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ElBugbeeto

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  1. Like
    ElBugbeeto got a reaction from Jasonface900 in Burger vs Pizza   
    IT'S....IT'S GLORIOUS! Forget the bleach. If you need to kill yourself in this game you should just eat this.
  2. Like
    ElBugbeeto got a reaction from Narnobie111 in Burger vs Pizza   
    IT'S....IT'S GLORIOUS! Forget the bleach. If you need to kill yourself in this game you should just eat this.
  3. Like
    ElBugbeeto got a reaction from Johnny in Burger vs Pizza   
    IT'S....IT'S GLORIOUS! Forget the bleach. If you need to kill yourself in this game you should just eat this.
  4. Like
    ElBugbeeto got a reaction from Tomwa in The best food to have during an apocalypse.   
    McDonald's preserved in honey. It's kind of like drinking the bleach, really. But at least it'll never go bad, I guess. And you could use it as an energy source since that shit will definitely be radioactive...
  5. Like
    ElBugbeeto reacted to Keepbro in The best food to have during an apocalypse.   
    Silly survivors are silly with their nuts and seeds and McDonalds!! 
     
    Firstly we are men not rabbits so a nuts and seeds diet is just inhumane,
     
    Secondly McDonalds is just plain stupid.
     

  6. Like
    ElBugbeeto got a reaction from VamyreLord in The best food to have during an apocalypse.   
    McDonald's preserved in honey. It's kind of like drinking the bleach, really. But at least it'll never go bad, I guess. And you could use it as an energy source since that shit will definitely be radioactive...
  7. Like
    ElBugbeeto got a reaction from LeoIvanov in The best food to have during an apocalypse.   
    McDonald's preserved in honey. It's kind of like drinking the bleach, really. But at least it'll never go bad, I guess. And you could use it as an energy source since that shit will definitely be radioactive...
  8. Like
    ElBugbeeto got a reaction from Johnny in The best food to have during an apocalypse.   
    McDonald's preserved in honey. It's kind of like drinking the bleach, really. But at least it'll never go bad, I guess. And you could use it as an energy source since that shit will definitely be radioactive...
  9. Like
    ElBugbeeto reacted to Comrade Crimson in Wild animals and you- who let the dogs out.   
    The zombie apocalypse would bring about many changes. Shuffling, man eating corpses, rotten food, the power going out... and nature reclaiming the land.
     
     
    Obviously there would be some trouble for some animals to survive being eaten by slow lumbering zombies. Some small pets trapped in a house may be fairly unlucky. But a fair many pets as well as wild animals may be able to evade the zombies, be able to escape their pens and holdings/houses and escape into the wild.
     
    Which comes to my suggestion- the chance to see feral dogs and cats running about with varying degree's of hostility. You may encounter the friendly but spooked man's best friend of a dog or a curious cat. Or, you could meet that starving hound with fleas, rabies and anger issues that lives with a pack of other similar, ravenous individuals that want to rip your face off. Many disasters (such as Hurricane Katrina) saw dogs forming packs within a matter of days, and cats are already feral and not fully domesticated and would escape the first chance they get. (It's scientifically proven dogs mourn their pet owners and will not eat their bodies unless they are starving, while cats have been known to chew off and eat the faces of their owners if they died within their house.)
     
    So alongside these animals roaming freely, some friendly and some not, maybe even some being able to be food sources or companions, we also got to think- Hey! This is Kentucky! There should be sheep, horses, pigs, chickens and cattle on some of these ranches right? Some animals may very well just be butchered or not be able to escape. But some may very well just bust down their holdings, especially if they are panicked and in a herd. Seeing feral farm animals about every once in a while or potential in farmland area would be fairly interesting because it provides the player with multiple agricultural or food options.
     
    And eventually, as nature fully reclaims the towns of Muldraugh and West Point (and others,) wild animals from the outskirts would most certainly come trying to find scraps and wandering around freely. Which adds a whole new level of danger and potential while playing.
     
    I am not saying these encounters should be common, but having them ingame would be something not only realistic, but quite cool. And adds a whole new dynamic to potential hunter trappers, herdsman and farming style gameplays, or the fact you may just end up being dog chow.
     
    Lemme know your thoughts.
  10. Like
    ElBugbeeto reacted to LeoIvanov in Medical treatment overhaul ideas (with illustration).   
    I seriously need to consider doing anything productive at times when I'm sleep deprived... For the past several months I've been dropping awesome ideas only when I was sleep deprived... Back to the point.
     
    Medical treatment overhaul. Now I know that developers of the game have mentioned that they will be working on it, and that it will see it's light sometime soon. What I wanted to share were the ideas that stuck in my head and that I couldn't just keep to myself. Let's get it started.
     
    - Wounds. Instead of our usual "Scratches", "Bites" and... "Wounds" (That seem to exist in the code but never implemented properly into the main game), now we can have a whole new variety of wounds :
     
    Scratches, Human bites (Both from zombies and ACTUAL humans!), bruises, fractures, burns, dismemberment, concussions, splits.
     
    - Severity of Wounds. EACH type of wound has a severity tied to it, depending on the strength of incoming attack :
    Minor, Moderate, Severe, Lethal. 
     

     
    Each open wound that has the blood rushing out of it has chance to get infected. The chance increases over time if the wound isn't bandaged, or bandaged with old/unprofessional bandages. To clean/disinfect the wound you need to pour some type of alcohol on the wound. Pouring the alcohol on the open wound launches the "Pain" moodle up. The more severe the wound, the harder the pain moodle shoots up.
     
    - If the wound isn't properly treated and cleaned for a long period of time, it becomes "infected", at a later state turning into "rotting". When a wound reaches the "infected" state, you could still clean it out with a proper procedure, but a case is considered lost when your wound starts rotting. The only possible way to avoid dying from a rotting wound is a dismemberment of a wounded body part. 
     
    - if the "pain" moodlet rises to the critical stage, a character has a chance to fall unconscious (treated as "sleep" on the spot), with potentially dying from your untreated wounds and/or lurking zombies over a period of time. So make sure you give your buddy painkillers before disinfecting their wounds.
     
    - New skill opens up. "Medicine", with proper skill books and a new starting profession of a "medic". At low medic levels you get a negative multiplier to every medical treatment that you perform on yourself or your friends. For example, if you try to disinfect the wound with medicine level 0, your pain, instead of rising by +150 points, will rise up by +300. Or, if you bandage your wound with unclean bandages, you get a much higher chance of catching infection. If using clean, medical bandages, you still get a very small chance to get the infection, which dissapears completely once you reach higher medicine levels. Depending on your "medicine" level, you can reach different conclusions on how to treat your wound as shown on screenshot above. On low levels of medicine your "conclusion" to a moderate burn would be to apply cold water. On higher medicine levels you'd be able to craft an oil from nearby fauna/food supplies to apply to the burn, which will deal with the burn much faster. Also medical buildings can now spawn various disinfectants, sprays, etc to take care of your wounds.
     
    - Basically, more medical items: Bandages, sprays, disinfectants, much more variety of pills (strong painkillers (For medical anesthesy), weak painkillers (from headaches and migrains)), all that jazz.
     
    - Have a negative effect on gameplay when a particular body part is damaged : Slower movement speed if your legs are wounded. Decrease in effectiveness of melee weapons if your hands/arms are wounded, up to the point of inability of EQUIPPING items if the wounds are severe. Much quicker tiring out when chest or stomach are damaged. Lower visibility, strength, speed and coordination when head is damaged.
     
    - Not directly related to medical system, but have an ability to target certain body spots or have a "random" hit detection, the same way it works right now. So basically - if you set your hits to direct "head", you have a smaller chance of hitting/pushing the zombie away/down, but a much bigger chance of critical strike/complete miss. Hitting zombie's hands decreases their chance of scratching you. Their legs to decrease their speed. Body to increase chance of knockback. 
     
    When you fight humans - target head for increased chance of knocking the opponent out, crippling/heavily damaging them. Target legs to slow their movement. Target hands for a chance of them dropping their weapons. Target chest to knock the air out of their lungs, tiring them out. Target groin for a good critical strike with a chance of sending your opponent in high pain, probably dropping their weapons aswell. (Crits only work on males though.)
     
    Targeting neck in a human vs human encounter is as valuable as targeting the head, since a little blunt hit to it and a fracture with a "severe" status, and the opponent is pretty much dead.. Not only will it knock the air out of them, it will also send them staggering on the ground gasping for air, unable to fight.
     
    - Just like I briefly mentioned earlier - ability to craft medical items from flora, leaves, food and other stuff. The higher the medical knowledge, the more useful things you can create.
     
    This is probably as much as I could think of right now, since the sleep deprivation is finally getting to me. Tell me what you guys think of these ideas.
  11. Like
    ElBugbeeto reacted to Footmuffin in Medical treatment overhaul ideas (with illustration).   
    This is a really great outline, Leo, especially that illustration! I do have a couple of nuances and additional details I think would be constructive to discuss, though.
    Perhaps text- or elective-audio-represented expressions of pain like whimpering, crying, screaming, etc. when hurt could further tie survivors into the rest of the world? Survivors currently take pain totally mute, and I think it would suit the gameplay if when someone got hit during a fight a chat alert would pop up with an "Aaghk!," "Shit!," or "Oof!" somewhere so they further discourage fights and give everyone interested somewhere to go help if their friend is getting (b)eaten.
    And before somebody who understands the nature of backyard-amputations better than me tries to address it, amputation should come just after a last resort. I would probably try to take my chances holding a festering wound on my arm instead of having Bob from down the street hack it off, after thinking about the chances of surviving the blood loss, shock, further infections attacking my weakened immune system, and injury from poorly managed bone exposure. Maybe still available as a dead-end option for panicking, under-informed survivors with sharp tools and saws?
    I would also love to see the option to bite other survivors as well. Maybe if in very close, unarmed or bladed combat with safety off, there could be a scuffle-y scene, (separate from controlled brawling in any iterations,) with more severe wounds and actions like bit, stabbed, slashed, or contused (by opponent or world.) From contused, players also risk fractures and splits, and even potentially permanent head injuries if the head is struck.
  12. Like
    ElBugbeeto reacted to EreWeGo in Bed Zombies   
    I like the concept in general, only problem is, why would it be in or laying on the bed? If an infected person dies in a room, on a bed, when it reanimated as a zombie, I figure it would be in the room, maybe just standing idle, or trying to get out, but not in/on the bed etc. Now, if that person had been restrained before turning, then it would be possible...
    Mind you, I remember in TWD when Rick enters Atlantic City, and there were some zombies just kind of sitting idle in a bus, so if you entered a room, had a zombie just sitting there, until it senses you, could be cool.
    Having them be in more obscure places could be fun. For example, once cars/vehicles are in, then having some zombies trapped inside the odd one would be great.
    Also, finding barricaded doors to large rooms, where maybe infected were quarantined and having them full of zombies, like the classic Hospital scene in TWD.
    Anyway, always good to get more suggestions, in the end they can only make the game better.
  13. Like
    ElBugbeeto reacted to dnbvintage in Bed Zombies   
    I've searched around and i believe that no one else has mentioned this.

    So the idea comes from the dreaded shower zombies, you know the ones, they make you and your character's heart jump.
    This made me think about possible Z's laying on the bed and turn into crawlers when you venture near them, or even one's that have hidden under the bed from when they were human and haven't had the stimulation to leave yet.
     
    I have no idea what would be involved to implement this so maybe the devs (or anyone else) could give insight to why this is a good/bad idea.
  14. Like
    ElBugbeeto got a reaction from Gaffa Tape Warrior in Building With Logs   
    You'd still need some way to bind the logs together. In addition to using logs you should be able to craft wooden pegs. I think log cabins were constructed by digging out holes at the ends off a log into which a peg was stuck. Half of the peg sticks into the first log, the other half would sticking into the log above it. I like the log idea; it's a simple, realistic concept.
  15. Like
    ElBugbeeto reacted to Masochist in Profession/Trait Discussion   
    I personally wish the game handled traits a little more dynamically...
     
    I think players should be able to pick some traits, namely personality or experience based/learned traits and others come from play style.
     
    Eat to much? Get fat...but its ok cause you can run it off and keep running and eventually get athletic.
     
    Character never does any sort of manual labor like carpentry or carrying heavy stuff? Perhaps even add a workout ability (that passes time like sleeping or simply do it while speeding time up) and you can become stout or strong (or weak if you dont do these things)
     
    Strong and Athletic? Now you need more to sustain your high metabolism which means eating more...weak? then you get the benefit of light eater.
     
    Perhaps thats too much to ask...but i think having a lot more traits combined with them being dynamic would make the system much richer and interesting...maybe thats moddable...something to look into I guess.
  16. Like
    ElBugbeeto reacted to uberevan in Building With Logs   
    I like the idea of being able to use logs to build, especially when you can't find the saw, but you'd still need something to bind like what was previously stated.  I think it would be cool to have the option to use rope to bind though.
  17. Like
    ElBugbeeto got a reaction from uberevan in Building With Logs   
    You'd still need some way to bind the logs together. In addition to using logs you should be able to craft wooden pegs. I think log cabins were constructed by digging out holes at the ends off a log into which a peg was stuck. Half of the peg sticks into the first log, the other half would sticking into the log above it. I like the log idea; it's a simple, realistic concept.
  18. Like
    ElBugbeeto got a reaction from VamyreLord in Burger vs Pizza   
    IT'S....IT'S GLORIOUS! Forget the bleach. If you need to kill yourself in this game you should just eat this.
  19. Like
    ElBugbeeto reacted to Rathlord in Commonly Suggested Suggestions   
    Heya guys, I'm going to throw together a quick list of things that are commonly suggested and whether they've been mentioned by devs as tentative or no's. I'm going to be basing this off of a few threads in the old forum and the top of my head. If I miss any please mention it in the thread and I'll add it to the list.
     
    Key
    [n] - This is a confirmed 'No' from the development team. Please don't waste your time or ours reposting unless there's something relevant and new about it
    [y] - This is confirmed 'Yes' from the development team. This is something the definitely want to see in the game, but this does not constitute a guarantee. Please don't post about it unless you have something new or relevant to add.
    [m] - This is a 'maybe' from the dev team. It's something they've mentioned that they were interested in but we still don't know if it's a confirmed feature. Please don't post about it unless you have something new or relevant to add.
    Everything else - everything not marked would be something overwhelmingly decided by the community or that's self-evident. If you feel it needs discussion bring it up here or in a thread if there's not already one out there.
     
    The Big No's!
    These are a list of things that are either vehemently opposed by the majority of the community, confirmed "no's" by the dev team, or impossible within the game as it is. I'm going to try to make this completely unbiased, but if you disagree with anything posted feel free to mention it. The most important ones are highlighted in red. If you take nothing else from this thread, please pay attention to these.
     
     
             Aerosol Can + Lighter = Flamethrower
    [n]    Beginning the game before the infection
    [n]    Children or babies
    [n]    An ending or any game over other than death
    [n]    First Person or other viewpoint changes including camera rotation
    [n]    Immunity/Cure
    [n]    Military Aid
            Mini Maps
    [n]    Morality or Karma meter
              Nudity
              Nukes
    [n]    Overpowered weapons/specific firearms
              Overpowered Vehicles/Tanks
    [n]    Personal Hygiene (going to the bathroom, etc.)
              Playing as a zombie
    [n]    Random generated maps
    [n]    Rape
    [n]    Respawning/Quicksaving
    [n]    Sex
    [n]    "Special" Infected or any type of superhuman zombies
              Specific named weapons (such as AK47, M14, etc.)
    [n]    Unlimited/large amounts of ammo and weapons
    [n]    Voiceover
    [n]    Zombie Beasts or Infected Animals
    [n]    Zombie Camo, or Using Zombie Guts as a Disguise
     
    Tentative Yes's
    These things are things that either the devs have expressed interest in adding. Please note that this list does not mean these will be in the game at release, nor does it mean the devs will ever add them. It's solely a list of features that at some point they expressed interest in. These things do not need further threads, so please refrain.
     
     
    [Added]     Ability to lock doors
    [m]  Amputation
    [Soon]   Animals
    [Soon]   Hunting
    [m]    Porting/Console Version (Depending on Things)
     
    [m]   Armor
    [y]    Barricading with furniture
    [Added]   Bodies of water 
    [y]    Bows and Crossbows
    [y]    Cauterizing wounds
    [y]    Car Batteries
    [y]    Chainsaw
    [Added]    Cleaning up corpses/blood
    [Added]    Crawling Zombies
    [y]    Dogs
    [Added]   Electronics
    [Soon]   Feral Animals
    [Added]    Generators
    [y]    Walkmans
    [Added]    Malnutrition
    [Added]    Area Maps (no location marker)
    [In Progress]    More animations
    [In Progress]    More map content
    [In Progress]    More weapons
    [Added]    More jobs
    [Added]    More sprites
    [Soon] More Baldspot and Kate
    [Added]    More/Different sneaking animations
    [Added]    Movable items (such as wheelie bins)
    [Soon] NPC's (of all types, good and bad)
    [Soon] NPC relationships
    [Soon] NPC companions
    [Soon] NPC infection
    [Soon] NPC management
    [Added]    Online Multiplayer
    [y]    Passing out
    [y]    Profanity Filter
    [Added]    Rain Barrels
    [Added]    Suicide
    [y]    Sadist Movie Director (in progress) aka The Governor
    [Added]   Sleep quality
    [Added]    Sleep in Multiplayer
    [m]    Sewers and basements
    [Added]    Traps
    [Added]    Unarmed combat
    [Added]    Vehicles
  20. Like
    ElBugbeeto reacted to mwps in The permanantes Injuries !   
    you could be used as storage space
  21. Like
    ElBugbeeto reacted to Wolfihunter_prey in The permanantes Injuries !   
    You're screwed ^^
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