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hrot

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  1. Like
    hrot reacted to Rass in Risk of suicide (this is almost certainly too dark for this game, and may even be offensive)   
    Many people here claim that suicide shouldn't be implemented because it's a negative mechanic that the player can't control. I agree that you shouldn't, for example, randomly get injured while cooking, but I don't think that suicide falls under this category. While random injuries when doing certain tasks are, well, random, suicide would work as the final effect of a moodle progressively getting worse and worse, much like hunger, thirst, bleeding or fever. You have complete control over this-Don't wanna commict suicide? Don't let your character get bored, sad and finally depressed.
    And why would I like suicide to be implemented, what does it add to the game? I think that at the moment, events in the game don't have enough of an effect on the character's psyche. Since boredom and depression don't really do much, the character's encounters with the postapocalyptic world don't seem to have that much of a lasting impact.
  2. Like
    hrot got a reaction from migulao in Best way to lose obese trait?   
    Hmm i think that it possible to lose traits. I saw one of devs where he said that but there is no visible progress though.
    I found that topic: http://theindiestone.com/forums/index.php/topic/9434-losing-and-gaining-traits-by-gameplay/
    See RobertJohnson replies there.
  3. Like
    hrot reacted to jefferyharrell in Risk of suicide (this is almost certainly too dark for this game, and may even be offensive)   
    This is exactly, word for word, what I think. You expressed it much better than I did.
     
    And as for control, in a sense the player would have slightly more control over it than he would over the progression of a fever or starvation. If a character gets to that depth of depression, the player can keep him or her away from guns, knives, sleeping tablets, bleach, rope, whatever tools of self-harm might be implemented in the game. The player would have the opportunity to put his character on a very literal "suicide watch" until he can improve his character's emotional state. It would make playing the game very, very difficult, but isn't that kind of the point?
     
    Anyway, let me emphasize again that I'm not married to my idea. It was just a suggestion. I'm grateful to Rass for expressing it so clearly and succinctly.
  4. Like
    hrot reacted to Dudeman325 in Relocate Evolved Recipe Ingredient Data   
    Currently, data for evolved recipe ingredients is a line in the stats of each food item that says which evolved recipes the ingredient can be added to. For example, there is a line in the Steak item that says it can be added to Stir Fry, Soup, Stew, etc.
    This is difficult for modders who want to add new evolved recipes, as they have to make base edits to every ingredient they want to be available in the new recipe. This also creates a lot of opportunities for conflicts with two mods that both add evolved recipes that make edits to the same item, requiring an array of compatability patches.
    I'm suggesting that the ingredient data be moved from the food items to a line in the evolved recipes themselves. This would remove the need for ugly base edits as well as allowing new recipes to be added by multiple mods without conflicts or patches.
    Thanks for taking the time to read this, and for making such an awesome game!
  5. 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.
  6. Like
    hrot reacted to WolfeClaw in Knocking on closed doors   
    As well as doors, why not windows? A player may not be in the position to knock on a door, and windows are just a fragile and more prone to breaking, especially with an unarmed attack. 
     
    If I saw a zombie through a window, I'd want to ensure I get it's attention rather than going around the building to the door to knock on it and only hoping that the zombie is attracted by it. 
  7. Like
    hrot got a reaction from bumblemore in Feedback on new zombies AI & zombies memory   
    It will be good idea to make two zombie behaviors like you said Onkeen or even more types of behaviors. Also what bumblemore said: space the horde members out a bit because now it's like one big mass without free spaces.
  8. Like
    hrot reacted to VASH581 in Where is my nut?   
    Since every tree in this game are pine trees or something like that, it make sense if we can find some pine cones or acorns or some other nuts when foraging, right?
     
    Just think it as a salty, nonperishable version of  berriy. Can be eaten directly or added in the pie or cake. Can be used to trap squirrels.
     
    I hope you like it!
  9. Like
    hrot reacted to jefferyharrell in Stomping zombie heads even with a weapon equipped   
    If you're unarmed and you get a zombie on the ground, you'll stomp on it. I was recently wishing (because my baseball bat was a breath away from breaking) that I had the option to stomp on floor zombies even while I had a melee weapon equipped, presumably with its own hotkey. Would that be bad for game balance? I imagine stomping does relatively little damage, but the zombie is helpless, and if you're otherwise safe you've got nothing but time, so it would be a great way to keep that melee weapon in good nick just a little while longer.
     
    (Yes, I know you can hotkey-unequip your melee weapon and then stomp away, but I've had marginal success with that at best, probably because I'm still a klutzy noob. Maybe I just need practice.)
  10. Like
    hrot got a reaction from Suomiboi in Why bows and ability to make arrows is not good idea   
    Maybe I exaggerated a little bit.
    Just making bows harder to use/learn will be good also crafting bows and arrows should be hard and at low levels of carpentry it will be quite weak weapon.
  11. Like
    hrot reacted to SIGILODARK in the implementation of shallow waters and deep waters in the river (west point).   
    the implementation of shallow waters and deep waters in the river (west point).
     
    my suggestion is that the river, located in west point, have some features, such as pandas water and deep water. and depending on the DEPTH of water we can do different tasks.
     
     
    shallow water: we can enter the water and walk into the water, to put the fish trap further into the river, and not necessarily on the river bank "to put the trap farther from the shore fish increases the possibility to capture larger fish "
     
    Deepwater: The character could not move or walk over there could only fish, for better fish (futuramente swim in the deep waters)
     
     
     
    Goodies: splash sounds of feet in the water would add,
     
    add the option to search the water to find small crustaceans "mussels, crabs" to eat.
     
    the character will walk or run slower if it is within the shallow waters,
    desacalzos walking in the water could cause cuts and feet from broken glass or sharp objects that are in the water,
     
     
    my suggestion in pictures
     
    the darkest area is the deeper water
     
     


     
    *
     

     
     
    *
     

     
    i speack spanish i use translate google 
     
     
     

    la implementación de aguas pandas, y aguas profundas en el río (west point).
     
    mi sugerencia es que el rio, que se encuentra en west point, tenga algunas características,  tales como aguas pandas y aguas profundas. y dependiendo de la profundida de las aguas  podamos  hacer diferentes  tareas.
     
     
    aguas no profundas: podamos entrar al agua de pie y caminar dentro del agua, poder poner la trampa para peces mas adentro del rio , y no necesariamente en la orilla del rio " al poner la trampa para peces mas alejada de la orilla aumenta la posibilidad de capturar peces mas grandes"
     
    aguas profundas: el personaje no podra avanzar  o caminar mas de ahi  solo el podra pescar, para obtener  mejores peces, ( futuramente nadar en las aguas profundas)
     
     
     
    extras: se agregaria  sonidos de chapoteo de los pies en el agua,
     
    agregar la opcion de rebuscar en el agua para  encontrar pequeños crustaceos " mejillones, cangrejos" para poder comer.
     
    el  personaje caminara o correra mas lento si esta dentro de las aguas pandas ,
    andar desacalzos  en el agua podria provocar cortes e los pies  por vidrios rotos o objectos puntiagudos que se encuentran en el agua, 
     
     
    mi sugerencia en imagenes
     
    la zona mas oscura es el agua mas profunda
     
  12. Like
    hrot reacted to Anderson Jaeger in Filling bathtubs   
    The water should become tainted after a certain amount of time. Otherwise I like the idea
  13. Like
    hrot reacted to Heavensmith in Filling bathtubs   
    Hey everyone,
     
    I was a bit surprised to not find this anywhere on the forum, since it has already been suggested on Steam. Maybe the developers and everyone else has already heard of it then, but I thought it was worth mentionning
     
    How about being able to block bathtubs with a rag or something, and filling them with water? If a player is trying to hold out in an urban area, it would be a pretty good water container, since an average tub can hold at least 150 litres of water.
     
    This mechanic could also be used to fill sinks throughout to house. It wouldn't change much at first, but it could sure come in handy when the water finally cuts out and you've got 40 extra gallons waiting in the bathroom
  14. Like
    hrot reacted to jefferyharrell in Travois   
    This is a travois:
     
    http://obstacleracingmedia.com/wp-content/uploads/2013/10/sr-travois.png
     
    (I didn't draw that, so no making fun of me for it.)
     
    I'm thinking it could be crafted out of three tree branches and a couple ropes or sheet ropes. Pulling it would be slower than walking pace but faster than heavily-overencumbered-walking-pace. I could see it being useful for hauling a reasonable number of logs or log stacks, or (the thing that inspired this suggestion) dragging four or five zombie corpses at once out of your back garden. It'd probably fall apart after a few trips, too, unless strapped back together with duct tape or something.
     
    The major downside is that it would probably need its own models and animations, and that'd be a lot of work.
  15. Like
    hrot reacted to jefferyharrell in Water cooler bottles in offices   
    These things:
     

     
    They should be found in twos or threes in the closets or back rooms of offices (H. Smith Attorney for instance, or Cortman Medical), should hold on the order of 40-80 cups, and should be just ridiculously heavy. Like so heavy that it's probably more practical to leave the bottle where it is and go fill up smaller containers from it.
  16. Like
    hrot reacted to Lucius_5 in I hope these could be added to the game,to let survivors have some sweet time.   
    ... Hi everyone, I'm Lucius, and new here.
    Here are jam-making recipes I thought up.
     
    Have some sweet time now !!! XD
     




     

     

     
    Ok I'm gonna tell u that  I painted them all except saw, kitchenknife, jar and some fruits
    ( Well before cherry and pineapple added, I already painted them on my own, now so glad to see them in the game )
     
     
    And I really love PZ.
     
     
  17. Like
    hrot reacted to LeoIvanov in Zomboid door overhaul   
    I've had a small idea in mind that could add up to this already formed list of your suggestions. Really sorry for necro-ing it, but that way I won't feel bad for re-starting the same issue that was brought up a month ago.
     
    Things to add for doors :
     
    - Categorize the doors. "Wooden", "Steel", "Glass", etc.
    - Doors in 1 category are easier to break than doors in other category. (For example - Steel door > Wooden door > Glass door.)
    - Make doors in certain category breakable by certain weapons. (Steel doors can only be taken down by the use of crowbar or sledgehammer, Wooden doors can only be taken down by sharp-long weapons, blunt weapons and shotgun, Glass doors can be taken down by anything.)
    - Each door category spawns certain item upon breaking it. ("Steel parts" for future crafting when breaking steel door, "Wooden planks" for wooden door, duh, "Glass shards" when breaking glass doors.)
    - Pushing/crafting furniture infront of a door increases it's durability, but blocks you from accessing through it.
    - Open silently/quickly. Quick opening is done by tapping E, produces noise, makes zombies go after you. Slow opening is done by holding E - An action starts, you have to hold E until it ends, but you manage to open door slower, making less noise. If you let go of the button earlier, the action is taken as "open quickly".
    If a zombie is standing right beside the door, quick opening knocks it back, slow opening is "Failed" and alerts the zombie on the other side. (if it opens inward). If the door opens outward and zombie is on the other side, quick opening instantly attracts it towards you. Slow opening will attract it only if it's staring in your direction.
    - Certain doors don't block sight. Doors like celldoors, glass doors, doors with windows can be seen through. Both useful and dangerous at the same time. Can be covered with a sheet to block visibility.
    - Running into a door automatically opens it (if unlocked). As with the case with "opening silently/quickly", running into a door automatically opens it for you, but you deal with a higher noise that is produced and attracts even more zombies to it.
    - Doors in weaker category (Wooden, Glass) can be broken by Strong/stout characters when ran into. When you make your escape from a horde you don't have time to access your crowbar or sledgehammer. If a door is weak enough, strong characters need fear not as they can run into a door and smash through it, even when locked. It will probably render it's ability to be locked again useless, but you don't have to worry about that when there's 50 zombies ready to gnaw at your feet if you don't do something fast. Make it a 0.5-1 second timed action so you can cancel it by turning away if you didn't mean to do it. Makes a huge f**king noise that can be heard in the whole neightborhood. Smart players will only use it in EXTREME conditions. Dumb players (Like me <3) will use it when it would be much safer to just open them loudly.
  18. Like
    hrot got a reaction from Lionheart2 in Why bows and ability to make arrows is not good idea   
    Well need of skill book will be somehow realistic or trait like "archer" to even start using bows . Maybe just make difference beetwen crossbows and bows: bows are harder to use / harder to learn and learning how to use bow only by yourself is kinda hard and very slow process in RL.
  19. Like
    hrot reacted to bumblemore in Feedback on new zombies AI & zombies memory   
    And space the horde members out a bit, at the moment they're too condensed to make me believe they're not tripping over eachother all of the time.
  20. Like
    hrot reacted to Onkeen in Feedback on new zombies AI & zombies memory   
    Hi,
     
    It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now.
     
    I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum.
     
    Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not.
     
    My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners.
     
    My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  21. Like
    hrot reacted to CaptKaspar in Sheetropes fail (falling)   
    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!
  22. Like
    hrot reacted to MrZombifiedGamer in Bury Corpses   
    I actually think this has been suggested before and no idea why this isn't a planned feature yet. I really like the idea and I support it. Sick of sticking my friends in closets...
  23. Like
    hrot reacted to explorator in Bury Corpses   
    Digging a hole six feet deep and large enough for a body is an immense amount of labor.  This is the reason so many murder victims are buried in shallow graves, the killers do not allow enough time to dig the full grave.  
     
    I think this is a good idea, just remember it takes work!
  24. Like
    hrot reacted to Anderson Jaeger in Bury Corpses   
    i think we could have a option to join one corpse in another. You drop all together and make a "pile of corpses"(the corpses will be transformed in a single iten and lose all itens inside) so your character will use all energy to bury.
     
    pile of corpses + shovel = option to bury. = exhausted
    one corpse + shovel = option to bury = tired
     
    Definitly will clean the mess better than the actual fire and MAYBE we could put a sign above the grave and remember our lost friends =p
  25. Like
    hrot reacted to Heavensmith in Infectious bladed weapons   
    Hello everyone,
     
    I had this idea that, as far as I can tell, doesn't appear in the "often suggested" or "definitive no" lists. It goes as follows:
     
    When using a bladed weapon, the player has the possibility of lathering it in zombie blood, making it "infectious". Hitting another player (or NPC) would mean contact with zombie blood, and thus risk of infection. The chance wouldn't be as high as being bitten, but it could still be substantial depending on the damage done.
     
    I actually got this idea while playing the walking dead game. There's a scene where a character hacks another's arm off with a bloodied axe. Even if the arm came off, the blood on the axe would have meant the infection was still there.
     
    So basically I feel like it could be a nice little trick to add. Not sure whether it would make certain weapons OP though...
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