Jump to content

Wilson SDS

Member
  • Posts

    73
  • Joined

  • Last visited

Everything posted by Wilson SDS

  1. So... i just saw the first and more classic movie of Romero, Night of the Living Dead (1968). At 0:01:00 till 0:10:00 The first zombie run fast, tried to open a car door and used a STONE to break the car window. Pursued an women that was running across trees and breaches and then through a long field. At 16min, another zombie breaks a car flashlight with a stone at hand. At 18 min, zombie dies just with a blow, shot in the head. At 20 min, the zombies were afraid of fire, they turned away from it. At 40 min, its clear that there are variances between the zombies strength, some are weak, others the strength or normal man, and others a little more. At 56 min, its know that the zombies are anyone that was not buried, bitten or no. The cause most likely was of interplanetary (venus) radiation. At 1:21:30 A zombie grabs a CLUB and strike against a door. And another uses a stone to break a window. WOOT ZOMBIE CHILD AT 1:24:40!!! Being a child doesnt matter, what is important is how his mother reacted, she couldnt attack her own kid and died. PS the zombie child was using an WEAPON. At 1:25:45, a girl saw her dead brother zombie and couldnt attack him. And she died. Now i ll See the Dawn of the Dead 1978. 0:22:40 a zombie tried to open a door by the knob. 0:24:20 zombie kids, they bitten someone, and he didn't become a zombie because it. 0:29:00 When the survivor arrive at the mall, one of then says: "Kind of instinct, memory, what they used to do, this was an important place on their lives" 0:34:30 A zombie sited by a tree inside a fountain, grab coins in the floor and examine then. 0:50:05 A girl uses a flare to keep a zombie away from her, it means that the zombies also are afraid of fire. 0:55:30 A zombie using a hockey stick. at the same point, a guy on the radio says: " Intelligence? Seemingly little or no reasoning power, but basic skills remain of more remembered behaviors from the normal life. There are reports of these creatures using tools, but even these actions are the most primitive, the use of external articles such as bludgeons. I might point out to you that even animals will adopt the basic use of tools in these matters. These creatures are nothing but pure motorized instinct " 1:03:00 A zombie grabs a crowbar in the floor and uses to break an window 1:07:00 A zombie grabbed an rifle about at 0:40:00 is still carrying it (not in the shooting position) 1:08:00 Roger (one of the main characters) was severely bitten twice, he became a zombie because of it. 1:13:40 Survivors using fire to drive of zombies 2:03:00 Zombies climbing a ladder to the roof. Day Of The Dead - (1985) 0:13:00 - Rickles: "They are scared, they know what happens to Frankenstein gets them." - Woman: "If you are right Rickles... Then they are learning. They are actually learning" 0:20:00 There is a conversation with a doctor, and he basically tells that the zombies work on instinct and their deepest memories and they can learn new things. 0:50:00 Appears a zombie called Bub, he use simple tools, like razors, he can identify himself at the mirror, he opens a book, and he doesn't see a doctor as a lunch, he almost speak, he does military salute to other soldiers and most of all, at 0:56:00 he HOLD A PISTOL, COCK IT, AIM IT AND FIRE IT!!!!!!!! (hopefully there was no bullets). After in the movie, he release himself, and he feels the lost of his dead doctor and go avenge him. He gets a gun, and shoot he bad guys, and eventually kill them. I ll see the other movies and will be editing this post and report anything that i find it special
  2. Romero Zombies - also known as the shamblers or walkers. - as seen on George Romero’s zombie movies, Dawn of the Dead, Night of the Living Dead, Day of the Dead, Land of the Dead, Diary of the Dead, and other Romero inspired zombie movies. Is that it?
  3. where can i find about Romero-esque shamblers (sans memory)?
  4. i just think that there´s must be more variances in the encounters tactical options, so i´m trying to help in finding a solution. Denying any variances in the zombie itself (besides it´s quantity) closes a huge door, i´m not saying that we should do like left 4 dead (L4D), making super zombies, but there are may different things that could be added. If there is panic, why not an hesitation to attack a zombie that was your friend? The zombie itself isn't stronger or faster, its just something that often happens on films, other games, and would be something very real if a zombie apocalypse happened. Actually, this is what would kill more people in the zombie apocalypse. When i suggested the faster zombie, i was not thinking in one that run faster then you running, but a zombie that you must have to run from to get a good distance to strike, hardly i found a zombie that simply walking i couldn't get away from. Maybe making their path finding a little longer could also help, because they loose you too easy, again, i'm not saying that they should be all great trackers that can come after you a mile away. Maybe if some zombies could pursue the characters long enough that if you don't find a hiding or fighting spot they had to fight it in the open and tired. Zombies with a simple weapon at hand could do some damage that would be treatable adding more value to the medical items, in this game, while in combat or you don't get a scratch or you have 90% (i'm guessing the %, but i'm sure that it's high) of death. Now about the fact that a zombie can or cant keep holding something that was already holding while alive is the theme of a good discussion, when something dies it doesn't stiffen? How about something that you would be holding strongly when alive, when dead the zombie wouldn't keep holding? He may open his hand to instinctively try to hold you, but it's the instinct of a former human, that may go to ether open his hand and grab, or use the weapon, because surely was the last movement that he was doing before being attacked. Well that's too much speculation, the fact is, that would add something good in the game or no? The zombie wouldn't be special besides holding some simple weapon, no mutation, no superpower, just a simple zombie. About the chance of a zombie getting up again after being finalized, may you say at first hand when its enough to hit, to kill something that was already dead? Just because you heard a splash sound, ahh ok the splash sound, its dead, and will never more bother me. In real life, do everyone hit the zombie head till its a green goo pool in the floor? I really don't think so, ahh ok, we are using ourselves as a referential point, we, that are talking about this on the internet definitively would hit it till being sure of the kill, but a lot of people would't. About a zombie that can call others in the nearby area, the others may do, but one that does better, there are zombies that are faster and tougher, why not add a variance in calling others as well? So define this special that you are saying, what make a zombie special? The fact the he is better then others is some way, this game have it already, and then is it not spoiled? I guess not. I think that being special is a special mutation, like the T virus on resident evil, that there are hunters, zombie dogs, huge arms with eyes and etc. Now a simple zombie that can scream better then others, that isn't so special. When i spoke about density, i was not saying more zombies in the same area, but more in a lesser area. I mean, the quantity may be the same but group then better so i cant kite and solo then all. Or link the groups somehow that if you hit one be sure that a group may go after you, not always, but if this could happen occasionally would change the tactical approach of some times.
  5. i guess in this game we have plenty of time but at least for protection this water pits should work
  6. Fences are a cheap way to avoid falling when building in the second floor, maybe in the future to control heard animals. But seeing some zombies falling while crossing it i agree, now about players falling in extreme situations, i think it would be valid an option before starting the game, so you know that the chance exists and you will have to put that in mind in your escape routs strategy.
  7. on the first rain the duct tape loses its grip... and in summer, you will be toasted.
  8. Make a stack of corpses to burn then i think its a good idea, or a way to bury then. The smell of dead meat actually should attract more zombies.
  9. A clean water source, may I add. Stagnant water will grow algae within a few weeks and will become undrinkable. I'm not sure on how boiling would effect that, but I don't think it would be that healthy... if the artificial lake made is connected with the underwater, there will be circulation, and will not need to be cleaned. You can control the area of the coy with nets, (that its something cool that could be added as well, like in the "survival crafting")
  10. True, but i thought in improving like savaging what you can from the previous and remaking again using some new material, but in a simplified way.
  11. [Added] Bodies of water How about digging holes with a spade you can make an artificial river to your base? This could bring good water, making the local air humidity better on summer or a good way to defend a base. But i would like to add something bad as well, this canalized river must be repaired constantly so it closes itself again.
  12. Also: 1) Chance of dropping your weapon, or anything at hands when extremely panicked, losing the control of the character that would be running (away from the zombie, or horde). 2) When a zombie grabs you, a chance of you being knocked, and being able to move while on the floor, kicking or rolling (the animation or rolling on the floor could also be used to help yourself when you are in fire).
  13. 1) Hailstorms 2) Cyclones 3) Adding topography, so it could be floods, and mudslides. I know that this game will not have changes on the floor itself, but if the each cluster of ground had a value of height, there should be a way to make an flooding. 4) getting wet and cold at same time could result in worse diseases 5) Clothes could also get the trait wet, and changing then you could get dry faster. 6) Wet firearms may have a chance of not working (making the actual ammo useless). 7) Being able to Swim (off course not so far, with the risk of drowning). 8) walking without shoes has a chance to inflict damage to your feet. Feet damage makes you walk slowly, and if you continue to walk, the damage will be getting worse until you stop and treat the wound. 9) Sun Burns if too much exposed to it.
  14. A list of things that i thinks its missing on the game about the skills. Carpentry: 1) Being able to remove the wooden floor that i made. 2) Being able to improve the appearance of the stuff that i made on previous skill levels. 3) When i break a furnishings, they could drop nails and boards. 4) Being able to make a bed, an wooden wheelbarrow and a waterwheel. 5) Making an waterproof floor would be nice for farming some carrots and radishes. 6) The chance of the second floor collapsing if they are made without proper foundation. 7) Being Able to build an water box. 8) Being able to build movable ladder 9) Barn Door, gate. Farming: 1) More different vegetables (corn) 2) Using rotten food to make fertilizer 3) Not be able to irrigate plants with the insecticide, i mean when a plant just need water. 4) Finding a Cow, chickens and others would be cool, easy target for zombies 5) Making hay Cooking: 1) The use of preserves (with boiled water or vinegar) 2) Making vinegar from grapes or wine (so i can use better the preserves) 3) Making cheese from milk 3) Making dried vegetables Combat: 1) I liked, simple, real and effective, i just think that the skill progression should be different. 2) Creating a stats called humanity, if you kill a lot of zombies in a short period of time constantly you lose it, and the more you lose it the harder is to negotiate, communicate with npcs or even other players. And to rise your humanity again you must send some time with npcs, talking, chitchat (something like reading a skill book), play cards, domino, or whatever other activity. 3) A charge attack with an weapon, or a running through zombies (bullrush) sounds cool and dangerous (like a last resort move). Something that could help the endgame is dividing more the weapons in skill progression, in game we just have two kinds of melee skills and one of ranged. Maybe dividing by specific weapon name, and being able to spend skills to improve durability, attack speed, attack stamina, attack damage, knockback power, decapitation chance (mutilation on zombies). For ranged weapons, attack speed, reload speed, weapon durability, hit chance, headshot chance. Each point could make an slight improve, that in time reaches a maximum. Surviving: The game has a focus on finding tools, gathering resources, avoiding natural hazards and zombies. About tools, and finding then: 1) If you store gas, it last only a few months, then it gets spoiled. 2) Survival should be a crafting skill, so the higher is the skill, i could be able to build some of the survival gear, like the campfire, tent kit and so on, and the better the skill, the better the new equipment made. 3) Wet towel could be somehow dry, by being near of a fireplace or hand on a clothes line. 4) About weapons, plz add a geologist long cable igneous hammer, very resist stuff, and deadly =D
  15. Something that could be added as well is durability to clothes and this "armors", so that in time you see yourself in rags that has penalty on temperature and armor rating. To a normal cloth become a rag, i sure would take some time, but the time eventually come, i work in field activity on the jungle, tropical florets, cloths in there receiving rain and constant moving, don´t last long, i say something about 1 month. Of course that leather resist a lot more. Walking with rags has also a higher chance of being hold by a zombie. This could bring another trait called mobility, the more you are armored the slower you move, the slower you attack, higher is the temperature. And If you guys add armor to the game, plz dont forget the shin peads. Clothes could also get the trait wet, and changing then you could get dry faster. About Feet: Walking with shoes or boots with low or none durability, you has a chance of falling while running, and/or feet damage. Also, walking without shoes has a chance to inflict damage to your feet. Feet damage makes you walk slowly, and if you continue to walk, the damage will be getting worse until you stop and treat the wound. About hats: Umbrellas. raincoat, leather heat+leather jacket, help visibility on rains. And using hats in hot environment could protect you from insulation.
  16. In the game we have like basically 3 different types of zombies, a regular zombie, a somewhat faster, and the one on the floor, some may say that's enough, but in terms of end game i don´t think so. So i ll suggest new types of encounters that the players may find it: Maybe a burned zombie (a more horrific one, like a more decomposed one) that has more impact on panic. A zombie that makes less noise. A more faster zombie (in less quantity). Adding a chance to an finalized zombie to get up again after some time (this maybe could create an trait called... double tap, removing this chance). A zombie with an weapon like an knife, blunt weapon, with low reach. A zombie that you knew, so your character hesitate to attack (chance of happening, may be your former mother, brother, friend), the game have to tell you that, and you can only hit that specific zombie after some time (a trait, stone heart, could give you immunity or resistance). A zombie that can call others in a nearby area, a good idea to use guns, or sneaking it. Zombie hordes with higher density.
  17. I had some ideas and after read the forum rules, decided to move my topic in a new topic [n] Aerosol Can + Lighter = Flamethrower This one is somewhat a bad idea, i guess anyone tried to do this while walking (you burn yourself bad), or without burning his own fingers, not even mentioning the chance of explosion, i guess the game could add this to make itself more deadly. A weapon or a tool that you can hurt or kill yourself. People will try to do it 1, 2 times, then will notice that its not worth it until you are desperate. [n] Beginning the game before the infection this game offers large maps, being able to do this twist is epic but would spend so much time, and i guess that the devs have more cool stuff to do before. But i can see this like some kind of difficulty that could be implanted on the game later on. [n] Overpowered weapons/specific firearms Overpowered weapons, like an AK47 (or make another name, the point is, its a big rifle), This weapon for example, is hard (very hard (very very hard)) to find ammo, no spare parts, noisy as hell, the game could add something like that, many ppl would carry this weapons and die because it, carrying then instead of extra food or water. [n] Respawning/Quicksaving Quicksaving is a good idea, for having a personal bkp for crashs and blue screens, but loading this save could be only available if the original save is lost somehow. I lost many saves with blue screens, if i had a quicksave to help me, i would have saved a lot of time. [n] Zombie Camo, or Using Zombie Guts as a Disguise Could be an option for that, but of course, with no useful results besides a chance of getting infected, the game could add that to be more deadly and kill nub players.
×
×
  • Create New...