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Bioradical

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Everything posted by Bioradical

  1. Honestly, I'd even take those little snap pop things you throw and they make a rather audible noise, couple it with a slingshot and bam... long distance noisemaker.
  2. Considering a variety of better 'armor' types exist... denim, leather, some tougher pieces of polyester... no to duct tape.
  3. I'm mostly sure this just applies during transportation of the firearms.
  4. I wouldn't mind this sort of option to be honest, though I rarely feel rushed enough in this game to feel this is a necessity.
  5. Focusing on the durability of an item does break up the flow of gameplay, and for some games become a rather significant hassle such as Oblivion. Honestly, a larger variety of weapons with a great disparity in durability would be preferable. A baseball bat, axe, crowbar, etc should have no issues cutting down zombies all day long. Especially since the bones in zombies should be significantly more brittle than healthy living bones if we want to be realistic about decomposition. If you want to make these weapons more rare, alright. But I do want to see some sort of notification come up or status bar that shows durability while you are playing so a broken weapon doesn't sneak up on you. Dead Island was nice enough to actually show weapons breaking and falling apart, and while they obviously can't do that for this game I think it shouldn't require having to open the menu up to see the status of your equipped items.
  6. Nuclear silo... I could go for that... all is lost and you're bitten, retreat to the launch room and do suicide by fission.
  7. Currently we can use kindling, books, skill books, newspapers, magazines, journals and maybe a couple other items to light a camp fire.... Well bandages and rope aren't too hard to make out of fabric, and would make for excellent materials to light a fire with if you have matches or a lighter to go with it. Honestly makes more sense than potentially squandering away a skillbook.
  8. That would be actually pretty cool, imagine the continous battle to aquire control over one of the last sources of energy that would happen in MP. Honestly, this would make for a great single player novelty. Interact with the guy owning the house, try to get permission to join him and such, or kill and loot... or fire a round and watch his house be demolished by an incoming horde. IDK, there is some potential to that.
  9. Yup, I don't know that I am fully invested in this idea. It's got potential, It'd definitely not break the game to see a zombie or two trip and fall after vaulting a fence, and might add some perception of realism(?) to zombie movement, especially over obstacles. But player falls are a whole different ball game, as loosing control of the character might lead to one's death, and that'd understandably be disappointing. I was just expressing interest in fleshing these ideas out. Thanks all for the help! Ye zombies tripping and shambling would definitely be cool ^^ As for players tripping & falling, I'll say it again, the only way I see this being implemented properly - without the "randomness" factor being too frustrating - would be via crawlers ! Since they're likely to grab your ankles, trying to get away from it without killing it or making it ungrab, or running too close from one might get your ankle grabbed (and then you fall ;p ) Ok, I'm more comfortable with crawlers making you trip than getting easy bites right away. But aside from that, no other mechanic should exist that makes the player trip.
  10. I wonder what Hironobu Sakaguchi would have said if he was asked to incorporate FPS elements in Final Fantasy X...
  11. I will say though, that I would like to see guns become dirty after a while and necessitate cleaning and oiling. Preferably around the time that they implement hunting and wildlife, I'd like to see that included.
  12. We are talking about Kentucky here, guns shouldn't be rare, nor should ammo. However your proficiency with a firearm should be far less perfect, and getting headshots on zombies should necessitate the need to aim, proficiency skills, and take into account the distance you are from the zombie. They should have course still draw zombies in from blocks away, as guns should more or less be better suited for hunting than clearing house. Also I would love to have crossbows and compound bows to go with it, harder to use and aim but they're quiet (maybe with recoverable arrows) Well, about proficiency at its current state, You can create a deaf, short sightnend, clumsy, unlucky and retarded character, and still hit a zombie 10 miles away with a headshot even tho its your first time using a gun <.< Well they are supposedly going to overhaul the aiming system, which I'm looking forward to .
  13. To all of this, not interested. Maybe if a huge mod community springs up and the game is complete as far as devs are concerned, why not. But as of now there is still so much to implement. Heck, we don't even have NPCs yet.
  14. Only thing I have to say to this thread, mods. Nothing you've suggested should be included in the vanilla game, period.
  15. We are talking about Kentucky here, guns shouldn't be rare, nor should ammo. However your proficiency with a firearm should be far less perfect, and getting headshots on zombies should necessitate the need to aim, proficiency skills, and take into account the distance you are from the zombie. They should have course still draw zombies in from blocks away, as guns should more or less be better suited for hunting than clearing house. Also I would love to have crossbows and compound bows to go with it, harder to use and aim but they're quiet (maybe with recoverable arrows)
  16. With regards to the whole tripping and falling mechanic of the player character... no... just no... hell no.... NO! Seriously dealt with enough of that playing Miasmata, I will strangle something should I have to contend with that ever again.
  17. They can hide reasonably well in tall grass and if you fail to kill them with one hit, it's definitely possible to be scratched or bitten in the following second. I think I'm ok with things as they currently are with crawlers.
  18. Well at the very least, a freshly picked veggie or something from a working fridge does say it's fresh to distinguish itself. Maybe do this: Start with fresh items then end at rotten with different labels in between. Maybe add something else in-between fresh and 'no label' Fresh -> 'no label' -> Aged -> Funky -> Rotten
  19. I just want a reason to have fences at all. They don't stop or reasonably hinder a zombie by making it fall on it's face and forcing it to slowly recover. Other than cosmetic purposes it's just a waste of wood and other materials.
  20. ^ This. As much as I would love throwing axes or other similar items, the hassle of throwing and selecting another weapon, picking up thrown object, or having to contend with the weight would just be too much of a hassle for most people to contend with. But the ability to pick up an empty bottle or can and non-violently clear a path of zombies? I would approve as long as something was done to balance out this ability, as I could see it easily abused for populated areas. Maybe make zombies roam more actively to either make this skill necessary or have such a limited range of effect that it doesn't drive the zombie away as much as have it turn it's back to you. I admit neither of these options sounds that appealing... but I would enjoy such a mechanic as long as it was implemented to be balanced.
  21. Alright, I'll concede to your reply. But I'd still like to see corpses very slowly rot into sinew and bone after a while, even if it takes months to occur. I don't believe zombie lore includes that zombies just stop rotting away, unless they've frozen and have to wait for spring to feast on tasty brains. Much like the common fly.
  22. Ummm... more zombies, zombies are harder to kill, make aiming with firearms less reliable, fast zombies, make your character weak and fat. Some of these are already available via sandbox mode, so complaining about difficulty kinda seems a little moot when the tools are already in your hands.
  23. If I want that much power I'll spend the time to make a mod myself, which I unfortunately don't have due to academic and career obligations .... I just don't like how firearms are just so readily viable to rectify a FUBAR situation. If you're surrounded it's extremely easy to cleave a path to get out, whereas very very few people would be able to so readily hit numerable moving targets in a real situation. Guns don't feel like the double edged sword they need to be. Now with that said, I'm off to write about smart coating technologies and play some Goat Simulator.
  24. Sorry about reposting the topic then, any mods want to delete this thread?
  25. I didn't see it on the "Commonly Suggested Suggestions", so it hasn't been brought up enough it seems. I say this, because I love the idea of this game going for such a realistic approach to the zombie apocalypse. Realistic aiming is important to me, as a gun enthusiast I would be elated to see this accurately depicted.
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