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booner352

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Everything posted by booner352

  1. Can't you just hit the door with your weapon? Just a suggestion! I haven't tried it.
  2. Source please? I haven't heard of this anywhere. The only official word I know of is that cars will be added. I've never seen anything mentioning how they'll work. Booner added it, I think its under the common suggestions thread. Added it where? It's not at least in the commonly suggested suggestion thread (I double checked). I mean, you can't cite a thing as said by the devs if you can't back up your claims. I'm sorry to be a bit harsh, but Booner isn't a dev so citing him doesn't really cut it... That's how rumors go around and soon someone will be saying that the devs have cancelled NPCs... Unless you can find the source, I'm going to have to call this one a rumor. I can't see any reason (or find any post) why the devs would have even talked about the specifics of how cars will yet. Woah! I never said anything about cars not having inventory! I don't know how saying there probably won't be a machine gun mount turned into me citing that there was no inventory. It's not harsh Suomiboi, I'm not a dev, just a guy with ideas who likes to help!
  3. Let me clear something up: I just wanted to show Eblanc a cool form of lockpicking that is way easier than the bobby pin method. "*Gets Weiser deadbolt from box. Inserts key from same model (but not same key-alike setting). Gives key smack*" Keyed-alike just means that it would have the same key grooves and model. If it has the same model key, from my understanding, the bump key of the same model should work. If not, could you please explain why? (this interests me! sorry!) I apologize for not quoting you the entire way either. I was just trying to get the main points. I thought about it today and I would imagine not everyone would know how to tell which bullets fit in which gun. I actually know an experienced hunter who put the wrong bullets in the wrong box after reloading them. Long story short, he got a pretty nasty burn across his face. Again, not that anything like this should be implemented into the game, I just like sharing knowledge. I'm glad me and Rathlord are on the same side this time! I come from a small suburban/urban town in the northeast US and I would say almost everyone's families own at least two cars. Then again, you could play it off as a lot of people got up and out of there as soon as it happened so there aren't a lot of cars in towards the city. Then you could have a few towards the outside edges of the road/map.
  4. I don't think the machine gun mount is going to happen. It probably falls under this category: [n] Overpowered weapons/specific firearms Overpowered Vehicles/Tanks I like a lot of your suggestions though! Keep the ideas flowing!
  5. "Maldorough is a small Town, a lot of this towns don't have 1 vehicle per househould. perhaps number is small, but I think keeping it low is somewhat realistic." - False. https://www.google.com/maps/place/Muldraugh,+KY/@37.9338663,-85.9913935,146m/data=!3m1!1e3!4m2!3m1!1s0x886920e97d5031c9:0x70e1eb33a4c46c0?hl=en "How would you limit which ones are usable? Also, if there's Glitch death (Which now happens semi frequently on MP) that item is lost. Forever. Also on coding, each key would have a UNIQUE Id to match a UNIQUE Id with a vehicle, it seems like a complicated coding maneuver " - I would probably recommend only coding 3-6 "usable" cars depending on the loot rarity. Each car has a "car number" value. If you have a key with the same "car number" value, then it starts. If not, nothing happens. Then you could spawn in junk keys and cars that have no corresponding values. This would be the broken down "useless" cars. Just my idea of how it could work. "guns can also be just as complicated, everybody thinks is just aim and pull the trigger, but they really don't know what it feels to carry a gun." - I've been using guns since before I was ten, so I might be overlooking something very obvious, but how are guns complicated? I would think everyone knows which way to load a bullet in a gun, how to work the safety mechanism, and how to pull the trigger. As I said before, I could be missing something! "Only a small amount of older buildings can be picked." - Bump keys and an O-ring. Scary how well you can get these things to work. Here is a good video and explanation (not that I want this added, just knowledge is fun).
  6. I followed a metagame event once. Me and the zombies were the same for a little. Then it just stopped, and... they got me.
  7. Someone said something about ice cream?
  8. My family is full of hunters and outdoorsmen. Our house is a scary place... 1 Sword (looks easy to break) 2 Daggers (flimsy also) 5+ gutting knives 5+ pocket knives 3 bows 4-7 handguns(haven't been in my gun safe in a while so guns are an estimate) 3-4 shotguns 4-6 rifles 1-2 muzzleloaders 2 meat cleavers 2 bone saws 1 chainsaw 1 set of kitchen knives 1 hedge trimmer 1 sledgehammer 1 axe 2 spades 1 golf club (just one, not even a set) 1 little league sized baseball bat 4-6 tool boxes 3-5 boxes of ammo for each gun Probably a lot more. Trust me, don't break into my house.
  9. If thats the case, i think it's a terrible idea. Waste of time, and it would be very ambiguous for any new players I think that making character's shout louder the longer you press Q is not unintuitive. It would also make shouting look more realistic, since you have to take a deep breath before shouting loud. I can already see people abusing this, get close to a horde, do a small shout, pull 2-3 zombies out of the group. whack them. rinse and repeat. The shout right now works almost perfect in the way its meant to be. And it's really left to imagination however loud the character is shouting a "Hey!" could be as loud as you want to imagine it. How much do zombies respond to voice stimulation, is also up to you. EDIT: Maybe Local chat could attract some zombies. You can already walk up to zombies and pull 2-3 zombies? How would that be abusing it? Is this some more of that Sarcasm you like to use? I don't understand are you in support or against this thread? I'm for it. No reason that people in real life couldn't shout at different volumes. I was being completely serious about my above question, also. I normally take down a horde in series of 5 zombies at a time. I don't see why this would be an abuse of a quiet shout?
  10. If thats the case, i think it's a terrible idea. Waste of time, and it would be very ambiguous for any new players I think that making character's shout louder the longer you press Q is not unintuitive. It would also make shouting look more realistic, since you have to take a deep breath before shouting loud. I can already see people abusing this, get close to a horde, do a small shout, pull 2-3 zombies out of the group. whack them. rinse and repeat. The shout right now works almost perfect in the way its meant to be. And it's really left to imagination however loud the character is shouting a "Hey!" could be as loud as you want to imagine it. How much do zombies respond to voice stimulation, is also up to you. EDIT: Maybe Local chat could attract some zombies. You can already walk up to zombies and pull 2-3 zombies? How would that be abusing it?
  11. Going to want to start tacking towards lovelier waters here. You're not a moderator on this forum, therefore it's probably not a good idea to try to be one. We have a report function if something bothers you -- not that that necessarily means we'll take action on it. I think all the general ideas of this suggestion are out there and this is just being an argument now (myself very included). May I suggest locking this one down to avoid any more breaking of the golden rule(be lovely)? Thank you!
  12. My table is dancing on the street and i'm thinking to myself "that would make a great david bowie song", but then The beat started And I started singing along I looked to the table as I sang, my feet shuffling closer. But he didn't notice me So i turned away And as soon as i did i heard an explosion come from behind me But I dare not turn around to look because that wouldn't be cool and
  13. I think the song is amazing and I've actually never heard it or the genre until this moment. Thank you for this! If you play an instrument, what do you love about it and what got you interested in the first place? If you don't play an instrument, what instrument do you wish you could play and why?
  14. Just take them down in number less than 5. Sneak, attack, fall back a little (still sneaking), kill off the ones coming at you, repeat. Just remember to watch your back, and sides, and most importantly the front.
  15. Being 'done' is certainly a good way to win an argument. =D Well you see here is your problem. You are arguing with me. I was trying to have an intellectual debate. Instead every time I provided you with science you said "no, you're and idiot for thinking this" then failed to come with any scientific/mathematical reasoning about why or how I was wrong. I can't win a debate if the person I'm debating is an ****** trying to argue instead of debate and then brings me down to his level. I would tear you apart if you weren't an admin, and thus you can win this little "argument". P.S. I even presented this little "argument" to one of my classes today and not a single one of my peers could understand how I was wrong in my reasoning. The only thing we couldn't pinpoint is where the extra energy of the smooth barrel system would be lost, but eventually we came up with some pretty logical reasoning. You'd have to conduct an experiment to pinpoint that. P.P.S. Damage is very quantifiable figure. I had to write an argument for a court case using physics during my undergraduate study (lawyer came to professor, professor came to me). Long story short, we won with my "argument". What kind of ice cream? :mrgreen:
  16. I'm done here. I'm not going to teach a year's worth of physics just to prove a point to someone on the internet. I don't really need to prove anything either, because I have first hand experience/knowledge of the difference between smooth and rifled barrels. I was just trying to help you understand the science and logic behind it. Here are some formulas as to why a bullet not rotating vs a rotating bullet rotating would have a considerable amount of chane in momentum and velocity leading to a change in kinetic energy. http://upload.wikimedia.org/math/e/c/0/ec0f3591dc184ad402ea3664d702c7d4.png http://upload.wikimedia.org/math/8/1/c/81c78828f730dd3ddd388a3699047ca7.png http://upload.wikimedia.org/math/0/d/2/0d2e8bb4ff2f67032f87f00e0cfbc803.png http://upload.wikimedia.org/math/6/7/6/676dc21daca293b822638428a5ea3c2e.png http://upload.wikimedia.org/math/1/1/e/11e6fc84bb2641d36b09c5a6359f7c08.png http://upload.wikimedia.org/math/6/6/d/66d1038fe5fc5f8706aeceda781fcde0.png
  17. This is inherently untrue. The momentum is identical. Yeah, I didn't mean to imply that shotguns had rifling, that was a mistake on my end. I recommend this video on youtube, it's the best one I could find comparing a smooth barrel and a rifled barrel of a pistol. The group accuracy and precision at 21 meters (23 yards) for the smooth barrel was awful and would be almost ineffective at that distance. The rifled barrel at 25 meters (slight increase in distance) scored a lot higher than that of the smooth barrel at 21 meters. The speed and energy of the shot was much less than that of the rifled barrel. He states in the end that the smooth barrel shot had half the energy even though the rifled barrel shot had half the black powder charge. That means that a smooth barrel on a pistol is one-fourth as effective energy-wise than that with a rifled barrel. Last and not least, the momentum is much less because there is just linear momentum instead of linear and angular momentum. You could assume that without the angular momentum it would all be converted into linear momentum, but obviously this isn't the case. If it would convert into linear momentum, then the energies of the smooth barrel and rifled barrel would be consistent. Hence, a great loss in momentum, making it anything but identical. In conclusion, that would mean the damage of a smooth barrel pistol (or a heavily used one making it's rifling ineffective) would be about one-fourth as effective as a rifled barrel pistol. It doesn't matter if you calculate damage using momentum, force (bad idea), energy, impulse, or whatever; they are all very relatable.
  18. hahah I am so sorry. I was being sarcastic and fun. Not ment to be mean though! I guess you just found it confusing. I just feel as though not everyone would be calmed by the rain, especially when it is thundering. The only people who can decide if it's worth all of that are the devs. We can still have friendly debates about it, though.
  19. I should have also included less accurate and an explanation. Most guns, that I'm familar with, have what is called "rifling". http://en.wikipedia.org/wiki/Rifling Here is an excerpt from the article: "If an insufficient twist rate is used, the bullet will begin to yaw and then tumble; this is usually seen as "keyholing", where bullets leave elongated holes in the target as they strike at an angle. Once the bullet starts to yaw, any hope of accuracy is lost, as the bullet will begin to veer off in random directions as it precesses." So, over time, the gun will build up "gunk" in the barrel, covering up the helical grooves. This will (as stated above) cause the bullet to be less accurate. Now about the damage aspect. The bullet is not coming out of the barrel spinning as fast. This is already a decrease in momentum. Most likely the tip of the bullet won't travel on the relatively same axis. A well maintain gun will have the bullet "zip line" along an axis. Since the tip isn't going to be on the axis most of the time, the bullet won't be travelling at max efficiency like it normally would. Again, another huge loss of momentum. Lastly, the bullet will most likely not hit the target tip first. The closest comparison to this would be a pocket knife hitting witht the side of the knife, rather than the tip. I know nothing about military grade equipment and if it would respond the same; I would assume it would though. Please don't be quick to judge, and question what you don't understand next time before throwing out (mine or) anyones idea. I really don't mind explaining my reasoning behind my ideas.
  20. I have to admit that I WAS WRONG. Yesterday was my first time using an axe in combat since I first played the game and now I know the pain of having every zombie fall over from a single hit. I think that the axe is a little overpowered, but seems fit at the same time compared to other weapons. I have posted a suggestion that could slightly level the playing field, but I still don't see a zombie laying on the ground for like 5 seconds after being hit. Maybe it could fall and instantly become a crawler, which I personally think would add a lot to the fear of killing zombies. Link to suggestion: http://theindiestone.com/forums/index.php/topic/8033-weapons-damage-decreases-with-use/
  21. So we were having this discussion (that is semi-related to this suggestion) about how right now the fighting mechanics seem a little unbalanced (too easy). My suggestion to help balance this would be to have weapon maximum damage and a weapon minimum damage. No, I do not think that you should deal a random damage between these ranges. Instead, I think as your weapon condition decreases the damage it does decreases. You wouldn't have constant damage from an axe as it is used more and more. Instead, the axe blade would begin to become dull and deal a little less damage. The only weapons I could really see this effecting much is bladed weapons. This could also have a slight (very minimal) effect on guns also, as they would build up residue and degrade over use causing the bullets to come out slightly slower. Considering blunt objects, I don't really see how they would degrade to cause less damage (but if someone can rationalize it, I'm all for it). Link to discussion mentioned in the first sentence: http://theindiestone.com/forums/index.php/topic/7990-these-not-so-scary-zombies/page-2#entry105393
  22. I guess everyone plays/sees the game differently. I know personally that when I push a zombie (with the strength trait) it doesn't always get pushed back, letting other zombies get on me. This one failed attempt means I have a greatly increased chance of being scratched or bit; which would cause my death most likely. I also know that when I attack zombies, about 25%-35% of the time one will fall down, but normally it won't be the only one attacking me (play with zombies on high/insane depending) so I can't finish it, meaning that it will get up and attack, or become a crawler. I don't know if it is your settings or what.
  23. I agree 100%. I blame the combat system brah. It's a good idea, But hitting a zombie down and bashing his brains in 10 times gets old. Fighting needs to have depth, Because if every fight is the exact same, it becomes stale real quick, Zombies need to have more options other then just fall over after every power swing, I wish they could knock you over and climb ontop of you, Or maybe they could make it so the zombies don't fall over as much, and missing a swing has more consaquences. To me zombies are just not a threat, And I agree with you about the save flies, Once I find a place to stay, lots of food, I don't feel threatened at all anymore. And I'll end up never playing again. Do you play with your zombies down?! I swear I keep their strength and all that normal in sandbox and my zombies barely ever fall over.
  24. Seems a lot of ideas for some of these commands are in the works! Check out http://theindiestone.com/forums/index.php/topic/5813-how-to-administrate-a-server/ and see what ones are already being worked on, and then post the rest at the end of the post! It seems a lot of people are posting ideas in that thread. Great ideas and concepts!
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