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Snorrsenkel

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Everything posted by Snorrsenkel

  1. Hmm, doesnt work with my game. Anyone else? Very few tasks do need more time with the more day lenght, but most tasks stay the same. Cooking time expands fine, but crafting and the like is still done -in a second-. Avatar similarities not intentional, btw.
  2. I feel like a 90s Police Crown Victoria clone has to be added. Its simply the icing on the cake. This Car makes a good reference to the early Resident Evil Francise, youll find them in the intro scenes. Also 90s TV Series were filled up with Crown Vics.
  3. Suggestion about single-player: Each task has a certain 'required time' value (for example 60 - 100 for crafting -> see crafting menu). Is it possible to include a multiplicator for the required time in sandbox menu? For me it feels a little strange to be able to dig like 20 graves or build up walls in a few seconds for example. With the multiplicator players would be able to generate more/less time-consume per task and make gameplay a more realistic factor, or more arcade-style. For example: If you go with realistic values you'll need 10-20 mins to build up a wall and you have to secure the environment for zombies first. Its about time planning and strategy.
  4. Well...the zombies already have the 'bloodhound' tag, right? - wind may influence the moving direction of zombie clusters - spot flags to find out the wind direction - listen to the radio/tv for weather
  5. Have you guys used a mower, chainsaw or a gernerator? Those engines are of wayward behavior an can easily ruin your plans in real life. ...unless you have a can of engine starter spray nearby! The common pre-used generator like the one in the game would need several attempts to start. A lay person would have a rather low chance to get this device running, and keep it reliable in the long terms. That because a small carburated cold engine like this is almost impossible to start in cold or moist conditions. And it will stay off once the carburetor and spark plug have been exposed to air mosture (=rain ingame). My 5-step suggestion-suite on how to improve generator: 1. when engine is OFF -> add status winter, cold and hot engine cold condition = engine been off for more than 2 hours winter condition = engine been off for more than 2 hours + winter season hot condition = engine been off for less than 2 hour 2. add aditional status dry and wet engine dry condition = cold engine stored indoor / hot engine stored indoor / wet condition = stored outdoor + exposed to rain / keeps 'wet' even when stored indoor afterwards (wet inside spark plug + carburetor) 3. add chances winter + wet = 1% start chance winter + dry = 3% start chance cold + wet = 5% start chance cold + dry = 10% start chance hot + wet = 30% start chance hot + dry = 50% start chance 4. add item engine starter spray spray in inventory -> right click generator -> 'use engine starter spray' (adds 40% chance of successful engine start) engine start spray maybe be replaced with with placeholder 'hairspray' ? You may now think this topic is authistic and its going too far / just annoying /going to raise frustration? Way off the mark! Its a very common and realistic problem actually... The other day I accidentally came across several hundreds of lay Youtube-homevideos on how to deal with generator or chainsaw coldstart problems. You may watch for yourself and rethink your chances of hanging out in the apocalypse without sweet, precious engine starter spray!
  6. Hi there! Few Ideas on gathering cars: Unlocked cars should contain most likely zombified passengers, wich are trapped by their seatbelts. To secure the car you have to shoot the Zombie first and grab the corpse. - most of them have the engine running - car key found inside - they are predamaged and being stopped by a crash - maybe out of gas - stuck inside zombie mob - may contain snacks, fastfood and clothes inside
  7. Snorrsenkel

    Here In My Car

    Suggestion: Only cars with sunroof should give the option to climb and stand on the roof.
  8. What I like about the idea of breakage: With broken tools you are forced to leave your savehouse and do a looting mission once in a while. Hiding behind 4 walls forever should be very hard, or in the very long term be impossible. It also forces the player to make more strategic looting and planning for the future. Making plans for the future weeks and calculate risks is one aspect that I really like about the gameplay in PZ. Because you never know, you know?
  9. From the 90s? Maybe you dont open too much cans, dont you?
  10. The other day I broke two can openers in real life. As there are differences in build quality, I thought its wise to make the can opener wear out ingame, plus maybe adding option to smash cans (?). Thank You!
  11. Size of the meal does not matter. You have to watch for the calories of your food. Big Meals consisting of vegetables only and a bit of meat have around 300-500 kcal. Its just not enough energy to hold your weight, like in real life.
  12. TIS is slow but in the end delivers quality. I am really happy to see this game did not turn into some simplified crap for hyperactive 12 year olds. Patience is a virtue.
  13. If you ate, say 200 kcal more than required and primary reservoir is full: (50%) 100 kcal => heat loss (higher body temperature) (50%) 100 kcal => fat & weight gain at max. 50 kcal / hr If you ate about 200 kcal below your daily requirements: Fat reservoir will restore missing kcal to primary reservoir at max. 75kcal/hr Secondary + Primary reservoir will loose 200kcal to daily output requirements While asleep/idle: Fat reservoir restores missing kcal to primary reservoir at max. 75kcal/hr + BMR (65kcal/hr) up to max 75 kcal/hr.
  14. Problem on the current system is fat/weight as single reservoir for energy. Real caloric system works more like a dual system wich uses glycogen as primary, and fat as secondary reservoir. Picture related will work smooth and aviods spikes.
  15. If you count calories and make it a science or not, its up to the players type of gameplay. Or not? Everyone is free to ignore the calories and do usual zombie-stuff and only watch weight from day to day only. Its always good to have a choice how to play and to have a certain deepness than to simplify everything. This actually could make the game boring for experienced players that like to have a challange in survival besides usual zombie-slaughter.
  16. The best thing about the nutrition system: It keeps you busy, consumes daytime to remain on your caloric income. Thats good balanced. - gave more serious feeling of limited ressources - now affraid of starvation (very plausible without source of meat) - must leave safehouse more often - trapping animals became small events of success - more profound and crazy speculations about the maximum possible lifespan in the PZ ecosystem
  17. ...another thought is about adaptive BMR depending on seasonal temperature, heat source, indoor/outdoor.
  18. I wont become too German here, but this is actually half-true. 1g bodyfat doesnt consist of 100% fat. Fat cells naturaly consist of fat and water. If your body is going to use the energy from one fat cell, your body will also remove all the water from that cell. 1g of bodyfat = 80% fat and 20 % water (roughly) Meaning if you kill 900 kcal from fat you will loose 120g weight, but only about 100g pure fat. The better rate is about 700 kcal = 100g weight. Thats what i was thinking the other day, i came up with the idea to add a TurnBased 1.800 kcal glycogen reservoir. In real life, fat -> kcal is happening all the time. But mostly while you are asleep. The body transfers energy from food and fat to fill up your glycogen reserve (up to 1.800 kcal). This means fast energy supply, normal state. If your glycogen reserve is full and unused (kcal per hour at BMR), your body will transfer energy from food into fat at a high rate. So this 1800kcal glycogen reservoir could be used for balance purposes (=not using fat for energy immediately, results in smooth weight changes) If all your glycogene is low in PZ, player will become weak until rest/sleep, wich will slowly transfer food and bodyfat kcal into glycogen kcal. With this, calories could be calculated TurnBased while asleep. Something like that.
  19. Suggestion: New Item "weighing scale" must be used, instead of showing weight in menu.
  20. In the current version wall lights will remain off, if your character has low electrical skills. Detailed maintenance options would be very welcome. Suggestions: Oil level check, spark plug exchange, circuit protectors, work hours.
  21. I did some homework. Modern generators usually have a inbuild inverter, meaning the electric generator unit is working independent from the engine. So you will be fine just to plug your stuff in, unless its really sensitive electronics, computers, stuff like that. It is very possible that generators in the early 90s did not come with build-in inverters. In this case you have to manage the engine speed to come up with the correct energy output. Very good chance to break your stuff. So the manual makes sense, sort of. Idea 1: - new item "inverter unit", can be attached to generators - Players who operate generators without the manual, or inverters will have a very high chance to blow up electronics
  22. I find the system okay, but the changes in weight are too much. In real life shouldnt be able to exchange more than 100g weight per 700 kcal. Maybe the weight chances should only happen when sleeping? Gives you a better overview.
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