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LeetgamerBoi

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  1. Like
    LeetgamerBoi got a reaction from SurvivingTestSubject in Lockable Windows   
    A must need for the very next version you put out is locks on the inner side of windows.
    WIndows really can be locked from the inside without a key. so why not.
    A sister feature of this is letting us lock any house door from the inside, since you don't need a key to turn the lock to locked or unlock once inside.
  2. Like
    LeetgamerBoi got a reaction from fluffe9911 in Lockable Windows   
    A must need for the very next version you put out is locks on the inner side of windows.
    WIndows really can be locked from the inside without a key. so why not.
    A sister feature of this is letting us lock any house door from the inside, since you don't need a key to turn the lock to locked or unlock once inside.
  3. Like
    LeetgamerBoi got a reaction from CzarUltra in Lockable Windows   
    A must need for the very next version you put out is locks on the inner side of windows.
    WIndows really can be locked from the inside without a key. so why not.
    A sister feature of this is letting us lock any house door from the inside, since you don't need a key to turn the lock to locked or unlock once inside.
  4. Like
    LeetgamerBoi got a reaction from Svarog in Lockable Windows   
    A must need for the very next version you put out is locks on the inner side of windows.
    WIndows really can be locked from the inside without a key. so why not.
    A sister feature of this is letting us lock any house door from the inside, since you don't need a key to turn the lock to locked or unlock once inside.
  5. Like
    LeetgamerBoi got a reaction from Jonientz in Use of Lightbulbs?   
    OR...
    Let us build a light source that runs off of a generator and not a battery.
  6. Like
    LeetgamerBoi got a reaction from Atoxwarrior in Use of Lightbulbs?   
    OR...
    Let us build a light source that runs off of a generator and not a battery.
  7. Like
    LeetgamerBoi got a reaction from PrincessCandy in RELEASED Build 32   
    alot of places force gas stations to have pumps that can work off of generators.
    Devs, please add it in. It makes it seem like you are trying to make things harder than they would be in real life.
    It makes all the work you did with generators suddenly useless after a while, because all it does is delay the electricity runout in the houses you have generators. 
  8. Like
    LeetgamerBoi got a reaction from Tech-Com in RELEASED Build 32   
    The fact that the earliest starting year is 2012, no. 
    It's in modern times.
    Handheld video games places it no earlier then the early 80's.
    Home pcs were already all over the place by then.
    They were just shitty and ran on DOS, Macintosh and Windows 1.0
  9. Like
    LeetgamerBoi got a reaction from Footmuffin in RELEASED Build 32   
    That's not just it. Look at this. 
    http://steamcommunity.com/sharedfiles/filedetails/?id=450103033
    That's only about a tenth of all of them.
    I dunno how many people muldraugh has, but if there's this many, i must have about 90 percent of them.
    The reason i have such an issue is that before build 32 i could fire a sawed off at the same place 100 times and i'd be lucky if 30 showed up.
    now if i fire it once, all the people in knox county tag along to the party.
  10. Like
    LeetgamerBoi got a reaction from Geras in RELEASED Build 32   
    Not only that. 
    But to make it not a chore to search everywhere to find the parts to fix a generator.
    Better yet, add in the ability to dismantle lamps and televisions and ovens and wall clocks.
    That will make it less of a chore. all of those things have circuit boards. Add in computers, just make them do nothing for a while, but when disassembled, give you 30 scrap electronics (there's alot of shit in a pc)
    This is all because electronic scraps are hard to come by when they should be dirt cheap, offices should be loaded with pcs and calculators and phones and printers and shit.
    You should be walking out with hundreds of electric scrap.
    This is the silicon age.
    Silicon chips and wires and circuts are some of the highly common things everywhere.
  11. Like
    LeetgamerBoi got a reaction from CaptKaspar in RELEASED Build 32   
    You really need to up the spawn count for small electronics,
    That, or let us dissassemble appliances, like toasters, ovens, fridges, televisions, light circuts... 
    I
  12. Like
    LeetgamerBoi got a reaction from Lilli in RELEASED Build 32   
    You see, that does not work when the suburbs are populated like downtown new york city.
    As a matter of fact, an oddity at that, downtown muldraugh is LESS populated than the suburbs.
  13. Like
    LeetgamerBoi got a reaction from b133d_4_u in RELEASED Build 32   
    TURN.
    ZOMBIE.
    COUNT.
    WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY
    DOWN
    I Was in a muldraugh suburb.
    I fired a sawed off shotgun.
    And suddenly thousands of zombies swarmed out of everywhere.
    Surely the residential district of muldraugh in the suburbs won't house that many.
    but also, it's ridiculously unfair.
    What used to be 1-10 zombies is now 30-100.
    This is on normal spawns.
    But it behaves like it's on insane.
    You would have to have 17 terabytes of ram and a graphics card that uses more power in a second than new york city in a year to run it on insane.
    on insane, there would not be hordes, there would be all zombies and tiny pockets of empty space where they have not engulfed.
  14. Like
    LeetgamerBoi got a reaction from RichCoconut in RELEASED Build 32   
    One final question.
    Bomb and bomblike thing recipies.
    Need.
    Now.
    Please.
    Need noisemaker recipe the most.
  15. Like
    LeetgamerBoi got a reaction from Jonientz in RELEASED Build 32   
    You can find books to do both.
    Now, I know you can find generators in other maps, but I have to test if they may be plugged in.
  16. Like
    LeetgamerBoi got a reaction from Onkeen in Baldspot and kate differient endings   
    It's die or stay in an perfected superfortress until you get bored and stop playing.
    that's the issue.
    if you get to late game, you never have to come out.
    thus nothing is there to kill you but yourself.
  17. Like
    LeetgamerBoi got a reaction from Arturius in Baldspot and kate differient endings   
    It's die or stay in an perfected superfortress until you get bored and stop playing.
    that's the issue.
    if you get to late game, you never have to come out.
    thus nothing is there to kill you but yourself.
  18. Like
    LeetgamerBoi got a reaction from fluffe9911 in Horde Mod   
    best way to cope is to make an elevated base...
    off the ground...
    and then have sheetropes down.
    Completely safe!
    but going down will be a hellhole.
  19. Like
    LeetgamerBoi reacted to jass0 in can/can't vs. try -> succeed/fail   
    Hello,
     
    I thought I'd share an idea I thought would be:
    easy to implement logical rewarding interesting So, instead of being able/not able to craft a certain item at a certain level, it should be possible to try at any level. This is how real life works, so... it makes sense.
     
    The rate of success could follow an exponential function such as:
     

     
    Of course there must be a penalty for failure, right?
     
    Suggestions:
     
    crafting materials are destroyed crafting materials produce some unwanted product you hurt yourself  
    (clyde)
     
    ps. It could be even be made so that the "quality" of a produced item depends on the combination of your experience and luck, like it is in real life, but in a less "quantized" manner (level X != you always produce quality, level Y != if you have luck you may be able to exceed the typical quality of your level)
  20. Like
    LeetgamerBoi reacted to Mikhail Reign in Zombies using weapons/tools   
    Balling your hands to make a fist is creating a tool. It required the knowledge that a fist will do more damage then a palm. Trying to break through a door instead of just through the wall requires the knowledge that the door will break easier and is a 'logical entry point'. Remembering that prey just ran around the corner and you should follow it, even tho its no longer in sight and not a stimuli, implies memory. Its not much a a stretch from making fist > picking up rock.
  21. Like
    LeetgamerBoi got a reaction from Blake81 in shoud barbed wire do damage   
    Zombies don't give one fuck if they prick their hands or tear their faces or genitals up.
    Rasor wire don't do shit to them.
    Except cut the fuck out of them and tangle them up in it.
    Electric fences would be where it's at.
    High amp electric wires, and ZAP
    But you need some way to get electricity- a car battery may work for a few minutes, but you'd need to amp it up.
  22. Like
    LeetgamerBoi got a reaction from Jack Bower in RELEASED: Build 31   
    Fantastic!
     
    -----
     
     
     
    Anyway, a sweet new feature would be total zombie customization.
    Also with having presets on zombie speed, intelligence and stuff, give us sliders!
    so we may have 100% customization!
    Because i want zombies that can jog, but not full on sprint.
  23. Like
    LeetgamerBoi got a reaction from hrot 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.
  24. Like
    LeetgamerBoi got a reaction from Geras 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.
  25. Like
    LeetgamerBoi got a reaction from MXXIV in Mad science/ eperimentation   
    With an added zoologist/biologist/scientist and surgeon profession,
    I think it would be rad if you could catch some zombies.
    And then you tie them down and experiment on them.
    You can research them, study their bodily chemistry, see how they work, and the more you do so, you can learn more about them.
    Maybe how they are alive again, better, more efficient ways to kill them, perhaps upping your damage to them, and giving you an xp boost in weapons...
    Seems fairly simple.
    You could figure out if you can tinker around with knives in their brains, to find out if you can lobotomize them and make them pacified, or remove their arm and jaw muscles, and putting backpacks on them to use them as pack mules.
    Catching a zombie shouldn't be too hard.
    Get a cop's tazer and handcuffs, and some dog bite armor, and you're set to catch one.
    Unless it's so rotted it will fall apart, in which case it already would lack the ability to harm you altogether.
    Maybe you will discover why you've never seen a child zombie, by looking inside the stomach.
    You could cut some ligaments and make them permanently crawl and use them as guard dogs.
    Or, you could tape blades into their mouth and arms, and armor their head and neck and use them as weapons against players and npc's.
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