"So for example, the new apartment buildings, we're re-doing them from scratch with every room interval, and all of those rooms have possible loot spawns. So the amount of locations for loot to spawn will be very high, but the spawn-rate will be incredibly low."
"It's probably going to be via an action menu, so you go into the inventory screen, right-click on a weapon, if the weapon's loaded it'll say, "Commit Suicide." Click that. "Are you sure…"
"There's so many items, already there's hundreds, that by the time we had have alpha there'll be thousands, and some of these items will be very important, so trading becomes very relevant because you're just never going to find all the stuff yourself. [There are advantages to working in a group] but they're not forced advantages."
"So I think that the game, this new antagonist, we're hopeful that that will have an impact on players' playstyle because they'll be forced to interact. Now, notice I didn't say forced to cooperate. Because I think that's a key difference. They'll be forced to interact, maybe on a neutral footing, so there'll be sort of these very high-tension trades occurring between groups of people."
"The way the zombie spawns work now is that they're all spawned at the start of a mission on a server. And then they respawn in a zone so long as there's no players in it. So if the player clears out, say, a village and and they stay where, then no zombies will spawn there. But—and this is a big caveat—zombies can rove around. So, particularly if you've fired a lot of ammunition or exploded something, zombies from a long way away may hear you and may come there in a big pack."
"Just today, unfortunately we can't demo it because it's not configured, a system has been implemented that allows you to interact with the world. So picking up basically any object in game, and being able to move it around, and all that stuff. But it's not persistent past the server restart. We need to judge what we can store long-term."
"Yeah, it already does, but it requires configuring, so it's not configured… we gotta watch with firing through walls, because people generally expect that you can't, in a video game. But yeah, the engine supports it."
"I'm very critical of melee, so I would say okay or bad. But it's gonna be way better than the mod. We want to make melee really good, but there's a lot of limitations. Look, I may be wrong, but I think to manage expectations… I'm hopeful it's okay."
"Yes. Weapons are entities now, they're just like a vehicle, so they have their own damage and everything."
"But high-scope, military weapons will be in there, but they'll be very rare spawns. And they'll be global loot spawns, so there'll only be a certain amount of them in the whole world."
"This is something we're going to do after we release the alpha. So for the moment the only restriction is gonna be how many slots do you have. But we're looking at playing with the idea of weight, and how it affects your character movement and all that. But we need to get player feedback on how the system currently works before we go and introduce another mechanic to it, because then it just becomes too confusing."
"Crafting is going to be, I think, one of the cornerstones of the game. So, you can cook food, so you take your gas cooker, you put a gas canister on it, you get a mister and you put some baked beans in the mister and then you cook the baked beans. In the [first game], you placed a fire, then you just looked at it and [cooked food]. So there's a lot of, you could add poison to a canteen bottle, and then give someone the canteen bottle, they don't know it's poisoned, and they could poison themselves."
Und wenn man mal unten liegt kommt man so gut wie nicht mehr hoch bei 2-5 Zombies have fun

