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PlasticandRage

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About PlasticandRage

  • Birthday 01/20/1983

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  1. Thanks. No word on hardware/warehouse? Anybody? There definitely needs to be some axe spawns in Rosewood. As necessary as an axe is to play the game, there's very few opportunities for one in the town it seems. Other than the prison, which I still haven't managed to find, doesn't seem like there's really anywhere good to look for one outside of killing a lot of zombies and hoping to get one, which is a little too much of a crap shoot if you ask me. I'd sooner just pick somewhere else to spawn.
  2. Anyone know if there's a hardware store or warehouse in the Rosewood area? I need an axe and a trowel in the worst way. If not, and I guess also, how exactly do I get back to Muldraugh from here? Right now I'm based up in the suburby area of houses with black iron fences north of the strip mall type area. Just as reference point if you're going to try to give me directions. Also, haven't found the prison yet. Is that Rosewood or March Ridge? From what I gather it's somewhere south/westish from where I am. Am I correct in that assumption?
  3. Im 100% for this. Their sprinting a couple feet in place when idle is really silly looking, especially in the juxtaposition of how downright terrifying sprinter games can be. Even if they just stayed put when idle thatd be better than what they do now. Like World War Z style. When theres no stimulus they just stop. Kind of off-topic here, and this may well have been addressed already, but the last time I played with sprinters the crawler mechanics needed some attention too. Couple of times I had zeds on the ground, get up and sprint at me only to lay down again and crawl after me once they caught up. Made no sense at all.
  4. Yeah, I built the bridge between them, then the building is suspended from the bridge. Its probably overkill, when Id have most likely been just as safe in one of the high apartments, especially with the lower stairs destroyed, but trying to get creative with fortresses is probably my favorite thing to do with PZ.
  5. That actually would be really nice. Rotten food is usually my big one. If a composting system is ever implemented it wouldnt be a problem anymore, but for the time being I usually pick a dead zombie near my house and just fill its inventory. Itd certainly save some time. With all the construction Im usually doing, I tend to end up with a lot of useless twigs and sticks as well though. Every fortress I've built since they were added to the game has at least one crate full of them.
  6. Yeah, no arguments here. As radios are now, after doing some extensive experimenting trying to use two walkie talkies as a lure, Id think the whole system would need a bit of an upgrade for my suggestion to work in a way that makes sense. Just their range alone. IRL they make walkies you can go buy in a store thatre good as far as a mile away, but the ones in game seem to reach only about 20 paces. If that. The whole survivors trying to reach out to other survivors thing wouldnt make any logical sense working within those proportions.
  7. I dont know that its even really worth it. I did some experimenting and for the most part you have to be so close to the placed walkie, that the zombies will just target you anyway when you start hitting Q. Theyd need a big range upgrade to be useful for any of the things Id thought about using them for.
  8. ^ You have to place it, not drop it. Get one in your inventory, then open the same toolbar you would if you were moving furniture, and choose place. Then you'll get the little square with the walkie talkie in it, and you can place it where you want it. Then once it's down you can right click for device options. Same way you set up the big HAM radios. HAH! It absolutely works! I just tried it. You place the one, like I said above, then go into device options, tune it to a specific frequency, I used 0.2, just because it's all the way at the left for the slider and I was busy running from a herd I brought in to test it out. Then I took off, equipped the other, set it to the same frequency, and started hitting Q. The radio on the ground started spouting the same stuff my character was yelling with the Q's, and part of the herd broke off to check it out. Such potential there. You have to be really close to the other walkie for it to work though, otherwise it'll just say '...' which I take as meaning you're out of range. Way closer than I thought you'd have to be. I don't think it has to do with my choice of walkies either, because I'm using 2 military models. I think it may have to be within your vision cone too. That kind of limits things. Yeah, you have to be so close that I can't see it being very useful as it is now. You have to be so close to the other when you hit Q that the zeds come for you mostly anyway. Maybe if you were inside a building and it was outside, and you were looking at it through a window or something? I just tried it outside.
  9. Yeah, a lot of things that should realistically weigh more than alcohol wipes are 0.1. I was paying attention while I played last night. Tape for example, is 0.1.
  10. ^ you can set up the big 20 pounders. I just figured that one out just now. You set them up using the furnature movement tool. That might be a piece of this puzzle. Maybe if you tune one to the same frequency as a 2 way?
  11. You cant hear anything when you hit Q either, but it still makes in-game sound. If you hit Q in the woods and nobody is around does it make it sound? I wouldn't be surprised if both of those things were on a list of things to be addressed at some point anyway though. I can't see them wanting Q to remain silent, and if they were to address that, I could only assume they'd want to address the silent radio/tv noises as well.
  12. This game takes place in 1993. And police and emergency services radios can easily be as loud as a normal speaking voice. If you were out walking around a street with other people around and spoke with your regular speaking voice it'd be heard. Yeah, not through closed doors or walls, but if you were in a room with someone, or on the same floor, or outside within a certain distance, I'd say at least 20 feet, itd be heard. Im not saying I think they should make loud enough noise to draw zombies across the map or anything. More like the kind of draw you get when you hit Q. Speaking voice level. Also the majority of the 1 way radios in the game are not big old timey radios. Theyre small handheld radios. In the 90s people did use stuff like that. Not to mention that during a cataclysmic world event people stay glued to their media sources to hear whats going on. It wouldn't be unrealist to think if someone had a radio in their possession during the ending of the world that theyd be carrying it and listening to it to hear whats going on. Its already been said that if a player can die holding a radio, why not a zombie? The fact that you can set the date to be anything you want is kind of a moot point. The core game is intended to be set in the 90s.
  13. What do the seed packets weigh? Realistically the wipes shouldn't weigh any more than that. I know seed packets weigh next nothing, and IRL alcohol wipe packets are smaller.
  14. ^ yeah battery life would really be the only issue. Itd have to be something that only really happened prevalently the first week of 2. Or once NPCs are implemented, finding the ocassional freshly dead zed with one. Id think a 2 way could potentially last a while if it wasnt being used too too often, but I know like emergency service 2 ways will scan channels and thatd probably hurt battery life.
  15. Whats unrealistic about it? 1 and 2 way radios exist in the game. How is it a stretch to think people may have died with them turned on?Like if a survivor died with a 2 way radio on them, that they had on them because they were communicating with other survivors, I wouldnt think itd be a stretch to think those survivors might try to radio that person when they didnt come back. Or that a survivor was listening to a 1 way radio and was then killed. I dont see how any of that is unrealistic.
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