A. It means both.
The fog will significantly reduce the player's sight range, but the Zombies will also have reduced visibility, so they won't see you if you're far away.
We wanted to encourage Survivors to prepare a different strategy than what they would normally use, because both sides will have reduced visibility.
Foggy weather is one example, but we're also considering rainy weather, sunny days, and more.
A.There will be grades.
Gear with higher base stats will be of higher grades, and gear with higher grades have a chance to have better random options.
A. Yes, you'll be able to attach additional options to your gear, some of which will include things like health and movement speed you mentioned as examples.
We're also planning to allow attaching options for a variety of other things, such as the speed of opening chests, throwing distance, and increasing the amount of weight you can equip.
A. Only the weight of equipped gear will be considered. In terms of farming inventory, the inventory space/slots will be the only restriction.
A. A similar system will be added.
The movement speed will depend on the weight of equipped gear, so armor and weapons will have characteristics like what is mentioned in the example above.
A. Shield Balancing::
With the following points, we plan to balance different weapons/equipment.
- Controls: The blocking mechanism works when the attack is actually blocked with the shield.
When blocking with the shield, one would have to move the shield up and down to block attacks, so blocking requires controls.
Of course the shield might still block attacks while just holding it and walking around.- Durability: Not only shields but for every armor and weapon there is ‘durability’.
When it depletes the equipment will break, but we are thinking of leaving the broken equipment as an item so that it can be fixed and used again.
Likewise, the shields would also have durability levels so it can’t be used forever without breaking.- Stamina: Stamina will decrease every time an attack is blocked with the shield.
- Weight System: The total weight of equipped gear will affect the movement speed.
For example, a shield that is sturdy and large enough to block attacks easily would be heavier, which means that walking or running would be that much slower.
As the map is widespread and farming is the main objective, having a large shield that would slow one down doesn’t always have the upper hand in comparison to moving around the map quickly with short blades in each hand.- Equip Limit: Currently, shields can only be equipped to the left hand.
Therefore only one one-handed weapon can be equipped to the right hand.
Two-handed weapons will leave no hand to equip the shield to.
A. Types of shields:
The points you mentioned can be summarized with the points in the list below.
With different combinations of the following elements, I believe various types of shields can be created.
- Size: The bigger the easier to block attacks, and the smaller the more difficult it would be. (Smaller shields would require more skilled controls)
- Durability: A shield with higher durability can be used for a longer time, and a shield with low durability will break easily (needs to be fixed more often).
- Weight: If the shield is big and durable, it’s probably going to be heavy. But if a shield is small and less durable, it will weigh less.
- Rarity: If there is a newly developed shield that is large and durable, and also light, then it would be very very expensive and hard to find.
Normal shields would be easier to find.
In other words, shields that are easy to find will have something lacking in either size, durability or weight, and if it was very difficult to acquire it will have significant advantage in size/durability/weight.
A. Though we are open to this in the future, currently we don't have any plans to add such features.
A. As of now, there aren't any systems to combine/alter weapons as mentioned in the question.
A. We have considered modifying, but considering the cost, currently we are not.
The level of modification you mentioned would probably be added very far in the future.
A. The maximum number of players for the map has not yet been determined and depends on the size of the map.
Currently, we are considering dividing the zones based on difficulty, so if the map becomes less spread out then the number of players may decrease as well. (Dividing the entire map into sections according to difficulty)
The important thing is ensuring that the frequency of player encounters during the game and the possibility of escape are balanced appropriately. We plan to continue developing the game, making sure we don’t have any issues in these areas.
A. We don't have any specific plans for taser-type weapons yet, but as long as they don't instantly kill the opponent, we're always open to the possibility of ranged weapons, including the type you mentioned.