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Amurayi

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Everything posted by Amurayi

  1. I agree: If you add more things which help us survive also add things which make it more difficult. Add Dogs! (can be zombie dogs or not). They smell your location, bark and attract zombies!
  2. Admins / Mods need some kind of "Ghostbusters"-Zapper to destroy them...
  3. Can I delete zombies as admin? Or do I have to kill each of them with an axe? I spawned 100 zombies... now how to get rid of them again?
  4. Also: HoursForLootRespawn=24... would these be real hours or ingame hours?
  5. Heya, just rented my private server on NITRADO. I have access to the *_SandboxVars.lua file. SandboxVars ={ Speed = 3, Zombies = 3, Distribution = 1, Survivors = 1, DayLength = 2, StartMonth = 7, StartTime = 2,-- the number of day before water shut off (-1 mean instant)WaterShutModifier = 14,-- the number of day before elec shut off (-1 mean instant)ElecShutModifier = 14, FoodLoot = 2, WeaponLoot = 2, OtherLoot = 2,Temperature = 3,Rain = 3,-- Erosion = 2,ErosionSpeed = 3, XpMultiplier = 1.0, StatsDecrease = 3, NatureAbundance = 3, Alarm = 4, LockedHouses = 6, FoodRotSpeed = 3, FridgeFactor = 3, Farming = 3, ZombiesRespawn = 2, LootRespawn = 1, StarterKit = false, TimeSinceApo = 1, PlantResilience = 3, PlantAbundance = 3, EndRegen = 3, ZombieLore = { Speed = 2, Strength = 2, Toughness = 2, Transmission = 1, Mortality = 5, Reanimate = 3, Cognition = 3, Memory = 2, Decomp = 1, Sight = 2, Hearing = 2, Smell = 2, }}Is their a link to an explantion which number does what somewhere?
  6. The Kentucky Icehockey players insist. http://kyhighschoolhockey.com/
  7. Basically we are talking about Zombie traps here. This could be as simple as an alarm wire, up to a trip wire or even a lighter the zombie activates to ignite gas or a (forthcoming) molotov cocktail. +1 It's also a great way to defend yourself against players breaking into your safehouse on MP servers.
  8. It would be more movielike if we could get infected by bites only. (at least in Sandbox)
  9. 1. Occasional Zombie wave attacking the safehouse. WIthout it the whole (fun) safehouse building part doesn't make any sense 2. See 1. 3. Dragons
  10. We need more movie references. Would also love to see "Twinkies" added ("Zombieland")
  11. http://www.artofmanliness.com/2014/04/01/hydration-for-the-apocalypse-how-to-store-water-for-long-term-emergencies/
  12. Heya devs, once you introduce NPCs I am sure we will be able to set how many other NPC survivors other than you are in the area. There should be a setting like "Last survivor" where there are zero NPCs. However there should also be a setting where you don't know if there are other survivors: "Possibly last survivor". They may be very rare or they may be none at all. This way sandbox keeps its suspense like in "I am Legend".
  13. ADHD ain't real as the scientist who "discovered" it admitted on his death bed. Please don't teach a generation of gamers that it would be.
  14. What about combining a Ice Skate shoe with a branch to create an improvised axe (as seen in the Tom Hanks survival movie "Cast away")?
  15. It would be great to occasionally shot a zombie silently. In the Walter Matthau and Jack Lemmon movie "Buddy Budyy" (1981) the killer add a potato at the end of his rifle for a one time use silent shot. How does this sound?
  16. deprav, yeah. May not require a full quest. Just a flyer you can find saying: "Evacuation truck pick up at the crossing of (distant destination)" And when you head there you'll only find a burned out truck, dead soldiers and lots of zombies.
  17. I agree that a mechanic to test the strength of your safe house would be a great add-on.
  18. 1. Sitting Woudl be nice. Mainly an artists job. 2. Readable signs Yes, please! Basically an item which shows a "spoken text" above it when you left click it. 3. Traps for Zombies/Players Tripwire, tar pit, alarm cans, pools of gas on the ground which can burn. Sounds great! 4. Bicycles No. Just no. 5. Flags. The american flag pole is already in the game. 6. Constructable clothes Cloaks for wintertime would make me happy. Should be lootable - not necessary to build them.
  19. <snip> This has been done in other games before already. In "Maniac Mansion" you could see a motor chain-saw at a wall. Trying to pick it up gave you a "lacks chain-saw gas" message. The LucasArts devs implemented the chain-saw gas later - in ANOTHER game ("Zak McKraken"). On Mars. Remember PZ is "the story how you died" and not "how you were saved".
  20. Heya, I like the idea that I'm able to "clear out an area" for a while so I can deal with looting and building before going back to fighting/sneaking. The deafult Zombie respawn timer of "1 day" doesn't give you time to do other activity once you slept in a house. I tried "1 week" respawn timer but now the area seems abandonded for a long time. Can we have a respawn timer of "2-7 days", please? This way they might come earlier, or it might take them longer to reappear. This way there's more suspense when exploring a "cleared area". Thanks for considering it!
  21. It is kinda odd that a survival game adds the game mechanics to force you to : * eat manually (SURVIVAL activity) * open cans manually (STRATEGY activity) * move items from bags to bag before you are able to use them (only annoying interface hassle) * drag every single item to the floor before you can pack them into another bag (only annoying interface hassle) yet it allows you to: * drink automatically (SURVIVAL activity) I'd also rather like to have to drink manually while at the same time the games reduces the time I have to fight against bags, windows, pop-up and dropdown menus so I have more time to fight against zombies.
  22. I was supprised that there is no setting in Sandbox where you can get infected by bites (Saliva) only. As I think that's closer to tWD is it possible to have this added without big hassle? "Everyone is infected" should be a different independent setting (matters for multiplayer only anyway, right?)
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