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Troblin

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  1. Feedback after coop playing for a loong deep while. 1) (THANK YOU)^5 2) All points below are really minor, they do not cancel out point one. - Firstly fantasy about top most stuff. Just to imagine how to use the tech. Top radio tech that might be implemented (radio tower etc) plus top computer tech, i.e. programming, plus top medical tech, i.e. injection and autopsies might result in future quests combining incoming radio requests for microbiology research of autopsies followed by airdrop reward from outside. I.e. even without quest engine the radio tower could generate some 'broadcast record' item, acting like a gift box, possibly giving items necessary to craft specific autopsy or specific research which would in turn yield specific item necessary to craft a gift airdrop or trade token. - Now to slightly more practical. Dried vegetables and homemade cooking oil lack cooking applications, which is slightly sad cuz it is a good method of preserving food. Would be great to see them usable in recipes with other craftable preservables - basic soup, fries salads plus pasta, risotto and dough. End goal to reward skilled cooking with a full cycle of both creating varied long storable food and using it. And yep, must have canned meat. - Sad song about duct tape. Basically the duct tape related crafting adds cosmetic alternative and variety addition with smithing. I mean bats and clubs with attachments vs maces and duct tape fletching vs bird farming methods. Problem is that related results focus on one type of duct tape only and we ended up having quite some other types of sticky tapes, just not the black colored one. Of all the ideas we thought that it would be best to make regular use of rubber crafting by adding a recipe of glue plus rubber sheet plus keepknife to get duct tape. I'd like to stress this suggestion, because it seems to allow to make more regular use out of whole crafting branches of your mod that are cool and fun to use. ps maybe complicate recipe even more by requiring for example both glue and tar cuz duct tape would still be worth it. - Just a fun note. Not sure what you are currently doing about hunting dogs, but since hunting still requires poop yet no dogs, it makes for an awe inspiring sight with my hollywood style blonde taking tribal hunter style taste of animal poop, somehow finding this animal and proceeding to terminate it with a wooden stake. - Purely cosmetic yet very important - floor tile crafting. Currently it's all about ripping floors from places and maybe using item duping to avoid destroying multiple locations. If the mod is about crafting, why not let it craft carpets and tiles to make more use out of both textile and pottery/masonry and even dye side of the crafting tree? - Purely theoretical temporary use of rarer metals in alloys, in turn usable for either crafting not related to durability, i.e. furniture or just make 'iron alloy' craftable by mixing iron powder with powders of currently unusable metals and then cast in blast furnace to get 'iron alloy' ingot then usable to create 'alloy' items of iron durability and icons. - Alternative and maybe more realistic idea about trading. Imagine a group of people who captured large scale storages of goods (military surplus foods, weapons or other themed warehouses) - this would result in a group possibly willing to be selling one or several types of things that they have in return not for money but for very specific items that they'd expect from this region. Then they'd come around in a truck and deal with locals buying specific sets of goods and selling their specific sets of goods. What's the difference with current trade system? 1) Limited scope of supply and demand depending what warehouse the visitors own, possibly several types of vendors (which might be switched out on the map by admin saying stuff like this truck came and this truck gone) 2) Different currency because comeon. Since this game does not support barter calculations, possible replacement for bucks would be something like 1buck 1x9mm bullet, 5 bucks shotgun shell or 5x9mm, 20 bucks = 1x7.62 or 4x12g or 20x9mm. 3) Much steeper price tags - groups who have taken the risk of travelling in post apoc to do the trade would only do so to get high margin of profit, meaning up to 1 to 20 buy/sell price difference on avg goods and at least 1 to 5 loss on best supply/demand match 3) for example 3 types of vendors with different supply/demand a) group owns food warehouse, sells canned food and such things as flour, pasta, soup boulion and spices, buys weapons, both findable and craftable b) group ows a military base, sells guns and gear, buys food and booze c) group of workers fortified their factory - sell machined metal and tools, buy food, metal and chemicals. Since different factions can have different trucks, this would make for different 'trading' crafting recipes applicable to them, maybe even having individual tokens for individual currencies. - Only whiskey usable to disinfect cotton swabs? On behalf of a collective of russian people I find this state of events deeply racist! - Lastly the blunt crafting tree seemed a tiny bit lacking in top item department, and to counter that there were several ideas. 1) the already mentioned duct tape recipe resulting on wider blunt variety 2) Add steel only flanged mace recipe - basically longer version of a mace, functionally similar to spiked bat with better durability, requiring maint 6 and maybe rubber or rope for handle 3) Otherwise useful weapon 'flail' suffers from higher price in ingots, making it more expensive to maintain, therefore 2 ideas to compensate that a) add 'fix flail' recipe, requiring only one link of chain and one metal ingot (and anvil) to basically reforge the flail and reset its repairs count (similar to makeshift axes but without the worsening cascade) b) between the bottom stone flail and top steel flail add iron one based on stick, rope and iron ingot and repairable with rope. Thanks for reading. Of all the ideas mentioned above, duct tape and floor tile points are imho most relevant to making the best out of this mod, the rest are just for company. Main excuse for spamming you with this text - it's a result of beta testing by several people on a map that went from zero to absolute maximum (4 .. 4 zombies) and built everything there was to build, culminating in stealthy raids to most populated areas costing full bags of steel blades to shop in cool places. Aaand back to point -- 1) (THANK YOU)^5
  2. Logs can already be foraged indefinitely with as of yet no chance to faint from being tired. Charcoal can be made with a saw, a shovel and a source of fire irl. Although a lot of digging is required. Getting just a couple of flat metal sheets (at least 0.5 cm thick) and using mere raw clay could give a furnace chamber many times more easy to construct and deconstruct. Lowest layer - open cave with burning stuff, then horizontal metal sheet, then well like clay chamber, then another sheet for removable cover - all covered with ground to look like a mound for keeping heat in and air out. Ah and if you can't find the sheets - find metal bars and use as support for sewer well doors to do the same. Or those get eaten by zombies too? P.S. might need a couple of pipes for minor air management, but in all its cretin size simple. Charcoal could be the necessary fuel type for inside ovens. Why not put wood there? Well if the chamber was designed for coal - it's somewhat smaller than would be convenient to use wood in. Why not use coal in chambers designed for wood - they might be thin for the heat, often closer to wooden walls etc than acceptable with such heat. What's the biggest plus of charcoal - portability and divideability. A bag (sandbag size) of charcoal is worth a couple of logs and can be used in very minor portions.
  3. I love the idea - would leave a couple of safely condomized Zs at home just for lulz )))
  4. Why multiply entities when we have chair backs, fences, windows or shelves? I'd much rather keep asking about non-electric stoves like the one in forest shack. Just make them a campfire without the wildfire and evryone will be happy.
  5. Move them, burn them, but... That's not sexy... Must return to roots long forgotten: typhus, boils, plague, cholera - must have some fun the olden style!!! )
  6. Since everyone could just use skype/ts/blah without distracting the devs from what they are devving I'm all for everyone to keep doing that for the time being.
  7. Beavers, man, beavers! Just a friendly reminder, as soon as men stop shooting - beavers come grinding!
  8. I'm sorry but have to state this talk as idiotic. No disrespect, just statement - every country has thousands of criminals, violent ones too. Guess what, they don't need music, comfort and bj because their fragile inner world is depressed. They need all that cuz they crossed the line and now want to get more fruit for their choice, period. We could talk of personality traits during character generation that lead to depression from killing people, or even zombies, and they'd be giving some + points. Maybe there could be discomfort from first few kills - the learning curve, like for students vomiting during first autopsies, but.... "Don't try to tell me that you couldn't kill a man That's a load of fucking bullshit,boy,I know you can!!!" © Clawfinger © Not lovely. Be lovely. You can make your point without calling people idiotic for their opinions.
  9. Err ppl a question from 29.4 build sanbox - does it have lootrespawn feature or it is a multiplayer server only thingie? edit: switched to IWBUMS - features all there
  10. Have about 200 meters of different chain thickness in family garage. Take it everywhere - because ropes get torn, get dirty and worn just after one careless use and look like crap real fast. And a few garage neighbours have their stockpiles too - some use it instead of ropes to lift car parts, some use chains to drag trash items around without any wheels etc. In all there's likely 500 meters of at least 100 kg proof chain in just 5 houses, but on the other hand - in another appartment downtown yup - hard to even find a twine. Also besides people there're markets and garages which for stock's sake must have ample amounts of the stuff. As for being OP, chain brings to remember the 'weak link' topic - I.e. does not matter what you barricade with it, it will eventually be only as durable as the weakest material - attachment point of chain no wood, wood itself, attachment of the whole reinforced module to other modules. All of it can simply be implemented as a not so op durability increase. Now to the subject of chainmail. Did not say it, did not mean it, but since asked - used to wear chainmail in youth when was an idiot tolkien fan. Verdict very simple - until you can weld metal, the chain you are 90% likely to make will bring more problems than utility in long term use. Biker's jacket with sleeves hardened to the degree of being solid spiked bracers, would be both easier to make and more effective to use. So chainmail is not OP - it's a part of industry that would be OP to implement in this game, because anyone with capacity to make chaimail would have pretty much limitless supply of weapons, including crossbows.
  11. Recently came to a toolshed near a house with only one window and a large slide door (not functional) - failed to pry window and... decided to flee the horrid horrid challenge of entering the toolshed with no zombies around within alarm hearing range. Had a hammer with me, could have gotten any other tool and spen a game hour of time - but the window was beyond the ability of a mortal man to penetrate. And so I was undone. Vae victis. P.S. Writing this understood that there's still a sledge. The only item not yet found in this run. It gives da reason to live.
  12. Roger, Mr Grey. This mess is part of thinking process about ongoing challenge and lategame with ratinal explanation to the challenge - not just 'more zombies keep coming, cuz they are zombies and there's always more in Utah' And my own ideas, if sticking to the zombie lore, are painfully few: Aside from already devised degradation of supplies to weather, wear and tear, aided by activity of other 'fellow' survivors, which has already been implemented, all I could think of is general cooling of the area, withering of smell background, leading functionally to increase of zombie smelling capabilities above their starting visual capabilities as time progresses - just because the background smells become less and less distracting. Honestly, if the developers don't want a late game gamer to die because he became bored, I don't want my character to die just because every untouched house only had 3 nails, 1 pen and smell of a frying pan to uphold proper scavenging difficulty. But not wanting is not enough - trying to invoke creativity fro proper ideas... and instead of anything useful it gives pretty ideas like this :-/
  13. This is in general discussion, because it can't be a suggestion, and that is because boss zombies are a confirmed NO. Yet the idea came and want ppl with time to discuss it. Briefly: Left over zombie corpses smell a long range to other zombies who, when not chasing players, devour those corpses. A zombie that scores 5 turns into a badass psycho... I mean ghoul with bonuses to everything and no drop whatsoever. Now comes a detailed spec on presumed source of player pleasure - feel free to skip it. ******************************************************************************* So, when a zombie is not chasing a player, it can chase a smell of corpses, which has a 20 tile range. Upon reaching the corpse it initiates feeding, which lasts 1000 time or till distracted. Upon finishing the first meal, zombie gets minor graphic updates - bloodstains all over like from the shower and an internal corpses eaten flag switching from 0 to 1. Now this zomie moves 10% faster, smells copses 22 tiles away, eats next corpse within 800 time and can interrupt feeding of anyone whos corpses eaten flag is below 1, i.e. 0. Eventually he's CE=4, mv+40%, smell range 28 devour time 200 and interrupts any feeding of CE 3 and less - eats his last treat. Then animation - Z falls on knees, hump grows up, tearing existing top clothes, while limbs shrink and disappear while hump grows bigger and turns into a wobbling cocoon. 4k time passes, during which this cocoon can be demolished with just a couple of blows. Then there's a graphic eruption - the ghoul comes out. Appearance: Like a ghoul from witcher 1, only not as tall. Same height as a human, but visibly more heavy and broad in bone. Muvement - unless in rush mode, has the speed of a walking, not sneaking human, suffers only half penalty to speed from walking through slowing obstacles like trees. Combat Attack: Melee attack (swinging arms) with less chance to inflict scratches than Zs but more damage and random knocking of the player - not back but also randomly to the 90degree side. Possible fractures. Combat Defence: Hp of only 2.5-3 zombies, but.. Every time a player would knock out a zombie, the ghoul rolls 10 and on anything but 10 gets knocked back instead of down. Melee critical hits don't instakill, only do 2x normal damage and make it backstep while screeching. Combat Covert side: Has senses one level better than average Z in current world setup. Except for sight, which can't exceed normal during the day and good during night. Upon detecting player, being wounded and just every once in a while in combat emits howls that work just as a 9mm shot noise. Non combat behavior: Wanders randomly during the night. As sun approaches, searches for nearest location either under the roof or among trees (with roof being a priority, if available), which is also being covered from player's view, i.e. 2-3 trees close below the location or any other objects blocking view down and 30 degrees left/right. Upon detecting a player initiates approach behavior. Approach behavior: Goal is to get to an unobstructed line of rush 12 tiles or less to the player and to initiate rush behavior. During the night it will vigorously walk from any distance till in line for rush. During the day it will only walk the approach distance slowly if the player is within same set of shadows as the ghoul, i.e. house or forest, otherwise stay dormant or even try to avoid direct line of sight. When it is either within the rush line or suffers damage - it initiates rush behavior. Rush: Attack begins with move and attack speed greatly amplified, supported by loud screaming. Ghoul has 20 points to expend. 1 goes per tile walked, 3 per single attack on player or obstacle and 5 per being knocked back. Rush interrupts when points are expended, a creature is knocked down or killed, switch to combat behavior. General combat is all about hitting hard, being hard to knock down or kill and screaming a lot. Losing sight of targets or 40% of the time when going below 33% hp there's a chance to initiate fleing behavior. Fleeing behavior - attemt to move away from last known player location +- 30 degrees direction, 30-50 tiles range, then try to find daytime cover regardless of time and initiate 4000 countdown. If uninterrupted - heal completely and randomly either seek cover or return to random point within 20 tiles of previous encounter and seek cover there. Locomotion and portal interaction - noob in windows, master of doors. I.e. can't enter or bash windows, ignores them, but can open doors and masterfully bash any door barricades. Also can climb walls up to 2 high, provided there's anything but windows to climb to. Whatever other full size destructible obstacles get implemented - 3x demolition capability of a simple Z. Death and loot - no loot, only a corpse worth 2 corpse eaten points to any devourer. ******************************************************************************* Okay, The What has been described above, now The Why. Of the many ideas that jumped over my randomly creative brain, this one was written here because imho it might have a useful touch on many ingame processes. 1) Automated cleanup of corpses (hopefully rains will deal with blood eventually) 2) Evident motivation to be mindful of leftover corpses and maybe try to either burn or interrupt feeding before hatching. 3) Side effect of this mechanism would be zombies stalking any locations where corpses haven't been cleaned and even trying to bash into such places without player stealth failures. Another motivation to clean corpses 4) Cheering up the later game routine as this critter can be a fun jump scare during the day and a real WTF hello surprise almost anywhere during the night. 5) Tuning late game difficulty in places where players are active and even smart ambushes - as daytime sneak up routine might lead a ghoul to follow you in woods from someplace and then drop pursuit cuz you crossed some gap and thus left common shadow. Then this sensitive guy would just stand around waiting in a path that you are likely to use again. 6) Another motivation to have firearms, since most melee fun is about knockback and finish, and do it all silently, and this fluffy is hard to knockback, and turns your stealth kill attempt into an opera after you hit something tender of his with something untender of yours. 7) It, of course imho, would give the game more immersive feel of ongoing undead evolution happening anytime the living screw up and allow it to happen. 8) Gives a general danger and boss feeling without actually implementing anything fairy-talish like different tools, limbs etc. Just tougher, faster, stronger, yet needing tricky conditions to appear. That was Troblin's spark of creativity, chears to anyone reading for being a determined SoB, feel free to comment, but remember, it's deep theory and mod/sandbox feature idea even at its theoretic maximum.
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