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Fuzzy Wolfy

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  1. Like
    Fuzzy Wolfy got a reaction from Benson in Movement Speed   
    While I don't believe players should be slowed outright, I do think the Sprint skill should be nerfed a little bit.
     
    Have you seen someone with maxed out Sprint? It's hilarious.
  2. Like
    Fuzzy Wolfy got a reaction from Jonientz in Change to Claustrophobia and Agoraphobia   
    The reason for such is because panic from zombies is additive, I think. Meanwhile, panic induced by phobias continuously pile up, meaning that taking beta-blockers is essentially dwarfed by how much panic is building.
     
    If this is true - and I'm not saying it is, then I believe beta-blockers should be reworked to prevent the build up of panic. But I'd also love to see a side effect, or something to prevent people from just  popping 16 tablets and being completely fine.
  3. Like
    Fuzzy Wolfy got a reaction from Kuren in [Wolfy's] Moodlet & Trait Suggestions   
    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.
  4. Like
    Fuzzy Wolfy got a reaction from Lumbo in [Wolfy's] Moodlet & Trait Suggestions   
    So, ever since Build 31's release, I've been extremely pleased with how many more traits and occupations there now are. Compared to earlier builds, this is a much more balanced and fleshed out means of creating a character who's pros and cons align themselves pretty accurately with their profession. I, myself, was guilty of choosing the Construction Worker or Ranger profession during the earlier builds due to Thick Skin/Builder and Outdoorsman being pretty overpowered, at least when compared to things like Night Owl - when Sleep was not even properly implemented, yet.

    So anyway, this is just a small list of things I've come up with. I've based the suggestions off of my own observations, so obviously they're far from perfect, nor do I think they're properly balanced. That being said, I'm not looking for these to be implemented as is, nor do I really expect anything to be done with these ideas-- I'm really just trying to give the Zomboid Devs some food for thought and ideas for future additions. I already love what they're doing, so I'm more than confident that - regardless of my input - the future bulds (like 32) will be equally as amazing.

    But enough of that. Onto the list!


    Firstly, some traits. These were the easiest to come up with due to how the game currently functions. Some traits have no counterpart, whilst other factors seem to have not been tapped, as of yet. There's a lot of potential, is what I mean.

    Moving on to something of similar note, I only have one new idea for an Occupation, as well as a suggestion for a pre-existing one;



    Lastly, some moodles... Simple stuff;
     
     
    What do you guys think?
  5. Like
    Fuzzy Wolfy got a reaction from Benson in Movement Speed   
    I'm almost tempted to suggest using Don't Starve as a model for mobility.
     
    Almost all terrain leaves you with your base movement speed, depending on who you play as.
     
    Roads and other paved surfaces allow you to move faster, rightfully so.
     
    Particularly hazardous or uneven terrain, like mud or marches, slow you down.
     
     
    I would love to see players move a little slower on grass and dirt, but have their speed return to normal when using player-made roads or streets. Meanwhile, forest environments just slow you down altogether - maybe not gravely so, but enough for most players to find it inconvenient.
  6. Like
    Fuzzy Wolfy got a reaction from Wratts in Tent Rework   
    I don't believe tents protect you from rain... At least, that's how it was back in 31, and I've yet to test it out again.
     
    I would love to see an additional tent-like kit made of tarps, like a makeshift roofing that can easily be put up and brought down which would otherwise protect you - and anything under it - from rain.
     

  7. Like
    Fuzzy Wolfy got a reaction from Adamiks in [Wolfy's] Moodlet & Trait Suggestions   
    So, ever since Build 31's release, I've been extremely pleased with how many more traits and occupations there now are. Compared to earlier builds, this is a much more balanced and fleshed out means of creating a character who's pros and cons align themselves pretty accurately with their profession. I, myself, was guilty of choosing the Construction Worker or Ranger profession during the earlier builds due to Thick Skin/Builder and Outdoorsman being pretty overpowered, at least when compared to things like Night Owl - when Sleep was not even properly implemented, yet.

    So anyway, this is just a small list of things I've come up with. I've based the suggestions off of my own observations, so obviously they're far from perfect, nor do I think they're properly balanced. That being said, I'm not looking for these to be implemented as is, nor do I really expect anything to be done with these ideas-- I'm really just trying to give the Zomboid Devs some food for thought and ideas for future additions. I already love what they're doing, so I'm more than confident that - regardless of my input - the future bulds (like 32) will be equally as amazing.

    But enough of that. Onto the list!


    Firstly, some traits. These were the easiest to come up with due to how the game currently functions. Some traits have no counterpart, whilst other factors seem to have not been tapped, as of yet. There's a lot of potential, is what I mean.

    Moving on to something of similar note, I only have one new idea for an Occupation, as well as a suggestion for a pre-existing one;



    Lastly, some moodles... Simple stuff;
     
     
    What do you guys think?
  8. Like
    Fuzzy Wolfy got a reaction from Magic Mark in Getting serious about "Late-Game Concerns" - Something to consider.   
    That's fair, and I'll admit, I don't have a problem with all skills being up for grabs, despite my earlier post. Though, I do like that the skills not inherently part of your character's background already come with a much steeper learning curve, it provides a bit of immersion for myself that I need to put some actual effort and planning into learning a new skill. Compared to the earlier builds where everyone could learn everything at the same pace, and everyone was naturally a 'Jack of all Trades' seemed kinda... Lackluster. It was the reason why Construction Worker and Ranger became so overpowered as they provided the only real advantages.
     
    At the end of the day, so long as deciding one's background continues to provide a real impact to my play style, I'll be happy... But I completely understand why locking off certain parts of the game may be a little extreme - though, I still believe it'd be pretty cool in a multiplayer setting, but that's just me.
  9. Like
    Fuzzy Wolfy reacted to EnigmaGrey in Getting serious about "Late-Game Concerns" - Something to consider.   
    From what I remember of the early 90s, biodiesel didn't really exist in a way that many people knew about it. :/
  10. Like
    Fuzzy Wolfy got a reaction from Magic Mark in Getting serious about "Late-Game Concerns" - Something to consider.   
    As a huge backer of late-game progression, I whole heartily agree with every point you've made thus far. I am a strong believer that this game can only become as strong as the interest it provides towards the more dedicated fan base it has, and as one of said fans, I do also have to admit that the game lacks any real end-game.
     
    Can I blame the game devs? No. Hell no. The game is still in its infancy, technically speaking, and I do have to cut them some slack due to such. But I don't think ignoring these suggestions is a very healthy way of tackling the growth of the game.
     
    As it stands, the late-game ends when you've created a farm, and from then on the game becomes a farming simulator where maintaining said source of food is your one and only priority. Water is either readily available through the use of wells or rivers, or is out of your control if you depend on rain water. Safety becomes trivial once walls have been erected, and zombies will hardly ever spawn where the player spends most of his or her time. In short, once that point is reached, the game's appeal hangs solely on the hopes that the player remains immersed - which, not everyone can.
     
    Again, I can't blame the devs, and the game is already one of my favorites, so do take my opinion with a grain of salt.
     
    Speaking of maintaining a farm, though. I do love the idea of there being more to do than simply watch over one's crops. Maintaining your safe house, your generators, your vehicle - if we get any, and so on. Having the game beckon you to go out into the dust-caked remains of an empty city for parts, or specialized tools, or just to explore the potential hazards of a derelict town.
     
    On the topic of safe houses, I do also like the idea of being able to build more things - given the right skills and background... I'm not against making certain parts of the game accessible only to characters with the right professions, that only makes having a cast of varied characters more valuable and makes replaying the game worth the effort. I'd love to see generators that only a mechanic can build and correctly maintain, and so on.
     
     
    I can go on forever, but I shouldn't seeing as I may be at the risk of sounding like I'm complaining - which I'm really not.
  11. Like
    Fuzzy Wolfy got a reaction from uberevan in Insects   
    I'd love to see bees and mosquitoes added in, think of the hilarity.
     
    "Did you pack the bug spray?"
     
    "No."
     
    > Cue the entire journey being spent with the Unhappy perk due to mosquitoes.
  12. Like
    Fuzzy Wolfy got a reaction from Kuren in Easier way to host servers   
    While I wouldn't want to put any added stress on the dev team, I will admit that the current method of hosting / maintaining a server seems pretty inconvenient. 
  13. Like
    Fuzzy Wolfy got a reaction from Kuren in Blinking heart icon   
    I also approve of this idea.
  14. Like
    Fuzzy Wolfy got a reaction from LeoIvanov in [Wolfy's] Moodlet & Trait Suggestions   
    So, ever since Build 31's release, I've been extremely pleased with how many more traits and occupations there now are. Compared to earlier builds, this is a much more balanced and fleshed out means of creating a character who's pros and cons align themselves pretty accurately with their profession. I, myself, was guilty of choosing the Construction Worker or Ranger profession during the earlier builds due to Thick Skin/Builder and Outdoorsman being pretty overpowered, at least when compared to things like Night Owl - when Sleep was not even properly implemented, yet.

    So anyway, this is just a small list of things I've come up with. I've based the suggestions off of my own observations, so obviously they're far from perfect, nor do I think they're properly balanced. That being said, I'm not looking for these to be implemented as is, nor do I really expect anything to be done with these ideas-- I'm really just trying to give the Zomboid Devs some food for thought and ideas for future additions. I already love what they're doing, so I'm more than confident that - regardless of my input - the future bulds (like 32) will be equally as amazing.

    But enough of that. Onto the list!


    Firstly, some traits. These were the easiest to come up with due to how the game currently functions. Some traits have no counterpart, whilst other factors seem to have not been tapped, as of yet. There's a lot of potential, is what I mean.

    Moving on to something of similar note, I only have one new idea for an Occupation, as well as a suggestion for a pre-existing one;



    Lastly, some moodles... Simple stuff;
     
     
    What do you guys think?
  15. Like
    Fuzzy Wolfy got a reaction from King jjwpenguin in Bee keeping.   
    BeardedRooster wins my admiration.
  16. Like
    Fuzzy Wolfy got a reaction from Mrxbath in More a Joke?   
    A corpse near a computer - if PC's of that era are ever implemented as furniture. Name the corpse after one of your devs, put a notebook on him in which he's expressed his/her frustration with the irony of his situation.
  17. Like
    Fuzzy Wolfy got a reaction from King jjwpenguin in New dangers and exotic new ways to die   
    I'm a huge fan of weather based dangers, as well as hostile wild-life such as wolves and bears. Roaming wolf-packs raiding the abandoned cities is what I imagine to be the solution to the otherwise boring Winters, actually.
  18. Like
    Fuzzy Wolfy got a reaction from EnigmaGrey in Bee keeping.   
    I'm almost tempted to suggest that if a profession/hobby is made for bee keeping, that only they could build an artificial bee hive. Those without it would need to depend on real hives and naturally occuring spawns. It'd certainly give the 'bee keepers' a lot of long term value, just like how 'engineers' might better produce generators.
    As for noise, I dont think animals would really bother zombies that much. A single hive does not create that much sound unless opened up, I know this from experience... However, having a literal bee farm with a dozen hives can produce some seriously annoying buzzing when in close proximity. That being said, I don't think they'd attract zombies from the next cell over, but those who wander by it might reasonably be attracted to it and try to destroy it.
    Don't even get me started on it possibly attracting Bears.
  19. Like
    Fuzzy Wolfy reacted to Sharpened Pata in Bee keeping.   
    After doing a good amount of research, I found out a lot.
     
    Your right, cigarettes would be terrible, you have to smolder clean-burning items like twigs, cotton, cardboard, etc.  Note, smoldering, not burning.  A real smoker would pretty much be required, though an improvised one could be used too, maybe.
     
    Protection is needed.  Simple as that.  Even with the protective clothes on, beekeepers get stung quite often  (makes me want to say they should add a bee allergy to the perks haha).
     
    A beehive is a very intricate creation, I would have to say that a very high level (6+?) would be required to build one. 
     
    That's what I meant by find a beehive.  Maybe take a walk in the forest and be able to see one, or something?  Note, getting a queen would NOT be easy...
     
    I see that now, heh.  And really, it doesn't even need to stay dry, just in a closed container, like a jar.
     
    I was pretty much meaning the forest when I said vegetation.   Though, maybe having it near your crops when they are close to getting ready to seed could mean more seeds, or more honey?  Depends on the crop, I suppose (different amounts of nectar for different crops, I would imagine.)
     
    Yes, I would say they should have a 33% of disappearing, dieing, or being infected with the Varroa Destructor during a year (that's about the percent of how many colonies die in an average year in the US.)  So you guys know, the Varroa Destructor is a major killer in bees, with infected hives being killed off 80% of the time.  So, an inclusion of these guys would be pretty realistic, and the basic and easier ways of controls could be added.  (An inspection of the hive, to determine if they have it, and if they do, using sugar to dislodge the mites, or, if it wouldn't be too much, thyme could be added to foraging, and a thymol-sugar treatment could be crafted.  Hey, this just sounds like something that would be a reasonable counter-balance to the usefulness of a hive.  They give you food in exchange for your time and effort).
     
    totally random last note...how come no one had the idea of making candles with beeswax?  Ripped sheets+beeswax=candles? 
  20. Like
    Fuzzy Wolfy got a reaction from Ivanhoe in More a Joke?   
    A corpse near a computer - if PC's of that era are ever implemented as furniture. Name the corpse after one of your devs, put a notebook on him in which he's expressed his/her frustration with the irony of his situation.
  21. Like
    Fuzzy Wolfy got a reaction from Svarog in Sort Zombie Attention Spans out! [Priority]   
    Doors are the best way to lose them. I agree with that, but windows - sorry, I've had zeds break through my windows by CHANCE due to their weird wandering paths... Let alone if they see me. Windows stand no chance against one, let alone several zeds. Doors, however, I've rarely ever seen get broken down. They last far longer than the Zombies' memory, which I'm admit, is a bit disappointing.
    I've also had zombies follow me for ridiculous lengths... And I mean, I'm traveling across the city - partially running, partially not, but the area was cleared, and the bastards still manage to keep up until I literally need to juke them by looping them through some trees or through a house.
    I do agree that they should be more persistent, though. Not insanely good at tracking you down, but at the very least stubborn enough to reach your last known location.
  22. Like
    Fuzzy Wolfy got a reaction from Mike280 in More a Joke?   
    A corpse near a computer - if PC's of that era are ever implemented as furniture. Name the corpse after one of your devs, put a notebook on him in which he's expressed his/her frustration with the irony of his situation.
  23. Like
    Fuzzy Wolfy got a reaction from migulao in A poll on who wants an end game?   
    I demand the Mona Lisa be implemented as a melee weapon.
  24. Like
    Fuzzy Wolfy got a reaction from EnigmaGrey in The other tipe of end game   
    Ultimately, the difference is me - the player - going; "Can I stop this from happening?"
    Getting mauled by zombies? Yes
    Starving? Yes
    Aging? No
  25. Like
    Fuzzy Wolfy got a reaction from EnigmaGrey in Desensitivity and Brave Trait Evolution/Revamp   
    I've mentioned in the past that I personally preferred the idea of a person becoming accustomed to the everyday dangers of the apocalypse through time instead of their kill count. It's a matter of perspective, so my opinion is not really factual in any way, but I think it's a lot more sensical that someone's 'bravery' increases as they're more prominently exposed to their fears.
    See; I've tried an extreme pacifist playthrough once or twice to see how I'd fare... Turns out, I did pretty good, though defending a base wasn't an option so I was largely nomadic. Point being, I could still see myself growing used to the zombie threat despite having no kills - especially after an in-game year of doing the Two-Step around zeds in the street.
    ... Then again, time would not be a perfect notion to base this off of either due to people possibly rushing to an isolated spot... Meh.
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