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hrot

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  1. Like
    hrot reacted to Svarog in Guns jamming\Weapon maintenance   
    When at below 50% (or even less like 60 or 70%, chance increasing with lower durability) durability firearms should have a chance to jam requiring to cock the weapon losing one bullet. It would add a reason to properly maintain weapons instead of using them until they are broken and switching to new ones when available.

    Edit: Also, broken weapons should not be fixable without a high skill in maintenance, proper maintenance of tools and weapons should really be more enforced, knives should deal less damage as they go blunt and at low levels of maintenance weapons should have a critical failure chance where they just break.
  2. Like
    hrot reacted to Kirrus in Panic attacks.   
    a sensation that your heart is beating irregularly (palpitations) sweating  trembling shortness of breath a choking sensation chest pain  feeling nauseated  
    afterwards, general weakness. Also add overwhelming fear, plus vision focusing, everything's more sharp.
  3. Like
    hrot reacted to DIrtbag in Berries salad   
    Small suggestion, berries should be salad ingredients and/or there should be some way of putting a handful in a bowl.
  4. Like
    hrot reacted to KyousukeAzai in New weapon - Hunting crossbow   
    Hmm whilst definitely not completely silent, an average(somewhat) quality-made hunting crossbow does have quite a bit of range, having owned one such thing in the past that sucker definitely could go for 150 maybe 200 feet if you are a good shot so, while yes the thwap would be heard in about 20-30 feet around you I was thinking such weapon would be of course used at larger distance so to use it effectively reasonably good aim (maybe a few extra upgrades such as a scope etc.) would be required. 
    As far as game requirements for making a bow I was thinking it would require a reasonably high trapping perk along with carpentry say something along the lines of (4 - 6 trapping a.k.a hunting as thats as close as you can get to it and at least 5/6 in carpentry) to justify having a somewhat silent ranged weapon and I believe the devs said that at some point there will also be actual game to hunt in the game (pun absolutely intended).
     
    Anyway...thats just me ranting at this point...I must have missed it on the suggested list since I actually gave it a look before this...guess that makes me an idiot so as I said apologies...
  5. Like
    hrot reacted to Evilwuun in New weapon - Hunting crossbow   
    Bows and crossbows are actually already listed as a "tentative yes" in the Commonly Suggested Suggestions thread, pinned at the top of the Suggestions subsection of the forum. While that doesn't mean it's a YES, it means it's something the devs are at least willing to consider, and has been brought up in the past.  I would politely suggest giving that specific thread a quick glance.
     
    As for your specific suggestions, the lore does make sense with WP having a store specializing in that sort of thing.  A crossbow would indeed be good for taking out those stragglers, though in my limited personal experience aren't "silent" weapons.  Zeds in the immediate area would still, I'd wager, hear the THWAP sound your average crossbow makes while firing.
     
    Fashioning a hunting bow and ammunition for bows and crossbows, while possible, takes a specific knowledge and a certain amount of practice to work out anything usable in a combat/hunting situation.  I'm not nay-saying, just pointing out that it would probably require an entirely different skill to level up.  Your average carpenter couldn't throw together a functional bow on the fly, I wouldn't think.
  6. Like
    hrot reacted to Lucius_5 in Ideas about farming   
    Okay Lucus time now.
     
     
    ·In Winter      As known to all of us, fallen snow would appear aground now in PZ winter when we play Survival or Sandbox of default climate setting, it proves that the environment temperature had fallen to 0 alre.     But what delight us is that TID already did make plants change as climate changes ingame, some tough all-seasons-growing plants still growing like Pine, but most defoliate n fall in dormancy, including most crops we could farm in PZ, beyond doubts.            Let me give u a for instances,   under growing info of tomato, we know that they would grow slowly even do not bloom with a temp below 15, and already frozen to death below 0 without question.       Now what I mention about is only influence of freezing excessive cold on plant, we could ignore the high temp cause it might be too different to farm under both.      So I suggest that crops stop growing even frozen to death in winter( might be changed in Sandbox settings? ), then most food with a long shelf life woulb be well-used to a large extent, and more fun added.   ·Building Greenhouse        Insane rare food rarity or have holded on for a long-----long time?      What we need is greenhouses that give plants a normal growing environment.( most added function before needed a large project right? Nice work n thank u so much TID.   )        So what a greenhouse can do could be growing crops with warm temps in winter and let them grow well( growing faster, high production or low farming diseases? )in others.  ·a little tip        Hey dudes I dunno what were u thinking bout, but we cant grow most plants esp green plants without light indoor! Well u could explain this before a blackout forever in game, but we actually cant make it after that except they were grown near windows.      A little tiny problem huh?      Anyway, THX for reading.And I hope these were not be mentioned yet.
  7. Like
    hrot got a reaction from teapot156 in Disable eating 1/4 for food items   
    It depends if you drink water or not.
    Also i think more realistic and logic eating/hunger system would be very nice.
    Now character can eat 2 leaves from forest in 1 day and he is perfectly fine.
  8. Like
    hrot reacted to Svarog in Immortal Zombies   
    Simple, a Sandbox option that would make zombies immortal, as in, revive after customizable amount of hours\days unless their corpse is burned. Just like players who died from infection. With additional option of only having random zombies revive while some stay dead for additional paranoia.

    It would be a nice option to have. That is all.
  9. Like
    hrot got a reaction from Svarog in Scars   
    I think it could give some trait if your character would have many scars. Like "fearsome" for example or something like that. It would give respect or just cause fear when interacting with other NPCs. Face scars should be more valuable than others.
  10. Like
    hrot reacted to Svarog in Scars   
    Simple eyecandy, after wounds heal, why not leave a scar on the body in the health tab? Survivors could show off the bite marks or make up stories about surviving an encounter with a horde while in reality they just jumped through a window.

    Back in the day I actually thought this was a feature after taking a bandage off and still seeing a faint scratch like thingy on the body but no 'Scratched' info anywhere.

    I just randomly remembered that after looking at the effect of doctor failing to stitch my arm properly and thought I'll throw a suggestion.
  11. Like
    hrot got a reaction from Gustav in Helicopters   
    Hmm i think i didn't make it clear. By paraglider i mean paraglider with a engine. Something like this:

     
    It doesn't require any hills, mountains etc. It can be used on flat terrain.
    It doesn't  need much training/ knowledge but i  think that it's not so necessary to PZ.
  12. Like
    hrot reacted to eldergamer in RELEASED: Build 31   
    Could someone point me to the university of rain-barrel making! It was already ridiculous when you needed 2 carpentry to make one. Now you need a fucking PHD in carpentry to take the lid off a crate and put a garbage bag in it. Come on man... Help me understand this because right now it seems your just making the game harder just because you can.
     
    Every house or building has a roof without exception. Most have rain guttering. All you would truly need to do is put something under the downspout to catch the water. From a cup to a barrel any idiot could do this. Why...!!!! Why!!!! are you making the collection of water so freaking difficult? I mean if you need a tank to collect water that's easy too. Almost every house or building has a hot water heater. You could hold 20,40, even 80 gallons of water in that. Buildings like multistory apartments have 1200-1500 gallon tanks. Those are also almost full as well. You can go to a fire station. their trucks have 300 to 1500 gallon tanks that are kept full at all times. I mean why the hell do I need to build a crate to hold a garbage bag anyway. There are garbage cans everywhere that where made exactly for the purpose of holding garbage bags.
     
    Just let us put a clean bag in a clean garbage can and drag it to the roof.
  13. Like
    hrot got a reaction from RichCoconut in Battle royale multiplayer game mode   
    Battle royale is game mode in games like ARMA, H1Z1 and it's
    great when someone want to play game not so seriously and for
    short amount of time.

    What is it about?

    All players spawn randomly on map at start and only at start.
    When match starts there is no possibility to join server.

    Players start without any equipment.

    After some time safe zone will be marked on map, if player will
    not be in safe zone he is going to die (because of toxic gas or     
    bombardment etc)

    Safe zone will be randomly generated and then it will be smaller
    and smaller forcing players to be in that small area and fight.

    Example:


    The goal is to survive of course, the last person alive is the
    winner.

    Cooperation is forbidden.

    Match time is 30-45 minutes.


    How it would like in PZ and requirements:

    Some official servers or just official game mode to simply
    create servers where everything is automated (very importrant!).
    Queue system: There would be minimal number of players required
    to start a game if minimum is reached then game starts and players are spawned in random places
    or
    people join server and spawn in one small area when they
    can't harm/kill each other and then after some time (2-3min)
    or when maximum number of players is reached server
    automatically teleports players to random locations.
     
    It would require huge map with lot of urban areas but i think current map (Muldraugh and West point) is not so bad and could be used for that mode.

    Game time to RL-> 24H = 30-45min
    It will be interesting because of day/night system and because players will be forced to take tiredness of their characters into account.
    No running all the time, it would be more tactical than in games like ARMA / H1Z1.    


        
    Why it will be good in PZ?

    It will be good mode when someone would like to play not so seriously, just for quick match for fun.
    In normal or multiplayer mode we play for hours and then die.
    It would be a nice change from the other normal game modes.
    1 match would last 30-45min only so perfect to just chill out and have fun.

    That mode will be good just like multiplayer was very good in terms of gaining pupularity.
     
    Tell me what you think
     
    Edit: I forget about zombies in my suggestions Unlike than H1Z1 zombies would be in this mode and would create more danger and it would make mode more interesting ( for example more zombies in places where is lot of good loot).
  14. Like
    hrot reacted to Amurayi in Sandbox: NPC amount settings: "Lone survivor - or not?"   
    Heya devs,
     
    once you introduce NPCs I am sure we will be able to set how many other NPC survivors other than you are in the area.
     
    There should be a setting like "Last survivor" where there are zero NPCs.
     
    However there should also be a setting where you don't know if there are other survivors: "Possibly last survivor". They may be very rare or they may be none at all. This way sandbox keeps its suspense like in "I am Legend".
  15. Like
    hrot reacted to Panicsferd in Screws are Alternative to Nails   
    Lately on both singleplayer/multiplayer when looting the hardware store I noticed that it seems they have more boxes of screws verses the boxes of nails and I am thinking (if this isn't already going to be implemented in the future) is to have it where you can use nails or screws for your various carpentry needs and in order to screw stuff you will need a screwdriver (which already is in game).
     
    I think if you would make stuff using screws it should maybe last longer or be harder to take down verses say nails and for other people to break the barricades down they would need a screwdriver themselves. I think if this is added it will help you use those boxes of screws and it will make it a bit more realistic where you could use screws yourself if you had them instead of nails to screw boards and make stuff.
  16. Like
    hrot reacted to Svarog in Sandbox - Advanced Options   
    I suggest adding a [Advanced] checkbox somewhere in sandbox menus. If checked it would allow setting certain things not by presets (High, Very High etc.) but by numbers ex. Very High spawn rate is 4.0, such option would allow a player to set it to anything they want like 10,0 or 0.

    It would be a very nice addition to the game for those who want to customize their game to the max without hackish mods.
  17. Like
    hrot reacted to Gilga in Standing in the Rain should decrease "Heat"   
    I have had my character walk in the rain and still be overheated and walk in the rain during winter while for a while not getting cold.
    Maybe increase the cold effect the wearther has?
    Also maybe add heaters to houses llike the one in the image below, that keep the house you are in warm, me and a friend are freezing in a house during winter and we would expect any house that is not a kabin to have a heater.
    Also jackets would be nice, they would slow down the getting wet process greatly and isolate more heat.
     

    I am unsure on how eather effects healing but:
    Being cold should recude healing do to the biology of the human body.
    Sleeping while cold should be more efficent due to human biology.
     
    Cheers!
  18. Like
    hrot got a reaction from Svarog in Disable eating 1/4 for food items   
    I think it's problem with hunger/eating system in game which is completly broken and unbalanced.
    Now you can eat it half berries in 1 day and it's enough because it doesn't matter if something give you -15 hunger or -1 hunger.
    Character if hungry just need eat anything and it's enough (if you eat it at lowest hungry level).
    There should be system that require your character to eat certain points of hunger every day or it character will be more and more hungry.
    For example you need 40 points of hunger every day. Now character can live with eating half berries at day.
     
    So it's problem with hunger/eating system not with this particular option.
  19. Like
    hrot reacted to migulao in Fishing   
    Not that many people actually enjoy fishing. I assume that most of the activity consists mostly of waiting around, and I don't see how that's entertaining.
    Although I think the fisherman profession should keep the character entertained while fishing.
  20. Like
    hrot reacted to Furente7 in (Guide) Edit your sandbox settings post-creation!   
    First of all, I wasn't sure where to put this, so if an admin wants to move this to a better fitting category, that'd be great.
     
    So I, like many of you probably did, made a mistake when choosing Sandbox options for the first time for a playthrough. Maybe you didn't choose enough zombies (guilty as charged), maybe you just want to tweak a few settings. Whatever.
     
    Well, on discovering that the Save Editor mod didn't work, as it was for an older build, I was slightly disappointed. My big fort would have nothing to be tested with. So I searched around and found bits of information that allowed me to finally come up with a temporary solution (temporary as in, until in- or post-game editing is added to the game, if it will be). So without further ado...
     
    Step 1
    Make a new game with the options you want, the character you create doesn't matter, as it's your "main" character we want.
    Once you made it in game, save and exit.
     
    Step 2
    Navigate to your Zomboid folder. Mine is in C:\Users\*User*\Zomboid where User is your Windows User. For Macs, I'm sorry I don't know, but I'm sure there's one, you might have to Google around for it.
    Go into the Sandbox folder (and be careful here) and grab the newly created world folder and your main world folder and back them up somewhere, the desktop is fine. Somewhere where you know where they are.
     
    Step 3
    I hope you didn't close your Zomboid folder, we still need it! Go into your main world folder and copy the map_p.bin file, it should be at the bottom if you filter by name, a-z. This is your player file.
    Copy that player file to your new world you created, and replace the other map_p.bin file.
    You've successfully transferred your player to a new world!
     
    **Below is an optional step for replicating the world if you've interacted with it in ways you want to keep the same.**
    *If all you wanted to do was transfer a character, you can stop reading and go and play with it in his/her new world!*
     
    But wait, I had stuff on the ground, stuff in storage, a fort! Where is that?
    Well, for that you need to do one additional option
     
    Step 4
    From your main world folder, you need to copy all of the map_####_###.bin files, all of the map_ files that have numbers trailing them. These are your edits to the world, whether by you, the erosion mod, zombies or whatever. Copy all of them. The best way to do it is to select all (control + a for windows) and then deselect any files that don't say map_####_### (the amount of numbers may vary, but that's how they look to me)
    Copy those files to the new world you made with the new settings. Make sure if you moved your character when checking if it was in the new world that you don't start the new world up and become stuck in your fort or something (again, guilty as charged).
     
     
    If you ever want to make everything the same before all of these steps, then you would navigate to those backups I told you to make, copy the map_p.bin and the map_####_### files (if applicable) and paste and replace them in said world in the Zomboid folder. If you made those backups (which you should have, because I specifically said to) you will never lose your character and world, they'll always be there if you make a mistake or wish to return immediately (obviously if you interact with the new world but then choose to go back, if you copy and paste the backup, those actions wouldn't have been done. An alternative would be to copy the map_p.bin from the new map as that would be the "latest" character.
     
    This could be pretty exploitative, but it's up to you how you want to play your own game. Perhaps you want a new character to replace the old one (because of the Build 31 professions update), why not drop everything on your current character, create a new world with a new character and just copy the old map_####_### files over so you get everything your old character had? Really sandbox is just that: a sandbox which you create your own rules, your own story, your own game. Why be limited at the start?
     
    Enough rambling, hope you guys have fun with your new settings, new world, refreshed zombie spawns e.c.t! I hope your fort gets tested to its full extent and you get rekt! Or whatever your new plan is for the new world!
  21. Like
    hrot got a reaction from unmog in Soups/stews should replenish thirst   
    Well in soup there is 1 liter of water at least and in game you don't use salt etc so soup is not salty so it should give huge bonus to thirst (vegetables are not salty if someone of you don't know that ).
     
    Soda gives bonus to hunger because there is a lot of sugar in it.
  22. Like
    hrot reacted to unmog in Characters get bored/depressed too easily   
    Im not sure what the exact times are but I'll come back from an exciting loot run, and start eagerly putting stuff away... and after standing still for maybe a minute or two while Im looking through my inventory and storing stuff away my character has already gotten bored. Often times since I bring back multiple bags and it takes time to sort and store stuff my character's mood is already suffering immensely. Now I play with the time a bit longer than average and Im not sure if it factors that at all but Id think when your doing stuff like working and moving stuff from inventory to shelves and such it shouldn't be hurting your mood as bad.
     
    Maybe if we could re-read books it wouldnt be so bad, or if I could play a game of solitare with cards or play with a yoyo or other things to improve the bored factor. But as it is the only sure fire way of not being bored is to be fighting hordes of zombies which somehow instantly improves my mood. Seems a bit crazy or sadistic really. But since its so easy to get bored and being bored makes it so you get sad I get super depressed really easy and quickly just having come back from loot runs.
     
    I think it should take longer to get bored honestly, but other than that maybe a perk to make it longer/harder to get bored. Something called like, meditative or patient [can think of many names for it]... And you could have the opposite negative perk called ADHD or something where you get bored even easier than normal... perhaps the current speed. Really though it feels like all the characters must have ADHD standard though with how easily they get bored. Could even have perks/flaws where being bored had more or less of an effect to make you depressed, like being dull or pessimistic. That way even if your really bored you'd be used to it, so it wouldnt make you as depressed.
     
    Of course there could be perks that center around being depressed more or less easy as well, and I dont mind people helping brainstorm some names for stuff like that. Just... right now it seems like theres not much I can do to control it other than "eatting" books and such. And, being bored or depressed doesnt seem to do anything other than make it take EVEN LONGER to put stuff away... which makes it harder to not get bored... which makes it impossible to stay from being depressed. Catch 22 I guess. I dont see why being depressed would make it take 10 times longer to put stuff away but meh~ sepperate issue I guess.
     
    So far though, these moodlets only make the game take longer and, actually more boring to play. I dont think my character being bored should cause me to get bored, thats a bit of a breakage of the fourth wall I think. Seriously though I'll be trying to put away some cigs, nails or some ammo and it'll take "forever". Its like "well let me check other stuff while I take several minutes to put these cigs away...
     
    ---
    ---
    ---
     
    So, anyone know maybe which line I could alter in a file somewhere to change the rate that characters get bored maybe? Please?
  23. Like
    hrot reacted to Blake81 in Ladders, Machetes, Fire Extinguishers and more!   
    Here are three new items with their respective mechanics that would flawlessly fit this game:
     
     
    1. Ladders
     
    Ever seen one of these? These foldable metal ladders (which are rather commonplace in garages, construction sites and tool shops) would make quite a great addition to the game.
     
    First, they could be used to access the second-floor window of a house you were trying to get into. The downside would be that the zeds could knock it down as you are climbing and send you to your death (or a lot of fractures if you happen to survive). Also, they could be useful for building roofs to our bases, instead of having to waste wood and nails on building a freaking stair.
     
    They should be pretty rare (sorta like Sledges, which are hard to find), but completely indestructible. Another downside would be that you wouldn't be able to put it on your pack; you'd have to carry it in both hands (just like with a corpse) and its great weight (I think 10lbs would be a good weight) would slow you down.
     
     
    2. Machetes
     
    No zombie game or movie is complete without one of these, and the same goes for pretty much every garden shed.
     
    Currently, the most practical weapons in PZ are always Blunt weapons (with the sole exception of the Axe, which is pretty uncommon); all Bladed weapons either do too little damage, break too fast or have a range so short you end up getting bitten.
     
    The addition of a machete to that list would help to balance against the more advantageous Blunt weapons like the Crowbar and the Baseball Bat (Nailed or not). Because the Axe is on the same level of rarity of the Sledge (which would be its Blunt counterpart) and given its wood-chopping capabilities, most ppl prefer (or at least so I've seen) to use it exclusively for lumberjack'n.
     
    Machetes should be the Bladed counterpart of the Crowbars; uncommon but not that rare, weighty but durable, and with a real good damage. They would also be found on the same places as Crowbars (crates, tool sheds, hardware stores, etc)  which wouldn't make it to hard for them to be implemented.
     
     
    3. Fire Extinguishers
     
    Technically, these are ALREADY in game, but they serve as much purpose as combs and toothbrushes (according to the Wiki, at least).
     
    But, let's be honest, we've all gotten our safehouse consumed by flames at least once. So, at the moment we see the flames emerging, why shouldn't we be able to grab one of these and put them out before they do more damage?
     
    It would require the same mechanics of a shotgun; just wear them in both hands aim at the flames and unleash a cone of CO2 upon them. However, they would run out after a few uses, just like a paint can. Not to mention they would be quite noisy and probably attract some zeds.
     
    Given they wouldn't have any combat use, they'd probably be pretty common. They could be found at houses' kitchens, offices, shops, schools, storehouses; in fact, they'd be found in lots and lots of places. Thing is, many of them would probably have little charge left or be plain empty. And, you wouldn't be able to refill them in any way; it takes a lot of specific tools and materials to get such task done, and it wouldn't be possible in a post-apoc setting.
     
     
    3. Nightsticks
     
    Commonplace in many zombie games, and some places in real life too. So I was pretty surprised that I didn't found any of these in the police station.
     
    They would be a decent Blunt Weapon; less range than the Bat, but with a faster swing and much more durable. (Police Officer and Security Guard Jobs could come with a swing speed bonus to it, kinda like Axe Man does for Firemen and Lumberjacks).
     
    As for places to find it, Police Stations or any place that may require a guard (Like Banks, some Offices, Stores and Supermarkets, etc ), and sometimes maybe in the corpse of a zombie. (Zombie Cops should be a thing too)
     
     
    4. Mops/Brooms
     
    Who doesn't have one of these at home or has seen the one the janitor of your office uses? They're not exactly a deadly weapon, tho (Unless you're Rei Miyamoto from Highschool of the Dead...).
     
    They'd be the shovel's weaker but more commonplace cousin; long range and lightweight but prone to breaking and rather weak.
     
    However, they'd be utterly common, and clearly a much better weapon choice than a pencil or your bare hands.
     
     
    5. Wrench/Spanner
     
    Now were's a commonplace favorite I can't believe I forgot about! And although they're not common in people's houses or garden sheds (unless you're the handyman type or the ''Screw mechanics, I'll fix my own car!'' type), they'd be omnipresent on Auto Repairs, Hardware Stores and maybe even the trunks of cars and trucks (when they get added, that is).
     
    Combat-wise, they'd be the crowbar's bigger cousin; heavier but deadlier too, yet not as strong as the Sledge.
     
    Plus, now that the new Engineer Job that comes on at Build 32, they'd make a fitting weapon for them, or maybe even have some purpose disassembling stuff (it takes more than a Screwdriver to dismantle freezer) . Not to mention that if you're female, you could call yourself a Wrench Wench, one with a mighty Wrench Whack 
  24. Like
    hrot reacted to MrZombifiedGamer in Baldspot and kate differient endings   
    I didn't expect this question. I disagree there should be an ending where you survive. But lets hear him out on the multiple endings. I always imagined Baldspot sacrificing himself to cultists in an attempt to get Kate out of a dire situation and later Kate becomes a BAMF (As she was throughout the story in my head) and leads an entire town full of people for a long time (don't know how long that's where the ending stopped for me.) 
     
    So definitely has a point. Also I think K and B storyline should be coop. Just a thought. Optional coop I mean.
  25. Like
    hrot reacted to RadCavalier in The domestic side of PZ (base defense, base management, etc.)   
    Hello there!
    This is my first time posting to the forums so I do genuinely apologize if I commit any faux pas. I looked through the pre-existing list of suggestions so if I missed a previous post or otherwise please forgive me.
     
    With that I'd like to humbly submit some of my friends' and I's thoughts after playing the game obsessively for the past few days after being introduced to it.
     
    1. Sitting. Perhaps it's not worth the effort required to create the animations, but I really wish we could use the chairs we find in/around the houses we claim as our bases. For an organized group this grants a "guildhall" feel and no one would awkwardly stand around if reading, afk, eating, etc. It lets the house feel fully functional and perhaps it could provide a small recovery bonus towards exertion (in exchange for being immobile during this time).

    2. Readable signs. Functional in the same vein as written journals (which I LOVE by the way!) the reason for these signs would be either to delineate the names or purposes of bases, designate dangerous areas, or Points of Interest. This would be particularly helpful in communicating on the Multiplayer servers where you might either attempt to ward players off or provide a sign leading to safe umbrage.
     
    3. Traps for Zombies/Players. Traps more to the style of Fallout 3/NV involving tripwires, pressure plates and the like hooked up to (through an easy trigger-trap pairing system with no need for complex wiring) rigged shotguns, or a swinging nail bat or something. Maybe even a string-line of empty cans (much like Max Brooks recommends in his Survival Guide) which just gives off an audible warning when crossed. This would give people a profound choice when thinking about raiding another player's safehouse as it may result in their wounding or death if not careful.
     
    4. Bicycles. I'm certain vehicles have been suggested to death, but I didn't see this possibility. Posing as a possible intermediary between cars and running, the operator would be vulnerable to assault, wouldn't be able to knock down zombies in his/her way and in fact may even be knocked off. Just something to think about.
     
    5. Flags. A colored sheet mounted on a pole much like the flashlight-on-a-pole which would primarily be decorative. I don't know, I'm spitballing at this point.
     
    6. Constructable clothes lines to dry wet bath/dish towels.
     
    That's all I've got for now. Like 'em, hate 'em, let me know what you think. I absolutely appreciate the game you guys have created and it's already provided me hours and hours of enjoyment along with some extraordinarily harrowing moments (I've never heard some of my friends' voices get so high in raw fear at losing their characters!). Thanks for hearing me out!
     
    -RadCav
     
    Edit: Just some typos and additional thoughts.
    Second Edit: Courtesy of PhantomWarlock: Perhaps clotheslines could also service clothes that get wet which add threat of hypothermia if left on? (the "wet" modifier on clothes could simply invert the temperature value, so the heavier the clothing, the more sodden it becomes)
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