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GrandPunkRailroad

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Everything posted by GrandPunkRailroad

  1. Forgive me for what may be a simplistic question, but will the work that Fenris is doing on rebinding and remapping keys also be applicable to controller remaps? Since forever I’ve wanted to experiment with using the touch plate on my ps4/5 controller as a mouse cursor.
  2. Nicely done sir! I believe that puts a pretty solid end cap on that discussion. It seems that anything that we might have brought up has already been discussed ad nausuem. So nice to see commonly held conceptions of gender roles busted. Thanks for being awesome!
  3. Full body flight suit, tank suit? Once Fort Knox of course.. Or mechanics coveralls.. Hot but durable fabric. I'm opposed to plate armor. Just sayin'..
  4. That's quite what I was afraid of. Is this really neccesary?
  5. I agree with the general direction of this thread, tho it's probably already been beat to death. Forging and casting, especially from ore is way outside the scope of what should be possible in PZ. It's just to difficult to learn. Foraging for metal scraps and altering them into non-game breaking materials (nails, perhaps a low durability sledge) however, I would support. Whether a metal working skill would be neccesary or not, I don't know. Perhaps a file tool could be found, or a smithing hammer, and an accelerant would be needed to create a hotter fire (I would guess..), and maybe an avil. You could pound out rough implements I agree. But I can't see how anyone would be able to make the required hole through an axe head in order to attach it normally to an axe handle, it'd have to be jury rigged, more like a stone axe, and may be intermediate in effectiveness, between a stone axe and a fire axe. I recognize that shortage of building and demolition tools is the main thrust of a metal working skill, and produce-able alternatives would be alright with me. I don't think you need welding. What need is there for metal structure? Metal armor is unrealistic and unnecessary. Rudimentary welding I think would be possible, but is not needed in my opinion.
  6. Yes! Hooray for small improvements! This minor problem did bother me. Thanks for all of these!
  7. I see your point: axes are rare, necessary, and have low durability. I like the idea of reusability. So: keeping axe heads, re-sharpening them, crafting handles. Is that the proposal? Barry_Ravepants says about axe handles: I'm in agreement with this, they would be quite difficult to craft functional ones without great skill. Tho I think that it would be a welcome addition. Also axe handles require a little shim at the end to attach the axe head. Not difficult, but requires some skill, otherwise the head flies of the handle. So findable shim piece? They're commonly metal and can be found in hardware stores.
  8. I think I disagree with the direction of this idea. It is a game, as you said. And I think it's more of an adventure game than a simulation. I play, as SomeRandomGuy often does, with the Lucky trait. So I always have abundant axes. I'm not against sharpening axe heads, really I think that's a good idea. I'm opposed to abundant resources. The limiting nature of desirable goods and the prerequisite items/levels needed for recipes really shows how this is a game, intended to be played with a sence of progression. From meager existence, to competence, to dominance. That sence of progression drives many of us to try for longer survival times, better stats, etc. What many of us have started to desire is more end game achievable goals, an even more difficult to obtain item, eventual attacks on bases by generated hoards, something to challenge. 'Cause once you've got ten of every thing you need, finding a treasure trove of goods, in say the hardware store in WP, is like big whoop, got plenty of these..If you want plenty of everything, for base building or whatever, the NecroForge mod I think could be used to give you what you want.
  9. Personally, I think that smell should be the primary driver for this longer range draw mechanism for both small and rare large groups of zombies. Though a case could be made for sound as well, when the air is right in a quiet town, like Muld. or WP these days, sounds could travel quite far. Although the many surrounding trees would reduce sound travel distance pretty fast. I'm thinking more along the lines of hot cooking (Grillin') as a player directed activity that could plausibly cause this effect. I agree completely that any draw mechanism should have a player caused component, so that taking risks could lead to an exciting day or two, while other players might want to mitigate those risks, and should be properly less likely to have a hoard at the door. Good ideas!
  10. Yup. I'm in support of the basic need for a spade and some post holes for wall structure when building fences. It seems like a good idea: adds realism, makes larger wall lengths more time intensive, and requires an additional neccesary item to scavenge for. It must be considered however, that the same functional piece is used for walls inside a structure, where post holes would be irrelevant. So an inside/outside differentiation would be needed.
  11. Simply: You build a base for protection, then you can leave the doors open. There's no threat once you've cleared the surrounding area. The unreality of that relative safety shatters the survivor illusion. We all think a test of those defenses would justify the effort.
  12. Very good suggestion thread. Appreciate your attention to balance in gentle tweaking of existing systems. Very thoughtful. Thx!
  13. Cool locations, welcome ideas. You modding a use for money? Or fuel for the fire! A climbable radio tower would be cool. Also a fire department should guarantee at least a chance at a fire axe..
  14. Or maybe once you flew off the edge of the map, a final screen would pop. Showing a portrait of the survivor, old and gray, behind a massive compound's walls, with children underfoot, and other survivors all around. This is the story of how you died.. This final screen, of course, would be unverifiable on the wiki. A legend, passed on by word-of-mouth, and hinted at by question-marked forum posts.. A rumor, as any possible survivable outcome post-zombie apocalypse should be.
  15. Oh crap, I didn't even think about the story of PZ. We're under quarantine? I just wanted once or twice an alternative method of transport. Something worth building towards. I was really thinking end game. You don't think after surviving for two years that the rest of the world hasn't fallen to the zombie menace? The military base certainly did..
  16. It'd be like making the portal to the end and slaying the ender Dragon.
  17. I see this as a late game capability and don't expect to see it implemented without vehicles. But I see it as a natural extension springing from the introduction of vehicles into the game, and a logical use for the mechanic skill, which I imagine will be needed to fix bicycles and cars once they are in the game. Because you're going to want a very small percentage of the bikes that you find to work, they'll need repaired first. The same should be true for cars. I imagine the developers will require components like a chain, chain oil, and tires for bicycles to function, and perhaps gas, spark plugs, battery, hoses, and keys to make cars operable. Don't ask me how you might increase your mechanical skill... Some combination of skill books and practical activities probably.. But the way I envision this working is mechanical skill of 2: ability to fix bike, mech skill 4: fix car for electricity generation (lights/radio?), mech skill 6: car drivable, and mech skill 8: fix the helicopter! There should only be one helicopter. It should be at the army base. It should require a engine for the rotor that is only obtainable in West Point at a garage (is there a garage in West Point?). This engine should be I dunno ~100 pounds and not be transportable in anything but a car trunk. It should take three full gas cans for one flight, maybe this gas would have to be further refined at a third location, requiring a fuel enrichment manual ('cause WhoTF knows). (I'm going for collectible objective approximating end-game rather than realism here, so go easy) The helicopter should carry 1-3 passengers, beside the pilot. It should control using WASD. Maybe once it goes up it would go to the very top level in the world and only raise and lower straight up-and-down. Could land this on any flat space, roof, etc.. I'm sure this would be difficult to include in the game, but it be nice to have a long-term goal, with many required obtainable components. I just want to be able to fly across the map once, cause it's huge, just for the heck of it! No chance, right?
  18. Yeah, I wanna play with building blocks.. Or cards.. Restorative play. I'd most certainly use soap or toothpaste just for the hell of it, if it were enabled. I can see your point. Small benefit to sanity. Sidenote:joking; I'd hate to see that "slightly insane" moodle pop. Where do you go from there..
  19. I'm of the opinion that any stew or soup worth it's salt (ramen also) is super salty! Therefore I'm not upset that thirst isn't replenished when you have a bowl. It seems so me that vinegar soaked pickles increase thirst (you guys who look at the code would know if that's true better than I). So quenching thirst? Nah I'm ok with it how it is. But then there's soda.. I don't know how pop decreases hunger, it's not a can of Guinness..
  20. Yup. Me too. "Freezing and near death" seemed to be the moodle that popped on me the other day, and I thought, "I should be able to move around to warm up". Makes intuitive sense. I wouldn't want to start a fire for just the wee hours. But if I was forced to wake up and move to keep from freezing, maybe I'd be balancing exhaustion and cold. That'd be cool with me. I did notice however that freezing near unto death did cause my character to move like molasses, so I was happy to see that there were some negative effects to being super cold, when previously I had believed that there were none.
  21. I like the idea of using these to keep boiled water in. Hauling the jug to a base does seem practical, and could be accomplished similar to hauling propane bottles. I'm in favor of implementing this idea. Good one. I haven't used the build 31 water system yet. I'm not looking forward to boiling all my water, I'm hoping that this would be a way to do a bunch at a time (boredom+) and keep it as a sanitized reservoir. In Muldraugh I already know of three or four places where these water coolers are. Would you need a dispenser base for them to be used? That would make the implementation of this idea much more difficult as it would involve moving a piece of furniture, or jury rigging a base from wood?.. I think at the least you'd need a valve.. Or some tubing. Maybe I'm over thinking it. Anyways props, good idea.
  22. Yes to this, zombies must not scavenge, as they have no hunger for flesh. They are a black virus of death, which seeks only to occupy the living. To cover the world with a shroud of scrabbling, clawing, uniformity. Life is the food of this malice. Survivors must die..
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