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MyTJ

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Everything posted by MyTJ

  1. Hi everyone. Got this idea while reading oooooooooott suggestion http://theindiestone.com/forums/index.php/topic/13497-barricading-one-side-of-an-entrance/. I honestly don't know if the suggestion was already made and I don't think it's implemented in the game. The idea is simple, crowbars are excelent (better than hammers) at removing nails and plank. They should not only be usable to unbarricade stuff, they should be faster too.
  2. Like the idea, sound reasonable. You gave me another idea for a post (unbaricading with crowbar, dunno if it's been done, probably)
  3. Hi everyone Got this idea reading Hrot post on light and reading : http://theindiestone.com/forums/index.php/topic/13528-reading-light-and-realism/ Got me thinking that other factors then lighting can impair reading, slowing it down or even degressing the progression slowly (think utterly shit faced trying to understand complex mathematical stuff). The most obvious ones that could probably have the greatest impact are : drunk and sleepy status. Others that could affect in a more limited way, all of them affecting slightly the ability to concentrate : hunger, thirst, pain, unhapiness On the positive side, there could be additionnal status like well-rested that would affect reading speed (among other things). Some new drugs could be implemented to affect positively concentration and thus reading speed (ex.: Methylphenidate, Atomoxetine, ...). Antidepressants could be ruled to have this effect (as Methylphenidate is sometimes used to treat depression), but would require to have a ''positive'' moodle when it goes over the threshold.
  4. Like the idea Alternatively, could impair reading assuming there is some sort of lighting (like WolfeClaw moonlight). Even candle might have some sort of slowing factor compaired to optimum light. On the subject of impaired reading, i don't know if it works already, but certain status (utterly shit faced, sleepy, ...) could also impair reading. You gave me the idea for a post on that subject.
  5. Mmm, nothing like a lukewarm beer (assuming there is no electricity) after a few hours of chopping wood to take the edge off I like the idea, could be a good balance to tainted water (maybe depending on the level of fermenting?). Suggestion : could be linked to cooking wich would increase the product quality. Low level of cooking might result in a disgusting (some unhapiness), yet drinkable brew. High level might give happiness instead.
  6. I agree with your last sentence, might add it to list of v/v. As for making carpentry harder, i disagree partly as it would only affect the output (ex.: hp) and one could still not care about some of the building being slightly less then optimal for leveling purpose. It would allow for different degree of output, so on that i agree that it would be more complex. You have a valid concern on the subject of gameplay. Could be an optional sandbox setting?
  7. Hi everyone. Had the following idea last night while chopping some wood. Different type of wood have various quality in real life, making them a better choice for specific uses. Ex.: hard wood tend to burn more slowly and provide more heat; softer woods like spruce (over here up north) are generally employed in construction for their light weight and decent sturdiness. For now, i won't go to any specific value/variables (v/v). I could gladly research and propose (freely) such v/v at a later point if the idea is generaly accepted and i get a go from the devs. The community and dev would then be able to review, comment and eventualy approve the values. Thus, i will concentrate here on the general mechanic and types of v/v. In addition to yeah/nay expression, i would appreciate input on the types of v/v. For the devs, i will need an agreement on what v/v are required (and whether essential or usefull for stage 2 discussion), as well as a list of sprites (with images) for the trees and approximation of what they are intended to be. I beleive that only a change in color/texture of the log is necessary to implement the various logs and they can share common model (or not, devs prerogative as far as i'm concerned). The different v/v i see that could be usefull (and a reference if integrated after community input) : Weight (18-03-2015)Hardness, different from resilience [see comment 1] (18-03-2015)Resilience, a meseaure of resistance to flexion and other mecanic stress [see comment 1] (18-03-2015)Caloric return from combustion [see comment 2] (18-03-2015)Time of combustion [see comment 2] (18-03-2015)Comment 1 : In effect, they could be combined into a stat called sturdiness or equivalent. Hardness and/or density is still usefull for weight ratio between woods. Comment 2 : In effect, they could be combined into a stat called fire resistance or equivalent. The caloric return could be simplified into it by assuming an adequate return for all wood during combustion, the lenght of it being the only factor affecting the net return. Thank in advance for the feedback on utility of the concept and different v/v required.
  8. Yeah, unbroken windows on my home! At least until the next zombie comes around.
  9. What if we ducktape some plastic bag or garbage bag over it?
  10. Duct tape should do almost anything (look-up Red Green Show for numerous funny ideas). It's the handyman ultimate weapon. I like the idea of it being used in custom made weapon. It could lead to non-lethal ones for friendly sparring, such as ducktaping a pillow or clothes onto a baseball bat. It could be used to (no particular order) : - create more powerfull molotov cocktail (tying 2-3 together) or even some makeshift grenades (one molotov cocktail with ammo or shotgun shells tied around it); - restrain NPC and/or zombies in some sort of makeshift shackles; - silence NPC (or zombies); - (along with plastic bag or garbage bag) to reseal open jar and/or canage (although still loosing the unperisheable aspect, it could slow down spoilage); - patch up broken windows with plastic bag or garbage bag; - patch up various leak if such a system is implemented; - replace curtains by ductaping windows, wich could result in increased durability; - replace partialy bandages, suture or help building turniquet; - build walls out of books; - place signalisation (mainly arrows) on buildings or floors (mostly indoor because of the rain); - craft plastic bag or garbage bag walls for separating crops (with some sturdy sticks); - modify hiking bags by placing parts of two or more together to create bigger ones (more capacity) at the expense of weight reduction; - tape weapon(s) to equiped bag on back (could be still treated as in inventory, but affected by some factor of weight reduction); - tape canned goods together in a similar fashion to logs, although not reusable like ropes when removed; And the list could go on...
  11. Good idea. Could be implemented sooner by treating it as some sort of ubber backpack without additionnal animation. It could have larger capacity the 22 and maybe greater then 0,8 weight reduction. I guess it would be equiped in both hands? I like the idea of it degrading like weapons. It could allow for different build quality based on materials (ex.: branches vs sturdy stick vs tent peg?) and carpentry skill (not sure for the tent peg here).
  12. I also thank the devs. Been playing for about 2-3 weeks since the game was given to me as a steam gift by a fellow gamer. After a short phase of adaptation where I though i'd hate the game and found the controls a bit quirky, i got to read PZ Wiki on basic control and such. Then another try and I was hooked. Been pretty much the only game I've played since. Thanks again for a great game and the continuing effort to improve it.
  13. I like the general idea of bathtub filling and i agree that the state of the tub could affect the speed of water degradation. I would suggest that cleaning it (and rinsing) before hand with bleach could be implemented and would determine the state of the tub (ranging from squeaky-clean to disgusting or something). Also, scrubbers pads instead of towels could be needed to obtain the highest level of cleanliness.
  14. Firt of all, thanks for the ongoing discussion . It goes without saying that I agree with your first statement. As for the second, i was stating initialy that one of the reason why zombies can't climb ropes is the lack of fine motor skill. I think there could be to causes : (1) rigor mortis and (2) degradation of their nervous system (i.e. decaying synapses and or neurons transmitting partially and intermitently nervous impulses). Zombies are generally portreyed (non-voodoo variety) as slow and somewhat quirky in their mouvement, as it is refflected in the proper zombies setting. If we agree on the fact that it is difficult for humans who are more supple and agile then zombies, then it should be impossible to near impossible for zombies, while simpler actions like hoisting themselves through a window or over a fence could remain possible (but slower then humans).
  15. The breaking and slipping are good ideas. Your other exemples are somewhat less difficult to accomplish then climbing a rope. Also, an alternative to falling would be to slide back down on failure.
  16. Lawyer by day, zombie killer by night

  17. I've wondered recently why zombies cant climb sheetropes and living human can (players, soon to be NPC). Unless it's only temporary, i've put it under ''zombies lack the fine motor skill to do it''. Then it got me thinking that it is a somewhat difficult task in real life that my characters seems to have no problem with (fast climbing) and succeed at it consistently. I would suggest a slight to moderate fail chance when using sheetropes. It would decrease whith the nimble skill, but increase somewhat dramatically with exhaustion and heavy load. The height of the fall could be variable, affecting the damage output. I beleive it would stimulate a diversity of strategy while building player bases. -|- Edit 11-03-2015 -|- I agree with comments that a random chance of falling and injury, if improperly implemented, could ruin the game. That is why i feel i must give additionnal details of what i had in mind. First, when i said it would decrease with nimble skill, what i had in mind was that at rank 3 or so, without any other adverse factor, climbing should be automatic or near enough. At rank 1-2 there could be a slight chance, thus encouraging players to level-up the skill before relying solely on sheet-ropes for their bases. Rank 4-5 would allow safe climbing even with some adverse factors. Second, the list of factors (adverse and positive) was and still is incomplete. That is why the ongoing discussion is appreciated. While reading comments, i though of other way to positively affect success chance. For exemple, having a knoted sheet-ropes would help. Replacing sheet-ropes with sheet-ropes ladder could be an idea too. On the subject of sheet-ropes breakage, doubling it could help.
  18. EDIT | CLOSED - Although I still believe that waste management would have been an interesting RP challenge, i will abide by the Dev decision not to implement a characteristic (i.e. personal hygien) that would be requiered for the following post. I've wondered recently : what happen when the water runs out for waste management? Urine is probably not that unmanageable, but what about feces? Also, what happen when you got to go at the wrong time, i.e. while fighting a horde of zombie? Potentially, it could affect both worn clothes (and maybe unbaged inventory) and the environnement. Effect could range from smell moodles to diseases based on quantity, proximity and propagation vectors (i.e. wind, small animals). Smell could act in a similar fashion to the boredom moodles, increasing chance of unhappiness. It could also affect NPC behavior, most of them standing clear of the smell radius and going out of their home to a backhouse for sanitary reasons.
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