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DarkyDaFool

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  1. Like
    DarkyDaFool got a reaction from Rathlord in Waffles vs Pancakes   
    I was GOING to say pancake, but the photo of the waffle really changed my mind... Gonna have to say waffle.
  2. Like
    DarkyDaFool reacted to LeoIvanov in If You Had A Superpower What Would It Be?   
    If any of you had the power you're craving for, you'd have to hide it really hard from the public, otherwise you all will just be put down into the SCP facility
     
    In any case - if I had a super power, I would've wanted an ability to be very, very, VERY smart. With that, I would've probably been able to fix any problem I've ever had.
  3. Like
    DarkyDaFool reacted to migulao in The permanantes Injuries !   
    There has to be a balance between realism and gameplay, if the game focuses too much on realism, it will lose the fun.
  4. Like
    DarkyDaFool reacted to LeoIvanov in Famous Last Words   
    "Damn, I'm thirsty.... Oh, a bleach!"
  5. Like
    DarkyDaFool reacted to Viceroy in Coffee   
    Indeed I am not arguing that, it is however not a solid rule, so a 0 cost trait or something would have to suffice for the variations in preference. Perhaps not so much a 'trait' as it is an 'aspect' to one's personality. That could be applied to NPC in future as well
     
    Like how some people LOVE chocolate for instance, they might react more to receiving it as a gift than someone who prefers fruit or has no preference.
     
    Things like that would build up the unique behaviour of characters to more realistically reflect the myriad of personalities you can encounter in real life.
  6. Like
    DarkyDaFool got a reaction from migulao in Different clothes should appear different   
    Update: restart fixed the problem. Weird. Anyway, topic can be closed.
  7. Like
    DarkyDaFool reacted to Aenye Deithven in Nerf Hammer   
    While PZ is a bit hard to label, I believe it to be largely a survival simulator, making realism / a rich world to interact with, the game's key feature. Therefore, the required suspension of disbelief should be minimal (in the case of PZ, limited to the 'instigators' of the survival event), with as much stuff working like it does IRL (having some stuff cut, so as not to terrify (take Fallout 2 and the supersledge / kid / groin scenario) or make the player feel weird ("sanitation" subjects)).
     
    Now, in a RL scenario, it would be naught but prudent to expect that among the loot one finds, both valuable items and trash are present. Keep the useful stuff, ditch the rest and move on to the next trash can, no ? Would you consider a machete "too powerful" and use a plastic knife even think about whether the stuff you found was 'just to good' or would you thank fate for the stroke of luck ?
     
    What I'm trying to say is, that in such a scenario, both IRL and ingame, the concepts of 'overpowered' and 'underpowered' seem inadequate. One could actually argue that if a hammer is overpowered, then a butter knife is significantly underpowered, making both claims ...moot.
     
    While there is not much that can be done to change the rarity / properties of hammers per se, it is possible to set their position on the 'trash-useful stuff' scale by implementing items that are relatively better (at the cost of being rare / extremely rare) or worse (yet abundant). IMHO this method would be the least 'gritty' in terms of realism, and could make people react with "oh, ANOTHER hammer, just throw it on the pile over there" rather than "I has a hammah ? I is ovah 9k !".
     
    That and the bonus of having more stuff in PZ.
  8. Like
    DarkyDaFool reacted to Doxortho in Zombie Improvements   
    I feel horror is an important aspect in Project Zomboid and nothing is scarier than being surprised by zed. What I'm suggesting is that the zombies have more "states" than there are currently like the crawler state.
     
    It would be interesting at least as a sandbox setting to have the zed be capable of sitting down or laying down. Imagine a survivor going through a tight corridor and they notice a seemingly dead zed sitting against the wall. They carelessly walk past but suddenly the realize that the zed is very much "alive" and that they've reached a dead end. Surprise.
     
    This could also make the season of winter more dynamic. With the colder weather more of the zed would begin to freeze and slow down. These zed would awake when disturbed and entire hordes could rise from the ground in a frozen city creating that stressful scenario where you don't want to make a sound.
     
    This would make the zombies a scarier foe.
  9. Like
    DarkyDaFool reacted to SuperJack in Nerf Hammer   
    There is one song that suits your hammer woes perfectly!
     
    Stop!
     
    https://www.youtube.com/watch?v=otCpCn0l4Wo
  10. Like
    DarkyDaFool reacted to Rathlord in Mental Health Discussion Thread   
    Heya guys,
     
    I'm making this thread to discuss the future of mental health in PZ. Lemmy mentioned at one point that he wanted this in the game in some form or another, and so I wanted to take this space to post my thoughts on it and hear everyone elses'.
     
    So without further ado:
     
    Sanity
     
    Introduces a sanity moodle to the game. There is no positive version of the sanity moodle, just a negative:
     
    Imbalanced: You are shaken by the current events and have been physically affected by them.
    You get a slight negative modifier to your interactions with NPC's You may occasionally hear small sounds that don't exist Unstable: You have been severely affected by the apocalypse, and it shows.
    You have a negative modifier to interactions with NPC's You often hear sounds that don't exist You have trouble sleeping Insane: Your mental health is fully compromised.
    You have a large negative modifier to interactions with NPC's You often hear sounds that don't exist You have trouble sleeping You occasionally see things that aren't there, including NPC's, loot, and zombies. These images are exactly like their real counterparts, but can have no effect on the player and disappear after a time. You talk to yourself sometimes, causing a small amount of sound You have a chance to be much more or much less susceptible to the panic moodle For short periods of time you won't see moodles that are affecting you With the introduction of insanity comes two new traits in the beginning of the game:
     
    Strong Willed: Much more likely to stay sane, and stops at "Unstable," not able to become completely insane.
    Unstable: Much more susceptible to insanity
     
    And finally, things that effect your sanity:
     
    Antidepressants: Help stave off insanity, but become addicting
    Alcohol: Can temporarily stave off insanity, but long term increases it if addicted
    Corpses: Nearby corpses negatively influence sanity (implemented after cleaning up corpses)
    Home: Staying in the same house more than once increases sanity
    Cigarettes: Temporarily helps increase sanity
    Losing a Companion: Losing a companion severely effects sanity
    Becoming Injured: Being injured or sick decreases sanity
     
    Nota Bene, the insanity effects are quite strong and should take a large amount of time to build up, particularly to the final stage. It should only become a problem if you neglect it or if you take the unstable trait.
  11. Like
    DarkyDaFool reacted to Wolfihunter_prey in The permanantes Injuries !   
    I am sorry but this had to be posted here "Just a flesh wound!" ^^
     

     
    (I hope you can see, its quite small xD the black knight who just lost his legs and arms)
     
    I imagine I would be this badass

  12. Like
    DarkyDaFool reacted to Lamenuit in The permanantes Injuries !   
    The permanantes Injuries: The idea is pretty simple. Being able to lose body members! This would reflect well an aspect of survival! Each scars, each member body would cut like a medal for surviving!Especially since, if a player survival with a severed limb, leg etc.. This will make him a legend!

    In addition, programmers can create new object as, crutches, prosthesis wooden hands or legs, or even a wheelchair!

    It is obviously that a severed leg slow running, one arm will no longer take things with 2 hands etc..

    There might also be some scars on the torso or head.

    All of these injuries could have happened if you take too much damage at once. For example, if one of your members go directly critically injured, all of a sudden!
     

  13. Like
    DarkyDaFool reacted to TrayofPandas in Nerf Hammer   
    Last night I was playing PZ and I was using the hammer (with the strong perk but I have used it many times without it) and the hammer is very op.  You almost never get exhausted from swinging it , it takes a very long time to break and it does a lot of damage.  The only thing slightly balancing it would be that the reach is short but that has not been an issue in my multiple hours of using it.  One way I think it could be balanced is slightly lowering the damage and making it break faster but these are my only two ideas.
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