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Fuzzy Wolfy

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Everything posted by Fuzzy Wolfy

  1. Exactly why I added the diet moodles in the first place. I also updated the moodles, added Trauma after reading up on Silents' suggestions.
  2. I think it's safe to say that most people who build a base in Project Zomboid Singleplayer do so to keep themselves safe. There's no reason to do so if you're already safe the moment an area has been cleared out and it remains that way indefinitely. I think migratory patterns would make the game more exciting and dynamic... True migration, not just 'horde spawns 2 cells away and march in your direction automatically' (Though that isn't a bad thing, neither). Something that people can witness and possibly even avoid when living a nomadic lifestyle. Imagine if you will that the hordes - the ones that already form on their own - begin to move in seemingly random patterns that may stretch across the map, usually along urban / rural areas. Building a base would then have a reason due to said wandering hordes having the potential to stumble upon you and attack you. A base would have value aside from bragging rights. People who keep moving might be able to even map out said movements and skirt around them, or wander into the town / region said zeds have just abandoned for free loot. Right now, if I make my way to any of the farms, or any house with a garden, I can usually afford to not build walls or any defenses once the area's been cleared out because the only zeds that wander by are ones that stray due to sound - usually helicopters.
  3. If anything, I'd absolutely love a small hand scythe that'd let me mow the grass in bulk instead of having to click each patch separately. But I would like to see more blade weaponry that can match the baseball bat's drop frequency and efficiency.
  4. Could just have the 'disorganized' perk cause the items to be listed randomly instead of alphabetically. Higher chance of a player error instead of artificial difficulty.
  5. I think what's being said is player frequented areas receive a nerfed zombie respawn rate.
  6. There are plenty of suggestions for preserving food, and I agree with most of them. I think it's fair that food items suffer the same temperature changes a player would - if left outside during Winter, they cool. If let out during Summer, they rot, quickly. I'd also love to see Jarring materials become nore common on a '0 months since the apocalypse' game.
  7. I think there's too much potential for abuse. Put it in a fridge.
  8. The ability to move mattresses seems like a good idea to me, especially with the ability to barracade entryways with furnitures being a possible addition to the game - using a mattress as either blockade material, or moving it to a room which you've barred off. I like the idea that you'd need a roof over your head to sleep on a mattress. Specifically because mattresses and sleeping bags / tents are radically different. Sleeping bags and camping material are made for outside conditions and colder weather, they allow for protection > comfort - though many times they incorporate both. Mattresses on the other hand... Bed bugs, mold, parasites, stench, unhygienic conditions... These can all EASILY occur if a mattress is not properly maintained, let alone placed outside.
  9. I think they were implying something the lines of achieving an ultimate goal which the game then acknowledges as your end-game. Again, I disagree with that, because the entire point of games like this is to see just how long you could last. I loved the way my friend initially introduced me to rogue-likes when I asked 'how do you win'; "You don't. You can't. You can only do better each time you play."
  10. I didn't take farming as an occupation, nor as a hobby. I have no skills in it, nor fishing, nor hunting or trapping. Foolish, I know, but I opted for Carpentry and a build that allows me to venture long distances - I.E; outdoorsmen, low-hunger, fit, and strong (the -6 version). I still found a way to survive my first Winter, easily might I add. Granted, I rationed my food... But I still had more than enough food to last me a while when summer rolled back around. During the Winter, I worked on grinding my foraging skill - and good God, it took a long time, even with the books, but I became decent... Kinda. Now I'm focusing on fishing - I'm still going strong. There's always a way to find food. Farming is hard because it's so ungodly profitable when done right.
  11. I demand the Mona Lisa be implemented as a melee weapon.
  12. It's also a game based on fiction. Let's not get /TOO/ philosophical.
  13. Could potentially be a side effect from the 'disorganized' perk. Might be a tad hard to code though.
  14. Physical training and target practice all seem like a good way to fortify your base woth skill-enhancing luxuries. Especially if one could find and use a public gym or police firing range. I'd also recommend making wild life the bigger threat during Winter; zombies would naturally succumb to the cold and become slower, but animals such as dogs and wolves would be left to roam free as the apex predators. I could imagine having to defend yourself from them being EXTREMELY hazardous, potentially enough so to make venturing outside of your home for food or firewood much more complicated and risky. Snowmen...? Maybe?
  15. I prefer the idea of holding a flashlight as a secondary item and a pistol as a primary. Any two-handed weapon should remain flashlightless so as to keep them kinda balanced.
  16. I found a way to kind've get around that... It's not really 'faster', but... M'yeah. Click and drag your equipped bag onto the floor-tile icon on the other inventory window. This should cause you to unequip the bag(s) and immediately proceed to drop them. Only problem is that you need to be standing still.
  17. Fair enough, I agree with you then. I know you're able to stop people from getting in by closing your window, but with most bases having no actual windows, this'd be a neat addition. +1
  18. I still think giving people a quantifiable 'end' kinda cheapens the experience of a neverending grind for survival's sake. I'm not saying you're opinion is wrong, by any means, but the way PZ narrates your story is that it - literally - ends with you. You are the last man, or woman, standing. Humanity's hopes are gone and the only thing keeping extinction at bay is your stubborness. Granted, this isn't exactly the case in MP, nor will it be as I said when NPCs are added... But y'know what I mean.
  19. I believe you can already do that by simply uninstalling the rope. I could be wrong, and if I am, I agree that this should be a thing as its a pretty logical course of action.
  20. I'm all for keeping children and sex (implied or direct) out of the main game, if only to prevent it from coming underfire from extremists and potentially having the devs suffer legal repurcussions.
  21. I like it, I saw 'soreness' as being a more long-term version of exhaustion brought on by the player exhausting themselves too frequently or not taking a rest when performing physically taxing tasks. Just something that'd penalize characters 'burning themselves out' in a minor way. Fybromyalgia would be perfect to enhance that. If you, or anyone, have suggestions, I'm more than interested in hearing them. I might even add them in the list, if you'd like as well as make a neat lil' image for 'em. Like I said, I'm mainly looking to give the Devs ideas, so anyone is welcome to do the same.
  22. Anything that adds to the immersion automatically gets my thumbs up, and it helps that I adore foggy weather. As Silent stated, blizzards aren't too common in the area PZ is based in, but I would like to see maybe one or two added weather effects.
  23. Douse your food in bleach. Same as drinking it, but different. Blam. Third use.
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