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Cykodelik

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  1. Every bachelor I know is dead 100 times over!
  2. That's entirley true but it would affect infection rates not healing and bandage use. Once a wound is closed you've mostly gotten past the infection risk stage. So yes true around dead bodies the risk of infection would go up considerably while the wound was fresh... Gah zombified just by dragging a corpse with an open hand wound
  3. I want to address the time it takes to heal and the rate at which cloth strips become dirty. It is seriously off in the game as it stands. I rock climb IRL and I do it freehand and through brush and thorns (I'm a bit crazy like that) The amount of scratches I've got (ones that actually break the skin and bleed) is into the 100s if not the 1000s. 1) A scratch that doesn't draw blood requires no first aid and you'd have to be crazy unlucky for it to get infected. 2) A scratch that does draw blood can be staunched by wrapping it in cloth and it will stop bleeding after about an hour, the body is awesome like that. After the bleeding stops you have about a day or max 2 till it is at no risk of reopening. You'll use either one or two bandages for that. One will probably negate all risk of infection (also note that infections are usually minor and just cause swelling and a tiny bit of strain on the immune system). From a resonably superficial scratch 1-~3 mm you'll be left with a scratch mark for about a week but it is totally safe from infection or reopening 3) Deeper wounds (ones that completlety open the dermis i.e. 1cm in) are more tricky. Bleeding will probably take a day to fully staunch and you'll have about 3 days with risk of infection and have to change bandages once or twice daily. The wound will probably take a week to be completley free of risk of opening These can leave scars. (this approximates a zombie bite) 4) Much larger wounds: ones that rip into arteries or organs can obviously kill you. These would take professional medical attention. For the sake of argument (and gameplay) unnatended you could surivive these but good luck without surgery and anesthetic. Maybe if you're blessed with a superhuman immune system you'll mange (I've heard many stories). Stitches, microsutures, sealing with a flaming metal rod... pretty much a nessesity. Start praying your organs are intact. 5) and this one is fun: As you get infected via the blood and suffer through it, your risk of infection goes down. You pick up all the vanilla ones first and the first cuts you get in your life will swell and hurt intesley. Subsequent injuries of this nature will eventually not swell or even hurt. Your body has just leaned to fight small quantities of the common infectious organismns out there. To be honest I wouldn't even dress a superfical cut now. I just wrap whatever napkin or whatever I have in my backpack round it for a little while till the bleeding stops and cary on, making sure to keep whatever digit or bodypart it is away from contact with the rock. However I still wouldn't dip it in a can of 1 mounth old rotten food. Though likley if I did that I wouldn't die. Anyway, this is real data from firsthand observation and I know how much shorter healing times are in real life to how they are in the game at the moment. It kind of spoils it for me to see the body being depicted crapper than it really is. In conclusion : More zombies: yes! lower healing times: A must. If you guys agree (or just believe me) please like the post and bump it
  4. Yup and I quite enjoy pressing wild flowers
  5. Ok that film looks awesome I'm off to watch it
  6. Also I've chopped down a forest, why is there no skill like fitness that increases my carrying capacity. I'm a lumberjack and I'm ok, I cut all night and kill zombies all day
  7. So I love the new cooking system and I really like how it can keep your spirits up. There's a bit of a problem though; When the power goes out most of the cooking becomes unavailable because meats go off too quickly and building a campfire is far too dangerous (one slip of the keyboard and you're on fire) To fix this you can always sandbox and make sure the power never goes off but that kind of ruins the immersion. I'm proposing simple craftable items. 1) Wood fueled BBQ/Oven. Use concrete or metal parts and the carpentry skill to create a BBQ that functions using wood as fuel but doesn't set the surroundings on fire. OR apply something to an existing oven that turns it into a wood burning oven that can make you sick when near it (smoke everywhere) 2) Insulated pits or rooms that make items cold. Dig a hole and insulate with clothes and then make airtight with garbage bags/ duct tape and then craft a thick wooden lid to keep it deeper underground. This would work as a shoddy fridge. Basically keep food insulated and away from light and you increase it's life expectancy (air tight is always good too) Has this been suggested before?
  8. This lowers the difficulty curve for farming a little but I think the immersion gained here would definitely offset that. Every farmer and amature grower I know has a compost heap
  9. So if you make a cool enough mod they integrate it into vanilla?
  10. The water/power shutoff already does this and I believe newly infected will start off badass. It's an idea to add reverse decomposition to sandbox to simulate a zombie virus that enhances the body while destroying the mind but It obv not vanilla as it's counter to the style of zombie (I believe). Other scaling challenges could be: Mutating infection, zombification rate increases over time (from none to bite to scratch to exposure-to-corpses) Also there's the possibility of increasing/decreasing the rate at which zombies appear as time goes on
  11. This could be a cornerstone of a social character. Surviving by charming NPCs it could create a whole new game experience.
  12. I grow fruits and veg and I've also tried my hand at growing tobacco Growing tobacco could help players keep an addiction going indefinitely but the main advantage would be a low maintenance pesticide, planting tobacco around would kill fly pests. Also it allows for a sustainable way to produce pesticide. To smoke it a player would only need 2 leaves, 1 to roll and the other to crush and use as filler. Also a lighter I'm assuming. As far as the seeds go I think it would be a rare drop. I bought them as a novelty item with soil in a can (IRL) so maybe in hotels or something along those lines? I had thought about suggesting tobacco plants grow wild but then that would be a whole other thing, when I started growing fruit and veg (again IRL) I started noticing wild varieties of onions, garlic etc everywhere. Maybe PZ should have the occasional wild plant to allow for lucky food/seed finds (and a nice farm XP boost) Thanks for listening
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