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Lionheart2

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Posts posted by Lionheart2

  1.  

     

     

    Yes that is the point- A lot of the same things are in here but there are some differences as well. When I say "critical hit" I mean a kill shot on Zombies. There should be a block button or something to defend against melee strikes. Can you list all of the existing abilities(called perks in the code) for me? I am new to the game and the wiki is very outdated.

     

     

    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.

    I know how it works against Zombies. But yeah, a block button for Multiplayer would be nice.

  2. Great stuff! I have a few questions/suggestions though

     

    1) Do the sunglasses and beanie work okay? (No rotation bug)

    2) I think some nice models to make (in the future) would be: Raincoat/poncho and a pickaxe

    3) Could you combine all the models into one archive? that would be nice.

     

    Thanks for the work you have done and I hope you get all your issues resolved.

  3.  

    I would suggest some skill categories and improvements for a later build. Like this-

     

    Melee:

    Precision- Bonus to critical hit chances, particularly with bladed thrusting weapons.

    Swing- Bonus to damage and swing speed, most effective on swinging weapons like cleavers and bats.

    Power- Bonus to knockback and damage, most effective with axes and sledgehammers.

    Dueling- Bonus to reach of melee weapons and blocking (chance that when wielding a melee weapon, NPC/other player's melee attack on you will be less effective). Also improves bare hand attacks.

    Knowledge- Better repair and crafting of melee weapons. Unlocks some more difficult or abstract recipes.

     

    Note: certain choices at the start/developed abilities such as "Axe Man" will increase effectiveness of specific melee weapons. Also, "Antique Collector" could allow players to craft swords, fireaxes, and other pre-apocalypse quality melee weapons

     

    Ranged:

    Aiming- Bonus to accuracy with all ranged weapons.

    Firearms- Bonus to reload speed and critical hit chance of gunpowder weapons. Better at repairing guns. Can craft more effective attachments.

    Archery- Bonus to reload speed and critical hit chance when using crossbows, bows, and slingshots. Better at repairing them and broken arrows, too.

    Throwing- Bonus to accuracy, speed, damage, and critical hit chance on Zombies when throwing things. Can throw larger objects (if physical strength permits)

    Gunslinging- Faster equip speed and damage in close quarters for ranged weapons. Weapons in your hands have less of a weight penalty.

     

    Note: Knowing how to make guns could be a trait.

     

    Note: Fishing does require skill, but a lot of it is luck too. I think two or free traits giving bonuses/penalties to the player when fishing would be better

     

    Power comes mostly from strength not from skill in some weapon. (trait stout and strong)

    Dueling being random = very bad idea especially in multiplayer.

    Knowledge - it's already in game just different name.

    "Antique Collector" - too complicated, require special tools and material, shouldn't be in game in my opinion.

    I also don't like "critical hit" idea because randomness is not good thing for this game, also very bad for multiplayer.

    Reloading/swinging faster is already in game.

     

     

    Yes that is the point- A lot of the same things are in here but there are some differences as well. When I say "critical hit" I mean a kill shot on Zombies. There should be a block button or something to defend against melee strikes. Can you list all of the existing abilities(called perks in the code) for me? I am new to the game and the wiki is very outdated.

  4. I would suggest some skill categories and improvements for a later build. Like this-

     

    Melee:

    Precision- Bonus to critical hit chances, particularly with bladed thrusting weapons.

    Swing- Bonus to damage and swing speed, most effective on swinging weapons like cleavers and bats.

    Power- Bonus to knockback and damage, most effective with axes and sledgehammers.

    Dueling- Bonus to reach of melee weapons and blocking (chance that when wielding a melee weapon, NPC/other player's melee attack on you will be less effective). Also improves bare hand attacks.

    Knowledge- Better repair and crafting of melee weapons. Unlocks some more difficult or abstract recipes.

     

    Note: certain choices at the start/developed abilities such as "Axe Man" will increase effectiveness of specific melee weapons. Also, "Antique Collector" could allow players to craft swords, fireaxes, and other pre-apocalypse quality melee weapons

     

    Ranged:

    Aiming- Bonus to accuracy with all ranged weapons.

    Firearms- Bonus to reload speed and critical hit chance of gunpowder weapons. Better at repairing guns. Can craft more effective attachments.

    Archery- Bonus to reload speed and critical hit chance when using crossbows, bows, and slingshots. Better at repairing them and broken arrows, too.

    Throwing- Bonus to accuracy, speed, damage, and critical hit chance on Zombies when throwing things. Can throw larger objects (if physical strength permits)

    Gunslinging- Faster equip speed and damage in close quarters for ranged weapons. Weapons in your hands have less of a weight penalty.

     

    Note: Knowing how to make guns could be a trait.

     

    Survival Skills(No description means pretty self explanatory)-

    Farming

    Carpentry

    Metal Working- Better Crafting of metal objects

    Foraging

    Cooking

     

    Note: Fishing does require skill, but a lot of it is luck too. I think two or free traits giving bonuses/penalties to the player when fishing would be better

     

    Movement-

    Sprinting

    Nimble

    Lightfooted

    Sneaking

    Evaision- Higher chances of avoiding damage from zombies and weapons.

  5. I know during the end of days money won't have value, but I believe that survivors can still use it, since there will be outposts of people living a normal life.

    Banks:

    Money notes in singles

    Money Notes in packs (1000 bills)

    Gold bars

    Silver bars

    More variety of jewelry

    Coins

    Bag of coins (100 coins)

    They should be useful to buy food from survivors who own fields of food, or own a cache of weapons. Maybe even to pay a group to lodge you for a week. It can also serve to buy medicine from groups who hold large quantities of it when time is scarce.

    What do you guys think?

    Mods can do it.

  6. This literally sounds like the most simple mod you could make.

    Add an additional button, add some intermediate values in the Zombiespeed/ Sandbox.lua Files and boom bam bang!

    How has no modder picked this up?

    I play with sprinters sometimes.

    What  i do is i try to get guns early on to lure a massive amount of the poopulation into one house that i have walled shut except for 2 doors.

    Then turn the oven on and burn it to the ground.

    And i won.

    Most zombies in that area are now smoking ash.

    I drop my guns and start using the knife jawstab method.

    I'll try to do something about this in my Walking Dead mod.

  7. 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.

    I concur; now you are talking.

     

    Honestly there should be a trait that makes it impossible to use bows. "Fat Thumbs", "Pullback game weak" (lol)

    Because I've tried and I suck. So I do agree in that respect

  8. Well... People can learn stuff, you know. Like how you learned how to use this forum? :D

     

    Maybe the crafting and use of bows and arrows could be impossible unless you read a book / learned from NPC. Then after achieving level 1 archery/fletching you could level up like normal.

    I think it is unreasonable to say that bows and arrows shouldn't be in game at all. Hate to bust your bubble, but being a talented archer isn't the rarest skill in the world. Its not like there were only two archers in the British army at Agincourt...

     

    And about making bows... well, someone has to do that too. Are you saying people that make bows are abnormal??? what about people who handmake shoes? boats? heck, if we are going for pure 'normal Kentucky guy' nothing should be craftable at all, since everyone buys what they need from the store :!:

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