I agree Ticks are problematic from a health & ammo view. That said maybe just the simple use of the gun to knock them down or stun them may be a good option vs melee weapons being added. I do hope that the addition of “stash boxes” will relieve some of the ammo issues. Again I do agree Ticks are the issue so far as alternative ways of dealing with them.
SPP
I was just watching the latest stream and they talked about crafting weapon upgrades Im thinking like if they added melee weapons that it would be like the dying light melee weapon attachments. And those were epic.
I want to see what we would get if the entire dev team took 2 months to work on an update. Cause last time they took 2 months but half of the devs were on vacation.
I don’t think crafting/basebuilding fits the storyline of the game for the reason given that the player(s) should be motivated to get away/keep moving, however some survival elements would be good - food, water, rest, warmth; things a survivor would need as they go about their journey across Sweden trying to stay alive, arm themselves better and find out what’s really happening. You could probably fix the basic needs issue by requiring players to enter a house say, twice per day in a non-combat situation where it would be assumed they would loot food and drink and flake out on a bed. Having to actually find food and drink and sleep inside a house would be better though but I do appreciate that would be a big block of coding and graphical work.
I do find it odd that apart from a few policemen there seem to be no civilian dead; only military, that seems very strange given some set piece scenes where a number of civilian cars have been abandoned and damaged in one place.
It also seems very weird that soldiers almost never have guns. Even if the gun graphic showed up “damaged beyond repair” when you looked at it, that would be enough, but no guns is an oddity I struggle to stay immersed with.
Crafting isn’t exactly incompatible with wanting to be on the move. I don’t know about you, but I see exactly zero reason that I’d have any issue wrapping double sided tape around emergency flares myself instead of having to find ones already wrapped.
Right. It works in many game like it quick fast crafting. Last few I played are dying light, homefront 2. Just adds more tasks to what we already do now of going home to home grabbing items
Now, this is a question, nothing more, nothing less.
Reason for me is to see, what it would mean to you, the base building player.
Do you begin from a plan that you need to find somewhere?
Do you need to get materials such as wood, cement, brick, and lay a foundation as to how you want it?
Do you build walls?
I mean: how would the workings be for you…?
Thank you.
That was a great idea when this future is or comes in the game
I´m twisted on the idea of base building, I do want to see something like a base building or “housing” just not sure how. Maybe upgradable safe houses with different features and some kind of crafting would be nice.
It´s a Good Idea for the future
I sure hope this never comes to the game it is a guerrilla game not a sit at camp game. If they do make the game more campy I hope it is as a DLC that you can filter out in MM.
SPP
No, thank you, but no, lol…
HOW is base building to you?
What precisely is the workings to build a base.
What is the ‘tech’ behind it, the operation?
Prefab stuff, actual building, how to furnish, just, what would the operation look like to make… a base?
I personally would feel more comfortable gathering supplies to use to fortify an existing safe house
There’s a mission in the alpine unrest doc (spoilers) were you have to fortify the hotel to defend it against an attack
Something like that would be better in my own personal opinion
@Bronyboi18
Thank you.
Would you have to build the WHOLE house?
Fundament, basement, walls, windows, … ‘brick by brick’?
How/where to get furniture and other stuff?
I love base building (collecting resources, planning, designing) and i do like games where you can build your own cozy home (Subnautica, Farming Simulator 19, 7 Days To Die etc).
However, base building doesn’t suit for all games and by looking how safehouse system is implemented in GZ, i don’t think base building as a whole would be good fit in GZ.
What could work in GZ is partial base building. Similar to the way it was done in Mad Max game (another game made by Avalanche Studios).
Since i’ve already explained my idea in-depth in another topic, i can’t copy/paste my post here, without it being considered cross-posting and mod dropping a ban hammer on me. Due to that, here’s the link to my in-depth explanation in another topic: A Little Idea I Have for More NPCs
I think that, that form of partial base building would be neat. Besides improving your base (safehouse), you’ll also get missions to venture outside, rather than just building it. Full base building from ground up (e.g like in Scum, DayZ, 7 Days To Die) may need way too much rework of the game’s code.
So far, i’m satisfying my base building needs by playing 7 Days To Die.
@Aesyle
Miss, the fact it does not fit the game style and story (as per what I said in: Base building potential and MANY other topics) is not what this topic is about.
I just wonder what folks consider base building, what their idea of base building is about…
That differs from game to game, at least for me.
For example:
7 Days To Die has really neat block-based world and base building. With block-based concept (similar to Minecraft) you can make any shape base you like. Also, besides collecting different resources, you need to combine them to make better resources so you can upgrade the block (wood, reinforced wood, cobblestone, concrete, reinforced concrete, metal) to give it more HP. You can also paint each block to suit your needs and there are also predefined models (e.g cupboard, table, couch, bed, TV, faucet, lamp) to complete the interior.
You can either take over existing POI and improve it to make your base (as i did) or let your imagination to flow and build your base from scratch.
Subnautica has module-based base building where you can build your base module by module (aka room by room). E.g add observation dome (module), sonar module, vehicle bay module, section of corridor etc. Most modules can be connected to each other to build one big base.
That method fits very well with Subnautica but doesn’t give that much freedom as block-based method would give. Then again, players don’t have to build their base brick by brick (or block by block), making it easier to build your base. In Subnautica, there are also predefined models for interior furniture.
DayZ has section-based base building with predefined models, e.g door, wall, foundation, tower, weapon rack, storage box etc and besides assembling them from resources, players can only change the placement of them.
That gives the least amount of freedom when designing your base.
Mad Max has base improvement rather than base building and player has no control over the design. Either build it or not.
For the Mad Max setting, i think it works very well since in there, you’re mainly on the move rather than settling down in one specific area (similar to GZ).
I don’t have a specific preference for base building method. I like each method in one way or another. With base building, it depends which method would suit the best in that specific game. More like case by case basis rather than one solution fits all.
@Aesyle
I understand, miss.
But how do folks see base building in GZ?
See, they ask for this.
And while I do have several ideas as to how it could work, i would like to see how players see this feature working in GZ?
And this is the question I ask here.
And that, my idea of it, i answered in my 1st reply here.
@Aesyle
But, miss… you do not really appreciate base building in GZ, is it? XD
I thought, you even… dislike that idea? lol
True, I should have said, it was more aimed at the ones requesting this feat.
However, I do like your posts, as, as you know, always.
Thank you, I appreciate it.