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MyTJ

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Posts posted by MyTJ

  1. 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...

  2. 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).

  3. 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.

  4. Indeed the water could become dirty depending on the state of the tub (...)

     

    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.

  5. I respectfuly disagree. You would be lucky to find 1 out of 10 average Americans who could climb a rope to a second story floor, much less a makeshift sheet rope. Climbing down without falling would be hard enough for most people.

    I also disagree that zombies would be less capable of climbing. Toddlers learn to hoist themselves up before walking. If the zombie brain was the reduction of a human brain to a more base and animalistic nature, the zombie would lose the ability to walk before losing climbing.

    (...)

    If you can make a good argument for non-climbing zombies (...), I will consider it. I may even change my mind!

     

     

    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).

  6. I hate any idea that randomly penalizes a player for performing a routine action.

     

    Just like in real life, injuries and accidents are preventable with enough care and caution.

     

    However, I would not be against the sheet rope breaking if we were over-burdened. Or if we slipped because we tried climbing a wet rope in the rain. Situations where a player should choose whether or not its worth the risk because the situation is compromised.

     

    If we want to go the random accidents route, we should probably also randomly fall down stairs breaking bones and get twisted ankles from walking or running. Things should randomly fall out of cupboards and hit us in the head causing concussions, memory loss and confusion, or we should randomly cut ourselves using kitchen knives. Should also get random burns from cooking, back injuries from tilling the fields, and cut off a few fingers while sawing logs. All of our fingers should be smashed from using hammers and my shoulder should get dislocated every-time I miss swing on a Zombie with my baseball bat.

     

    ...all of those above ideas are realistic, but ridiculous to put into the game. It would lead to way too much complaining and grieving.

     

    If you character is healthy, not over-burdened, not stressed out or fatigued, random bad shit shouldn't just happen for the sake of gameplay and me not rage quitting the game!

     

    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.

  7. 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.

  8. 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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