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Rass

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Everything posted by Rass

  1. I always play with the hypochondriac trait, so I never know if I'm really infected until the dreaded "zombified" status pops up. However, since you can survive even when "zombified" as long as you remain well fed, I still have enough time to fuck shit up. I don't replay old saves with new characters, so I have no concerns about losing my base or valuables. I'm going down? Well, I'm taking the whole town with me...
  2. I agree with most of these. I really like the idea of having pockets as a way to increase our carrying limit, I don't think I've seen that mentioned before. If different kinds of clothing are introduced for different weather conditions/situations, clothing condition is very important to make sure that we can't just get the best for every situation and be set for (a very shot) life. Now, the most controversial will probably be protective clothing like leather jackets, kevlar vests or riot gear. I think that it's a good idea, but difficult to balance. In my opinion the best way to make this work would be to make the most basic clothing-the stuff that you start with or the most common clothes-weaker against zombie attacks than the current character. Rarer clothing would bump up the zed protection to current levels and extremely rare protective stuff would give you better protection, but in some cases decreased mobility.
  3. I think that you already get increased chance to headshot with higher skill, but specifically targeting limbs in PvP would be great, especially if cannibalism is ever implemented. However, no matter how much would we all want to cripple our foes and lock them in a cellar (once cellars are implemented), I can't really imagine that working in such a fast paced isometric game.
  4. "Oh please, destroying the floor tile above a staircase is SO 2014... " ...and suddenly, bananas are the most valuable resource in the game.
  5. Agreed, a survivor can spend weeks building walls, collecting loot. Some guy finds your base, waits until you are offline, takes a sledge and with four swings is inside. :/ Atleast you immediately know if someone broke inside your base. Your stuff is much safer from people who were just wandering around without any intention of stealing from you, took a look inside your creates and realized that your sledge and 20 boxes of nails are just too valuable to pass up.
  6. Here we go again, problems with the zombie lore. While for example the Walking Dead zombies eventually slow down and finally stop moving if they havent fed in a while, the main unrealistic thing about zombies is still their almost endless supply of energy without sufficient metabilising going on. Making the zombies eat a little every once in a while doesnt do much to make these rotting chunks of meat more believable. On the other hand, attacking other organisms to spread the virus actually makes sense. Its not about being clever enough to do that, there are some real life viruses that affect their hosts behavior. The change tends to be that the host is much more careless, making it more likely that he is going to get eaten by a predator, passing on the virus to him. Zombie virus could work in pretty much the opposite way, making the host much more aggressive, therefore more likely to spread the virus by killing another organism and making it reanimate. That being said, I still think that zombies gnawing on corpses is a great idea. If the virus worked in the way that I described, the zombies aggressive behavior could be extended to eating everything that looks and smells even remotely like meat. In fact, the way that most zombies just mindlessly clap their teeth and chew without swallowing makes my theory that much more plausible. TL,DR Zombies gnawing on corpses works and it looks kewl.
  7. What do you mean? US dollars aren't going to be exactly valuable in a zombie apocalypse. And if you're afraid that other players will run away with your stuff once you drop it on the ground to exchange it, that is exactly the reason why you should always be armed when interacting with other players in multiplayer, and it's far more realistic than a tradebox.
  8. I believe zombie re-spawn mechanics will be a key towards keeping us threatened throughout the game. How so? Think minecraft; in minecraft; monsters have a chance to spawn wherever the light level is under a certain threshold. What do you do first in minecraft to survive ? Block monster spawn at your safe-place by lighting it up with a few torches. We recently got a re-spawn parameter in the sandbox options; basically my point is it's own limitations are by far too strict. How so? Spawning is limited in tiles you have visited within your sandbox interval AND tiles inside you have created player contraptions. - First, building a single barricade will limit re-spawn in an entire tile - Secondly, a tile if i recall correctly, is a HUGE square on the map (think an entire block of houses) I think the re-spawn mechanics are currently mis-tweaked as it inevitably will only work on tiles you have not played yet, therefor not changing anything in your own game-play. Once you've cleared the street you live in, you're probably not going to see anything happen anymore. Then there's also the problem of making zombies you haven't loaded actually roam as hordes. Actually, I'm not sure if this is working as intended. I had a single zombie respawn inside of my base every now and then. The place was barricaded with no way in except for sheet ropes and I never even left it. That being said, the zombie respawn seemed to be so slow that it wasn't really a threat.
  9. Really cool ideas! The climber reminds me of that part in HL2 where you wait for the cableway in Ravenholm and loads of the really fast zombies climb up the gutters to you, making making a scary clanking noise. Hm... Now I really want a Ravenholm map, but guess it wouldn't be the same without that batshit crazy russian priest. But once NPCs are out, programming a crazy guy with a shotgun shouldn't be too hard.
  10. I did a little experiment today, to see how will a game go if my base is constantly surrounded by zombies. I started with sandbox settings "8 months after the apocalypse" (zombie amount-insane) in West Point and rushed to the big warehouse to get some basic tools. After that, I went straight here. With insane zombie settings, the city centre is basically a single HUGE horde that would be impossible to fight even with the old fatigue system, so I used some diversion tactics and managed to sneak into the hardware store. After that, I looted all useful tools there and food from the food market next door, and finally made my base in the apartments above the food market on day 1. On day 2, zombies started breaking into the shops below, so I chopped down a few doors and used the planks to block the stairs with a wall. Since going down into the street was not an option, I started building skybridges to the surrounding buildings, again using planks from doors as the materials. I thought that I would be bound to the first floors forever, but the zombies in the street soon started to thin out. Soon, I was able to carefully clear them out and block off a big part of the street. It was a thrilling adventure, but not what I expected. When I first arrived, the parking lot behind the post office was so crowded that it was almost impossible to run through without being grabbed and so were the surrounding streets. Now when I look there from my base, it's empty. Honestly, I have no idea if the few thousand zombies that were hanging around migrated somewhere else or just despawned, but what I DO know is that the perimeter of my base is clear and my character has only around 200 kills. I think that the main problem is that metagame sounds affect hordes much more than sound produced by the player. Construction and chopping trees should make much more noise, me building a wall didn't attract zombies that were like 20 meters away from me.
  11. https://www.dropbox.com/s/i7c2kkxubo9md00/Legacy%201m-5d-0y.7z?dl=0 Try out this, hope it works.
  12. I know what you mean, since most of my games have been on the 8 months after settings lately... Anyway, I suicided once I got comfortable during mid-game and was pretty sure that I could survive atleast for a couple of months.
  13. I think that cellars/underground are a confirmed yes from the devs so the map is at some point gonna be expanded downwards, but I'm not sure how hard would actual digging, i.e. changing the map itself, be to implement.
  14. Is whiskey really that bad? I've used vodka as a disinfectant in the past (same alcohol content), and I can say that not only the wounded limb never rotted off, but the wound never got infected and healed quite quickly. (Happened a few times when I was cycling, got loads of gravel and dirt into nastily wounded knees and arms and the only civilization around was a pub with no medkit )
  15. Or perhaps make this work based on scent, once it's implemented. For example, cooking would produce enough smell to lure in zombies from such a distance that even if you killed all the zombies that were close enough to your base to smell your dinner, more would spawn soon. Also if zombies had different levels of senses the same way as some zombies spawn as runners and others as shamblers, this could lead to interesting horde behavior-a single zombie smells you, a few more follow, but not all of them, so that a single campfire doesn't lead every rotter within 2 kilometers to your base.
  16. Or... Imagine beating up zombies with a walking cane! "In my day, we didn't eat people alive and turn them into rotting monsters without reason!"
  17. Please do, I really wanna see what the other guys have been up to, but I would feel bad doing another (amazing) run so soon.
  18. I think that one of the devs mentioned that bites are now 100% death instead of 96%, but then again they really like to mess with our heads when anyone asks about zombification. I'm not sure if the death from scratches was increased, but surviving 8 scratches in a row should be about 10% chance while dieing from a single scratch 25%... It's all chance, so be thankful when you get lucky and learn to move on (after a sufficient amount of spewing out curse words).
  19. We already have a couple of traits that influence your interactions with NPCs, so why not? It would be cool to have another skill that doesnt just show how much time did you spend grinding it/looking for skill books, but instead shows if your character really is a veteran survivor.
  20. If the only problem you have with the current system is the material cost for knocking stuff down and rebuilding it, you should consider breaking stuff with an axe instead of a sledgehammer, it gives like a half of the materials back. As for the renewing... It's not quite realistic, it would take much less time and effort to build a proper wall than to try to make the abomination that you build with lvl 0 carpentry into one.
  21. Survive! You can do it! #ibelieveinthe4percent
  22. Did the sick moodle appear for him? The only way I can think of for him to die really fast from sickness is drinking bleach or eating poisonous berries. (Anyone knows how fast would rotten food kill you and how much would you have to eat? I did it like once back when I was starting with zomboid, so I don't really remember the details.)
  23. https://www.dropbox.com/s/zdb57n0b03yhwcj/Legacy1.18.zip?dl=0 Alright, I'm done with this. It felt like I'm spending too much time on the save with other people wanting to give it a try, so I suicided at 1 month 5 days and 17 hours. However, I did it in big style and I hope that I left enough of an impact on the world. Anyway, I recommend reading my char's journal if you find my base, not only because it's a good read (lol jk can't write in my second language ) but also because you will find out why my base looks the way it does and if you follow some "subtle" clues from the journal, you can find 2 hidden kind of useful items and another player's base! And Jatta, you literally saved me from starving when I was waiting for my first crops to grow. Thanks
  24. YAAAAAAY!!!!!!! Um can we have cricket stir fry please?
  25. Yep, it still takes a little while to heal even after you can run again.
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