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Snorrsenkel

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  1. Like
    Snorrsenkel got a reaction from Octopus in Community Vehicle Suggestions   
  2. Like
    Snorrsenkel got a reaction from Tails in Community Vehicle Suggestions   
  3. Like
    Snorrsenkel got a reaction from EchelontheEyeless in More creepy horror elements   
    The other day i thought about people (like friends of mine) talking about Zomboids gameplay like "boring" in the long term.
    Maybe this is not about a lack in content, more like immersion and atmosphere.

    Why not adding the world of zomboid more creepy and misterious elements in the singleplayer late game?
    So players have more motivation for long sessions. And its also possible to simulate levels of insanity from isolation/poison/drugs

    NEW EROSION FEATURES:
    spawning of creepy graffitis and drawings in the town areas rare spawning of items and corpses near the players range for wtf-moments (eg: Foreign Trap found. This trap wasnt here before, is there a NPC? Do i have to hide? Also: Spawning of poisened food = Who is trying to kill me?)  
    SOUNDS
    random sounds without definable source indoor-jumpscares!  
    NPC
    The Lategame-Stalker. This is going for some good creeps. After day-X, why not adding a insane person to the lategame that is hiding, following and watching the player?  
    RADIO
    strange radio-broadcasts from mentally weak people, like "i am going to find you (the players name)"... "i saw xyz-creatures near ABC"

    Nasty stuff like that is missing in the lategame to bring players out of their comfort-zone. Is this going too far, or a good boredom-killer?
  4. Pie
    Snorrsenkel reacted to WrittenInBlood in Accidents - self inflicted wounds   
    Self-inflicted wounds, that can happpen when using a tool. Cuts from knives, saws (hands or arms), screwdrivers (hands only), and hatchets (legs or head), burns from welding torch (limbs), bruises - new kind of injury, not needing any treatment and healing quickly - from hammers (hands or arms) and sledge (legs or head). When sleepy, ill, drunk, panicked, heavily stressed, and having "All thumbs" or "Unlucky" traits - chance of accident increases. Staying home away from zombies will not guarantee you not seeing any blood anymore.
  5. Like
    Snorrsenkel got a reaction from King-Salomon in required time multiplicator   
    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.
  6. Like
    Snorrsenkel reacted to Brex in Alternative Unlocking Methods   
    One of the most irritating things about PZ is how you go about opening locked doors. Currently there are only three ways to get through a locked door: find the key, break it down, or disassemble it. Sometimes if you're lucky the key will spawn on a nearby zombie, but oftentimes you're sh*t outta luck. Breaking down doors takes a toll on your weapon health and is time-consuming, plus it leads to insecure rooms (especially if you're trying to open a locked door in your safehouse). Disassembling the door is also time-consuming, requires specific tools, and can't be done on every type of door. 
     
    With that in mind, I have a few suggestions on alternative methods to opening locked doors: 
     
    1. Kick that f*cker down. Or use your shoulder. Depending on your Strength and Fitness you should be able to kick open a locked door without injuring yourself. Of course this means the lock will be probably be busted, but at least you'll still have a door intact. 
     
    2. Lockpicks. The most obvious solution, and could even be a brand new skill. Probably wouldn't work on all doors but if you've got a screwdriver and a paperclip, I'd say go for it. 
     
    3. Breaching charges. Again, if you're not interested in being able to lock the door when you're done, this one's for you. Though it'll probably attract a LOT of attention. 
     
    4. Shotgun. Blow off the lock with your trusty boomstick. Again, will destroy the lock and probably attract a f*ck-ton of zombies. 
     
    5. Fire. Thermite, acetylene torches, any sort of flame you can get your hands on to melt or cut through the lock. Warning: chance to set fire to the surrounding area. 
     
    All of these seem like more reasonable alternatives to breaking the door down or disassembling them. What do you guys think?   
  7. Pie
    Snorrsenkel got a reaction from PriMan in Vehicle Build: Why You Also Need Newer Vehicles   
    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.

  8. Like
    Snorrsenkel got a reaction from grammarsalad in required time multiplicator   
    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.
  9. Like
    Snorrsenkel reacted to TheWraithPlayer in Garage Doors   
    I was playing in the new Riverside map, and discovered a few things that I wish could be altered about garage doors.
    First, there should be a way to get into them, such as prying your way in with a crowbar of just lifting the handle if not locked
    second, the garage doors here can be walked through as if nothing was there.
  10. Like
    Snorrsenkel reacted to CaptKaspar in Wind   
    What about adding wind to the game?
     
    I feel like I made this suggestion before, but after doing a search and finding no results I thought I would post it 'again'!
     
    Wind could add some very interesting game play mechanics.
     
    In no particular order, just brainstorming:
    Scents can travel downwind and not upwind (if smell ever becomes a thing) Wind can bang open doors/windows and attract zombies. Wind could effect shooting bullets and arrows (if bows/arrows are added) Strong winds could damage or weaken fortifications/structures. Strong winds could effect growing crops if they're left too exposed. Strong winds could cause traps to fail or captured critters to escape. Wind could effect your hearing. Wind chill effect could cause your character to get cold faster. Wind could freshen up a stinky rotting area (again if smell becomes a thing). Fires would be more difficult to maintain outdoors in stronger wind if not sheltered from the wind. Cooking outside could attract zombies from far away if they follow the scents of meat/food roasting. Wind could spread fire. Winds could cause trees to fall over and allow the logs to be sawed without needing an axe. Wind would typically come from the same direction (predominant winds are likely West to East in KY) and occasionally move to different directions. It could easily be indicated by an unobtrusive directional arrow that players could show/hide. Adding in blowing trees, etc would be cool, but probably not needed since it would require some serious artwork and would be detrimental to performance.
     
    Just an idea that IMO would be realistic and add depth to the game play mechanics.
     
    What does everyone else think?
     
    Edit: DOH I meant to post this in Suggestions and not General. I'll PM Rathlord and Enigma about moving it. Sorry.
  11. Like
    Snorrsenkel got a reaction from Project Eternal Alpha in Cars: Zombies trapped in Seatbelts   
    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
  12. Like
    Snorrsenkel got a reaction from DramaSetter in Cars: Zombies trapped in Seatbelts   
    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
  13. Like
    Snorrsenkel got a reaction from Margera in Cars: Zombies trapped in Seatbelts   
    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
  14. Like
    Snorrsenkel got a reaction from Octopus in 5 Cents on ENGINE STARTER SPRAY and the Generator   
    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!
  15. Like
    Snorrsenkel got a reaction from grammarsalad in Cars: Zombies trapped in Seatbelts   
    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
  16. Like
    Snorrsenkel got a reaction from DresdenBBQ in Cars: Zombies trapped in Seatbelts   
    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
  17. Like
    Snorrsenkel got a reaction from grammarsalad in Wear on can openers   
    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?
  18. Like
    Snorrsenkel got a reaction from trombonaught in Wear on can openers   
    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?
  19. Like
    Snorrsenkel reacted to grammarsalad in Wear on can openers   
    There should be ways to make ( and fix) vital tools like saws.
     
    ...
     
    And everything should be subject to wear and breakage.
  20. Like
    Snorrsenkel reacted to trombonaught in Wear on can openers   
    Not to say everything is breaking all the time, but if in a "survival game" you can collect a handleful of items and never look back, it's not "survival-gamey" enough
     
    A random damage function as per weapon degradation or even a 5% break chance on use (no item "condition" value) could put you in a situation twice a year or so where you go "darnt, time to treck into town to scavenge XXX" instead of "I will live forever among the trees." For realism's sake you definitely caaan live among the trees, but this game gets real repetitive in doing so and could benefit from more monotony-breakers.
  21. Like
    Snorrsenkel got a reaction from trombonaught in Wear on can openers   
    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! 
  22. Like
    Snorrsenkel got a reaction from grammarsalad in Wear on can openers   
    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! 
  23. Like
    Snorrsenkel got a reaction from grammarsalad in A Realistic Nutrition Formula   
    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.
  24. Like
    Snorrsenkel got a reaction from grammarsalad in More creepy horror elements   
    The other day i thought about people (like friends of mine) talking about Zomboids gameplay like "boring" in the long term.
    Maybe this is not about a lack in content, more like immersion and atmosphere.

    Why not adding the world of zomboid more creepy and misterious elements in the singleplayer late game?
    So players have more motivation for long sessions. And its also possible to simulate levels of insanity from isolation/poison/drugs

    NEW EROSION FEATURES:
    spawning of creepy graffitis and drawings in the town areas rare spawning of items and corpses near the players range for wtf-moments (eg: Foreign Trap found. This trap wasnt here before, is there a NPC? Do i have to hide? Also: Spawning of poisened food = Who is trying to kill me?)  
    SOUNDS
    random sounds without definable source indoor-jumpscares!  
    NPC
    The Lategame-Stalker. This is going for some good creeps. After day-X, why not adding a insane person to the lategame that is hiding, following and watching the player?  
    RADIO
    strange radio-broadcasts from mentally weak people, like "i am going to find you (the players name)"... "i saw xyz-creatures near ABC"

    Nasty stuff like that is missing in the lategame to bring players out of their comfort-zone. Is this going too far, or a good boredom-killer?
  25. Like
    Snorrsenkel got a reaction from Kuren in IWBUMS Nutrition Feedback - Official Thread   
    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.
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