Jump to content

hrot

Member
  • Posts

    221
  • Joined

  • Last visited

Reputation Activity

  1. Like
    hrot reacted to Geras in Campfire Kit   
    I support this. Maybe the recipe would be something like 12 stones (regular ones or sharpened or a mix), 6 twigs, 4 branches and something to start the fire like a sheet of paper, magazine, sheet of cloth and a fire source.
  2. Like
    hrot reacted to Keyboardassassin in Campfire Kit   
    Just a suggestion,maybe instead of planks and ripped sheets or sheets to make a campfire kit. How about a certain amount of stones and sticks/tree branches? 
  3. Like
    hrot reacted to LeetgamerBoi in Sandbox sliders   
    Simply put, add a bunch of sliders on top of the options like zombie speed, loot rarity, and everything.
    So we may have any speed of zombie, even faster than sprinter if we wish. Add notches in them to signify each of the preset's value so we can properly adjust.
    And that's it!
    Seems incredibly simple. 
    If it  can't be done in the upcoming stable build 31, just move this to mod suggestions.
  4. Like
    hrot reacted to nubus in Environment affecting corpses   
    From my point of view of absolute ignorance in programming, i'd love this feature. 
     
    I had to smell a human corpse (20 days under a plastic roof in september!!) and that shit remains in your nose for days. So the nausea is a fact.
    I also say about the septic poisoning for moving corpses with bare hands. a pair of gloves should be used to do it.
  5. Like
    hrot reacted to EvaN in Environment affecting corpses   
    Some ideas about corpses everywhere around town left to rot in the sun (or in the rain )
     
    Blood sprites
     
     
    Outdoors, pavement (or any other "solid" surface)
    Should be washed away completely after a few rainy episodes
     
    Outdoors/Indoors, vegetation/sand (or any other "porous" surface)
    Should be absorbed and dissapear completely after a few hours/day, no rain or cleaning required
     
    Indoors, any solid surface
    Fine as it is (Want them gone ? Grab your favorite towel, bleach and get those elbows working)
     
    Corpses
     
    Decomposition should occur naturally, should be a slow process (4-6 months ? maybe more ?), speed altered by corpse location (indoors => slower)
     
    Stench
     
    Putrefacting corpses smell bad. Never smelled a dead human body, but still animal corpses smell pretty bad.
    Strench should start after a few hours/day, and its radius growing around the corpse for a few weeks/months. Multiple corpses (overlapping "stench circles") should add up and make the character more and more nauseous. This would force players to burn/move corpses around their safehouses so they don't get nauseated/sick/sad/anxious/whatever.
     
    What do you think ?
  6. Like
    hrot got a reaction from GoodOldLeon in Log walls - realism   
    Log walls are the strongest walls in the game but building them is very easy and not so realistic.

    Now it look like this:


    In that picture i explained what should happen with such a wall.

    So my suggestion is that you need to have a shovel and dig a ditch in order to build a log wall.
    Like in this picture:

     
    I think it will be good change for realism and good for gameplay too.
  7. Like
    hrot reacted to wsensor in Alternate Foraging   
    I always though Foraging was more nature oriented and everything else was more Salvaging or Scavenging.
  8. Like
    hrot reacted to Snorrsenkel in Alternate Foraging   
    Maybe the foraging menu could also be splitted.

    forage -> food
               -> materials

    Because the other day i was worried about the big amount of stones i foraged. I find more than i can use.
  9. Like
    hrot reacted to uberevan in Risk of suicide (this is almost certainly too dark for this game, and may even be offensive)   
    I would also like to point out how it is easier to get sick when depressed, and in that sense it could be hazardous to your health.
  10. Like
    hrot reacted to eldergamer in Unskilled Rain Collection Device   
    I could see your idea working in the wilderness or some place without any structures but if your in town It would be much easier and more effective to take a bucket, pot or some other collection vessel and put it under the rain gutter downspout of some house or building? That would require Zero carpentry skill and no resources other then the collection medium.
     
    Why we are not allowed to do this right now is beyond me.
     
    Eldergamer
  11. Like
    hrot reacted to MyTJ in Different wood quality   
    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?
  12. Like
    hrot got a reaction from Pixel Pis in Ruined and Dirty Clothes   
    I like that idea but i think it's too complicated also devs are against hygiene/sanitation.
    It could be very simple system: clothes have durability like weapons, tools and after some time would require some repairing (with thread and needle) or they would give less bonuses to temperature and after that they would became unusable.
  13. Like
    hrot got a reaction from CaptKaspar in Stomping zombie heads even with a weapon equipped   
    I like this idea. Would be nice to have a special hotkey for that. Saving durability of weapons is quite important.
  14. Like
    hrot got a reaction from Lionheart2 in Melee skills re-organisation. (no more blunt & blade)   
    Sadly i'm too kinda new to game, you must learn most things by yourself i think. Blocking is automated now and it happens when a zombie is going to bite you, you do something like block and then push zombie away. Idea with manual blocking is very good especially in multiplayer when dueling in melee.
     
     
     
    Well that favorite weapon perk idea is not so bad but in PZ i'm not sure, you just magically get better at that weapon? Better idea would be getting perk automatically when you actually used some weapon for long time (for example you killed 200 zombies with axe and then you get perk for axe).
    Also merged everything in one skill would be not good because of points you have to spend on weapons.
    Now you must invest a lot of points in weapon and managing your points is a problem. With that change you will need only 1 point, now you need 3.
    Also sub skill "guard" - im my current gameplay i killed like ~600 zombies and only use guard maybe 10 times? So i have less points in guard because of that, i just don't use it so i'm not so good with it.
    So yes you can get better at one aspect of combat if  you neglect the others, that's true in real world and is true in PZ.
     
  15. Like
    hrot got a reaction from WolfeClaw in Log walls - realism   
    Axe is only needed to get logs, but when you have it you only need logs and sheets. Floating bases etc. will be removed at some point and log walls should be changed too.
  16. Like
    hrot reacted to ZombieGrinder in Plastic wrap   
    My girlfriend suggest me this one: Plastic wrap.
     
    It will help conservate/preserve the food (sandwiches/soup/stew) a bit longer and can be used also to collect water/dew.
  17. Like
    hrot reacted to wsensor in Realism   
    For some things like solar panels they could make them randomly generate rarely attached to random houses.
     
    These houses would already be considered equipped with solar power so building a base there would be more desired than elsewhere.
    This could be a rare possibility and would randomly happen on new world start. (To make it different every time.)
     
    This was it somewhat works and would require less knowledge other than plug in the fridge and such. Later on they could add a way to find out how much power is available and the player could remove/add things to not go over the generated power.
     
    Damaging the solar panels should also be a thing such as if they are attacked by a player or zombies they could break or loose efficiency.
     
    - Still say that based on skill and such random books/pieces of paper might teach people with the correct skills/levels how to install/uninstall/move/modify items in the game world to an extent. High mechanic skill and a couple books and installation guides to the solar power things (the ones that are small of course) could allow someone that worked hard to maybe go around and steal the parts from other areas and set up in a safer place.
     
    Special instruction papers/books could end up as a trade-able commodity for in multiplayer.
  18. Like
    hrot got a reaction from particlezero in Realism   
    Well i know it's possible but it's not something that your grandma do in her basement, to put it more clearly, i don't think it should be possible in the game. Just too complicated and require specific various tools and materials.
     
    Also i agree with jefferyharrell, solar panels are too complicated, maybe with electrician occupation but still hard because of needed material etc.
    When i say about solar panels i mean solar panels in real life in West point and Muldraugh, these are real cities which game is based of.
     
    Edit:
    When power is up in first 2-3 months why go to library when you can just google everything and be omniscient
  19. Like
    hrot got a reaction from particlezero in Realism   
    1. I agree but for some tools for example axe there should be items like whetstone to keep it sharp.
    Hammer need more durability of course.
    Axe will just lose his sharpness which of course would lower damage it causes.
    So maintaining weapons and tools in good shape is very good idea.
     
    2. Solar panels are not so easy to use, it require some knowledge how to install it etc. Also i don't know how many solar panels they have in cities in the game, probably not so much.
    About gasoline i don't know so maybe other people can say something about it.
     
    3. Farming needs some real balancing and more realism so i agree for now it's too easy and it doesn't have much realism.
    Hydroponics are too complicated for zombie apocalypse scenario. Undeground? Nope, plants still need sun or special kind of lamps and power of course but glasshouses will be nice to have/craft.
     
    4. It's annoying when you accidentaly step into your own campfire so maybe some kind of craftable furnace/stove will be good to avoid that, also to allow cooking indoors.
     
    5. I think it's too complicated so not so good idea even building a simple forge could be very hard.
  20. Like
    hrot reacted to jefferyharrell in Realism   
    The big problem with solar panels is the inverter. A PV array generates direct current (DC), but pretty much every electrical object in the PZ world is going to run on alternating current (AC). If you're lucky you can maaaaaybe scrounge up some PV arrays from things like streetlamps (though I think you're overestimating their common-ness by quite a lot), but without an inverter you wouldn't be able to use them to power your coffee pot.
     
    Even with an inverter, you'd be looking at something on the order of seven square meters of PV panels to power that coffee pot, and that's on a cloudless day at noon. A regular household coffee pot draws on the order of a kilowatt of power, and solar power is only good for a kilowatt per square meter at about 15% efficiency under full, direct sunlight.
     
    Of course, the way around that is to wire your PV arrays up to a bank of batteries. Charge the batteries gradually over several days, then dump all their amp-hours into your coffee pot at once. But that requires even more electrical know-how and scrounged parts. Not saying it couldn't be done. It might even make for a fun little aspect of gameplay for the mid- to late-game. Just saying that throwing solar panels into the loot table and calling it a day would, to be, be overly simplistic and disappointing. But I'm weird.
  21. Like
    hrot reacted to jefferyharrell in Zombie Loot (I don't know a good title)   
    Not to sound negative or whatever, but doctors don't typically carry medical supplies on their persons. They don't tend to have drugs or surgical tools in their pockets, if you follow my meaning.
  22. Like
    hrot reacted to jefferyharrell in Melee skills re-organisation. (no more blunt & blade)   
    Okay, but fighting with a knife would be completely unlike fighting with a crowbar. I agree that putting a bat with some nails in it in one category and a fire axe in another seems kind of arbitrary, but it's no more arbitrary than grouping all weapons by how many hands they're held with.
     
    If you wanted to get really granular, you'd have to think about swinging weapons like clubs versus slashing weapons like knives versus stabbing weapons like … well, also knives but knives that are being used differently. Personally I think that level of granularity is excessive for a game like PZ. At first blush, I'm inclined to think that the game would be no worse off if all melee weapons were covered by one skill and all shooting weapons (guns now, eventually things like bows perhaps later) were covered by another.
     
    I mean, let's consider the overriding fact: You're supposed to win. When it's you versus a zombie, one on one in a fair fight, you're supposed to win. Even on your first day with no skill bonuses, you're supposed to be able to win that fight. I think if we said that somebody who's competent killing zombies with a baseball bat is incompetent with a machete, it would end up diminishing the game somewhat.
     
    That's just my two cents, though. I'm open to being told I'm wrong.
  23. Like
    hrot reacted to Kajin in Melee skills re-organisation. (no more blunt & blade)   
    Conflict with other survivors will definitely be a factor, though, and having different weapon skills to fit different situations could prove useful. Also, given that the professions system is becoming more in-depth to the point of rewarding specialization, I think that doing the same thing for weapons skills wouldn't be too far out of place. In fact, it could make it more rewarding for characters that operate in groups to specialize in one weapon skill over another.
     
    EDIT
    That being said though. if nothing else I think having one and two handed weapon skills would be a good idea to add to the current system. It drives me insane when I notice that a knife and an axe share the same skill group.
  24. Like
    hrot got a reaction from Gammlernoob in More Random Items   
    Money in zombie apocalypse has no value but it will be good to light a fire
    Trade will be just barter, commodity for commodity and every person will value things differently based on what he have and what he need to survive (this is also importrant when npc will be soon implemented).
  25. Like
    hrot got a reaction from WolfeClaw in Risk of suicide (this is almost certainly too dark for this game, and may even be offensive)   
    This:
     
    This. It's same thing like hunger etc. you must take care of that or you will take consequences. Also it's really hard to get Severely Depressed moodle. Maintaining level of boredom/ unhappiness is part of survival in zombie apocalypse.
     
    But i also agree with Rathlord
     
    So best thing would be just very big penalties when you are at highest lvl of depression so it would be very very hard to survive and probably character would die because of zombies or other danger not because he/she commited suicide.
    Suicide should be thing that player can control.
×
×
  • Create New...