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zomboyd

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  1. Also reading in the dark (can you still do that?) I realized once that my survivor was busying reading a book at 2am in the pitch black. Which is quite a talent
  2. I like the idea of maps, especially if you could make notes on it. It should be an item that you can find and you have to carry it around in your inventory. On a side note, GPS would be useless after a few days as it has to be constantly calibrated to take into account that time passes at a different rate for satellites orbiting the Earth than on the ground due to relativity. Which I think is pretty cool
  3. Hey guys, I generally like to start sandbox games in a cold / wet / winter environment - and in January and have found that it is REALLY hard to keep warm. Therefore I have a few suggestions, some of which have no doubt already been suggested, but here goes: Clothing. I won't say much about this except there should be more - it should have : An armor rating (modifies the chance of bites/scratches/damage)A heat rating (higher makes wearer warmer) - already in game.A waterproof rating (lower means you get wetter quicker).Condition. (Clothes wear out and need replacing) Houses. In a house with electricity it should be considered to be heated / air conditioned and thus maintains a stable temperature in both hot and cold conditions.Houses that have broken or open doors / windows will be more susceptible to the external temperature.Barricading a smashed window is the same as having a window intact.Some houses should have solar panels on the roof that will continue to supply power for 3-6 months after the power goes off - but these eventually deteriorate and stop working.Some houses should look smashed up - all the insides of the houses are immaculate, some should look ransacked.Sleeping in a bed should be considered warmer than sleeping on a sofa / chair - my guy is fully clothed in a sealed house with power and under a thick duvet but he is still extremely cold! UI: A thermometer gauge would be nice, so we can see in more detail how hot / cold a person feels (relatively) as they move about the world. Noise generators: Things in the game that make noise and attract zombies: Fireworks. Fuse 10 seconds, make lots of noise and attracts zombies to the source. Can be thrown or placed - used tactically such as to lure zeds away from a location you want to get access to.Wind chimes (can be manufactured from empty cans, nails and twine). Make noise when the wind blows, small sound radius. Some houses have them on their porches already. Can be used to attract zombies away from your safehouse. #Random ideas that fell out of my brain ... Push BikesWheel Barrows (can push stuff around in)Lumberjack profession (can cut down trees faster and logs weigh 50% less when carried)Lock picking,Bow / Arrow ?Smoke bombs (allow you to pass undetected near large groups of zombies - obscures line of sight)Portable power generators that run on petrol - but make noise when being used.Throwable items - rocks, bricks, spears etc.swimmingRaftsCarsBlimps (not really!)Thanks!
  4. http://theindiestone.com/forums/index.php/topic/5795-how-to-run-a-server/ So I can start a server from the 'None' branch as well as join one?
  5. Hey guys, I was interested in trying multiplayer and setting up a server - I have read the instructions and see there should be a 'onlinetest' option in the beta lists in steam, but it doesn't seem to be there - I get: None, beta, build23, build25a, build25b, build25c Is it one of those? Thanks!!
  6. Thanks for the support guys / gals! I don't see it as being any more complex than other things in PZ, but then again I don't know how it was built!
  7. Heya guys, I had a quick search and I couldn't spot this idea yet (please correct me if I am wrong). I think a good addition to the game would be perishable clothing - that is clothing that wears out and eventually becomes unusable over time, forcing you to have to occasionally replace items. This would go hand in hand with a general increase in types of clothing available in the game. Clothing would have a 'toughness' rating, which would determine how quickly they deteriorate, but other factors would increase the rate of wear such as : Running - deteriorates shoes more quickly than walking or sneakingConstruction of farming deteriorate all items of clothing more quickly.Getting attacked by a zombie can rip / tear or otherwise damage clothing, causing it to need to be replaced. Doing any of the above action in the RAIN adds additional wear and tear.Damaged clothing would havefer less in the way of protection from the elements, and if clothing ever plays a part in zombie protection (armor) then this would be reduced also. Clothing could have the following condition values: Brand newSlightly WornWornRippedUnwearable Clothing would be found in various places as normal - and would vary in condition as you find them: Clothing found in stores will always be 'Brand New'Clothing found in houses will range from Slightly worn to rippedClothing found on zombies will always be either 'ripped' or 'unwearable'
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