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Fuzzy Wolfy

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Everything posted by Fuzzy Wolfy

  1. I'll admit, I understand why these things aren't in the game at the moment from a development point of view, but I do really like the idea. Pulling weeds and grass out by hand, while thematic with having the survive the apocalypse, can be pretty tedious and boring. Besides, having more options and tools available for people who make gardeners and farmer-type characters would be really neato.
  2. I can confirm, eating baked beans right out of the can with my bare hands does tend to make me pretty unhappy.
  3. I've seen a good number of mods, like Hydrocraft, that let you make your own basic weapons and tools out of scavenged materials. That's a really cool idea, and I think it being in the game wouldn't be too terrible of an idea, actually.
  4. A lot of these can already be set in the custom options when making a sandbox game, such as stronger or more zombies. I also recall the Devs saying they didn't want to steer too closely to L4D with "Special Zombies" or Zombies that grow stronger over time, but if that's what you're interested in, I believe there are mods are already do that. As far as animals go, I believe they're immune or just not affected by the disease, but I could be wrong. Fire trucks would be rad, though.
  5. A lot of these are cool, but fundamentally impractical ideas, unfortunately. I am a fan of the idea that your base or chosen home might need to be maintained based on weather and time, like fixing or replacing planks over windows, or just performing upkeep on certain things if damaged enough by Zombies. If you mean the water you use after washing bandages, it might be safe to assume you disposed of it. I wouldn't drink potentially contaminated water even after boiling it. Much better to just use it to flush your toilet manually and boil yourself some new water, if the water's been shut off already. Also, I can't speak for everyone, but I'd rather keep the toiletries out of the base game. As immersive as it might be, with days last only an hour at default, it'd very quickly become a pain to manage your character's needs as if they were a Sim. Pretty sure that's already the intended mechanic, though I also have my suspicions that cleaning yourself might also help you avoid infection from minor wounds in the future. Yup, that's actually the way to do it, believe it or not. Ammo is scarce and finite, but melee will always be a reliable go-to for dealing with everyday encounters. That's kind of the spirit behind surviving the zombie apocalypse. Please, God, no.
  6. I do like the core idea here, mainly because I am TERRIFIED of falls of any kind in Zomboid, since I have very fond memories of shattering my legs and needing days to recover after purposefully climbing out of second story windows. As far as the movements and animations, though, that might take a lot more work, which I don't think will be implemented anytime soon, but I still enjoy the idea behind it. It'd definitely make exploration more fun and flexible.
  7. I'm sorry to say that I've not been seeing the issue you seem to be having, if you're talking about melee. Personally, I can handle two to three zeds at the same time fairly easily by walking backwards and slapping one after the other as they get close. It's not the perfect way to deal with them and I'll typically need a decent weapon like a bat to get good results out of it, but it stuns them just fine and it normally leaves me completely untouched. The problem for me only really comes when there's four or more zeds, wherein there's then too many for me to stun before they reach me, or if my character is exhausted / fatigued. In which case, I just run—which is also an option for you, too. That all said, though, I don't mind the idea of linking grab defense with fitness or strength, or both. Though, if you get grabbed from behind, I think it's fair that you're still just screwed.
  8. This is actually a pretty fantastic idea, actually. I know this is far from reality with how electronics currently function, but it reminds me of blank VCR tapes in Hydrocraft and how, in my mind, you could use those to catch and record certain shows without necessarily having to be home. Beyond that, you aren't really stuck watching television to grind your stats. As it is, sure, TV shows give a huge bonus—maybe a bit too big, but that's not an absolute requirement, whatsoever. If you read books and are active in-game, you'll still improve over time.
  9. I will say, this is looking at a very narrow bit of experience and not taking into account other things that'd go into it. Consider for a moment that, yes, while you can keep ahead of the Zeds, they'll most likely not give up the chase on you and losing them can become pretty challenging, especially if you're not able to fight them off (Exerted, exhausted, etc). On top of that, I noticed you aren't playing with Sprinters or Fast Shamblers which, understandably, changes the dynamic pretty heavily since they can very easily catch up to you. That isn't to say your criticism isn't valid, but I've often run into similar, if not identical, situations where my character gets caught with their pants down, either being exhausted or wounded, and has to basically power-walk for their life with a horde breathing down their neck. Trust me, when you've got a lot to lose and no easy way to recover from a situation like that, you'll feel pretty scared. I can't imagine what it'll feel like once grabbing is reimplemented, let alone once passing out from exhaustion becomes a thing.
  10. I know this isn't really the point of the thread, but figure I'd just let you know; if you've got admin / god-mode enabled, your character can't become infected, won't lose weight, and won't become tired or exhausted.
  11. I think this could be an easy enough thing to implement, though as far as I'm aware, the engine doesn't have anything in place to detect what health an environment object is at. As is, it's pretty binary with the object either being there or broken down. I'd actually love to see some levels of degradation, like a door becoming scuffed or warped as it hits a health threshold or something similar.
  12. I do think, like @Pandoreasaid, this is an issue with SP over MP. As far as my own personal experience goes, when playing in a multiplayer server for a good enough amount of time, you'll run into exactly what you suggested with furniture becoming displaced, items being misplaced or dropped haphazardly, and things just outright being stolen or destroyed overnight. That's not something I think can organically be replicated in SP, though I do think the idea of interior textures degrading over time if neglected, or other decals like stains and garbage piles worsening / multiplying overtime would be a good and impactful addition to the game.
  13. Personally, I'd prefer to see this as a mod of some sort than anything inherently available in the game. I kind of feel like this might go against what Zomboid is intended to feel like.
  14. You can already do something similar by setting the player spawn coordinates to whatever it is you'd like, which will then cause new players to spawn at those exact coordinates. As far as pre-existing players though, that might be an interesting thing.
  15. The Devs have said that they're not interested in implementing "Super-zombies" or special infected, ala Left 4 Dead, but I think this is a reasonable and fairly easy thing to add—as far as coding. Like you said, it'd definitely make for a more interesting bit of ramping challenge, which the current sandbox settings don't really allow for, except for increasing numbers.
  16. Yeah, as said, the default difficulty makes it so bites are a guaranteed game over, which is appropriate. I think the question here is, as far as custom difficulties and sandbox settings go, adding a few more options to make the gameplay more flexible. Like I'd said, you can just straight up turn transmission off and act as though you're totally immune, which is silly with how easy it makes the game, but I feel like an in-between where bites are still serious—maybe even just as lethal, unless you've got antibiotics or something handy, might be fun for more soft-core playthroughs.
  17. What build were you on when this happened? Usually, zombies can weave between non-wall objects to reach whatever's on the other side, even if they're right next to each other.
  18. Yes, there are other mods that also allow for similar functions, but I'm talking about implementing it into the base game since this seems like a fairly common and straight-forward idea given how the base game works.
  19. An easy way to implement this might be an alternative setting, like @Axiomaticsuggested, wherein if the player has the key, they might have the option to push it. It probably wouldn't look the greatest, but that's a small price to pay. You could have it function with many of the same restrictions as the new Fitness mechanic wherein, if you're too tired or fatigued, you're barred from doing it—that and, it would likely be significantly slower than actually driving it, but also more than likely a whole lot quieter, too.
  20. Considering you can already turn transmission off entirely in the Sandbox settings, I don't think this is a bad or especially harmful idea. So long as this doesn't affect the base game, then I'm all for it.
  21. Personally, I would encourage the Devs to stray away from utilizing Zombie-made clutter in the form of items and objects, since this could lead to a greater server load for MP. Whether or not the load is the same for particles and other decals, like blood, I'm not sure, but my experience with game development tells me that decals are, as a general rule of thumb, not as bad. That said, the reason I say this is because decals can and usually do eventually go away, whether as part of the server settings or because of rain / cleaning. I'd much prefer to see decals being used and generated autonomously around where hordes congregate; having a mall become caked in blood, scuff marks, and questionable fluids because it housed a few hundred zombies for a number of months... That sort of stuff.
  22. That's already the case with the Sandbox settings. Granted, you can only really change whether or not you can get infected or are already infected, and how quickly the infection kills you. That said, if we're able to turn transmission off entirely, I feel it's not too much to ask for an additional, more soft-core option to be made available for more casual players. It'd make the game more forgiving which is against Zomboid's intended difficulty, sure, but it still wouldn't be as forgiving as just, as said, turning it off entirely.
  23. Added variety to urban vegetation would be a really nice touch, I think. Especially in parks and other "green spaces" where larger trees and unkempt bushes could be found, I feel it'd give an area a lot more of a unique and lively feeling. Not to mention, paired with the Erosion mechanic, you could make it so neglected vegetation—beyond just the grass and vines—grows and becomes more dense and harder to get rid of, kind of like tree saplings.
  24. Honestly speaking, I'm not sure why this hasn't yet been added in, since previous builds and even the current window-opening mechanic seems to imply it to be there already. That said, this isn't meant as criticism, just that I think this would be an easy and fairly widely appreciated addition. You could have it so: - Homemade Lockpicks can be made out of paperclips; Low chance to successfully open even basic doors and windows. - Professional Lockpicks that can only be found in hardware stores, or very rarely in houses; High chance of successfully opening basic doors and windows. Low chance of successfully opening Security Doors. - Crowbars / Prybars; Really high chance of opening basically anything below Security Doors, but much more noisily—less so than outright just breaking the window, and safer, too. This isn't even taking into consideration a possible Lockpicking skill, as suggested in previous posts, but take it as an example of just how simple yet functional it could be. Edit: Worth mentioning, when I say that this could be easily implemented, I mostly mean you can piggy-back off of the current semi-RNG based system, but have items give you better odds, rather than create a whole new lockpicking system from the ground up.
  25. Honestly, I'm unsure what method would be best to implement the function, since Player and Vehicle movements function very differently. That said, I think this is an excellent idea and I'd love to see an attempt made for it. Whether pushing cars by hand or, as @Masmassusuggested, towing them with other vehicles, it'd make for a really neat extra bit of depth in the world where you can clear roads to create shortcuts or to make high-traffic areas safer. Even in the early game, I can't tell you how many times I stumble upon a vehicle that I really like or that looks mostly functional, but I have to leave it behind or out in the open... It's a real shame, and I always wish in those times that I could just haul it back to my safehouse or into a nearby garage to work on it rather than out in the middle of an open street.
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