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Fuzzy Wolfy

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Posts posted by Fuzzy Wolfy

  1. Lights on guns has been one of those things discussed at length, and it *might* get added, but if it is, attaching a light to your gun will likely ruin your accuracy, as it would IRL. The weight of the light/batteries itself is likely to change any rifle's careful weighting.

    What about the ones that are made for guns. Those small ones that attach on. Those should have little to no effect on accuracy but still provide light right?

    Usually, they're designed for simpler firearm's like pistols, shotguns, or carabines. I've never seen a rifle with a flashlight module because, frankly, it'd be a useless addition seeing as rifles are meant for long range usage and flashlights are relatively short-ranged solutions to low light environments.

    Like I said earlier; my opinion on this would be to leave flashlight mods to the lower tier guns, so as to keep things balanced. If you really want to ducktape a mag-light to a rifle or shotgun, I guess it can be done, but as it was stated, it wouldn't be efficient in the slightest.

  2. Out Of The Frying Pan...

     

    An endless Summer day is about to dawn on you and bring with it an extreme torrent of heat. Stock up on however many water bottles you can find before dawn breaks, and prepare yourself to fight off heat-strokes, dehydration and the literal conflagration of zombies. Can you survive the inferno?

  3. I approve of the idea that we need to find/wear a watch, or something similar, to know the time. As is, while I certainly don't mind having the time accurately told to me right off the bat, I do like the added challenge and value in finding luxury items like that.

     

    As for the date... I'm not really sure, seeing as the character him/herself would need to keep track of that. Newspapers would date all the way back to when the press stopped printing, and they'd be out-dated.

  4. There may be other ways for a character to become essentially crippled, too.

     

    While self-amputation might be the most obvious cause of losing one's own arm/leg, there may also be other ways to lose appendages - not all of which are based around preventing infection.

     

    Traps, explosives, firearms, etc.

     

    True, I do very much like the mere concept of having the option of amputating my character's arm as a last resort, but I love the idea of having to be careful around hazardous concepts like... Say... A bear-trap, for fear that it may rip my foot off and cripple my movement speed, even more.

  5. I think we're getting a little too philosophical with the whole aging notion.

     

    Arbitrary, non-player influenced deaths are not what I play Zomboid for, and I doubt anyone else desires such in the vanilla build.

     

    If you'd like a mod for that kind of thing - and I'm fairly sure 'Age' mods already exist, then by all means go for it because the idea, in itself, is not a bad one... Just not one that should be enforced on the grand majority.

     

    I do like the concept of acquiring new traits as the game progresses, like becoming more fit or stronger, or vice versa from being inactive. But the concept of having an unavoidable timer to one's death is what kills this whole thing for me.

     

     

    Let's try not to get on each others backs, this is a good idea after all, just not one I see being implemented on the base game.

  6. There're black bears, snakes, coyotes, spiders and bobcats in KY, not sure about wolves tho.

     

    I found a web article named "Wild wolf in KY, first in 150 years, killed by hunter." on the web. [Dated 2013/08/19]. It says KY has not seen wild roaming wolves since the mid 1800's.

     

    Fair enough, I think coyotes could work but I'm not sure if they're even active during Winter.

  7. I whole heartily approve of having car wrecks sprinkled about as added outdoor looting spots, it'd give the world a lot more depth and potential if the streets had a few abandoned and/or ruined vehicles... Cars, moving trucks with boxes in the back, smoldering wrecks, etc.

  8. I like it, as is.

     

    With Erosion set as a standard to 100 days, trees growing as they do now is fine as it matches the environment.

     

    However, if you dislike it, there's the ability to change it - and the erosion speed - to take more time.

  9. Personally, I don't think any trait should apply a 'sudden death' scenario that would cause a character to suddenly drop dead.

     

    I get what you mean though, and the sudden levels of panic could, in theory, cause a player with said trait some damage - but an unavoidable death is a lil' much.

     

    Edit: Added positive traits.

  10. Thrown noise distractions for one are definitely planned. The version of throwing in the next version will be akin to the old version, aka a bit floaty and weird, but once the vehicles / physics system goes in we'll be doing an overhaul of the throwing mechanics anyway.

     

    I love you.

  11. Let me just put it this way;

     

    If you die because you were bitten or mauled to death, it's likely due to your own miscalculations or carelessness, I.E; it's your fault. In the end, the player's ultimate goal is similar to that in any other rogue-like - to do better than your last playthrough and to survive for as long as possible.

     

    Simply put, this isn't a life-simulator, its a game, one based around the aspect of an endless grind for survival. The main appeal to it, I believe, is that there is no 'winning', there is only holding out on that inevitable loss for longer and longer times during each run.

     

    Even if the 'death by old age' was not dead-set on a specific age, I'd be highly frustrated and miffed if after all my effort and progress, my character suddenly fell over and the message "You lived # days before dying of old age" appeared as an explanation. There'd be no real point in putting all that effort in if my death is so far out of my control that I can't do anything to prevent it - like being careful and fortifying my base.

     

    As a mod, if someone wants this - fine. I can see some people desiring an ending, and in fact, this is already a discussion that's been held some days ago where people were suggesting there to be a military/cure ending. That's all good and well, but in the vanilla game, that's not what the Devs aspire for the game to accomplish in terms of an experience. The game is supposed to have no ending, it ends only with you and the zombies - or a circumstantial death brought on by carelessness or helplessness (like a lack of food)... And while you might argue that age fits into it, it only really provides the player with a time-limit to their playthrough, which is very, very unappealing.

  12. I honestly find the idea of having books become a garbled mess of characters incredibly funny.

     

    'Carpentry for beginners' turning into 'cruptm urf ehginnors' or something along those lines... Or just random characters altogether.

     

    Might be a lil' challenging to code for multiplayer, as it would need to be clientside, but it could be fun.

     

     

    ... Or, like you suggested, just having everything come up as 'Book'. Either way, it prevents people from accurately collecting books that may help non-illiterate players.

  13. I do already like the idea that panic would affect how gracefully one's movements would be.

     

    As far as difficulty goes, I'm all for having animals becoming their own source of danger, be it from poisonous insects or the more dangerous meat-eaters like wolves or bears.

     

    Cutting your arm already has - or will have - the ability to infect you, but not with zombi-ism as I understand... More so, just a sickness or general infection of a wound. With that being said, I'd love to see common infections becoming more serious - so much so that it would require the use of anti-biotics to keep you from developing a crippling fever.

  14. More of a question, but feel free to take it as a suggestion if you wish;

    Will barricading doors/windows with wooden planks be all that exists in terms of reinforcing one's entry points? I ask because barricading a door essentially removes its use without removing its status as a safe house's weak point.

    Would there ever be an option to 'reinforce' certain things instead of barring them off? I.E; placing a metal grate over a window, or bracing a door / improving the door frame & hinges for better load baring capacity?

  15. Have you filed a bug report? You should file a bug report. Bug reports are awesome. ;)

    *Points up at tracker link*

    its not a bug though... its just a mistake in the game i think. I don't think its a bug. Just a little added flaw.

    Bug.
    Insect.
  16. I do like the idea of thrown objects as well as the noise they might generate.

    Possibly a smaller radius for simpler objects when compared to the noisemakers. I cant imagine a rock distracting an entire horde, but a glass bottle might turn a few heads, and the noisemaker would be akin to taping down an air horn and throwing it across the street.

  17. ammunition is a very limited resource, and at this point it does not appear the Vanilla game will have any ammo reloading.

    but you want to waste it on target practice and possibly draw a horde towards you with the gunfire?

    An intelligent survivor would conserve it. But having the ability to use it for practice would give a greater sense of freedom, I think.

  18. So what causes trauma in game exactly?

     

    The way I see it, it'd be a long-term effect of a character experiencing an extended period of high panic or high stress - likely panic. That amount of fear, technically speaking, wouldn't be healthy and would likely leave a lasting effect, even if a small one. But being exposed to high panic and fear repeatedly for long periods of time would most definitely leave a character a little worse for wear. Hence, you'd be feeling the effects of a traumatic experience, or a traumatic lifestyle.

     

    Same way 'Soreness' is a long-term effect from constant Exhaustion... Your body isn't given enough time to properly recover, physically. I can definitely attest to that, personally.

     

    Killing NPCs might also do it, but I don't yet know how they'll function, so I can't make any accurate assumptions as of yet.

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