Jump to content

kaf

Member
  • Posts

    25
  • Joined

  • Last visited

kaf's Achievements

  1. Wanted to post this in the existing troll thread by Supasang (http://theindiestone.com/forums/index.php/topic/4280-the-next-build-aka-the-nexbuild15/) to save web space, but it got locked while I was writing this.. Oh well.. As I have mentioned before, I really loved the new carpentry changes, and it turned out that I'm not alone - the vast majority of people actually adore the idea of building miles of walls before they are "skilled" enough to try building a rain barrel too! http://theindiestone.com/forums/index.php/topic/3571-rain-collector-barrels-upcoming-patch/ This change was introduced because devs felt that getting water in PZ is too easy (apparently failing to notice that in order to get hammer+nails+planks a player still has to search half of the map..) So, with that in mind, I would like to suggest a new farming system! We all know that at the moment farming is just way too easy - this issue must be addressed asap! One of the possible ways to make farming more challenging would be introducing leveled seed packets - you'd be able to plant carrots at farming 1, strawberries at farming 2 etc. etc. This change might sound a bit drastic, yet it stays true to the new (and realistic) leveled barrel system, as well as the opinion of the majority on this forum. PZ is about being an average person, and an average person cannot plant potatoes without first mastering the art of carrot farming (or vice versa), just like an average person cannot build a box with a garbage bag inside, without practicing building a house first. Even if an average person reads a book about making wooden boxes with plastic bags inside, he/she would still need to practice by building shit he/she doesn't need first. Another possible approach to turn both carpentry and farming into a more challenging experience, would be to introduce a new quest giver/teacher system - you would have to travel across all map to a carpentry/farming teacher to unlock a profession first - how else would an average person find out about farming or carpentry in the first place? Also, I'm pretty sure a lot of people would support the idea of leveled trees - i.e. certain trees gonna be too tough to be cut down by some average unskilled level 1 character, so you'd have to max out the skill first. All these changes would provide more depth and realism to PZ (not to mention the immersion value), while staying true to the new and innovative approach taken by our beloved devs. Please note, that these farming/carpentry changes are of utmost importance and should be implemented before introducing alternative sources of food/water, and BEFORE the NPCs - I mean who needs em? I'd rather have another 5 levels of rain barrels of different sizes - I'm really happy that the devs share my opinion on this one, and made the rain barrels top priority. P.S. Someone should add new survival tip to PZ wiki - barricading/unbarricading the same window 10000 times to level up carpentry - simple, functional and realistic survival strategy. Thanks! P.P.S. I agree with Supasang in his initial troll topic - Spifo references are essential to PZ. My heart overflows with joy and childish happiness every time I see them in game or read Spifo jokes on the forum (I just love them - they get funnier every time I read em - thanks guys!) - hope that devs keep spending time and money on developing a wider variety of Spifo items and places - other aspects of the game can surely wait!
  2. Simply love the idea of pump action shotguns working differently from semi-automatics (i.e. manually working a slide back and forth to cycle a round into the chamber between each shot aka "pumping/racking") , however this should be the case only with pump/bolt action guns. I find the hardcore mode that magically changes all shotguns in KY from semi-auto to old-school pump action somewhat ridiculous though (unless they also make a mode that changes all the Zs into ponies). Perhaps a more realistic approach can be used: i.e. some guns need to be racked (pump action shotguns / bolt action rifles) , while others don't (automatics / semiautomatics - this includes pistols) Racking semi-automatic weapons before each shot irl is simply stupid, but should have it's place in game, as long as the *click-clack-boom" enthusiasts don't mind wasting a perfect round every time they pump. Reloading a semi/auto weapon takes 2-5 seconds if you have another clip ready, or a few minutes if you are loading ammo out of the box (depending on the clip size). There is no other way. Period. If this mechanic is introduced for the sake of realism, then a few other things also have to be considered: -short stroking - which is considered to be one of the main problems when operating a pump action shotgun (especially under stress) which basically means that you wont be able to shoot every time you pull the trigger. -pump action shotguns cannot be operated with only 1 hand - in case of serious arm injury you would only get 1 shot (I'm well aware of Hollywood-style one-handed racks/reloads- this doesn't work irl though and should remain in the "deo-flamethrower/minimap" category) - racking a gun before shooting would give away your position to pretty much everyone around (alerting the Zs and/or giving other survivors time to prepare for your attack) Overall, a great suggestion and I would really like to see it implemented.
  3. Hmmm.... While it is true that you can survive in low temperatures by staying close to others, I really don't think that taking off your clothes is that necessary (unless it's done for some other reason) , as a few layers of clothing wont stop the heat from being exchanged. The idea of a father and son sleeping "tightly together with no clothes on" AND "constantly interchanging between each other" is gross indeed. I agree. Also implementing a system as complex as that would require a lot of time, which should be spent on other aspects of the game (at least atm) I like the idea though. Perhaps some less complex (and demanding) alternative can be introduced? E.g. A winter scenario would have just 2 temperatures: outside (cold,deadly) inside (warm, safe) and as long as a character stays inside with all the doors and windows intact he/she would be pretty safe. Obviously, broken doors/windows would have to be repaired. Likewise, in summer (if KY summers are hot enough) staying in a small safehouse with all doors/windows closed/barricaded (+curtains) would give you hot moodle just like a sweater does atm. This could probably provide some extra depth and options to the player (storing some food outside / being careful with windows etc) without being to complex or demanding. I wouldn't go as far as setting temperature for every item though.
  4. That I would love. Would have to be whitelist/application only as griefers, even with good moderators, could run rampant. Don't really agree. 1- There is no point system to rack up - this should motivate people to not act stupid/irrational on purpose (like running around screaming/shooting etc), since griefers/trolls would simply die within first few minutes. 2- Living in a society after its collapse or after any major catastrophe DOES involve risks of getting killed by some jerk for no reason other than taking your stuff (or just not liking you) 3- If you spend a lot of time working up a good story, and then it ends abruptly because of someone else who is also trying to survive - then I'm really really sorry for you, but that's just how the things work - this isn't Sims, and you and your story are not special - shamblers had their stories and plans too at some point.. In any case, harsh and unforgiving environment (or aggressive/mean players in MP) will not hurt RP or immersion aspects of a survival game IMHO. However I must agree that, given time, trolls will eventually come up with a number of creative ways of annoying people, that's why players, according to our beloved devs, will have all the control over the MP servers: "We'll hand complete control over server rules to the server operators, and with the modding support different online communities could even use mods that help regulate their servers. You can imagine quite in-depth anti-griefer tools, tools to stop newcomers to servers from destroying walls, breaking into protected buildings or starting fires until they go through a trial period or all manner of things." http://theindiestone.com/forums/index.php/topic/3029-how-will-trolls-be-dealt-with-in-multi-player/page-2
  5. Or lock up a bunch of zombies and have a death room. You fuck up, you get eaten alive in said death room. And I get to watch. Yep. And make bets with other survivors xD
  6. 19 days. 222 (!) Zs killed (2-hour days). Got infected by a stupid crawler - was expecting him to die after 1-2 hits with a bat, so I didn't flank... He lasted 5 and managed to bite me twice.. Meh.. Max difficulty isn't that hard if you don't rush. Don't come out of the starter house, unless its clear; if its surrounded than wait for gunshots/chopper spam. PZ desperately needs some kind of distraction mechanism other than alarm/guns for max difficulty to be really playable.
  7. Distraction Bullets + Oven Once the bullets are hot enough, they start shooting at random intervals. No damage, but would attract all the Zs around. Imho shouldnt be hard to implement (bullets, shooting, ovens and overcooking/burning mechanics already in game)
  8. Considering that PZ is basically about being an average person in extreme environment, it is safe to assume that the trap designs should not be too complex or high-tech. With that in mind, here's a list of a few simple trap/defense ideas that would not require any engineering skills at all (i.e. no counterweights, tripping mechanisms etc needed): - Spike trap - the simplest design by far - a hole in the ground with spikes/knives/nails inside. When used against zombies, almost anything can be used to cover it (since Zs don't really care where to step). Trapping NPCs however, could get a bit trickier as the spike trap would have to be completely concealed. PROS: simple; deadly; effective against groups of NPCs - if someone's injured, the group would be forced to move at the speed of an injured member. (You could also stab a Z with these knives/spikes before installing them, so it infects anyone who is lucky enough to survive your trap - this could be a long-term solution to raiders/thieves problem, although its kinda mean xD) CONS: digging a hole that deep is very time-consuming; not completely foolproof (if its concealed, then you or friendlies could run into it while being chased by the horde or walking in the dark etc); has to be cleaned up when "full". - Using electricity for defense (e.g. connecting the metal fences to the power line/etc) - A combo of both (aka "A Trench of Death" xD) - i.e. digging a trench around your safehouse, flooding it with water, then dropping a power line cable. Obviously all designs that are based on electricity would be cheap and easy to make in the beginning, but will become extremely expensive once the power's out. (connecting it to a generator, and only switching it on when needed could be a possible solution)
  9. I agree. At the moment there are other priorities, so we probably wont see new weapons that soon, however meanwhile, we could use this time to come up with a few improvised weapon ideas and make dev's job a bit easier at the end. Here's a nice thread about the subject http://theindiestone.com/forums/index.php/topic/310-more-improvisedhomemade-weapons/
  10. EATING cigarettes for more than a month without realizing that its possible to light them up with matches/lighter .... -.-
  11. Imho this zombie "camouflage" idea is brilliant and should be introduced for the same reason we got drinkable bleach - if someone thinks its cool to drink bleach or cover him/herself in rotting infected meat, then by all means they should be able to do so. Then they should get sick and die, thus liberating the entire gene pool from their contributions in future.
  12. Perhaps you could set up a tiny farming operation (1 water barrel/5 plants/fence) not too far from your safehouse OR If you really don't mind sneaking thru shops etc maybe you could clear a safe passage to the eastern border of West Point and set up your mini-farm there - gonna have less zombies around since its next to a forest. Plants don't require much attention, so you wont have to visit your farm too often once its properly set up, and, when it rains, you wont have to bother with visiting them at all. If you have enough food for a week or so then don't worry about the non-perishables in your initial safehouse - you can come back for those later. Instead, focus on getting the tools and securing SUSTAINABLE sources of food and water before the power/water is cut off. Time is your enemy.
  13. Rule #4: Don't walk in a unfamiliar bathroom with your pants down xD
  14. Here's a few tips/observations I got so far (from max difficulty sandbox with sprinters) (In no particular order) : - I don't think that nomadic lifestyle is a good idea. When there's no more dry noodles or canned beans left in KY (and you've just finished the last orange soda), you gonna end up with 2 choices: a) Eat rotten stuff, get sick and die. b) Don't eat rotten stuff, and die. Therefore, its important to prepare your SUSTAINABLE sources of food and water BEFORE the power/water is cut off. However, taking trips between multiple safehouses would be inefficient (since traveling long distances involves running and killing zombies, which in turn, makes you more tired, thirsty and hungry) - At the moment there is no way of moving empty water barrels, so if you plan on surviving in the forest, you will always have to stay close to your initial camp with water supply or build new barrels everywhere you go. - Long term survival pretty much depends on availability of tools (Hammer+Nails for water barrels/trowel for farming are the most important ones) - Find those ASAP. - NEVER try to enter an unknown building without having an escape plan in case of an alarm. - It might be a good idea to smash a few windows in unlooted houses on your way back to the safehouse - this gives Z's inside the building time to break other windows and doors (free planks) while you rest, and hopefully go away by the time you come back in the morning. - When looting a house, always check the bedroom first - if you find a school/hiking bag it will save you time packing/unpacking looted stuff later. - Investing in athletic skill is suicidal against sprinters (so is using guns, unless u got a shotgun with 50-100 rounds) - When looting, if your backpack allows it, take empty bowls, mugs and cooking pots - you can fill those with water and store in the safe house later. - 2 barrels seem to be enough (since plants get watered by rain too) but you never know.. - If you plan on moving out, but the safehouse is completely surrounded, DON'T try acting like a ninja. Instead, go back to your safehouse and wait for them to move. Better be bored/stressed/hungry tomorrow then die today. - If you plan on waiting out quietly upstairs every time a horde attacks your safehouse, then barricading the first floor is pointless (and wasteful). - Resilient trait is useless IMHO - its not immunity - if a Z bites you, you still gonna get infected and die - being resilient will only add a few days of suffering. - Kitchen knife is great, though I only use it when I have to engage multiple Zs - knocking them down with a swinging weapon is less effective since they keep getting up. - ALWAYS REMEMBER MURPHY'S LAW (This should be Rule #1 IMHO xD) P.S. I love the "GET OUT OF DODGE BAG" idea, suggested by Boracho. Good advice, sir! You've just saved a few lives!
  15. I could think of at least 2 reasons for that: - A lot of people keep first aid kits in their bathrooms, so that would be the first place to go in case of a bite. - Being sick/infected gives you Nauseous moodle - if someone was to vomit they would probably do it in the bathroom. This doesn't explain the occasional packs of 3-4 zombies in the same bathroom though..
×
×
  • Create New...