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Blake81

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Everything posted by Blake81

  1. I fully support this idea, and also have another idea for it. - Police Stations Better Radio Systems, allowing for better radio reception as well as bulletproof glass windows.
  2. Hm, this is certainly interesting. Didn't knew such a thing existed, but I support this idea. However, as wood and other flammable fuels are far, far more common than Gas, there should be some other balance measures. 1- It should be 3 times as rare as a normal generator. I hadn't ever HEARD of these things, so I take they aren't exactly commonplace. 2- It should have less power than a normal generator. The easiest way to do this would be making it power just one floor of the building, instead of the whole thing like the normal ones. 3- It should consume A LOT OF FUEL to keep working. As its fuel is so common, I really don't think it'd be a problem. Still, using dead zeds as fuel is a bit too much of an overkill. Clothes and such would be fine, IMHO.
  3. The popping sound seems to be gone, but now you've got all that whole issue with the reverb and echo that you can no longer tell the moan of a zed that's on the edge of your sight to that of a zed who's chewing on you... More details HERE
  4. That's a serious concern, indeed. IMHO, we should be able two options. 1- To find the CAPS for it. Namely, these suckers: They're usually sold in hardware stores and the like, and you can usually find one or two in the Janitor's Closet of any office with a water dispenser. 2- To create makeshift ones. A Plastic Bag and some Duct Tape or ever Adhesive Tape and VOILA! Sealed, but there's always a risk that the water will go bad when using these makeshift ones. When it comes to using them, we should be able to have two recipes for ''Full Water Container''; one with the real caps and one with the makeshift ones., But, before putting them in the Dispenser, we would have to open it with a mechanic similar to opening a can, as those caps are usually a one-time-only. This would not only give some usage to those useless Plastic Bags, but would also give us a reason to loot office buildings. After all, does anyone ever bothers in checking those places? We all know all you'll find in there is just writing material....
  5. How about Wooden Crates? Those should have even better planks than the chairs. I mean, I was once trapped by a horde in the Large Warehouse of Muldraugh, had run out of planks to keep barricading the entrances and I WAS FREAKING SURROUNDED BY WOODEN CRATES ANYONE COULD HAD USED AS BARRICADE MATERIAL. Seriously, I fully support this....
  6. Err, IMHO, although this is rather accurate, I think guns are already balanced enough by how hard are they to find, how scarce is their ammo and how firing them is like telling every Zed in the map to come chew at you...
  7. .... My Conspiranoia Sense is tingling.... Anyway, is there any chance we'll ever get some extra gizmos to make our radios better? Like say, a makeshift antenna of some sort?
  8. I fully support this! That way, Water Dispensers could become an on-demand piece of furniture (Like with BBQs), and are a better option than having a gazillion of Water Bottles stored at somewhere. After all, I assume those bottles only hold about 1 Lt of water. While bottles like THESE: Usually hold about 20 Lt, which is far better. And if we were to either build or loot one of these: We could probably store them far more efficiently.
  9. Cool! Also, aside from dirt swapping, we could also make sue of those ''NPK Fertilizer'' bags that seem to serve no purpose at all so far.
  10. Yeah, specially given how heavy the Gas Cans are, you can't fit more than a few in a box. Also, could it be possible to add some way to transfer the Gas from one can to another? Because you now find lots of half-empty cans which weight the same as full cans. It'd be good to be able to pour the gas from one place to another, just like we do with water.
  11. Sorry to be the bearer of more bad news but it seems 33.9 did something to the sounds. More details in this tracker: http://theindiestone.com/forums/index.php/tracker/issue-2399-339-ambient-sounds-lost-their-distance/
  12. MAJOR BUG DETECTED! Crafting Menu is broken, and it also breaks the Pause Menu. More details in this tracker: http://theindiestone.com/forums/index.php?app=tracker&showissue=2397
  13. I'm having that very same issue on Solo, and it's highly-game breaking as it's so annoying and ear-raep'n that I simply can't use my headphones.
  14. Well, whenever I use the knife (unless you meant the Hunting Knife, which I've never even seen) I almost always end with one or two bite marks. Still, I didn't meant to wear the Walkie Talkie on the belt for speaking, only for listening, specially if you're wearing headphones. After all, imagine how bothersome it would be if you had to hold it on your hand just for listening to it. Btw, I just discovered a new use for the Radios; distractions. I put on in the middle of the street next to my safehouse, with some nearby Zed (sneaked around) and then I went up to the roof so I could watch it and starting shouting on my own Walkie Talkie. Surely enough, the radio also shouted, and the Zed all headed towards it, and they didn't even attack it. This makes me think that it'd be great if you could throw a radio at a horde as distraction.
  15. Yeah, the possibilities of what you can do with them are virtually infinite. The only annoying part is having to hold them on one of your hands, as most good weapons are two-handed. Wish there was some way we could wear them on the belt or in the chest with some harness like most security guards do.
  16. Actually, it's pretty simple. You just need to have them equiped and tuned to the same frequency. Just look at this screencap: Both my Walkie Talkie and my HAM Radio are on the same frequency (500MHz), so every time I say something (I had to use the Shout function, as Chat doesn't work on Solo mode, to show it here) it'll be heard on the other one. Of course, the farther away you are from each others, the lower the quality of the message. All radios have that Strength Stat which is what tells you the maximum distance you'll be able to transmit to each others. Also, if your radio is not Twoway, you won't be able to transmit anything. Hope this all helps. I really love this feature. Pity it's of almost no use on Solo mode...
  17. Yeah, I am almost on my first month, so I'm sure something of significance will happen now on the radio. If only I could find those secret military frequencies I've heard about. I already have a US COMM HAM Radio so I'm sure I can tune on it.
  18. This is a perk I thought of with the new Radio system. It would go like this. Trait Cost: -4 (As unlike Herbalist, it won't help you stay alive) Electrical +20%XP Electrical Skill +1 Can craft all three types of Radios (He basically starts with the knowledge from the Guerrilla Radio Magazines) Knows all the existing Public Stations Frequencies(Basically, every radio he picks up comes with all the Presets for the radio Stations) Knows a random Military Frequency (OK, this one's based on a rumor I've heard that there are secret military stations you can listen to with high power radios. Never heard one of these myself, tho) So, wadda you guys think of this perk idea?
  19. Blake81

    CCTV

    Sorry to make this thread get up like a dead survivor after a few seconds but I was wandering around West Point and I found this: Wouldn't those do great for the CCTV idea? I found them at Knox Bank in West Point, and yes, you can pick them up and carry them home. Imagine you grab the cameras from the bank along with those and set them on your safehouse.
  20. There's still one thing I don't quite understand tho.... Also, as for the radios themselves, particularly the HAM Radios, I think they could easily become crucial on survivor relations and interactions. Think of it a-la State of Decay way, which was quite good IMHO. Have some ''Radio Operator'' (which could be a good thing to do for those survivors who are wounded, sick or somehow weakened to stay away from danger until they heal) back at the base keeping track of the other survivors, as well as in contact with other safehouses who also have HAM Radios. And you could even use it to make trade deals; asking for who wants to trade a Hammer for some Canned Food and stuff. Plus, with HAM Radios, we should also make it so some places come with better radio equipment than others. A good antenna most specifically, which gives them a bit of an advantage over other safehouses. Places like Police Stations, Trucking Warehouses, Hospitals, and of course, Radio Stations should come with much better antennas than the average home or shop. Aside from that, there should also be a way for Engineers or Electricians to build their own homemade antennas. As someone who's the son of a lifelong Radio Amateur, I know it's not as hard as you may think if you have the know-how.
  21. For a long while now, I had been using the ''Dixie Dinner'' as my Safehouse. The place was real good; had two Fridges, a full tall fence in the backyard, was close to many sources of food and a Gas Station, and it had a flat roof you could build on without issue. However, with the recent Zed AI upgrade, those many glass windows of it have become impossible to defend, and the tall fence's only weakness, it's door, always gets broken down real fast. To sum up, the place became impossible to defend. So, this time instead, I've settled in two places that, unlike the dinner, have required minimal work and remodeling to become proper bases. 1- Large Northern Warehouse, Muldraugh This was a bit ironic; whenever I started on Muldraugh and needed to find something, this was always my first to-go place, despite it was usually quite far away from my early safehouses. It has sooo many crates inside that you're always guaranteed to find at least one of the things you're looking for, be it an Axe, the Sledge or a Box of Nails. However, it was just now when I realized how much of a perfect safehouse it is. It has four doors and three windows, so unless you're playing on ''Everything's Locked'' mode, you're always guaranteed to find one of these open for an easy and silent way to get in. And yet, they're few enough that they're easy to barricade and to keep under check for headbangers. Inside you have a big Couch (which makes for a great bed), a Freezer and a Microwave, as well as two Sinks and a toilet for a steady supply of water. While you still have power and water, this place's practically self-sufficient; all you need is food, and this can usually be gotten easily from the houses nearby and the restaurants not far south. However, those features that make it the perfect safehouse are what I call the ''Overseer's Platform'' and its wide roof. The Overseer's Platform A.K.A. the second floor, makes for a naturally easy to defend position. If the Zeds breach the ground floor, you just have to sledge the stairway and you'll be safe to keep shooting them all as long you have ammo. Once the Zeds are dealt with, you just get down using one of the two windows it has, just make sure you prepared the sheet rope for that, or else you'll have to use your own clothes. While the Roof's walls are so high they don't allow you to shoot the Zeds below, they make the place the perfect enclosed space for your farm and rain collectors. Even in the case the Overseer's Platform got overrun, you could still Sledge the stairs heading here and lock yourself on the roof. The problem with that, however that there's no easy way down; the remains of the stairwell are low enough that you can jump over them without breaking anything, but once you did that, you'd had to fully destroy the original stair, and build your own, or give up the roof forever. Still, a roof well-stocked with water, canned food and fuel for your BBQ (while the big one's still a favorite, the small one's the best choice for this place, as Propane Tanks aren't as common as Charcoal, which you'd probably find in no small supply in the crates below) can last for enough time for the Zeds below to thin in numbers enough to retake the lower floor.Also, another good feature of this place is that its door frames are compatible with player-made doors, which saves you a lot of time and effort if these get destroyed. So, to sum up, the biggest advantage of this place is the fact it's already an epic safehouse without the real need of building/destroying anything (the only thing usually I remove is that eyesore of the Ventilation Shafts; they're a bit annoying as they block some of the view of the place, but this is purely a conception of mine) and that can be maintained with minimal resources. Also, it's pretty close to the McCoy Logging Co., in case you can't find an Axe earlier. 2- The Apartments above Enigma Books and Mendy's Eatery, West Point. First of all, this place's more meant for a temporary shelter than a permanent safehouse; it's a safe place to gather the loot so you don't have to wander around much when you come to pick it up. I initially found this place by mistake; I went through the wrong door when heading to the bookstore. The place consists of three rather spacious apartments with all the necessary amenities for survival, specially a good number of windows leading to the street and the parking lot behind. Meaning that you can just sledge the stairs, sheet rope the windows and you have fully Zed-free safehouse. Amongst its biggest advantages, it's right over a source of books and food, and literally next door to a source of medicine; the R.B. Mat Dentist. Plus, you have the Food Market and Hardware Stores next block, and even the Giga Mart a couple blocks away; you have almost all of West Point's Main Loot targets close-by. However, this place comes with two deadly weaknesses, which are the reason I say this place isn't good for a long-term safehouse; once power and water fail, the place's becomes very hard to live in. First of all, even with the curtains open and during day, the place's real dark, and it becomes pitch-black at night, to the point a Flashlight will become a necessity, and batteries aren't easy to come by. And secondly, since the place's enclosed and its roof isn't flat, you won't have any safe place to farm or place rain catchers, unless you take the time to wall up the parking lot on the back, which, while doable, it's quite hard to maintain and keep safe from the hordes of Zed headbangers who'll skull your walls down at every chance. Also, using a Generator is impossible here unless you want to choke to death. So, unless you're up to the task of the wall, I'd use this place just as a temporary hideout to loot up the important places like the Gun Store and the Pharmahug and then have a bunch of ''Speedy Sprinter'' survivors make the run up there and go back to the Large Storehouse in Muldraugh. Also, I know that many of the buildings in this area also have the apartments above, but I prefer this one as it has three apartments and hence, three fridges to stash the food and three kitchens with canned stuff.
  22. That could work too, but I think that Zed lack the smarts to get up, they would become crawling Zeds instead. As for the exploit.... well, the thing is, that's not an easy thing to exploit; I mean, would you would have to draw a Texas sized horde into a two-floors house, barricade the whole place up and make sure the Zeds go to the 2nd floor instead of staying on ground floor headbanging your barricades. Also, crawlers have a higher chance to bite you when you attack them than normal Zeds (or at least so it has for me). So, I don't think that kind of exploit would be very.... exploitable.
  23. Now that pre-barricaded houses are a thing (and I love it, 'cuz after clearing them, they make a great place to hide from other hordes), I've started to notice a rather annoying and inaccurate behavior in certain Zeds; those that fall from a second floor. Whenever there's a two floors house that's barricaded and the Zed start pouring out of the 2nd floor's windows (which aren't barricaded), they just fall and keep lunging towards me (even if I set them to ''Weak'' and ''Feeble'') like nothing had happened. I understand that pain and broken bones are alien concepts to a brainless Zed, but still, it feels sorta wrong that they can fall from the same distance that often breaks one of my character's legs and just dash towards me. Could it be possible to change that? I mean, I don't expect them to fall and die (maybe that could go for 3rd floors and higher) but at the very least, I expected them to become ''Ankle Biters''; start crawling on the ground after they fell, because that whole ''Screw Gravity! Imma Zed!'' thing of them sorta feels unrealistic and overpowered.
  24. First of all, I gotta say that I just LOVE how everything in the news is written; it really grips you and you feel the nervousness of the characters and even your own. I really enjoy listening to the news in the game. The sad part, however, is how I always end up with a ''Bored'' Moodle every time I spend a while standing in front of a TV, watching it. Seriously, the news are exciting enough that I try to always watch at least one when I'm in my safehouse, and yet my char gets bored? That feels wrong.... I think that TV and Radio shouldn't allow Boredom to settle in, and I don't think this should be too hard to implement; just make being in the range of listening to either radio or TV count as if you were outside. That way, we even save more books and magazines for when the power inevitably dies out.
  25. Blake81

    CCTV

    Hmm, this seems like a good idea to me; security cameras are more common than most ppl thinks. Aside from stores and offices, many ppl sets them outside their homes. Also, they'd give a good use to TVs once the broadcasts end. Installation wise, it's pretty easy (I've worked installing them); I dunno how they were in the 80-90, but many of them just require to be plugged to power and a cord that brings the image to a TV, and it's the same kind of cord (good ol' coaxial cable) used everywhere for TV Cable. In fact, the most complex ones to install are the ones with modern gadgets like motion detectors or that use WiFi instead of a cord, and there was none of that in the 80-90. As for energy consumption, they consume about the same power a desk lamp does, plus the TV's power. I'm pretty sure a fridge consumes far more.... In terms of scavenging, you could just grab the pre-set ones (found in banks, supermarkets and pretty much behind the cashier of every dinner or restaurant) find a length of coaxial (this should require at least a low level Electrician skill, as it DOES take some skill to install the plugs of a coaxial cable) grab a TV, hook them together and to a power source an voila! Big Brother is Watching You. As for in-game function, I think that the lifting of the fog would be pretty good, unless it's possible to create some kind of actual interface (Dunno about it).
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