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GeneralRambler

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  1. Like
    GeneralRambler reacted to Fryhizzle in Practical Uses for the Spiffo Plush   
    I thought the practical use for Spiffo was for your character to talk to it like Wilson in Cast Away.
     
     
    What should I do Spiffo?  Burn down the town?  As you command, my Lord.
  2. Like
    GeneralRambler got a reaction from Drious in New Story After NPC's Are Made   
    I love the idea of the military being against you. It would show how sometimes, zombies are not the biggest threat, but other humans are. That is what really makes a TRUE apocalyptic survival game for me. If the military was on your side, it would make the game too easy. They would provide you with protection, weapons and supplies, or at least they would take out zombies for you. That would make the zombies no longer a threat or even a worry. I want to be afraid and unnerved when playing this game.
  3. Like
    GeneralRambler reacted to ApolloDiaspora in Practical Uses for the Spiffo Plush   
    I'd like to see the option to attack spiffo plushies to the outside of one's backpack, or on a stick sticking up out of the backpack, samari-flag style,
     
    Why? Just like standard bearers in the chaotic melees of past wars, having a person clearly marked (i.e: Bright orange adorableness lashed to their backpack) would be invaluable when the shit hits the fan in multiplayer.
     
    "To me! To me! For the glory of Spiffo!"
     
    Plus, you know. It's the apocalypse. If I want to wear a stuffed animal on the outside of my shirt, I'm damned well going to do it
  4. Like
    GeneralRambler reacted to syfy in Practical Uses for the Spiffo Plush   
    in the past, i would place Spiffo in the yard to act as a sentry, with a full bottle of whiskey to quench his thirst next to him. but now we have the Elite Guard Ducks to handle that. so Spiffo has moved into the house, where he oversees the daily operations and helps prepare the food (by staying away from the oven)
     
    your idea, while i like it and it sounds interesting, will need to be approved by Spiffo himself. it may be a zombie apocalypse, but he still likes to have his days freed up, and for the humans to get out there and deal with this nonsense that is messing up his sleep schedule.
  5. Like
    GeneralRambler got a reaction from Kuren in Practical Uses for the Spiffo Plush   
    Small suggestions here, but I could not help but putting it out there.
     
    Equip a Spiffo plush to gain a sleep boost!
     
    Before the player would go to sleep, he or she would equip the Spiffo plush. This would give the player a "Comforted" moodle that would do something like reduce panic before sleep, or prevent the player from waking up early from a sound. The player would wake up with the comforted moodle and be temporarily less susceptible to fear.
     
    Equip Spiffo while outside to reduce panic!
     
    After an intense fight with a horde, the player may end up experiencing extreme panic. This can take a while to disappear and can mean life or death if you are forced into a showdown with more zombies. Equip a Spiffo plush to quickly reduce panic before another engagement. After panic is completely resolved, the player then would gain the Comforted moodle and be less susceptible to panic when near a zombie.
     
    In a world where the dead come back to life, people (NPCs) will kill you for a bag of chips, and the military that once protected you now have your head at the end of their sights... its good to know you still have a friend that can give you a little comfort.
     
    These are just some dumb little ideas. Just wanted to show some love for Spiffo!
  6. Like
    GeneralRambler got a reaction from EnigmaGrey in Vehicles: Variety?   
    Sorry, this was originally a question about the types of vehicles that would be introduced and in what manner would they be implemented. I actually did research this and just wanted to find some more info from the community and even the devs. I don't know how it got sidetracked into talking about map progress and such. I would not have posted about the topic of map progress since I know I have not researched that particular feature. 
     
    I did not mean to come across as complaining and ignorant, but I admit I should have not even said anything about a matter so off-topic from the original. Sorry again.
  7. Like
    GeneralRambler got a reaction from DoctahWong in Practical Uses for the Spiffo Plush   
    Small suggestions here, but I could not help but putting it out there.
     
    Equip a Spiffo plush to gain a sleep boost!
     
    Before the player would go to sleep, he or she would equip the Spiffo plush. This would give the player a "Comforted" moodle that would do something like reduce panic before sleep, or prevent the player from waking up early from a sound. The player would wake up with the comforted moodle and be temporarily less susceptible to fear.
     
    Equip Spiffo while outside to reduce panic!
     
    After an intense fight with a horde, the player may end up experiencing extreme panic. This can take a while to disappear and can mean life or death if you are forced into a showdown with more zombies. Equip a Spiffo plush to quickly reduce panic before another engagement. After panic is completely resolved, the player then would gain the Comforted moodle and be less susceptible to panic when near a zombie.
     
    In a world where the dead come back to life, people (NPCs) will kill you for a bag of chips, and the military that once protected you now have your head at the end of their sights... its good to know you still have a friend that can give you a little comfort.
     
    These are just some dumb little ideas. Just wanted to show some love for Spiffo!
  8. Like
    GeneralRambler got a reaction from EnigmaGrey in Practical Uses for the Spiffo Plush   
    Small suggestions here, but I could not help but putting it out there.
     
    Equip a Spiffo plush to gain a sleep boost!
     
    Before the player would go to sleep, he or she would equip the Spiffo plush. This would give the player a "Comforted" moodle that would do something like reduce panic before sleep, or prevent the player from waking up early from a sound. The player would wake up with the comforted moodle and be temporarily less susceptible to fear.
     
    Equip Spiffo while outside to reduce panic!
     
    After an intense fight with a horde, the player may end up experiencing extreme panic. This can take a while to disappear and can mean life or death if you are forced into a showdown with more zombies. Equip a Spiffo plush to quickly reduce panic before another engagement. After panic is completely resolved, the player then would gain the Comforted moodle and be less susceptible to panic when near a zombie.
     
    In a world where the dead come back to life, people (NPCs) will kill you for a bag of chips, and the military that once protected you now have your head at the end of their sights... its good to know you still have a friend that can give you a little comfort.
     
    These are just some dumb little ideas. Just wanted to show some love for Spiffo!
  9. Like
    GeneralRambler got a reaction from Necromatic_Corgi in Should there be a prison?   
    Yeah I'm sure with all the space that they have left to develop for the map (thanks Sly for pointing that out to me on my Vehicles thread), a large jail would easily be the key feature for the southern or western regions of the map.
  10. Like
    GeneralRambler reacted to Necromatic_Corgi in Should there be a prison?   
    I want a big jail like TWD surrounded by forest, A new forest not the poop one that's already ingame
  11. Like
    GeneralRambler reacted to Necromatic_Corgi in Vehicles: Variety?   
    I remember reading somewhere that they are going to add a large city on the other side of the river from where west point is.
    I wish I could remember but I can't. What's a zombie game without a huge city?

    Wait! I found it!
     
    "The game world, so far, consists of Muldraugh, West-Point, and a bit to the north containing a bunch of stuff including a (really, really big) mall and the amusingly-named “Knob Creek” *muffled laughter*. It’s pretty big, so far as hand-made game maps go BUT NOT BIG ENOUGH. To put everything into perspective, this image shows the areas mentioned above and then I’ve indicated the areas currently in progress."

    "Wowzers. Quite big, eh? So don’t be expecting this map expansion like, tomorrow, or anything since as you can see we’re talking about doubling the size of what’s there currently. And it’s not just bigger in area – that bit to the north? You know what’s up there, don’t you? Yep. A city. Which means that whooooole area is jam-packed with high-density buildings. So we’re talking twice the area but significantly more than twice the number of buildings (and… well, flupping loads of zombies too)."
     
    It was in a mondoid
  12. Like
    GeneralRambler reacted to Necromatic_Corgi in Vehicles: Variety?   
    Fort knox will be down towards the south, But shit that city will be tough to sneak into. Hopefully it will have sewers.
    And all the more reason for the stealth overhaul to be done
  13. Like
    GeneralRambler got a reaction from Necromatic_Corgi in Vehicles: Variety?   
    Oh yes I remember this Mondoid. Damn, I really have to stop skimming over those. Surprising what you can miss.
     
    But wow, if that northern tip is going to be the grand city, just imagine what is going to be in those huge southern and western regions. The possibilities... 
  14. Like
    GeneralRambler got a reaction from MadDan in Should there be a prison?   
    A prison would be especially great for multiplayer. If you and your group clear out the zombies and survive long enough to set up base in the prison, it would become an almost impenetrable fortress. Of course, it should require and extremely difficult challenge to do such a thing.
     
    I would only attempt this though if the reward equaled the risk. I would imagine there would be an armory full of weapons, a mess hall full of food, etc. More secure areas such as the armory and such would probably require a sledgehammer to access.
  15. Like
    GeneralRambler reacted to Necromatic_Corgi in Should there be a prison?   
    It would also be really fun to break into it once npc's are in so you can set up shop there.
  16. Like
    GeneralRambler reacted to Necromatic_Corgi in What type of clothing do you want to see?   
    Like the title say's, What clothing do you want to see in the future? I want baseball caps, Hoodies, Different pants, Shoes, Actual vests, Jackets, Button up shirts, T-Shirts ect.
  17. Like
    GeneralRambler got a reaction from Necromatic_Corgi in Should there be a prison?   
    A prison would be especially great for multiplayer. If you and your group clear out the zombies and survive long enough to set up base in the prison, it would become an almost impenetrable fortress. Of course, it should require and extremely difficult challenge to do such a thing.
     
    I would only attempt this though if the reward equaled the risk. I would imagine there would be an armory full of weapons, a mess hall full of food, etc. More secure areas such as the armory and such would probably require a sledgehammer to access.
  18. Like
    GeneralRambler reacted to Necromatic_Corgi in Should there be a prison?   
    I'm in love with the whole prison idea, Only because of TWD. I think it would be awesome to have a huge prison in the upcoming map expansion. What do you guy's want to see? Would a prison be a good idea?
  19. Like
    GeneralRambler got a reaction from Necromatic_Corgi in So a new event for More zeds into the game.   
    Good point. Nothing stops them, but its either stay on guard all night for the night shift, or have a little fun with a friend. Its all up to the survivor. And hopefully if you have a group on multiplayer, someone will stay on guard while the others mess around.
  20. Like
    GeneralRambler reacted to mrblonde in So a new event for More zeds into the game.   
    Only thing that puts me off, shame you can't play soiltare with the cards you find. I'm sure they will come up with something. Hopefully it's sooner rather then later.
  21. Like
    GeneralRambler got a reaction from Aardman55 in Better Forests   
    Once hunting and wilderness 2.0 are implemented, you could go to sandbox mode, turn zombies off, and it would still an awesome survival game!
  22. Like
    GeneralRambler reacted to Necromatic_Corgi in 3D terrain, Rocks, Hills, Creeks ect.   
    These could be a good base for hills and stuff, But they need to be smoothed out, And they need to look like they are part of the ground. Like long grass on the sides, Rocks, Berry bushes, And tree's, There could be a long expanse of hill's with cliff's and other stuff, Like creeks. Also instead of having the pine tree's that we already have, Make taller ones with canopy's, And when we enter the forested area's we could see branches on the tree's and shade from the canopy overhead, It's hard to explain really, And i'm not good at explaining things, But it would be amazing
     

  23. Like
    GeneralRambler got a reaction from Necromatic_Corgi in Better Forests   
    Once hunting and wilderness 2.0 are implemented, you could go to sandbox mode, turn zombies off, and it would still an awesome survival game!
  24. Like
    GeneralRambler reacted to Crispe in Utilities buildings and possible reactivation.   
    Alright, so I've had this idea in my head for a actual zombie apocalypse, and for any sort of game involving one, for a long time. However, project Zomboid seems like the first game where the implementation of such a concept is really viable, or useful even.
     
    The power goes out after a while, and so does the water, you're in the stone ages, and you're not quite happy about it. What if you wanted to figure this out on your own? To find the switch that needs throwing and put such a plan into action as to power the dark zombie-infested streets again? Or maybe just not having to use rain collectors would be nice too.
     
    Most cities have their power stations and water sanitation buildings, and if you've been near one, you'll know that they can often stick out like a sore thumb, and sometimes also cause plenty of noise for the neighbors. However, now the neighbors are zombies, and despite maybe just a few loyal workers valiant efforts, they decided to find the noise. Overwhelming whatever staff was there, or chasing them off, and eventually, they found the source of the noise. Maybe a open water tank stirring to try and sanitize water, and somehow, they clogged it up, likely by just falling into it, contaminating the water, if not clogging and stopping it's flow entirely. This could also open up the possibility of a bit of a warning as to when water was going to go for new players, first it starts becoming murky, then black or brown, then shutting down.
     
    The power station would definitely make more noise though, and be the first to go, zombies breaking in, and finding some very noisy turbines. Not having more mental capacity than a moth drawn to a flame, they fling, or walk, themselves into the turbines, powered by coal, or maybe a running river (yay green technology.) This wouldn't really give the whole warning thing the water one would give, but it'd give some actual reason as to why the power went out.
     
    So how do we fix it?
     
    This was actually a really hard list for me to nail down for this game without it becoming horribly unimplementable(not that it's a easy task now), but I've narrowed it down to a few things that could be done, and might not be impossible to do either.
     
    Water Utilities:
    Sanitation or pumping facility invasion event (Or having already happened with the shutoff proceeding as normal behind the scenes) Possible roaming workers? Can't expect the player to really know how to operate everything unless it's simple enough, workers could stay behind and defend if player left fortifications for them, though the necessity of food may be a extra thing for the player to consider. Unclogging the pipes. The zombies clogged it with themselves, and as such, you're probably going to need a net, or maybe a shovel of some kind to get them out. However, zombies can't drown, so if you find one not too mangled, you run the risk of it biting you as you work when careless. Re-invasions later. They're not going to give up that easily, the player may have to come back if they want their precious water on tap, further adding a set of tasks to players who want to go above and beyond the call for survival. Possible generators and gas on site for when the power went out to continue powering the plant. This would be a good explanation for why the water stayed on if it was based around a system that needed powering, and possibly a location for the player to raid for such supplies. However, if the player showed up after the water turned off, they might have missed the window to find such gas, and be left with empty, heavy, generators. Lots and lots of zombies. This is not a activity for the weak of heart, this would be the perfect place to truly have a sea of zombies for the player to try and wade through. This would be a luxury event for players to embark on, and would likely require coordination between a few players, or very clever strategies. Power Utilities:
    Power Outage event: The power going out, usually the end of perishable foods, and also whatever staff was employed at the power plant still. This plant would be much louder, and as such, much more a target for the zombies, seeking food. As with the water plant, the player should not be expected to know how to fix and run everything in the plant. Possibly they find a worker that is necessary to run the plant as the machinery is a little bit more complex than before, maybe with special needs that threaten to turn the power off if not supplied booze or cigarettes, leaving the player in the dark as to if the worker was dead, or if they were just unhappy. The turbines must spin. Zombies likely would have crawled, or just maybe pounded on turbines until the sound stopped, or they weren't able to. They could have clogged the spinning up, leaving the player to shovel and poke out the corpses, which may still stand a chance of catching them off guard. Different types of power: It may be a coal plant, or possibly a solar plant, however, most plants do need water for steam, and subsequently, the ability to spin the turbines. A reservoir on site or maybe water from the other utility plant may be necessary for actual power. This could both implement the possibility of unclogging the intake pipes at the power plant, and dealing with the water plant, meaning the player had to put some problem solving skills into action. Power lines. Pretty self explanatory, but a power line could go down, leaving the player without power, making it a (relatively) simple fix that the player could accomplish with cutting down a few trees and maybe a ladder. Even MORE zombies.: Some power plants are quite loud near them, and are quite the beacon at night, usually having quite a array of lights on the various things needed to run the plant. Again, this is a luxury event, cleverness and resources would be the top priority for completing it, and the more companions you have, the easier the event would likely be.  
    This is a long list, but I think it'd be a interesting thing for players who think they have it all to try and attempt, though this would probably be something that's not even a year down the line for development, the resources involved for creating this would be immense, but I think it would be something quite unique to have in the game.
  25. Like
    GeneralRambler reacted to MadDan in Building's interiors 'Apocalypse Look'   
    I had this in the back of my mind for a long time but never decided to suggest it, until I posted on another suggestion today which sparked it up. I hate making TWD suggestions but I do think this should be added one way or another. 
     
    The suggestion: It's basically to add more stuff looking like people rushed away from the place, maybe knocking down chairs, maybe someones oven was still on, plates could be broken on the floors of some houses. Stuff like that would add a lot to the game and make it feel more realistic in the sense no one cares anymore. Tables could be overturned, some cupboards could be open (seen-in game) canned food could be found on the floor, broken plates and knives could be on counter-tops. As far as the game can handle, is as far as I would hope you guys could go. I know that there is plans for abandoned buildings to be implemented but sheets and barricades is very little in terms of making it feel like an apocalypse and it starting to show. It could be randomly generated per building. Maybe the Sadistic AI director could make it slowly happen the longer you survive. 
     
     Currently in the game every interior looks intact and is untouched, which shouldn't be the case when surviving long-term. I'm pretty sure the game starts straight after the apocalypse begins, so at that point there shouldn't be too many houses looking run-down but after a while it would begin to show. I know that you are considering implementing something like the erosion mod in the vanilla game so I think this would be a welcome part of it. Every building should have it, except the ones that are used more, they should look a bit more intact but with a mess here and there.
     
    Here's a few pics of something I'd like them to look like, eventually getting really bad if they were completely abandoned. (Had to link them) Just examples, individual rooms' look and stuff could be taken from these examples.
     
    This would look like some of the early houses you'd encounter: http://gyazo.com/2b871a403b395c30e766416eedb298e0
     
    This would be further in maybe a few months: http://gyazo.com/7bb7299e875d0273c2086ee49568f758
     
    And this could be in to almost the year long mark, which would eventually start combining the above: http://gyazo.com/1e78dbbc19b990767f99694b5a6db764
     
    It could be activated when virtual AI's are near the houses and aren't setting up any bases. 
    There could be 40 or 50 presets (or more considering the map size) for every house type so it wouldn't get very repetitive.
    It could also be hazardous to your character if he/she were living in conditions like those. 
     
    Thanks for your time and I hope this is a welcome suggestion and can be implemented. I would be severely disappointed honestly. Bug squashing first, this is way down the line. Thanks.
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