miss:

Dialog System
- Sound on hover
- Sound on click
- Visual change on selection hover
- Visual change on selection select

:-/


Title: Re: Dead State Suggestion Thread
Post by: wiande on April 02, 2014, 03:55:13 pm
Hi,

u guys have clearly a problem of image/communication,

you didnt last much more than a week in steam top 30.

I kno< u guys aren't preparing the newt DAY Z, but i think u guys could need/use more exposure

sorry if i'm being harsh that's not my intend.


Title: Re: Dead State Suggestion Thread
Post by: Bynt on April 03, 2014, 01:20:15 pm
I think you need to add to the game something like the fuel pump, collecting fuel would look more realistic.
Let the characters will have to first find the pump and always carry it with you, and without the pump will not be able to pick up fuel.
I use google translate, I hope you will understand me.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on April 03, 2014, 01:34:50 pm
I think you need to add to the game something like the fuel pump, collecting fuel would look more realistic.
Let the characters will have to first find the pump and always carry it with you, and without the pump will not be able to pick up fuel.
I use google translate, I hope you will understand me.

I think this is an idea that works better when it's abstracted; just assume the characters have a length of plastic tube that they can use to siphon gasoline out of vehicles.  Otherwise you'd be forced to have an item clogging your inventory just for car fuel.  It makes sense to have items like that for some things, like the fishing pole to enable fishing, but for fuel I think it's easier to just abstract it.


Title: Re: Dead State Suggestion Thread
Post by: Bynt on April 03, 2014, 02:24:08 pm
I think this is an idea that works better when it's abstracted; just assume the characters have a length of plastic tube that they can use to siphon gasoline out of vehicles.  Otherwise you'd be forced to have an item clogging your inventory just for car fuel.  It makes sense to have items like that for some things, like the fishing pole to enable fishing, but for fuel I think it's easier to just abstract it.

Characters have a lot of space in inventory, so do not think that one thing will interfere.


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on April 04, 2014, 08:52:22 am
I think siphoning fuel from a car isn't as easy as most people think it is. At least not with a modern car. Actually, I know it isn't.

It happened to me once with a 2008 model Ford Fusion (the European  Fusion, not the American, they are very different) that I filled her up with gasoline, but it was a Diesel. I know, stupid  :wallbang: but I wasn't paying attention. So I called the AAA. When he arrived, the AAA guy said he would try to siphon the gas through the inlet, but he didn't have high hopes because in modern cars the pipe from the inlet to the tank usually has a lot of bends and often two valves to prevent the fuel coming up the pipe. He was right, the hose didn't go in further than about a foot...

He had to drain the tank from the engine compartment, by disconnecting the fuel line and hooking it up to his pump. Took 45 minutes to empty the tank (about 10 gallons). The best way to quickly get gas from a car is by puncturing the tank from the underside and put a container beneath it.


Title: Loving the game
Post by: FearlessAdz on April 12, 2014, 10:20:59 am
I am really enjoying the game so far I think I'm on day 3. I't took me a while to get used to felt kinda thrown in and having not played games like this before it took a lot of brain power and the help from google to use the basic functions. After 3 deaths i figured out how to regain health and finally save the game. I really enjoy the idea the game has and combat and characters are great. i just feel it needs a little polishing and an idiots guild for people like me haha. Hope this feedback is helpful. I'm still learning :P


Title: Re: Loving the game
Post by: Caidoz on April 12, 2014, 10:32:49 am
I am really enjoying the game so far I think I'm on day 3. I't took me a while to get used to felt kinda thrown in and having not played games like this before it took a lot of brain power and the help from google to use the basic functions. After 3 deaths i figured out how to regain health and finally save the game. I really enjoy the idea the game has and combat and characters are great. i just feel it needs a little polishing and an idiots guild for people like me haha. Hope this feedback is helpful. I'm still learning :P
Have you checked out the official game manual (http://www.deadstate.doublebearproductions.com/demo/manual.pdf) or the official wiki (http://deadstate.gamepedia.com/Dead_State_Wiki)?  Both are packed with info you might find useful.  :)


Title: Re: Dead State Suggestion Thread
Post by: FearlessAdz on April 12, 2014, 11:50:39 am
Yea i did find that useful just thought that would have been incorporated in the game bit of a pain switch between the two because the game crashes :(

Ok I've just played another day and think I'm stuck.... every time i try to return to the school my people collapse and instantly die. "Ravaged by exhaustion you collapse and fall asleep. your guard is down. your time is up. you died" Help anyone :(


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on April 12, 2014, 12:08:41 pm
Yea i did find that useful just thought that would have been incorporated in the game bit of a pain switch between the two because the game crashes :(

Ok I've just played another day and think I'm stuck.... every time i try to return to the school my people collapse and instantly die. "Ravaged by exhaustion you collapse and fall asleep. your guard is down. your time is up. you died" Help anyone :(

You have to be back at the Shelter before midnight.


Title: Re: Dead State Suggestion Thread
Post by: FearlessAdz on April 12, 2014, 12:11:40 pm


You have to be back at the Shelter before midnight.


ahhh dammm i cant physically make it back before midnight.... does this mean im gonna have to start all over again? :(


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on April 12, 2014, 01:37:09 pm
ahhh dammm i cant physically make it back before midnight.... does this mean im gonna have to start all over again? :(

Depending on when your last save was, I'm afraid so.  There's a known bug that can put your character up into one of the corners of the map, which can be resolved with the following method:

Quote from: DrunkZombie
If the party is still on the World Map and is just way up in the corner, there is a way to save them. Click on the shelter to head there and let them travel as far as you can get without passing midnight. Before Midnight click on the shelter again and then hit "esc" to go to the menu, load the save again to get back to the random map, exit the map again and you will be where you left off before loading, continue on again until you can make it back without dying

If you actually just stayed out too late into the day, you're probably stuck.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on April 13, 2014, 01:08:29 pm
He had to drain the tank from the engine compartment, by disconnecting the fuel line and hooking it up to his pump. Took 45 minutes to empty the tank (about 10 gallons). The best way to quickly get gas from a car is by puncturing the tank from the underside and put a container beneath it.
Well, presumably survivors don't care about damaging the car since the owner is probably very dead, so punching a hole in the tank and draining it that way would probably what they'd do. A mechanic check to see if it can be done?

Actually I'd probably drive the whole vehicle back to base to strip it completely of parts. That's something that bothers me about the Coyote roadblock and NE supermarket vehicles, they're probably already modified for post apocalyptic road use, fueled, and their keys are probably scavenged along with the Coyote armor and weapons. Drive as many of the vehicles home as possible and since the description for the mechanic skill says it increases the amount of parts taken from mechanical devices, have Anita play amateur chop shop.

That brings me to my main suggestion. A variety of vehicles, motorcycle (my survivors in 7 day demo look like a biker gang already thanks to Coyote donations), car, police car, suv, van. Different fuel efficiency, durability, cargo space and passenger space for each. Maybe a few alternatives like electric car (golf cart?) or bicycle faster than walking and doesn't use fuel but slower and less capacity than a real vehicle.

Solar panels and batteries (see stripping cars for parts) for an alternative to the school's gas powered generator.

A way to build a still, requiring an upgraded workshop, to make ethanol fuel out of perishable food.

The final idea is probably just making negotiation and leadership skills as important as melee and ranged combat skills. Namely make it possible to negotiate, threaten, bribe, with most human enemies. Yeah, the Coyote roadblock or abandoned town random encounters would result in combat but it should be possible to use leadership or negotiation on that "scared looter" in hiding in the restaurant on the hardware store map. That hunter in the "they might need help" random encounter shot at my party with his shotgun even though he was surrounded by zombies.

Ah, and more dialog from teammates while out scavenging. I liked it when Joel talked about the zombie in the street, but that seemed to be the only time any teammate said anything about what was happening. Anita could have said something at the hardware store, or Joel at the downtown splendid police station where he used to work. Renee might want to try and talk to that scared looter in the restaurant. Or Joel and Vic might have a problem with the player breaking into the hostile survivor's house in the residential district.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on April 13, 2014, 01:19:04 pm
There are a variety of vehicles in the game, plus vehicles which can be used for travel.  Solar panels and gas manufacturing aren't included in the current list of upgrades, but it's definitely possible that we're not seeing all the ones that will be in the final game.  As for negotiation and leadership, they're already as important as melee and ranged, just at the Shelter.  It's very unlikely that you're going to be able to negotiate/threaten/bribe most human enemies because a) they're interested in their own survival, and the players group represents a challenge to that, and b) the sheer amount of variable dialogue that would need to be written for every possible contingency in a random encounter with looters.  Enemy AI is going to improve, so you'll have characters more interested in fleeing than fighting, etc, but the odds of you being able to chat with a random Nervous Looter are pretty slim.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on April 13, 2014, 01:29:53 pm
Also there will be certain npcs out in the field that can be recruited, just not the generic enemies.


Title: Char Creation
Post by: midn8t on April 13, 2014, 03:15:21 pm
thing that kind of makes and break these guys for me and my girl friend usually turns out to be lack of char customization and char creation.

I hope they have ability to make your own char in this wonderful world and game and be able to pick if they are male female and what they may or may not be good at.

and sense we are dealing with controlling a group of people a charisma attribute and leadership skill would be great addition to the game.

maybe even an char editor where we could create bunch chars who could randomly shop up in the game, be really a lot of fun in a sandbox style game.


Title: Re: Dead State Suggestion Thread
Post by: midn8t on April 13, 2014, 03:19:53 pm
I think siphoning fuel from a car isn't as easy as most people think it is. At least not with a modern car. Actually, I know it isn't.

It happened to me once with a 2008 model Ford Fusion (the European  Fusion, not the American, they are very different) that I filled her up with gasoline, but it was a Diesel. I know, stupid  :wallbang: but I wasn't paying attention. So I called the AAA. When he arrived, the AAA guy said he would try to siphon the gas through the inlet, but he didn't have high hopes because in modern cars the pipe from the inlet to the tank usually has a lot of bends and often two valves to prevent the fuel coming up the pipe. He was right, the hose didn't go in further than about a foot...

He had to drain the tank from the engine compartment, by disconnecting the fuel line and hooking it up to his pump. Took 45 minutes to empty the tank (about 10 gallons). The best way to quickly get gas from a car is by puncturing the tank from the underside and put a container beneath it.

It actually isn't hard to siphon gases out of a person tank, you end up doing it a lot on farms - or if car goes bad and you want to use the gas, I presonaly done it on tractors - cars and lawn mowers...

if your going to do it by mouth hardest part is not to swallow any of the gas, I don't like using my mouth for this personally on the farm we just use a pump u can use a hand pump or a electrical pump, or if you want to risk swallowing some gas and maybe getting sick your mouth.

as for newer cars, last vehicle I got gas out of was a Nissan z370 - sometimes you need to use a smaller more flexible tube to get it in side, that's all and if you really need the gase out just poke a whole through the bottom of the gas tank with a hammer and really long screw driver or use a drill bit, drilling thro the as tank will not start a fire it actually takes quit bit to start gas on fire be honest sometimes you cant even light it by throwing a match right on it.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on April 13, 2014, 04:22:11 pm
Yes it is the fumes that tend to catch easily, not the gas itself.  So near empty tanks are more dangerous than full ones.


Title: Re: Char Creation
Post by: Caidoz on April 13, 2014, 08:25:35 pm
thing that kind of makes and break these guys for me and my girl friend usually turns out to be lack of char customization and char creation.

I hope they have ability to make your own char in this wonderful world and game and be able to pick if they are male female and what they may or may not be good at.

and sense we are dealing with controlling a group of people a charisma attribute and leadership skill would be great addition to the game.

maybe even an char editor where we could create bunch chars who could randomly shop up in the game, be really a lot of fun in a sandbox style game.

Yes, character creation is an upcoming feature.  Also, there is already a Leadership skill.


Title: Re: Dead State Suggestion Thread
Post by: OhRiley99 on April 15, 2014, 06:50:21 am


well why dont it ask us if we wanna save the game when we leave the shelter? (could be turned of at any point)
that would prevent us from startin all over. and take it like this months has gone by in the game and suddenly i
forget about the time and die of exaustion...... forgot to save -____- "im outa here" thats my reaction if it happens.











Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on April 15, 2014, 07:41:16 am


well why dont it ask us if we wanna save the game when we leave the shelter? (could be turned of at any point)
that would prevent us from startin all over. and take it like this months has gone by in the game and suddenly i
forget about the time and die of exaustion...... forgot to save -____- "im outa here" thats my reaction if it happens.


There will be an autosave eventually.

Personally I quicksave constantly, almost without thinking.   A habit I picked up from years of playing crpgs.


Title: Re: Dead State Suggestion Thread
Post by: OhRiley99 on April 15, 2014, 02:09:15 pm

Well we all most likelly dont have that "Habbit" of yours exept lol i do but
its called "forget" with an reason


Title: Re: Dead State Suggestion Thread
Post by: goatyhead on April 15, 2014, 03:02:16 pm
Love the Game!
Here are a few suggestions:

When you have a combat offer an alternatives:  Bribe with items (this would be especially good when faced with a larger force, convince to let the party pass, or convince npc to join your group (you can also ask npc to leave group and they become a wondering NPC that could pose potential dangers in the future, or a future zombie).  All this would be based upon your negotiation skill.

Add the ability to send NPCs out without you going.  They can forage for certain goods (like go fish). Success would depend on the groups overall skill set, but there is always a chance that someone or all wont come back (dependent on skills of group) and distance needed to go.  If the party doesn't return, you can go and find out what happened.

When starting the game, give so many points that can be used in creating a character's skill set.  That way you can customize how your character interacts with the game.

Random encounters need to have different layouts, different cars, different nombies/looters/etc and the random encounter appears permanently on the map.  It's weird to see the same random encounters that you have cleared with the same dead laying around, with the same cars but different parts of the map.

Add more shelters.  After clearing a zone, you can fortify a safe house that can be used later for storage or longer trips outside the school.

Allow the use of vehicles for quicker travel to other areas to to drive through a build up of nombies at the blue areas.

If you make a ton of noise and there are tons of dead at the blue exit areas, if enough time elapses the nombies slowly move from that spot and disperse throughout the zone or leave the zone altogether.

Lastly, add the ability for users to add new zones, nombie figures, npcs, etc (crowd source the game).  This will add more and more the game dimensions, map, and game play and give endless possibilities.

 


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on April 15, 2014, 03:50:32 pm
Love the Game!
Here are a few suggestions:

When you have a combat offer an alternatives:  Bribe with items (this would be especially good when faced with a larger force, convince to let the party pass, or convince npc to join your group (you can also ask npc to leave group and they become a wondering NPC that could pose potential dangers in the future, or a future zombie).  All this would be based upon your negotiation skill.

Add the ability to send NPCs out without you going.  They can forage for certain goods (like go fish). Success would depend on the groups overall skill set, but there is always a chance that someone or all wont come back (dependent on skills of group) and distance needed to go.  If the party doesn't return, you can go and find out what happened.

When starting the game, give so many points that can be used in creating a character's skill set.  That way you can customize how your character interacts with the game.

Random encounters need to have different layouts, different cars, different nombies/looters/etc and the random encounter appears permanently on the map.  It's weird to see the same random encounters that you have cleared with the same dead laying around, with the same cars but different parts of the map.

Add more shelters.  After clearing a zone, you can fortify a safe house that can be used later for storage or longer trips outside the school.

Allow the use of vehicles for quicker travel to other areas to to drive through a build up of nombies at the blue areas.

If you make a ton of noise and there are tons of dead at the blue exit areas, if enough time elapses the nombies slowly move from that spot and disperse throughout the zone or leave the zone altogether.

Lastly, add the ability for users to add new zones, nombie figures, npcs, etc (crowd source the game).  This will add more and more the game dimensions, map, and game play and give endless possibilities.

Thanks for the feedback.  Some of your suggestions are planned for, some aren't going to happen, and some we don't know about yet.  In order:

  • Dealing with NPC characters will have more variety in terms of AI in the final game, but you won't be able to interact with most random enemies.  If they have a name and a face and they're willing to open a dialogue, odds are you'll be able to have some kind of interaction with them, but you're not going to be able to recruit a random Nervous Looter or anything like that.  Any Ally NPCs that are left behind on a map are considered dead.
  • The PC must always be in the group that leaves the School, mostly because it's a game and having your character stay home and pull weeds in the garden isn't very entertaining.
  • You will be able to customize your character in the final game, including appearance and skill distribution.
  • That's a known issue with Random Encounter maps.  Some of them will "refresh" and others you should only see once, rather than having already cleared maps show up over and over.
  • There will be only one Shelter.
  • Vehicles for travel will be in the final game.
  • Zombie AI and Noise reaction will be improved in the final game.
  • We don't really know anything about modding right now, although it should be possible considering people already have some cheats, exploits, and trainers.



Title: Re: Dead State Suggestion Thread
Post by: goatyhead on April 15, 2014, 03:58:16 pm
Have packs of Stray dogs been considered as a foe for survivors.  As I understand it, as packs of stray dogs grow in number, pack mentality kicks in and they become very dangerous which is why in some places where strays are a problem they have culls.  They could also be a source of "mystery meat" food supplies, as well as some other animals maybe.


Maybe add a zoo where the animals escaped or needs to be cleaned out.  It could be a chance encounter where you can get meat, or add a "hunting" job where the chances of running into this kind of thing increase.


Title: Re: Dead State Suggestion Thread
Post by: goatyhead on April 15, 2014, 05:25:03 pm
Quote

Thanks for the feedback.  Some of your suggestions are planned for, some aren't going to happen, and some we don't know about yet.  In order:

  • Dealing with NPC characters will have more variety in terms of AI in the final game, but you won't be able to interact with most random enemies.  If they have a name and a face and they're willing to open a dialogue, odds are you'll be able to have some kind of interaction with them, but you're not going to be able to recruit a random Nervous Looter or anything like that.  Any Ally NPCs that are left behind on a map are considered dead.
  • The PC must always be in the group that leaves the School, mostly because it's a game and having your character stay home and pull weeds in the garden isn't very entertaining.
  • You will be able to customize your character in the final game, including appearance and skill distribution.
  • That's a known issue with Random Encounter maps.  Some of them will "refresh" and others you should only see once, rather than having already cleared maps show up over and over.
  • There will be only one Shelter.
  • Vehicles for travel will be in the final game.
  • Zombie AI and Noise reaction will be improved in the final game.
  • We don't really know anything about modding right now, although it should be possible considering people already have some cheats, exploits, and trainers.



Thanks for the quick reply.

For the NPCs i was thinking more on the lines of sending out more than one group as the shelter group grows.  IE send out a group to hunt, fish, forage for parts, food or other items.  They can be rescued if needed.


Title: Re: Dead State Suggestion Thread
Post by: goatyhead on April 16, 2014, 01:24:28 am
Suggestions..

-Temporary barricades or warning devices to delay or warn of zombies or humans to aid while scavenging.

-Traps in case zombies show up.

-It seems this is already in the game, but a realisation that in a apocalypse, electronic items don't disappear. Radios, MP3 players, tablet computers would still exist and looting stuff like this would be something to aim for to boost morale at a cost to electricity or batteries.

-Ensure variety in vehicles with different abilities for each type. With the addition of new tilesets such as military base etc, i'd hope ambulances and say Humvee's aren't out of the question for use as vehicles. Watching Falling Skies has made me realize how useful motorbikes may be for mobility at the cost of storage.

-I hope if we decide to be more militant survivalists, the ability to find other shelters and raid them.

-If there are things such as noisemakers, perhaps the area around the shelter could have something similiar that can be activated to draw away zombies that are too close to the shelter. Some sort of shelter upgrade that involves the surrounding area rather than the interior of the shelter itself. It'd reduce spawning rates of zombies in the area etc as you've installed systems that draw them to the edge of the town.


One strategy i used is to draw zombies into a hostile camp, hide while they battle it out and clean up after the dust settles.  (an easy example is the hidden store,  I shut the doors in the back room and blow gun in back away with a sawed off shot gun.  zombies begin coming through the store front and attack the looters.


Title: Re: Dead State Suggestion Thread
Post by: Scott on April 17, 2014, 10:20:41 am
I would also like to see a zoo full of wild animals, and a zombie horse (anyone here played Helherron?), but I don't think it's in the cards.

The sawed off shotgun right now is a sort of get-out-of-combat free card, allowing you to easily take down the heavily armored Coyote gangbanger, for instance.  I know it already has disadvantages, but if using it also meant destroying the target's armor (which I think makes sense), it would feel more balanced.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on April 17, 2014, 10:26:34 am
Speaking of get out of combat free, I think the combat machete is overpowered, especially the Flurry attack.  It's very easy to set Flurry as my default attack and run up behind a zombie, and kill it almost immediately with very little sound.  It has a relatively high hit rate and low AP cost, so even if I miss I can just step out of the way and have my allies deal with the zombie before it ever gets a chance to move.

And as long as we're on the subject of AP cost, I think the cost for opening/closing doors is way too high.  I know we're kind of thinking of AP as the amount of time it takes to do something (Long reload time = high AP, etc) but if I'm running from zombies and have to use a whole turn just to close a door, its very easy for them to catch up.  Can't exactly flee while closing doors, unless you have one person drawing zombies and one person waiting by the door to close it after they run through.  Just doesn't make sense if we're thinking of AP as "action speed" since closing a door is pretty easy to do with little effort.


Title: Re: Dead State Suggestion Thread
Post by: Brian on April 17, 2014, 01:52:49 pm
Speaking of get out of combat free, I think the combat machete is overpowered, especially the Flurry attack.  It's very easy to set Flurry as my default attack and run up behind a zombie, and kill it almost immediately with very little sound.  It has a relatively high hit rate and low AP cost, so even if I miss I can just step out of the way and have my allies deal with the zombie before it ever gets a chance to move.

Flurry will be getting a reduced chance to hit in the future. Major combat pass in the works right now for Beta. Whenever it is it gets into the build, I'll have a rather large post about it.

Also, combat machete will be more difficult to find in the final game. The looter gang in Splendid Downtown are jacked up for demo purposes.

Quote
And as long as we're on the subject of AP cost, I think the cost for opening/closing doors is way too high.  I know we're kind of thinking of AP as the amount of time it takes to do something (Long reload time = high AP, etc) but if I'm running from zombies and have to use a whole turn just to close a door, its very easy for them to catch up.  Can't exactly flee while closing doors, unless you have one person drawing zombies and one person waiting by the door to close it after they run through.  Just doesn't make sense if we're thinking of AP as "action speed" since closing a door is pretty easy to do with little effort.

I'll take a look at it. It's not a difficult fix.


Title: Re: Dead State Suggestion Thread
Post by: OhRiley99 on April 17, 2014, 02:40:07 pm
Quote

Thanks for the feedback.  Some of your suggestions are planned for, some aren't going to happen, and some we don't know about yet.  In order:

  • Dealing with NPC characters will have more variety in terms of AI in the final game, but you won't be able to interact with most random enemies.  If they have a name and a face and they're willing to open a dialogue, odds are you'll be able to have some kind of interaction with them, but you're not going to be able to recruit a random Nervous Looter or anything like that.  Any Ally NPCs that are left behind on a map are considered dead.
  • The PC must always be in the group that leaves the School, mostly because it's a game and having your character stay home and pull weeds in the garden isn't very entertaining.
  • You will be able to customize your character in the final game, including appearance and skill distribution.
  • That's a known issue with Random Encounter maps.  Some of them will "refresh" and others you should only see once, rather than having already cleared maps show up over and over.
  • There will be only one Shelter.
  • Vehicles for travel will be in the final game.
  • Zombie AI and Noise reaction will be improved in the final game.
  • We don't really know anything about modding right now, although it should be possible considering people already have some cheats, exploits, and trainers.



Thanks for the quick reply.

For the NPCs i was thinking more on the lines of sending out more than one group as the shelter group grows.  IE send out a group to hunt, fish, forage for parts, food or other items.  They can be rescued if needed.


see this is an idea. sending out more than one group :approve:
after sometime befoure midnight they will return home with a bit
stuff or allot if they were using an car/truck. just like the walking dead survival instinct.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on April 17, 2014, 03:45:00 pm
Speaking of get out of combat free, I think the combat machete is overpowered, especially the Flurry attack.  It's very easy to set Flurry as my default attack and run up behind a zombie, and kill it almost immediately with very little sound.  It has a relatively high hit rate and low AP cost, so even if I miss I can just step out of the way and have my allies deal with the zombie before it ever gets a chance to move.

Flurry will be getting a reduced chance to hit in the future. Major combat pass in the works right now for Beta. Whenever it is it gets into the build, I'll have a rather large post about it.

Also, combat machete will be more difficult to find in the final game. The looter gang in Splendid Downtown are jacked up for demo purposes.

Quote
And as long as we're on the subject of AP cost, I think the cost for opening/closing doors is way too high.  I know we're kind of thinking of AP as the amount of time it takes to do something (Long reload time = high AP, etc) but if I'm running from zombies and have to use a whole turn just to close a door, its very easy for them to catch up.  Can't exactly flee while closing doors, unless you have one person drawing zombies and one person waiting by the door to close it after they run through.  Just doesn't make sense if we're thinking of AP as "action speed" since closing a door is pretty easy to do with little effort.

I'll take a look at it. It's not a difficult fix.

Cool, thanks for the info.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on May 01, 2014, 07:45:43 pm
Is it too late to change the title to Zombie RPG? Or at least maybe Dead State: The Zombie RPG?


Title: Re: Dead State Suggestion Thread
Post by: LoganLadart on May 09, 2014, 04:10:33 pm
Drugs. We need drugs in post apocalyptia. make the drugs have effects, similar to fallout, accept also add an addiction modifier that affects your conversations and stats when youre off the drug. (like if you are 10/10 addicted to heroin and you aren't high, then you will automatically have a hostile dialogue with someone...

broken bones. another fallout idea. I know were getting bites and wounds and stuff like that but id like to see a legitimate broken bone system with people having to use wheelchairs or being laid up in bed for the rest of their lives(convo option to put them out of your misery).

aiming. we should be able to aim with guns. I think its stupid that at 1 space away someone can miss with a pistol. that's just not... realistic... let us aim at the zombies and people so we can shoot their arms and heads off :o

sex. id like to see more sex options. ya sure, I enjoy the dating sim every now and then, but this isn't manhattan island 2009, this is dead state and the law is survive... we should be able to take women and raid other settlements... become a really crazy evil group or something... idk...

turning zombies into slaves. in walking dead machine cuts the arms off zombies and rips their jaws off. this makes them docile. ive always had an idea of creating a harness for them to pull equipment... like an armored RV chock'full of supplies.... or a till to work farmland... or as a zombie protection system. work the zombies till their legs break and then just replace them with a new zombie. seems simple to me :D

trading with other settlements. trading with other settlements would be pretty cool... or raiding them... make a dynamic trading system, like when one settlement is attaked they will pay a whole lot more for parts to repair their fences, or if they have a whole bunch of fuel but no cars they will either sell the fuel to you for dirt cheap or will pay a hefty price for a vehicle... or convince them to turn it into explosives:D

more customization to clothing. as anyone who has gone walking for long distances in the wrong pair of shoes, sometimes you need better clothing. what happens when this guys sketchers are worn smooth from all the running around he does? hes going to need new shoes.  what about his jeans and other clothing? those are gonna wear out real fast.

add cars? in fallout tactics you can use vehicles. id love to see something like that in dead state.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on May 09, 2014, 08:42:18 pm
Drugs. We need drugs in post apocalyptia. make the drugs have effects, similar to fallout, accept also add an addiction modifier that affects your conversations and stats when youre off the drug. (like if you are 10/10 addicted to heroin and you aren't high, then you will automatically have a hostile dialogue with someone...

Energy drinks and caffeine pills are planned for. They should remove Fatigue if you have the status.  No instant stat modifying items - they're not fans of items that allow you to cheat your stats during key moments instead of making your character work within their limitations and the player's advancement path.

broken bones. another fallout idea. I know were getting bites and wounds and stuff like that but id like to see a legitimate broken bone system with people having to use wheelchairs or being laid up in bed for the rest of their lives(convo option to put them out of your misery).

There are crippling injuries that take time to heal, but there are no permanent injuries. Putting injured characters in the infirmary and assigning characters with medical training to the room will speed up recovery.  There are temporary and persistent status effects. Temporary effects will wear off in a few turns, while persistent effects need time/medical personnel to heal. Examples of persistent status effects would be burns (reduced to-hit), major wounds (HP dropped to a critical state), and arm sprain (doubles AP cost of everything but movement).

aiming. we should be able to aim with guns. I think its stupid that at 1 space away someone can miss with a pistol. that's just not... realistic... let us aim at the zombies and people so we can shoot their arms and heads off :o

Every crit on a zombie is considered a headshot, because that’s what people are trying to hit. The “shoot the head” perk gives a higher chance to crit with firearms against zombies and only zombies. Otherwise, at a certain point combat turns into Fallout where everyone pumps up ranged and perception and does nothing but targeted headshots over and over.

sex. id like to see more sex options. ya sure, I enjoy the dating sim every now and then, but this isn't manhattan island 2009, this is dead state and the law is survive... we should be able to take women and raid other settlements... become a really crazy evil group or something... idk...

Allies may be in relationships, but any relationships the player might have with someone are fleeting. They really didn't want to make romances a big thing in the game. Also, your character may have been in a relationship before the game started, so they may have lost someone important to them at the start of the game.  There won't be marriages or anything like that in the game, so I can pretty much guarantee you're not going to be leading raids to capture women.

turning zombies into slaves. in walking dead machine cuts the arms off zombies and rips their jaws off. this makes them docile. ive always had an idea of creating a harness for them to pull equipment... like an armored RV chock'full of supplies.... or a till to work farmland... or as a zombie protection system. work the zombies till their legs break and then just replace them with a new zombie. seems simple to me :D

This very likely won't happen.  It's a funny idea but outside of the scope and atmosphere of Dead State.

trading with other settlements. trading with other settlements would be pretty cool... or raiding them... make a dynamic trading system, like when one settlement is attaked they will pay a whole lot more for parts to repair their fences, or if they have a whole bunch of fuel but no cars they will either sell the fuel to you for dirt cheap or will pay a hefty price for a vehicle... or convince them to turn it into explosives:D

Trading and fighting with other settlements will be a feature of the final game.

more customization to clothing. as anyone who has gone walking for long distances in the wrong pair of shoes, sometimes you need better clothing. what happens when this guys sketchers are worn smooth from all the running around he does? hes going to need new shoes.  what about his jeans and other clothing? those are gonna wear out real fast.

You will be able to customize the clothing of the character you create at the start of the game, and character models will change based on what armor and weapons they have equipped.

add cars? in fallout tactics you can use vehicles. id love to see something like that in dead state.

Cars, and other methods of travel, will be in the final version of the game.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on May 10, 2014, 04:56:13 pm


aiming. we should be able to aim with guns. I think its stupid that at 1 space away someone can miss with a pistol. that's just not... realistic... let us aim at the zombies and people so we can shoot their arms and heads off :o

You'd be astonished how often even trained professionals at close ranges miss with weapons in actual combat situations.  When you find the statistics, its actually kind of astonishing.


Title: Re: Dead State Suggestion Thread
Post by: Thasic on May 10, 2014, 09:49:23 pm
You're correct, the average trained soldier misses more often then not in an actual combat situation. A civilian, with little training is likely to miss most of the time. Only a very few, highly trained or very experienced veterans can expect accuracy most of the time even at point blank range. A few years back, 9 police officers caught a fugitive leaving a building. The police fired over 80 rounds at a range of less than 30 feet using standard service hand guns and hit 18 times. Most of those hits were not lethal. That's cops who train regularly with their firearms. What would an untrained person do?


Title: Re: Dead State Suggestion Thread
Post by: vzurck on May 10, 2014, 11:27:53 pm
a pistol? yes....a shotgun? Impossible...but whatever, we got shooting specialist here


Title: Re: Dead State Suggestion Thread
Post by: Thasic on May 11, 2014, 12:49:56 am
The police were using 9mm hand guns. Also, you claim to be a "shooting specialist". What exactly is that? I'm ex-military, US Navy. I hold a Navy Pistol Marksmanship Ribbon as a sharpshooter and a Navy Rifle Marksmanship Ribbon as an Expert. I'm also a member of a local gun club and shoot regularly. Us gun enthusiasts are not the average by a long shot. The average person, even in the US, has never held a firearm, probably can't load it or find the safety and has almost no chance of using it effectively. In this game the survivors seem to be average people. I would imagine the police officer is the only person in the demo to have fired a gun. From my previous post, and personal observation, that hardly qualifies him as an expert.


Title: Re: Dead State Suggestion Thread
Post by: vzurck on May 11, 2014, 01:06:28 am
Im from Brazil, when you are 18 years old you have to serve the army.

They teach you everything that you need to know, the BASICS!  Getting better is just a matter of training regularly to improve your skills.

Today I live on USA and I've been on shooting ranges and even taught my wife how to do it. It wasn't difficult, she just need practice and today she is good. Every weapon it has their own way to handle...but shooting a slowly zombie ITS NOT DIFFICULT..

When a Guy is running, shooting back its different...but when its a zombie without any weapon and moving slowly to your direction miss is something difficult with a SHOTGUN.



Title: Re: Dead State Suggestion Thread
Post by: UNWAX on May 11, 2014, 11:14:06 am
Vzurck

In the game zomble are a new thing. Your in a small town where people did not grow up in Brazils military or have basics with combat. In the small made up town in Texas your playing a guy in a group of scared confused injured people. As you know a Sig, Beretta, Glock, and much other are all very different and so are shotguns you know this. The person your playing and the people your with are also high on adrenaline and fear add all this up and miss fire! :panic: and then panic!! and look the zombles are now in your face oh and the guy with no shooting background still has the damn gun hes not even holding it right omg he shaking uncontrollably and didn't pump the shotgun all the way we have a jam now fuck!!!  :panic: if only we had a boy who grow up in the Brazilian Military  :salute: oh no we have a truck driver!!! Maybe that cop who just got out of the police academy can help but after all he only just learned how to fire a gun in perfect conditions  :wallbang: Think about it Vzurck I know your awesome there not.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on May 11, 2014, 01:06:17 pm
Unwax, please be considerate to your fellow forum members.  No reason for all the sarcasm.

However you do echo what I was going to say in that just because zombies are slow, the situation is no less scary.  They are all around you and if something goes wrong you could die, plus with adrenaline going it is very easy to rush and miss shots.  Especially for someone without training to help deal with combat stress.  Add in exhausten because you aren't sleeping well, malnutrition due to eating just cans of beans, extreme stress from the world falling apart and the death of friends and family, etc... That is a lot for a typical civilian to deal with and be able to focus and think rationally.

Concerning shotguns, they don't spread as much as fiction would led you to believe. A  12 gauge with a typical choke, at 50 yds the spread will be the size of someone's face, closer in and it has even less time to spread.  When you add in the high recoil shotguns have it would be very easy to miss completely or just wing a zombie with a few pellets, especially for the untrained.

Since people are throwing around qualifications, 4 years US Marines, and I have gone to the shooting range since I was 13, so 25 years.


Title: Re: Dead State Suggestion Thread
Post by: Diana on May 11, 2014, 11:08:28 pm
There are no early access NPCs with high enough ranged skill. Plus, it's been said multiple times that weapons balance is not final.
Furthermore, combat is not ever going to be realistic. It's a turn-based RPG, not ARMA or Rainbow Six (the first one, from 1998).


Title: Re: Dead State Suggestion Thread
Post by: Thasic on May 12, 2014, 06:06:20 am
Wow, a lot of shooters here. That's cool. I guess people that like guns also like zombies?!?

Diana's post is the most pertinent in my humble opinion. This is not a combat sim but a zombie survival game. The game, at least to me, seems to revolve around building up the base, garnering supplies, dealing with the disparate personalities of the survivors and making, often harsh, decisions that lead to the best chances of survival as a group. The game clearly states it is not about killing off all the zombies and/or 'enemies' in the game. I actually tried to play the demo without killing any zombies which really wasn't possible but was challenging.


Title: Re: Dead State Suggestion Thread
Post by: Rand on May 12, 2014, 09:07:03 am
It took time and lot of ammo to do training.
I miss a lot too when I first start to train.

I remember in the movie RE 2. Those cops, Swat teams and Mercs did a good job holding the line.
Till they run low on ammo and getting mobs by all side, they also seems to miss headshot a lot.

For our hero, when they first start out miss if they are not train. its ok, later on their gun level increase would still miss if Z is near. That guy need to wear glasses!  :P


Title: Re: Dead State Suggestion Thread
Post by: vzurck on May 12, 2014, 02:31:03 pm
Wow, a lot of shooters here. That's cool. I guess people that like guns also like zombies?!?

Diana's post is the most pertinent in my humble opinion. This is not a combat sim but a zombie survival game. The game, at least to me, seems to revolve around building up the base, garnering supplies, dealing with the disparate personalities of the survivors and making, often harsh, decisions that lead to the best chances of survival as a group. The game clearly states it is not about killing off all the zombies and/or 'enemies' in the game. I actually tried to play the demo without killing any zombies which really wasn't possible but was challenging.

I like guns, but not zombies lol...but if the Zombie Apocalipse start I'm Ready! LOL


Title: Re: Dead State Suggestion Thread
Post by: Greyman on May 12, 2014, 04:17:55 pm
I

Today I live on USA and I've been on shooting ranges and even taught my wife how to do it. It wasn't difficult, she just need practice and today she is good. Every weapon it has their own way to handle...but shooting a slowly zombie ITS NOT DIFFICULT..

When a Guy is running, shooting back its different...but when its a zombie without any weapon and moving slowly to your direction miss is something difficult with a SHOTGUN.



You're missing the critical point: its an unnatural shambling thing that is closing to eat you.

Its not about movement, its about coolness.  Professional police have missed guys who were standing still because they guy was shooting at them (and also missing), sometimes at fairly close ranges in well lit conditions, because the guy was shooting at them.

With a few exceptions, these are not seasoned zombie fighters; they're guys who are still getting used to the fact that dead thing is moving down on them to kill them.

(And shotguns are easier to use for most people, but they aren't a panacea).


Title: Re: Dead State Suggestion Thread
Post by: Izzy McLovin on May 15, 2014, 12:26:54 pm
Played through the second update and loving the game so far, can't wait to when it's possible to play more then seven days :P

I few things I noticed so far though:

1. Not being able to stack ammo in the inventory. When I loot ammo from different sources I cant figure out how to stack them. This is mostly nitpicking I know but it really bothers me to have 5 stacks of 2 shells each :P

2. Not being able to unload weapons. Dunno if this function is in the game, I haven't been able to figure it out though. Would love to see it like in Fallout 2, since I wont use all the weapons but I would love to keep the ammo :)

3. I have no idea how the advancement in skills works. I looked at my character sheet at day 5 and had a lot of points unspent that didn't know where they came from.

4. Ammo description on the weapons. Most of the time I don't know what ammo to bring with me on the scavenging, this because I just found a new gun/it's the first time using it. Yeah sure I could experiment some more but it would make it easier for people. (4 out of 5 "missions" I ran out on I ended up with the wrong ammo for my guys which really screwed me over).

5. Just keep up the good work, looking great so far! :)



Title: Re: Dead State Suggestion Thread
Post by: Caidoz on May 15, 2014, 01:54:08 pm
1 - Uncooperative ammo stacks is a known issue.  They should stack when you drag them on top of each other, but it's not a guarantee still.

2 - This is a known issue, you will be able to unload weapons in the final game.

3 - You gain skill points for meeting the goals set in the Goal tab.

4 - The description on the ammo should tell you what it's used for, also you can usually tell by the name of the weapon - the .38 Snubnose uses .38 ammo, shotguns use Shotgun Shells, etc.

5 - Thanks for the support!  :salute:


Title: Re: Dead State Suggestion Thread
Post by: Quotex on May 16, 2014, 06:06:20 pm
Hello everyone,

I recently purchased the Early access version of the game, and i Must say that it is very interesting. I really like the amount of work that has been done on the Building in and Exteriors As well as the surroundings.

When I play zombie survival games, I tend to look at the environment a lot. I didn't notice a lot of repeated usage of items, unless they were supposed to be repeated.

I think the vehicles seen on the maps have a great potential, as they're currently lacking any variation (I counted about 5 car models, the US Sedan, the Police Car, the Van, Truck and SUV)
I really think there should be more vehicle types found on the streets.

My suggestions for new vehicles are some basic archetypes of what I'd like to find in areas. (Note that the vehicles i am suggesting are just for inspirational purposes)

Long Vehicle Descriptions:
(click to show/hide)

Short List:
Low-budget police cars for rural maps.
Minivans.
Box-trucks.
Vans.
Hatchbacks.
Sedans.
Station Wagon.
Semi-trucks.
Older Pickup Truck.
Off-road SUV.
Busses.
Sports Cars.

And also some bikes. Like Bicycles, dirt-bikes or tourer bikes.

Maybe have a vehicle at the school to start out with, like a School bus that was left abandoned during the evacuation because it wasn't working.

Besides these, i would like to see some more variation between these models. Have some feature a roof-rack with loot, or show the trunk filled with stuff. Or maybe an unfortunate ex-survivor hanging out in the drivers seat. who forgot to unbuckle himself while trying to escape from a horde. Or have some vehicles stripped of any universal parts like wheels and doors.

Detour Events
These event could occur while travelling on the map. Basically a jacknifed Semi-truck is blocking the route and you would have to find away around it, this could either be an accident, or an ambush, so be carefull.

Other things, like a Military or Police blockade would mean there might be some loot to be found here.

As you can see, the vehicles bother me while playing since they are too repetitive in my mind and therefor kind of ruin the experience of the maps for me.

Further I'm liking what this game is getting towards, and i hope to see it improve overtime.

Some other things to mention that i'd like to see:

Unloading ammo out of guns.
Selecting X amount of ammo.
Asking survivors where other survivors are. And have them be at variable positions, like changing each time you visit the school, depending on the time they would be at different places (Like eating in the cafeteria, having conversations, etc.)
Asking survivors if they know good looting locations.
Shouting out on the radio about supplies.
More Zombie and Looter variants. (Have a few different cop models, and a few different male and female zombies)
Fuel siphoning that requires a fuel siphon.

Anyway, enough typing, I am well aware that this is an early access version, so some of this stuff may have been planned or added in dev versions already.

I really like the game so far.


Title: Re: Dead State Suggestion Thread
Post by: Zarky on May 18, 2014, 12:10:04 am
Detour Events
These event could occur while travelling on the map. Basically a jacknifed Semi-truck is blocking the route and you would have to find away around it, this could either be an accident, or an ambush, so be carefull.
Well, there are ambushes/random encounters when travelling, and I think it'd be silly to force the player to manually run around a semi-truck blocking the route if it wasn't an ambush...

Some other things to mention that i'd like to see:

Unloading ammo out of guns.
Selecting X amount of ammo.
Asking survivors where other survivors are. And have them be at variable positions, like changing each time you visit the school, depending on the time they would be at different places (Like eating in the cafeteria, having conversations, etc.)
Asking survivors if they know good looting locations.
Shouting out on the radio about supplies.
More Zombie and Looter variants. (Have a few different cop models, and a few different male and female zombies)
Fuel siphoning that requires a fuel siphon.
Unloading and stacking ammo (also removing X amount from stacks) will be in final release if not sooner.

I'd rather not run around the school every time to find the survivors I want to talk to, but that's just me. But other "friendly" survivors that you can recruit will be at random locations every time, say you find someone hiding in the supermarket on day 3, but in the next playthrough there's no one there and so forth.

Some locations will be given to you by your survivors, for example Renee might tell you where a vet-clinic is so you might loot it for antibiotics or something like that, but to my understanding all these locations can be discovered on your own by travelling close enough to them. Kinda hampers replayability once you know where all the good places are, but on the other hand there might be different amounts of loot and enemies there to challenge you.

I assume the radio will give some good info, probably a message per day like in the demo, but maybe these messages could be somewhat randomized?


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on May 18, 2014, 05:55:35 am
Detour Events
These event could occur while travelling on the map. Basically a jacknifed Semi-truck is blocking the route and you would have to find away around it, this could either be an accident, or an ambush, so be carefull.
Well, there are ambushes/random encounters when travelling, and I think it'd be silly to force the player to manually run around a semi-truck blocking the route if it wasn't an ambush...
They make us run around buildings manually all the time (e.g. to get to the entrance), so why not a semi? It wouldn't necessarily need to be an ambush, the driver could have just had an accident and since the AAA isn't around to do do it's job, the truck would still be lying there when the player comes by.

It would make for a very boring random event though, I'll give you that :) But put some zombies to the sides and it's about as interesting  as " Shortcut through a field".

Unloading and stacking ammo (also removing X amount from stacks) will be in final release if not sooner.

I'd rather not run around the school every time to find the survivors I want to talk to, but that's just me. But other "friendly" survivors that you can recruit will be at random locations every time, say you find someone hiding in the supermarket on day 3, but in the next playthrough there's no one there and so forth.

I assume the radio will give some good info, probably a message per day like in the demo, but maybe these messages could be somewhat randomized?
Splitting stacked items is already possible: CTRL + left click when transferring to a container or other character. You'll get a pop-up to select what the amount you want to transfer.

Having the allies move around the school would certainly add to the realism, but games are always a compromise between several factors. realism/ immersion vs fun. It won't be much fun for most people to constantly have to go looking for a certain ally.

I thought the radio will give you a mission (go to the radio station) somewhere down the line. It might also reveal some locations to you..?


Title: Re: Dead State Suggestion Thread
Post by: Thasic on May 18, 2014, 09:25:31 pm
Detour Events
These event could occur while travelling on the map. Basically a jacknifed Semi-truck is blocking the route and you would have to find away around it, this could either be an accident, or an ambush, so be carefull.
Well, there are ambushes/random encounters when travelling, and I think it'd be silly to force the player to manually run around a semi-truck blocking the route if it wasn't an ambush...
They make us run around buildings manually all the time (e.g. to get to the entrance), so why not a semi? It wouldn't necessarily need to be an ambush, the driver could have just had an accident and since the AAA isn't around to do do it's job, the truck would still be lying there when the player comes by.

It would make for a very boring random event though, I'll give you that :) But put some zombies to the sides and it's about as interesting  as " Shortcut through a field".

Unloading and stacking ammo (also removing X amount from stacks) will be in final release if not sooner.

I'd rather not run around the school every time to find the survivors I want to talk to, but that's just me. But other "friendly" survivors that you can recruit will be at random locations every time, say you find someone hiding in the supermarket on day 3, but in the next playthrough there's no one there and so forth.

I assume the radio will give some good info, probably a message per day like in the demo, but maybe these messages could be somewhat randomized?
Splitting stacked items is already possible: CTRL + left click when transferring to a container or other character. You'll get a pop-up to select what the amount you want to transfer.

Having the allies move around the school would certainly add to the realism, but games are always a compromise between several factors. realism/ immersion vs fun. It won't be much fun for most people to constantly have to go looking for a certain ally.

I thought the radio will give you a mission (go to the radio station) somewhere down the line. It might also reveal some locations to you..?

As far as the companions moving around the school, I agree that would make finding them akward but maybe they could move around the room they are assigned to rather than standing in one spot like statues.


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on May 19, 2014, 02:31:56 am
As far as the companions moving around the school, I agree that would make finding them akward but maybe they could move around the room they are assigned to rather than standing in one spot like statues.
Yeah, that could work. Good idea!


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on May 19, 2014, 07:07:53 pm
I would like to see family or people who know each other "Vic and Joe" to be seen talking together.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on May 19, 2014, 08:04:56 pm
I would like to see family or people who know each other "Vic and Joe" to be seen talking together.

There will be dialogue scenes between characters.  If you just mean hanging out around the Shelter together, that'll fall under the category of Shelter development, which has been a topic of discussion before.  There should be several ways the Shelter will seem more alive in the final version, so it's possible that inter-character dialogue is a part of that.


Title: Re: Dead State Suggestion Thread
Post by: TheGladstone on May 21, 2014, 01:40:15 pm
So, I bought the game on Steam pretty early on and have had time to play it over a few times. Overall, the game is fun and worth the money but there are a lot of ways the game can be improved. A lot of these suggestions are my personal desires for what are in the finished game. A lot of them would make the game more fun and nuanced but some of them are really just for fluff and fleshing out the world. If any of these have been discussed before I apologize in advance.

Top Priority

-Bleeding is pretty weak and dizzy is so strong that it makes using bladed weapons useless. Coupled with the damage loss against undead there's no reason to use a bladed weapon. Bladed weapon's special attacks are also very weak. Make bladed weapons stronger against the living and it'll be an important tactical choice to use blunts or sharps. Do I want to disable my enemy's abilities via the baseball bat or do I want to kill them as fast as possible with the machete? Also, why is arm sprained NPC only?

-If a looter spots you they should alert everyone around them. Only an idiot splits off from the group and tries to take on a well armed party alone. This would make taking on the looters in Downtown Splendid much more difficult and rewarding.

-The white text gets obscured against a lot of the backgrounds (especially against the movement grid). Maybe have the text as yellow with a black border or white with a red border.

-PUT WHAT AMMO A WEAPON TAKES IN ITS INFO SCREEN. ALSO, THE STRENGTH REQUIREMENT FOR MELEE WEAPONS.

-Being able to reload and unload weapons from the inventory screen would be really useful. Having 3 .38 revolvers with two or three bullets each is really annoying.

-Crafting armour SHOULD NOT be a science skill but a mechanics skill. Keep ammo, medicine and molotovs in the chemistry section but move the building of armour and weapons to mechanics. Maybe add an option to late game to create your own fuel from the chemistry tab.

-I should be able to see which party members have what mood from either the task board or the shelter screen.

Middle Priority

-If a looter spots you they should alert everyone around them. Only an idiot splits off from the group and tries to take on a well armed party alone. This would make taking on the looters in Downtown Splendid much more difficult and rewarding.

-An in-game controls screen in the options menu is a must. Even better would be the ability to remap controls in-game. Even better would be for the hotkey indicator on the in-game UI to dynamically update as you change your controls.

-The ability to kneel while firing would be a nice touch. Have it cost a small amount of AP to go into and out of kneeling and have it have the benifit of increasing your ranged accuracy while also letting people shoot over your head. However it would also make you MUCH easier to hit in melee.

-You shouldn't need a radio to change people's tasks. You should be able to set a task list for people so that when they finish their current task they'll move onto the next one with a delay of a couple hours in between to represent them taking a break.

-When I played I explored a couple story areas before they were mentioned by the shelter members. Since I already explored the Bargain Owl with Joel having him tell me that I should check it out was a pretty bad oversight.

-Zombie's sight ranges are too low and you can walk right up to one and bash their head in with a baseball bat without fear of reprisal. They should spot you from farther away and react faster. Right now dealing with zombies is a pretty humdrum affair. However, the random encounter at the looter camp with the looters surrounded by zombies is fun and pretty tense. That should be what a lot of zombie encounters are like.

Low Priority

-A day counter would be a nice touch (just to see how many days your community has survived since you woke up). Having your character find a calendar in  the ruins halfway through the game and having the community figure out exactly what day it is would be a nice fluff plot point. Would also give the player hope that their community will truly succeed. Birthdays could be celebrated (belatedly), holidays (like thanksgiving) could be oberved. DON'T PUT A YEAR ON THE CALENDAR. It's better left to the imagination.

-Having the ability to romance some of the shelter members would be nice for fluff. It doesn't have to be full on Bioware level sex scenes. It could just be a feeling of being connected to someone else in the shelter. Don't implement this unless you want to write a lot of fluff. And please don't try to play up the fact that you have LGBT romance options in the game. It's better when those things are subtley implemented and not Bioware tier terrible.

-A random name generator in character creation would be a nice touch.

-Don't fuck the game with a ton of DLC

-Characters should react to you differently depending on your gender. If they don't then there's really no reason to play as a female unless you just want to look different. Also, having Doug awkwardly come on to you while resenting your leadership would be pretty funny.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on May 21, 2014, 02:56:54 pm
Hi, thanks for your support and feedback!  :)

I'm happy to report that a lot of the suggestions you've got are either in the works, are known issues and will be fixed, or are features of the final game but which are not included in the demo.  To respond to some of your suggestions:

Combat overall will be in a constant state of development until release.  Status effects including Dizzy and Bleeding are being tweaked for balance.  As for Arm Sprain being NPC only, the PC should also be able to be inflicted with the status, or did you mean why can't we arm sprain zombies?  If the latter, it's because even with a sprain in their arm or leg, zombies are dead and are still mobile despite non-lethal injuries.  I believe the only status they can have is Burning, although I could be wrong.

AI is also intentionally limited right now and will be more advanced in the final game, as well as Noise, so you'll see more advanced enemy tactics than what's in the demo currently.  This includes the zombies too, which will have a better hearing and visual range, as well as Noise-tracking ability.

I agree that some of the text is hard to see, a black border would help in that regard.  Other text isn't final or is subject to change, such as the text descriptions for armor and weapons.  More detailed weapon information was mentioned in the most recent update.  You will also definitely be able to unload weapons in the final game.

The decision to make crafting armor related to the Science skill was done for balance reasons and isn't likely to change.  Mechanical already helps with lockpicking, finding supplies, Shelter upgrades, and crafting certain items, so adding armor on top of that leaves very little reason to invest in the Science skill.

The ability to tell which ally has which mood has been discussed, as it's a frequent request.  Currently it's left up to hints in the dialogue, but with only 7 days to interact with characters in the demo (the full game lasts months), it's hard to detect their mood from nuances of conversation.  This is something I would also like to see, just so you know who you need to butter up around the Shelter!

The main menu is also not final, there will be more options and key config should be among them if I'm remembering correctly.

There are no plans for alternate positions such as crouching or going prone.  This is both an animation issue and a balance issue, as it would only favor ranged builds.  There are perks you can get which can aid your accuracy while shooting.

Since it's only two weeks after the fall of civilization and certain items like phones and computers are still working, there's not much question about the date.  I agree that a day counter would be handy though, as I often forget which day I'm on.  The end-of-day update screen isn't final though, and will likely include more information than it currently does, possibly including the date.

There won't be "romances" really for the player, though some people in the shelter may get involved with one another - Also there's the fact that the player could have lost someone or multiple people they were close to at the beginning of the story, so it wouldn't fit every player's motivation. The PC also doesn't necessarily have to be heterosexual, so that would also limit romantic options if they were available.  There are a few people in the shelter that the player might be able to have some kind of intimate relationship with, but they'd really have to work at it and have the right people in the Shelter. If it gets to a point where it would really add more dramatic possibilities for the player and works with the characters without feeling forced, it's possible we'll see more romance options.

The character creator right now is really basic, it will be much more customizable in the final game.  Randomized names aren't out of the question either.

There will probably be some form of DLC after release, but right now the focus is on the main game, so DLC hasn't really been discussed at all.

Characters will react to your gender, skills, and choices you've made in the game.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on May 21, 2014, 03:16:08 pm
Just to expand on Caidoz's DLC comment, small content updates, aka DLC, will be free.  It will be true game content, not cheese. No costume packs, no special game-breaking weapon, no super cool level for select players only.  Doublebear will not nickle and dime you for things that should have been in the game in the first place.  You will only have to pay for a full-blown expansion.


Title: Re: Dead State Suggestion Thread
Post by: TheGladstone on May 22, 2014, 12:37:34 pm
Thanks guys for the quick response. I expected at least 3 days to pass before I got one. Everything sounds pretty good and I'm really looking forward to the final release!


Title: Re: Dead State Suggestion Thread
Post by: Blueflame451 on May 22, 2014, 10:07:19 pm
I backed this game on Kickstarter and the ability to make my own character was enough motivation to play through the first seven days. I had a blast and eagerly await the complete game. Here are some of my observations and suggestions...

(very small spoilers below)

Bugs
A bug that occurred frequently: When I was in free move I would click a zombie, hoping to walk up and thunk him before he got bitey but the character would stop 4-5 tiles away and perform a melee attack (that hit) starting combat rather far away.

Balance
I hope the Coyotes are just extra mean to make the last bit of the demo hard, because they can kill even an armored PC in two to three shots.

I'm sure your still balancing the damage, but I would like to see the gun damaged leveled out a bit, right now the .38 is pretty weak, and the .357 seems way too strong (or maybe it is just the huge perception and skill the Coyote that carries it seems to have).

Also once someone is face to face with you perhaps the guns should be less accurate? To suggest that the weapon might be knocked aside in a toe-to-toe fight. Likely even a larger penalty for rifles.

Fire should be just as dangerous to living targets as it is to the undead. I threw my molotov at said scary Coyote, scored a direct hit got an 'immolated' message (or something similar), however my glee was premature as the Coyote simply put herself out and then blasted me to death all while still standing in the burning fire! Living targets (PC or enemy) should be assigned constant damage while inside a burning fire and also have severe penalties to any action other then leaving the fire. Living AI enemies should probably panic and lose their turn dashing out of the fire (likely in a random direction), but exiting it should be their #1 priority.

AI
The Coyotes seem to know that killing the PC causes a game over, as they frequently aimed at my melee PC who was further away then the NPCs firing guns at them. Even when I was KO on the floor they attacked the PC rather then the still standing/fighting NPCs. Hope this is just demo meanness.

See fire behavior again in balance...

During the 'Maybe they need help' random encounter (once of my favorites by the way) for some reason the near looter choose to spend precious action points to shoot me even while she had zombies right next to her. You think killing the zombies or even running away would have been more important to her.

In the same encounter mentioned above the zombies seemed to lose interest in the looters right after they killed them. I was hoping they would be chewing on them for a little bit.

Coyotes need to learn about doors (and looters too I imagine). I was able to rather cheaply kill the three in "The Alley" by hiding indoors: open door, shoot baddies, close door, repeat. And all three just piled up right outside the door waiting to get shot and to meet any zombies that showed up. Maybe make it a strength check to close or open doors when there is an enemy right next to it?

I never experienced a zombie bashing or attempting to force a door. A few spotted me in the Church but seemed to promptly forgot about me when I closed the door on them.

I hope we see looters and Coyotes panic as their buddies get killed or zombies show up. It seems sad that I only ever witnessed Doug panic (freaking Doug!) not even one gravely wounded looter tried to run for his life.

Role-playing
I know the seven days is just a taste of what is to come, so I do hope that deeper interactions will be had with my shelter-mates in the full game. Including the ability to ask them what might be bothering them, talk (gossip) about the other survivors, and learn who they like or dislike.

Also I think it should be very clear, (through dialogue and report) who the unhappy people causing morale penalties are so you know where to work your charms, that being said I do hope some of this can be reduced if we are playing a 'face' character with high Leadership and/or Negotiation.

I think some chance for conversation with the occasional looter would be fun. Right now they see me and they rush to attack. How about some that beg to not be hurt, or those that try to run away. They probably have valuable loot on 'em, do you try to take it or let them go. If the PC has Leadership they might be able to intimidate them to leave, or with Negotiation maybe you can agree to split the spoils. An interesting choice: only get half the food/medicine/swag but avoid a fight, not to mention killing another human. It would probably be easier to talk people down earlier in the game; the more time goes more they get more desperate they become and more ready to kill/die for a can of beans. I know its a lot to implement late in an already very detailed game but just every looter encounter becoming a fight seems like wasted opportunities for role-playing.

Difficulty
My experience zombies were rather easy to handle, looters in groups of 3+ were dangerous, and Coyotes were super mean (especially the one with the .357)!

I would like to see more wandering zombies, not connected to noise, just some roamers on the various maps to make things a little dicey. They would also make noise even more worrisome if you haven't cleared a place out good.



That is all... in closing: keep up the good work! I can hardly wait for the full game. :)


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on May 23, 2014, 10:01:13 am
The "ranged" melee attack is  a known bug.

The focus of the game is on the npc interaction and there is several novels worth of dialogue written for the game.  So I think we will be happy with the interaction when the full game comes out.  It is tough to see right now since the "7 Days" focuses on testing the core systems.

As far as the rest, balancing will be done all the way until release.  Right now it is more about testing the core systems to make sure they work.  I believe living creatures can spend AP to put themselves out, if on fire.  It sounds like that needs to be tweaked a bit.


Title: Re: Dead State Suggestion Thread
Post by: Blueflame451 on May 25, 2014, 06:27:18 pm
Thanks for the reply DrunkZombie. Here is another suggestion...

How about additional avenues for gaining some more XP. I really like that gaining supplies leads to character xp but maybe in addition to the Goals (n/100 food, etc...) we could have something like Challenges, or Bragging Rights or "Goals and Survive". Things that wouldn't really help the shelter but could arguably lead to the PC becoming a more skilled survivor. Like "Corpses Disposed of n/n" or "Coyotes Defeated n/n" or even "Locks Picked n/n" and "First Aid Applied n/n" But for these I would have the requirement for getting an XP point continue to increase. For example you probably learn something from bashing your first ten corpses but not from every ten corpses, i.e. Corpses Disposed might start at 0/10, but once you get 10 you get an xp point and then it reads 10/50. I envision some of these been specific to the PC alone so only a character with the medic skill would get the 'First Aid Applied XPs'

Anyway lots of options and ways to go about it. Weapon specific challenges: Caused Dizzys, Caused Armspring, Fired Bullets or how about a record of what you've suffered like: Damage Survived. Also they could be hidden until you get your first points on the track then they appear on the list. Could be fun to track what you've done and also getting xp rewards for whatever skills you might be using as you survive Dead State. I've always liked 'get better by doing' skill systems.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on May 25, 2014, 11:16:52 pm
Thanks for the suggestions.  Brian doesn't want combat to be the focus of the game, so he does not want kills or other combat related actions to earn xp.


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on May 26, 2014, 01:22:41 am
I believe living creatures can spend AP to put themselves out, if on fire.  It sounds like that needs to be tweaked a bit.
Although it makes sense that a living person would try and put themselves out, it also makes sense they would get out of the fire... If you put yourself out, but are still standing in a puddle of burning fuel, I'm pretty sure you'd be on fire again in no time. So, yeah, I guess that needs a little tweaking.

I'd say getting out of the burning area would be first priority, then to extinguish yourself.


Title: Re: Dead State Suggestion Thread
Post by: Brian on May 26, 2014, 12:30:48 pm
I believe living creatures can spend AP to put themselves out, if on fire.  It sounds like that needs to be tweaked a bit.
Although it makes sense that a living person would try and put themselves out, it also makes sense they would get out of the fire... If you put yourself out, but are still standing in a puddle of burning fuel, I'm pretty sure you'd be on fire again in no time. So, yeah, I guess that needs a little tweaking.

I'd say getting out of the burning area would be first priority, then to extinguish yourself.

Burning is a completely new status effect as of the latest combat changes. NPCs will no longer try to put themselves out but will instead take persistent burning damage when hit by fire. 


Title: Re: Dead State Suggestion Thread
Post by: Pestilence on May 26, 2014, 08:24:42 pm
I just bought Dead State, and I have played through twice now. I look forward to the full release as it was entertaining, but you folks have seriously gotta ramp up the "OH $#&%!!!!" factor on the zombies. They are horrible push-overs not worthy of the smallest inkling of fear or dread. The zombies are not so much a challenge as they are a nuisance. They may as well be 11-year-olds with leukemia sitting in wheel chairs.

I discovered early on that the best way to kill one was to double-click behind it to dash into a flanking position, quickly press <space> to initiate combat, and give it a double-tap with a baseball bat. If you have quick fingers you can do this with entire groups of zombies before they can even react. The zombie group in the church as well as the empty, fenced-off field behind "The Alley"...I killed every single zed in these areas without any of them even getting off an attack. Heck...none of them even saw me.

Imho after a battle with a sizeable group of the undead there should be a pucker mark in the player's computer chair. Therefore, I have a few suggestions to make the zombies more deserving of player apprehension:

  • Unless they are on hands-and-knees noshing on something the zombies should always roam. On my second play-through I knew exactly where each and every zombie was...*yawn*
  • Zombie packs of two or more should be "grouped" together. What I mean by this is that they roam in the same direction, and they all trigger combat at the same time. Plus, any other roamers within (just throwing out a number) 10 squares should trigger as well. Also, all other zeds not involved in the combat should continue to roam during the battle and become involved if they pass this 10-square line of demarcation.
  • It's pretty common zombie lore that the only way to kill one is by destroying it's brain. Each weapon needs "head shot" added to the special attacks. This should drastically lower the to-hit-chance but automatically result in scoring a critical when it does hit.
  • Along the same lines, the chance for critical hits on body shots vs. zombies should be removed from certain weapons altogether. Small knives, clubs, pistols, and rifles should never score a critical hit when used against a zombie's body. However swords, shotguns, and explosive devices should still have the ability to crit, albeit at a lesser rate than vs. humans.

I like the game so far and see it's potential, but the zombies in a zombie apocalypse rpg shouldn't seem like an after-thought. There's no incentive to avoid zombie encounters, and the player should always pause and wonder "is attacking them a good idea?". After all, how many of us would go after every zombie we saw given the same circumstances?


Title: Re: Dead State Suggestion Thread
Post by: Ages on May 27, 2014, 12:05:37 am
I agree to some extent with pestilence. The roaming and attacking together seems reasonable.
I also know the position of enemies throughout the levels already but i hope this won't be such a problem since there are more places in the final game, which i don't know yet and will probably only visit once or twice.
Playing with a non-combat focused character made my fights much harder. Now joel is my only heavy-hitter (and anita sometimes).

The arguments from the devs i've read on this board on this topic are:
- the AI is only primal in the demo and will be better
- zombie's aren't the worst enemies in an apocalypse but other humans are
- All attacks on zombies are supposed to be attacks to the head. No need to implement hit-zones

I hope some things will spice up in the final game.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on May 27, 2014, 10:59:53 am
Ages is correct, all attacks on zombies are assumed to be headshots.  Why attack anywhere else?

Combat is still being balanced, but he is also correct in that zombies are not the main threat, humans are.  Zombies are just a backdrop to the story.


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on May 28, 2014, 03:59:31 am
Well, not all attacks are aimed at the head, are they? There are special attacks that will target legs for instance, to bring a target down to make it easier to kill. If you use those on a zombie, it will still target the limb it targets when used on humans, right? But all regular attacks (and all specials that do not specifically target a body part) are assumed to be aimed at the head.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on May 28, 2014, 08:53:22 am
Yes I supposed the complete answer would be "Unless otherwise indicated, all attacks on zombies are aimed at the head." :)


Title: Re: Dead State Suggestion Thread
Post by: vzurck on May 28, 2014, 03:03:36 pm
I don't know if this can be done, but what about the developers release a little bit more than the 7 days, give a little bit of more freedom for we be able to see the bugs and report them? Because this game its being a competent staff, and I wouldn't like on the future when it releases all the new area and customizations that comes with bugs!!


By the way, a good way for you to wait for the game is playing right now Watch Dogs, its and awesome game that was delayed, but WORTH IT.


And if is ANYTHING that us could do to help with the development, let us know!!!


Im a musician, if you want a musical production on this game, you can help me


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on May 28, 2014, 05:37:57 pm
I don't know if this can be done, but what about the developers release a little bit more than the 7 days, give a little bit of more freedom for we be able to see the bugs and report them? Because this game its being a competent staff, and I wouldn't like on the future when it releases all the new area and customizations that comes with bugs!!

By the way, a good way for you to wait for the game is playing right now Watch Dogs, its and awesome game that was delayed, but WORTH IT.

And if is ANYTHING that us could do to help with the development, let us know!!!

Im a musician, if you want a musical production on this game, you can help me

Sorry, the demo is going to remain 7 days only.  The main reason for this is that Dead State is a very plot-heavy game, and there would be numerous spoilers; the team wants as much of the game to be new for players as possible.

The team already has a musician as well, and he does fantastic work.  Thanks for the offer though.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on June 24, 2014, 07:11:42 pm
Just to let everyone know I have not played through and found every little thing in the early release (Don't want to get sick of the game before the proper release) and I have not read all the forums (Even though I'm unemployed right now even I don't have that much free time). So here goes for my suggestions.

1. Is to avoid the whole "The entire worlds' government is gone." cliche. The US and NATO have planned all out nuclear war and the aftermath, and a lot of top emergency response and military officials have thought up of plans for the Zombie Apocalypse. So there would be a firm chain of command and US facilities still running. Problem is that they would be securing and protecting high value targets and locations. Which Splendid is not one. So with this maybe random events over the radio that the Army and/or FEMA is dropping supplies. Which leads to a mad dash to get to it before other looters do.

2. You met another group of scavengers. Maybe even trade or just say hello to them and move along. Would make for a change of pace from everyone trying to kill you to fest on your skullmeat. Let's you know that others are surviving and have the same idea. Of course you could kill them but you take a huge moral loss as you just killed a bunch of people for a can of beans.

3. No matter how good you are at science you don't find the cure for the zombie virus. The CDC hasn't yet, a guy in a high school lab sure won't. However maybe find an antibiotic strain that's really good at fighting it off, or if taken daily prevents the infection from taking hold. Or maybe it turns out the HIV/AIDS medication fights it off.

4. Maybe some comic relief scenes. Can't be gritty and dark all the time as that wears down.

5. Out of left field here but I remember reading a short story about Civilization after the zombie Apocalypse. They put zombies in giant hamster wheel so that when they tried to get the guy standing in front of them, the turned turbines to generate electricity. I know there is no way to implement that but I wanted to mention that.

6.Maybe some character specific battle cries? I can't really see Renee screaming You die know, but I can see here saying "We're all coming back today! You hear me!?" Maybe have that last one when she's patching someone up.

7. Will think up more later. (As a side note is there like something like a distributed computing that we could do? Like we get out computers to compile code for you to speed things up? I know some fan projects do that to help speed things up for renders.)


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on June 24, 2014, 07:32:39 pm
Just to let everyone know I have not played through and found every little thing in the early release (Don't want to get sick of the game before the proper release) and I have not read all the forums (Even though I'm unemployed right now even I don't have that much free time). So here goes for my suggestions.
Thanks for your feedback!  To respond to each of these:

1 - We're not sure about the majority of the plot, the team has kept that all pretty tightly under wraps.  What we do know is that some of the details about the origin and spread of the zombie virus leading to the zompocalypse will be contained in findable Lore objects.  Anything else is all up to speculation at this point.

2 - Other groups of survivors will be a feature of the final game, and the demo actually has one of them in it, although just a few hostile soldiers for now.

3 - Antibiotics that keep infected characters from dying are already in the demo, although currently their main use is as a specific quest item.  Antibiotics will be an object of significant importance in the final game, however if you're playing on Ironman/Hardcore mode, Antibiotics might only work for the player character or not at all depending on how you set the options.

4 - These are definitely planned for and there are already a few funny scenes in the demo.  To quote Brian, "I subscribe to the Hitchcock method of horror, in that you have to have some humor/high points to really terrify people when you hit them with the low ones. Otherwise horror is just a droning, relentless downer and that's depressing."

5 -  :lol:

6 - This is something we'll see in the final game too, and which has been getting some attention from the team recently.  Right now, all characters draw from the same pool of combat barks, as they're called.  In the final game or possibly the upcoming demo update, those bits of dialogue will be unique to their characters.

7 - If you're interested in helping out, the thing to do would be to check out this thread (http://www.irontowerstudio.com/forum/index.php/topic,3269.0.html).


Title: Re: Dead State Suggestion Thread
Post by: aoirann on June 26, 2014, 08:49:50 pm
I got two things. One ludicrous mainly because it popped into my head. And another more reasonable one.

1. The ability to make Davis a giant exoskeleton power armor out of his wheelchair so he can join the fight. (Completely unreasonable, it just wouldn't leave my head.)

2. The ability to tell if a melee weapon is only four directional points or all eight in an easy to understand way. (That way I know that the baseball bat can attack in all eight directions, as opposed to the night sticks four. Makes it easier to pick which weapon to equip.)

As a side note maybe more updates on how the beta is going, even it's just incoherent sobbing about how you don't remember what the sun looks like.


Title: Re: Dead State Suggestion Thread
Post by: Oscar on June 27, 2014, 01:02:05 am
2. The ability to tell if a melee weapon is only four directional points or all eight in an easy to understand way. (That way I know that the baseball bat can attack in all eight directions, as opposed to the night sticks four. Makes it easier to pick which weapon to equip.)

1 handed weapons: 4 directions.
2 handed weapons: 8 directions.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on June 27, 2014, 07:03:58 am
2. The ability to tell if a melee weapon is only four directional points or all eight in an easy to understand way. (That way I know that the baseball bat can attack in all eight directions, as opposed to the night sticks four. Makes it easier to pick which weapon to equip.)

1 handed weapons: 4 directions.
2 handed weapons: 8 directions.

As I said you had to tell me that. Just maybe a little note in game?


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on June 27, 2014, 09:16:38 am
Well, the game isn't finished yet... There really isn't any introduction to the game, but they are planning for something that will help with these sort of things.

But they did specifically say everyone should read the manual, because of the reason above.


Title: Re: Dead State Suggestion Thread
Post by: Diana on July 01, 2014, 11:40:28 am
Here's a suggestion for you, update your site? There's still no mention of update #3 on main page, you know, the one people who are googling your game are given the first.
As an early access buyer I'm not even phased by this, but this harms your overall reputation, are you going to link your out of date site on Steam? Oh wait, you already do. While it's excusable for Early Access, it's awful publicity overall. Please, get a professional to take over the official site, for your game's sake. Public relationship is a very important thing and it's not just being sassy in front of teenage kids on official forums.
I bought your game and stand by it anyway. I still believe you will deliver.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on July 01, 2014, 01:41:09 pm
Here's a suggestion for you, update your site? There's still no mention of update #3 on main page, you know, the one people who are googling your game are given the first.
As an early access buyer I'm not even phased by this, but this harms your overall reputation, are you going to link your out of date site on Steam? Oh wait, you already do. While it's excusable for Early Access, it's awful publicity overall. Please, get a professional to take over the official site, for your game's sake. Public relationship is a very important thing and it's not just being sassy in front of teenage kids on official forums.
I bought your game and stand by it anyway. I still believe you will deliver.

The devs are well aware that Update 3 hasn't been listed yet on the main page.  Right now, other issues take priority over forum/website appearance, but I'm sure it will be updated at some point this week.


Title: Re: Dead State Suggestion Thread
Post by: Christina on July 01, 2014, 05:29:49 pm
Usually the website is updated on the same day, and indeed I thought I had done so - unfortunately it appears that I uploaded the file to the wrong folder so it didn't see the light of day yet.  It's fixed now. 



Title: Re: Dead State Suggestion Thread
Post by: aoirann on July 02, 2014, 09:05:29 am
Well, the game isn't finished yet... There really isn't any introduction to the game, but they are planning for something that will help with these sort of things.

But they did specifically say everyone should read the manual, because of the reason above.

Well that would require me not to be an idiot and we can't have that.


Title: Re: Dead State Suggestion Thread
Post by: NathanSr on July 03, 2014, 06:54:35 pm
Hello. Sorry for length.

Really like the game and see the potential.

I have been reading the intent to improve the AI by release due to zombies being more of an annoyance in most instances than a threat. Considering Zombies are usually considered to be mindless lumps of flesh that have no strategic thinking whatsoever so i can see the problem in making things harder. Unless there damage and health are increased a stupid amount they will never be dangerous. Of course improving AI of your typical zombie could destroy the immersion of them being mindless as well.

Something that could fix this would be introducing new types of zombies. The back story could be the virus mutates in certain ways or there are multiple viruses. I have always thought a cool idea would be that the more flesh/brains zombies consumed the more lethal/powerful they became.

I can give a few examples. They would need more interesting names.

Bone Zombie: Increased health/Natural armor: There flesh becomes similar to human bone
Fast Zombies: Increased AP/Counter attack chance/harder to hit
Regenerative Zombies: Every turn regenerate X% health/Heal when they do damage

The next one i think would change many things. Instead of a stupid mindless zombie imagine a zombie that grew more intelligent as they fed. Eventually obtaining human intelligence and beyond. Of course being intelligent doesn't mean there emotions would return. I don't know about you guys but an undead sociopath that happens to be a genius is a lot scarier than a normal zombie to me.
I also think this could open up many storyline opportunities that other games haven't even touched on in the least.
Maybe after this zombie reaches human level intelligence they start to gain "control" type powers over there less intelligent brethren. Maybe for some unknown reason other Zombies just do what these want.

This could set up some interesting antagonists that could control undead armies. Instead of Zombies always walking around randomly a few smartzombies could work together and actually resemble a more "humanlike" type of community.


One more. Some Zombies could regain there emotions and intelligence.  Basically they are a Zombie but act completely human. I think having a Zombie buddy that has there animations could be pretty interesting. Communities of ZombHumans could open up a lot of plot opportunities as well. It's to be expected some humans would accept them and some wouldn't.

Of course there could be a few Zombies that ate so many people they can't be described as anything but monstrosities.

Those are a few ideas about how the virus could mutate or different virus types. I honestly think Zombies becoming diverse and stronger the more they eat is pretty believable so anything you guys can think of for our Zombuds would be open :lol:
 
I think this would add to the story and could end up making combat easier to balance while making it more interesting at the same time.



Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 03, 2014, 07:48:47 pm
Hello. Sorry for length.

Really like the game and see the potential.

I have been reading the intent to improve the AI by release due to zombies being more of an annoyance in most instances than a threat. Considering Zombies are usually considered to be mindless lumps of flesh that have no strategic thinking whatsoever so i can see the problem in making things harder. Unless there damage and health are increased a stupid amount they will never be dangerous. Of course improving AI of your typical zombie could destroy the immersion of them being mindless as well.

Something that could fix this would be introducing new types of zombies. The back story could be the virus mutates in certain ways or there are multiple viruses. I have always thought a cool idea would be that the more flesh/brains zombies consumed the more lethal/powerful they became.

I can give a few examples. They would need more interesting names.

Bone Zombie: Increased health/Natural armor: There flesh becomes similar to human bone
Fast Zombies: Increased AP/Counter attack chance/harder to hit
Regenerative Zombies: Every turn regenerate X% health/Heal when they do damage

The next one i think would change many things. Instead of a stupid mindless zombie imagine a zombie that grew more intelligent as they fed. Eventually obtaining human intelligence and beyond. Of course being intelligent doesn't mean there emotions would return. I don't know about you guys but an undead sociopath that happens to be a genius is a lot scarier than a normal zombie to me.
I also think this could open up many storyline opportunities that other games haven't even touched on in the least.
Maybe after this zombie reaches human level intelligence they start to gain "control" type powers over there less intelligent brethren. Maybe for some unknown reason other Zombies just do what these want.

This could set up some interesting antagonists that could control undead armies. Instead of Zombies always walking around randomly a few smartzombies could work together and actually resemble a more "humanlike" type of community.


One more. Some Zombies could regain there emotions and intelligence.  Basically they are a Zombie but act completely human. I think having a Zombie buddy that has there animations could be pretty interesting. Communities of ZombHumans could open up a lot of plot opportunities as well. It's to be expected some humans would accept them and some wouldn't.

Of course there could be a few Zombies that ate so many people they can't be described as anything but monstrosities.

Those are a few ideas about how the virus could mutate or different virus types. I honestly think Zombies becoming diverse and stronger the more they eat is pretty believable so anything you guys can think of for our Zombuds would be open :lol:
 
I think this would add to the story and could end up making combat easier to balance while making it more interesting at the same time.


Welcome to the board.

The devs have stated there will not be "special" zombies in the game.  Just slow, stupid, shambling human ones.  Zombies are just meant to be a backdrop to the real action in the game.  A core tenet of the game is that zombies are not the real threat, other humans are.


Title: Re: Dead State Suggestion Thread
Post by: Thasic on July 04, 2014, 02:47:14 pm
Hello. Sorry for length.

Really like the game and see the potential.

I have been reading the intent to improve the AI by release due to zombies being more of an annoyance in most instances than a threat. Considering Zombies are usually considered to be mindless lumps of flesh that have no strategic thinking whatsoever so i can see the problem in making things harder. Unless there damage and health are increased a stupid amount they will never be dangerous. Of course improving AI of your typical zombie could destroy the immersion of them being mindless as well.

Something that could fix this would be introducing new types of zombies. The back story could be the virus mutates in certain ways or there are multiple viruses. I have always thought a cool idea would be that the more flesh/brains zombies consumed the more lethal/powerful they became.

I can give a few examples. They would need more interesting names.

Bone Zombie: Increased health/Natural armor: There flesh becomes similar to human bone
Fast Zombies: Increased AP/Counter attack chance/harder to hit
Regenerative Zombies: Every turn regenerate X% health/Heal when they do damage

The next one i think would change many things. Instead of a stupid mindless zombie imagine a zombie that grew more intelligent as they fed. Eventually obtaining human intelligence and beyond. Of course being intelligent doesn't mean there emotions would return. I don't know about you guys but an undead sociopath that happens to be a genius is a lot scarier than a normal zombie to me.
I also think this could open up many storyline opportunities that other games haven't even touched on in the least.
Maybe after this zombie reaches human level intelligence they start to gain "control" type powers over there less intelligent brethren. Maybe for some unknown reason other Zombies just do what these want.

This could set up some interesting antagonists that could control undead armies. Instead of Zombies always walking around randomly a few smartzombies could work together and actually resemble a more "humanlike" type of community.


One more. Some Zombies could regain there emotions and intelligence.  Basically they are a Zombie but act completely human. I think having a Zombie buddy that has there animations could be pretty interesting. Communities of ZombHumans could open up a lot of plot opportunities as well. It's to be expected some humans would accept them and some wouldn't.

Of course there could be a few Zombies that ate so many people they can't be described as anything but monstrosities.

Those are a few ideas about how the virus could mutate or different virus types. I honestly think Zombies becoming diverse and stronger the more they eat is pretty believable so anything you guys can think of for our Zombuds would be open :lol:
 
I think this would add to the story and could end up making combat easier to balance while making it more interesting at the same time.



Besides the fact the devs already decided not to have special zombies, isn't it a bit late in the development cycle to be expecting a major revision like this? The game is practically ready to ship, there aren't going to any significant changes from here on out, just polish and bug fixes.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on July 07, 2014, 06:59:42 am
A couple of UI features I that would be helpful. One is that if you press alt or some key that all interactable objects are highlighted. Or at least ones that can be seen. Another is something from Skyrim and such that tells us if an object has been looted. These two would make things a lot more smoother. Maybe disable them in Hardcore mode as it would make things more realistic. Also polish the revive mechanic for down companions. Had to reload saves as Elane could not use the adrenaline shots to revive anyone. Thank you for your time.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on July 07, 2014, 09:46:57 am
A couple of UI features I that would be helpful. One is that if you press alt or some key that all interactable objects are highlighted. Or at least ones that can be seen. Another is something from Skyrim and such that tells us if an object has been looted. These two would make things a lot more smoother. Maybe disable them in Hardcore mode as it would make things more realistic. Also polish the revive mechanic for down companions. Had to reload saves as Elane could not use the adrenaline shots to revive anyone. Thank you for your time.

Line of sight looting and something that tells you if you've looted a container before have been discussed by the team and will probably be a feature at some point.  As for the adrenaline shots, unless you buff your players MED skill, the only person skilled enough to use them properly is Renee.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on July 10, 2014, 02:18:24 am
A couple of UI features I that would be helpful. One is that if you press alt or some key that all interactable objects are highlighted. Or at least ones that can be seen. Another is something from Skyrim and such that tells us if an object has been looted. These two would make things a lot more smoother. Maybe disable them in Hardcore mode as it would make things more realistic. Also polish the revive mechanic for down companions. Had to reload saves as Elane could not use the adrenaline shots to revive anyone. Thank you for your time.

Line of sight looting and something that tells you if you've looted a container before have been discussed by the team and will probably be a feature at some point.  As for the adrenaline shots, unless you buff your players MED skill, the only person skilled enough to use them properly is Renee.

Sorry I meant Renee. Also maybe when you scroll over a building you can see inside? Right now there is a hassle to get a character in there enough for the roof to disappear.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 10, 2014, 07:45:46 am
A couple of UI features I that would be helpful. One is that if you press alt or some key that all interactable objects are highlighted. Or at least ones that can be seen. Another is something from Skyrim and such that tells us if an object has been looted. These two would make things a lot more smoother. Maybe disable them in Hardcore mode as it would make things more realistic. Also polish the revive mechanic for down companions. Had to reload saves as Elane could not use the adrenaline shots to revive anyone. Thank you for your time.

Line of sight looting and something that tells you if you've looted a container before have been discussed by the team and will probably be a feature at some point.  As for the adrenaline shots, unless you buff your players MED skill, the only person skilled enough to use them properly is Renee.

Sorry I meant Renee. Also maybe when you scroll over a building you can see inside? Right now there is a hassle to get a character in there enough for the roof to disappear.
If you mean the issue where it can be tough to click inside a building even when near it, it is a known issue.  They are working on a fix so the roof will dissappear correctly.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on July 10, 2014, 06:50:12 pm
A couple of UI features I that would be helpful. One is that if you press alt or some key that all interactable objects are highlighted. Or at least ones that can be seen. Another is something from Skyrim and such that tells us if an object has been looted. These two would make things a lot more smoother. Maybe disable them in Hardcore mode as it would make things more realistic. Also polish the revive mechanic for down companions. Had to reload saves as Elane could not use the adrenaline shots to revive anyone. Thank you for your time.

Line of sight looting and something that tells you if you've looted a container before have been discussed by the team and will probably be a feature at some point.  As for the adrenaline shots, unless you buff your players MED skill, the only person skilled enough to use them properly is Renee.

Sorry I meant Renee. Also maybe when you scroll over a building you can see inside? Right now there is a hassle to get a character in there enough for the roof to disappear.
If you mean the issue where it can be tough to click inside a building even when near it, it is a known issue.  They are working on a fix so the roof will dissappear correctly.
Cool. Sorry if I seem like a whiner. Just posting anything that comes to mind.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on July 12, 2014, 03:38:45 am
Probably a bit too late for this one as well but can we make "Like the mammal?" Into a running gag?


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on July 13, 2014, 09:42:08 am
Hi frist time used the suggestion topic,
A feature that could be great in the game:calendar.

Since dead state is place for a long period of time,having a way to see the day pass and become week cloud add a excellent way of immersion into the game AND because the only way he have a the moment is after every day he seee``result of day 5``is kind of broke the immersion(for me).


Title: Re: Dead State Suggestion Thread
Post by: Thasic on July 13, 2014, 08:58:35 pm
Hi frist time used the suggestion topic,
A feature that could be great in the game:calendar.

Since dead state is place for a long period of time,having a way to see the day pass and become week cloud add a excellent way of immersion into the game AND because the only way he have a the moment is after every day he seee``result of day 5``is kind of broke the immersion(for me).

In my humble opinion a lot of people come up with odd or even unworkable suggestions at times but this one seems to have some merit. Some type of a calender would be a real benefit and immersion helper. Even better, let the player kind of pick the start day for the end of the world to begin at character creation.


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on July 14, 2014, 08:44:08 am
Hi frist time used the suggestion topic,
A feature that could be great in the game:calendar.

Since dead state is place for a long period of time,having a way to see the day pass and become week cloud add a excellent way of immersion into the game AND because the only way he have a the moment is after every day he seee``result of day 5``is kind of broke the immersion(for me).

In my humble opinion a lot of people come up with odd or even unworkable suggestions at times but this one seems to have some merit. Some type of a calender would be a real benefit and immersion helper. Even better, let the player kind of pick the start day for the end of the world to begin at character creation.

Thank for supporting my idea :),It could note what hapend at a early day:for example when a caracter die,the date when that hapend have  special logo for say that someone died that day.


Title: Re: Dead State Suggestion Thread
Post by: SwampRatKing on July 19, 2014, 12:55:48 pm
I was a little bummed that we didn't have more of a subdued/passified/stoic voice available for the main character.  The option to stand quietly, nod one's head in agreement, or shake one's head in disagreement would be an excellent option to help immerse me in the story, especially early in the game, when my character's just come out of a short term coma.


Title: Re: Dead State Suggestion Thread
Post by: SwampRatKing on July 19, 2014, 01:03:55 pm
The effects of time:

One thing that makes zombie games extra awesome is when enough realism is incorporated, to give that "this is a world that I live in" feeling.

I'm not certain on the potency of your lighting engine, but it'd be super sick if the "light source" / shadow length moved with the sun as day drove on.  Furthermore, if "dusk" hours were more dark and whatnot, that'd also be sweet.


Title: Re: Dead State Suggestion Thread
Post by: SwampRatKing on July 19, 2014, 01:07:51 pm
More Zombified Zombies:

Right now, zombies don't feel particularly zombified unless they're moving.  When I ran my first mission, came round the corner, and saw the zombie cop standing with the two zombie civilians, I thought that we had a situation where a living police officer was helping out a couple of folks.  It wasn't until I moused over and read "dead cop" that I realized he was a zombie.

I think a good fix would be to add additional sway/swagger to zombie opponents.  Furthermore, having them move around a bit (hunting, scavenging, angrily thumping against empty cars or long barricaded buildings) would add a lot to the game.

Greyer flesh, blood stains, and the occasional missing face/limb/section of the torso would also be pretty good visual indicators as well.


Title: Re: Dead State Suggestion Thread
Post by: SwampRatKing on July 19, 2014, 01:20:03 pm
Squeeze By:

Landen (my dude) is big, strong, and slow.  On his turn, he moves up to a nearby locked door and slams it open with his sledgehammer.  He has one action point left, but foolishly, I've left him blocked on all sides by allies - who I intend to have rush into the pharmacy to get a choke point on the looters and zombies pursuing me.

But Landen blocks the doorway now, and I have to wait a whole turn before I can move anybody past him.

I recommend a "Squeeze Through" option, where if an ally has a spare AP or two at the end of their turn, characters may move past them in confined spaces- as if they had saved that extra AP to press their back against a wall and let an ally pass.


Title: Re: Dead State Suggestion Thread
Post by: SwampRatKing on July 19, 2014, 01:40:31 pm
(Send me a PM if I'm dropping these too fast.  I'm just commenting as soon as I have ideas)

Coordinated Zombie Assaults:

I come around a corner, and there's a zombie standing by a motorcycle.  She doesn't seem to notice us.  Landon, my bulky bruiser, moves up to take her out with his sledgehammer.  Usually, this works out pretty well.  One well placed swing will down her and my crew can go on their merry way. 

However, sometimes Landon will miss.  Because Landon is the slowest member of my party, the zombie then gets an immediate initiative pass before the rest of my party can respond.

I tried to remedy this by having Renee start combat.  When she hits the zombie with her puny hammer, it doesn't even flinch.  But the rest of my party has an initiative pass- that they have to spend moving up on the beasty.

If I try to sneak up to attack the zombie, I have to time my initiative passes very carefully so as not to alert the zombie by walking too close.  When paired with the fact that my main bruiser is also quite slow, well, I have to be within two squares of the zombie the pass before if I want to step up and hit it with my hammer, which often means that it notices me ahead of time.

Options for a coordinated zombie attack could prove quite useful.


Title: Re: Dead State Suggestion Thread
Post by: SwampRatKing on July 19, 2014, 02:06:32 pm
Grabbing and Pushing

1. Grabbing

Sample Situation:
Landon is squaring off against a looter.  He's in fine shape, but the rest of the party is somewhat wounded.  Because I'm a horrible strategist, we are once again in a situation where certain members of the party are completely unable to relocate themselves.  The looter has a gun, and if he spends his turn blasting at the other party members, one of them is sure to go down.

Now, if Landon could just wrestle this looter to the ground and pin his gun arm, the rest of the party might be able to get themselves to safety.


I don't know if there's a zombie film in the known universe where one of the biters doesn't latch on to a person's arm or leg with one rotting hand, then latch on and pull their victim to the ground before unleashing a hellish bite.  Zombies aren't just dangerous because they're willing to chew on you, they're dangerous because, when encountered in numbers, one can grab you while the rest devour you.

I feel that mechanics for grappling, grabbing, wrestling, etc. could really elevate gameplay.  It would change the tactics that you'd have to use in that moment where you come round a corner to a group of three or four dead ones.  You couldn't just order your party to fall back a few steps and regroup if your medic was being dragged into the oncoming horde.

A few simple combat options would really make this situation shine.  For example:

Break Free - The character attempts to break the hold that somebody has put them in during their initiative pass.  This character pits his strength or agility (whichever is higher) against the opponent's strength to see if the hold can be broken.

Pin - The character attempts to maneuver his/her opponent so that they are unable to provide a threat.  This could be by putting a looter in an arm bar, or pinning a zombie up against a wall by the throat while allies move in to deliver the final blow

Slam The character attempts to deal damage to the opponent by slamming him/her/it into the ground or wall to deal damage, without letting it go free.

Stab / jab The character uses a small, one handed weapon to deliver an attack on the enemy in close combat.


Pushing

An example of where this could be awesome:
Once again, Landon's team is anxiously waiting for him to move through a hallway with his sledge hammer.  Behind them are a few angry looters with guns - more than the party can hope to handle in their current situation.  There is a zombie, dressed in SWAT armor (not sure if you have these) immediately outside the rear door they were planning to leave through.  Landon isn't certain if he can kill the armored beast in a single turn.  Rather than attempting to bludgeon it, he puts his arms firmly on its chest and charges forwards, hopefully allowing his allies to make it past without having their way blocked.

There are a bunch more situations that I can imagine where a push might be exactly the move that's needed.

Landon is on top of the store roof, surveying the surrounding area.  There are a lot of zombies around here.  He's uncertain if he'll be able to leave this place without some very heavy fighting.  Suddenly, a looter stumbles out from around one of the nearby air intake units.  Landon grins, charges the poor fellow, and shoves him off the roof.  Zombies congregate on that end of the building, and Landon leads his team quietly out of the other side.

Adding these features could add a lot of tactical experience to the gameplay that goes beyond "Get close, swing hammer." and "Stand back, shoot gun."


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 19, 2014, 04:45:30 pm
Squeeze By:

Landen (my dude) is big, strong, and slow.  On his turn, he moves up to a nearby locked door and slams it open with his sledgehammer.  He has one action point left, but foolishly, I've left him blocked on all sides by allies - who I intend to have rush into the pharmacy to get a choke point on the looters and zombies pursuing me.

But Landen blocks the doorway now, and I have to wait a whole turn before I can move anybody past him.

I recommend a "Squeeze Through" option, where if an ally has a spare AP or two at the end of their turn, characters may move past them in confined spaces- as if they had saved that extra AP to press their back against a wall and let an ally pass.
For 2 AP you can switch spots with another character.  With the active character next to the blocking character, right click on the character in the way until you get the two arrows and then left click.  They will switch places.

Also all the melee weapons have special attacks, including some with push attacks and pin attacks.  With the game still in Alpha there is no description on what exactly all the special attacks do however.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on August 02, 2014, 03:15:31 pm
Maybe a joke ending where if you do something weird on April Fool's it says "Then the army came in, killed all the zombies, and everyone lived happily ever after... Except for Doug. He's never happy."


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on August 02, 2014, 04:14:07 pm
Maybe a joke ending where if you do something weird on April Fool's it says "Then the army came in, killed all the zombies, and everyone lived happily ever after... Except for Doug. He's never happy."

Doug could never do is dream to conquer the world from is living and is dream.


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on August 06, 2014, 08:49:27 am
I could see a feature in dead state:

I score board for look who many entity you have put to rest.
During the game when you kill undead or even human, they drop some licence or even ID card( for propuse reason they gonna be 0 kg because they have no ability) and when they are bring back at the shelter they get stack at this board and the score get up.

Who do you think of that idea?Yes?no? why? why not?


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on August 06, 2014, 01:41:37 pm
I got another suggestion. What about a diary mode for like. RP.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 06, 2014, 02:20:40 pm
I could see a feature in dead state:

I score board for look who many entity you have put to rest.
During the game when you kill undead or even human, they drop some licence or even ID card( for propuse reason they gonna be 0 kg because they have no ability) and when they are bring back at the shelter they get stack at this board and the score get up.

Who do you think of that idea?Yes?no? why? why not?

I think a "Player Statistics" menu would be cool to see, but I don't really like the idea of hauling around a couple dozen random IDs, even if they don't have weight.  Also, wild dogs will be an enemy you can encounter, and they tend not to carry personal identification ;)


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on August 06, 2014, 02:37:33 pm
I could see a feature in dead state:

I score board for look who many entity you have put to rest.
During the game when you kill undead or even human, they drop some licence or even ID card( for propuse reason they gonna be 0 kg because they have no ability) and when they are bring back at the shelter they get stack at this board and the score get up.

Who do you think of that idea?Yes?no? why? why not?

I think a "Player Statistics" menu would be cool to see, but I don't really like the idea of hauling around a couple dozen random IDs, even if they don't have weight.  Also, wild dogs will be an enemy you can encounter, and they tend not to carry personal identification ;)

I think that dog can have collar or something like a necklace for identif them.
It truth than a personal statistic could be a better idea than a my idea but I think my idea could be type scenario Like: giving a name to the undead for ``maybe`` after the crisis know people who have died....
...but than again it just my personal idea.


Title: Re: Dead State Suggestion Thread
Post by: ArchangelM127 on August 25, 2014, 05:08:58 pm
I'm sure this has been mentioned before, but I freely admit that I don't have the patience to wade through 2 years of ideas, excellent though they are.

Short version: Suppressed/Silenced Firearms.

Long version: In a world where any encounter with human survivors, even an ambush, is likely to draw a bunch of zombies, anything which lowers the report of your team's firearms would be an absolute godsend, even at the cost of some of the weapon's power. :)

It's simple for a competent machinist to make a basic suppressor (aka silencer) for a firearm. For those who don't know, a suppressor works by trapping most of a firearm's muzzle gas (which makes most of the noise) in a series of baffles. The only trick is leaving enough of the gas left to work the bolt if the weapon is automatic/semiautomatic.

I envision options within the "machinist" job, each one specific to a certain model of firearm. It would be very simple to make silenced versions of all applicable firearms (more on that in a moment). You wouldn't need to change the weapon model that the character carries (though that would be cool); all that's really needed is an alteration in the inventory image and a new entity with altered stats.

Statistical changes to the weapon would be pretty simple: lower range and/or damage (the velocity of the bullet is lowered somewhat) in exchange for a considerably lowered noise rating.

Now, not all firearms are suitable for suppression. It's a waste of time to try to silence a shotgun (as far as I know) and silencing a revolver requires modifications to the cylinder, since lots of gas (therefore noise) escapes that way in a revolver. It *is* possible on some models, but very difficult.

Having only played the First Seven Days alpha, these are the firearms currently in the game which I believe are suitable for suppression:
  • 9mm Pistol
  • AK-47
  • Hunting Rifle
  • Lever-Action Rifle
  • MKS
  • MS4
  • MSG-10


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 25, 2014, 06:36:15 pm
Short version: Suppressed/Silenced Firearms.

This is actually already a thing, although it's not available in the demo.  You can find or make various modifications to your guns, such as suppressors/silencers, extended magazines, and laser sights.


Title: Re: Dead State Suggestion Thread
Post by: ArchangelM127 on August 25, 2014, 06:38:54 pm
Short version: Suppressed/Silenced Firearms.

This is actually already a thing, although it's not available in the demo.  You can find or make various modifications to your guns, such as suppressors/silencers, extended magazines, and laser sights.

Yay! :) I knew there were weapon mods, but no specifics.


Title: Re: Dead State Suggestion Thread
Post by: Frostbite2288 on August 25, 2014, 10:52:34 pm
No Monday update?


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on August 25, 2014, 11:39:15 pm
No Monday update?
No Radio updates either.


Title: Re: Dead State Suggestion Thread
Post by: BadVoodoo on August 26, 2014, 12:42:09 am
Eh. I'm sure after Pax is over we'll get a good sizable monday / radio update chunk. I'll be worth it, trust me my friend ;)


Title: Re: Dead State Suggestion Thread
Post by: ArchangelM127 on August 26, 2014, 05:48:27 am
They did warn us about radio silence. I'm so hyper to dig into the beta... I haven't felt this way about a game in years! At least I have Metro Redux to keep me occupied while I wait. :)


Title: Re: Dead State Suggestion Thread
Post by: Frostbite2288 on August 26, 2014, 02:05:55 pm
^_^ Thanks guys, made me feel a whole lot better and im quite excited now


Title: Re: Dead State Suggestion Thread
Post by: aoirann on August 27, 2014, 07:16:26 pm
Maybe for a new game have the sounds of zombie moaning, screams, and then a plane falling and crashing?


Title: Re: Dead State Suggestion Thread
Post by: Brian on August 27, 2014, 07:56:13 pm
Maybe for a new game have the sounds of zombie moaning, screams, and then a plane falling and crashing?

The proper intro still isn't done. Game development isn't always chronological and it's one of the last bits on our to-do list.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on August 27, 2014, 08:56:30 pm
Maybe for a new game have the sounds of zombie moaning, screams, and then a plane falling and crashing?

The proper intro still isn't done. Game development isn't always chronological and it's one of the last bits on our to-do list.

Ah. Just posting my idle thoughts here. Glad to see you guys arn't all dead from sleep deprivation.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on August 27, 2014, 10:37:29 pm
Um.... Can we add something to prevent friendly fire? I've killed Renee, Vic, and myself with it.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 27, 2014, 10:59:19 pm
Um.... Can we add something to prevent friendly fire? I've killed Renee, Vic, and myself with it.

You shouldn't be able to target yourself, that's a bug.  As for targeting allies, that's intentional for those times when someone in your Shelter needs to have an "unfortunate accident."

However I agree that it's a bit too easy to attack your allies.  A lot of people have had this same issue, and a common suggestion is some kind of warning "Are you sure you want to attack an ally" or something like that.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on August 27, 2014, 11:03:02 pm
Um.... Can we add something to prevent friendly fire? I've killed Renee, Vic, and myself with it.

You shouldn't be able to target yourself, that's a bug.  As for targeting allies, that's intentional for those times when someone in your Shelter needs to have an "unfortunate accident."

However I agree that it's a bit too easy to attack your allies.  A lot of people have had this same issue, and a common suggestion is some kind of warning "Are you sure you want to attack an ally" or something like that.

I meant when another character's turn I kill myself targetting my PC with them. And I killed Vic again...
(click to show/hide)


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 27, 2014, 11:11:25 pm
Um.... Can we add something to prevent friendly fire? I've killed Renee, Vic, and myself with it.

You shouldn't be able to target yourself, that's a bug.  As for targeting allies, that's intentional for those times when someone in your Shelter needs to have an "unfortunate accident."

However I agree that it's a bit too easy to attack your allies.  A lot of people have had this same issue, and a common suggestion is some kind of warning "Are you sure you want to attack an ally" or something like that.

I meant when another character's turn I kill myself targetting my PC with them. And I killed Vic again...
(click to show/hide)

Ah, ok, I see what you're saying now.  I'm not sure that should be possible either, though.  Also, I added a spoiler to your post just in case there are people who haven't played the latest episode of TWD yet. 
(click to show/hide)


Title: Re: Dead State Suggestion Thread
Post by: Alex Leonhart on August 27, 2014, 11:44:31 pm
Highlight containers key, or even better, a check on options to always on/off, so painful to hover the mouse around everything.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on August 27, 2014, 11:54:10 pm
Highlight containers key, or even better, a check on options to always on/off, so painful to hover the mouse around everything.

This is in the known issues thread and a lot of people have requested this, myself included.  I think the plan the devs have is to have lootable containers that are within your line of sight highlighted or outlined in some way.


Title: Re: Dead State Suggestion Thread
Post by: Torgue on August 28, 2014, 06:23:31 am
Um.... Can we add something to prevent friendly fire? I've killed Renee, Vic, and myself with it.

You shouldn't be able to target yourself, that's a bug.  As for targeting allies, that's intentional for those times when someone in your Shelter needs to have an "unfortunate accident."

However I agree that it's a bit too easy to attack your allies.  A lot of people have had this same issue, and a common suggestion is some kind of warning "Are you sure you want to attack an ally" or something like that.

I meant when another character's turn I kill myself targetting my PC with them. And I killed Vic again...
(click to show/hide)

Ah, ok, I see what you're saying now.  I'm not sure that should be possible either, though.  Also, I added a spoiler to your post just in case there are people who haven't played the latest episode of TWD yet. 
(click to show/hide)
I think he was referring to South Park, Caidoz.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on August 28, 2014, 07:58:30 am
Um.... Can we add something to prevent friendly fire? I've killed Renee, Vic, and myself with it.

You shouldn't be able to target yourself, that's a bug.  As for targeting allies, that's intentional for those times when someone in your Shelter needs to have an "unfortunate accident."

However I agree that it's a bit too easy to attack your allies.  A lot of people have had this same issue, and a common suggestion is some kind of warning "Are you sure you want to attack an ally" or something like that.

I meant when another character's turn I kill myself targetting my PC with them. And I killed Vic again...
(click to show/hide)

Ah, ok, I see what you're saying now.  I'm not sure that should be possible either, though.  Also, I added a spoiler to your post just in case there are people who haven't played the latest episode of TWD yet. 
(click to show/hide)
I think he was referring to South Park, Caidoz.
Yeah I was. Seriously I'm not even trying to kill him yet and I still am. If I ever decide to purporsely kill him he'll either die when I glance at him or he'll become Superman.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on August 30, 2014, 06:08:22 pm
I like Vic. He's absolutely dedicated at keeping the people at the shelter safe, to the point of being a bit too extreme. He'd turn it into a fortified bunker if he could at the cost of gathering food.

For me, the "unfortunate accident" candidate is Clifford. I can't stand him or even the idea of him existing to the point that my first instinct was to shoot him during his introduction dialog. I'd spare "Llano Residential Hostile Survivor" over Clifford, and Hostile Survivor shoots at me on sight. Clifford will never have an "unfortunate accident" under my watch because hiring him teleports him back to the shelter, which means he can't even be used as a packmule to empty the store he's found in.

Doug's a terrible person but at least he's got useful skills and is easily manipulated.


Title: Re: Dead State Suggestion Thread
Post by: xerefer on August 31, 2014, 11:33:52 am
One thing I'm having is an overabundance of supplies, not food, or materials to build things, that's hard to come by. I've just got an arsenal, guns, melee weapons, and armor GALORE. And I can't equip it at all from the shelter to anyone, I think it'd be a great thing if we could access everyones inventories from the shelter, so I can deck out whoever I want whenever I want easily, and just grab and go, instead of having a mess of a shelf full of guns and ammo.


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on August 31, 2014, 11:59:04 am
One thing I'm having is an overabundance of supplies, not food, or materials to build things, that's hard to come by. I've just got an arsenal, guns, melee weapons, and armor GALORE. And I can't equip it at all from the shelter to anyone, I think it'd be a great thing if we could access everyones inventories from the shelter, so I can deck out whoever I want whenever I want easily, and just grab and go, instead of having a mess of a shelf full of guns and ammo.

You can give equipement of allie when you are inside the shelter, just go to the storage room and chose via the name box (in the top right of the frist screen)who and give the equipement.
In the future you will be able to recycle some equipement with a upgrade, soo There will be no longer a stack of gun.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on August 31, 2014, 06:34:32 pm
That is something that is bothering me right now.

There are 3 Morale jobs (Hospitality, Chef, Maintenance)
There's 1 Food job (Farmer)
There are no parts jobs.

Result is I'm short on food and parts but have a massive surplus of Morale (2400+ right now) and need to attract zombies with as much noise as possible for the off chance one has a part in their inventory.

I'd recommend a "Fishing" job once Nathan shows up, and some kind of part creation job (scavenge? re-purpose?) Also think that the gardening job should work like construction, with a "head gardener" which would need 4 survival but anyone working with them should need only 1 survival.

Yeah, there's supposed to be chickens eventually to help with the food situation but I don't know how those will work.

Also, my armory is looking pretty full right now. Literally over a ton of armor and weapons.

[attachment deleted by admin]


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on August 31, 2014, 08:10:31 pm
There will eventually be a way to turn old gear into parts.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on September 01, 2014, 07:30:50 am
Maybe a change on dialouge with the non-english speaking characters? Like if you have enough in negotiation, you speak different lanuages. If you're in Texas someone should be able to stumble their way through it. And if you max it out you can speak with Michiru.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on September 02, 2014, 08:10:14 am
Also can we have a project to recycle the playground equipment at the shelter. I keep seeing it and thinking that I could use it to make a really colorful watchtower.


Title: Re: Dead State Suggestion Thread
Post by: Shady314 on September 02, 2014, 08:18:07 am
That would be hilarious and flavorful. Currently the watchtower seems a bit amateurish. I think Oscar and Melina could do better!


Title: Re: Dead State Suggestion Thread
Post by: veryinky on September 02, 2014, 09:11:12 am
I hate that watchtower and wood/"stone" fence so much. The tower looks like it was built by a child who had no access to a saw (I'm pretty sure there were saws back at that hardware store we looted on the first day). Then there's the wood fence. Wow. Ok, they didn't even try, just slapped random pieces of wood to the fence, it's like something that'd take an hour not 10 people working 12 hour shifts 3 days to do. Looking at the wood fence icon from the build menu I pictured a log stockade with a place to walk at the top.

Don't get me started on my expectations for the "stone fence". Large rocks mortared together? Cinder blocks? Poured concrete? Reclaimed bricks from the decorative palisades has on the school's roofs? Nope, it's just the chainlink fence plus scrapwood but now the poles are cement.

Note that a better place for the watchtower would be on the roof of the school, to be able to watch from every approach angle.


Title: Re: Dead State Suggestion Thread
Post by: Calanen on September 02, 2014, 11:24:42 am
Maybe be able to get on the shortwave and trade some of your excess firearms with NPCs for parts or fuel.

Also, the great thing about the zombie apocalypse is - you can do anything. You want to get a truck and drive to the National Guard armory, why not.  The United States is perhaps the most militarised place on the planet. There are National Guard bases and Army bases everywhere, I get that balance is important so you don't walk away with an Abrams and 100 crates of M16A4s - but military encounters have been curiously absent thus far. They are bound to be deployed in any sort apocalypse scenario.

Light machine guns? The true equaliser. Impro'd flamethrowers? Mines / traps for zombies in the defence of the fence. Electric fence hooked up to the generator?


Title: Re: Dead State Suggestion Thread
Post by: Deathcall on September 02, 2014, 01:59:46 pm
I hate that watchtower and wood/"stone" fence so much. The tower looks like it was built by a child who had no access to a saw (I'm pretty sure there were saws back at that hardware store we looted on the first day). Then there's the wood fence. Wow. Ok, they didn't even try, just slapped random pieces of wood to the fence, it's like something that'd take an hour not 10 people working 12 hour shifts 3 days to do. Looking at the wood fence icon from the build menu I pictured a log stockade with a place to walk at the top.

Don't get me started on my expectations for the "stone fence". Large rocks mortared together? Cinder blocks? Poured concrete? Reclaimed bricks from the decorative palisades has on the school's roofs? Nope, it's just the chainlink fence plus scrapwood but now the poles are cement.

Note that a better place for the watchtower would be on the roof of the school, to be able to watch from every approach angle.

Honestly I hadn't thought about this but I must say it rings absolutely true... Why even waste resources in building a wooden watchtower when you can just post people on the School's roof? It doesn't make ANY sense whatsoever... The school's roof is higher, has a wider angle of view and provides better protection to guards (concrete vs wood).


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on September 03, 2014, 12:03:30 pm
I hate that watchtower and wood/"stone" fence so much. The tower looks like it was built by a child who had no access to a saw (I'm pretty sure there were saws back at that hardware store we looted on the first day). Then there's the wood fence. Wow. Ok, they didn't even try, just slapped random pieces of wood to the fence, it's like something that'd take an hour not 10 people working 12 hour shifts 3 days to do. Looking at the wood fence icon from the build menu I pictured a log stockade with a place to walk at the top.

Don't get me started on my expectations for the "stone fence". Large rocks mortared together? Cinder blocks? Poured concrete? Reclaimed bricks from the decorative palisades has on the school's roofs? Nope, it's just the chainlink fence plus scrapwood but now the poles are cement.

Note that a better place for the watchtower would be on the roof of the school, to be able to watch from every approach angle.

Honestly I hadn't thought about this but I must say it rings absolutely true... Why even waste resources in building a wooden watchtower when you can just post people on the School's roof? It doesn't make ANY sense whatsoever... The school's roof is higher, has a wider angle of view and provides better protection to guards (concrete vs wood).

If you are on the roof you can't prevent people from attack the fence you can only spot them and even maybe they will hide and you will mist them.

Maybe be able to get on the shortwave and trade some of your excess firearms with NPCs for parts or fuel.

Also, the great thing about the zombie apocalypse is - you can do anything. You want to get a truck and drive to the National Guard armory, why not.  The United States is perhaps the most militarised place on the planet. There are National Guard bases and Army bases everywhere, I get that balance is important so you don't walk away with an Abrams and 100 crates of M16A4s - but military encounters have been curiously absent thus far. They are bound to be deployed in any sort apocalypse scenario.

Light machine guns? The true equaliser. Impro'd flamethrowers? Mines / traps for zombies in the defence of the fence. Electric fence hooked up to the generator?

Trade? let me take my breeth, There no chance that will people acept to trade with you they will only steal it from you, no chance they will trade with you,no chance.

What if the national guard have the order to keep the facility from not autorise personal?Or they just decide to survive like all other survivor and steal and kill for supplie?
Who and trsut me I met some Army dude Went I got scavenge for stuff and one chance there not everywhere.

Don't silly a light machine gun? a flamer? you be able to create mine and found some,but put them in front of your fence that just stupid idea will atract more zombie that will kill them.


Title: Re: Dead State Suggestion Thread
Post by: Shady314 on September 03, 2014, 04:04:46 pm
If you are on the roof you can't prevent people from attack the fence you can only spot them and even maybe they will hide and you will mist them.
Yes you can attack people from the roof. Even a snubnose could fire from the roof to the fence. Eventually we'd have rifles to boot. It would be much easier to miss dangers from the watchtower currently.  It is positioned by the front gate. The school blocks line of sight to the entire back of the fence. Besides it is less about attacking from the roof than it is spotting dangers as far as possible and warning the residents.



Quote
Trade? let me take my breeth, There no chance that will people acept to trade with you they will only steal it from you, no chance they will trade with you,no chance.
That's rather ridiculous. People have traded since the beginning of human history. If the school survivors aren't all psychopathic killing machines then it is reasonable to assume there are other sane survivors as well. It is a simple way you build trust and there will definitely be some trading going on in the game. Vic and Troy both point you towards groups you may be able to approach for trade with their help.


Title: Re: Dead State Suggestion Thread
Post by: melkathi on September 03, 2014, 05:10:43 pm
We can have horses, we can have cars. Why can't we ride a bicycle? :P


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on September 03, 2014, 05:48:17 pm
We can have horses, we can have cars. Why can't we ride a bicycle? :P

Specialy that some bike are create to carry some heavy stuff around and is more fast that on foot it will be major benefit.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on September 04, 2014, 09:44:48 am
Apocalyptic Trade debate moved to http://www.irontowerstudio.com/forum/index.php/topic,4650.msg120643.html (http://www.irontowerstudio.com/forum/index.php/topic,4650.msg120643.html)

Please keep this thread to Suggestions.


Title: Re: Dead State Suggestion Thread
Post by: SwampRatKing on September 07, 2014, 06:17:53 pm
Suggestion:  I think something might be around that corner...

Nydia, my party leader, approaches the back entrance to the Bargain Owl superstore.  She has led her team carefully around the parking lot, taken out zombies by stealth, and now they're ready to pick the lock.  It doesn't appear that the place has been totally ransacked, though there are some vehicles parked very near to the rear.  Who is going to be inside?  Zombies of looters?  Is the entryway going to be clear of hostiles, or will I be shot or grabbed the moment I walk inside?

Currently, the only way to find out is to open the door and peer inside.  Whatever looter or zombie is lurking about then gets a chance to notice me.

What if, however, I could stop and listen at the door to gather a little more information?  Perhaps a notification of "You hear the sounds of shuffling feet, and a soft gurgling groan from inside..." or "The distinct sound of somebody rummaging through cans can be heard within".

This would allow me to build up a little extra awareness before stepping inside.


Title: Re: Dead State Suggestion Thread
Post by: SwampRatKing on September 07, 2014, 06:38:10 pm
Suggestion:  Ramping up the Difficulty, and providing variety in combat

Right now, I have two strategies for dealing with hostiles.

For Zombies, I leave most of my party behind and send my leader to sneak around the map with her railroad hammer.  She moves carefully from zombie to zombie, sneaking up behind them and bopping them (fatally) on the head.  After this, I move the rest of my crew in to gather loot.  In the case of a clumped horde, I find a choke point and draw them over.  After I explore the area, I walk to the exit and leave.

For Looters, I send my leader in to Wallop the biggest threat to the ground while two followers shoot the other baddies, and the third hustles about healing allies.  I bludgeon to death the few zombies that have gathered near the exits, then leave.

So far, I haven't had to vary these tactics at all, which is fine.  We're still in the early beta and the game is definitely enjoyable.  But I'm finding that combat is rarely challenging and when it is difficult, it is also totally avoidable.  I'm almost never caught off guard.

First, I suggest that zombies and looters move about the map.  This would make scouting much more dangerous!  I would no longer be certain that my way back would be clear, and I would have to take into account the direction that various zombies are already moving while planning my route in to smash some heads.

Second, I suggest that zombies occasionally fill in from the maps edge, even when there hasn't been any commotion on the map.  This enforces the idea that there is always a lurking threat somewhere on the map, and the only safe place to be is at home in the school.

Thirdly, I suggest that more zombies wait in sneakier places.  Perhaps there is a zombie snacking on a rat that he found sandwiched between two dumpsters.  Maybe somebody died in restroom stall number three, and lurches out from seemingly nowhere. 

Fourthly, I suggest there be noise hazards.  Perhaps an area is littered with empty bottles and broken glass.  Walking through wouldn't make a lot of noise, but it might do enough to alert nearby zeds or looters.  Perhaps, while exploring a rundown farm house, one of my followers steps on a rotting plank and crashes through the floor, making a loud noise that startles a small herd of zeds feasting on cows left in the barn.  I have to pull her out while they descend on my position.  Maybe a dead zombie is lurking in a parked car.  When I walk past the windshield, she attempts to lunge at me.  Unable to remove her seatbelt, she simply sticks her arms forward and unwittingly wails on the horn, bringing more zeds onto the scene.  You know, surprising dramatic stuff that lends towards an "Oh ****" situation.


Title: Re: Dead State Suggestion Thread
Post by: Calanen on September 09, 2014, 12:20:59 pm
Randomising the location of loot, and people at locations like in Fallout, might be some extra work, but really adds something to the playability of the game - as you might have cleared an area, but then a gang comes in and decides, we are going to make this our new base now there is no one here. Also having the looters and others in randomised places, so you never really know whether a building is empty or has bad people in it would be good.

I know there are still special encounters that may need to be static, but for everything else you could randomise them.

Also - the cops are likely to have a lot more access to things, such as patrol cars and police equipment or the police armoury more than anyone else. The cops during an apocalypse have a big leg up on where to go to get things, including, if the know of criminal stashes such as weapons, or even just a local gun nut who had a permit for fully auto weapons.  Perhaps some storylines where the cops help either find criminal stashes or their own stashes, like the SWAT base, or even retrieve a patrol car for the team. The cops also would know the location of every town or place of interest on the map, as would any other character that lives in Splendid.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on September 09, 2014, 12:36:06 pm
Randomising the location of loot, and people at locations like in Fallout, might be some extra work, but really adds something to the playability of the game - as you might have cleared an area, but then a gang comes in and decides, we are going to make this our new base now there is no one here. Also having the looters and others in randomised places, so you never really know whether a building is empty or has bad people in it would be good.

I know there are still special encounters that may need to be static, but for everything else you could randomise them.

Also - the cops are likely to have a lot more access to things, such as patrol cars and police equipment or the police armoury more than anyone else. The cops during an apocalypse have a big leg up on where to go to get things, including, if the know of criminal stashes such as weapons, or even just a local gun nut who had a permit for fully auto weapons.  Perhaps some storylines where the cops help either find criminal stashes or their own stashes, like the SWAT base, or even retrieve a patrol car for the team. The cops also would know the location of every town or place of interest on the map, as would any other character that lives in Splendid.

I think that was the final stretch goal. They didn't get quite enough money to do that.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on September 12, 2014, 08:16:01 am
Probably too late for this but I figured that the gardens could ramp up. I figured in the first few weeks the only plants giving food are the ones that were already producing food that were stolen from someone's garden or a hardware store. As the weeks go on more and more plants are ready for harvest and/or producing food. Anyone who has had tomato plants know that they keep producing tomatoes through out the growing season. Also anyone who has grown zucchini knows that you get so many zucchinis that you can't give them away with only one plant.
/Also maybe a randomizer like one week it's a bad week and not too much was grown. (Can be stopped by farmers) and another week there is a bumper crop. (More farmers help.)


Title: Re: Dead State Suggestion Thread
Post by: veryinky on September 12, 2014, 08:36:57 am
Probably far too late for this one too, but I've always thought that a drone/robot would be great to have in a zombie apocalypse. Can't be infected, more or less immune to unarmed attacks. In Jagged Alliance 2, Madlab's robot took up a party member space, and required an other party member to wear the controller headset to use it. On the upside it was very resilient to damage, didn't bleed and had to be repaired instead of healed.

[attachment deleted by admin]


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on September 12, 2014, 09:26:58 am
Probably far too late for this one too, but I've always thought that a drone/robot would be great to have in a zombie apocalypse. Can't be infected, more or less immune to unarmed attacks. In Jagged Alliance 2, Madlab's robot took up a party member space, and required an other party member to wear the controller headset to use it. On the upside it was very resilient to damage, didn't bleed and had to be repaired instead of healed.

Waaaay back in the Kickstarter video, one of the things that was mentioned was "No robots."


Title: Re: Dead State Suggestion Thread
Post by: veryinky on September 12, 2014, 01:07:33 pm
Waaaay back in the Kickstarter video, one of the things that was mentioned was "No robots."
Awww. So much for better living through technology. Today I realized that a gun wielding robot wouldn't be necessary to fight zombies, some simple RobotWars style wheeled robot with a spinning chain/blade at the top could be brutally effective.

Then there's the whole watchtower thing, horrible placement and appearance aside, is fine for bronze age defenses but the school (in theory) has electricity: video cameras. Put them on the corners of the school's roof and one person could monitor every approach. Could put a field of motion sensors around the school for extra protection. Trip wires?

Then for full Syrian Rebel; video camera + rifle + servos on a pole on the roof of the school. Doug would probably love using a gamepad to fight looters/zombies from the safety of the school library.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on September 12, 2014, 01:39:48 pm
Waaaay back in the Kickstarter video, one of the things that was mentioned was "No robots."
Awww. So much for better living through technology. Today I realized that a gun wielding robot wouldn't be necessary to fight zombies, some simple RobotWars style wheeled robot with a spinning chain/blade at the top could be brutally effective.

Then there's the whole watchtower thing, horrible placement and appearance aside, is fine for bronze age defenses but the school (in theory) has electricity: video cameras. Put them on the corners of the school's roof and one person could monitor every approach. Could put a field of motion sensors around the school for extra protection. Trip wires?

Then for full Syrian Rebel; video camera + rifle + servos on a pole on the roof of the school. Doug would probably love using a gamepad to fight looters/zombies from the safety of the school library.

When you run out of fuel and the power goes out, all that work you put in is worthless.  Now if we could get some solar power hooked up, it would be a different story.  Although energy would be at premium and you would need to ration it carefully.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on September 12, 2014, 10:40:36 pm
All the more reason to keep the generator running; as it is the main reason to power the generator is to power the Air Conditioning which helps with morale. Morale is important but not critical.

There is solar power as a level 6 Mechanics perk, "Solar Power" which reduces fuel use by the generator by 50%. Combined with Science 3 for Inventor for +1 fuel a day means a net loss of only 1 fuel instead of 4 (presuming no car use).

Being able to ration the generator use (like a small menu with options to turn on/off features which consume power/fuel would be really nice)

Beyond that, guard duty should last until the next morning. I find it a bit annoying that 14 zombies or 4 looters attacked the fence damaging it. Would like it if I had the option to send out the people assigned as guards to fight things that attack the fence before they damage it. Make 4 very simple maps for north/east/south/west of the shelter and put the zombies or looters on it programmed to walk towards the shelter fence edge. Would be a reason to equip guards. Plus I'd like to loot those zombies/looters.

Finally, a Pred Town shelter upgrade. Looter/Coyote heads on spikes surrounding the shelter. Reduces attacks by living humans, reduces shelter morale by 30 points a day.


Title: Re: Dead State Suggestion Thread
Post by: speaker2 on September 13, 2014, 10:54:57 am
Finally, a Pred Town shelter upgrade. Looter/Coyote heads on spikes surrounding the shelter. Reduces attacks by living humans, reduces shelter morale by 30 points a day.

I got a better idea, put speaker closed to the fence and when living attacker come you put this:
https://www.youtube.com/watch?v=dQw4w9WgXcQ (https://www.youtube.com/watch?v=dQw4w9WgXcQ)

And after look them run away and never come back. :lol:


Title: Re: Dead State Suggestion Thread
Post by: Greyman on September 13, 2014, 11:48:57 am
You need to get a decent quality CCTV system to reliably pick out movement in poor lighting, too, and they aren't always as low-maintenance as you'd like; in addition, if you don't have someone who knows what they're doing, the placement will leave blindspots.  A watchtower isn't great either, but a human sentry can sometimes pick out sounds or secondary indications (disturbed birds) that people will tend to miss over CCTV.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on September 13, 2014, 01:16:42 pm
Actually I was thinking of using proximity sensors linked to floodlights (even regular car headlights+car batteries would do) which turn on when the prox sensor is triggered. A tripwire fence would also be simple to build and at least detect zombies getting close. I have a light+movement detector for outside my garage and back door, very useful. Photo electric beams/sensors could be used for making a "fence" to detect intruders.

Mostly though I want to take advantage on the fact that the shelter is the last place in Texas with working electricity & computers.


Title: Re: Dead State Suggestion Thread
Post by: angrysquirrel on September 17, 2014, 10:11:38 am
Question for you on movement.  It looks there is no way to decide who to move first, second, etc. when you have an encounter.   It seems as though it is locked who in your party goes 1st, 2nd, etc.   The problem with that is it causes your team members to get stuck behind other members or blocks line of sight when someone could shoot a gun at the target.  Could someone please confirm whether there is no way to choose who in the party gets to go first, second, etc.?  If this is the case, are there any plans to fix it?  Thanks!


Title: Re: Dead State Suggestion Thread
Post by: mouche621 on September 17, 2014, 10:34:54 am
Question for you on movement.  It looks there is no way to decide who to move first, second, etc. when you have an encounter.   It seems as though it is locked who in your party goes 1st, 2nd, etc.   The problem with that is it causes your team members to get stuck behind other members or blocks line of sight when someone could shoot a gun at the target.  Could someone please confirm whether there is no way to choose who in the party gets to go first, second, etc.?  If this is the case, are there any plans to fix it?  Thanks!

No, you can't just change combat turn order.

From the manual :

Initiative
The first turn in combat is awarded to the individual who begins it, either player or enemy. After this, turn order is
decided by each character's Initiative, which is measured by their Perception stat - the higher the better. If characters
have identical Initiative scores, the tie is always broken in favor of player characters: after this, by whomever has the
higher Agility stat, and after that, by an even split chance.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on September 17, 2014, 11:27:18 am
With leadership skill there is a Perk called GO! which lets the PC give their turn to someone else.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on September 18, 2014, 11:50:51 pm
Just realized that once you build the garage the lawn mower is still in there. Can we ride that instead of a car? I can see The MC, Renee, Joel, and Max all crammed on there while just mowing over zombies.


Title: Re: Dead State Suggestion Thread
Post by: Ithacus on October 04, 2014, 12:20:55 pm
I'd like an icon to pop up on your screen when an enemy is spotted.  I think in this type of game its important to be able to clearly track seen enemies on map, because sometimes you walk into a supermarket, for example, into the arms of a zombie that you can't see because of how the  game screen works.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on October 04, 2014, 07:57:22 pm
I'd like an icon to pop up on your screen when an enemy is spotted.  I think in this type of game its important to be able to clearly track seen enemies on map, because sometimes you walk into a supermarket, for example, into the arms of a zombie that you can't see because of how the  game screen works.

I think rounding a corner and being surprised by zombies is intended.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on October 06, 2014, 11:26:22 pm
I'd like an icon to pop up on your screen when an enemy is spotted.  I think in this type of game its important to be able to clearly track seen enemies on map, because sometimes you walk into a supermarket, for example, into the arms of a zombie that you can't see because of how the  game screen works.

I think rounding a corner and being surprised by zombies is intended.

The problem is, its often not  the character visibility that's the issue; its the player's.  You walk a character in, and all you can see is the character's back until they get all the way in--even if an opponent is in plain sight once the view adjusts.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on October 08, 2014, 01:17:56 am
Thought I'd put some of my recent suggestions in one place.

Inventory trading while at base. Press K key... or I while in inventory screen.
(click to show/hide)

Storage access, display 4 current party members, a "highlight all" button to highlight everything in the inventory so items can be un-highlighted and the rest transfered.
(click to show/hide)

Nightfall radius on map.
(click to show/hide)

Show quest destinations on map screen.
(click to show/hide)

More location names on the map.
(click to show/hide)

Extend npc dialog down along with displaying what they said previously (delete after 5 newer thing said), move player's dialog options up so they're nearer to the NPC dialog window.
(click to show/hide)



Title: Re: Dead State Suggestion Thread
Post by: Diana on October 08, 2014, 02:00:12 am
I support all of the above, would be great to see those when the game starts getting "polished".


Title: Re: Dead State Suggestion Thread
Post by: JCass on October 08, 2014, 02:03:47 am
 I'm suggesting that you make 357 Magnum revolvers compatible with the 38 Special used in 38 Snub Nose Revolvers in game.

Reason being is 357, and 38 are actually compatible with the exception that a 357 is a bit Taller. In real life you do not want to load 357 rounds into a 38 special Weapon because they are not designed to take the pressure of the 357 cartridge....and bad things will most likely happen...

The reason I bring this up is more a matter of realism it was awfully silly to get chased by 5 zombies when I had 30 rounds of 38, and ran out of 357.  :hahano:
Anyways do as you will.  :approve:
Overall I think your game is fantastic, and looking to see more at the finish line.  :salute:


Title: Re: Dead State Suggestion Thread
Post by: JCass on October 08, 2014, 02:56:06 pm
There is a point in which Joel, and Vic have an argument about how he nearly shot Davis while trying to clean his weapon....Ok this does happen to some people, but its not beyond the realm of a Logical progression in Stupidity..Joel isn't exactly a genius...

Regardless it happened because he forgot to put the safety on? How does that work?....and it went off because he dropped it?

Most times a Firearm goes off when someone drops them is due to the fact they tried to grab it while it was in the air, accidently depressing the trigger, and believe it, or not some cops have done just that...So dropping it, and trying to grab it is still a plausible notion for a Negligent Discharge, but it shouldn't go off simply because it fell on the ground, and Revolvers have no safeties...

Also quite a few modern semi-auto pistols require you to decock (depress the trigger) to remove the Slide (Basicly the big part where the bullet goes.) So bottomline...Magazine Out, Slide to the rear, check chamber visually, and with finger to ensure that there isn't any obstruction, or live round in chamber before decocking the weapon for disassembly.

Also the Semi-Auto pistols that you have in game essentially look like Glocks which don't even have a traditional Safety Mechanism however do have a lever built into the trigger to help mitigate a potential for Negligent Discharge. On a funny note the Walking Dead TV show even made the same Mistake. I'd say you guys are on the path to greatness!  :approve:

Lastly just in case you didn't know a Magazine is what holds Ammunition. A clip is an external device that you use to feed bullets into a Magazine such as a stripper clip, or a "Clip"for something like an SKS, or M1 Garand WWII style rifle where Ammunition is Top fed into a fixed Magazine source on the weapon that is not designed to be quickly detached. Speed Loaders for the 38 Snub Nose are also clips...

In a few instances you referred to an AK emptying a Full "Clip" on Full Auto the appropriate term is Empty a Full Magazine.

I also don't think an AK could fire off 30 rounds in the time it takes for 1 turn to pass...In real life it would probably be less then the M4 style rifles which actually fire bursts of 2-3 shots per turn  but in the game M4 Rifles fire 6 rounds per turn on Fully Automatic rather then short automated bursts.

In any event just wanted to share that with you guys just in case your interested...
I'm sure most people won't care, but for those that know we do this.  :wallbang:

Anyways keep up the good work guys I'm continually impressed.  :salute:


Title: Re: Dead State Suggestion Thread
Post by: veryinky on October 08, 2014, 07:37:23 pm
Might have been one of the .38 revolvers, .38 ammo is both plentiful and useless past a couple weeks. Perfect for training in firearms. If they're from before 1990 then they pre-date most safe actions.

I wouldn't waste relatively useful 9mm ammo on training.

Would be nice to be able to use .38 ammo in a .357, though doubt they have written multiple ammo type usage. There's no way to select ammo to be loaded.

Also, at no point is the word "clip" in the game.



Title: Re: Dead State Suggestion Thread
Post by: JCass on October 08, 2014, 07:48:09 pm
Actually if you look on the AK 47 style Rifle it does say Clip in the Description.


Title: Re: Dead State Suggestion Thread
Post by: Diana on October 09, 2014, 12:59:11 am
I've seen a video of a cop accidentally shooting a compliant guy in the head as he (the cop) was simply getting the gun out of his holster. So yeah, stuff like that happens, it's not implausible (especially if you consider it's Joel we're talking about).


Title: Re: Dead State Suggestion Thread
Post by: elloco999 on October 09, 2014, 09:33:51 am
There is a point in which Joel, and Vic have an argument about how he nearly shot Davis while trying to clean his weapon....Ok this does happen to some people, but its not beyond the realm of a Logical progression in Stupidity..Joel isn't exactly a genius...

Regardless it happened because he forgot to put the safety on? How does that work?....and it went off because he dropped it?

Most times a Firearm goes off when someone drops them is due to the fact they tried to grab it while it was in the air, accidently depressing the trigger, and believe it, or not some cops have done just that...So dropping it, and trying to grab it is still a plausible notion for a Negligent Discharge, but it shouldn't go off simply because it fell on the ground, and Revolvers have no safeties...

I haven't seen this particular argument, but does it say specifically that it is a revolver that was dropped? Joel might have been cleaning a pistol and most pistols do have a safety.

Also, guns can go off when they fall. The Dutch police has used the Walther P5 for over 3 decades and the first version had to be fixed after several incidents with accidental discharges triggers by the gun hitting a hard surface. One story in particular has always stayed with me: a police officer shot himself in the foot because the gun bumped against the toilet when he sat down to do his business.  :-[
I don't know of any incidents that happened after the fix was applied, but it shows at least some guns can go off by hitting the floor.

I agree though that with most modern firearms the chances of something like that happening are very small since most guns have built in safeties to prevent just such a thing.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on October 09, 2014, 12:21:00 pm
There is a point in which Joel, and Vic have an argument about how he nearly shot Davis while trying to clean his weapon....Ok this does happen to some people, but its not beyond the realm of a Logical progression in Stupidity..Joel isn't exactly a genius...

Regardless it happened because he forgot to put the safety on? How does that work?....and it went off because he dropped it?

Most times a Firearm goes off when someone drops them is due to the fact they tried to grab it while it was in the air, accidently depressing the trigger, and believe it, or not some cops have done just that...So dropping it, and trying to grab it is still a plausible notion for a Negligent Discharge, but it shouldn't go off simply because it fell on the ground, and Revolvers have no safeties...

I haven't seen this particular argument, but does it say specifically that it is a revolver that was dropped? Joel might have been cleaning a pistol and most pistols do have a safety.

Also, guns can go off when they fall. The Dutch police has used the Walther P5 for over 3 decades and the first version had to be fixed after several incidents with accidental discharges triggers by the gun hitting a hard surface. One story in particular has always stayed with me: a police officer shot himself in the foot because the gun bumped against the toilet when he sat down to do his business.  :-[
I don't know of any incidents that happened after the fix was applied, but it shows at least some guns can go off by hitting the floor.

I agree though that with most modern firearms the chances of something like that happening are very small since most guns have built in safeties to prevent just such a thing.

Unless it's a Glock with their "internal" safeties.


Title: Re: Dead State Suggestion Thread
Post by: JCass on October 09, 2014, 08:50:09 pm
@elloco999
I haven't seen this particular argument, but does it say specifically that it is a revolver that was dropped? Joel might have been cleaning a pistol and most pistols do have a safety.

I think my main argument was more in relation to the fact that when Cleaning your firearm the Safety isn't the primary concern one should be worried about in the procedure.

The point I was trying to make is Vic's entire speel was in regards to why he needed to clean his weapon with the Safety ON which makes no sense because in order to disassemble your weapon the Chamber must be cleared, and inspected prior to disassembly anyways, and I liked Vic's attitude the overall story arc actually works great! However the wording in the argument he made to counter Joel's incompetence was as equally incompetent, but I'll give the man a gold star for enthusiasm. His attitude, and overbearing sense of discipline should be commended even if the method made no sense. Vic is probably one of my favorite guys since he reminds me of my Asshole neighbor/ Friend, and the dialogue is fairly similiar in how I put up with him so I can relate.  :approve:

Also, guns can go off when they fall. The Dutch police has used the Walther P5 for over 3 decades and the first version had to be fixed after several incidents with accidental discharges triggers by the gun hitting a hard surface.

Agreed some older weapons had these problems, but for the most part they have been fixed, and much like the Serpa Holsters with Index Finger Actuation should be made obsolete with extreme prejudice for the same reasons.

One story in particular has always stayed with me: a police officer shot himself in the foot because the gun bumped against the toilet when he sat down to do his business.  :-[

I actually heard about this story a couple weeks ago when I was taking a class. Apparently it had something to do with the holster kinking in such a way to actuate the trigger....and ironically I believe it was at a Walmart...God that would have to be embarrassing having to get carted off to the hospital under those conditions...Not 100% sure if it was a Leather holster (Could have Flexed wrong) or whether it was Kydex which is hard plastic, and most likely would not flex. (But who knows wierd things seldom can occur if enough repetition is applied...

@aoirann
Unless it's a Glock with their "internal" safeties.
Seeing as all the Semi-Autos I've found in Dead State look like a Glock clone that even leads further down the Rabbit Hole as to what friggin Mechanical Safety feature Vic is referring too...If it was a revolver you'd just dump the Cartridges out of the Cylinder, Run a couple bore brushes through it in essence, and call it good.

Joel needs to practice using his Organic Safety in conjunction with operating his Mechanical Safety....I swear a Zombie might have more common sense then good ole Joel...


Title: Re: Dead State Suggestion Thread
Post by: aoirann on October 10, 2014, 07:36:40 am
@elloco999
I haven't seen this particular argument, but does it say specifically that it is a revolver that was dropped? Joel might have been cleaning a pistol and most pistols do have a safety.

I think my main argument was more in relation to the fact that when Cleaning your firearm the Safety isn't the primary concern one should be worried about in the procedure.

The point I was trying to make is Vic's entire speel was in regards to why he needed to clean his weapon with the Safety ON which makes no sense because in order to disassemble your weapon the Chamber must be cleared, and inspected prior to disassembly anyways, and I liked Vic's attitude the overall story arc actually works great! However the wording in the argument he made to counter Joel's incompetence was as equally incompetent, but I'll give the man a gold star for enthusiasm. His attitude, and overbearing sense of discipline should be commended even if the method made no sense. Vic is probably one of my favorite guys since he reminds me of my Asshole neighbor/ Friend, and the dialogue is fairly similiar in how I put up with him so I can relate.  :approve:

Also, guns can go off when they fall. The Dutch police has used the Walther P5 for over 3 decades and the first version had to be fixed after several incidents with accidental discharges triggers by the gun hitting a hard surface.

Agreed some older weapons had these problems, but for the most part they have been fixed, and much like the Serpa Holsters with Index Finger Actuation should be made obsolete with extreme prejudice for the same reasons.

One story in particular has always stayed with me: a police officer shot himself in the foot because the gun bumped against the toilet when he sat down to do his business.  :-[

I actually heard about this story a couple weeks ago when I was taking a class. Apparently it had something to do with the holster kinking in such a way to actuate the trigger....and ironically I believe it was at a Walmart...God that would have to be embarrassing having to get carted off to the hospital under those conditions...Not 100% sure if it was a Leather holster (Could have Flexed wrong) or whether it was Kydex which is hard plastic, and most likely would not flex. (But who knows wierd things seldom can occur if enough repetition is applied...

@aoirann
Unless it's a Glock with their "internal" safeties.
Seeing as all the Semi-Autos I've found in Dead State look like a Glock clone that even leads further down the Rabbit Hole as to what friggin Mechanical Safety feature Vic is referring too...If it was a revolver you'd just dump the Cartridges out of the Cylinder, Run a couple bore brushes through it in essence, and call it good.

Joel needs to practice using his Organic Safety in conjunction with operating his Mechanical Safety....I swear a Zombie might have more common sense then good ole Joel...

I always figured that Joel was an idiot, forgot to clear the chamber, and then did a dry fire in the direction of Davis..... I've only fired guns at two boy scout camps and even I know basic gun safety.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on October 10, 2014, 08:11:51 am
Quote from: Joel
That's a tale - met a girl in San Angelo, dropped out for her, she kinda made a mess of our finances, left me with a lot of bills - anyhow, I just started bein’ a cop two months ago. Mom told me to go back to school, I joined the force, and now where am I? Back in school anyway! Heh-heh…eh.

Me? Um, well, um... I went to the academy to be a cop, so they taught me the basics of subduing a lawbreaker or shooting someone if I have to - not that I've ever had to do any of those things. Let's see... Oh - and I was in chorus in high school! Guess that's not really important. Sorry.

My gun? Are you serious?! That's like the first thing they teach you at cop school - never loan out your gun, Joel... I mean, um... heck no!
How old is Joel?

This makes it sound like he's like 19 or 20 having dropped out of highschool after a year or two then was in a relationship for an unspecified amount of time before being a cop for 2 months. By his own words he wasn't very good at "cop school" too.

I don't have any problem with Joel almost shooting someone by accident, if anyone would that it'd be Joel. At least it's not like State of Decay where you're required to train up every single survivor up to level 3 gun skill just so they stop shooting each other by accident when you turn the game off for the night.

I would like it if Vic & Joel's dialog acknowledged that I had built the firing range, but that's a minor thing.

Anyways, JCass was right, the developers probably should change "clip" to "magazine" on the descriptions of the AKA-7 and MSG-10, they're not real guns but it's unlikely they'd use clips.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on October 10, 2014, 09:42:07 am
I would put Joel around 26-30, since he said he had only been in police academy for a few months before everything started.  And his backstory about moving to Splendid after a girlfriend messed up their finances in college made it seem like that wasn't too long ago.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on October 10, 2014, 10:01:25 am
Anyways, JCass was right, the developers probably should change "clip" to "magazine" on the descriptions of the AKA-7 and MSG-10, they're not real guns but it's unlikely they'd use clips.

While I would agree, it is more of a polish item to please anal gun people like us.  Most people incorrectly call magazines clips on a regular basis.


Title: Re: Dead State Suggestion Thread
Post by: CarlG2 on October 10, 2014, 01:19:18 pm
While I would agree, it is more of a polish item to please anal gun people like us.  Most people incorrectly call magazines clips on a regular basis.

Very true, but I REALLY hope they do clean up this verbiage.  I  :wallbang: every time I see the word clip in media, games, etc.  Most people have learned that a pen is not a pencil; or, for something more firearm related, a shotgun is not a rifle...gotta get the word clip retired from the modern vernacular.  ;)


Title: Re: Dead State Suggestion Thread
Post by: Diana on October 11, 2014, 12:44:27 am
They should introduce shotgun clips, just so they can use a single universal word for ammo.


Title: Re: Dead State Suggestion Thread
Post by: JCass on October 11, 2014, 05:15:48 am
While I would agree, it is more of a polish item to please anal gun people like us.  Most people incorrectly call magazines clips on a regular basis.

I know and doesn't it just make you want to tickle them?   :hahano:

I would put Joel around 26-30, since he said he had only been in police academy for a few months before everything started.  And his backstory about moving to Splendid after a girlfriend messed up their finances in college made it seem like that wasn't too long ago.

All I know is I'm semi-close with a few Deputies, and if Joel was for real he ain't stayin in my tree fort when the Zombie Apoc hits the fan.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on October 11, 2014, 05:21:39 am
Shouldn't the police shotgun, combat shotgun and .38 lever action rifle take longer to reload since they don't have a clip or magazine, just loose ammo fed into the tube? Same with the revolvers.


Title: Re: Dead State Suggestion Thread
Post by: JCass on October 11, 2014, 05:25:03 am
Gotta say Veryinky you layed out a damn good point...On another note I don't know if they have Modifications planned for shotguns, but it would be pretty badass if you could juice up that pump action with a +2 tube extension, and throw on a picatiny rail with a Wiotech Optic. "Eotech" and a recoil reducing stock.
Can you say Peanut Butter Zombie Time?   :huh:

With Slugs..... and no I'm not talking about the Slimy yet refreshing sort of Slug either. Unless one could define Slug Meets Zombie, and Slimy, and refreshing...in which case you'd be one sick bastard...Although thats probably what would happen if you handed Max Getz a Shotgun. :huh:


Title: Re: Dead State Suggestion Thread
Post by: LoganLadart on October 13, 2014, 12:56:33 am
You're correct, the average trained soldier misses more often then not in an actual combat situation. A civilian, with little training is likely to miss most of the time. Only a very few, highly trained or very experienced veterans can expect accuracy most of the time even at point blank range. A few years back, 9 police officers caught a fugitive leaving a building. The police fired over 80 rounds at a range of less than 30 feet using standard service hand guns and hit 18 times. Most of those hits were not lethal. That's cops who train regularly with their firearms. What would an untrained person do?

LOL? you must be using some fucked up statistic. i paintball quite often. unless im spraying someones position to keep them distracted, i have a 1:1 ratio with hits. ive put 2000 rounds through my 1911, and at 20 meters i can head shot a 100m silhouette. i can hit a moving feral hogs heart with a rifle at 100 yards on a still day. don't use statistics pulled from some cunts blog and slap it on everyone. ive never met someone with such bad aim that they would miss so much. also, the standard weapon for cops is a 9mm pistol, typically with magazine sizes between 12-16 rounds. 80/16=5. 5 magazines, 18 hits. no sir, that's not a good statistic to use. that sounds like shitty cops with hs diplomas and supply officer service records...


Title: Re: Dead State Suggestion Thread
Post by: Anonxeuix on October 13, 2014, 05:25:48 am
You're correct, the average trained soldier misses more often then not in an actual combat situation. A civilian, with little training is likely to miss most of the time. Only a very few, highly trained or very experienced veterans can expect accuracy most of the time even at point blank range. A few years back, 9 police officers caught a fugitive leaving a building. The police fired over 80 rounds at a range of less than 30 feet using standard service hand guns and hit 18 times. Most of those hits were not lethal. That's cops who train regularly with their firearms. What would an untrained person do?

LOL? you must be using some fucked up statistic. i paintball quite often. unless im spraying someones position to keep them distracted, i have a 1:1 ratio with hits. ive put 2000 rounds through my 1911, and at 20 meters i can head shot a 100m silhouette. i can hit a moving feral hogs heart with a rifle at 100 yards on a still day. don't use statistics pulled from some cunts blog and slap it on everyone. ive never met someone with such bad aim that they would miss so much. also, the standard weapon for cops is a 9mm pistol, typically with magazine sizes between 12-16 rounds. 80/16=5. 5 magazines, 18 hits. no sir, that's not a good statistic to use. that sounds like shitty cops with hs diplomas and supply officer service records...

Wow, you must be a regular Simo Häyhä.


Title: Re: Dead State Suggestion Thread
Post by: Zarky on October 13, 2014, 10:36:20 am
LOL? you must be using some fucked up statistic. i paintball quite often. unless im spraying someones position to keep them distracted, i have a 1:1 ratio with hits. ive put 2000 rounds through my 1911, and at 20 meters i can head shot a 100m silhouette. i can hit a moving feral hogs heart with a rifle at 100 yards on a still day. don't use statistics pulled from some cunts blog and slap it on everyone. ive never met someone with such bad aim that they would miss so much. also, the standard weapon for cops is a 9mm pistol, typically with magazine sizes between 12-16 rounds. 80/16=5. 5 magazines, 18 hits. no sir, that's not a good statistic to use. that sounds like shitty cops with hs diplomas and supply officer service records...

Right, because playing paintball is the same as being in a life-and-death situation, it's just like war or being a police officer...

The thing about statistics is, they're usually accurate and true regardless of how awesome you think you are, that is unless you're single-handedly responsible for the stats being as high as they are, in which case the reality for the rest of us is even worse than it seems...

God help us all...
/end snark


Title: Re: Dead State Suggestion Thread
Post by: JCass on October 14, 2014, 12:48:39 am
LOL? you must be using some fucked up statistic. i paintball quite often. unless im spraying someones position to keep them distracted, i have a 1:1 ratio with hits. ive put 2000 rounds through my 1911, and at 20 meters i can head shot a 100m silhouette. i can hit a moving feral hogs heart with a rifle at 100 yards on a still day. don't use statistics pulled from some cunts blog and slap it on everyone. ive never met someone with such bad aim that they would miss so much. also, the standard weapon for cops is a 9mm pistol, typically with magazine sizes between 12-16 rounds. 80/16=5. 5 magazines, 18 hits. no sir, that's not a good statistic to use. that sounds like shitty cops with hs diplomas and supply officer service records...

Right, because playing paintball is the same as being in a life-and-death situation, it's just like war or being a police officer...

The thing about statistics is, they're usually accurate and true regardless of how awesome you think you are, that is unless you're single-handedly responsible for the stats being as high as they are, in which case the reality for the rest of us is even worse than it seems...

God help us all...
/end snark

I can tell you from my experience taking classes as a Civilian with LEOs, and Military guys that they are still just Human beings who can make mistakes just like you, and I.

I once witnessed a 6 year Army Combat Medic who had been on a Tour to Iraq, and a second in Afghanistan who specialized in saving peoples lives forget to do something as simple as to ensure his Carbine's Mag was in retention...The only real difference is Amateurs train until they get it right, Proffessionals train until they can't get it wrong(or at least damn close)...That means practicing proper repetitions at least 5000 times, or more to the extent that they can still be used even if your only able to manipulate Gross Motor movements during stress induced, Adrenaline fueled scenarios where your very own life is on the line, but even training doesn't measure up to real world experience, and its important to keep that ego in check...Unless you been there we can't really be sure how will react...For all I know I'll be completely useless in a real world scenario.

 Training is only to prepare you...its not a certificate of Survivability...and lets raise our glasses to the hope that none of us ever have to be there, and know that hard truth with certainty...and give thanks to those who do.

Consequently I think the video from Mbest11x hits home on Perception vs Reality...its definitely worth a watch, but I ain't posting the link...I don't wanna get banned.... :huh:


Title: Re: Dead State Suggestion Thread
Post by: Greyman on October 14, 2014, 11:23:52 am
You're correct, the average trained soldier misses more often then not in an actual combat situation. A civilian, with little training is likely to miss most of the time. Only a very few, highly trained or very experienced veterans can expect accuracy most of the time even at point blank range. A few years back, 9 police officers caught a fugitive leaving a building. The police fired over 80 rounds at a range of less than 30 feet using standard service hand guns and hit 18 times. Most of those hits were not lethal. That's cops who train regularly with their firearms. What would an untrained person do?

LOL? you must be using some fucked up statistic. i paintball quite often. unless im spraying someones position to keep them distracted, i have a 1:1 ratio with hits. ive put 2000 rounds through my 1911, and at 20 meters i can head shot a 100m silhouette. i can hit a moving feral hogs heart with a rifle at 100 yards on a still day. don't use statistics pulled from some cunts blog and slap it on everyone. ive never met someone with such bad aim that they would miss so much. also, the standard weapon for cops is a 9mm pistol, typically with magazine sizes between 12-16 rounds. 80/16=5. 5 magazines, 18 hits. no sir, that's not a good statistic to use. that sounds like shitty cops with hs diplomas and supply officer service records...

Range, or even paintball shooting has basically nothing to do with how people behave during genuine live-fire situations.  The actual statistic for hits to rounds fired with handguns in law enforcement is one in six.  That's right, one in six.  And that's the average, as determined by the FBI when they did statistical analysis using after-action reports.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on October 14, 2014, 12:33:54 pm
And 250,000 bullets were fired for every insurgent killed in Iraq & Afghanistan from 2003 to 2013.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on October 14, 2014, 03:32:18 pm
Let's get this thread back on track with suggestions - discussion about guns/war/firing rates/paintball/etc should go in Everything Zombie or General Discussion.

Thanks!


Title: Re: Dead State Suggestion Thread
Post by: Dim on October 15, 2014, 02:00:59 am
I am understand that is probably already too late for such a remark, but why this wonderful game does not contain even a single religious fanatic? Real one, not this spineless Todd, but more like Getz or father Grigori from Half-life 2? Shelter need at least one crazy person, which really happy and excited about all this "punishment for sinful" and "an end of the wretched world" business - just imagine the possibilities for dialogs and infighting about morality, meaning of human life and great honor of being a witness of the prophecies fulfillment! And a beard!
Anyway, there is always a hope for an add-on.


Title: Re: Dead State Suggestion Thread
Post by: Diana on October 15, 2014, 02:20:58 am
Todd is more than enough religion for this game. He's a pretty faithful representative of one, too.


Title: Re: Dead State Suggestion Thread
Post by: Dim on October 15, 2014, 02:46:04 am
We talk about Texas - one of the most religious states of USA, aren't we? We have simple believer, sweet believer - why not complete this stack with sturdy one? And Todd is really quite a disgrace for world-famous american believers - after all, as some people says: "if a member of the congregation is afraid of death - then it's time for an excommunication".


Title: Re: Dead State Suggestion Thread
Post by: veryinky on October 15, 2014, 07:03:29 am
Todd is annoying but he does seem to genuinely care for the people at the shelter. He's also annoyingly right during Crisis events, to the point that I've done something different just because I don't want to vote Todd. On the other hand he's spineless and useless. I would like to argue with him that it's not the "end of times", magic zombies be damned or to ask him to hold his services in the library instead of cafeteria.

Priscilla fills the innocent Christian schoolgirl, even if she's in her 20's to 30's.

Anita's listed in the religious faction, seems pretty tough believer.

I disagree that the shelter needs more crazy. Already got Ser Charlston, Jeniffer, Fiona, Grant and Clifford. If anything the shelter needs a psychologist, and an "make anti-psychotics" job at the lab. Oh and Getz and Elaine, though they need anti-depressants and sleeping pills, which also would be nice to be able to produce at the lab.


Title: Re: Dead State Suggestion Thread
Post by: Dim on October 15, 2014, 08:28:34 am
"Anita's listed in the religious faction, seems pretty tough believer. "
She's tough - never doubt it, but believer? Can't remember even a single dialog about it.
"If anything the shelter needs a psychologist"
By the way, good idea for sturdy believer - for example, some retired military chaplain who has a lot of experience of dealing with nearly-broken and already lost man and woman. Complete acceptance of death, hostile view on old world and a grim sense of humor attached. After all, there is loud crazy people and quiet crazy people and only real difference between patient and doctor that the doctor is usually free to leave whenever wants.


Title: Re: Dead State Suggestion Thread
Post by: bartka on October 15, 2014, 02:36:40 pm
My apologies if this has already been brought up, but here are some wishes/suggestions for the game:

Tons of Firearms Variants
Yes, I know its a zombie apocalypse, but my Jagged Alliance heart would love to see tons of different weapon variants in the game. from Mk17's to M14's.. I'd imagine this is possible, but not sure how high on the list it is.

Ability to crouch and go prone?
Probably no as easy as it involves animations on all the characters, but would be great to have for combat situations with bonuses and penalties for each (ie. crouching is more stealthy, better shots with firearm, prone is slow and a very stable shot with rifles, etc..)

Thats it for now, I just posted an EA Steam review, keep up the great work guys, looking forward to playing Beta Patch #3 now!



Title: Re: Dead State Suggestion Thread
Post by: Caidoz on October 15, 2014, 04:01:58 pm
My apologies if this has already been brought up, but here are some wishes/suggestions for the game:

Tons of Firearms Variants
Yes, I know its a zombie apocalypse, but my Jagged Alliance heart would love to see tons of different weapon variants in the game. from Mk17's to M14's.. I'd imagine this is possible, but not sure how high on the list it is.

Ability to crouch and go prone?
Probably no as easy as it involves animations on all the characters, but would be great to have for combat situations with bonuses and penalties for each (ie. crouching is more stealthy, better shots with firearm, prone is slow and a very stable shot with rifles, etc..)

Thats it for now, I just posted an EA Steam review, keep up the great work guys, looking forward to playing Beta Patch #3 now!

For firearms, it's somewhat abstracted.  All 9mm guns fall under the 9mm gun category, you're not going to see Glocks and Berettas, etc.  It's more like categories of weapons than actual representations of specific weapons.

There are currently no plans for crouch and prone, for two reasons.  1, this would require additional modeling for every single character in the game, which is basically impossible to do before release, and 2, firing positions like that only benefit ranged builds, and adding them in would be a balance issue.  There are perks which handle things like aiming for the head for extra crit chance vs. zombies, stuff like that.


Title: Re: Dead State Suggestion Thread
Post by: Shady314 on October 16, 2014, 04:39:14 am
"Anita's listed in the religious faction, seems pretty tough believer. "
She's tough - never doubt it, but believer? Can't remember even a single dialog about it.
She and Regina have a good dialogue about it. Anita IS a believer.

Quote
"If anything the shelter needs a psychologist"
I thought that was what Counselor Elaine would lead to but apparently not.


Title: Re: Dead State Suggestion Thread
Post by: Diana on October 16, 2014, 11:38:07 am
Can't remember even a single dialog about it.
She's supporting Todd as a sub-leader if you never took his pseudo-holy ass out in the field.


Title: Re: Dead State Suggestion Thread
Post by: Diana on October 16, 2014, 11:39:45 am
animations on all the characters
Given current state of humanoid animations in Dead State, the less of these are in the game, the better.


Title: Re: Dead State Suggestion Thread
Post by: Dim on October 16, 2014, 12:44:49 pm
Quote
She and Regina have a good dialogue about it. Anita IS a believer.

So there is a reason to invite this obvious bandit inside. Next time will try it.


Quote
I thought that was what Counselor Elaine would lead to but apparently not.

Yep, for now she's quite a  disappointment - so much trouble for a simple medic...


Title: Re: Dead State Suggestion Thread
Post by: veryinky on October 16, 2014, 02:04:03 pm
The only thing I remember Elaine counseling about was Getz, and her suggestion of talking to him doesn't work. Only thing that does work is filling his gob with about 6 units of sleeping pills.

It would be nice if Counselor/Psychologist was an actual job. 12 hours a day and +1 mood to the lowest mood person in the shelter.

Though I do wish Elaine did check up on people, especially the less stable ones like Clifford, Jeniffer and Fiona.

Oh and an other Busy Work job might be Security, just to prevent thefts from storage/armory. I mean I expected Vic to be on top of that because he's always standing outside the storage room door, but apparently he let someone steal food or antibiotics or someone stole a gun. That and stopping fights like what might happen with Lane/Aggro. Nevermind the whole Clifford thing. Or stop Regina from stealing stuff from Todd. Or Effram from being Effram. Or Grant. Or whatever. So yeah, I'd totally assign Vic or Joel, or both, to "Security" duty.

Still wish there was a "Stop being a thieving Lady Coyote Regina or I will shoot you." dialog choice that made Regina stop being Regina. That or one that allowed me to shoot her.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on October 16, 2014, 02:50:30 pm
I'd like to see an Elaine-specific "Counselor" job rather than just Hospitality (which is supposed to unlock with Jennifer anyway).  Since she's not a psychologist, I think it'd be interesting to talk with her about the mental health of other characters, since she's not under any obligation to keep the information between her and her "patients."

There's a lot she could do besides worry about Getz; consoling Ryan (or any character who knew an ally who dies), mediating between people during arguments, etc.


Title: Re: Dead State Suggestion Thread
Post by: Bsadzewicz on October 20, 2014, 11:46:43 am
might I suggest when you're closer to launch hitting up these guys for a press copy as I love their videos.
its a youtube channel https://www.youtube.com/channel/UCeJTUiYP64xtfzpL-AagZGA (https://www.youtube.com/channel/UCeJTUiYP64xtfzpL-AagZGA)
with excellent let's plays and Look see's for newer games, they've done them for several indie devs as well as they're a niche group and don't just go through the only AAA and highly popular games views moneygrab cycle a lot of the channels go for.


Unit Lost GREAT BRITISH GAMING! At the helm of this flagship of pure win are Stylosa and Kirioth, two mad Brits with the minerals to become number one! But what do we make?
♥ INSANE Let's Play videos! We normally make our own crazy back story up and go full crazy!
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Make sure you follow us on twitter too! @unitlostgaming (sty) @kirioth (kiri :p)
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*edit* they will not accept requests/to do videos if it states positive review only or has demands limited what they can talk about as far as gameplay IE. If you say they have to praise X feature when X feature might not be that good.


Title: Re: Dead State Suggestion Thread
Post by: Kommando18 on October 20, 2014, 12:50:04 pm
Hi everyone.

First of all I would like to congratulate Doublebear on producing an addictive game that has sapped 30+ hours and counting of my life :D
and you've done what a lot of triple A+ games have failed to do, besides producing an amazingly detailed and in-depth zombie RPG with satisfying gameplay and immersion to balance each other out, you've even managed to include humour and a lot of character development (for the sake of the people who haven't discovered some of the character's plots, I won't discuss them) but there are moments that have spun my head around when I wake up in-game after a successful raid to secure supplies, to find one of the survivors just broke down from insanity or pressure. Heartbreaking stuff.

But on with the actual point of this post: a few things made me think it'd be an improvement (you may disagree) to the game, and to go straight into it, I will say firstly:
A quest log/journal that's relevant to specific survivor's needs and wants, and not just on the status of the school.

Some characters request specific items or request to join the party to visit a specific location, and when you've managed to survive for so long, your map tends to get a little full. I had difficulty identifying new locations added to the map, thus I'm sure I've missed out on a quest or two, or have failed to visit a location with a relevant character. The inclusion of a journal would make it easier to slip into the leader role and micro-manage everyone's requests and demands without forgetting them and risk losing favour with some of the decisive sub-leaders your character meets.

Secondly, the ability to repeat/loop the job allocation given to a survivor.

When you've extend your family with the inclusion of survivors that you meet along the way, the micro-managing in the shelter tends to get a little bogged down with the constant reallocation of roles amongst the survivors, when a very set few meet the needs of specific tasks: I.G, Renee is a qualified vet and has a high medical skill then someone say.. Joel. If I could allocate Renee to the infirmary, and not have to worry about reapplying her to the same role the next day, it'd ease the level of micro-managing hassle you get when dealing with 10+ survivors. I'd like to think it'd also add to the immersion as that creates the idea of having a dedicated role within the group, if Renee tells you the next day that she can't work for 24hrs due to illness or fatigue, the player would be hard pressed to find a replacement or deny Renee a break, and risk angering her and losing out on her favour.

And thirdly, the ability to interact with looters and bandits.

You gents and ladies at DoubleBear have probably already considered this, so I may just be reiterating on what's already been suggested with these ideas: but I like the idea that your character can be morally grey in some areas when it comes to roleplaying, and I think this can be solidified by dealing, negotiating and even siding with bandit and looter factions. It'd create a reason for certain groups to hate you, like the US military who is trying to restore peace, if you choose to side with bandits and looters. The rebel factions would hate you if you decided to side with local police departments and vigilante groups who are trying to quell looters and bandit anarchists.

Ultimately, this game has been my best purchase of 2014, especially since it's still in Beta so the content keeps flowing in! Besides the 3 points I've mentioned, I love the RPG aspects to it, the character development, the immersion, so more of all of the above DoubleBear!  ;)

Thank you to DoubleBear and all the fans of, since Kickstarter for making this game an absolute beast to play.  :salute:



Title: Re: Dead State Suggestion Thread
Post by: Caidoz on October 20, 2014, 01:41:50 pm
And thirdly, the ability to interact with looters and bandits.

You can already interact with some groups on the map, but you're not going to be able to have dialogues with every random looter or bandit.  The reason for this is twofold; 1) the player represents competition for much needed supplies, and there's no law in Texas anymore.  Very few people are going to want to talk to begin with when they can just attack you for your supplies or to defend their own.  2) It's a game, and an RPG at that.  I can't think of any RPG that lets you talk to any random enemy.  There's Neo Scavenger, but that's really more of a special ability than actual dialogue.  Additionally, the sheer volume of scripting and programming which would be required for dialogues with enemies is simply not possible in the time left before release.

As for your other suggestions, these are pretty frequent requests so I think it's likely we'll see them sooner or later.

Thanks for your support and feedback.  :salute:


Title: Re: Dead State Suggestion Thread
Post by: aoirann on October 20, 2014, 07:25:00 pm
And thirdly, the ability to interact with looters and bandits.

You can already interact with some groups on the map, but you're not going to be able to have dialogues with every random looter or bandit.  The reason for this is twofold; 1) the player represents competition for much needed supplies, and there's no law in Texas anymore.  Very few people are going to want to talk to begin with when they can just attack you for your supplies or to defend their own.  2) It's a game, and an RPG at that.  I can't think of any RPG that lets you talk to any random enemy.  There's Neo Scavenger, but that's really more of a special ability than actual dialogue.  Additionally, the sheer volume of scripting and programming which would be required for dialogues with enemies is simply not possible in the time left before release.

As for your other suggestions, these are pretty frequent requests so I think it's likely we'll see them sooner or later.

Thanks for your support and feedback.  :salute:

Well a major part of the Shin Megami Tensei games are based on talking to demons to fight for you and/or giving you items. However most of the combat gameplay is based around that.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on October 20, 2014, 08:06:15 pm
Well a major part of the Shin Megami Tensei games are based on talking to demons to fight for you and/or giving you items. However most of the combat gameplay is based around that.

That's still not dialogue, though, more of a special ability; use this technique to "speak" to an enemy and recruit them, etc.  Like in Neo Scavenger, it's just an ability - it has a certain chance to intimidate or scare opponents, but there's no conversation or variety.


Title: Re: Dead State Suggestion Thread
Post by: Dim on October 22, 2014, 02:01:11 am
In the late part of the game it's became pretty annoying to start every day with setting guards, chef, farmers etc. Some kind of work lock could be quite handy.


Title: Re: Dead State Suggestion Thread
Post by: Little Athan on October 26, 2014, 06:46:26 am
What about five man team, silencers (but reduce damage), permanent job assignment (this it said already), your teammates gain moral if the like the job they do, or loses if they don't. male attack,strength and ap (you choose which one) level up from gym by some amount of hours, e.g. 0->1 need 2 hours and from 2->3 12 hours. Maybe an armory so that you can manage the weapons and armor from there, or put those abilities to the right click at the stock (e.g load/unload weapons or sent to "name"). a message that tells you when you have available skill. have the npcs move around or put them to the places that they work. The hidden places that pop up (e.g. roadkill) may have re-spawn. And have the dog as addition to the team, not as party member. (only attacks and help to find more loot or show you were the enemies are, not to carry staff. staff that dogs do).
And some bugs: well disappear after upgrade, i have 3 man party after one mission that the guy, who stays outside, left from the shelter. some places with loot don't open(only the sound plays), zombies attacked my fence (both wire and wood) and i can't repair them.


Title: Re: Dead State Suggestion Thread
Post by: John Smith on November 02, 2014, 12:50:46 pm
Not sure if this is already in the game as I haven't tested it. If the shelter fence gets reduced to zero is there a battle inside the shelter with all the shelter survivors taking part to defend it?


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 02, 2014, 05:46:44 pm
Not sure if this is already in the game as I haven't tested it. If the shelter fence gets reduced to zero is there a battle inside the shelter with all the shelter survivors taking part to defend it?


No. Davis wheels up to you pretty much screaming "YOU USELESS IDIOTS! ZOMBIES ARE IN THE SCHOOL" And then you feel a cold hand on your neck and everything goes black.


Title: Re: Dead State Suggestion Thread
Post by: FCesario21 on November 04, 2014, 01:39:44 pm
First of all, congratilations for the amazing game, while i play i really feel like i'm in "The Walking Dead", playing all night long, my heart bumbs faster. It iss really amazing the way we play it

Few suggestions I do that would make me even more immerse in the game, like I was really there, and would need to carefully plan every move and strategy before engaging in a combat with looters or walking in a market full of zombies.

-Permanent death, I think in a game like this, permanent death is a must, cause if not, I will never have I member with the virus, all I need is to load and play again the part my member was biten. And I don't plan that much before entering in a house or a market, if things go wrong, all we need is a load. (If Permenent death is impossible I would say at least you we should have a limit of 1 save for each week or something like it).

-Time should pass while we are in the areas, could run slowly, but should run, because if not I for example manage to kill all the zombies almost everywhere just for the safety or for small loots.(This would make a lot more sense toguether with permanent death).

-Ramdomization, I would like to see a higher ramdomization in what you find, where you find, where the looters are, where the zombies are. (I Think it is impossible since the game will be full release soon).

-Perks that you would only get combining skills (Just for the main character), like level 5 leadership + level 7 negociating give new bonus (In my opnion this is really great for making the character more unique and very good to involve player with it's character).

-Expected time of travel mentioned. Soo players can plan better their time.







Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 04, 2014, 01:58:11 pm
Glad you like the game.  The final release will have an Ironman mode where the only save you get is an autosave at the start of each day.


Title: Re: Dead State Suggestion Thread
Post by: Fireflyaboutu on November 04, 2014, 05:59:30 pm
One thing that bothers me a little is that, there seems to be a moral issue/theme with the radio dj talking about how people are killing each other over the tiniest bits of of loot, and how un-human that is, but at the same time, the player has to not only kill zombies, not only kill gang members and other hostiles, but also innocent people in homes and businesses. (and who wouldn't be hostile if you broke into their home!) I just wish there was an option to procure everything you need without going down the murderous looter path. But maybe that's too unrealistic.. I dunno..

On the plus side, I love the difficult decisions that the player is put into..basically you just can't please everyone, like real life. I think it's probably the best thing about the game. I guess I am  just saying I would like to see that decision making process extend to the option to not kill "innocents" (grey lines I know)... and still be able to survive.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 04, 2014, 07:08:49 pm
One thing that bothers me a little is that, there seems to be a moral issue/theme with the radio dj talking about how people are killing each other over the tiniest bits of of loot, and how un-human that is, but at the same time, the player has to not only kill zombies, not only kill gang members and other hostiles, but also innocent people in homes and businesses. (and who wouldn't be hostile if you broke into their home!)

Yep!  This is one of the major themes of the game, he who fights monsters etc.

I just wish there was an option to procure everything you need without going down the murderous looter path. But maybe that's too unrealistic.. I dunno..

This is totally an option!  If you don't want to kill people, there's absolutely nothing in the game that forces you to do so (other than the potential for a game over if you're just going to stand still while people attack you! ;) ).  There isn't any kind of morality slider in the game, and you're not going to be judged for murdering some dude for a can of peas, so it's totally up to you to decide if that's worth it to you.  It's definitely possible to avoid needless killing, there are plenty of supplies to be found around the map in places that don't have human enemies.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 04, 2014, 08:42:33 pm
One thing that bothers me a little is that, there seems to be a moral issue/theme with the radio dj talking about how people are killing each other over the tiniest bits of of loot, and how un-human that is, but at the same time, the player has to not only kill zombies, not only kill gang members and other hostiles, but also innocent people in homes and businesses. (and who wouldn't be hostile if you broke into their home!)

Yep!  This is one of the major themes of the game, he who fights monsters etc.

I just wish there was an option to procure everything you need without going down the murderous looter path. But maybe that's too unrealistic.. I dunno..

This is totally an option!  If you don't want to kill people, there's absolutely nothing in the game that forces you to do so (other than the potential for a game over if you're just going to stand still while people attack you! ;) ).  There isn't any kind of morality slider in the game, and you're not going to be judged for murdering some dude for a can of peas, so it's totally up to you to decide if that's worth it to you.  It's definitely possible to avoid needless killing, there are plenty of supplies to be found around the map in places that don't have human enemies.

My only problem with the whole "He who fights monsters" is that it falls flat on it's face when the other guys fire first, are complete assholes, or going to kill me later anyway. I mean I didn't kill any of the other NPC, (Even though i should have killed Grant. And Troy and Effram.) And I did offer to trade with the Camp.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 04, 2014, 09:02:54 pm
This just occurred to me, after having played the first week of the game about a dozen times, as something which would help to increase immersion/replayability: randomize the grid which the player enters the map from.

Right now, the player is only given options for exiting the map, usually 3-4 different grids, but this is just a matter of convenience; which grid is closest at the time or has the least zombies loitering in it?  Because the player only ever enters from one location, this creates a situation where there's essentially an "ideal" way to play each map.  A lot of the maps would play quite differently if the player started in another location, especially the maps with AI vs AI combat; rather than stumbling across the remains/survivors of a recent battle, the player wanders blithely into the thick of it.

Alternately, you could take the Jagged Alliance approach and let the player choose which grid to spawn from.

My only problem with the whole "He who fights monsters" is that it falls flat on it's face when the other guys fire first, are complete assholes, or going to kill me later anyway. I mean I didn't kill any of the other NPC, (Even though i should have killed Grant. And Troy and Effram.) And I did offer to trade with the Camp.

Totally agreed, if they attack right out of the blue, that's one thing - take the looters in Splendid Downtown for example.  But for a lot of situations, while enemies are immediately hostile, the player is the one barging into locked houses, weapons at the ready.  I think I would open fire too if I were holed up and someone just broke in looking for stuff!

Also situations like the family on Serpent Street; the survivor shoots first, but then you find his family hiding in a locked room in the back of the house, so he had a reason for it.  You're definitely the bad guy in that situation.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 04, 2014, 10:31:43 pm
That is somewhat realistic though.  Firefights can start by accident.  Neither side really wants to fight, but they are nervous and don't trust the other side.  Someone either does or says something that the other interprets as hostile and the shooting starts.  No one may have evil intent, it is just a misunderstanding.


Title: Re: Dead State Suggestion Thread
Post by: Ruttiger on November 05, 2014, 01:48:04 am
Except it's really not realistic because there's so many things you should be able to do to prevent that that you can't even try.  It's one thing if you busting into houses gets some innocents killed, it's another when every single innocent that's not a recruit is gonna shoot you for busting in on their turf.  There's things you should be able to do that you just plain cant.  There should be diplomatic options, you have a skill called negotiate, but there just plain aren't.

A simple list of possible things you could do to make the "Fight ye not monsters" moral question actually have some impact:

Make unconcious people lootable and persistant.  (so you don't have to kill everyone you meet)
Make it possible to talk to or at least attempt to talk to everyone.  So much potential for fun there.
Make it possible to threaten benign survivors, stealing things from them.
Have allies comment on your behavior (you're a hero, you asshole)
Maybe have allies lose morale, refuse orders, leave depending on how you behave.  This could cut both ways.



Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 05, 2014, 08:49:13 am
Except it's really not realistic because there's so many things you should be able to do to prevent that that you can't even try.  It's one thing if you busting into houses gets some innocents killed, it's another when every single innocent that's not a recruit is gonna shoot you for busting in on their turf.  There's things you should be able to do that you just plain cant.  There should be diplomatic options, you have a skill called negotiate, but there just plain aren't.

A simple list of possible things you could do to make the "Fight ye not monsters" moral question actually have some impact:

Make unconcious people lootable and persistant.  (so you don't have to kill everyone you meet)
Make it possible to talk to or at least attempt to talk to everyone.  So much potential for fun there.
Make it possible to threaten benign survivors, stealing things from them.
Have allies comment on your behavior (you're a hero, you asshole)
Maybe have allies lose morale, refuse orders, leave depending on how you behave.  This could cut both ways.


I'd like to see looting of KO people as well, but talking and negotiating to everyone is just not feasible.  It would take too much time to write dialogue and program the logic for every single npc you meet.  Perhaps if DS had a much bigger budget and could spend the time on it.  It would be cool to have but you can’t expect a small budget indie game like this to have a feature that no other rpg has ever had. You couldn’t negotiate with every single npc encountered in classics like Fallout or the Baldur’s Gate series.  There has always been a separation between encounters that always start combat and those you could negotiate in.

Without the ability to control if a fight goes into combat, it wouldn’t be fair to use any of the consequences you listed.


Title: Re: Dead State Suggestion Thread
Post by: Mja84 on November 05, 2014, 09:05:50 am
Love the game, and think it will be great when it is officially released. But there are some small things that might be a bit "non-intuitive"..

First, on the 'Job Board'; how about changing the name "In Party" to "Scavenging" or "Scavenging Party"?

Second, could you PLEASE add transparent walls? Its really frustrating moving into a small room, or in general into structures where the walls are blocking the view. I love the fog-of-war solution though!

Third, the graphics and charachters. Can you please make it possible to customize the charachters even further? Maybe make it possible to choose skin color and hair color via a color map rather than scrolling through options? And the clothes..again some of the looters look better.. I would like to wear a hoodie..

Also, make it possible to wear back packs?



 


Title: Re: Dead State Suggestion Thread
Post by: Joordan13 on November 06, 2014, 06:41:42 am
Hey, I just started playing a couple of days ago and I am already a big fan of the game  :)

I have 3 suggestions though:
1) The ability to trade equipment with the other survivors back in the camp - I dont know if I just havent figured out how to yet, but when i return from a location and some of the other survivors are carrying some extra wearable equipment or weapons, they keep it in their inventory untill next trip + It would be nice to give some equipment to the other survivors when we are back in the camp

2) The ability to try to flee - zombies are slow and maybe in a tight spot, you would realize the only solution is to ruuuuuuun

3) A go-directly-home button - I have experienced a bug, where I was on the map with 4 survivors all on horseback, where they couldn't enter any locations. It would be nice if there where some kind of back up plan for when this happens.

Overall though, great game :)


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 06, 2014, 07:35:19 am
Hey, I just started playing a couple of days ago and I am already a big fan of the game  :)

I have 3 suggestions though:
1) The ability to trade equipment with the other survivors back in the camp - I dont know if I just havent figured out how to yet, but when i return from a location and some of the other survivors are carrying some extra wearable equipment or weapons, they keep it in their inventory untill next trip + It would be nice to give some equipment to the other survivors when we are back in the camp

2) The ability to try to flee - zombies are slow and maybe in a tight spot, you would realize the only solution is to ruuuuuuun

3) A go-directly-home button - I have experienced a bug, where I was on the map with 4 survivors all on horseback, where they couldn't enter any locations. It would be nice if there where some kind of back up plan for when this happens.

Overall though, great game :)

There is a way to trade. You have to go to the shelter storage. Open that up and where it says your character's name, click that and there should be a drag down menu.


Title: Re: Dead State Suggestion Thread
Post by: FCesario21 on November 06, 2014, 02:44:43 pm

2) The ability to try to flee - zombies are slow and maybe in a tight spot, you would realize the only solution is to ruuuuuuun


You can flee, Wall you need to do is run with all characters in its turn to a location were the zombie won't be seeing you anymore.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 06, 2014, 02:52:12 pm

2) The ability to try to flee - zombies are slow and maybe in a tight spot, you would realize the only solution is to ruuuuuuun


You can flee, Wall you need to do is run with all characters in its turn to a location were the zombie won't be seeing you anymore.

To expand on that, if you get everyone to the exit grid you can leave the map during combat.


Title: Re: Dead State Suggestion Thread
Post by: Ehlioyun on November 07, 2014, 09:21:48 pm
Hello, i request these

Random encounters should be arrange as same areas with different and respawnable enemy/loot seeds. I don't want to enter same area that i already entered and killed/looted everything in it. This would improve the immersion beyond the main story line and specific locations that have names.

Adding some events that may occur repeatedly could be totally awesome. You encounter crisis in the game as the time flows and you achive some main situations.  Adding random 'minor' events could give the player more challange and also i would love to have meetings about daily problems.

I often use mods when i finish the vanilla. It's refreshing, so maybe it would be good to have mod friendly game mechanics?

Thank you.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on November 07, 2014, 11:15:07 pm
Quote from: Dick
No can do, Vic. We got our own to look after. 'Course, you and any other officers and their families are welcome to join us up here, but anyone's not police, they got no business here.
Could civilians be added to Coleman's Shelter? The "families" and "our own" that Dick refers to. Might dissuade some people (like me) from slaughtering everyone at Coleman for those rare SWAT Helmets and Shields.


Title: Re: Dead State Suggestion Thread
Post by: Clawdius_Talonious on November 09, 2014, 08:10:03 pm
I want tabs, in the shelter storage. Just align them along the top of the shelter storage, one for armor, one for weapons, one for ammo, one for consumables, one for special items. The medical Bag and Lockpick could fit under special items, and the insects and rodents could be slotted as consumable.

This would really clean up the interface in the shelter . If you didn't click on a sort tab, it would just show you the usual "all" storage, and you could swap between tabs for quicker equipping of allies. Going into some really heavy firepower? Click armor, equip tactical vests or what have you, click weapons and snag an assault rifle, click ammo and grab the 5.56. Currently I have to scroll up and down and try to nail down what it is I'm after. Sometimes I forget what I'm even looking for before I find it. The ability to click "Special" items and select some hot sauce and bourbon, or batteries and deodorant, to cheer up whoever is unhappy without having to manually scroll up and down looking for that spot of color in the sea of items would be a great addition IMO.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 09, 2014, 11:31:13 pm
I want tabs, in the shelter storage. Just align them along the top of the shelter storage, one for armor, one for weapons, one for ammo, one for consumables, one for special items. The medical Bag and Lockpick could fit under special items, and the insects and rodents could be slotted as consumable.

This would really clean up the interface in the shelter . If you didn't click on a sort tab, it would just show you the usual "all" storage, and you could swap between tabs for quicker equipping of allies. Going into some really heavy firepower? Click armor, equip tactical vests or what have you, click weapons and snag an assault rifle, click ammo and grab the 5.56. Currently I have to scroll up and down and try to nail down what it is I'm after. Sometimes I forget what I'm even looking for before I find it. The ability to click "Special" items and select some hot sauce and bourbon, or batteries and deodorant, to cheer up whoever is unhappy without having to manually scroll up and down looking for that spot of color in the sea of items would be a great addition IMO.

This feature has been in the game for awhile; the tabs are underneath the window with all the items in it.


Title: Re: Dead State Suggestion Thread
Post by: Torres84 on November 11, 2014, 10:00:13 am
1.-Easy, random encounters Fallout 1 & 2 would have been nothing without them.

The constant fear of running into the wrong people at a bad time if you had a low level character or you were severely injured, of course all of that could have been avoided with a high enough outdoorsman skill (survival in this game).

It should be vital to have someone with high survival in the group at all times, least you want to run into the worst situations the devs could code.

The fun thing is that sometimes you don't have to justify random punishment in a post-apoc survival RPG like this, you just simply stumble into a horde of zombies because your survival level is not high enough and now you got 40 zeds in front of you... shit happens... drop all your loot and run faster! 

2.- Take example from other devs like the Jagged Alliance 1.13 crew.

Those guys have totally and completely remade JA2, now is one of the most challenging games out there, not suitable for console gamers (used to Skyrim pointing where to go and what to do).

Point  being, never take anything for granted, maybe you're trying to pick a lock and you didn't realize you have just 2 points in mechanical which means you make a lot of noise, or you break the lock meaning your only way to pass that door is by taking it down... do not "auto deny" actions (your skill is too low), let the player do whatever they want and if they fuck things up well... post apoc world.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 11, 2014, 11:01:47 am
random encounters

These are already in the game as well.


Title: Re: Dead State Suggestion Thread
Post by: Meat Sculptor on November 11, 2014, 05:16:59 pm
This is a great game and I have logged 250 hours on it. I know there is lots of work to be done before before release. In playing the game I have some suggestions.

1. Implementing a system where the protagonist does not have to leave the perimeter in order to scavenge supplies. This can make for a wide array of main characters instead of characters that pretty much can only fight.

2. Giving the player the ability to level up other characters. You know, having Renee or Elaine as medics in a scavenging party without any combat abilities really wastes 1/4 of the party slots. This issue is also big in the shelter when you have people that are just eating food and wasting space. Barring this, I'd suggest a 5-man scavenging team to compensate.

3. Better pathing. When moving in party formations especially through narrow passages, the game tends to become really choppy. If you were to add larger teams, this will become even more of a problem. (This may be resolved in release then disregard)

4. Adding following base facilities: Gassifier: (Facility takes building materials and converts them to fuel requires either a good scientist or a mechanic and 12 hours to turn around an amount of fuel relative to their skill) Electrified fence: (Counts as an extra layer of security but uses additional fuel to power a generator and can malfunction needing repairs)

5. Introduction of additional weapons and alternate uses as well adjustments. (Light Machine gun (5.56 or 7.62) flamethrower (Napalm) drill (Batteries), rocket launcher (Rockets). Single fire for ak-47, Butt strike (Melee) for rifles Pistol whip (Revolvers and the 9mm). Also giving a severe aim penalty to rifles when used in melee range. Also adding silencers to ranged weapons would be awesome.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 11, 2014, 09:01:36 pm
1)  The PC having to be in the party is intentional.  This is an rpg, not a simulator or tactics game.  The focus is on the PC and his part of this story.

2)  NPCs are their own people with their own talents and interest.  They are not robots.  That is why you cannot control how they level up.  Useless people is also intentional.  Most of the survivors are just average people who worked in an office just a few weeks ago.  Not everyone is useful in real life.  Espcially when it comes to going out scavenging.  Many people are not brave enough or have the skills to fight.  Part of the game is you deciding if you want to keep worthless people around.

3) Pathing is still being worked on I think.

4) They may add some more upgrades post release.

5)  Military weapons were a stretch goal that was not reached.  We may see them in an expansion someday.


Title: Re: Dead State Suggestion Thread
Post by: Elsayal on November 12, 2014, 02:33:12 pm
Hi,

First, I'm just log in for the first time.
Second, I'm french and I'm not fluent in english, but i'll try my best. Anyway please forgive me for being a bad Shakespeare mother tongue talker or something like that :)

Ok.

This game is great, you should know that. I've been experencing some other games like that one (Fallout, Xcom, even Xenonauts..), and Death State Background is really nicely made, not to mention that the mood for survivors games in zombie environnement get to the point atm.

ONE feature i'll strictly recommand here is an auto-save mode each time you leave the shelter.
Not because you gonna be killed, but because you could have forgotten to save all the TRADES made with the stuffs, and organizing it twice is really a bad experience.
It just made me quit.

If some want to go without savings game, or any saves, you should be able to disable this mode. But to be honest, if ou like to be tough, then just delete any saved game.
And maybe, this would be great if all new auto-saved games erase the former one.

Have a nice day folks.

last thing : I didn't find the research button on the forum, so sorry if It had been already asked.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 12, 2014, 02:41:15 pm
Your English was fine.  Glad you are enjoying the game.  The final release will have an auto save at the start of each day.


Title: Re: Dead State Suggestion Thread
Post by: Clawdius_Talonious on November 17, 2014, 05:12:13 pm

This feature has been in the game for awhile; the tabs are underneath the window with all the items in it.
I cannot believe I missed those, I mean they're colorful and all but I hadn't seen them in a long time. I guess at one point I must have noticed them, but I hadn't ever actually used them and just completely forgot about them.  :-[


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 17, 2014, 05:39:42 pm
This feature has been in the game for awhile; the tabs are underneath the window with all the items in it.
I cannot believe I missed those, I mean they're colorful and all but I hadn't seen them in a long time. I guess at one point I must have noticed them, but I hadn't ever actually used them and just completely forgot about them.  :-[

No worries, glad you found them! :)  They're pretty handy.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on November 18, 2014, 04:51:10 am
A few items don't count in any category, which is annoying. Like medical satchels.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 18, 2014, 10:39:38 am
A few items don't count in any category, which is annoying. Like medical satchels.

That's being tracked by the devs, it's just a lower priority right now.


Title: Re: Dead State Suggestion Thread
Post by: Jimbob on November 20, 2014, 04:09:31 am
I play my pc games on my tv, I'd like to suggest a larger UI and font size option. Wasteland 2 did it and I enjoy the a lot more now that I don't have to squint.

Thanks for making this awesome game  :D


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 22, 2014, 03:17:10 pm
Maybe being able to revisit the plane crash? The Player Character, Doug, and Elaine are able to recover some possessions and get a skill point boost from that? Or at least the PC getting a morale boost from some closure?


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 22, 2014, 09:45:18 pm
Also Make a bat'leth and a Vulcan Lipra as a melee weapon.


Title: Re: Dead State Suggestion Thread
Post by: Torres84 on November 24, 2014, 05:38:30 am
^This should be one of the perks for Doug, while armed with a nerdy weapon your damage increases... something like that. Like Nerd Rage on Fallout 2 if I remember right? lol


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 24, 2014, 10:45:26 am
The only problem is where to find a nerdy weapon that is combat ready.  A replica is going to break the first time it hits something.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 24, 2014, 11:52:52 am
I usually give Doug a crowbar and a brush-hook; Half-Life 2 and something to bring out his inner samurai ;)


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 24, 2014, 04:48:02 pm
Way too late for this but for comedy purposes the longer Jodie is in the Shelter the more and more the car get's upgraded. Like after 30 days he has an APC with hydraulics, monster truck tires, and plays Duke of Hazard when you hit the horn. Or he just has a fleet of cars, only on them somehow the DeLoran from Back to the Future. Also Gull-wing doors would be a great way to get rid of zombies. Just slam it open and they go flying.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 24, 2014, 04:53:37 pm
Read one of the suggestions in the box. And then realzied that you can make the playground equipment into a jail. (Look I want to do something with it. Make the Shelter look a bit more lived in then the upgrades. Like after Aggro joins one of the room has a guitar in it, Davis has a cot in the Teacher's office.)


Title: Re: Dead State Suggestion Thread
Post by: veryinky on November 24, 2014, 06:06:30 pm
I'd love it if the date requirements for the Craig & Karen was removed.

Craig & Karen outright state they've been on the road for 2 days since Lampasas shelter fell, but the player can find Lampasas destroyed in the first week while Craig & Karen only show up on the map on day 34. Vic tells the player about Lampasas on day 20ish.

Really they should be found before the player can reach Lampasas.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 24, 2014, 06:46:59 pm
I'd love it if the date requirements for the Craig & Karen was removed.

Craig & Karen outright state they've been on the road for 2 days since Lampasas shelter fell, but the player can find Lampasas destroyed in the first week while Craig & Karen only show up on the map on day 34. Vic tells the player about Lampasas on day 20ish.

Really they should be found before the player can reach Lampasas.

Last I heard about this the dialogue had been tweaked so it was less specific, in terms of the timing.


Title: Re: Dead State Suggestion Thread
Post by: Torres84 on November 26, 2014, 03:15:57 am
I think I asked this before but I can't seem to find if someone answered but... I built the well, its in effect (providing food) but I don't see it anywhere around the school.

I mean, I've seen wells built in other map areas, why isn't one in the shelter? am I blind?

thanks & cheers!


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 26, 2014, 05:35:14 am
I think I asked this before but I can't seem to find if someone answered but... I built the well, its in effect (providing food) but I don't see it anywhere around the school.

I mean, I've seen wells built in other map areas, why isn't one in the shelter? am I blind?

thanks & cheers!

They accidently removed the completed Well graphic and other bugs took much higher priority. Probably will be in release.


Title: Re: Dead State Suggestion Thread
Post by: braknurr on November 26, 2014, 11:51:15 am
Here are some important aspects I feel should be considered.

Readied Action!!!! - it's a turn-based strategy, it needs readied actions.

Item management is wonky -  When in storage, we should be able to see character stats so I know who has what strength/melee/range when equipping weapons.

Accessing character sheets while in the shelter - why can't we?

Healing - going to the job board to switch characters to healing then sleep then back to in party is tedious

Sending scouting parties - the ability to send a scout to a location to gather info, ie: "lots of zombies" or "there are survivors there, they look dangerous" or "this area looks looted"

As above, sending out non-PC lead parties - "this party has a 80% chance of success" stuff like that.  perfect for those fishing holes we find or orchards

Not having to send your PC on every mission - the PC never gets a chance to heal because he has to constantly be sent out with parties

Have a clock on the HUD - I have to go to the job board and pass the time in order to see what time it is

Being able to unload weapons while in the storage screen - having to place them in the PC inventory, then unload, then back into storage is tedious

Outposts - speaks for itself


I hope these suggestions are considered and if they already are, keep up the great work.  Loving the game.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 26, 2014, 11:59:47 am
I would love to see readied actions, or at least the transfer of a few ap to the next turn like Wasteland 2.

You can't see allies sheets in the shelter, but on the Goals screen, you can see all their information.  Click on the ally in the Goals screen and you can cycle through their info at the bottom.

The PC always has to be in the party because this is an RPG and the PC is the focus of the game.  It would be nice to send npcs to harvest and fish on their own though.

The gui is still being worked on and improved.


Title: Re: Dead State Suggestion Thread
Post by: braknurr on November 26, 2014, 12:08:20 pm
You can't see allies sheets in the shelter, but on the Goals screen, you can see all their information.  Click on the ally in the Goals screen and you can cycle through their info at the bottom.

My only issue with this (and it's a petty issue) is I'd like to be able to look at both at the same time and compare stats to items.  There are over 25 survivors in my camp at this point and I can't remember who's who and who has what.  Then we juggle from storage to goal screen while trying to remember who had 5 strength and who has X perk.


Title: Re: Dead State Suggestion Thread
Post by: veryinky on November 26, 2014, 12:09:37 pm
(http://i.imgur.com/pwueWn9.jpg?1)
It'd be nice if the <-Select All, Select All->, De-select All buttons were on the field trading menu.

And if the shelter storage menu had the field trading tabs showing the current members of the scavenging party, along with the stats&skills of the currently selected member somewhere on the screen.



Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on November 26, 2014, 12:09:55 pm
You can't see allies sheets in the shelter, but on the Goals screen, you can see all their information.  Click on the ally in the Goals screen and you can cycle through their info at the bottom.

My only issue with this (and it's a petty issue) is I'd like to be able to look at both at the same time and compare stats to items.  There are over 25 survivors in my camp at this point and I can't remember who's who and who has what.  Then we juggle from storage to goal screen while trying to remember who had 5 strength and who has X perk.

I agree.  I would also like it listed somewhere which special items each ally wants.  It gets tough to remember after awhile.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on November 26, 2014, 12:21:15 pm
You can't see allies sheets in the shelter, but on the Goals screen, you can see all their information.  Click on the ally in the Goals screen and you can cycle through their info at the bottom.

My only issue with this (and it's a petty issue) is I'd like to be able to look at both at the same time and compare stats to items.  There are over 25 survivors in my camp at this point and I can't remember who's who and who has what.  Then we juggle from storage to goal screen while trying to remember who had 5 strength and who has X perk.

I agree.  I would also like it listed somewhere which special items each ally wants.  It gets tough to remember after awhile.

Maybe they could add something to the description of the item that adds a character when you talk to them and see what they want.  So instead of deodorant saying "You can give this to allies to raise their mood" or whatever, have it say "You can give this to Davis, Anita, Elaine, (etc) to raise their mood."


Title: Re: Dead State Suggestion Thread
Post by: Vonholtz on November 27, 2014, 10:13:23 pm
Ok I am new to the game. I tried to read most of the suggestions but there are like 40 pages of them so I am sorry if this has been made before.

How about if we can unlock doors from the inside? Now most house doors lock and unlock by key from the outside. But on that same line most of those doors lock and unlock from a knob(not a key) on the inside. So after we have smashed or picked a lock door and are in side any other doors should be easy to unlock from the inside. 

So can you set it up so as soon as your on the inside you can unlock the doors and be able to lock them again? Anyway a noobs thoughts.


Title: Re: Dead State Suggestion Thread
Post by: goatyhead on November 28, 2014, 09:15:00 pm
A few suggestions.
1.   Have some Pre-combat commands.
a.   Stealth mode
b.   Stay close
c.   Spread out
d.   Single file
e.   Backstab
f.   Attack at specific targets (assign one by one or as a group)
2.   Repopulate already cleared areas with either deaders, NPC, Looters, etc.
3.   Deader swarms of 30-100 deaders attacking or populating an area after a large firefight (limited time to clear an area of loot before a swarm shows up)
4.   Have the deaders turn move quicker (just so the combat moves a lot faster.  If you get 3-4 deaders moving at once, you might as well go get something to eat).  The detail work on how they attack is cool, but the system moves too slow.  Have their turn move just as fast as a human
5.   Add the creation of shields and helmets to the workshop
6.   If using a car to travel on the map, allow the car to be filled with loot to drive back to the shelter, maybe have it parked near the blue box
7.   Allow parties to be larger than 4 people for traveling outside the shelter.


Title: Re: Dead State Suggestion Thread
Post by: aoirann on November 30, 2014, 09:05:45 am
You know how I was joking earlier about giving Davis Power Armor for his wheelchair? Well it turns out that kinda does exist in real life. http://www.trackchairextreme.com/index.html (http://www.trackchairextreme.com/index.html)


Title: Re: Dead State Suggestion Thread
Post by: Olek on November 30, 2014, 11:10:00 am
The ability to extract ammo from weapons, to many weapons of the same type with a few rounds in them.

Edit... Disregard, found out how to do it., wish I knew earlier :)


Title: Re: Dead State Suggestion Thread
Post by: Acleacius on December 06, 2014, 08:49:35 pm
Perfect fix for the Job Board quantity limitations, could be to remove the cap on specific jobs like Guard, Custodian, Maintenance and Farmer but leave in tact the buff bonuses. So anything over 4 at the guard station, 2 in custodian, 2 in maintenance and Farmer give no added buffs but allow us to put them to use. It takes away from the immersion, not being able to put npcs to use, when you've got 30+ residents. Please don't make us wait on a mod, since it would  have no effect on any moral or combat formulas.


Thanks and gratz again on your release!   :salute:


Title: Re: Dead State Suggestion Thread
Post by: Deathking13 on December 07, 2014, 12:34:19 am
Sorry if these might have been suggested already. Also I want to say I love this game! 

First I cannot say how many times I have been ready to go out and scavenge when I find I am not in the party and have to run back to the board. This comes with a couple of thoughts to fix this.
One you could have the portrait of whoever is in your party on screen or something showing that you are not in the party. A different option would be if you could quickly change yourself to be in party from the map screen. Maybe even see the Job board from the map screen at the shelter? (I am a lazy person and want to explore and enjoy this very fun game)


Also (baring in mind I have not finished the game or gotten all that far Day 12) an endless mode where locations respawn after so much time. This would also have no ending situation other than complete death.

Another thought giving people the option to change some settings of the world settings like super aggressive humans, or massive numbers of zombies, Etc.



Title: Re: Dead State Suggestion Thread
Post by: jpcerutti on December 07, 2014, 01:34:46 am
Just an idea - maybe think about posting patches here on your website for downloading and testing for a bit before adding them to downloading sites?

That way the downloading is optional, the people who download and test them will give you feedback because they really do want to do that, and you wouldn't have to deal with all the complaining and pointless negative feedback on the downloading site message boards.

You could also get a little sleep between patches if they are less than 100% prefect fixes for everything - since they never are.

Y'all set the bar pretty high for yourselves with the quick responses, interaction with users, and incorporating ideas into the game itself. I truly appreciate that. I would hate for that to turn the launch of a damn good game into some kind of fiasco with cascading patches.

Good luck y'all - and I hope you get some sleep tonight.


Title: Re: Dead State Suggestion Thread
Post by: Vonholtz on December 10, 2014, 05:14:16 am
It is no big deal but some way to put notes on the map. I find with a 4 party size I can not alway get all the loot out of a give local. So it might be nice to be able to put a note on the map to go back and finish looting the place. Or there are humans here. It dose not seem like a big thing but some times there is a day or two in between times I can play. So I forget what place I had loot still in or one I have picked clean.


Anyway it a small thought and maybe a little help.


Title: Re: Dead State Suggestion Thread
Post by: dmmobius on December 10, 2014, 10:54:32 pm
There's a few things I want to suggest after getting into this game (and sorry if these have been posted elsewhere):

1) Adding in the ability to 'ask' directions to interactable objects/people in the shelter. Everytime there is a new member I get to play, "Where's Waldo," in the shelter. I want to play Dead State, not hunt for the newbie (or new thing).

2) Alternatively add a UI to replace shelter object (people/in game objects) interactions, while leaving the current system in place as an option. I feel this is the superior option since it is waste of my time to walk through the shelter every single day. However, from an immersion perspective being able to 'ask' for directions would also be nice (and maybe reduce the number of events to questions about different characters).

3) Adding in hard mode options might be nice. IE, one bite spreads infection (or has a good chance of doing so), more responsive zombies, and more mobile (patrolling) zombies for starters. As it is, I think the game should be called "The Standing Dead" because all the zombies just stand around. The only time they move is on spotting the player. It takes quite a bit (line of sight wise) to get zombies to engage. Once I realized that you don't get infected because of a single bite, the whole threat regarding zombies was gone. Any of the above options would fix this (while keeping the more casual crowd appeased by the inanimate animate).

Those first three are probably the most important of my suggestions since they'll massively improve extant gameplay, however, I also feel like other parts of the game are lacking and could easily be improved upon.

4) Looter interactions are basicly limited to killing them. I feel like we should have the option of patching them up and kidnapping them, or doing field interrogations. This could involve special equipment that has to be made or found. Not only does this add immersion, it also adds options for game play. We could find out about locations via this, gain 'slave' labor (moral penalty+other possible reprocussions), and possible named NPCs*. Of course, it doesn't need to get that complicated (you know, patch up and kidnap, that's all we need).

5) Stripping KOed looters/people without killing them. Extending on what I was saying before, we could dump them in a secure location after battle, with nothing but the bare minimum. That way it isn't a, "Well, If I leave them alive, from an role-playing perspective, they're just going to die horribly, from a game play perspective I can only loot them if they're dead." On the other hand, we could also be role-playing complete and total psychopaths, leaving them with only their nudity to defend them from the hordes of (standing) undead.

*Have a list of named looter NPCs, have each looter (on map load) checked against this list and assigned a hidden name if they win the NPC 'lootery.' Don't display the name, of course. That way, there's a risk of killing a named recruitable NPCs during every looter fight and we won't even know it.


Title: Re: Dead State Suggestion Thread
Post by: Nimiria on December 11, 2014, 02:22:42 pm
I have some things to suggest:

1. Fix the stairs bugs/problems in the hotel.

2. Fix the unreachable loot stuff in the hotel.

3. Fix the vic coleman quest, went there for him twice but it pops up again.

4. Fix the Priscila quest bug, finished it but its still shown open.

5. Fix the following: a char of mine knocks down an enemy and instantly finishes his combat turn even if he has much AP left.

6. Fix the "can´t get to location" bugs the appear sometimes in loot stuff and doors, and fix that I can´t go through some open doors.

7. Please add a fast way to switch through all characters in the shelter so I can see what stats they have. I know there is a slow way but could have been done better.

8. Please add some kind of map function in the shelter. Sometimes its really a mess to find a certain member there.

9. Please consider to flag several items like cement bag with some kind of "you only will need one in your shelter" sign, since I (and I guess much other players) took several of them to the shelter. Or make it that if you have more then one they will be recycled to parts once you have a recycler.

10. Please fix the camera bug. Sometimes when I enter a new location I cannot rotate the cam until I moved my party. But sometimes looking first is for sure better.

11. When I sort the people in the job board (for example by alphabet or by job) it should stay how I organized it, not always change back after I assign one of them.

12. Fix the infinite combat bug at the "Lucky Rabbit Motel". Once you start a combat, even if all enemies in your vicinity are down, the combat still goes on. Nothing happens but it won´t stop.

13. The Noisy Mausoleum has an infinite combat bug as well and has heavy performance problems.

14. Vics Shelter quest is bugged and need to be fixed. Visited all shelters but still cannot finish the quest.

Thanks :)


Title: Re: Dead State Suggestion Thread
Post by: wpk on December 11, 2014, 03:28:33 pm
I'd really like the ability to retrieve arrows and bolts after using them. This would require a rebalance of the items in loot, but I'd much rather manage that challenge than the current one of having to find new arrows for every shot. Having arrows be much rarer, and more expensive to make, but reusable would make finding an arrow less like finding a shotgun shell and more like "hey now I can make a follow up shot with my bow in future fights".


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on December 11, 2014, 03:35:36 pm
I'd really like the ability to retrieve arrows and bolts after using them. This would require a rebalance of the items in loot, but I'd much rather manage that challenge than the current one of having to find new arrows for every shot. Having arrows be much rarer, and more expensive to make, but reusable would make finding an arrow less like finding a shotgun shell and more like "hey now I can make a follow up shot with my bow in future fights".

You can build bolts and arrows in the workshop, too.


Title: Re: Dead State Suggestion Thread
Post by: Nimiria on December 11, 2014, 09:30:56 pm
A suggestion: Could you please patch in a shelter upgrade that encrypts all data passwords automaticly? Some of them are really just too hard for a person (like me) that is not native English or American - I just don´t know the words. :/


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on December 11, 2014, 11:13:36 pm
I think there are some guides out there with all the passwords.


Title: Re: Dead State Suggestion Thread
Post by: Nimiria on December 12, 2014, 12:44:13 am
Did not find one yet, at least I found some word finder tools that get most of them ^^

Still I hope for such a feature :)


Title: Re: Dead State Suggestion Thread
Post by: Diego Menezes on December 13, 2014, 02:46:49 am
One thing that is pissing me off is the long response of the zombies to make a move in the battle mode. So would be good if the game has that... how can i say...? "speed option" like the others turn based games has. Sometimes you just want to finish the battle quickly to loot a house or do other things. But if you can speed up the turns and the battle, the game will be "less boring" further in the game.

*Sorry about the english. I'm not a kid or retard. English is not my native language  :)


Title: Re: Dead State Suggestion Thread
Post by: Jsnazz on December 13, 2014, 03:07:36 am
I heard the devs haven't sleep in a week to crush bugs on the recent update? Now that's dedication !

Well I just made this account to contribute a bit back hehe.

I won't come up with trivia stuffs that undermined the dev efforts.

My top priority list are

- Apply some change to the walking corpse to make them more frightening to encounter. The best example is facing them in close quarter, inside a building where flanking is minimum. The dead in the field are a piece of cake atm. A single sledge hammer from the back and they're done for. It get pretty repetitive after the 20th kills, but in tight quarter, they're the most fun and hair raising experience because you never know what's behind that door or around the corner.

(optional) Limited to 1 auto save and 1 manual save to all the newly explore map. why? Well to prevent cheating on our ourselves and make tactical decision more meaningful.


Just for fun suggestions

- Add a yellow marker on all the new recruits to make finding them a breeze and more importantly I wish to make the survivors praise us the next day if our sleeping pill did it job when I visit them, just to find out how they're doing. A new gossip line work for me too.

-Add a skateboard, bike or roller blade while you're in the shelter to get from place to place while pulling off some trick is a plus for me as well. The first thing we need to do is find those toys.

- (Immersion test)  I want to see or maybe even spying on my survivors on what they're doing in private, for all the toys I brought back to them, thing such as playing cards, tennis ball with racket, soap, shampoo, adult magazine etc xD

- Compact each survivors stats within a small box if possible for our reading pleasure.

cheers for reading  :approve:







Title: Re: Dead State Suggestion Thread
Post by: rickrandom on December 13, 2014, 03:49:03 am
A simple one and forgive if its been mentioned, but I wasn't going to read through 40 pages...

How bout a simple sticky note system for each map?  I would like to mark what houses I've been to already, and any information about each location. Its easy to forget after awhile if you have been to many locations, but not explored them completely.


Title: Re: Dead State Suggestion Thread
Post by: Jsnazz on December 13, 2014, 04:36:12 am
One thing that is pissing me off is the long response of the zombies to make a move in the battle mode. So would be good if the game has that... how can i say...? "speed option" like the others turn based games has. Sometimes you just want to finish the battle quickly to loot a house or do other things. But if you can speed up the turns and the battle, the game will be "less boring" further in the game.
+ 1

Never a fan to wait for 5 undead taking their time, which last for 1-3 minutes just to move.

side note: when you open a container such as a bag on the ground, pressing space will loot everything and close the window too. I call it a "Loot all button". This will save a lot of time for those doing a hoarder run.

cheers

sorry if that's to much to ask. Love ya

game xD


Title: Re: Dead State Suggestion Thread
Post by: Diego Menezes on December 14, 2014, 04:23:24 am
A simple one and forgive if its been mentioned, but I wasn't going to read through 40 pages...

How bout a simple sticky note system for each map?  I would like to mark what houses I've been to already, and any information about each location. Its easy to forget after awhile if you have been to many locations, but not explored them completely.
+1. Sometimes you need to go back to the shelter because you are not strong enough to fight in a house full of looters and left a lot of loots there, but further in the game you forget the place. Yesterday i opened the wordpad to write about the noisy mousoleum hahahaha.  :P



Title: Re: Dead State Suggestion Thread
Post by: Jsnazz on December 14, 2014, 04:35:08 am
Create a note via the save file xD

example: NW farm is over run with chicks.


Title: Re: Dead State Suggestion Thread
Post by: Salomon on December 15, 2014, 07:57:47 am
can you make a sticky forum thread for patches?

including changes text, realase time etc.

thanks


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on December 15, 2014, 11:31:09 am
We have a known issue's thread that will get updated once the next patch is out.  I'll put the patch name and release date on it.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on December 15, 2014, 11:41:05 am
That'd be good, DZ; it lets people know if their game is up to date easily.


Title: Re: Dead State Suggestion Thread
Post by: Oscar on December 15, 2014, 06:56:25 pm
One thing that is pissing me off is the long response of the zombies to make a move in the battle mode. So would be good if the game has that... how can i say...? "speed option" like the others turn based games has. Sometimes you just want to finish the battle quickly to loot a house or do other things. But if you can speed up the turns and the battle, the game will be "less boring" further in the game.

Have you tried the speed slider in the options menu?


Title: Re: Dead State Suggestion Thread
Post by: Jsnazz on December 15, 2014, 10:32:06 pm
One thing that is pissing me off is the long response of the zombies to make a move in the battle mode. So would be good if the game has that... how can i say...? "speed option" like the others turn based games has. Sometimes you just want to finish the battle quickly to loot a house or do other things. But if you can speed up the turns and the battle, the game will be "less boring" further in the game.

Have you tried the speed slider in the options menu?
Tyvm !

Mine was set at 1x this whole time hehe. Now the game feel like brand new again!

ps. A loot all button that automatically close it self would make my day x 2  :P

cheers



Title: Re: Dead State Suggestion Thread
Post by: z06freek on December 16, 2014, 12:19:49 am
Awesome game even with bugs, but bright yellow & green text on a light backround difficult to read, maybe change to dark green & gold? Also, change color of loot boxes once they have been searched from orange to maybe red or blue so we can differentiate between them.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on December 16, 2014, 11:45:54 am
Awesome game even with bugs, but bright yellow & green text on a light backround difficult to read, maybe change to dark green & gold? Also, change color of loot boxes once they have been searched from orange to maybe red or blue so we can differentiate between them.

What text are you referring to?  The text in Dead State is black and white.


Title: Re: Dead State Suggestion Thread
Post by: z06freek on December 16, 2014, 02:02:53 pm
Awesome game even with bugs, but bright yellow & green text on a light backround difficult to read, maybe change to dark green & gold? Also, change color of loot boxes once they have been searched from orange to maybe red or blue so we can differentiate between them.

What text are you referring to?  The text in Dead State is black and white.

NPC stats on job board, new memorial wall entries, statistics page


Title: Combat SPEED Adjustment & Others
Post by: cvfd526 on December 16, 2014, 11:27:10 pm
I would like to see and appreciate:
1) Combat Speed Slider Ala Fallout 1 where you can increase the time it takes for the commands/movements/combat to play out. It gets tedious and monotonous dealing with the snail paced sluggish combat when there are many characters involved.

2) Better dialogue history/journal to be able to look back at what's been said and dialogue choices made.

Apologies if these have already been requested. I didn'tgo thru the pprevious 600+ posts.


Title: Map Markers/Notes
Post by: cvfd526 on December 17, 2014, 12:27:00 am
Ability to right click or shift click a map marker and add personal notes about the location.
IE:
Lots of coyotes here, come back with firepower.
Parts in the third building on the shelf left to take next visit.
Put 5 gal gas in blue suitcase, don'tforget to retrieve.
etc...


Title: Re: Combat SPEED Adjustment & Others
Post by: Greyman on December 17, 2014, 10:10:05 am
I would like to see and appreciate:
1) Combat Speed Slider Ala Fallout 1 where you can increase the time it takes for the commands/movements/combat to play out. It gets tedious and monotonous dealing with the snail paced sluggish combat when there are many characters involved.

From what I understand, there already is something that does this to some degree; I'm guessing somewhere in options?


Title: Re: Combat SPEED Adjustment & Others
Post by: DrunkZombie on December 17, 2014, 10:16:08 am
I would like to see and appreciate:
1) Combat Speed Slider Ala Fallout 1 where you can increase the time it takes for the commands/movements/combat to play out. It gets tedious and monotonous dealing with the snail paced sluggish combat when there are many characters involved.

From what I understand, there already is something that does this to some degree; I'm guessing somewhere in options?

Correct.  There is an animation speed slider


Title: Re: Dead State Suggestion Thread
Post by: Scott on December 17, 2014, 11:09:04 am
On the topic of speed, I hope some in-Shelter shortcuts are on the table for future updates. Since I still have to go to the Job Board to see people's stats, and the Storage Shelf to see their inventories, how about a bar on the bottom right allowing the player to jump to different rooms? There is really zero reason to make people run back and forth a thousand times over the course of the game.

White scrolling text when out scavenging still doesn't make sense and is often impossible to read.

Would like to be able to toggle off Auto-Save, especially since it counters player-enforced Iron Man mode.

[attachment deleted by admin]


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on December 17, 2014, 11:18:15 am
In iron man mode, all you will have is the auto saves.


Title: Re: Dead State Suggestion Thread
Post by: TYP on December 17, 2014, 12:20:29 pm
I derped and posted this in the feedback forum (http://www.irontowerstudio.com/forum/index.php/topic,5922.0/topicseen.html), and then someone mentioned this thread, so ...

I recognize that zombies were not meant to be the 'main threat' in the game. Moreover, I totally approve; the best zombie stories are fundamentally about zombies a symbol of implacable elemental forces that humanity must overcome through cooperation. A single zombie is an annoyance, a horde is a tidal wave that can only be weathered with planning and mutual aid.

That said, the 'hordes' in Dead State leave a lot to be desired. For me, even large groups (eight plus) stopped being a serious threat once I started finding leather armor. Though I'm not sure the engine would support it, I long to see a screenful of the dead shambling towards me and feel the pants filling terror of trying to kite around them for the exit because I knew there was no way I could kill them all. So, some suggestions.

1. Adjacency bonus - Give zombies a bonus to hit for every zombie adjacent to them to represent the constant grasping of hands. Alternately, give a to hit bonus for each zombie that has attacked the target in the same round. Or a critical hit chance instead of a to hit bonus. Either way, this makes it more important for groups of zombies to be met by a good organized line of humans; a lone survivor surrounded by three or more zombies, if they are knocked down, should be torn apart as the zombies start pulling on their limbs and so on.

2. The crush - When people get trampled at, say, a stadium riot, many of those people are in fact crushed against walls or fences because of the weight of all the people behind them. Baiting zombies into a narrow hallway is great for crowd control, but 'in real life' the zombies in the back would keep pushing. The humans wouldn't just be fighting seventy kilos of zombie in front of them, but a few hundred kilos of flesh pushing them ever backwards. You could have zombies push back humans, stagger them, or just give them a bonus chance to knock down survivors for every zombie behind them.

3. Spawn zombies in proportion to noise - It doesn't seem like many new zombies spawn for sound, maybe one or two a round from each spawn point. This makes sense if it's a gunshot or two, but more than that? If you top a hundred decibels you're as loud as a running engine, and if you've ever been in the wilderness you know how quiet things are out there. You can hear an engine for ages, and I think more than a few zombies would too.

3a. Sound - The sound produced by survivors seems off. I'm not sure if running is meant to be silent, or if that can be changed, just saying.

4. Zombies keep spawning - Noise should keep spawning zombies in proportion to how loud it is. A quick bash of a door isn't too much, but gunfire will carry. And, of course, if zombies keep spawning they'll start to overlap with the zombies spawning for the new noises. This could create a bell curve for zombie spawning; it starts off small, then gets big, then starts to taper off and the noise stops (or doesn't, as the case may be).

I think these tweaks would add a layer of strategy to dealing with zombies. As it is now, what seems effective is to make a lot of noise in a defensible position and laugh as they file in and are annihilated two by two. If doing so brought real hordes, and those hordes were more likely to knock down my survivors, to push through the doorway/hallway, and to keep coming, well, we're going to have to get smart about fighting zombies. In a strategy game, making players be smarter is kind of the point.


Title: Re: Dead State Suggestion Thread
Post by: Acererak on December 17, 2014, 01:06:40 pm
I am pretty certain its not going to happen, but maybe for Dead State 2, or a future DLC or something, I would love to see the Allies actually working in whatever task I gave them for the day. Maybe is just a visual thing, but it would make the shelter feel so much more alive. Right now is like a walk through the wax museum...





Title: Re: Dead State Suggestion Thread
Post by: Caidoz on December 17, 2014, 03:31:03 pm
I am pretty certain its not going to happen, but maybe for Dead State 2, or a future DLC or something, I would love to see the Allies actually working in whatever task I gave them for the day. Maybe is just a visual thing, but it would make the shelter feel so much more alive. Right now is like a walk through the wax museum...

Something like this is already planned as a future expansion/update.


Title: Re: Dead State Suggestion Thread
Post by: Scott on December 17, 2014, 03:32:14 pm
In iron man mode, all you will have is the auto saves.
Understood, but I don't want them in regular mode. I've got my own three rotating saves and quicksaves, I don't need three more.


Title: Re: Dead State Suggestion Thread
Post by: Acererak on December 18, 2014, 05:37:51 am
I am pretty certain its not going to happen, but maybe for Dead State 2, or a future DLC or something, I would love to see the Allies actually working in whatever task I gave them for the day. Maybe is just a visual thing, but it would make the shelter feel so much more alive. Right now is like a walk through the wax museum...

Something like this is already planned as a future expansion/update.

Those are great news indeed.

Its a pitty that after having suche detailed psychological characters and superb writing for all the NPCs, creating very distinct personalities to interact with (one of the strongest points of the game) that effect is being dilluted a bit by actually seeing them standing like statues. A little bit of life in them would go a long way into making the shelter feel more real.


Title: Re: Dead State Suggestion Thread
Post by: Jsnazz on December 18, 2014, 06:12:09 am
Those are great news indeed.

Its a pitty that after having suche detailed psychological characters and superb writing for all the NPCs, creating very distinct personalities to interact with (one of the strongest points of the game) that effect is being dilluted a bit by actually seeing them standing like statues. A little bit of life in them would go a long way into making the shelter feel more real.
Yea hehe.

This is why I'm looking forward to see survivors doing their thing when its off duty. Activities such as playing card together, watching tv, playing sport, reading the adult magazine that I shed blood and sweet to get them and of course taking a shower hmmm.

Nope I ain't a peeing tom xD



Title: Re: Dead State Suggestion Thread
Post by: Diego Menezes on December 19, 2014, 10:59:47 am
I just finished the game, and all i want for this game is TO FIX THE BUGS! I don't really need more updates and new features, the game is good just the way it is. The only problem is the huge amount of bugs in the game. I always lost my entire progress because my party was missing and when i went searching for them, and found them, they attacked me :D

This game just need 2 things to be great: fix the bugs, and a better quest system. When your ally request something from you, the place on the map could me marked with different color and a small icon of that character pop up. Thi will help the player to know what place to search to complete the ally request, since you could have found and loot that place even before the ally requested.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on December 19, 2014, 11:18:10 am
I just finished the game, and all i want for this game is TO FIX THE BUGS! I don't really need more updates and new features, the game is good just the way it is. The only problem is the huge amount of bugs in the game. I always lost my entire progress because my party was missing and when i went searching for them, and found them, they attacked me :D

This game just need 2 things to be great: fix the bugs, and a better quest system. When your ally request something from you, the place on the map could me marked with different color and a small icon of that character pop up. Thi will help the player to know what place to search to complete the ally request, since you could have found and loot that place even before the ally requested.

Did you accidently attack someone in the group or hit yourself with an area effect attack?  That could cause them to attack you.


Title: Re: Dead State Suggestion Thread
Post by: Diego Menezes on December 20, 2014, 10:57:29 am
I said i ALWAYS lost my progress, that was wrong. I mean i ALMOST lost my progress/save because of that.

I don't think i attacked myself or any of the group, i think it was a bug with the J key system, when you leave your party for some time. If this is not a bug, this should be fixed because it is annoying to have the party following you inside the house when you want to loot or kill 1 or 2 guys by yourself. With your party leave you and attacked you, you lose everything.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on December 20, 2014, 11:59:25 am
I said i ALWAYS lost my progress, that was wrong. I mean i ALMOST lost my progress/save because of that.

I don't think i attacked myself or any of the group, i think it was a bug with the J key system, when you leave your party for some time. If this is not a bug, this should be fixed because it is annoying to have the party following you inside the house when you want to loot or kill 1 or 2 guys by yourself. With your party leave you and attacked you, you lose everything.

If you think there is a bug, please figure out reproduction steps and post in the Bug forums so it can be fixed.  The devs can't fix it if it they can't reproduce it.


Title: Re: Dead State Suggestion Thread
Post by: Jsnazz on December 21, 2014, 05:00:00 am
While watching a gameplay of my favorite video game genre, a question pop up and I wonder.. "why would guys like to spend 1-2 minute just to kill a pixie on hard difficulty when they could easily just whack the damn thing  and be done with it on of normal difficulty? Than it just click... that's what turns guys on in a video game. They want everything to last, the longer the better.

So with no further ado

- Give more resistance to every zombies in Ironmoan mode. This mean it require 3 hammer hit to kills a zombie , but your first blow must be in the back or it would need 4 hits to kill. This make zeds at the beginning of the game very frightening to encounter.

Using ammo? You need 5 bullets to kill a zed or 2 shotgun blast to kill one at close range.

- If a zed growl - all the surrounding zombies gain hit rate, damage rate and infection rate by 20% for 2 turns. If other zed start to growl, their buff will reset and stacked.  Buff capped at 60%.

- Zed growl also trigger surrounding survivors without panic immunity to lose 20% of their overall accuracy for 1 turn.

- If a zed pin your ally down, they won't able get back up on their own unless you kill the zed that's on top of em. If not, the zed will rip apart your ally clothing to reveal their beautiful body hmmm and start feasting on em. For every health your ally lose, the zed will gain until your ally is consumed. If you managed to save your ally, it will take a week to stitch up his stomach/chest and it also require a doctor to heal em up.

- Infection from a bite doesn't show up right away until 2-3 days later and if your survivor beside the PC that have a "okay" mood, they'll keep it a secret until they turned and kill 1 random survivor within your shelter at night.

- A throat bite will cause you to bleed like a pig. This mean 2 turn will cause a KO if you don't apply bandage asap. Throat bite can't be heal with bandage. It require stitching up at the infirmary with a doctor present or your health will never fully heal.

- As you haul in large loot, particularly anti zombie gears, the system will adjusted the zombies to match the player equipments and playing style. This mean zombies range of vision increased, they'll move often to scout their surrounding and they'll howl as soon as they see you to call in more backup. [Metal Gear alert]

side note to the developers: if you like any of my suggestions, add a few to normal mode too.

For bragging right purpose, to those that like to show off their game play on Youtube, add a symbol, badge or some kind of indication near the player avatar to show they're indeed playing on Ironman mode. Cheers



Title: Re: Dead State Suggestion Thread
Post by: Acererak on December 22, 2014, 06:44:14 am
Awesome game even with bugs, but bright yellow & green text on a light backround difficult to read, maybe change to dark green & gold? Also, change color of loot boxes once they have been searched from orange to maybe red or blue so we can differentiate between them.

What text are you referring to?  The text in Dead State is black and white.

NPC stats on job board, new memorial wall entries, statistics page

I also noticed this and is a bit annoying, specially since the job board is the quickest way to check all your allies stats. Close to unreadable by using a bright green text on a White background.

On this regard I am missing some way to easily sort out the Allies by stats. When I need to check who has highest mechanic, or science, or whatever when deciding to assign jobs, is a pain to go through the whole list to find out.


Title: Re: Dead State Suggestion Thread
Post by: Jsnazz on December 22, 2014, 04:42:35 pm
^ agree to an extend.

I also hope to see some change to sorting by name or job and by this I mean the list should stay put after I sorted them. They shouldn't be shuffle around all over the place once I assigned a job to certain ally.

cheers


Title: Re: Dead State Suggestion Thread
Post by: nekator on December 26, 2014, 11:09:43 am
What i would like to have:

More flexibility referring to scavenge parties, there´s no reason that your guy always has to hold hands with the others... a sub leader at least should be enough to go out and lead a party, while your character works or heals up.

A better map, the options to set waypoints and write text to locations. (e.g. Mall cleared, storage needs to be emptied//Full house of zombies still there) etc.

Better oversight of the allies/equipment - especially in the shelter. ATM i need to circle between three + screens to see their stats/inventory/jobs etc.



Besides that the morale system needs much bug fixing (i often get people complaining about things which arent true or didnt happen) and a bit more variation in the interaction would be nice in general.




More in part with an add-on it would be nice to be able to open up sub-shelters/bases, which you could transfer people and material from and to. Real attacks on the bases, where all the survivors could defend against the horde would be very nice too.


Title: Re: Dead State Suggestion Thread
Post by: Jsnazz on December 28, 2014, 07:41:17 pm
Just for fun

- Every time you use quick save or regular save out side the shelter, more zombies will spawn.

The second time you start using save, the system automatically buff zombies defense, attack, attack speed , hit rate and infect rate by 6% and it will continue to add up as you keep saving until you leave the map.

The third time will cause items on the map you're on to disappear.

- reloading from a save beside from start up screen will cause moral to drop by 50 points every time.




Title: Re: Dead State Suggestion Thread
Post by: speaker2 on December 29, 2014, 10:32:59 am
Just for fun

- Every time you use quick save or regular save out side the shelter, more zombies will spawn.

The second time you start using save, the system automatically buff zombies defense, attack, attack speed , hit rate and infect rate by 6% and it will continue to add up as you keep saving until you leave the map.

The third time will cause items on the map you're on to disappear.

- reloading from a save beside from start up screen will cause moral to drop by 50 points every time.



What about the four time, todd come crucifie you on a cross for your sin.....



Title: Re: Dead State Suggestion Thread
Post by: Zelentron on December 30, 2014, 12:30:24 am
stealth, I want to see if it is possible to beat the game without killing other people.

distraction objects, like noise grenade that alerts zombies and draws them to where you throw it

remote control cars with a camera to do recon

a tranquilizer gun to knock out enemies from afar, then stroll in and loot em


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on December 30, 2014, 11:08:41 am
stealth, I want to see if it is possible to beat the game without killing other people.

distraction objects, like noise grenade that alerts zombies and draws them to where you throw it

remote control cars with a camera to do recon

a tranquilizer gun to knock out enemies from afar, then stroll in and loot em

Most of that's already in the game - there is stealth to some degree in the form of noise and line of sight.  It's probably not possible to beat the game without killing anyone but it'd be a nice challenge I'm sure.  Distraction objects and noisemakers are already in the game, and there are items like stun guns and nerve gas which can knock enemies out.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on December 30, 2014, 03:34:29 pm


Most of that's already in the game - there is stealth to some degree in the form of noise and line of sight.  It's probably not possible to beat the game without killing anyone but it'd be a nice challenge I'm sure.  Distraction objects and noisemakers are already in the game, and there are items like stun guns and nerve gas which can knock enemies out.

I suspect he wants to loot them without killing them, though, which those don't help with far as I know.


Title: Re: Dead State Suggestion Thread
Post by: Caidoz on December 30, 2014, 04:10:10 pm


Most of that's already in the game - there is stealth to some degree in the form of noise and line of sight.  It's probably not possible to beat the game without killing anyone but it'd be a nice challenge I'm sure.  Distraction objects and noisemakers are already in the game, and there are items like stun guns and nerve gas which can knock enemies out.

I suspect he wants to loot them without killing them, though, which those don't help with far as I know.

Being able to loot KO'd enemies isn't included because it's a balance issue, although last I'd heard about it from the devs they were considering possibly working around that somehow.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on December 30, 2014, 08:56:33 pm


Most of that's already in the game - there is stealth to some degree in the form of noise and line of sight.  It's probably not possible to beat the game without killing anyone but it'd be a nice challenge I'm sure.  Distraction objects and noisemakers are already in the game, and there are items like stun guns and nerve gas which can knock enemies out.

I suspect he wants to loot them without killing them, though, which those don't help with far as I know.

Being able to loot KO'd enemies isn't included because it's a balance issue, although last I'd heard about it from the devs they were considering possibly working around that somehow.

I'm not sure I understand the balance here; generally speaking, KOed enemies are helpless and one action away from being lootable anyway.  Being able to do it now seems, well, harmless on balance grounds.


Title: Re: Dead State Suggestion Thread
Post by: nekator on December 31, 2014, 05:56:24 am
What i also would like are a bit more statistics.. best character wise.. how often did i use which character, how many kills/damage and so on did each character... this would be fun and imo easy to implement.


Title: Re: Dead State Suggestion Thread
Post by: IguanaC64 on February 02, 2015, 09:13:33 pm
Key bindings, please.  Not all of us use WASD.  It was probably the worst thing iD Software did for video games.  Not that it matters much in Dead State, but there are quite a few of us who use ESDF because:

1) It's a more natural keyboarding position for anyone who learned to touch type
2) It gives you access to more keys to the left of your hand

Having to switch to WASD to play Dead State is highly annoying and screws me up when I go back to my usual games/game configurations.


Title: Re: Dead State Suggestion Thread
Post by: jpcerutti on February 02, 2015, 09:28:36 pm
Being able to be a jerk. Being able to be more of a tyrant than a referee with more than just dialogue lines that make you sound like a paper tiger if you choose them.

I mean being able to either threaten occupants with tossing them out (and then follow through) or calling your own "crisis" meeting and forcing a vote on it.
There would probably be short (and long) term benefits and drawbacks of course both to morale and loyalty depending on who the shelter occupant was.

You can already frag them if you want to; a step back from that doesn't seem over the top...
(click to show/hide)


Title: Re: Dead State Suggestion Thread
Post by: Greyman on February 03, 2015, 02:51:14 pm
I could be wrong, but I suspect suggestions that would require them to rework big parts of story content (as compared to mechanics) is probably not happening this late in the day.


Title: Re: Dead State Suggestion Thread
Post by: jpcerutti on February 03, 2015, 04:22:26 pm
I could be wrong, but I suspect suggestions that would require them to rework big parts of story content (as compared to mechanics) is probably not happening this late in the day.

Would I be surprised if nobody ever did what I suggested? No.
Will I continue to offer suggestions even if they are unwanted? Yes.

Ask my wife how it works.  :D


Title: Re: Dead State Suggestion Thread
Post by: jpcerutti on February 03, 2015, 10:37:00 pm
Has been said on the Steam forums that shelter animations will be added, which is a good thing. Animations for the shelter I am all for but can we please have some mechanism to keep it from turning into a 'Where is Waldo' minigame if they become mobile? I have a hard enough time remembering where they are and what they want as it is. :)


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on February 04, 2015, 08:39:03 am
That is something that will be added down the road, but don't expect it in the near future.  They will be doing whatever job you assign them to, so you should know where to look.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on February 04, 2015, 11:19:20 am
I could be wrong, but I suspect suggestions that would require them to rework big parts of story content (as compared to mechanics) is probably not happening this late in the day.

Would I be surprised if nobody ever did what I suggested? No.
Will I continue to offer suggestions even if they are unwanted? Yes.

Ask my wife how it works.  :D

I'm just suggesting this one is impractical.  As Brian has mentioned, some of the most time consuming elements of an RPG are the branching plot and dialog trees.  Reworking a bunch of those is probably beyond what they could get done, whether they liked the idea or not.  If I had to guess you'd be talking months of work just by itself.


Title: Re: Dead State Suggestion Thread
Post by: jpcerutti on February 04, 2015, 02:05:51 pm
I could be wrong, but I suspect suggestions that would require them to rework big parts of story content (as compared to mechanics) is probably not happening this late in the day.

Would I be surprised if nobody ever did what I suggested? No.
Will I continue to offer suggestions even if they are unwanted? Yes.

Ask my wife how it works.  :D

I'm just suggesting this one is impractical.  As Brian has mentioned, some of the most time consuming elements of an RPG are the branching plot and dialog trees.  Reworking a bunch of those is probably beyond what they could get done, whether they liked the idea or not.  If I had to guess you'd be talking months of work just by itself.

If you're nice about it that will only confuse me.:)

I know what you're saying and I really am okay with any of my suggestions never amounting to anything beyond bits in a server.


Title: Re: Dead State Suggestion Thread
Post by: jpcerutti on February 06, 2015, 08:34:17 am
Would you please consider either putting something in for the cure arc or commenting out the bits that reference it with the next bit of update/patch (whenever that may be)?

It leaves a visible hole in the game. A place where you can see the edges. A place where the possibilities, from what I understand, far outstrip the intended content.

A "grass is greener" spot that will be disappointing to many the longer they stumble across it and think about it - if when it becomes available it is just more of the same Texas scrubland full of zombies.


Title: Re: Dead State Suggestion Thread
Post by: Harlequin1977 on February 11, 2015, 02:17:05 am
This is my first post, but I have been playing Dead State for a month or two now and there are a couple of points I would like to raise to the Devs.

1. You should be able to send out a party under the command of a sub-leader, while the main character is back in the shelter working on a project, healing, etc.

2. You should be able to set the canine companions to guard duty.

3. You should be able to integrate rats into the food supplies for the dogs / cat and insects for the chickens without penalty.

4. While out in the game world there should be random encounters with packs of feral dogs.  These would be a big issue in the the post zombie world.

5. Bikes as a mobility method on the game map, these could provide higher mobility, but at a fatigue penalty.

6. The ability to craft hand held weapons, e.g. Pole + shovel to provide a halyard style DIY weapon.

7. The possibility to have a couple of additional horses as pack animals to take out on search parties.

I have to admit that these are not always my own thoughts, as some are inspired by Max Brooke's but I think they would be sensible additions to the feel of the game, without changing the mechanics greatly


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on February 11, 2015, 09:13:43 am
This is my first post, but I have been playing Dead State for a month or two now and there are a couple of points I would like to raise to the Devs.

1. You should be able to send out a party under the command of a sub-leader, while the main character is back in the shelter working on a project, healing, etc.

2. You should be able to set the canine companions to guard duty.

3. You should be able to integrate rats into the food supplies for the dogs / cat and insects for the chickens without penalty.

4. While out in the game world there should be random encounters with packs of feral dogs.  These would be a big issue in the the post zombie world.

5. Bikes as a mobility method on the game map, these could provide higher mobility, but at a fatigue penalty.

6. The ability to craft hand held weapons, e.g. Pole + shovel to provide a halyard style DIY weapon.

7. The possibility to have a couple of additional horses as pack animals to take out on search parties.

I have to admit that these are not always my own thoughts, as some are inspired by Max Brooke's but I think they would be sensible additions to the feel of the game, without changing the mechanics greatly

1) An often requested feature.  Can't say if it will ever be added.

2)  You can set dogs to guard duty.

3)  Since there is just one food pool, this would take a bit of work to do.

4)  There is at least one random encounter with feral dogs.

5)  Another common request but they are still trying to balance horses and cars.  To be honest I don't know how feasible it is for an average person to wear full body armor, two weapons, 100 lbs of gear and ride a bike with any speed.  Even without that issue there are many areas a bike can't go so any speed gained is lost by having to take longer routes.  Useful in the city I think but not so much in rural areas.

6)  You can find much better stuff than you can craft yourself so there is no point.

7) Horses will be able to carry loot eventually.  Horses and the car are still being balanced.


Title: Re: Dead State Suggestion Thread
Post by: masterstickboy on February 18, 2015, 12:52:10 am
not sure if this was mentioned, as there are several pages to go thought, but I'd like to be able to fill up my gas tank in the field, I find myself running out of gas, but having several gallons on me that would have given me enough to get back to safe house.


Title: Re: Dead State Suggestion Thread
Post by: Saimon Smith on February 23, 2015, 10:30:32 am
It's my first post here  :D

I dont read the 45 pages so may someone said the same as me but this are my suggestions:

FOOD

1.More cats and dogs, should be easy to find animals in closed houses at early stages of the game
2.More chikens
3.If you can find horses why dont find cows, goats? you can use milk as a luxury items (icecream for example) or just eat it
4.I found 4 more horses in a ramdom event, why don't butcherd them? or take it and have a second team harvesting food all day?

Antibiotics

5.You can only create 5 antibiotics per job, not per people making that job, i think the only reason to do this is to obligate you to kill infected people. Why dont create 5 antibiotics per worker? I end the game with 660 rotten fruit...

Materials

6.Bags of cements should be able to transform in materials and give a lot of them

Shelter

7. More jobs in the shelter. Why only 4 people protecting the walls? or relaxing?
8. What about a bigger garden sorrouinding the walls? more food, more people protecting...  :D biggest posibilities of accidents  :D
9. 5 arrow per job? this is the same as antibiotics, why dont 5 per people working on it?

Interacting whit people

10.In the most of the cases you only have 2 options with nautral people: atack or leave. why dont have more options? ask for food, materials, trade or even intimideted/obligated them to give you food?. Something similar to the trade window between party will be awesome
11. Why dont ambush people in the map?  >:DI like harvesting weapons and fuel  >:D In addition you must be very careful with the people in the team (i think grant will love it  >:D >:D) this sould be very easy to do, just a place in the map like "Good place for ambush" and trigger a ramdom event
12. Specifical jobs for subleaders like taking care of another harvesting team or be in charge when you leave the shelter ( good for raise subleader mood unlees there are envy people   :wallbang: )
13. Parties or weekends, something to raise the mood of people as a comunity. Just a dayfree for every one except the people who guard the shelter (very bad for them). Some will like some not. Good if you do it 1 in a week, bad if you use it more often.
14. Defend the shelter from zombies and enemies with the people on guard duty. Will you put the dogs in the guard against 6 men with guns? (Maybe the sleeping people can join in 20 turns or more)
15. Shelters asking for doctor help or helicopter pilot, melee training etc.
16. Notes in the map, I always forget which ally wants to go to specifics localizations

LONG GAME

Spoiler: Dont read if you dont finish the game

The game has an ending, but why? and if you can delay the nuclear explosion?  At the end when you leave texas, walter told you that there are people in the nuclear plant trying to stop it. The first thing I thought in that moment was " i will lose a lot of fuel keeping the reactor on" Why dont do that? there are a refinery on the map so you should be able to harvest some fuel. Maybe you need to add a new character (or use nash) who nows how to works there and a new job like " transport fuel" and have the car occuped. Very good job to do for a sub leader. Maybe you need to send food too or ,in some cases, go in horse to help the car through and orde or ambush. One good point if to put in charge of the refinery a subleader and another in charge of the transport or, for example, just convince Ben to move his camp there an extract fuel in exchange for antibiotics or food. Obviously you need to take it from Jefferson or army or negotiate with them

If the game wont end I have some more suggestions. they are usseless in 100 days game.

Breeding dogs and cats
Breeding chikens, very easy with a incubator running by electricity. If you lose electricity maybe you lose the hatchlings
Breeding bunnies
Build new walls and expand the school, you should be able, there are a lot of cement in the game, just new gardens and pastures for animals


I will try to think some more  :D




Title: Re: Dead State Suggestion Thread
Post by: Mexi on February 24, 2015, 08:13:04 pm
Would you please consider either putting something in for the cure arc or commenting out the bits that reference it with the next bit of update/patch (whenever that may be)?

It leaves a visible hole in the game. A place where you can see the edges. A place where the possibilities, from what I understand, far outstrip the intended content.

A "grass is greener" spot that will be disappointing to many the longer they stumble across it and think about it - if when it becomes available it is just more of the same Texas scrubland full of zombies.

I would actually like for that quest to be left, but in the end, it fails. It'll be kind of like in Expedition: Conquistador where one followers talks about building an new trap-type. The idea ends in failure and the character working on the project is injured.

I think it'll be pretty cool to have that happen. Maybe, in return, the character researching the cure is infect or gets one of the workers infected with the virus.

One suggest I do have is to make dialogue options already used disappear. The Shelter survivors have like stacks-and-stacks of dialogue that just doesn't disappear. Makes it a bit difficult to see new dialogue options (if the developers decide to change up the dialogue as the days pass by).


Title: Re: Dead State Suggestion Thread
Post by: Greyman on March 04, 2015, 11:56:31 am
I'm going to suggest you seriously need to modify the data item process.  I was perfectly willing to engage with it during the early game, but once you're getting to seven letter words which you get one letter for--not so much.  And I'm suspecting other people are the same.  Even if there was some benefit to it (which I'm aware there are in a few cases) we're just not going to be that good at it, or we'd be on Wheel of Fortune.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on March 04, 2015, 12:11:32 pm
Besides getting lore of the world, you earn 1 skill point per 10 data items unlocked.  Other than that there is no game effect and they are optional.  They do not alter the story or lock/unlock anything.  So if you don't like doing them, skip them.


Title: Re: Dead State Suggestion Thread
Post by: jpcerutti on March 04, 2015, 12:13:23 pm
I'm going to suggest you seriously need to modify the data item process.  I was perfectly willing to engage with it during the early game, but once you're getting to seven letter words which you get one letter for--not so much.  And I'm suspecting other people are the same.  Even if there was some benefit to it (which I'm aware there are in a few cases) we're just not going to be that good at it, or we'd be on Wheel of Fortune.

An anagram solver helps immensely. There is also a thread here (and on Steam I think) for solutions. I imagine it is a serious chore for non-native speakers.


Title: Re: Dead State Suggestion Thread
Post by: Greyman on March 04, 2015, 04:28:09 pm
Besides getting lore of the world, you earn 1 skill point per 10 data items unlocked.  Other than that there is no game effect and they are optional.  They do not alter the story or lock/unlock anything.  So if you don't like doing them, skip them.

I realize that, DZ, but I still maintain the latter ones are asking a bit too much, especially since they don't have a game effect.


Title: Re: Dead State Suggestion Thread
Post by: Tsewe on March 17, 2015, 04:38:36 pm
Hello
Here are a few suggestions I consider being reasonable (from the most to the least important):

1. A feature to allow us to loot ammo from guns (and no the gun along them - they weight a lot more!) *EDIT: there is actually an option to unload a gun in your invetory if you click right!
2. I wish special luxury items would ALWAYS give 1 mood boost  - not being a "russian roulette". I remember one time giving 4 luxury items to 4 different characters, and none of them got happier - their mood status stayed the same. This makes it quite hard to improve morale. Or maybe if you give 2, then the mood goes up.
3. Adjustable font size - I kill my eyes with the 1080 resolution...
4. Enhanced Iron Man mode with a bit more often autosaving (especially at the beginning or during combat/scavenging sequence). It kind of sucks if you work your ass hard to get somewhere, but after 1h you die or CTD, you gotta start all over again.
5. A way to divide your loot when in personal inventory menu (it is only possible to do so when you exchange stuff between allies). If I have   an injury kit with 15/20 stuff, and I want to add 1 codein but I have 5 in my inveotry, I can't select only 1.
6. More looter portrait variety. As it is right now, its is almost impossible to know which one has the next turn. They all look alike!
7. More random encounter variety. I've had 4 since I've started my game, and 3 of them were the same, where 3 looters "were making a lot of noise" and fighiting zombies in the exact same field. (At first I killed all the zombies and expected to talk with them after, not knowing they were looters, and they just attacked me! Sobs...)
8. A personal journal where we could write what we want, where we could take notes (or find a way to keep track of who wants what, etc...)
9. Ponchos. Please? Imagine wearing a Poncho riding on a horse. That's the only way to survive out there.

Thanks for reading!


Title: Re: Dead State Suggestion Thread
Post by: Greyman on March 26, 2015, 12:44:30 am
I suspect #5 is dumb luck; there's quite a number of varied random encounters.  Unless the random encounter generator monitors how far you are in the game so it doesn't drop too much on you.


Title: Re: Dead State Suggestion Thread
Post by: Pawketz on May 24, 2015, 08:21:46 pm
I love this game. I was looking for a zombie game that was slow enough for me (i suck at the MMORPG games ... i need turn based games) and this game was everything i could ask for. That being said, i am a bit of a masochist when it comes to my games, i LOVE it when its not balanced in my favor, so some of these suggestions are for making it harder... not easier.

1. While i love the idea of building upgrades, i would prefer to see it done in stages. What i mean by this is take the greenhouse for example:
Stage 1: Basic Greenhouse (50 hours to build, Survival 2, 25 parts, +10 food per week)
Stage 2: Quality Greenhouse (100 hours to upgrade, Survival 4, Shovel, +25 parts,  +1 morale, +10 additional food per week)
Stage 3: Professional Greenhouse (100 hours to upgrade, Survival 6, Pickaxe & Sickle, Mechanical 2 +25 parts, +1 morale, +10 food per week)

Or the infamous Laboratory:
Stage 1: Basic Lab (50 hours to build, Science 2, Mechanical 1, Microscope, 35 parts, Ability to make Firecracker, Noisemaker, Tear Gas)
Stage 2: Quality Lab (150 hours to upgrade, Science 3, Mechanical 2, Microscope, (5) Dead Rats, (2) Kitchen Knives, +35 parts, Ability to make Antibiotics, Grenades, Mines, Nerve Gas)
Stage 3: Professional Lab (150 hours to upgrade, Science 5, Mechanical 4, Microscope, Bag of Cement, (5) Dead Rats, (5) Goggles, +35 parts, Ability to make ammo)

Even the one shot upgrades like the Shooting Range can be done
Stage 1: Basic Shooting Range (70 hours to build, Mechanical 1, Ranged 2, .38 revolver, (40) .38 ammo, Set aimed status for 24 hours, Maximum 1 user at a time)
Stage 2: Quality Range (100 hours to upgrade, Mechanical 2, Ranged 3, Lever-Action Rifle, (40) .38 ammo, Set aimed status for 48 hours, Maximum 1 user at a time)
Stage 3: Professional Range (100 hours to upgrade, Mechanical 4, Ranged 5, Hunting Rifle , (10) 7.62 ammo, Set aimed status for 48 hours, Maximum 4 users at a time)

Please be aware that my numbers are probably way off, but i just wanted to give an example of what i was thinking. Plus i really like that idea that certain upgrades may never be able to be built because you may never find enough bags of cement to build everything you want (or there may not be enough dead rats around .. whatever)

2. Speaking of cement .. The reinforced exterior wall should require at least 3 .. if not 5 bag of cement. If you don't find enough ... you better hope that wooden wall holds back the hordes.

3. When allies are assigned to the various tasks it feels kinda weird sending my mechanic off to fix the car with a kitchen knife (or more truthfully, his bare hands). Chemists should require goggles, maintenance people need screwdrivers or hammers, the chef needs a knife, the guards need guns ... etc.

4. Healing ... yeah, this one bothers me. In my opinion the doctor and nurse job are pretty much useless for the most part. My suggestion is sort of a re-vamp of the healing system. Let me take it in stages:

- first aid kits and medical skill bring back hit point like normal.
- characters who have taken damage are more like likely to receive critical hits in combat and are more likely to become infected from zombie attacks by an increased amount depending on how much of the original HP they have remaining (So a character with a starting HP total of 100 who has been reduced to 90 HP is now 10% more likely to receive a critical or infection, at 80 HP he is now 20% more ... and so on)
- resting at the shelter heals fatigue ... and nothing else
- healing under the care of a nurse at the shelter heals 1 HP per hour
- healing under the care of a doctor at the shelter heals 3 HP per hour
- healing under the care of a doctor and a nurse at the shelter heals 5 HP per hour
- burns, wounds and sprains can only be healed under the care of a doctor
- patients burn through food at double the rate of normal survivors

In staying with my earlier suggestion of staged upgrades, i would make it so that better infirmaries can hold more people, and maybe even help speed up the healing process.

- i would add pain medication so that sprains can be "healed" temporarily (24 hours) so that if you have to survive without a doctors care you can do so .. for a while

I think in making doctors and nurses more important and making it take longer to heal would force some of the more idle survivors out of the shelter to cover for the ones that risk their necks everyday.

Okay, that's it for now ... i think i may have a few more suggestions, but i will save them for another day.



Title: Re: Dead State Suggestion Thread
Post by: Pawketz on May 28, 2015, 12:27:50 am
I'm back .. and i brought a few more suggestions with me. Again, i realize that some of these are geared towards making a tougher game, but what can i say ... i'm a gluten for punishment.

1. Night Missions: Its a zombie game .... zombies should be fought in the dark. No, seriously .. If say Marshall was only back at the HQ from 11pm to 7am, or certain NPC's could only be found at night (they are out scavenging just like the rest of us during the day) i think it would add another dimension to the game.

2. After about day 40 or so i've pretty much run out of jobs for most of my people and i'm looking for things to keep them busy .... here are a few more job ideas:
  
  a) Night Watchmen - Improve mood +1 , additional +1 if fully staffed (2 positions available). Must be assigned at 8am, night watchmen are unavailable for the rest of the day (they are sleeping)

  b) Gamekeeper - Care and tends for horses, cats, dogs, and chickens. Reduces fatigue in horses, Increases food output for chickens by +1, Improves mood for dogs (2 positions available)

  c) Teacher / Student - Teachers can teach skills to other NPC's at the shelter. Teachers can teach students up to a maximum of half (round down) of their current skill level. (Example: A teacher with a skill of 9 in medical would be able to teach one other NPC the medical skill up to a maximum of 4) Neither students nor teachers would gain their normal experience points when they are either teaching or learning.

  d) Engineer - Instead of just being able to build upgrades, you would have to have an engineer come up with a plan on how to build it. If this is combined with my earlier suggestion of Staged upgrades, then the higher the upgrade, the longer it would take to come up with a plan of attack. (2 positions)

3. I was trying to come up with some additional upgrades that could be done to the shelter as well. Here's what i came up with:

  a) Perimeter Lighting: As the infected do not use sight, perimeter lighting is not going to draw their attention. Bonus to morale, and acts as an additional guard.

  b) Canning Station: Helps prevent food spoilage from fresh food (converts a set amount of fresh food to preserved food each day)

4. Armor Degradation: I am sure most people will hate this idea, but i kinda wish my armor wasn't an unstoppable force. If every time it absorbed damage that should have hit me instead it got weaker and more tattered until it fell to the ground as a useless pile of scrap, i would have a reason to keep most of the old leather jackets ... instead of chucking them straight into the recycler.  

Okay, thats probably enough for now .... Thanks again for letting me vent my ideas.



Title: Re: Dead State Suggestion Thread
Post by: Pawketz on May 31, 2015, 10:54:43 am
I kinda feel like i'm banging my head against the wall for nothing here ... not a single response telling me my suggestions are bad and i should feel bad about posting them ..  :wallbang: ..

Oh well ... maybe i should look at it in the light of at least no one is trying to stop me, so i'll see how far i can get. In that light here are a few more suggestions:

1. Traps: Maybe its because i haven't explored the whole map yet, but as of now i haven't encountered a single booby trap. Where are the minefields protecting other faction bases? Where are the noisemaker traps that go off AFTER i'm already inside a building that summons a horde of undead? Where are the spike traps that hamstring or cripple my characters BEFORE the ambushers spring their assaults? Why do grenades not go off in my face when trying to loot the hideouts of survivalists?

2. Time Pressure: I do realize the game is a turn based combat game... and i love that. But why when i am just out exploring the various maps ... and people that i have attacked are slowly bleeding out ... is the clock not advancing? Personally i think it would be awesome if i spend the day exploring that the clock would keep counting and bring up that 8pm curfew on my butt before i knew it.

3. Jamming: The nice thing about a well made cricket bat when attacking zombies is that it can go pretty much all day and never give you an ounce of trouble .... but as anyone who has ever seen a post-apocalyptic movie before knows, a gun is only so reliable ... especially when using homemade ammunition made with homemade equipment. If my weapons jammed (or possibly backfired) i might be slightly less inclined to trust that they were going to carry me through the battle than my trust old 2x4.

4. Wildlife: Dogs aren't the only dangerous animals in Texas. Texas has more then it's fair share of deadly animals and the countdown virus seemingly didn't affect them. A black bear rummaging for food might get the zombies attention, but a scorpion or rattlesnake probably wouldn't (and rummaging through trash bins is a pretty easy way to get them riled up so they bite or sting you). They don't necessarily have to be combatants ... i would just hide the occasional few in some of your storage containers as kind of a SURPRISE! ... your now poisoned effect.

Okay ... there you go.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on May 31, 2015, 11:32:07 pm
I kinda feel like i'm banging my head against the wall for nothing here ... not a single response telling me my suggestions are bad and i should feel bad about posting them ..  :wallbang: ..

Oh well ... maybe i should look at it in the light of at least no one is trying to stop me, so i'll see how far i can get. In that light here are a few more suggestions:

1. Traps: Maybe its because i haven't explored the whole map yet, but as of now i haven't encountered a single booby trap. Where are the minefields protecting other faction bases? Where are the noisemaker traps that go off AFTER i'm already inside a building that summons a horde of undead? Where are the spike traps that hamstring or cripple my characters BEFORE the ambushers spring their assaults? Why do grenades not go off in my face when trying to loot the hideouts of survivalists?

2. Time Pressure: I do realize the game is a turn based combat game... and i love that. But why when i am just out exploring the various maps ... and people that i have attacked are slowly bleeding out ... is the clock not advancing? Personally i think it would be awesome if i spend the day exploring that the clock would keep counting and bring up that 8pm curfew on my butt before i knew it.

3. Jamming: The nice thing about a well made cricket bat when attacking zombies is that it can go pretty much all day and never give you an ounce of trouble .... but as anyone who has ever seen a post-apocalyptic movie before knows, a gun is only so reliable ... especially when using homemade ammunition made with homemade equipment. If my weapons jammed (or possibly backfired) i might be slightly less inclined to trust that they were going to carry me through the battle than my trust old 2x4.

4. Wildlife: Dogs aren't the only dangerous animals in Texas. Texas has more then it's fair share of deadly animals and the countdown virus seemingly didn't affect them. A black bear rummaging for food might get the zombies attention, but a scorpion or rattlesnake probably wouldn't (and rummaging through trash bins is a pretty easy way to get them riled up so they bite or sting you). They don't necessarily have to be combatants ... i would just hide the occasional few in some of your storage containers as kind of a SURPRISE! ... your now poisoned effect.

Okay ... there you go.

Devs have been very busy the last few months...     If they take time to view your stuff than cool beans...


Title: Re: Dead State Suggestion Thread
Post by: Oscar on June 01, 2015, 12:16:38 pm
Some of them are nice suggestions, but doubt we could implement them.


Title: Re: Dead State Suggestion Thread
Post by: CounselorPally on June 05, 2015, 03:49:41 pm
Here's my updated wishlist of sorts.

Be able to break down misc. items for "materials" basically making materials more plentiful.

Some kind of automated or micro-managed fuel system so the generator acts like a normal generator. There's a great thread in the suggestion area about how it could work a lot more intuitively so you don't take absolutely MASSIVE hits of morale due to the generator not taking fuel when you actually had partial fuel for the day.
http://www.irontowerstudio.com/forum/index.php/topic,6160.0.html (http://www.irontowerstudio.com/forum/index.php/topic,6160.0.html)

I recall a lot of the people you didn't need to officially kill (as in they were neutrals) were showing up as enemies and no way to tell there was dialog with them. Most notably was the campsite but I know we called out some other ones in a thread a while back. They were I guess neutrals but showed up as agro. It would be super helpful if there was a clear way to tell.

I forgot the rest as my brain just went completely freaking blank. :( Sorry. Dangit. :(


Title: Re: Dead State Suggestion Thread
Post by: Aridolomo on June 12, 2015, 07:57:46 pm
Hello!

Here are a few suggestions I have for the game:

1: Allow to click on the arrow on downed enemies to make it easier to hit them, sometimes they get (semi) hidden under corpses, wich is a big deal if you try to tunnel them.
2: Make a little indicator icon when you have got a new Skill or Stat point available.
3: Add dialogue options for "fetch quests" if you have already been to the location they want you to go.


Thank you for taking the time to read this! :)


Title: Re: Dead State Suggestion Thread
Post by: Blodhemn on June 16, 2015, 07:06:05 am
I just wish there were less management aspects to the game. It just feels so heavy and more of a chore to play than fun. Job management/time management/combat management/inventory management, then finally goto bed and wake up to some story elements which also turns into people management once you obtain a higher number of people at the shelter. It feels like a strategy game dressed up as an RPG, but that's pretty much how it was advertised at the start. I guess I was just hoping the dialogue/story would be the zone where the player gets a break from managing the game, but it doesn't really work like that..


Title: Re: Dead State Suggestion Thread
Post by: Aridolomo on June 18, 2015, 06:11:16 pm
Hello there!

Would it be possible to add a feature so I can harvest spots from my map?
I have 2 places where I can gather insects, and I dan't want them due to the morale loss, but I haven't found a way to make them dissapear from the map yet.


Title: Re: Dead State Suggestion Thread
Post by: jahs on June 18, 2015, 08:50:31 pm
Hello there!

Would it be possible to add a feature so I can harvest spots from my map?
I have 2 places where I can gather insects, and I dan't want them due to the morale loss, but I haven't found a way to make them dissapear from the map yet.
Hmm, just harvest them, go to the nearest map location and dump them in some container. But they don't stock automatically anyway so you can let them rot in the shelter too.
Anyway, I don't remember that there's some limit on amount of harvest spots that can be on the map simultaneously, so why would you need it at all? Except for aesthetic reasons :)


Title: Re: Dead State Suggestion Thread
Post by: Aridolomo on June 19, 2015, 12:33:30 am
Hello there!

Would it be possible to add a feature so I can harvest spots from my map?
I have 2 places where I can gather insects, and I dan't want them due to the morale loss, but I haven't found a way to make them dissapear from the map yet.
Hmm, just harvest them, go to the nearest map location and dump them in some container. But they don't stock automatically anyway so you can let them rot in the shelter too.
Anyway, I don't remember that there's some limit on amount of harvest spots that can be on the map simultaneously, so why would you need it at all? Except for aesthetic reasons :)

It is basicly Cblocking me to properly click on the shelter :P


Title: Re: Dead State Suggestion Thread
Post by: Flippy on July 02, 2015, 11:40:00 am
Hello!
First off, I love this game! Thanks to the Devs for making it better and better. I really appreciate all the effort and love they put into it! I have played Dead State for over 100 hours now and I just signed up for this forum just to post what I believe would be a much needed quality of life improvements to the game:

***** MIGHT CONTAIN SPOILERS *****
(In order of importance to me. IF possible PLEASE do #1)

1. AUTO close of loot screen when clicking loot-all arrow... It would reduce the amount of clicking by one additional step when we don't have to click the "x" on the top of the screen every time we loot everything from a body, container, etc... THIS drives me crazy! and could definitely be eliminated ASAP.

2. Max weight indicator for the character looting something... When we loot, we can see how much a character currently has, but why not their max?! It gets annoying when I am pressing loot all and it says I am at max. For example instead of just 98 why not say 98.0 / 100 lbs on the top right or somewhere on the looting screen. It is already done in the inventory screen, please add to looting screen. So I don't have to keep switching back and forth just to remember which character has which max weight.

3. Also may I suggest using the multi-tab loot sharing system you already have when transferring items using the backpack icon in the field to looting? What I mean is... When we transfer items from one character to another in the field using the backpack icon, we get two boxes one on the left and one on the right with different characters... why can't the left side stay and right side change to looting screen? of course you can add a range of maybe 10-20 blocks from the container we are looting and only show your characters within that range to prevent abuse. This would reduce the micro-management of inventory and headache during a long scavenging run.

4. Ability to manually set character facing. Many a times I get blindsided because the character I want to use to attack a closer enemy is facing an enemy a screen away.

5. Character strength / melee / range in shelter storage screen. PLEASE add this! When I am in the shelter inventory and trying to equip an appropriate weapon for a scavenging team, I have no idea what strength a character has. WHY do I have to close shelter inventory, press "g" to open up "goals" menu, click on a character, then click on the right arrow on the bottom of the screen once to see their strength, THEN go back to shelter inventory scroll to the character again then equip a weapon within that character's strength level. By adding strength indicator somewhere in the shelter screen it would reduce all the clicking! Also melee and range stats please so I know who to give that sniper rifle to and who to give the snub lol

6. Medical Satchel to show up in "medical" tab in shelter storage screen. Right now it just shows up under "all" I like to horde stuff and it is a minor inconvenience to have to hunt for that medical satchel to equip on a scavenger team  :)

7. auto-sort button on shelter storage screen. Again this is probably my fault because I horde everything... but with an auto-sort, it would at least put all the same body armors and weapons and items together or closer together since some things don't stack.

8. Mood indicator when speaking to someone in the shelter. I like to randomly talk to people in the shelter even if they don't have anything new to say. Please add their mood (under their portrait or somewhere) when talking to them so I don't have to press "g" and scroll through 20+ characters to find their mood.

8a. EVEN better but might require more coding and effort is to add another conversation option to everyone asking them "how do they feel" and they can tell us if they are okay content or happy. Or in Getz's case... always hulk mode angry lolol ... this would add immersion to the gamers.

9. Some kind of indicator for the MAIN person who started the job in the job screen. For example... Right now If i chose Anita to upgrade the wall then have everyone else help her... everyone will be working on the wall.. but later when I come back to it and decide Anita is better off working on the broken toilet and I set her to do that... THIS causes everyone to stop working on the wall and have to repeat the process again of selecting another person to lead it and have everyone else help... Happened to me so many times! Please either have indicator, or a warning, or prevent the main person from changing jobs ! or preferably have another person automatically take over the job and not cause everyone to stop!

10. More clocks! Right now the only places that have in-game time is the jobs board in the cafeteria and when you are traveling. Having an in-game time indicator in the 'goals' or 'shelter' menu would be nice.

11. A little indicator on the PC portrait in the top left of when we get stats or skill points. Obviously this would go away when we look at our character screen. But sometimes I get caught up in the game and having fun and totally forget to add my points.

12. A select-all during item transfer to the car storage in the field. I hate having to manually click on everything from my character inventory then click transfer arrow. Even better a fast transfer from left(character) to right (car).

=== WISHLIST ===

1. ABILITY to have the dogs and cats you can recruit for your shelter to follow you around in the shelter if you ask them to!! THIS!! cmon! for immersion sake! Would love to have them running around me when I skip around Getz or Doug

2. Could be game-changer but what if we are able to pick a team leader to lead scavenger team and not just the PC all the time. Of course if that chosen team leader dies it would lead to game over like it would for PC. Imagine Ryan leading a group with Elaine (counselor mode) , Todd, Michiru... that team would be HARD and fun.

3. Different kinds of cars. SUV for more storage... sports cars for speed

4. Occasional zombie attacks on the school and you gotta defend it.

5. Re-bindable keys! or at least one button for Auto-loot on "F" so I don't have to click on the arrow please  :lol:
==========

Thanks for your efforts devs! hopefully you guys can implement some of these quality of life improvements.

*edited for some spelling and added another wishlist #5 and #12


Title: Re: Dead State Suggestion Thread
Post by: Cylnar on July 07, 2015, 10:49:12 am
How about a way to split stacks of items in the various Inventory interfaces? A right-click option or a button on the Inventory screen would be a helpful convenience when distributing loot out in the field or selecting numbers of items to recycle.


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 07, 2015, 10:53:04 am
How about a way to split stacks of items in the various Inventory interfaces? A right-click option or a button on the Inventory screen would be a helpful convenience when distributing loot out in the field or selecting numbers of items to recycle.

Ctrl+click lets you split stacks


Title: Re: Dead State Suggestion Thread
Post by: grandgnu on December 22, 2015, 10:12:18 am
About 60 days into the game (in game “days”) and here are my thoughts thus far:

STORYLINE & CHARACTERS

I feel like this game has a lot of great set-pieces/moments that make you feel immersed in that moment, but don’t always expand for a long-term immersion into specific allies or factions.

For example, there were neat instances such as these:

I come across a group of survivalists and looters that are fighting one another, making a TON of noise, thus attracting a horde of zombies.  I hang back while they’re all wiping one another out.  It was cool to see that not every enemy is auto-programmed to zoom right in on you and it was a memorable experience.

Found a junkyard where there were enemies from a variety of different in-game factions that were conversing about some other group attacking them and they weren’t sure if they’d seek revenge if they saw that group of if they’d flee.  I wasn’t sure if they were talking about my group (since we had already taken out the Coyotes leader) or if they were referring to another group we had yet to meet.  But it was kinda a neat in-the-moment thing to encounter (although one of the groups, the Predators, we hadn’t tangled with yet, so might be one of those quirks where the game is assuming we’ve already had contact if they are indeed referring to my group)

Came across a gas station convenience store where all the zombies were piled up at the front entrance, with a clerk inside with a shotgun having barricaded himself.  Another nice setpiece that was memorable.

However, there are instances and long-term things that just don’t work.  For instance, after meeting a group of cops that are only taking other cops in, I wait until we’re geared up with tactical vests and then we assail the compound.  Vic is with me and participates in the killing, but then later at the shelter he freaks out at me about what we did (uh, you were pulling the trigger too buddy, why have him wait until after the fact to complain?)

Also, it mentions there were survivors from our attack on that compound and we may see some police groups attacking us later.  While this is sort of neat, what survivors?  We killed everyone there.  I guess I can assume the cops radioed others to let them know they were under attack?

It was cool after killing the leader of the Coyotes that when we were visiting a location that only had one entrance we had a group of Coyotes that had followed us show up seeking revenge, so we’d have to fight our way through them on the way back out.  We made judicious use of zombies in the area to act as buffers between our groups so we would have the chance to wear them down (or at least redirect their aggression) so we could survive the encounter.  That at least had some continuity with a faction we’re fighting with, although it just feels like there should be more of these types of interactions.  And roughly halfway through the game I don’t feel like there is.

I feel like there are a lot of neat one-off things you can encounter, but I think the storyline, characters and locations lack any long-term connection.  There seems to be little reason to revisit locations except to pickup extra loot you couldn’t carry the first time. 

The same applies to characters in your shelter, there seems to be little reason to talk to most of them after the first time because they just don’t have anything else new to say.  They seem to exist for me to dump special items on so I can gain skill points, but with such a large roster of allies I never feel like I get all that invested in them individually, they just exist to fill specific roles at the shelter or in the field, but aside from that there’s no connection, no reason for me to get invested in them or care about them.  Yeah, there are shelter events or some characters will visit you on a new day with something to say, but it’s still missing something.  FWIW I have around 30 allies at this point, I believe that’s around 2/3rds of the available ones.

It would also be nice to be able to mark locations on the map to revisit them, make notes, etc (such as the camp with Ben where he tells you to return in a week or two to see if they’ll join you)

There should also be an easier way to view your allies stats and perks, the current system is just too cumbersome to hunt around trying to find out what their strength is and then what their melee and ranged are, etc.

At the halfway point in the game I’ve built all the shelter and car upgrades, and I feel like I’ve got too many idle characters in my shelter with nothing for them to do.  The shelter jobs fill up pretty quickly and I’m left with a lot of stragglers with nothing to do.  Feel like there should be some more options available in that regard, or less allies where each one has more value and isn’t just another mouth to feed.

INVENTORY

In the shelter there’s an easy way to select everything in a characters pack and transfer to shelter storage.   However when you have the car trunk in the field you can’t easily select all items to transfer.

I had to search google to figure out that I could use the shelter storage screen drop-down in the upper left corner to select an ally and change out their inventory.  Initially, and for awhile, I felt like I had to be in the field to change or remove items from allies so I could get those items to give to someone else.

You also need your character to have certain items on their person when in the shelter in order to be able to present it to an ally (such as asthma medicine). 

Given the enormous amount of allies possible in your shelter, and their locations being varied depending on what they’re doing at the time, it would be nice to just have “quest” items like asthma medicine, bug spray or whatever automatically transferred when you come back and have the dialogue initiate, rather than you having to hunt them down somewhere on the first or second floor or the outside grounds. 

Likewise with special items like cigars, bourbon, etc. it would be nice to select the special item and then be presented with a list of allies who would benefit from that item AND their current mood so you don’t have to check the mood screen AND try to hunt people down inside the shelter.

Shelter inventory needs some additional work as well.  Some items (such as 9mm pistols) will all combine into one picture (but with 12 of them in that “pile”) while other items like shotguns, rifles, etc. not combining, thus creating a LOT of clutter on your shelter inventory screen.  Especially since items are not organized by type as well as they could be.  When I view the armor screen you should have footwear grouped together, and headwear, and arm guards and armor, rather than all scattered.  The same applies with weapons, melee weapons grouped, one handed vs two handed, then pistols, shotguns, rifles and so forth.  Just makes it that much more pleasing and manageable to the eye.

BUGS

I’ve encountered ONE game-crashing bug, only recently.  In the Austin city outskirts I go into the hotel via the ladder and there was a door that I tried bashing that caused my game to freeze up with an error message about being unable to find that object (the door).  Restarting the game from my most recent save corrected the issue.

The random house with Effram I came across surprised me.  When I encountered him my cursor was set to attack so I didn’t realize I could engage him in dialogue and wound up killing him.  Now it seems multiple times when I travel I keep encountering the same house and have to wait for it to load, then run over to the blue spot to keep traveling.  Kinda annoying, but not game-breaking.

This may not be a bug, per se, but it certainly felt like one.  There are certain maps (shelter camps, malls, etc) where my characters may shoot a firearm and then suddenly a zombie horde just appears magically out of thin air all on top of my characters, behind, in front, whatever.  Even if we’ve already passed through the area they appear and there wasn’t anything there.  I’m not talking about zombies coming from corners of the map due to noise, but just a total horde appearing a few spaces from my characters immediately.  Just reminds me too much of that cheap tactic used on The Walking Dead that tilts me to no end.

On certain maps my characters will get stuck in turn-based mode (i.e. combat) even though they aren’t actively in combat, but some NPC’s we haven’t even encountered yet are (such as Bad Cops at a mall shooting zombies, we haven’t even come across them, they aren’t in our FOV or even close to our location, but now we have to sit and wait FOREVER every frigging turn while ALL the zombies and ALL the NPC’s are moving, and it’s just a chore)

Definitely feels like turns shouldn’t take as long as they do sometimes, I’m running a quad core i5 with 16GB of Ram and a 2GB Radeon 7870, so while it’s not top of the line it’s certainly plenty beefy.

OVERALL

I’m enjoying the game and addicted, I love the freedom to explore wherever whenever and there’s a lot of cool moments and experiences interspersed throughout the field and within the shelter.

While there’s certainly improvements to be made I think the developers and writers did a great job to inject the game with humor and personality and keep you coming back from more.  Some fixes to turn times on larger maps, the clunky interface and some adjustments to focus more on certain allies and factions to keep the storyline engaging as an overall arc, rather than individual moments, would really up the ante here.  Looking forward to completing this game and your next project!


Title: Re: Dead State Suggestion Thread
Post by: angrysquirrel on December 22, 2015, 03:45:24 pm
Any way to make your survivors move out of turn?  Any way to get into defensive posture (reaction attack) if you don't use up all your movement points? 


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on December 22, 2015, 05:21:23 pm
Any way to make your survivors move out of turn?  Any way to get into defensive posture (reaction attack) if you don't use up all your movement points? 

The leader command "Go" will make the selected ally go next.  Defense bonus for unused ap was something myself and others requested, but was never put in.  There is a perk that will let you save some unused ap and carry them to the next turn though.


Title: Re: Dead State Suggestion Thread
Post by: angrysquirrel on December 22, 2015, 05:47:37 pm
Thanks for the response!  Maybe there will be another patch which would allow characters to have both a defensive bonus and a reactionary attack when the target comes within range.  Something similar to the Jagged Alliance and Silent Storm games.


Title: Is this the end?
Post by: FearlessAdz on June 03, 2016, 08:35:46 am
I want to start by saying I really enjoyed the game and the concept is amazing. But i feel this game could have been so much more. I don't know what other people think but the updates and story content is lacking. Is this the finished game? end of?

I was soo excited to see a game similar to State of Decay have a turn base style of combat and thought even though the graphics are simple they were effective and this would allow more time to create and develop a rich story and gameplay. But i feel i was sadly mistaken. Conversations with survivors are limited and repetitive and the actions you take don't effect much. The people will still repeat the same conversation ever if everyone else is dead.....

Like i said the concept to this game is amazing but right now i feel like you guys have just taken my money and left me with a game you no longer care about.


Title: Re: Is this the end?
Post by: DrunkZombie on June 03, 2016, 09:34:10 am
I want to start by saying I really enjoyed the game and the concept is amazing. But i feel this game could have been so much more. I don't know what other people think but the updates and story content is lacking. Is this the finished game? end of?

I was soo excited to see a game similar to State of Decay have a turn base style of combat and thought even though the graphics are simple they were effective and this would allow more time to create and develop a rich story and gameplay. But i feel i was sadly mistaken. Conversations with survivors are limited and repetitive and the actions you take don't effect much. The people will still repeat the same conversation ever if everyone else is dead.....

Like i said the concept to this game is amazing but right now i feel like you guys have just taken my money and left me with a game you no longer care about.

After "Reanimated" was released, the game was considered complete.

There should be reactions to deaths.  Funerals and conversations with you from friends or loved ones.

RPGs are much more work to make than other genres.  It takes a lot of work and time to create branching dialogue and dozens of npcs, than just to make a bunch of locations and bad guys to shoot.  I played and loved State of Decay.  It is one of my all time favorite zombie games.  However it is much more repetitive than Dead State as far as dialogue is concerned.  I think the rpg aspect of Dead State was well done overall.  While I think the combat could use some additions to make it more tactical, there is only so much a small team with a small budget can do.  Games that try to do too much end up running out of money, never get finished and become vaporware.  Could DS have had more features and content, yes.  There is almost always more that can be added.  However as it is, it is a complete game. 


Title: Re: Dead State Suggestion Thread
Post by: Leon0803 on July 23, 2016, 12:18:22 pm
I Would like to see the Game in different Languages so more people can play it (not everyone is able to understand everything in english) as a A+ Student in English i would like help translate the game from English to German if the Developers would Agree.
 :salute: (i would do that for free of course)


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on July 24, 2016, 11:51:44 pm
I Would like to see the Game in different Languages so more people can play it (not everyone is able to understand everything in english) as a A+ Student in English i would like help translate the game from English to German if the Developers would Agree.
 :salute: (i would do that for free of course)

I am not a developer but I think they would be fine if you made a mod for German.  Some Russian modders have done a Russian mod.


Title: Re: Dead State Suggestion Thread
Post by: Leon0803 on July 26, 2016, 03:19:26 pm
i dont really know how xD


Title: Re: Dead State Suggestion Thread
Post by: King_Zoe on August 14, 2016, 03:57:02 pm
First Mission
After the initial dialogue, you are instructed to pick up a weapon from the survival supplies in the basement. Next, you head upstairs and another message box appears instructing you to check the Supplies Stash.


My Suggestion
After you check-out the Supplies Stash, there should be a message box that instructs you what yo do next. Once you step on the glowing blue area outside of the school, a message box should appear that tells you to press 'M' to bring up your map, and explain travel.

 :galsiah:


Title: Re: Dead State Suggestion Thread
Post by: Kguide on August 29, 2016, 07:27:03 am
First off...love the game. 

1:  Get rid of order for turns.  Let me choose who to move based off AP.  Let me move one person for 3AP and another for 2AP and back to the first in one turn. This will avoid cluster**** unreal situations.

2:  Bodies should not block the path.

3:  Let me form a group without myself.  The leader doesn't need to be on every mission.  Their are days when I'm badly wounded and need rest.  There is no reason someone else can't lead a group.  Maybe I want to be the best crafter as well.

 


Title: Re: Dead State Suggestion Thread
Post by: DrunkZombie on August 29, 2016, 01:19:17 pm
First off...love the game.  

1:  Get rid of order for turns.  Let me choose who to move based off AP.  Let me move one person for 3AP and another for 2AP and back to the first in one turn. This will avoid cluster**** unreal situations.

2:  Bodies should not block the path.

3:  Let me form a group without myself.  The leader doesn't need to be on every mission.  Their are days when I'm badly wounded and need rest.  There is no reason someone else can't lead a group.  Maybe I want to be the best crafter as well.

  

Thanks for posting.  The game is complete, so there will be no more changes.

1)  Unlike some games with separate turn groups for the player and the enemy, turn order for everyone in the combat is based on agility.  So your npcs and and the enemy turns are intermingled.  You couldn't just pick the order because who would decide when the enemies go?  If you want to change the order, use the Leadership perk "Go!"  If someone is blocking a move, use the "switch" move to swap places for 2 ap.

2)  Unconscious characters block, but dead bodies should not.

3)  It was an often requested feature, but the devs wanted the pc to always be at the center of the action.  The gameplay of Dead State is focused more on the rpg aspect than the tactical combat.  More like Baldur's Gate than Xcom.   The pc is the center of the story and needs to be there to interact with other groups that the party meets.


Title: Re: Dead State Suggestion Thread
Post by: jojobe on December 13, 2016, 05:47:29 pm
I would like to see:
1. more zombies
2. actual use of a base. You would hear about  zombie attacks but not see any.
3.Modding tools.

A perfect state of decay would be mixing of three games Project Zomboid, State of decay and of course Dead State.

project zombiod mobs of zombies, crafting system, sound effects, large modding community.
state of decay  base building, vehicle driving.
Dead state. Epic storyline. turn based. Good business practices loyal fan base more so than the later title.


Title: Re: Dead State Suggestion Thread
Post by: Guzhk9128 on January 14, 2017, 01:19:48 pm
I've come to be really dissatisfied with how slow the combat in this game is. It really comes off as an attempt to artificially inflate the length of the game and needlessly drag things out. Has anyone put together a mod for this atleast? Why have the developers not felt a need to add an option to speed up combat?

And one thing I absolutely can't figure out is why every single (zombie) enemy on a map has to have a turn, no matter how many you're actually engaged with. I could be on a map that has over 50 enemies, I could be engaging just one zombie, and every zombie enemy is cycled through- even when I'm nowhere near them and they're obviously not doing a thing. What is the point of this? Why does it only affect zombies? Human enemies only have turns when they're aware of you or they're engaged in combat in some capacity- but for zombies, they have to be cycled through no matter where they are or what they're doing. It's just bizarre.

It also serves to damage the survivalist aspect of the game, because it basically tells you how many zombies are present on the map.


Title: Re: Dead State Suggestion Thread
Post by: jojobe on May 03, 2017, 02:59:12 pm
YAY DEAD STATE! You can sign me up for dead state 2 :P