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Joshnpk

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  1. Like
    Joshnpk reacted to Seg in The game have some problems what i can se.   
    First off you need to learn to spell. Second, this game is one of the most moddable, versatile, and customizable games I have ever played. If you don't think so you don't understand the settings that are offered.
  2. Like
    Joshnpk reacted to Papa Juliet Whiskey in Line of sight and trees   
    I love the whole line of sight mechanic in game, as it adds that sense of "oh, hello, I didn't see you Yarghh!"
     
    And vegetation is a good sightline blocker. However, I think there should be a mechanic in game, be it a skill or trait, that improves ones ability to see through vegetation to a degree.
     
    The following as a real life example of such an ability.
     
    My uncle, Fisher, trapper, hunter woodsman kind of fellow took me hunting for my first time many moons ago. Technically, he was looking for this years beaver dams, but brought me a long for a little skoot and shoot.
     
    We were driving down a narrow backroad, with the eaves of evergreen trees scraping either side of the truck, with only a crack of open sky above. In other words, thick ass Woodlands, almost all evergreen trees.
     
    Suddenly he stops and asks if I was "that". I did not.
     
    Anyway, he tossed me the gun, and pointed a direction. After about 2 minutes of looking, I finally say the tiny head of a partridge through the eaves of three trees worth of evergreen.
     
    Basically, those with a lot of woodland or hunting experience should get some kind of bonus chance to spot through trees, while a city slicker like myself has got to stare at the same spot for an unsafe amount of time to notice anything.
     
    Maybe a spotting skill, or woodman trait or something that makes deep wood navigation for someone accustomed to it a little better at spotting the dangers.
     
    I assume it could somehow be tied to the hearing mechanic, as it seems to be the thing that 'spots' zeds outside of your normal field of vision.
     
    Anyways, just a thought. Make the rangers woodland navigation speed more than a quicker way to walk into a waiting bite.
  3. Like
    Joshnpk reacted to MadDan in NPC merchant with own base   
    It really doesn't fit the game to have static vendors selling items. NPCs are supposed to be roaming, like the player trying to survive. It'd really take away from the experience to have them just do nothing, especially after all these years. Lore wise and logically the story makes no sense to have these types of 'NPCs' in the game.
     
    Instead they're going to be more intelligent, dynamic and interesting than static vendors, thankfully.
  4. Like
    Joshnpk reacted to Sedgwick in Additional Sandbox Temperature Options   
    Good day fellow survivors!
     
    I thought it would be a nice addition to the Temperature setting in the sandbox options to have a setting that would allow for hotter summers and colder winters at the same time. The current Very Cold to Very Hot setting is nice, but depending on which way you adjust it you are going to make the other half of the year more manageable, be it a pleasant summer on cold settings or a warm winter on Hot settings.
     
    I don't know the technical feasibility to it, but as a sandbox option or as a challenge option I think it could be an exciting setting to play with. It is the apocalypse after all, so a climate in crisis could be fun to manage. A playthrough where you have to worry about overheating in summer if you are wearing too many layers, at the same time worrying about if you have enough wood chopped for your fireplace in the winter.
  5. Like
    Joshnpk reacted to Mork in Tune down visible quantity Dirt and Blood stains on character when on low filth %   
    Hi,
     
    The fact that we see dirt and blood on the character model and their clothes is great. However, I feel like it could be balanced because I noted that a very small quantity of filth looks like you rolled in dirt / blood. I'll add here a screenshot about dirt on the character model, but that's the same thing issue for blood or dirt, on character model and clothes.
     
    Could you maybe rebalance the levels visible stains vs the % of filth there is?
     
    Thank you!

  6. Like
    Joshnpk reacted to Mvick in A Better Dirtiness System   
    as we are on the visual phase for the animations i really think it'll be more enjoyable (and realistic) to have a better dirt system on player. So like, if i walk on barefoot for a while outside, the dirtiness would be applied on my feet instead of my legs... or if i'm fully dressed (hoodies, jackets, long sleeves shirts, pants, boots, gloves...) all the dirtiness would be applied on the clothes and NOT on my skin... instead, to compensate that, we could have a negative moodlet like the wet one and even an stinky or smelly one to stimulate the player to still take a bath. idk if it's something that worth to be taking note of but i would love if you guys expand this system...
  7. Like
    Joshnpk reacted to Kappatao in Search and DeZtroy   
    Just a thought I had; Since you're working on a new map system, it would be cool if the current ingame journal system/note taking system where expanded and integrated into the new map, as journal pages etc. Maybe even have it as an item you spawn with that gives you the ability to use the map, and journal (kind of how a belt lets you use the hotbar).
  8. Like
    Joshnpk got a reaction from Pandorea in IWBUMS 41.55 released   
    I've ran into this issue in the past myself, not noticed any pattern in terms of which weapon I use.
  9. Like
    Joshnpk reacted to Magic Mark in RELEASED: IWBUMS Build 38.15   
    It's not for the bugs, it's for the evident flaw where people can't see where they are going until they reach the back of the 2 story building they are going by. This problem will explode 10-fold once Louisville goes under way with all of those tall buildings. A few people have posted good examples of why a toggle for this is probably better.
     
    Even if it's not right now, it is better in the long run to add the option as a toggle.
  10. Like
    Joshnpk reacted to Leoquent in RELEASED: IWBUMS Build 38.15   
    That value can not be updated after you got to the trait selection screen. If you go back and insert a different value into "Free trait points", the trait points in the selection screen stay the same. Even going back to main menu doesn't fix it. You have to restart the game to be able to change that value again.
  11. Like
    Joshnpk reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    I'm fine with the RNG placing semi-broken or used up items in houses/sheds/garages. It's downright silly when the formula applies itself to items in warehouses and stores.

    I often can't find a single full Gas Can in a Gas Station, hell, most of the items in stores aren't worth much. They were actually selling this stuff half filled and half broken?
  12. Like
    Joshnpk reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    I think it's silly to be able to repair some weapons once they're broken. Baseball Bats, Planks etc. should just give unuseable wood once they break (That you can toss into a campfire) and items that have been fixed a few times too many shouldn't be repairable anymore (I can only imagine that some baseball bats contain more Wood Glue/Duct Tape than wood after a while)

    I think there should be more of an incentive to maintain the equipment before it breaks but when it comes to rarer stuff, them breaking shouldn't be a total loss. Like I said with getting an Axe head when an axe is broken that then can be used to create a new axe.

    All it would really need is to have a script thing that works much like ReplaceOnDeplete (Replaces the item with another item once it runs out of charges example Gas Can turns into Empty Gas Can) but instead replaces the item when it Breaks. Then it would be fairly easy to create a few items and for example add ReplaceOnBreak = UnuseableWood for besaball bat and ReplaceOnBreak = AxeHead for the Axe and if nothing was there it just removed the item completely.

    I think it would be a cool little feature.

    .
  13. Like
    Joshnpk got a reaction from trombonaught in Variable Helicopter Events   
    I like these ideas. would be good if the helicopter didn't just show up between day 6 - 12 but instead could should up from day 1 onwards and additionally could show up more than once.
     
    Would be cool if you got a helicopter event on day 3, day 17, day 117 and day 256 for example.
  14. Like
    Joshnpk reacted to trombonaught in Variable Helicopter Events   
    This is an offshoot of the "Nerf Helicopter" thread by @mengvang04. 
     
    How could the helicopter event be freshened up a bit? I thought this might warrant its own thread. Ideas so far on helicopter feautres that could be added (and one I've added at the bottom):
     
    1. Hidden radio frequencies which detail when a heli is coming, and clues as to its purpose (see below).
    2. Armed chopper. Guns, explosives, napalm, whatever. It has come to kill zeds and you with them. Late game and rare.
    3. Observation chopper. It's come to follow you around to study how you engage the horde and survive (see present chopper event).
    4. Flyover. Comes and goes quickly, perhaps several staggered passes in one direction.
    5. Supply drop. A chopper is present long enough to drop a stash package.
     
    6. My wish: "Extraction." Radio transmissions pointing to a secret location where a plucky survivor can be rescued. Could be randomly generated similar to safehouses/burnt houses and stash maps.
    But if you get there, they kill you, assuming you're a carrier. An optional "end game" in which you die.
     
    Thoughts? Comments? Additions?
  15. Like
    Joshnpk reacted to TheWraithPlayer in Clothing   
    Here are my following ideas for various type of clothing and their benefit
    Temperature Ratings
    none
    light
    moderate- chilly
    heavy- cold
    extreme- freezing
    Armor Ratings
    none
    light- protects from fists, bites
    moderate- protects from blunt and bladed weapons
    heavy- protects from bullets.
    Concealment Ratings
    none
    light- blends in
    moderate- conceals identity
    heavy- chance not to be seen when blending in
    Head
    Army Helmet- Heavy head armor
    Bike Helmet- Moderate head armor
    Baseball Cap- blocks sun glare, improves aim
    Motorcycle Helmet- Moderate head and face armor/ concealment
    Wool Cap-  Light temperature
    Eyes
    Glasses- counteracts Nearsighted trait
    Goggles- Light eye armor
    Sunglasses- blocks sun glare, improves aim
    Face
    Bandana- Light temperature
    Gas Mask- Moderate concealment, protection from airborne contaniments
    Ski Mask- Heavy temperature, Moderate concealment
    Surgical Mask- Protection from airborne illness
    Welding Mask- Moderate face armor
    Torso
    Button-Up shirt- Moderate temperature
    Hoodie- Heavy temperature
    Jacket- Moderate temperature
    Kevlar Vest- Heavy torso armor
    Leather Jacket- Light torso armor
    Life Jacket- prevents drowning
    Long Sleeves- Moderate temperature
    T-Shirt- Light temperature
    Tank Top- Light temperature
    Legs
    Cargo Pants- Moderate temperature, pockets for use as containers
    Cargo Shorts- Light temperature like cargo pants, but less pockets
    Gym Shorts- Light temperature, slightly faster running speed
    Jeans- Moderate temperature
    Skirt- Light temperature
    Sweatpants- Heavy temperature
    Feet
    Boots- Light foot armor, slight increase to stomp damage
    Flip Flops- slightly faster to put on
    Mud Boots- counter acts slower speeds from getting wet
    Sneakers- slightly faster running speed
    Snow Boots- Moderate temperature
    Snow Shoes- lets you walk on deep snow
    Outfits
    (the only difference is that these take up 2 or more clothing slots)
    Bio-Hazard Suit- Light armor, protection from illness
    Camouflage- Light  concealment in forest
    Dress- better interaction with male npcs if female
    Gilly Suit- Heavy concealment in forest
     
    I'm sure there are some things I'm missing. I left out career based clothing and homemade clothing on purpose. Some types of clothing overlap (jacket over a t-shirt for example) Let me know what you think and any ideas you have, and as always, thanks for reading.
  16. Like
    Joshnpk reacted to BaldGuyPlaysGames in NERF DAMN HELICOPTER!   
    Give the helicopter event a 0.01% chance to land and rescue the survivor, then everyone would love the helicopter!
    Personally I don't mind the event, I tend to make sure I'm scavenging on the other side of town between day 6 and 9 usually and that tends to work out for me
    Toodles
  17. Like
    Joshnpk reacted to trombonaught in NERF DAMN HELICOPTER!   
    Homygod different chopper runs AND higher chopper risk (bullets) AND chopper reward (stashes) AND ability to predict (radios) AND a realistic in-game puzzle with real payoff. 
     
    I repeat. Homygod.
     
    @RobertJohnson who do I have to bribe to plug this in a dev discussion?!!
  18. Like
    Joshnpk reacted to Svarog in NERF DAMN HELICOPTER!   
    Shoot the player once, let him have enough time to get a clue that someone is shooting at everything that moves with intent to kill so he has time to run inside. If not, kill him. (Unless he has lucky, trait, then he gets an additional Lodged Bullet before third shot)

    Personally I like this event but more should be done with it.

    Edit: Maybe add some stuff to radio before event commences about some rumors of military choppers going in to "Cleanse" (or """"Evacuate""""" but going in with too many snipers) event zone.
  19. Like
    Joshnpk reacted to Damien Darkside in NERF DAMN HELICOPTER!   
    Short answer? No, deal with it. You can turn it off in the sandbox menu if you want to.
     
    Long answer? It's been three years, you should be used to the chopper now. Comes by around the seventh day, is easy to lead away from your base and presents an actual challenge. The devs are not going to remove it, or if they do it won't be for a looooooong time. 
     
     
  20. Like
    Joshnpk reacted to EnigmaGrey in NERF DAMN HELICOPTER!   
    No, games are meant to have some degree of challenge.
     
    Otherwise you might as well just play MineCraft Creative . .  .
     
    Which you can, by the way, by going into Sandbox and disabling the helicopter.
  21. Like
    Joshnpk reacted to Magic Mark in RELEASED: IWBUMS Build 38.15   
    After playing for a while I have come to the conclusion that I don't like the change with seeing roofs all the time.
     
    Not just bugs or visual issues (seeing the roof inside of certain houses as shown above) but there are a few major gameplay issues caused by this change.
     
    It went from "huh, neat" to "holy crap, I cannot see what's behind these walls" pretty quick.
     
    Players unfamiliar with the map now need to run behind a building in order to see if there is windows/doors, or potentially other escape routes. This is a very annoying flaw with the update and greatly overvalues being able to see the roof.
     
    Perhaps they should only be seen when the player isn't looking at them directly, because this is extremely problematic to stick with in the long haul.
  22. Like
    Joshnpk reacted to Geras in RELEASED: IWBUMS Build 38.15   
    I like where this is going.
     
    Can we have a "random" option for the rest of zombie settings, pretty please?
     
    EDIT:
     
    Including the tick boxes
     

  23. Like
    Joshnpk reacted to syfy in Zombies and Trees   
    Yeah, that could be cool indeed.
    Hope some modders find a way to get that in the game.
  24. Like
    Joshnpk reacted to Hydra in Zombies and Trees   
    But still. Wildlife could still be an element. Grizzly bear that climbs over your fort's wall and eats all your seeds and plants and then attacks you. Or a pack of wolves that howl, and then attract zombies to you base while you sleep.
  25. Like
    Joshnpk reacted to syfy in Zombies and Trees   
    nah, the Devs gave been quite clear, there will be NO Zombie Animals....in the Vanilla game
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