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lampdude45

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Everything posted by lampdude45

  1. I don't remever how long ago they had this in the game, but at one point panic led to the player hearing ( seeing outlines behind them) of zombies that aren't there. That made a great deterrent to having panic, because you were constantly second guessing if they zombie behind was real or imaginary
  2. That actually would give a use for screws. I like that idea a lot. Metal plates doors could have 1.5x durability or something like that
  3. I definitely agree that rain and other weather should effect a character's 'heat' level. However, i do disagree about the heaters use in houses. By the time you reach winter, all power should have gone out, and all heaters require some sort of electricity (unless they do something with woodstoves). So i dont see the point of having them implemented. True, we will have generators soon (or not soon, whenever they are done) but it seems a far more valuable use of time and energy to use them to keep food for longer rather than have a warm home.
  4. if you dont start with any point in carpentry you automatically level up carpentry at a much slower rate (1/4x) than if you start at with one point. Orignally, sawing logs or barricading only gave about 1xp anyway. So 1xp X 1/4 = 1/4xp every time you do it, times the multiplier of 3. It sucks but its how they balance against the characters becoming 'jack of all trades' early, or even in late game. The best counter to stuff like this is the fast learner perk. It helps a lot, especially when coupled with skill books. I dont like to start trying at traits anymore until i gather up a few skill books anyway. I like to call my character librarians due to my obsession with collecting all the skill books
  5. while i dont know whether or not the axe gets better over time with maintenance skills, i know that by using the 'chop tree' option, i can get around 2 1/2 trees from each axe i make
  6. wait so does this mean if i start with high strength, and play a lazy character, they will lose the initial strength bonus? and if so, is the reverse true? (starting with overweight or weak and losing those attributes by playing an active character)
  7. thats actually a really god point. I have spent a summer or two helping with renovations, which involves taking down an enormous amount of boards (tons of wooden slats behind plaster walls). The main tool used in all of this is the crowbar. it would be great to have this in game
  8. i like this idea a lot, but withdrawal doesnt go away so easily, Rather than symptoms are just gone after 2-3 (like you suggested) why not have them resurface periodically over some weeks. So it could be very dangerous to get addicted to something and not have a ready supply. A good balance to this would be to allow the addictive substance to give you a small happiness boost when you have it
  9. Yeah, I never meant this as a permanent damage sort of thing, but it would definitely take some time to recover hearing.
  10. Anyone who owns firearms in real life knows that trying to shoot anything of a higher caliber than a puny little .22 will hurt your ears without some sort of hearing protection. But in PZ, we have high caliber rifles, shotguns, and pistols and no effect on the characters hearing. I suggest the devs add in a hearing damage / penalty when using firearms for more than a few shots. It would greatly balance firearms, and make using them as a primary weapon without getting a hold of some sort of hearing protection (ear plugs, noise cancelling headphones). What do you all think?
  11. this could be a very useful technique, but i think it may be a tad overpowered. If it had any sort of similar range as a house alarm would (best in-game comparison i can think of) it would draw everything away and give a player free reign over a wide area. the counter to that thought is to give the 'timed distraction' a much smaller range or similar. This could then limit its usefulness. I dont hate the idea, but im not sure i would find it very useful in a balanced state, and i would not like it at all if were too powerful.
  12. that would be almost too powerful, but if they let us do it, i would. Although, it would be worth the attempt to have a basket between the handlebars
  13. I really like this idea, (you just beat me to posting it actually). But it completely makes sense that people would want to try and have clean clothes during an apocalypse. Running around all day, running through trees, and spattering blood and brains from the undead would probably ruin your evening wear. Although, I think soap and bleach could be the best possible cleaning supplies, there should also be some lower tier stuff, maybe even rinsing it in water could reduce the dirt from it just a little. The whole idea here could be used to give the zombies an extra sense, smell. If the survivors are all nasty and dirty all the time, it wouldnt exactly take a dog to sniff us out. But by cleaning our clothes and using soap and bleach we could reduce the smell, which could also provide some happiness or unhappiness
  14. So with the recent increase in levels (1-10) we are at a loss for any use for a lot of the levels which make them feel very empty and useless. Here are some of my ideas to expand on some skills, and a couple other random ideas Cooking - organ meat from "cut animal" - salting meat - canning foods - razor + orange/lemon = orange/lemon zest. Spice for food - empty bottle + berries + sugar + time = alcohol Foraging - medicinal plants - nuts - vines (rope replacement) - honey comb - bees wax (bees wax + twine/string = candle) - onion grass - mint leaves, for spices Fishing - use rings, earrings and necklaces as bait - chum waterb Carpentry - sturdy stick + sheet = knapsack - sturdy stick for better crafted items (replaces tree branch for better durability) - 3 sturdy sticks + 2 planks = drying rack (wet towels) - dove tail furniture (uses fewer nails) Trapping - crayfish, bottle trap. Baited with bait fish, worms - snapping turtles, large cage trap. Baited with bait fish, worms, rubber ducks - vultures, caught with large bird trap. Baited with rotten meat/ dead animals. Gives large bird meat - insects, caught with adhesive trap. Baited with rotten foods First aid - create medicine from ingredients (bleach + water = disinfectant) - plaster to create casts - belts used in splints Other ideas - soap + bucket of water = clean blood - sheets + sturdy stick = small knapsack - 2 belts + 2 sturdy sticks\tree branches + 1 sheet/tarp = makeshift backpack
  15. So it makes sense to me, that in all these neighborhoods and food stores, there should be some bikes and shopping carts around I think it would both add to realism and just a decent way of travelling something like this would help a lot in travelling across town, and it wouldnt make things too easy either. You would move faster than walking( maybe around sprinting speed) and have a 'sprint' option while on the bike. it would let you travel faster than a regular sprint at the same exhaustion costs. off this idea i think there could be different types of bikes to be found. Like a street bicycle that really only works on roads (probably the fastest), a mountain bike that can go everywhere, and even a bike with a basket or something attached. these could also provide another use for the screwdriver, which is sorta useless if you dont use guns. Use the screw driver to attach baskets to bikes. Fix tires, Attach a flashlight to the front. etc. shopping carts could provide a mobile container, very useful in large hauls. But also very loud to push down a street. (in MP maybe end up with Caravans and guards roaming around). what do you all think?
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