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Houski

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  1. Like
    Houski reacted to Marinus in Using whiskey to clean wounds   
    The alcohol content of most booze is, with around 40% alcohol, too low to be a very effective as an antiseptic. On top of that booze does add a cocktail of other chemicals with a unpredictable effect on germ growth to the wound. It's very well possible that the netto effect is beneficial, but it's a horribly unreliable way to treat a wound. 
     
    Edit, according to the interwebz alcohol is an outdated way to treat open wounds to begin with, as it also kills healthy tissue. Best to use clean water to get dirt etc. out of the wound and let your immune system do the rest, apparently.
  2. Like
    Houski reacted to Leoquent in "Multiplayer Hidey-Holes"   
    You can use a bag and put it behind a tree.
  3. Like
    Houski got a reaction from deprav in Dismantle Things/Shelter   
    1. You can smash furnishings, cannot move them as far as I know.
    2. You can build a tent kit (1 tarp, 4 stakes, 1 sturdy stick) - you can put it up and tear it down, but it is only for sleeping, not sheltering. I think adding "shelter in tent" to avoid rain is a great idea.
    3. Good idea. Also, I think adding a something called "Cordage Fiber" to the forage skill would be awesome. That way you could find fiber (grass, plant stems) that you can "roll into twine" once you gather 10 (?), and once you have 3 twine (twist into rope).
  4. Like
    Houski got a reaction from Talksintext in Accidents with tools   
    Filter it through the Lucky trait as well and I think you have a good idea.
  5. Like
    Houski got a reaction from Hilrof in Brewing and Distilling   
    Quick Suggestion to ponder - brewing and distilling are actually a way to preserve calories from farming:
     
    Farming Level 4 Skill: Brewing
     
    Step 1. 5 fruit + Sugar + Water-Filled Cooking Pot = Wort.
    Step 2. 1 Wort + 1 Bucket + 1 Yeast = Innoculated Wort Bucket
    Step 3. Time + Innoculated Wort = Generic Wine Bucket
    Step 4: Empty Bottle + Wine Bucket = 1 Generic Wine (can fill twice)
     
     
    Farming Level 5 Skill: Distilling
    Step 1. Craft Distillery. 2 Cooking Pots + 2 Copper Tubes (dropped from Plumbing?) = Distilling Kit
    Step 2. Distilling Kit + 5 Wine + Heat Source = Pot of Grain Alcohol (Treat a Whiskey)
    Step 3. Empty Bottle + Grain Alcohol Pot = 1 Generic Liquor (can fill once).
  6. Like
    Houski got a reaction from EnigmaGrey in Brewing and Distilling   
    Quick Suggestion to ponder - brewing and distilling are actually a way to preserve calories from farming:
     
    Farming Level 4 Skill: Brewing
     
    Step 1. 5 fruit + Sugar + Water-Filled Cooking Pot = Wort.
    Step 2. 1 Wort + 1 Bucket + 1 Yeast = Innoculated Wort Bucket
    Step 3. Time + Innoculated Wort = Generic Wine Bucket
    Step 4: Empty Bottle + Wine Bucket = 1 Generic Wine (can fill twice)
     
     
    Farming Level 5 Skill: Distilling
    Step 1. Craft Distillery. 2 Cooking Pots + 2 Copper Tubes (dropped from Plumbing?) = Distilling Kit
    Step 2. Distilling Kit + 5 Wine + Heat Source = Pot of Grain Alcohol (Treat a Whiskey)
    Step 3. Empty Bottle + Grain Alcohol Pot = 1 Generic Liquor (can fill once).
  7. Like
    Houski reacted to Svarog in Trait Upgrades at Level-Up   
    From what I heard It's already possible, when you run you level up a passive skill that allows you to run longer. When you carry too much you level up a passive strength skill that allows you to carry more. The skills are there, you just can't see them but I think one of the devs mentioned making them visible to player at some point.
  8. Like
    Houski got a reaction from mieksta in Radio transmissions, random events in the world.   
    I like the military convoy idea.
    Group of military NPCs with rifles and hazmat gear that are hostile to Z and PCs.
    Scavenge hazmat suits from them (count as rain slickers also provide moderate defense against infection? Repair with duct tape?), Ammo, Grenades? It would be a really interesting random encounter.
  9. Like
    Houski got a reaction from Necromatic_Corgi in Radio transmissions, random events in the world.   
    I like the military convoy idea.
    Group of military NPCs with rifles and hazmat gear that are hostile to Z and PCs.
    Scavenge hazmat suits from them (count as rain slickers also provide moderate defense against infection? Repair with duct tape?), Ammo, Grenades? It would be a really interesting random encounter.
  10. Like
    Houski reacted to Hilrof in Zombies occupied / Hanging around   
    Hi every body !
     
    I've been trought a few games in Insane option, and when i get out to find supplies, i always see zombies waiting in streets, just waiting to move after the first sound...
     
    I mean, zombies still are "living" ! So here is my little suggestion :
     
    - Implement a few behavior for zombies, like eating a corpse, follow an other zombie, scratch walls, not intelligent or logical behavior, but something to make zombies more "alive", and by these occupations it could be easier to be invisible for them, they are concentrate and making some noises !
     
    - The second behavior i'd like to see is just zombies to be able to hang around, independantly from any sound. Maybe just after a little time in a place, the zombie move around, a stop somewhere, with any logic ? And by moving, the zombie drags some other zombies who just have seen him move and so follow him by instinct ! I'd love to see some hordes, just one or two per city, "leading" by a small group of zombies always moving around, and draggind other zombies to create a big horde, also dropping little groups of zombies in it track. These hordes could follow sounds and survivors, but when there is any of them, they just follow their instinct, leading them to places all around the city.
     
    (Max Brooks in his survivor guide said that zombies are attracted by the places which attracted humans before : church, schools, community centers, malls... Maybe these places are soak by human odors, and a horde can smell it ?)
     
    Just an idea to make zombies more than waiting in the streets, and more terrible !
    I hope this was clear, i really apologize for my english !
     
    EDIT 24/02/2015 :
     
    Here are some of the ideas you give me :
     
    - When wildlife be there, zombies are of course attract by its move and smell. Especially in city, i'd really love to see dogs and rats. They are the only animals who will stay in town :
    _ rats survive pretty easy to zombies and will have more food and space than ever.  And of course, those little mooving snacks will attract zombies in buildings, sometimes really deep in them.
    _ dogs are the saddest remains of this world : their owners are dead, and dogs wasn't ready to deal with a life without man. But they still are very dangerous beasts, more when hunger come to them... That's why you'll find some dogs, looking together in town, on an opposite neighborhood of the great horde, spreading is rotten smell all around.
    If this animals will left when a horde come around, they'll stay in town, and kind of accustom to this danger. So they won't be afraid by a few zombies hanging around, of course, until one of them see his meal and run after it. That could drag zombies on a long distance, or deep in a building, and zombies will keep looking for it until they forgot. And that could be a pretty long time, enough to get in higher buildings or in a weak point of your fortress...
     
    - Of course zombies are aggressive because of the virus, trying to spreading as much as possible. But after the higher point of contamination, the possibilities to spread just go down, so this organism work on the "health" of his host. According to Max Brooks, zombies in temperate climate (as USA or EU) can live 3 years with a minimal eat. Zombies in cold climate will live longer, and tropical about one year less. But it is still an organism, ruled by a virus who naturally try to live as longer as possible.
    So if zombies will always run after a human being, all the other time they will try to feed themselves, with small animals and rest bodies.
  11. Like
    Houski reacted to KyousukeAzai in Anxiety, Depression... Here they come.   
    It is not exactly working in a way you suggested, but this mechanic is somewhat already in the game, if only slightly indirect. At the beginning when you start up everything is fresh and bearable, but if you manage to survive for at least a month with electricity and water dead, the boredom and depression get to you through having to eat older foods and I'm not 100% sure if it is the case, but the older the world you are in, the more like the world is to respawn rotten food as well, so longer you go along, the more effort you need to put into getting satisfying food.
     
    Furthermore, honestly I think the depression would settle in only the first few weeks of survival, even an average person will adapt and get used to very stressful and depressing environment (people will simply stop giving a f*** about bashing a used-to-be-person's brains out all over the wall).
     
    I mean in one of my survival maps my survivor made it so far 3 months and massacred 1500 zeds, so honestly I think she reached a zombie-hunter status, can walk up to a zed and splatter it all over the road instead of running away hiding and crying.
  12. Like
    Houski reacted to explorator in Using whiskey to clean wounds   
    I would just like to have whiskey added to the list of available disinfectants.  It certainly has enough alcohol to work as such and would be handy in a pinch.  Love the new medical system so far!
  13. Like
    Houski got a reaction from Svarog in Crutches: So Simple, So Why Not?   
    Cane-sword anyone?
  14. Like
    Houski got a reaction from CaptKaspar in Crutches: So Simple, So Why Not?   
    Cane-sword anyone?
  15. Like
    Houski reacted to EnigmaGrey in Accidents with tools   
    Never liked punishing people for having to grind, personally. I prefer situational injuries. For example, using a smelter in the rain (RimWorld) can result in bad things, such as blowing your nose off, instead of just randomly burning your colonist.
  16. Like
    Houski got a reaction from Strider in Creating distractions   
    I think distraction and demolition should really be explored...

    For instance, being able to "hotwire" the alarm system in a house to turn it on and sacrificing a campfire kit to burn the place down for additional flaming havoc. Or, burning the place down with Propane Tanks scattered across the floor to create explosions when they finally ignite.
     
    I think being able to create effective distractions is the first step in being able to create traps.

    I'm working on a project right now where I barricade a house on the ground level. Upper level has a rope exit down. Zed will theoretically follow me in, I will retreat upstairs after starting a fire and escape and close the front door behind me. Maybe barricade it. House burns down with the zed inside.

    I haven't gone through with it yet because it is so risky, but you get the point. Being able to "move" the zombies where you want them is the first step in creating effective controls.
  17. Like
    Houski reacted to Elliohow in Street names   
    Add street names to each street with street signs, therefore when players online or AIs tell you to go somewhere, they can communicate it not just by saying "the street right of the school, then up 5 blocks", they would now be able to say "jefferson street". And if you have learnt your streets, youre gold, if not... well better get a map with street names i guess.
    It could also be a passive bit of info added to the players screen, similar to date and time. Easier to know what street youre on then.
    Could also be used to match up keys found on zombies with their house if they have their wallet and thus id on them.
  18. Like
    Houski reacted to Elliohow in Street names   
    I assume the virtual street names would probably take on the same names as their real life counterparts
  19. Like
    Houski got a reaction from JM_Forest_64 in Trashcan Lid Shield!   
    I have, on several occasions, strongly desired to be able to pick up the lid of a trashcan and use it to get a boost to my "guard" skill by wielding it in my Secondary slot as a shield. You could even improve it by using boards and nails. Has anyone else wanted to do this?
     
  20. Like
    Houski got a reaction from Strider in Trashcan Lid Shield!   
    I read a while back that "armor" was going to be added in the future. Something as simple as a leather garment would be suitable to stop a bite attack - say a leather jacket. Even wool felt (like an army surplus jacket from WWII) would stop a bite. Higher levels of armor (like kevlar or chainmail) would be about protecting yourself from other PCs Such things would be heavy (2.0) and probably hot (8-9), but it would be very useful. Perhaps other types of armor could be added in that update, like these lids. The reason I like the trash lid idea is because it's not a proper shield that straps to your body. You hold it by the handle so it could be ripped off (maybe toughness trait could influence being disarmed) or dropped with a hotkey.
  21. Like
    Houski got a reaction from Strider in Trashcan Lid Shield!   
    I have, on several occasions, strongly desired to be able to pick up the lid of a trashcan and use it to get a boost to my "guard" skill by wielding it in my Secondary slot as a shield. You could even improve it by using boards and nails. Has anyone else wanted to do this?
     
  22. Like
    Houski got a reaction from syfy in Shutters - Carpentry Craft   
    So, I would like to see Shutters implemented as a Carpentry craft. You apply them to a window or a window frame. Resources would be higher than barricades to keep them somewhat balanced: 6 Planks, 6 nails, 4 hinges. Strength equivelent of a level 2 barricade. Maybe level 2 or 3 skill restriction? They act like barricades you can open and shut (right click interface like windows themselves), but are generally weaker.
     
    This would allow more complex fortification schemes - essentially the ability to use guns/ranged weapons through them and then to shut them if the horde attracted became overwhelming, or to reload.
  23. Like
    Houski got a reaction from Svarog in Trashcan Lid Shield!   
    I have, on several occasions, strongly desired to be able to pick up the lid of a trashcan and use it to get a boost to my "guard" skill by wielding it in my Secondary slot as a shield. You could even improve it by using boards and nails. Has anyone else wanted to do this?
     
  24. Like
    Houski got a reaction from uberevan in Shutters - Carpentry Craft   
    So, I would like to see Shutters implemented as a Carpentry craft. You apply them to a window or a window frame. Resources would be higher than barricades to keep them somewhat balanced: 6 Planks, 6 nails, 4 hinges. Strength equivelent of a level 2 barricade. Maybe level 2 or 3 skill restriction? They act like barricades you can open and shut (right click interface like windows themselves), but are generally weaker.
     
    This would allow more complex fortification schemes - essentially the ability to use guns/ranged weapons through them and then to shut them if the horde attracted became overwhelming, or to reload.
  25. Like
    Houski got a reaction from uberevan in Edged Weapon Repair   
    Since edged weapons require specific kinds of repair - sharpening - it would be cool to use some already existing objects to allow blade repairs (sharpening).
    Because mugs are ceramic, you can sharpen a knife with the bottom (unglazed) part. So if you have a bladed weapon AND a mug, you can sharpen a blade.
    Also, since you can forage for rocks, you can also use rocks for the same purpose (a makeshift whetstone).
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