General
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scavenge untill certain amount of fatigue
Just put a scalable thingy wich lets you choose how many time to repeat "Scavenge !" until a certain level of fatigue, just to avoid clicking A HUNDRED TIME on the button !
134 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
Our main resistance to this is based on an extensive period during alpha testing when routes and scavenging were effectively automated and time-based. Early forum posts may even refer to the problem that players found it really unsatisfying to leave survivors automatically scavenge a location – there was no sense of having “found” the items. Suddenly there was just the burden of having to manage inventory. This was before PvP or improved inventory controls but the principle is probably still true. However, we will look at making scavenging more enjoyable and less of a chore, if that’s what it seems to be – whatever it takes. WotLD should be fun, even if it can be brutal and dangerous.
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The safehouse needs a bigger stash bar x3-x4 the size
Well the safehouse stash only shows 4 items and is not even 1/4 the size of my screen.. Im sure many agree that this is a big big big problem when it comes to sorting food/water/guns/ammo
120 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
We have a few solutions to this that we’re testing.
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Transport and vehicles
I know, you are thinking of create cars and other motor's vehicles that need fuel to use.
Create objects such as bicycles, skates or rollers. Those consume more fatigue and increases distance traveled by survivors, without worry about fuel. Also, we're promoting save the planet and blah blah blah...111 votesplanned ·
AdminWotLD
(Developer, World of the Living Dead)
responded
This seems a reasonable idea, and bicycles are certainly a useful post-apocalyptic mode of transport.
Expect to see this soon.
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Easier food/water management
ok i have a few idea's
1.the safehouse tells us how many calories of food we have and how many liters of water we have, so we can see what we have stocked up
2.a button (Supply all) That will give everyone in the safehouse 1days worth of food/waterTHis will help soo much.. Because you have way to many food items that its hard to keep track of it.. + this will help with the ones that are put to deffend the safehouse
90 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
Lots of good ideas here which we’ve been looking into and some we’ve already tried to improve. Automatic rationing mostly works now. We want to increase the inventory management area but there are complications because of the limitations of html and css – we’re still looking into it. We’re not going to work on splitting food or liquids. Even games by big studios avoid that, and there are just two of us. We’ll look at putting in the calorie values for food in more places. Management has improved a lot since the early days of WotLD, when there were just a few different items and not even any “drop all” buttons, so things can only get better!
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72 votesplanned ·
AdminWotLD
(Developer, World of the Living Dead)
responded
We’re working on this – probably appear in the update after next, along with some other changes to safehouses.
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Select behavior of squad member
It will be valuable to select a behaver for each squad member like:
**Firearms**
- "Use firearm [PVP|PVE|Both]"
- "Use melee [PVP|PVE|Both]"**Sharing**
If the survivor had sufficient supply in his backpack needed by another squad member:
- "Share ammo [Yes|No]'
- "Share food [Yes|No]'
- "Share liquid [Yes|No]'**Auto supply**
If the survivor is in a location with sufficient supply at needed time:
- "Take needed liquid [Yes|No]"
- "Take needed food [Yes|No]"Etc.
49 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
The first part of this that we would expect to implement would be the combat element, but the rest is all valid as well. We’ll try to introduce such settings over time and will keep an eye on the forum to see whether any new selectors would be considered useful.
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Safehouse filters should be reversed.
they should all be greyed out to begin with, that should show everything, then when i click on one it should show ONLY that category..
it's backwards as is, i don't see the functionality of removing a single category, every single time i use the filters it's so i can see 1 or maybe 2 categories, but to do that i have to deselect all of them?
maybe i'm missing something, why would you need to see every category but one? seems the exact opposite of the functionality intended or at least the function that filters are used for the… more
46 votesplanned ·
AdminWotLD
(Developer, World of the Living Dead)
responded
Filters can certainly be improved and it’s something that’s on our (very long) list.
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"Keep it" pocket in the backpack
It will be very useful if the backpack was in 2 compartments:
- the "misc" compartment, filled with scavenge, rob, etc.
- the "keep it" compartment, only filled manually, but not affected by the "drop all" button43 votesplanned ·
AdminWotLD
(Developer, World of the Living Dead)
responded
We plan to do this soon as part of the NECRA Task Force package. Will be basically a division in the backpack which will be only manually filled or emptied, so could result in more manual work for the player.
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Add a checkbox for ammo usage
A checkbox allowing to ask your characters not to use their fire weapons against zombies, and use them only to return fire in pvp.
(or perhaps a slider with 3 positions like use your gun as often you want, use it when necessary and use it only in extreme cases like a gunfight).
31 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
Rules of Engagement are planned for squads, but we have to be careful to make sure that they operate as expected in all circumstances, or else we end up with a deluge of bug reports. Expect to see this eventually.
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26 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
We’ll be looking into this when we next get a chance to rework the command page tables.
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Vacation Mode v0.2
I think there sould be a vacation mode, and I know it's been said before but I have worked out a away to to stop it being abused. When you go into vacation mode there should be a minimal time you have to be in vacation mode, I.e. When you activate vacation you can NOT do anything for one week. To prevent people from going into vacation and logging off, logging back on the next day and turning it off.
23 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
Vacation mode has been on our minds for a loooong time, but there are complications. We can’t just keep survivors on ice indefinitely (ever survivor adds to the server load), so there have to be restrictions, and coming out of vacation mode can’t be incredibly punishing or it will be pointless. Our best scenario is to make it something that a player purchases for a small amount of NC (because we have to avoid casual players who will give up going into vacation mode and hanging around longer than they should) and being completely frozen in terms of consumption and recovery/increases during that time. But there are several aspects to it that are still problematic, especially with the current (admittedly over-complex) ranking system, so it’s not likely to appear in the next few weeks.
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Survivors should start with skills based on their jobs
I know this was already posted by someone else, and declined, but please just hear me out. Every job wouldn't need pre-existing skills, just the jobs with skills that would actually fit. Truckers could start with one level in Insomniac, while the Market Research Analysts don't get any boost. It would add a dynamic to the game of which characters are more important to save but only by a small amount.
I mainly think this would be good because almost all characters are exactly the same (other than age) and that's a little boring. Sure, they have different names, different… more
22 votes -
Give penalties only after 250 cal/ml of hunger/thirst
Right now alot of food and liquidsare going to waste because the penalty for hunger/thirst starts so quickly.
We're forced to get it down to 0 to avoid penalties, but when you have 200 ml of thirst for example, the best you can do is drink 250ml, leading to 50ml waste. If you don't have any 250ml drink kartons at hand, you'll waste even more.
When you're maintaining alot of survivors, those small amounts add up to alot over time.
Having penalties only kick in after a certain threshold is reached, like after 250 cal/ml, would alleviate this problem for… more
21 votes -
Add a countdown for injury recovery (like fear and fatigue)
Because injury recovery can vary depending on hunger/thirst, knowing the "ideal" four hour mark isn't quite enough. I note the time a survivor is injured, come back when they should be healed, and still have to wait upwards of an hour. Just a suggestion, Thanks.
16 votesplanned ·
AdminWotLD
(Developer, World of the Living Dead)
responded
We agree that there should be better timers in the game.
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Random spawning event-locations
Well, i think it would be quite nice, to implement some random spawning locations like "crashed heli", which would appear from time to time and disappear when empty-looted.
15 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
We’ve introduced a variation on these for the tutorial and we’re certainly looking into enriching the game universe by adding more than just the existing locations.
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hunger/thirst sharing issues
since you don't want to allow hunger/thirst to go in the negatives, i would like option to share a single food item between chosen survivors (i am sure there is space for another drop down box)
i am stuck with 2l bottle of soda/emergency food bar, which i can't drink/eat without getting the penalties to 40%, or losing majority of it, effectively forcing me to once per day ventures, wasted on females, especially at the beginning, which in turn forces me to return with high fatigue
so starve because of inefficient sharing system, or die from fatigue induced injuries, or… more15 votes -
Manage Team should show health.
When I'm managing my team (who to leave behind, who goes where) I should be able to see who has how much health, stats, etc.
14 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
The main problem with this is that the page can become very heavy (both UI and in terms of checking info from the server) if we include this data, but we can see that having easier access to at least a stats popup would be useful.
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Weapon customization
As things are now, weapons are in a state that doesn't allow any improvement.
I think adding a way of "customize" them with some accessories to improve them would be a good idea.Gun upgrading items can work in a similar way to upgrade items, improving guns at the cost of some SP. For example adding custom scopes to some guns can increase their range, and silencers can help to attract less zombies. Some items could be weapon-specific, others could be used on a specific "family" of weapons, like the M16 and all its variants. It would add strategic depth… more
12 votesstarted ·
AdminWotLD
(Developer, World of the Living Dead)
responded
Weapon modification is finally in the pipeline and will appear alongside, or closely after, crafting and repairing.
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defending wounded squad members
i really disliked one of my squad members dying while all her collegues were at full healthk, it wasn't anything but betrayal
it would make much more sense to have the healthy and lightly wounded squad members cover for seriously and critically wounded squad members, and suffer injuries in their place12 votes -
Add animals to the game
Why not add animals to the game, in several capacities. You could add pets to the game for use in safe houses. Birds, cats, small dogs, could be a type of safe house upgrade that gives a bonus to fear deduction,defense, or recovery, or some combo there of.
Or, you could add dogs to the game as potential team members, as fighters, morale boosters, and scavengers. Either give them their own skill tree, or give them a defined skill set, while also letting them be injured. They would need food and liquid, but would not be allowed to be armored.… more
10 votesunder review ·
AdminWotLD
(Developer, World of the Living Dead)
responded
About the only animals we’ve considered adding are horses and dogs, as they fit in quite well with the zombie genre (see The Walking Dead and the Dawn of the Dead remake). When the dust settles and we have the core balanced, we’ll start looking into ideas like this.