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Kajin

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Everything posted by Kajin

  1. I'd rather a spear than a sword. Hey RJ, can you add the ability to craft different spear heads for different jobs? A sharp, heavy head for killing zombies and a light, multi prong head for fishing?
  2. Honestly I'd rather we nixed cordage altogether and used axes to carve grooves to lay the logs in and mud or clay to seal gaps between the logs. Or maybe a palisade wall where the logs are placed upright in a long deep ditch. Sheet ropes are a good idea if we can't have that, though. Using simple cloth to hold logs together is a bit weird to say the least.
  3. But does it filter out bacteria? I dont know now exactly but i think you still need to boil the water to be 100% sure. But Charcoal filter out any dirt and junk. Dunno. It should remove toxins and other contaminants, which would certainly help make the water less likely to make you ill. If you're really worried about bacteria you could hook up a battery powered UV light to kill the bacteria, which would be another way to purify water. The business I work for builds them into furnaces sometimes for customers who have bad allergies. They're supposed to be really good at killing bacteria and mold. Plus I think they use less energy than regular light bulbs, so a single battery could purify a lot of water.
  4. Probably better to use the coal yourself than try to use it to power the city.
  5. Nutrition mention in Mondoid got me thinking on a couple of different ways to improve the food system. First idea is turning tables into a storage unit like shelves and updating their sprites to indicate that there's food on the table. Second idea is the introduction of a multiple course meal system. Make multiple food item types and combine them into a meal with as many courses as there are item types. So you cook a steak, bake a piece of bread and make a soup from potatoes, carrots and other vegetables. Put these three items on the table and they're turned into a meal with three courses that is then divided into multiple portions of each depending on how much total hunger the whole meal satisfies. Eating from the table consumes a single portion of the meal Third idea is expanding the player's repertoire of cooking options so there's more variety in cooked food items that can go into the multiple course meal system. Bake bread using just flour and water for plain flat bread or add any number of other things in a modular method comparable to the stew or soup methods of cooking. Maybe add butter, milk or eggs to enhance the flavor and nutrition of the bread. Maybe take some garlic from your garden and add it in for extra flavor and a mild boost in nutritional value. Take potatoes and dice them up into hash browns or mash them, butter them and serve them as a side dish. Some other stuff I'm too tired to think of. Fourth idea is make it so that there's an upper limit on how much hunger's worth of food can be put inside a single container for cooking. Separate pots and frying pans into different sizes that vary in how much food you can put into one. This would make it so that players will probably need to juggle around a couple different pots and pans while fixing large meals. That might make things annoying, so it's debatable if it's a good idea, but I'd think it accentuates the meal course system nicely. Makes it so that finding a large pot that can make lots of highly nutritious multiple ingredient stew is an event worth celebrating. I think the addition of multiple course meals would help make it easier for players to manage their nutritional intake and make meal time more interesting and dynamic. Make it so that players are encouraged to put more thought into their meal planning rather than just tossing it all into a stir fry and eating it straight out of their pockets >.>
  6. Not sure I like some of these suggestions. Especially the ones involving destruction of tires. What kind of bike gets its tires destroyed riding it off a road?! Or even on a road for that matter. I don't think I ever lost a bike tire riding around when I was a kid.
  7. Alternative methods to water purification are always nice. The ability to make charcoal from wood and use it to make filters from socks and water bottles would also be nice. Could have it set so that one container drains into another through the filter over time.
  8. If you think Survival difficulty is unfair there are a whole bunch of other modes to play with varying degrees of difficulty. That's why they were included, in fact. When it doubt, Sandbox. Edited for spelling.
  9. They're frowned on because they're kinda useless. Even if you have one to use most gunshots can still be heard by more than a mile away. It wouldn't really your situation that much. You're still gonna have a large horde running at you.
  10. Don't see any point in removing the demolishing of stairs if you're gonna make sheet ropes unstable. That being said I wouldn't mind seeing characters slipping from the sheet ropes and twisting their ankles once in a while. Could be fun.
  11. Fire management is definitely a skill we're gonna need moving forward. Once the power goes out and fire is all we have left to heat our homes and cook our food we're gonna need to be able to learn how to manage it properly. From campfires to fireplaces to metal wood burners for heating and metal/stone ovens used for cooking there's a lot that can potentially go wrong. Might be a good idea to tie it into other skills, though. Campfires would be good to tie into a survival skill of some sort. Maybe foraging and trapping? Someone who lives off the land could manage that easily. A cook would know exactly what they need as far as a wood stove for cooking is concerned. An engineer, likewise, would be good at designing any sort of equipment that burns wood for various purposes. Whether it be building a burner for making coal, heating a house, smoking meat, or cooking food, the engineering skill would help with all of that. I might suggest having two different skill recipes for making some of these things, though. One for someone who specializes as an engineer and one for someone with a small amount of engineering skill but a higher level in some other skill such as cooking or survival. A cook would be able to build a wood stove for cooking with only a little engineering skill and a survivalist would be able to build a smoker with only a little engineering skill, but someone who specializes in just engineering could build both these things without having the skill that utilizes them. This would make it so that someone by themselves wouldn't be penalized for being by themselves but someone who specializes in engineering would be able to build anything as needed for a larger group without them having to put points into engineering first. Sorry, kinda got off on a tangent there. If OP thinks this isn't adding anything to the topic we could split this off.
  12. I kind of like the idea of an NPC group set piece like this. Make it a possible model for an NPC group early on where a bunch of NPCs are getting together a number of vehicles and supplies and are gonna try and run the quarantine barricade to get out. If the player catches them early enough they can get in on the action. Once the group starts the mission it cuts out to the aftermath. A large portion of the group is dead, most of the supplies and vehicles were lost and everyone is desperately trying to find somewhere to bunker down and lick their wounds. Then you gotta deal with the emotional fallout where the established order of the group is gone and everyone is trying to figure out what to do now. Maybe the leader died and everyone is separating into factions based on who is gonna lead next. Maybe the leader didn't die and there's some massive tension going on where a lot of the survivors are blaming him/her for the failure and subsequent loss of life with attendant supporters and detractors. All the while they're dealing with the emotional turmoil of losing loved ones and the elation/despair of having come so close to death they brushed up against it. As far as things go I figure this could make for an interesting potential story arc.
  13. No one has ever been banned for expressing dislike or criticism of Project Zomboid or the TIS developers. People have been banned for being abusive, insulting, or outright hostile but they are almost always a minority. All told this is one of the nicest communities I've ever come across with some of the most laid back and supportive staff I've ever seen. Enigma wasn't threatening you, Tulpa. Your posts are carrying a somewhat hostile tone to them. This is the internet and it's hard to tell the overall mood of people's words sometimes. He was just giving you a polite reminder to try and moderate the general tone of your posts so as to keep from actually falling into hostile territory if you didn't actually mean it. It's not an attack on you. As I've said, it's okay to be disappointed with the game in some way. The devs understand. You won't get banned for expressing that. Just try not to bite people's heads off and you'll be perfectly fine here. EnigmaGrey happened to be online. The devs are almost entirely based in Europe and as such are most likely still asleep. If they do respond it won't be for another three or four hours.
  14. I figure such things will be solved once NPCs get introduced. Zombies will get all sorts of spread out chasing after all the new tasty food noms. I imagine the zombie herding mechanic of gunshots in the distance would be more satisfying when you actually know someone is about to get eaten and can even potentially see it happen from your window.
  15. To the player that actually manages to do that: Shine on you crazy bastard. Shine on.
  16. I wouldn't mind death from old age if it was a character trait you could select at the start. Less strength less endurance slower healing and a percentage chance to die of a heart attack. But characters GETTING old? No.
  17. A while ago I was going through the woods collecting branches for a campfire when I broke off a piece of wood in a way that left a sort of hook at the end and I remember thinking "hey, this could be used as a hoe in a survival situation". Then I promptly forgot about it until this topic reminded me.
  18. I've been suffering from depression on and off for the last couple years. It sucks. I'd suggest listening to the people above and seeking some professional help.
  19. Shortness of breath, seems to be rather specific to I CAN"T BREATHE WELL! Matter of degrees, dude. Exertion moodle would fit well, there. Of course you're gonna feel winded if you're not getting enough oxygen.
  20. Would love it if someone could make a hatchet type one handed item. Could probably just use the hammer as a base and mod the values a bit so it cuts trees down faster and uses blade skills instead of blunt. Maybe switch the icon so it has an axe icon instead of a hammer. Maybe have the spawn rates be about what a hammer would be? I dunno.
  21. I still don't get what you're trying for. You're saying the past experiences of the community as a whole are inherently illogical... why? Because you say so? What basis are you dismissing the logic of the reality as it stands to the eyes of those who behold it? I'm looking at you and I'm reading what you type and it makes no sense to me. Instead of arguing about the inherent racist conclusions of being mugged by someone of such and such ethnicity, it feels more like you're trying to say that getting stabbed in the chest during said mugging only hurts because past experience dictates that it should hurt when really it actually doesn't hurt at all. Taking this back into reality, you're suggesting that maybe this time people actually won't lose their shit and throw temper tantrums if the devs put down an ETA for introduction of NPCs even though they have absolutely no idea whatsoever if the ETA in question can actually be reached. So if that ETA doesn't get reached and they end up being pushed back again, people won't get upset? People won't get angry? That even though this has been the truth every single time the devs discuss NPCs at all people won't feel like they're being dragged along unfairly and bitch and whine and moan? Because that happens. A lot. The devs gave a soft ETA for NPCs for Q2 of this year and stressed as hard as they could that they didn't think they could actually reach it but were being hopeful. And then when they didn't reach it people got angry anyway, even though they outright SAID it probably wouldn't happen. They only did it to toss a bone to the people who wanted the information and they got nothing but grief over it. You seem to be going way the hell out of your way to conflate actual pattern recognition with willful delusion, even though the devs gain precisely jack by doing so.
  22. Ronin, at this point I don't even know WHAT you're arguing about. You seem to be complaining about TIS making decisions based on past experiences... Something which is perfectly justifiable, seeing as past experience can be, and often is, a good indication of future experiences. Past experience dictates that people become highly unreasonable at best and practically lose their fucking minds at worst whenever NPCs are mentioned. This has happened many times and has resulted in a great deal of grief and hostility over the months and years. You seem to seriously be suggesting that the TIS team abandons all sense of pattern recognition and throw themselves to the mercy of the internet at the expectation of achieving a different result. That different result will not happen because it has never happened. All it will achieve is hurt feelings, gnashed teeth and ill will amongst the community members.
  23. The people demanding regular updates on NPCs aren't being ignored or dismissed, though. The developers have tried to accommodate them on multiple occasions by talking about NPCs, but every single time they do people completely lose their shit and start getting all excited about what the devs are saying. Some of these people even go so far as to assume this means NPCs are imminent then get annoyed and angry when this proves untrue despite no ETA being given. Others get pissed off at the reminder of what they've yet to get and start losing their shit in a different way. Ultimately it was decided that talking about NPCs results in far too much drama for far too little benefit to the community, so the devs stopped it altogether. It's as simple as that. To use the problem from earlier, if you get mugged every single time you go onto the train, it's not because you're some kind of statistical anomaly. Far more likely it's because thieves and muggers just like to hang around trains and you should stop taking the train system altogether. There's no cognitive bias against the idea that you should stop taking trains if there is, in fact, a lot of crime taking place inside those trains. That's because a cognitive bias is a decision making process grounded in illogical or nonsensical data that doesn't correlate to reality. There are muggers on the train. This is the reality you live in, so you adjust your decisions accordingly by not taking trains. Ergo, if people get far too riled up about lack of NPCs when you talk about NPCs, then you should stop talking about NPCs until you have something you can actually give them. This is the reality that exists so you must live accordingly.
  24. I'm unsure how long you've been following the game, Ronin, but people complaining about NPCs takes a noticeable and often thoroughly unlovely spike every time a developer farts and it so much as sounds like them saying NPCs. The developing team at TIS wholeheartedly welcomes criticism and takes it in good stride with stunning fortitude, but there comes a point where they have to draw a line somewhere. People tend to get a bit passionate when it comes to things they desire and that passion quickly turns to anger when such desires are withheld. People complaining about lack of NPCs the TIS staff can handle. But what some of these people do and say goes straight past complaint and becomes something downright unreasonable in its anger. Nastiness and bitter feelings abound and bans occasionally get handed out to those who go overboard.
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