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Wicked Rising - A new kind of survival

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Oh right, forgive me about the dehydration, that's very immportant, too.

Dude, back in Medieval times they didn't had antibiotics. That's why so many people died. And if people would know how not to get infected from a sick person or some animal/insect... well, you just have to stay away from those, that's it.

Aren't like all the modern day people vaccinated from Black Plague and other deseases? You should probably make some research to ensure you won't add deseases that are pretty much unexistant in modern developed countries.

No vaccine or medication exist against the black death because of it rapid effect. Only antibiotics used before the virus gains manifestation show results. Also, people thought it was airborne, that is why the priests wore those bird like masks with with scented spices in the nose part (they thought that a stronger "good" scent would filter out the airborne disease). The reason we don't have the plague today is because we don't let our waste flood around in the streets and we in general have better hygiene.
Also, antibiotics doesn't work on viruses, only bacterial diseases. Diseases like cold mutate to fast to be curable, diseases like aids have an layer of proteins which allows it to hide from our immune system, rabies and everything that messes with the brain can only be cured with a vaccine as the brain will be destroyed, that is why zombie diseases is often seen as incurable. Viruses is incurable by everything but small toxins and vaccine.

There exists vacines against plagues, but no in use. So the average person have no defence against it. All diseases flourish in unhygienic environments, so it is expected that in an post-apocalyptic world that diseases thought extinct, will reappear and pest humanity.

how sickness will work?

The lower immunity, the higher chance to get a sickness from an infected or polluted source. Diseases will function to every extend as in real life.

wow, i really cant wait :p I know you have probably been asked a lot of times already, but maybe you could release an alpha version? Anyways, hope you guys have fun makin the map, it sounds great :)

Alpha version will be released soon I hope.

It will cause you to loose HP, and will add some nasty debuffs, like shall we say you'll get sleepier, or slower, or weaker, or something like that. Deseases can be cured with antibiotics, by increasing "Immune System" stat to a certain amount.

Antibiotics will only work against bacterial diseases as said before. Certain vaccines will prevent the manifestation of others. Some diseases is simply incurable, while others will be removed by time and the body's immune system alone. Increasing the immune system will work against most, although preventing diseases by keeping a high immunity and treating symptoms is always more effective than treating the sickness before it appears.
 
that doesnt seem fun at all... Your telling me that if i get sick, there is no way to be cured and i will eventually die because of it... You might as well quit the instant you run out of medical supplies.

Do you quit a td every time you run out of gold, or do you try to get some more? As ApocalypseNow said, when you run out, you go looking for some more or try to manufacture some more. Or the easiest way, simply stay the heck away from the guy with yellow fewer.

if you get sick your dead... No chance to heal again = me rage quitting the instant i get sick...

Just my oppinion :)

You misinterpreted what I said. Sickness equals sickness. Its only if you completely ignore certain diseases you may die, like in real life when you ignore cancer or any equally lethal illness. That I was saying before was that there exists different kinds of sicknesses that require different kinds of treatments. And above everything else, it shouldn't be a problem if you just drink clean water, eat non-spoiled food and take a shower once in a while.


Also:
Status system is completely finished!
:)
 
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if you get sick your dead... No chance to heal again = me rage quitting the instant i get sick...

Just my oppinion :)

"Incurable" diseases and sicknesses that would just make you drop dead mid game is a ridiculous notion. Most likely anything you can catch would be curable or at the very least treatable. Silent listed some possible ones a page ago, but they should receive some scrutiny before implementation.

Wait, that's my job...

EDIT: Excellent work Silent. <3
 
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Stop crying because of hygine and toilet need. Damn, that's not a zombie shooter, its a survival game. Try to don't take a bath or a shower for about 2 month. You will get so damn ill. Tleno, do you know how many people died in the medival time because they never took a bath? And, camon people. You never played the game with all it's systems (hygine, toilet needs) so how can you say that it will ruin the game? Just give it a try, damn.
 
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yeeeeeeeeei, the game is progressing \õ\\õ//õ/
keep up the good work

btw, what kind os deseases will be added?
 
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How will you take shower if there is no electricity or working water threatment? I mean you cant just get some water from a shower in post-apocalyptic conditions, and the clean water is just too rare to waste it on shower. I'd say you should use alternative ways, like shall we say paper towels or whatever - I mean, if you waste precious clean water (Unlean one could only make you sick, and even infect with zombie desease) for shower, when you could like use it to survive for like a two weeks, you, my dear sir, are a complete moron.

Symon, those people died because the desease couldn't be cured, they just didn't had medicines to do that in medieval times. And, come on Symon, I played The Sims and I can imagine how toilet break or shower would be not fitting to a post-apocalyptic game.

Seriously, "Shower in post-apocalyptic zombie filled place" sounds completely idiotically, I agree that there should be some way to increase immune system and stay clean, but that should be something else that shower since there can't be enough clean water.

Now, about the deseases... I guess most of the common deseases could like go away by doing nothing, like shall we say if you just stay in your house, eat some food, drink some water and sleep a lot, you will be fine after a day or few. If you instead keep runing from zombies and eat junk you found lying on the streets, it will get only worse and you'll need some medicines. If you won't succeed to find them, you will feel even more evil and will need stronger medicines. After that.. well you might even die.

P.S. About the toilet needs... so if you're going to immplement that, there will be peeing breaks... so I don't know if you ever heard about it, but men and women pee... differently, giving men characters an unfair advantage.
 
Stop crying because of hygine and toilet need. Damn, that's not a zombie shooter, its a survival game. Try to don't take a bath or a shower for about 2 month. You will get so damn ill. Tleno, do you know how many people died in the medival time because they never took a bath? And, camon people. You never played the game with all it's systems (hygine, toilet needs) so how can you say that it will ruin the game? Just give it a try, damn.

Actually fused hygiene and immunity, this was however because they so close related that it seemed a waste of space to add a bar for each.

How will you take shower if there is no electricity or working water threatment? I mean you cant just get some water from a shower in post-apocalyptic conditions, and the clean water is just too rare to waste it on shower. I'd say you should use alternative ways, like shall we say paper towels or whatever - I mean, if you waste precious clean water (Unlean one could only make you sick, and even infect with zombie desease) for shower, when you could like use it to survive for like a two weeks, you, my dear sir, are a complete moron.

There will be different way to clean you self, although clean water is not needed, salt water, lake water and water just not too polluted is easily other alternatives as long as you have soap. And if you're smart, it isn't that hard to clean water, I alone know of several ways.


Symon, those people died because the desease couldn't be cured, they just didn't had medicines to do that in medieval times. And, come on Symon, I played The Sims and I can imagine how toilet break or shower would be not fitting to a post-apocalyptic game.

True, but they got the disease because of lousy health conditions caused by lousy hygiene. And as I already pointed out, toilet need is very very easy to susstain without complications.


Seriously, "Shower in post-apocalyptic zombie filled place" sounds completely idiotically, I agree that there should be some way to increase immune system and stay clean, but that should be something else that shower since there can't be enough clean water.

We got it, I doubt that he only meant showers, but used it as an example.

Now, about the deseases... I guess most of the common deseases could like go away by doing nothing, like shall we say if you just stay in your house, eat some food, drink some water and sleep a lot, you will be fine after a day or few. If you instead keep runing from zombies and eat junk you found lying on the streets, it will get only worse and you'll need some medicines. If you won't succeed to find them, you will feel even more evil and will need stronger medicines. After that.. well you might even die.

Exactly,

P.S. About the toilet needs... so if you're going to immplement that, there will be peeing breaks... so I don't know if you ever heard about it, but men and women pee... differently, giving men characters an unfair advantage.

So far you can't be women characters, simply because there is no women model with the needed animations. At some point I'll get around adding the bones and animations needed, but even then, I don't think I'll make it take longer. Also, if people are just a little smart, they will have a base to do it as, as with every thing else, so the time doesn't matter much.

In real life, a even canned food don't last much longer than 2 years, and survival ration 5. So in a zombie apocalypse like wwz, where its expected to last 10 years, you eventually have to find a base where you manufacture food and clean water.




Important

Another thing, I'm currently doing the ability table and expect to be finished soon. But would like some ideas. Abilities can be bought by points in the start of the game, and the points will later function kind of like xp. Each ability also have up to 3 skill requirements and 3 history feat requirements, all thought the later shouldn't be used too much, as it limits customize-ability a lot. A character can have four active abilities at a time, but can replace these as he sees fit. I prefer non passive currently, simply because I already have an exceeding bunch of passive abilities made already. Abilities can be everything that you'd like, but they should likely promote a certain kind of play.

Here is are some examples of what is already made. The full list will be uploaded soon.

Martial Art
Type: Passive Ability
Requires: 20 Accuracy and Military service, Police service or Martial Artist history feat
Cost: 30 points
You use accuracy instead strength to determine damage and hit chance with unarmed attacks. Knockback range is still determined by strength.

(This is to encourage stealth players, that often have a high accuracy)

Examine
Type: Activate-able Ability
Requires: nothing (initial ability)
Cost: nothing (initial ability)
You can study objects to get information on its uses, capabilities or similar knowledge. The result is determined by the appropriate knowledge skill, like medicine to determine an other characters health state.

(this is just to help characters in the world, it can give basic beginner information on how to play or throughout details on that generator you want to find a way to start. Can even be used on zombies)

Better Lucky than Skilled
Type: Passive Ability
Requires: nothing
Cost: 150 points
You're more lucky than the usual, you get a random bonus/penalty to all skills every time you use them. This is a random number between -5 and 15.

(this ability mainly encourages people that like to stay on the move or play in lesser groups, as the skills known is limited and this would boost skills the character is bad in)

Sniper'sEye
Type: Passive Ability
Requires:Accuracy 30
Cost: 50 points
When in stealth mode, you gets a +20 bonus to accuracy with precision weapons.

(This is yet again to encourage stealth, and is obviously also a combo with the martial art ability.)
 
They look an awful lot like the perks from the Fallout series. Will these be following a talent tree kind of layout, such as in WoW?

That's because the perks from fallout looks an awful lot like feats from dnd, which were the inspiration. Although neither cost points. As said previously, I thing tech-trees restrict freedom too much, so no. As the system is now, you just train the right skills and save points to get what you want. Also abilities is very tactical, as you will have to choose which ones you want active in which situations (Like Light Sleeper when sleeping a unsafe place). The abilities should also be more rule changing and gameplay focused, as wicked rising offers a lot of different play types unlike games such as Fallout which only have stealth and combat. Also unlike perks, abilities is often actions, the example is the following ability which is also in the map:

Kick
Type:Auto-cast ability (attack)
Requires: Strength 30
Cost: 50 points
You kick the enemy away, this is like an unarmed strike, but knocks it back 4 times normal distance and has 25% extra range.

(keeps the enemies at bay, unable to strike you before you kick them out of distance again)
 
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Okay, now some off-topic lore: Firstly they wanted to use GURPS system which is kinda like DnD's one, only without the classes in Fallout. But those in charge of GURPS refused to sell the licence, since Fallout was rated as B-grade game with lots of violence and stuff like that. So they made their own system, the one we now know as SPECIAL.

And perks are awesome idea, they can make the game very different depending from the choice of them.
Some of my ideas:

Catlike Reflexes
Type: Passive
At night, the character recieves additional accuracy and agility points.

Trigger Happy
Type: Passive
The character's obession with ranged guns increases his psychological health when shooting with ranged weapons. This one pretty much compensates the psychological health lost during combat.

Headbutt
Type: attack (auto cast or no - I'm not sure)
The character cashes his head into the target, stuning him (Doesn't effect animals and most of zombie types) and dealing soem damage. Has a long recharge time.

Eagle's Eye
Type: Passive
Increases the range at which character detects hidding units, traps and such, but works only at daytime.

"Gourmet"
Type: Passive
The character gets used to the taste of rotten food, making it nearly as efficient in eating as the fresh one, but the chance that you might get sick stays.

Handy Man
Type: Dunno
Increases the efficiency of repairing whatever you can repair.
 
I'll comment and add suggestions to every single ability separately :)

Catlike Reflexes
Type: Passive
At night, the character recieves additional accuracy and agility points.

as there is already penalties for fighting in dark, this ability is very needed, but should rather remove the penalties than add new bonuses :)
something like:

Catlike Reflexes

Type: Passive Ability
Requires: Perception 40
Costs: 25 points
You were always a night person, you character takes no accuracy penalty when in the dark and when being tired.

(I gave it a high requirement because its an quite useful ability, also added the bonus when tired because it adds versatility.)

Trigger Happy
Type: Passive
The character's obession with ranged guns increases his psychological health when shooting with ranged weapons. This one pretty much compensates the psychological health lost during combat.

This is awesome, a character should still get some mental damage from killing an other human being though. Only added cost and requirement.


Trigger Happy

Type: Passive Ability
Requires: Access to guns
Costs: 50 points
Your character is obession with guns, this increases his psychological health when shooting with ranged weapons.

Headbutt
Type: attack (auto cast or no - I'm not sure)
The character cashes his head into the target, stuning him (Doesn't effect animals and most of zombie types) and dealing soem damage. Has a long recharge time.

I think this one encourages head-butting the zombies too much xD

Eagle's Eye
Type: Passive
Increases the range at which character detects hidding units, traps and such, but works only at daytime.


Eagle's Eye

Type: Passive Ability
Requires: Perception 10
Costs: 20 points
Your character have a +20 perception bonus to detect traps and hidden units in daylight.


"Gourmet"
Type: Passive
The character gets used to the taste of rotten food, making it nearly as efficient in eating as the fresh one, but the chance that you might get sick stays.

Is very good, although a slight bonus to immunity checks against diseases from eating rotten meat would be appropriate to make it more useful.


Handy Man
Type: Dunno
Increases the efficiency of repairing whatever you can repair.

Already have this one in the map, it gives a 33% health bonus to structures and barricades made while its active. xD



Would prefer more activate abilities, but they are all very good :) Also, feel free to add requirements and cost you self, think that the previous examples and the information on page 1 should be sufficient :)
 
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there will be a difference with male toilet need and female toilet need? I think there should be.
I think the this should go for a personal terror kind of game, the terraing make this easier already, but the skills and the music and all that should be focused on terror, thriller, fear. Its important to the player to feel that he's in the game, to feel the terror as it was with himself, the all idea of dieing or becoming a undead is really threatening
 
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Momentum
Type: Passive
Requires: Strength 60, Agility 60, Melee Weapon
Costs: 50 points.
You are a snowballing madman with a melee weapon. Every kill gives you a 25% chance to deal a 150% critical hit on your next attack. This chance lasts 5 seconds. This ability stacks with other critical hit abilities and weapons.

Attention
Type: Passive
Requires: None
Costs: 50 points.
You pay attention to every detail, never letting anything slip by you. You gain experience 10% faster, and earn ability points 5% faster.

Soft Step
Type: Passive
Requires: Perception 50, Agility 60
Costs: 45 points.
Your feet will never set off ground based traps, and your footsteps are harder to hear. You receive a 10% penalty to movespeed, however.

Virus Resistance
Type: Passive
Requires: Survival 50, Medicine 50
Costs: 60 points.
Your body has naturally become somewhat resistant to the undead. The Virus takes 50% longer to Turn you, and you have a 5% chance to not be infected when bitten.

Nerd Rage
Type: Passive
Requires: Technology 50, Strength under 25 OR Medicine 50, Strength under 25
Costs: 25 points.
You've been pushed around long enough! When your health is under 20% you gain a bonus 20 points to strength and a bonus 100 max health.

Silver Tongued Devil
Type: Passive
Requires: Linguistics 60
Costs: 40 points.
You are a master of bending people to your will. You gain 10 bonus points to linguistics and additional dialog options.
 
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Nerd Rage, Soft Step and some other ones remind me of Fallout. Soft Step sounds kinda bleh - I mean, making traps obselete is a bad idea (Altrough just making the simpliest obslette sounds good enough). Better make it not decrease your movement speed but work only on basic traps.

Hail of Fists
Type: Attack ability (Channeled/melee)
You quickly hit the target several times, stuning him while beating him, and dealing some damage. Has a long recharge time to prevent abuse of the stuning. Stun works both zombies and living.

Facepuncher
Type: Passive
You prefer beating people "in da face", dealing more damage with melee weapons and fists.

Disarming Strike
Type: Attack ability
You force the target to drop the weapon he's holding, forcing him to fight with fists or waste time picking up the weapon from the ground/inventory.

Sprint
Type: No target ability
I have no idea why nobody suggested this one. Should be an ability aviable from begining. It makes you get tired faster, but increases your movement speed.
 
Momentum
Type: Passive
Requires: Strength 60, Agility 60, Melee Weapon
Costs: 50 points.
You are a snowballing madman with a melee weapon. Every kill gives you a 25% chance to deal a 150% critical hit on your next attack. This chance lasts 5 seconds. This ability stacks with other critical hit abilities and weapons.

Very good, however "melee weapon" shouldn't be in the requirement field, as that is for when the character "buys" the ability, but rather in the description.
Likes this one, have a similar ability in the map called beserker, which is as follows:

Berserker
Type: Passive
Requires: Mental patient history feat
Costs: 150 points.
Whenever your character's sanity drops to zero, you enter a rage that increases your strength, athletic and defence skill with 60 points, but decreases accuracy with 100 and all other skills with 50. This lasts until you sanity rises above 1 point again.

Attention
Type: Passive
Requires: None
Costs: 50 points.
You pay attention to every detail, never letting anything slip by you. You gain experience 10% faster, and earn ability points 5% faster.

Points is experience in the map, should the character should just get a bonus to that :)

Soft Step
Type: Passive
Requires: Perception 50, Agility 60
Costs: 45 points.
Your feet will never set off ground based traps, and your footsteps are harder to hear. You receive a 10% penalty to movespeed, however.

Would change this to only apply when in stealth mode:

Soft Step
Type: Passive
Requires: Perception 50, Agility 40
Costs: 45 points.
Your feet will never set off ground based traps when in stealth mode, and your footsteps are harder to hear. You receive a 10% penalty to movespeed, however.


Virus Resistance
Type: Passive
Requires: Survival 50, Medicine 50
Costs: 60 points.
Your body has naturally become somewhat resistant to the undead. The Virus takes 50% longer to Turn you, and you have a 5% chance to not be infected when bitten.

Should cost more points, a character with the right skills would just stumble into this one, which it is kinda too overpowered to.


Nerd Rage
Type: Passive
Requires: Technology 50, Strength under 25 OR Medicine 50, Strength under 25
Costs: 25 points.
You've been pushed around long enough! When your health is under 20% you gain a bonus 20 points to strength and a bonus 100 max health.

eh, fallout? :p
also, increasing max health would in most circumstances force you to leave nerd rage again.

Silver Tongued Devil
Type: Passive
Requires: Linguistics 60
Costs: 40 points.
You are a master of bending people to your will. You gain 10 bonus points to linguistics and additional dialog options.
[/QUOTE]

Specify new dialogue options. What the theme? Seductress, evil? or?

Nerd Rage, Soft Step and some other ones remind me of Fallout. Soft Step sounds kinda bleh - I mean, making traps obselete is a bad idea (Altrough just making the simpliest obslette sounds good enough). Better make it not decrease your movement speed but work only on basic traps.

Changed it to apply in stealth mode.

Hail of Fists
Type: Attack ability (Channeled/melee)
You quickly hit the target several times, stuning him while beating him, and dealing some damage. Has a long recharge time to prevent abuse of the stuning. Stun works both zombies and living.

Abuse of stunning is okay as long as its only used against zombies, would rather make this an autocast ability that increases melee attack rate for 200% for 5 seconds and gives stun, but decreases strength (or accuracy if you have the martial arts skill).

Facepuncher
Type: Passive
You prefer beating people "in da face", dealing more damage with melee weapons and fists.

Add a specific bonus to melee attacks to this one, like +20 strength when using unarmed attacks.

Disarming Strike
Type: Attack ability
You force the target to drop the weapon he's holding, forcing him to fight with fists or waste time picking up the weapon from the ground/inventory.

Not really useful against zombies unless you want to remove a pesky army helmet. Would also make this auto-attack :)

Sprint
Type: No target ability
I have no idea why nobody suggested this one. Should be an ability aviable from begining. It makes you get tired faster, but increases your movement speed.

I already made this one xD
Gives 50% extra speed of 10 seconds. Also tiring you 50% more.
 
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eh, fallout? :p
also, increasing max health would in most circumstances force you to leave nerd rage again.

Yep, it's from fallout. And it's done by percentage. If you have 10HP, reduced to 2, nerd rage kicks in and raises your max hp to, say, 20. Therefore your current health is also raised to 4. That is still 20% of your max health, thus not cancelling out the ability.

Specify new dialogue options.

Specify dialog options*. We need to start writing dialog for NPC's (or rather, I need to) before we worry about this.

What the theme? Seductress, evil? or?

Nope, works whatever your "alignment". All it does is provide addition intimidation and/or persuasion lines, depending on who you're talking to.
 
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I have read all this things,and i can only say that i can't wait to see this map done...I mean,this could be the best zombie survival map ever to be made on warcraft 3 if all current ideas and stuff will be succesfully implemented with no problems :D
Just looking at the feats and all those stuff which would be in game simply amazes me as the gameplay would be very dynamic.
 
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Because you can't directly interact with spells in a spell book like replacing them or add spells to it. The spellbook offers only 11 spell slots, while the multiboard offers 32 per page. Also the multiboard can check for variables and hashtable values, while the nature of the spell book can only check for units and researches.

Fair enough, although it'll be awkward to use them via multiboard, as well as view their effects.
 
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Erm...

Rapid Reload
Type: No target/self (ranged weapon required)
Immediatelly reloads the weapon and increases the attack speed of the weapon for few seconds. Has a long recharge time and some pretty good reaction and shooting skills.

Also, as I guess you should add Aimed Headshot/Legshot/What ever else aimed-shot abilities as active. You know, takes some time to prepare and hits a specific part of target's body.
 
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here is some ability ideas, which i did not specified on how they work because they are subjective

ambidextery
you have born with the capacity of using both of your hands to do things, despite you usually only use one hand to do things(matter of habit) you still control both hands very well

efficient digestion
you always feel like you have eaten an elephant, you for sure can absorve more nutrients from every food you eat and every drink you drink, but you also get more drunk when comes to alcoholic drinks

born to shine
you are somehow known around, everybody who look at you think of you strongly, being bad or good, they cannot look at you and be impartial

i was infected
you were infected at some point of your journey, and you don't have what to do about it, you are doomed, but somehow the infection develops very slowly on you, making you be on the middle of both life and death worlds, humans think of you as a zombie and will try to kill you, zombies will try to eat you if there is nothing else to eat, and worse, you start loosing your mind to the your zombie side(every time your psycho gets low, you start loosing control)

once i was afraid
you no longer get afraid of things, you saw the worse and you felt the worse, now everything is a small slice of the cruelty of the world
 
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here is some ability ideas, which i did not specified on how they work because they are subjective

ambidextery
you have born with the capacity of using both of your hands to do things, despite you usually only use one hand to do things(matter of habit) you still control both hands very well

efficient digestion
you always feel like you have eaten an elephant, you for sure can absorve more nutrients from every food you eat and every drink you drink, but you also get more drunk when comes to alcoholic drinks

born to shine
you are somehow known around, everybody who look at you think of you strongly, being bad or good, they cannot look at you and be impartial

i was infected
you were infected at some point of your journey, and you don't have what to do about it, you are doomed, but somehow the infection develops very slowly on you, making you be on the middle of both life and death worlds, humans think of you as a zombie and will try to kill you, zombies will try to eat you if there is nothing else to eat, and worse, you start loosing your mind to the your zombie side(every time your psycho gets low, you start loosing control)

once i was afraid
you no longer get afraid of things, you saw the worse and you felt the worse, now everything is a small slice of the cruelty of the world

We kinda like have enough passive perks.. and these are kinda... well something between perks and character pre-history...

Well, the "once infected" is kinda sucky...

Actually, decreasing the mental damage from anything scary sounds practical...

I have no idea how ambidexterity would work - you didn't said what would be it's effect...
 
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ambidextery
you have born with the capacity of using both of your hands to do things, despite you usually only use one hand to do things(matter of habit) you still control both hands very well

Specify what this does.

efficient digestion
you always feel like you have eaten an elephant, you for sure can absorve more nutrients from every food you eat and every drink you drink, but you also get more drunk when comes to alcoholic drinks

Not bad, just give some percentage specifications as to how much bonus nutrition you would gain.

born to shine
you are somehow known around, everybody who look at you think of you strongly, being bad or good, they cannot look at you and be impartial

The game doesn't have "good" or "evil" pathways. Plus I don't see how this would really have any practical use in the game.

i was infected
you were infected at some point of your journey, and you don't have what to do about it, you are doomed, but somehow the infection develops very slowly on you, making you be on the middle of both life and death worlds, humans think of you as a zombie and will try to kill you, zombies will try to eat you if there is nothing else to eat, and worse, you start loosing your mind to the your zombie side(every time your psycho gets low, you start loosing control)

The game takes place at the beginning of the zombie apocalypse, so this doesn't fit at all.

once i was afraid
you no longer get afraid of things, you saw the worse and you felt the worse, now everything is a small slice of the cruelty of the world

Deep man. I guess this means less psychological penalties to scary things...? Whatever.
 
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good and bad is the way they think of you, not what you actually are, i'm talking about the npc interaction part of the game

also to be honest, i did not understood how the stats work on this map, mainly why my abilities were so vague
 
Level 4
Joined
Jul 19, 2010
Messages
99
Hey Silent, i was working on a map like this, i could easily just scrap mine if you needed some help? I can do a little bit of everything, while i can do terrain more so then anything :).
Also i have a suggestion for you map that i was working on putting in mine, ill pm you if you want to know more?.
 
Level 5
Joined
Jan 31, 2011
Messages
184
Hey Silent, i was working on a map like this, i could easily just scrap mine if you needed some help? I can do a little bit of everything, while i can do terrain more so then anything :).
Also i have a suggestion for you map that i was working on putting in mine, ill pm you if you want to know more?.

Just put the suggestion here.

good and bad is the way they think of you, not what you actually are, i'm talking about the npc interaction part of the game

Still makes no sense. What, they look at you and just assume you're good or evil? In a game without those paths? Really the only "good" or "evil" will be the military and the bandits (depending on the country).

also to be honest, i did not understood how the stats work on this map, mainly why my abilities were so vague

When Einstein didn't understand something in a book he went back to the beginning and re-read it until he did.
 
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