Page 1 of 2 12 LastLast
Results 1 to 15 of 24

Thread: Make the zombie plague persist through "death"

  1. #1
    Zombie Hunter
    Join Date
    Sep 2015
    Posts
    493
    Rep Power
    1

    Make the zombie plague persist through "death"

    The zombie plague, and the infection and curing mechanics are really cool in A18. The infection is threatening...the slow creep of % ticking your life away. The relief when you find a cure item, or are able to get back to your base to use one. The tense stress when that infection is climbing and you're frantically searching for stumps or medical supplies.

    But a lot of people simply decide "meh. who cares. if it starts bugging me, i'll just walk back to my bedroll and stand in barbed wire" and "POOF!" infection gone.

    With the HUGE amount of time that the infection takes to kill you...that seems unnecessary.

    The game has established that when your health reaches 0, you don't really DIE....you just suffered a "near death" - so why is infection gone?

    What if health hitting 0 only removed 30% or 50% infection (to a minimum of 0.1% so that "near death" could never actually completely cure it).

    Those people who play dead is dead, who already deal with significant risk from infection, would have no change at all...this change would never affect them.

    Those who don't though...this would make infection significantly more problematic. I think the devs have been trying to make infection dangerous, stressful, and ominous, but NOT make the game tedious, frustrating and boring (like it did when the infection reduced your max stamina and stamina recovery), and this would fit that design direction. infection would become something that you always HAVE to deal with....eventually.

    Sure, people could repeatedly kill themselves every time they hit 30% or 50% infection, in order to reset it to 0.1%, but that would be a player death every 2 hours or so, and you can bet even those players would feel some relief when they finally find some honey.

  2. #2
    Inventor Hek Harris's Avatar
    Join Date
    May 2014
    Location
    France
    Posts
    984
    Rep Power
    1
    +1. Nothing more to say.

  3. #3
    Fun Pimps Staff Gazz's Avatar
    Join Date
    Jun 2014
    Location
    In your brains. Thinking your thoughts.
    Posts
    9,148
    Rep Power
    2
    Oh, I wanted to. =P

    Like, take off 50 or 60% of infection on death. Simple and reliable.

    Later in the game it barely matters, though.
    With decent armor and medication you can easily deal with it.

  4. #4
    Tracker
    Join Date
    Mar 2016
    Posts
    231
    Rep Power
    0
    I don't think I've ever been worried about the infection. Honey and other ways of curing it are so plentiful in the world that if I do get infected it usually makes it up to 0.3% before it is cured. They first need to make the infection a lot deadlier. Maybe making it kick in faster and if your character dies from it then it leaves behind a special zombie that you must kill before you can get your stuff back. Then with reducing the amount of things that can cure it to make people worry even more. I would suggest getting rid of honey as a way to cure it because to me that doesn't make as much sense in the world. Make only the two different antibiotics can cure it and then make them very rare.

  5. #5
    Zombie Hunter
    Join Date
    Sep 2015
    Posts
    493
    Rep Power
    1
    Quote Originally Posted by Gazz View Post
    Oh, I wanted to. =P

    Like, take off 50 or 60% of infection on death. Simple and reliable.

    Later in the game it barely matters, though.
    With decent armor and medication you can easily deal with it.
    This isn't meant to be a burn or anything, but later in the game a ton of stuff doesn't matter. It's almost impossible for early game threats to even be noticeable in the late game, or late game threats to do anything but completely steamroll us in the early game

    Sure, in my game, I have 1 antibiotic and 6 honey sitting in my chest on day 10...but I might not have it.

    It won't be guaranteed to make the plague more deadly for everyone...but it might give several people some more of those great stories and experiences in early or mid game, like many of us read in This thread. I'll be honest, that thread was partially responsible for thinking up this idea.

    It's not going to be a big deal for most people. But I'd imagine that for some, getting the plague, dying, and then respawning, still with 0.1% infection, will lead to some epic "oh S***!" moments.

  6. #6
    Zombie Hunter beHypE's Avatar
    Join Date
    Nov 2015
    Posts
    470
    Rep Power
    1
    Then again as much as I'd hate myself for dying on purpose to cancel a debuff... to each their own ? Next you'll want your food/water bars to go back to their values before you died, and so on. My point being that if people feel like suiciding in a survival game instead of trying to find a solution to stay alive... well, let them, it doesn't affect your game.

  7. #7
    Scavenger
    Join Date
    Nov 2018
    Location
    Post-apocalyptic Prehistoric Playground
    Posts
    41
    Rep Power
    0
    Quote Originally Posted by Sjustus548 View Post
    if your character dies from it then it leaves behind a special zombie that you must kill before you can get your stuff back.
    that is an interesting idea...

  8. #8
    Zombie Hunter
    Join Date
    Sep 2015
    Posts
    493
    Rep Power
    1
    Quote Originally Posted by beHypE View Post
    Then again as much as I'd hate myself for dying on purpose to cancel a debuff... to each their own ? Next you'll want your food/water bars to go back to their values before you died, and so on. My point being that if people feel like suiciding in a survival game instead of trying to find a solution to stay alive... well, let them, it doesn't affect your game.
    but suiciding would still get rid of the debuff....

    you don't actually suffer from it until it hits stage 2...so it isn't a debuff until then, its just a timer. Suiciding would still cancel the debuff, and reset, but not remove the timer.

    plus I never said this was meant to be a punishment for others. -I- have died of unrelated causes (mostly zombie birds) while infected...and it kinda took away from the whole feeling of tense, impending danger that the plague was causing...I felt disappointed that the infection was gone just because a vulture got a few lucky hits on me cuz it bounced around too much to hit.
    Last edited by Limdood; 3 Weeks Ago at 02:34 PM.

  9. #9
    Survivor EstebanLB's Avatar
    Join Date
    Apr 2014
    Posts
    90
    Rep Power
    0
    Oh yes, I was wandering about this too. Infection SHOULD persist through dead, at least with a partial % lowered.
    Early game the non-armored player has a higher chance to get it, and might not have looted cure in time, nor the ability to craft it. But the knuckles helps a lot to avoid it in melee combat, and the player should resort to ranged combat more often. All in all, it'c balanced enough for me

  10. #10
    Colony Founder
    Join Date
    May 2017
    Posts
    1,369
    Rep Power
    1
    I see a small problem. From 15% infection on you are slightly impaired by the infection (-25% stamina recovery) and from 58% on strongly impaired (-35% stamina recovery and -1 to all attributes). This could lead to a death loop if you die from the infection, then respawn with 50% infection and immediately go looking for antibiotics again.

    It is also not done with a single antibiotic if the infection is already over 25%. Antibiotics only heal 25%. For 50% you need 2 antibiotics, for 50.1% already 3 antibiotics. Honey heals only 5%. Therefore one would need 10 honey for 50%.

    So if you are between 50 and 55% infection it would make sense to just step on the nearest landmine to get down to under 5%.
    Last edited by RipClaw; 3 Weeks Ago at 04:10 PM.

  11. #11
    Leader Aldranon's Avatar
    Join Date
    May 2014
    Location
    Somewhere in a universe near you.
    Posts
    6,463
    Rep Power
    1
    Also, if the infection was more dangerous, then Fortitude would start becoming more of a requirement.

    Balance. Its good.

  12. #12
    Reconstructionist A Nice Cup of Tea's Avatar
    Join Date
    Feb 2017
    Posts
    738
    Rep Power
    1
    The whole "killing yourself because you've become infected" thing is a huge trope in the zombie genre. It would be a shame to get rid of that.

    And yes, I know that death doesn't mean game-over and the other players having to deal with zombie-you; so it's not exactly the same. But I still like the fact that it forces you into a decision - do I persist and hope for a cure, or put myself out of my misery and take the death penalty instead?

    If the infection lasts through death then it takes that away. Instead of an interesting decision It just becomes a boring slog trying to find a cure while suffering the symptoms and - if you die in the process - continuing to try to find a cure while suffering both the symptoms and the death penalty.

  13. #13
    Colony Founder
    Join Date
    May 2017
    Posts
    1,369
    Rep Power
    1
    Quote Originally Posted by Aldranon View Post
    Also, if the infection was more dangerous, then Fortitude would start becoming more of a requirement.
    Once you go into melee, it's a necessity anyway. Only players who only use ranged weapons can afford not to invest points in fortitude.

    Balance. Its good.
    That's funny. Every time when it comes to making life harder for players, it's balancing. When it comes to making life a little easier for players, it's whining.
    Last edited by RipClaw; 3 Weeks Ago at 03:57 PM.

  14. #14
    Survivor
    Join Date
    Nov 2018
    Posts
    72
    Rep Power
    0
    Yeah.. I don't see what's fun about punishing a player who died infected by keeping them infected. Dying and losing exp/potentially your items is the punishment for death. I can't see in any way how trying to punish other players for "taking the easy way out" to be fun.

  15. #15
    Zombie Hunter
    Join Date
    Sep 2015
    Posts
    493
    Rep Power
    1
    Quote Originally Posted by RipClaw View Post

    So if you are between 50 and 55% infection it would make sense to just step on the nearest landmine to get down to under 5%.
    This is already "the best option"....in fact, currently, this is "the best option" at 15%

    I see a small problem. From 15% infection on you are slightly impaired by the infection (-25% stamina recovery) and from 58% on strongly impaired (-35% stamina recovery and -1 to all attributes). This could lead to a death loop if you die from the infection, then respawn with 50% infection and immediately go looking for antibiotics again.

    It is also not done with a single antibiotic if the infection is already over 25%. Antibiotics only heal 25%. For 50% you need 2 antibiotics, for 50.1% already 3 antibiotics. Honey heals only 5%. Therefore one would need 10 honey for 50%.
    A fair point, certainly, and one i thought about as I typed up the original post, but didn't include any thoughts there as it was already quite wordy.

    What if infection dropped by 30%, or 75% of whatever it was when you died, whichever is greater (40% is the switch over). So someone who died with 25% infection would be at 0.1%. Someone who died at 35% would be at 5%. Someone who died at 44% would be at 11%. Someone who died at 88% would be at 22%, and someone who died at 100% would be at 25%. Now you have 33%, or roughly 2 real time hours to find a cure, with only a minor stamina penalty, rather than 8%, or 30 real time minutes.

    Or what if, upon dying, IF you were infected, the infection just resets to 0.1% - no matter what you were at?



    In any case, the point isn't to punish how people choose to play....honestly, in the two to three real time hours it takes to get 50% infection, you can easily get rid of the 10% xp penalty from dying. We already have people killing themselves because they're hungry, or thirsty, or have a broken leg. I'm no proposing any changes to those...I don't blame people for not wanting to play the game at a crawl for an hour while they wait for a leg to heal. The point, instead, is to make infection feel relevant....REALLY relevant...early game especially, since that is when it's already a threat. But it'd also be something you can never fully ignore

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •