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ValueOfGravity

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  1. Like
    ValueOfGravity got a reaction from Demonic_Kat in Sprites for skirts on male characters   
    If this happens, I will use a skirt in all my characters and ask Enigma to change my member title to Scotland Forever.
     
    +1!
  2. Like
    ValueOfGravity got a reaction from ToastedFishSandwich in Sprites for skirts on male characters   
    If this happens, I will use a skirt in all my characters and ask Enigma to change my member title to Scotland Forever.
     
    +1!
  3. Like
    ValueOfGravity got a reaction from Kitt Frostpaws in PZ players might dislike this...   
    Why? What if you build a staircase the wrong way? What if you need to stay clear of zombies in your safehouse?
     
    Also, I'm pretty sure the devs are working on a penalty for sheet ropes.
  4. Like
    ValueOfGravity got a reaction from MrDeliberto in PZ players might dislike this...   
    Why? What if you build a staircase the wrong way? What if you need to stay clear of zombies in your safehouse?
     
    Also, I'm pretty sure the devs are working on a penalty for sheet ropes.
  5. Like
    ValueOfGravity got a reaction from Benson in Soda Machines and Locked Drawers   
    This suggestion is simple: Instead of just passing through the machine and getting your Soda Pop for free, you have to break the thing open with a blunt weapon, creating noise (about as much as a broken window). This way survivors won't be able to get free soda so easily.
    Same thing could be applied for different drawers in shops.
     
    The point is to make looting more challenging and exciting and making Soda Pop, an extremely handy item (Non-perishable and works both for hunger and thirst) way more trickier to get.
     
     
     
  6. Like
    ValueOfGravity got a reaction from Geras in Soda Machines and Locked Drawers   
    This suggestion is simple: Instead of just passing through the machine and getting your Soda Pop for free, you have to break the thing open with a blunt weapon, creating noise (about as much as a broken window). This way survivors won't be able to get free soda so easily.
    Same thing could be applied for different drawers in shops.
     
    The point is to make looting more challenging and exciting and making Soda Pop, an extremely handy item (Non-perishable and works both for hunger and thirst) way more trickier to get.
     
     
     
  7. Like
    ValueOfGravity got a reaction from Svarog in Soda Machines and Locked Drawers   
    This suggestion is simple: Instead of just passing through the machine and getting your Soda Pop for free, you have to break the thing open with a blunt weapon, creating noise (about as much as a broken window). This way survivors won't be able to get free soda so easily.
    Same thing could be applied for different drawers in shops.
     
    The point is to make looting more challenging and exciting and making Soda Pop, an extremely handy item (Non-perishable and works both for hunger and thirst) way more trickier to get.
     
     
     
  8. Like
    ValueOfGravity got a reaction from Aniketos in Pockets!   
    Now I wonder where survivors keep their supplies when they have no bags.
    Maybe they just magnetically stick to them. Like this.

     
     
    I run around mostly pocketless IRL, which should totally be a disadvantage in the middle of the apocalypse, since things don't magically magnetically stick to people. +1.
  9. Like
    ValueOfGravity got a reaction from Demonic_Kat in Pockets!   
    Now I wonder where survivors keep their supplies when they have no bags.
    Maybe they just magnetically stick to them. Like this.

     
     
    I run around mostly pocketless IRL, which should totally be a disadvantage in the middle of the apocalypse, since things don't magically magnetically stick to people. +1.
  10. Like
    ValueOfGravity got a reaction from Blasted_Taco in Pockets!   
    Now I wonder where survivors keep their supplies when they have no bags.
    Maybe they just magnetically stick to them. Like this.

     
     
    I run around mostly pocketless IRL, which should totally be a disadvantage in the middle of the apocalypse, since things don't magically magnetically stick to people. +1.
  11. Like
    ValueOfGravity got a reaction from Jericoshost in Pockets!   
    Now I wonder where survivors keep their supplies when they have no bags.
    Maybe they just magnetically stick to them. Like this.

     
     
    I run around mostly pocketless IRL, which should totally be a disadvantage in the middle of the apocalypse, since things don't magically magnetically stick to people. +1.
  12. Like
    ValueOfGravity got a reaction from Livio Persemprio in Zombie slaves   
    Putting aside that this would be extremely difficult to implement for MP and the overall game, I think the idea of zombie slavery (Zlavery?) is kind of non-fitting for PZ.
    PZ leans more to the side of human necessity and survival instead of human desire. You're not going to die because you have to make one extra run for your main safehouse. Maybe you will, but that was the thrill of the game all along! This is highly effective for keeping the game fresh and flowing instead of forcing people to stay home for a total of 90 hours so you can face the huge wilderness with your 9.000 cabbages and 500 shotgun shells. Kind of like Terraria, but without the magical journey of drifting through the underground that's under your feet. It's just you, a few seed packets, rain collectors and hours of just patrolling your safehouse. Does that seem fun?
    Maybe you got tired of the game and you just want to see how far you can go. That's completely alright. Heck, even I did it (lasted a year and a half before dying to a scratch, wohoo!)! If you have, you probably already know that 90% of the game's fun is surviving. Fearing death and the overall early-game. If Zlaves were implemented, that would be damaging this healthy and fun playstyle that we all know and love.
     
    Besides, if you want more carrying capacity, why not just get the strong trait and running full-scavenger with 3 bags equipped? You can't probably need more than that, unless you're dragging the whole warehouse on your back.
  13. Like
    ValueOfGravity reacted to MePhone4S in Zombie slaves   
    No.
  14. Like
    ValueOfGravity got a reaction from MisterInSayne in [Moodle] Something smells rotten around here...   
    Insert fart joke here!
     
    +1, It definitely would make things way more immersive.
  15. Like
    ValueOfGravity got a reaction from Johnny Fisher in Eating multiple food   
    Or maybe you could Eat Until Satisfied, to not waste food and stuff.
    Edit : I think that would make the game a bit more boring and automated, scratch that.
  16. Like
    ValueOfGravity got a reaction from Kuren in Eating multiple food   
    Or maybe you could Eat Until Satisfied, to not waste food and stuff.
    Edit : I think that would make the game a bit more boring and automated, scratch that.
  17. Like
    ValueOfGravity reacted to Joshnpk in Tasty RBecipes   
    I propose a change to how the cooking systems works, it goes as follows. If you are a character who starts with a high cooking skill nothing really changes for you, its business as usual, if you have no/low cooking skill then things change. if you start with 0 points in cooking you don't know many if any of the recipes that you do now, for instance you'll know how to make a sandwich/salad (because who doesn't) but you won't know how to make a stir fry lets say. If after making lots of salads/sandwiches you've gained a few points in cooking, instead of just magically knowing new recipes what if you had to learn/find new recipes?
     
    You could find a recipe for a steak pie in a kitchen draw, if you had lets say 4 points in cooking you could learn it and make your self a lovely steak pie (mmmmmmmmmmmmm). But if you had 0 points in cooking your character wouldn't be able to make head nor tail of it and would have to hold on to it till he/she had a higher cooking skill.
     
    You could also expand this by making different traits, for instance a trait you could pick is amateur baker which would give you 2 points in cooking and some cake/sweet based recipes. Another one could be BBQ Dad which would give you various meat based recipes, and the job chief could give you a broad mix of recipes.
  18. Like
    ValueOfGravity reacted to Joshnpk in Tasty RBecipes   
    Another change I propose is the ability to edit titles of topics you've created.
  19. Like
    ValueOfGravity reacted to Blasted_Taco in [Moodle] Something smells rotten around here...   
    This might be a stupid idea, but why not give a heads up to the players the first weeks?
     
    Example, you enter a building with zombies inside a room, not specific which one, but a moodle could appear telling you that something smells really bad, that should give you a heads up of either a corpse or a zombie that might lurk around there.
     
    This could prove useful when they add diseases to having corpses around inside a house, giving a heads up of something begin rotten and probably dangerous to your health.
     
    Maybe is too hard to code, maybe is too stupid, but it sure as hell can save you from that one zombie inside the bathroom when all the lights are out and is night time, you know the one.
  20. Like
    ValueOfGravity got a reaction from Wardo in Share your safehouse!   
    Last save got deleted, made another one.
    Day 13 so far.
    How am I doing?

  21. Like
    ValueOfGravity reacted to Kirrus in We deserve at least monthy updates on NPCs   
    I am typing this on my bed, utterly exhausted after a day of talking about PZ and finding out about new interesting games at EGX. Thank you for keeping it lovely everyone; this is why we love you. 
    .. I really do like not using my banhammer.
  22. Like
    ValueOfGravity got a reaction from uberevan in Share your safehouse!   
    Last save got deleted, made another one.
    Day 13 so far.
    How am I doing?

  23. Like
    ValueOfGravity got a reaction from EreWeGo in We deserve at least monthy updates on NPCs   
    People should really stop overhyping and demanding updates on NPCs. The devs are doing the best they can developing NPCs, while bugtracking and working on other features in the game, and still manage to deliver updates at an alarming rate.
     
    As for the development time, blockbuster games like Team Fortress 2 (8 years in development), Aliens: Colonial Marines (12 years in development) and Duke Nukem Forever (14 years in development) managed to rise to the top of gaming, slugging along their massive development time.
     
    I think TIS is doing an amazing job on PZ, and I hope they keep going.
  24. Like
    ValueOfGravity got a reaction from Dryke in Share your safehouse!   
    Last save got deleted, made another one.
    Day 13 so far.
    How am I doing?

  25. Like
    ValueOfGravity reacted to mads232 in You want to learn LUA?   
    Hello Zomboid community!
     
    So I stumbled across this thing that might be somewhat irrelevant to PZ modding, but indeed relevant to beginners of LUA.
     
    It's a game (RPG like) where you code yourself through dungeons.
     
    It's called Code Combat.
    http://codecombat.com/
     
    I think it's a great start if you want to mod PZ, but don't really know how.
     
    I hope you like it!
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