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Gorkhun

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  1. I certainly hope you do not hesitate in writing down any of your ideas popping around your mind for other games/any project. When you shackle your own creativity in order to finish something from it that spurred out of that creativity, it's really painful when you try to remember that thing that sparked you hard and it really felt like a good idea, with plenty of deep stuff to dig into. In either case, I can understand why it's important to you, both PZ and everything else after, while still caring about the community. However having all of that shit run in the brains constantly can just eat you and make you go on a burnout. Or leaving the first idea to move onto the other one that didn't leave you and kept evolving to a point you forgot what the whole thing around it was about. Kinda like how I'm losing myself as to why in da hell did I just type all of that. *coughs* anyway. Just dun' go mad. Trust me... HUHEHEHEHEHAHAHAHAHAHHHAHAHHAA Take care. <3
  2. That's because the Fitness Instructor is fit to be a well fitted athlete! *ahem* If at the moment you can gain the traits if it is like a hidden xp meter, adding a decay thing should definitely be possible.
  3. By the way, anything taken under consideration concerning logs in forage? Would suck with the new medical system to find yourself with a back injury for suddenly becoming over carry capacity status for automatically picking it up.
  4. This whole memory and all reminds me a bit of a game mechanic where fights of troops occuring out the game processing real time activity, would resolve under chances based on how many allies vs enemies are on a given grid. Maybe it would be possible to do that kind of thing with the zombies? Let's say the game has a range of given numbers of zombies for each grid/square, of which, given where players are or are not, trigger them to move somewhere. So we're talking some kind of passive/simulated "rng" of each zombie in the given grids that are out of the actively processed ones. The more zombies there are, the higher chances some of them move to a player closest to them as a slow search from smell, possibly hearing if loud enough things are happening. When it is determined one starts moving to a location, there are chances other zombies follow, of which the amount of them increases exponentially as they are stimulated by the movement of the others. This could steadily create hordes overtime because even if it starts as a small group, it is well possible that the next passive grid they enter, some zombies that are located there will follow and once the game determines the next grid that is going to be entered will be an actively processed one, the zombies are truly generated/spawned/real time. I'm not sure if I made the idea somewhat easy to understand, it's very late (well, early actually) and I still didn't sleep xD What I like about this idea is that even if you manage to get away from another bunch or get rid of them and establish a safe perimeter, something might show up at any time, in any numbers. I think it would give us a large sense of insecurity and risk intake. We might find peace after a fight but for how long? We might decide to escape instead but maybe we'll lose them only to trigger another bunch and end up running straight towards a horde that has been slowly looking for you. As far as the zombie types, it could be nice to provide them with their sensory attributes that are not entirely the same, whether fast or slow; any of them might have good smell etc. Would be nice to see some that tend to alert others that are sleepy more easily because they would start screeching loudly and so on. Maybe some could also have little twist/perks such as being a brickwall (impossible to knockdown, only stutters a small amount only), some could ignore hits once they start a grab/attack animation, some could go berserk and have a sudden boost in speed and strength, etc. All in the snowball. All in the incertainty of ANYTHING. Btw, that idea about crawlers with long memory being sneaky under tall grass is awesome xD
  5. I wouldn't mind being able to "respawn" in storymode. Except that all relationships are to be remade and that the old body, if near any npc activity simply, wipes. Just take it as what anyone else would do in the same situation; you just wouldn't let all the goods on a dead body. The issue with the idea of respawning in storymode is the being able to basically meta regardless, since you as a brand new fresh person would still know exactly where to go to oh my the luck, find a base made by who knows with all the gathered loot in it etc. So after all, I think it wouldn't be good to respawn because there would still be flaws in it to alleviate the loss too much. Might as well turn the page on that old toon, start anew and get back to things from step 1. It's part of the game. Or that any value in the world modified by the previous characters are deleted as well - base got raided/burned/overrun, all the gathered loot is gone etc. Otherwise I really wouldn't see the point. If that happens the real incentive to it could be the timeline still go on, meaning some old npc's are gone, some new appear etc. But at that point it would be virtually an entirely new game. I dunno. Unless the story part has some different ends aside your character's life? (a given time of play - 1 year total? 2 years? months? etc)
  6. I think Box Traps are bugged or incorrectly labeled on the wiki. I only had success catching birds with stick traps using worms as bait. The trap box must be bugged I guess. I placed worms in it and everytime they'd get chomped but no catch.
  7. I stumbled on the same issue. Also: _had something weird going on with pie preparation and batter cake. After doing pie preparation, I can't do a second one. I double checked the quantities required of all ingredients and somehow the option just won't pop again. Eventually it seems to work again but it looks like I have to put the ingredients and the previously crafted cake preparation out of my inventory and/or wait for a while. _foraging food always put you into "slightly fed" moodle even if you are "very well fed", or no hunger moodle, or "peckish". Although the food value seems to work as intended once you reach "hungry", as you need to gobble down multiple forage food but once you reach back to peckish, the next chomp will get you again to "slightly fed". Even if it brings you back to a no-moodle hunger status after a few seconds of it happening, this is making forage food virtually an infinite food source. Some other edibles with low food values will cancel a higher state of well fed moodle to slightly fed as well. _I haven't written down which ones yet but there is a lot of recipes from right click that do not appear with the combination of the inventory + standing next to a container that has the rest of the crafting recipe. As a side note it could help a bit with finding out how to make stuff if not every ingredient is available, yet you are shown which ones are possible provided you get the last required. Maybe some people would go about saying that we have to find out ourselves but I find some of the recipes not entirely intuitive whether in the quantity of a required crafting ingredient or a specific one. _As of right now Hot Cuppas do not appear to specifically need a kettle at all to be made. _Has anyone managed to catch birds? I haven't tried mouses, rats and squirrels yet but they seem to always just snatch whatever I placed in my trap boxes. I ended up using them as another wooden cage trap to catch more rabbits instead.
  8. Actually if you take the water that is under the lid instead is less of a problem, though you'd still to get it cleaner
  9. That's true, very exhausted people with adrenaline pumping and the need to stay alive can manage to stay awake if need be. In fact, anxiety moodles and high panic levels could even prevent the character to go to sleep even if they're in an advanced drowsy state. This can be both good and bad depending on the situation As far as the fight or flight drops out, any "needy" states could exponentially increase in strength overtime, being related to the duration of an emergency state. This would also provide more frequent drawbacks from negative traits such as claustrophobia for example, making them looking for anti stress means to make their panic low enough in order to manage to fall asleep, or to seek for rooms that are spacy enough to mitigate or fully negate their claustrophobia ^^ or flat out sleeping pills but then they'd have a bad rest and become drowsy a lot earlier, due to falling asleep despite being under the influence of uncomfortable moodles
  10. Thanks for the welcome As far as the wetness goes I guess the actual system in place somewhat fills up what I was thinking for slippery/muddy, as you are slowed down. I guess it emulates the character moving at a pace cautious enough to prevent him from having any mishap and I get what you say by dying basically due to a random effect that could occur anytime. Maybe we could remotely decide if our characer attempts to go full throttle despite the risks. I think the idea that holds me the most is the whole deal with the decaying corpses. I'm not there yet but from what I've watched I think there's enough vet players out there that despite the way the game is designed, they probably still pull it off ok and get to live for a loooong time. I'd love to see the influence of the infection, like some yuky mist slowly spreading, with the breathing/cutaneous hazards of it slowly spreading. I think it would add an interesting dynamic to late game and am curious to see how would that influence the gameplay later on. However I dunno how that would go if say, a public server is up and has very late hard resets/none and just join, poof! You're infected in the next 5 minutes because you're breathing the deathly atmosphere. As far as singleplayer goes however, I'm pretty sure this could make things get hectic Maybe some kind of adaptive "gear up" upon joining servers that are in specific event stages? On the other hand, as much as it is frustrating I find it hilarious post the tough start when in a public server you just pop with 10+ zombies already running at you, no time to try to get a pen or butter knife, gotta dash out of here and find a less populated spot and somehow get something going ^^
  11. I've been thinking, since we can carry corpses to place them somewhere else, this could imply as well, provided you are wounded (hit points not maxed, bandaged status, things of those sorts) if you do this you could risk getting infected unless you find/make carrying utility such as a collapsible transport trolley and what not (could be placed as primary to move else than just corpses as well, could be a means to move heavy loads). That's more of a tangeant idea that sprung out of the main one, which was mood and health settings: let's say your safe house became literally a mess after a stand off from zombies getting inside, blood and dead zombies all over the place. There might something interesting with a decay time of the bodies that would make the area a dangerous area to breathe as it would facilitate the transmission of the infection via respiratory means. That could propose from a makeshift, rag mask, gas masks up to full suits to maneuver in "stinky" perimeters, to moving the bodies out of your comfort area/point of interest. The other part is that I can imagine that, should I be in a dramatic situation as a zombie apocalypse, having dead zombies inside my house would eventually get to me in many ways - not feeling safe, therefore becoming jumpy, depressed/demoralized, so on and so forth. The rain, aside from storms at the moment not appearing to have chances to strike damage onto places - of which, depending on how high the game considers you are if it was manageable to implement heights, are things pointy/round etc... which also could put into consideration if you are in a swallow area, when heavy, long rains occur, could become impaired/dangerous areas with water levels becoming overwhelming - a more simple mechanic usable could be making places more slippery or muddy than others, depending on the surface type. Another simple one was putting under consideration the body's wetness status on performing some tasks making them risky. One coming to mind would be climbing up/down ropes. Maybe nimbleness could help lower chances in falling? Wetness could also affect body temperature - as long as you keep running or performing other things that is considered to make your body warmer, you can be soaky-warm. The problem is once you stop, in a matter of minutes the temperature falls out quickly. More of a mild issue when it's summer, heck maybe even early-mid autumn and mid-ending spring, but during the winter it can become quite a problem. It would also imply that you need to take off the clothes and get them to dry aside the towel routine and that you will need new dry clothes. Clothes that are wet in colder, moist/damp places w/out heating sources nearby and not being washed could become moldy. Washing comes to mind as well, since once you start needing to change clothes from getting muddy or dirty with other tasks whether it is fighting zombies, body becoming dirty overtime making clothes in turn dirty faster would need some kind of hygiene mechanic even after the power and water is out and that we wouldn't want to become sick/get fungi just because all the clothes have been used out. As far as gameplay goes, I think that the older a world gets, the more it would affect your routes as far as decaying infected bodies go, meaning you would have to organize pits of them. Whether that would factor in lively zombie traffic to it or elsewhere, I have no opinion; one would force you to make different piles with a hefty distance between them or you'd end up in a killing loop while it might concentrate too many of them at this "point of interest" for them, while not making them affected by where they go simply gets you busy with long distances to pile them along your way eventually, or making the area later on impracticable w/out and breathing safety/suit (who knows maybe after a while it becomes so virulent that it can affect you from its aerial form via cutaneous means). However the breathing items can only last so long w/out changing filters or oxygen tanks and a zombie hit could mean ripping a whole in the suit. Maybe if the character breathes it won't necessarily become infected but it could give them cases of delirium, whether curable or not... I'm just imagining this effect for long drawn out games to make it harder and harder to handle an area that a player might have made safe even in the woods, walls and all that. Oh and yeah. It could eventually affect/infect growing crops, fishies etc... TL;DR Hygiene: decaying zombies and wetness could require you the need to change clothes, washing them if you don't have extra clothing. Your guy/gal needs to find a way to do a bit of body cleaning as well. You get dirty quicker in wilderness areas, even more if it becomes muddy from rain and while doing efforts that can exhaust you. If you trip/fall, your clothes during rain are immediately fully wet and possibly dirty. Another luxury effect: the dirtier your character becomes, the easier it is for the zombies to pick up your scent. Do not leave wet clothes in a lonely non heated/aired corner, they'll get moldy. Long dead zombie corpses leaves the infection lingering in the air. (Hey wait can we simulate wind directions? ^^) In long states, it can infect/mutate growing crops. (Would this infection have as much of an easy time to not "die" in the air depending on ambient temperature? *seasons*) Mood: being dirty over time affects you insidiously. You think you're ok and you realize how much more awake you are and great it feels once you wash. Plus, getting fungi on your feet sucks. It would be hard to find treatment if they develop. Or risking getting some illness easier. Being around areas where there are many zombie corpses eventually gets to your mind. Specially if your safehouse is full of those. Misc: being wet gets you chances to slip and fall depending on surface type. Becomes risky to climb up/down ropes. To be able to move corpses or other heavy charges easier and getting less dirty in the process you will need to use a collapsible transport trolley or other things of the sort. If it's cold and you're soaky wet, as long as you're doing efforts you are okay. Once the tasks are over or that you need to rest up exhaustion, you will lose temperature fast. You need to change to dry clothes as you need to dry yourself off near a heat source and if possible with a dry towel. Wetness can cause zombies to slip and not necessarily go back up > acts like a crawler. Could happen offscreen to catch you off guard. Getting hit on wet surfaces (all of this is making think of ice for winter, too) might get you to fall. Omnom. Get back up fast! EDIT: I just realized this is my first post. Sorry about that I tend to go right into what fuels me into a game I like on the forums and might appear to be lacking in social manners so uuuuh, hi folks! Just bought the game 2 days ago, it was on my mind for a long time if I should get it or not; the steam sale just made me stop hesitating. xD Loving it!
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