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Aldrayit

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    Man
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    Gaming, reading, science, music, zombies, building things, archery, history, stuff, more stuff, and waffles. OH OH! And fluffies :D

Aldrayit's Achievements

  1. How about the ability to add a tiny bit of bleach to tainted but contained (barrels, pots, etc) water souces for purification? That's possible in reality if the right ratios are used. I support this idea so long as having one jug of bleach doesn't mean you have potable water for a year. In real life, it's 8 drops of bleach per GALLON of water. I think the ratio in game should be significantly bigger than that so it's not ridiculous. And keeping with reality, bleach-treated water should only be mostly safe. There should still be a chance that it'll make the player character sick. No idea what a reasonable percentage chance should be. One in twenty maybe? One in fifty? Maybe a player who subsists entirely on bleach-treated water should expect to get sick on it once per in-game month, just to keep things interesting. (I totally get why it's not in the game, but this is one of those times when I wish we had a diarrhea mechanic.) Bleach basically kills just about everything, the getting sick part from drinking water with bleach is generally caused by actually having to much bleach in your system I think xD I'd personally be down for it though and a bottle of bleach would realistically be good for probably up to a few months to maybe half a year if you're constantly using it only for cleaning water. When they add in generators we will be able to power the fridge and lights, an interesting idea might be to allow us to build a makeshift still or water boiler that will constantly keep purifying water and feeding it into say a cooler or water jug so as long as we keep it filled with water, we will always have a source of clean water : ) Hmmm, strip down a old water boiler for a house and re-purpose it for that use : D
  2. I see that bows and crossbows are a yes *huzzah!* but to go along with bows I figured I'd throw out some ideas for them : 3 We can already make solid sticks out of planks so those would act as stave's for the arrows, you can trap birds so there's the feathers, could use chip stones or find actual arrow heads for the tips, and you can use glue to attach the feathers : ) On another note you can trap rabbits as well which is what they actually used to make the glue for arrows out of, so possibly make glue out of rabbit hides? : D Though to keep insects from eating the glue they would take aluminum and put it near acid / acid fumes to make it tarnish and then scrap the tarnish coating off with a file or so and mix that in with the glue. Makes it toxic and they would glue the tip of the arrow on with it as well so I think you can see where that's going : 3 Link for people interested: http://en.wikipedia.org/wiki/Rabbit-skin_glue
  3. That would be cool, and inside of it you'd have a small bed roll or something that you could click on to sleep or rest : )
  4. Here's a thought that came up with the addition of the keyring. The keyring has its own special little slot it goes into so it doesn't take up a backpack or equipment slot which is cool. Maybe do something like this for the first aid kit? Atm the first aid kit has to be equipped in a equipment slot to access whats inside of it, it has very little weight reduction capability, and if you're generally carrying it without having it equipped, if you don't have the stout or strong trait, it's generally going to throw you beyond your carrying weight capacity and even with stout it's going to push you close depending on how much you're carrying / what kind of bag you have. ATM I don't really see the point of carrying a first aid kit at all, it just takes up more room and makes me overburden 90% of the time. Instead i just keep some medical supplies in my hiking bag since it drastically reduces the weight and I always have it equipped so I can just grab what I need and go. ATM with the kits you either have to sacrifice using a 2 handed weapon to carry it around at all times in case you get hurt, or keep the first aid kit in your main inventory where it weights like 3 or more pounds, or keep the first aid kit in your backpack. With the case of it being in your back pack if you get hurt and need a splint or something like asap or you're going to die in like 15 seconds, you gotta find the first aid kit, move it over to your main inventory which takes awhile especially with the "all thumbs" perk, equip it, pull out the splint, and hope you can splint yourself before you die. So as a thought for actually making the first aid kit more accessible and actually kinda being worth while to have instead of just keeping the first aid supplies in your backpack, give it it's own little slot like the key ring that you can equip it to. Not sure if this should go here but it's an idea since we're playing around with professions and stuff with this build \o/
  5. While a slight adjustment might be in order, I don't see why canned goods should be "rare". In my house alone we have an entire cabinet filled with just canned goods like beans, green beans, corn, chili, etc so forth o.o Finding anywhere between 6-12 cans at least in a house wouldnt be to odd for a medium sized household that had 3 or more people living in it I would say xD Also in the early months of the apocalypse, living would be kind of easier then say a few years in. That's when the real issues pop up of oh hey we are out of food how do we grow more. The house is starting to fall apart cause of termites and other natural factors + zombies beating on it occasionally, how do we fix it? Water and power has shut off so how do we preserve food and get clean water. So while you might be able to get a lot of canned food early on, its eventually going to slow down and you have to go further out to the point where it might not be feasible to do it. You also have to remember that you're not the only person scavenging for goods You'll have npcs doing the same thing as well as other players *yay multiplayer* to contend with.
  6. Finally got the chance to play for awhile and there's a few things that I think may want to be rebalanced. Just to try them out I took the sleepy head *need more sleep* and restless sleeper *sleep doesnt recover as much stamina* and I've got to say that this combo is beyond horrible. Example: I made it to twiggies, didnt run there or do any fighting just snuck there, spent the night ended up sleeping 11 hours, woke up and slept another 8 so that it would be during the day as it was still early morning. By the time I had managed to sneak across the way and get into the market and make it into the back room and started looting, this is without running or fighting mind you, my character was already drowsy. By the time I had made it back to twiggies, which was only about 5 in game hours, my character was tired. By the time I had my food put away in the fridge, I was very tired. My character slept for 19 hours and went to being very tired in a span of about 6 hours. Thinking I might have just over tired my character a bit I decided to try something and slept 11 hours, woke up drowsy, slept another 11 hours and proceeded to do the same thing again. This only expanded the time before I hit very tired by about an hour. I'm a certified insomniac in real life and I would like to point out that that's pretty much insane o.O There's no way for you to really get anything done during a day with that negative perk combo because you only literally get around 5 or 6 hours of "not doing anything strenous" before your character is tired to the point of being worthless. I can tell you from real life experiance that while insomnia sucks, it's not NEARLY as bad as that xD I decided to try it out again and slept 11, 11, 4 then decided to go downstairs and break down 3 of the doors in twiggies with a baseball bat to get planks to board up the windows. During that time I went to the tired status and that was only in about 2 to 3 in game hours. Not exactly sure if it's a stamina thing or if the amount of stamina / tiredness is just so redic low that it's not doing any good, but it's something I thought I'd bring to attention : ) Atm I'd rather take the deaf perk and completely forgo all sound then take that perk combo o.O Addition: After playing around with the both perks by themselves and trying them out, it seems to be the "restless sleeper" perk that's the uber culprit behind how horrible it is xD Stood there for a day fast forwarding while swinging a baseball bat till my character got tired, then slept. 11 hour woke up drowsy, slept 8 more cause that was the max they would let me, then got up and started swinging baseball bat again, 2 hours later was at the drowsy state again. Seems a bit broken if you ask me, got to sleep more then 24 hours just to recover your stamina enough that your character can do more then 2 hours of work in a day.
  7. Liking the changes so far but it would be nice to see a perk added that allows you to take carpentry 1 at the beginning of the game or cooking 1 at the beginning of the game as a perk not a proffesion. Atm the only way to get carpentry at any level is to start as a construction worker or a carpenter and the only way to get any points into cooking is to start as a chef. *Edit* Ok I found out that handyman after taking it to see what it does actually gives +1 to carpentry, blade, and blunt maintenence. If at all possibly please clarify in the tool tip that it does that, otherwise people are more likely to overlook it. I still didn't find a perk for cooking which makes me sad : ( I'm also kind of wondering about how many points some negatives give vs some of the points that positives give. For example the negative "deaf" perk is only 12 points to allow you to pick up extra good perks. You're completely giving up the ability to have any sound in your game which gives you a huge disability, shouldn't it be worth a lot more points? Or possibly reduce some of the points on some of the positive perks. I mean the strong perk now requires 10 points to get, which is all but 2 points from being deaf. Dunno about anyone else but I always used to run with the strong perk just because it was the only positive perk before that was actually semi worth while of getting and it was mostly just for the extra carrying capacity. Now I don't even see the point in taking that many negatives to get it when I'm trying to balance out my character with skills that will actually allow them to survive and not turn into zombie munchies within the first few weeks of the game. All in all it's looking good, minus just these few tid bits : )
  8. I have a question about the burglur class. Since there's work being done on keys and locked doors and pad locks and what not, are there any plans to have a burglur only trait for lockpicking? I can see having a burglur npc or ally being really useful for sneaking around and looting for supplies without waking up every zombie along the way by breaking down a door or window to get in =3
  9. Aim: Would be nice to see this more useful then just guns, say having the ability to throw things to make a distraction *would give you a reason to also carry around worthless items with no purpose* Be nice if they added in bows and arrows into the game as well so someone with points into hunting would have a quiet way of killing deer or something without making every zombie in a 2 mile radius come knocking at the door. Cooking: instead of just jarring as food preservation add in root cellars *would require a carpenter to make but a cook to maintain / use*, the ability to smoke meat and fish, the ability to take meat and turn it into jerky, drying out veggies to use them later *I know I personally have a entire shelf of dried corn, peas, etc to just cook with*, etc so forth so that it's actually worth having the skill at a at least 1x multiplier. Maybe also make it that you only know when food goes bad depending on your cooking level as well : P Foraging: making it so the higher levels you have of this the better your make shift weapons are. ATM in game I've never had a reason to use a spear or a stone axe or hammer. And honestly the few times I have, I've always felt like they break way to fast and it's just faster to go find a good axe somewhere else and less of a headache, especially the spear. You're better off punching a zombie to death then use that thing.
  10. Seconded, I hope you can make vinegar in the future seeing as humans have been preserving food for milennia. I haven't played build 30, but I hope that drying meats shacks will be introduced for meats and vegetables for example. There are mods for this, but i prefer an official solution in the game. Hum, thirded? I too want to know how to do that. 1) Harvest said things you want to preserve 2) Generally slice said things you want to preserve into sizes fit for canning 3) Put slices in canning jars 4) Pour in canning solution *in the case of zomboid sugar and vinegar, in real life there's other options* 5) Optional step here but generally helps preserve longer, take canning wax and melt it up and pour it over the top to help with sealing 6) Put on lids and seal tight 7) Boil the ever living crap out of those jars *usually done in batches* till all the lids make a nice satisfying PING, this means that almost all oxygen has been taken out of the jar and that it now has basically an air tight seal. If you used the optional wax step, this will make it so you have a nice layer of wax at the top of the jar right below the lid helping grantee a better seal making foods last up to a year *from personal experiance* Moving onto other options, I'd like to see implimented the ability to make a root cellar, smoking house, or something else you can build to preserve things without needing jars and lids that eventually run out along with sugar and vinegar. We as humans have learned to survive and save food for a loooooooooong time, would be nice to see other ways added in. While going back to that idea I dont think most people know how so maybe add in that you have to find a rare book that has the plans to make like a root cellar. Or while on that topic a book that can be found easier that shows how to make a level 3 or something cooking plan that turns meat into jerky *already in the game and gives no happiness or boredom but food is food*. It's really not all that hard to make jerky either, don't even need salt : P Just put it in a dehydrator for a few hours and blam jerky, or set it out in the sun on a rock and yeah that takes awhile but thats how they used to do it. Or just smoke it, which you can do with fish as well, or you can dry it out and salt it, etc so forth....*ends rambling*
  11. The biggest thing I can think of that would be a difference between toilet water and river water is that river water is more likely to have organic matter and other bits floating in it. Toilet water would probably....and hopefully just be bacteria and not a whole lot of "stuff" floating in it. *gagging at the mental image that just induced* so cleaning it would just require a case of bleach or boiling to kill off the bacteria in the water. River water however is more likely to contain pieces of algae, leaves, rocks, aquatic / wild animal waste, etc so forth. This generally requires that you have a system in place to remove all the foreign matter from the water, using filters as already pointed out by "Fluffy Bunny of The Buttercup Meadow", before having to clean it by either boiling it, using bleach, or distilling it like you currently have implimented. That stated though, a distillery seems a bit overkill for the amount of water / region the game takes place xD Though atm you could probably just do some name changing and the processes that everything works on is still the same : )
  12. Liking the changes so far, I just hope that the points balance out xD And by balance out I mean having negative perks that don't utterly kill you just so you can take 1 postive perk that half the time is questionable usage, and having good perks that don't cost an arm and a leg to get. AKA only have 2-3 good perks that require you to take 2-4 actually pretty debilitating negative perks *if you arent abusing the ones that dont matter atm cause they're not implimented yet* to just get one of the actual good perks, which eagle eye is not one of those >.>
  13. After being gone for a day and reading like 4 pages worth of stuff about the no fishing in winter thing, I can personally say I dont care if you can fish or not in winter myself. What I wish they would do is if they want to make it so you have to rely on food stores during the winter, they add in ways to perserve your food for more then a few months and just not veggies. Making Jerky and dried meats and fish and stuff isn't rocket science and doesn't even require salt to be able to preserve it. Reason why dried foods stay good for so long is because theres no moisture in them to allow for bacteria or fungus growth that makes food go bad. Fishing in winter / take it out? Fine by me, but don't cap our survival limit on silly things like oh, we can't keep our food good during winter, we mastered that thousands upon thousands of years ago. Make it so that 1) zombies are actually a threat *still dont think they're a threat, though having all seeing zombies is still annoying as all get out* 2) i wont hark on this one cause npcs arent in yet, but id think that npcs / human interaction is the biggest concern in ANY post apocalypse setting cause humans in general are out for #1 and are bastards 3) other stuff like getting impaled by a moose xD And while I'm on my soap box, having a replacement for water barrels would really be nice as well as someone else pointed out. Having to level up carpentry to level 2 just to be able to make a really crappy rain barrel, and having to go up to level 4 to get one thats actually worth any time is tedious. And seeing how there is a river in game, why not just collect water and boil it? Or for arguement sake there a lot of on market products you can get like a big barrel with a huge carbon filter that will clean water for you, which you could say find as a loot drop somewhere, that could allow you to do that as well. *long post is long*
  14. Just checking in, awhile ago I posted about basically eagle eye zombies even when their eye sight is set to poor. Since that time I've completely reinstalled zomboid, after uninstalling and removing all folders and reinstalling to see if it was that. It wasn't, zombies are still rediciously observant and can see you from a mile away even when you're sneaking. I was just wondering if you had figured out if that was a bug, or if it was intentional and that only really high levels of stealth will be able to avoid zombies? Cause as of right now walking outside of your starting house, even while sneaking, just basically gets you mauled on. Before this change I generally had stealth up to at least level 1 or 2 before I even had enough experience in a weapon skill to level it up to 1 =p Now it's the opposite xD
  15. I have a quick question and wondering if it's a bug or not. I was trying out the new patch today and to try it out I put the zombies memory to poor and sight to poor and kept everything else normal. I walked outside in sneak mode and zombies from slightly off screen were seeing me and came running over. I was like "wait did I put these zombies on eagle eye?". So I restarted and reset and double checked all the settings and did it again, same thing. I then put the zombies on eagle eye to see and I pulled even more zombies. Are zombies supposed to be like this now or is something messed up with zombie settings?
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