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About BoogieMan

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    Fighting the Good Fight

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    Gaming: RPG, Strategy, Sandbox, 4X, Turn Based, some FPS
    Movies: Action, Sci fi, Comedy
    Astronomy, Biology, Planetology
    Range Shooting: Rifles, Pistols.
    Music: All kinds, but mostly rock and metal.

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  1. BoogieMan

    How excatly does "Day Length" changes work?

    Yes, I am fairly sure everything that is governed by time all takes day length into account. So if the power was going to go off on day 32, it still does regardless if you have 15 minute or 1 hour days.
  2. BoogieMan

    How excatly does "Day Length" changes work?

    Stat degradation, hunger, healing time, etc is scaled to the day length, so regardless if you have short days or long days any mechanics governed by time will take the same percentage of a day to progress to the same state. If something required half a day, it will still take half a day in either case.
  3. BoogieMan

    New Infection Options

    I think currently that more or less means that scratches from zombies can infect you. You're probably right that were that an option all on it's own, it may be kind of weird that a scratch could infect you, but not bites. I suppose the definition would have to be changed.
  4. BoogieMan

    New Infection Options

    I agree wholly. It would be nice if dealing with wounds was more of a concern so having someone with that skill can make a difference. Most of the time, you get hurt, you're dead anyway. Seems like a good doctor would probably be one of the most comforting and useful people to have around after the apocalypse.
  5. BoogieMan

    Personal Challenges

    Last few times I played: -Had to live entirely in the mall and only leave if I have absolutely no other choice -Played as a fully non-combat character who could not deliberately kill any zombies -Only live in downtown areas Trying to really change up how you play can be fun instead of trying to always do what you think is "best" and step outside your comfort zone. As a player of habit most of the time I've been trying to do this sort of thing more often.
  6. I agree you should always get XP for performing skills, even failures. I don't think awarding more for failures than successes would be a good idea game wise, but always at least something.
  7. BoogieMan

    Battery weight

    Loose bullets are like this as well, much heavier than they should be. It would be nice to see items like these changed to be a bit more sensible, if not you can make your own mod. I made one that changes bullets have a more realistic weight that I use just for me.
  8. BoogieMan

    Why dispose of corpses?

    Maybe pile them up together and set em on fire.
  9. I believe that is how it works.
  10. If I recall correctly, a base scratch attack has a 25% chance of hitting. Thick skin reduces the chance by 10%, while thin skin increases it by 10%. So 15% and 35% respectively. I believe a zombie has to land a successful scratch to get a chance to bite you, so that also reduces the chances of being bitten as a result. I think I recall reading somewhere it also slightly reduces the chances of developing an regular wound infection from zombie scratches. I don't know if that applies to other wounds like glass cuts, but I imagine it probably doesn't. Your guard skills also affect the chances of an attack landing as well. I think it gets fairly substantial at high skill levels, especially when combined with thick skin. However low it may be, it can still happen and I've no idea how often zombies get to make an attack attempt. But the odds quickly increase with just a few more zombies attacking you since there is that many more attempts being made against you. It DOES help, but it's no sure thing. Lucky increases the chances of finding rare items and can make your item repairs more successful, but I don't know any of the numbers. It does nothing other than those two effects. It is probably less noticeable looting zombies until you've looted a very large number of them, but going to areas with lots of containers like warehouses and storage locations it has more chances to take effect. I imagine the longer you survive with it the more beneficial it becomes. The thing with traits is they have to be carefully balanced so there isn't as much of a chance of certain traits becoming must haves that makes players feel pressured to select them, so the effects have to be a bit subtle.
  11. BoogieMan

    PZ Community New Outfit Thinktank

    Fast food uniforms to match the in game restaurants.. Motocross, FBI, Paintball, Fisherman, Farmer, Gigamart employee, Hobo, Outdoorsman, Lumberjack, EMT, Jogger, Construction, News People/Cameraman...
  12. BoogieMan

    RELEASED: IWBUMS Build 40.18

    Ohhhh, that makes more sense. Thanks!
  13. BoogieMan

    RELEASED: IWBUMS Build 40.18

    Nice changes, especially the specific sound volume controls. More games need that feature. Thank you! Quick question though.. What's the logic for not being able to sleep in a car unless the engine is running? It seems like it should be clothing/temperature dependent.
  14. BoogieMan

    "don't fall off from stairs"

    That is a good idea. It would be nice if they were impassible to each other too. It would make the crowds look more impressive and they could get knocked into each other, and it would be funny to see them tumble down stairs. I remember mentioning sometime similar about the pushing of zombies in a suggestion long ago, but unfortunately as far as I know it has never changed. That's where when you shove a zombie, they have a predefined duration of backwards stagger which doesn't seem to take any environmental concerns into account and they also seem to be invulnerable during the stagger animation. You can shove a zombie 2ft from a wall and they'll do the same long backwards stagger they do outside with nothing blocking them. They should thump into the obstacle and stop staggering, and be able to be melee struck while staggering regardless.
  15. BoogieMan

    Hydrocraft Mod

    I'd like to see a Hydrocraft-lite offshoot mod. I like what Hydrocraft does in theory, but I feel it makes the game cluttered with huge numbers and variations of items. Most of which you can't really know the value of without stopping a lot to research, and even then most of the time it's just info on the item's stats and not what you actually do with it. I find myself spending a lot more time sifting through my inventory and storage. A lite version that drops out some of the fluff, like Christmas ornaments and paraphernalia and other filler and focuses more on that more interesting and useful crafting and survival aspects.