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MyTJ

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Everything posted by MyTJ

  1. Has the strength increase been modified to 2? Or alternatively has the stout trait been reduced to +1? If so since it's the same as the stout trait it would explain it. I've noticed that when my fitness increase past a certain point I loose negative trait, then earn positive ones. Seems like the game treat strength and fitness as the weight for purposes of traits.
  2. I agree with the loss of space (round thing in a square container in this case), but it was merely a suggestion to avoid just flat out increasing container capacity. I'd be ok with increased containers capacity. You can see the point I tried to make in paragraph 2 of my initial post where, even with loss of space... you should stack at least 1 008 of them in a crate. Right now we're below 100 so that's a lot of loss space. Even assuming they are huge cans (6 inch diameter and 10 inch height) you'd still be around 500 of them. The same argument could be done for a lot of other objects, like butter knife. I can only fit 216 of them in a crate when I'm pretty sure it should hold way more (assuming a rough 1"x1"x12" to be generous, I get an astounding 3 888 items... even factoring a 25% or 50% loss of space we're very far from the count). As for moving... I did pack and move my stuff a lot of times already (if memory serves me well... 12 times over the course of my life... not counting helping family and friends do the same). Some similar shaped items can be placed together with very little loss of space (books)... others you do need to get creative I agree (but you also need to take care not to break anythin).
  3. Yeah, although I don't eat the thing myself (don't like fish)... there was always some at home (for my mom). Whereas I could list a couple of the other cans that I did not see (ever) in my house as a kid. Is this why they where the first to be introduced? So why now there is less?
  4. It may not be a new things, but I think the cigarette weight/encumbrance should be reajusted. I understand the change from 0 (wich was too low), but I respectfully suggest and argue it should be 0.01. Currently it stands at 0.1, wich means that in a crate you could place 500 of them (or 25 packs of 20 cigarettes). Let's simplify the maths a little bit here and assume a pack is an inch thick (I measured mine and it was 7/8th of an inch), 4 inches high (3 and 3/8th for mine) and 3 inches wide (2 and 3/4th for mine). Using those simplified values I get 12 cubic inches. For the aforementioned 25 packs it's 300 cubic inches. Let's suppose a crate is 3'x3'x3'... that's 46 656 cubic inches. Even using a 2'x2'x2' crate there is still 13 824 cubic inches. In both cases 300 is pretty far from the count. If the game was to use 0.01 for cigarettes (like socks), we would have a roughly 3 000 cubic inches of space used for a crate that hold in theory 46 656 or 13 828 cubic inches. Still far from the count, but something I could live with for the sake of gameplay and simplification. In the end, we could always assume there is some lost space because (a) who has time in an apocalypse scenario to neatly stack their cigarettes and/or (b) there is an inherent lost of space because dimensions don't fit exactly with the crate. Edit : I also made a similar suggestion that crates should hold more content on the same basis. In that suggestion it was canned goods. One of the alternative I proposed was that same items type in a crate benefit from a weight reduction on the ground that similar size and shape is easier to stack.
  5. Cigarettes sometimes spawn inside schoolbags that spawns on zombies.
  6. I have over an average of 154 (7.14%) of each cans (including Tuna), but Tuna is only at 114 (5.28%). My initial assumption that is was 25% or 33% less was not far off, because compared to the average it is 26% less (but note that the average is lowered by the Tuna value... so it would be a bit more then 26% less). I was wondering if it was because it was not adjusted from when other canned goods where introduced... or if it's because people are tired of it (because it was there in the very begining). I would personally love for a lot more Tuna cans because they offer the best nutritive value/weight ratio of canned goods. Idealy I'd love for them to be +100% of the other canned goods, but I'd settle for similar drops.
  7. Although it shares similarities with barricaded homes, it also differ. I've underlined two part of my post to make it more clear. Let me know if the difference is not clear enough, as that would mean I need to rewrite part of it.
  8. Question people : Catch up to Kaila and ask which way she's heading?
  9. Check surrounding (sort of) : Is it possible to do A while going to another wing? If so : 1) A then E Breakfast is the most important meal of the day, but I'm getting late. Better grab a quick meal to go and head up to engineering (it sounds serious and anything to get away from unclogging Ted's toilet again... last time I stank for two days)
  10. I like the general idea, but I think there may be a problem implementing it. At the moment, loot respawn work on unseen chunk. Using this system and moving around extensively could prevent areas to ever see any loot respawn (if the checkbox is active) or see very minor loot respawn (no checkbox). Trying to circumvent this issue would be worse as is, because then if loot respawn on seen chunk, your own containers would to (unless I'm mistaken). Fixing this would require some player tagged containers (like renaming?) Maybe an alternative would be an alternate respawn system? Let me explain briefly my counter-offer : Dead survivor based loot respawn This could be handled like a meta event (chopper, gunshots) where seen or unseen dead survivors would spawn on the map. Doing so would do a few simultaneous things : Reset the loot of nearby containers at a lower rarity (like OP idea, ticking down one event after the other until it's down to 0). Alternate possibility 1 : Make a nearby building semi barricaded. The containers in that home would respawn with higher loot rarity then original settings (allowing to even get higher then normally possible). It would not have the usual qualities of barricaded homes except for the zombies part. At least one window or door should be broken. There would be a dead survivor in there with at least a school bag or higher bag in inventory. Alternate possibility 2 : Same as alternate 1, but no broken window and original loot rarity. Survivor is found dead outside with some loot corresponding to 1 or 2 bags (schoolbag or higher) worth of loot and a few extra items. This would make a good dynamic system where loot never respawn for no reason. It may make some people (and I know a few) that don't like loot respawn because it's too unrealistic consider trying it.
  11. I was unclear on most of them for gender purposes... no offense. I actually did not mind either way on any of them. I though it was : A) Male B) Female C) Female D) Male E) Female What gender are you (each one)?
  12. Dang... we'll end up a loner with little to no puzzle solving and biology abilities (what if there are mutants?)... oh well... he seems strong so I guess we'll try to pummel them to death. Not that I'm a sore looser in anyway. I'll continue this adventure whoever we end up with and adapt as much as I can. Any chance we can get private version of the adventure? By undertaking an oath of secrecy of course (including not using any knowledge the public character could not have).
  13. Here it is again, please people... consider voting for the biologist
  14. Same thing as hatchet vs throwing axes, kitchen knife are not especialy well balanced. Got to say that throwing rock (or even using a sling to hurl it at greater speed) is a much more interesting idea as I currently have a lot of unused rocks itching for a use. Plus rocks are renewable no mater if there is loot respawn or not. I guess wooden spear would be a good idea too... but they are already useful for fishing or burning the branches they are made of.
  15. I like the idea, but I think it should be related to the dead survivor you find occasionaly. Otherwise it's safe to asume you'll find only useless items that were discarded. At the same time, you already find some guns on those lone survivors so it could instead be in their inventory. I think the list of possible items should be bigger and some of the useless items could include broken weapon... after all, some of us discard their broken weapon from time to time.
  16. Originaly posted by @SaltandPretzels in You can also read that thread for more information or ideas on dropping rocks on zombies (or humans players/NCP).
  17. Love the idea of masonry... got a lot of stones to use and let's face it... I won't do crude hammer while I have tons of regular ones (4 full crates with organized). Although I'm not certain that a stone wall (stone + mortar) would be totaly indestructible. I would probably be sturdier then a wood wall, but zombies could dislodge stones slowly but surely... and at some point it would lose enough structural integrity and colapse. Now that would be cool for it to colapse on the zombies and crush them... but it's an entirely different thing.
  18. Got a private message by @HiveMinder about this post, stating difficulties to reply. Anyone else has that problem? I'll update the original thread at lunch and split the suggestions into categories (so far : crafting and weapons).
  19. Let's hurry and fill that Perma Base with crates before it cost more planks ;)

  20. I like the idea of grabbing stuff that may (or may not) be useful later on... but I got to wonder : there is no bag/backpack or carrying item so far. I assume you have only your pockets and your hands. Thus, the hairbrush is not a desirable item as it would not fit in your pockets. Any use I can see for it is making yourself more pretty : Assuming this is not your everyday... and the start of a journey into the unknown... I see little use in preparing yourself like you would do any other day. But I guess there is little harm in spending a few seconds to brush your hair before going out, right?
  21. Seeing the key reminds me to look around for a lock, failing that it's a definite must grab. Pen knife and coins are into the "why not" category. Work gear will probably be treated in future story post, but failing that it's a definite must grab whatever the profession. Are there any locks nearby? If so, does the key fits it?
  22. Says I can ask question about my surroundings anytime... I look around the room and check for any other small items that can be easily carried. Are there any?
  23. Sorry to disturb you kind sir (I assume it's sir, not lady).  Could I trouble you with a quick question?  If so, how do I put a link like you did in your signature?

     

    P.S.: I tried and it does not seem to meet the guidelines or so it tells me

    1. Show previous comments  1 more
    2. Rathlord

      Rathlord

      I think actually only moderators can put links in them. I suppose I'm abusing my power a little, but oh well :P

    3. MyTJ

      MyTJ

      I don't think so, your link is cool :)

    4. MyTJ

      MyTJ

      I figured as much... put that link in "about me".  Thanks for the answer though :)

  24. 1) C 2) D (by the way, neat idea can't wait to see where it goes)
  25. Prelude So I'm not the proud owner of 229 stones or more*. Got me thinking there should be more uses for them then making crude stone hammer... especially when I'm the proud owner of 260 hammer (most of them in mint condition). Below you'll see a list of suggestions that I'll try to update with community input to give an ongoing list. List of suggestion for stone use - Crafting Campfire kit Make this an ingredient in the campfire kit as there is already some in the sprite when you place it on the ground. No need to go crazy... just a couple of them as they are fairly easy to get. Failling that, have an heavier version of the campfire kit that requires and offer more resistance to fire spread. Stone wall and stone fences (see post #2 for extra reading) I think there could be 2-3 versions of each full wall and half wall (fences). The first two are my real suggestions. Stacked stones : require quite a lot of stones, long building time, offer slightly more resistance then a log wall (assuming this wall is a feet thick or so and 3 or 6 feet high... that's quite a lot of stone and weight to move around) Mortar (concrete?) and stacked stone : offering a higher degree of sturdiness, require slightly less stones, longer to build and may require to do a multi stage building. Stones in a concrete mix to thin out the mix : lowering the effectiveness of the concrete in some ways (cohesion), less concrete required and some stones needed. Stone pathway (see post #2 for extra reading) Nothing says... I'm an awesome survivor, like being able to make a stone laced pathway to your or around your base. It could require gravel/sand beneath or through it to fill the gaps. List of suggestion for stone use - Weapon Siege like weapon (see post #3 for extra reading) Nothing is easier then dumping a ton of stones on some attacker at the foot of walls. It requires only that the stones are there in a container of sort that can be pivoted to make the stone fall (in some cases they are merely held against a cliff by a support). Some high end version could require very little time and effort to activate (removing or breaking a support so it pivot down... instead of having to pivot up). It's actually easier to do then using burning oil and stuff. Now there is a question of quantity required though, as I understand those stones are fairly small (i.e. not boulders). Sling (not to be confused with slingshot) Stones could be used as ammo for a sling. It would be a cheap, quiet, and early game alternative to firearms. The sling could be made with some twine or rope and a sheet. Remember David? Credit due to @HiveMinder (see post #1). List of suggestion for stone use - Fun stuff Decorative stones This may also be considered crafting. With the soon to come custom logos on T-Shirt, it may expend the possibilities for other objects. You could paint some stones with faces, or anything for that matter, to decorate your base and/or ward-off the loneliness of being a lone(ish) surviver. Kind of like Wilson in Cast Away. Credit due to @SaltandPretzels, see post #3. Skipping stones The sun is setting slowly, frogs and crickets are filling the air with their chants and fishes jump to catch flies. You're leisurly throwing a few Skipping stones accross the Ohio River while you contemplate what nature offers you. For a brief moment you can almost forget you are in a Zombie appocalypse and feel good. Skipping stones could provide a boost to happiness, reduce boredom and stress. It could also serve in contest of who make the most bounces. Credit due to @uberevan, see post #4.
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