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Panicsferd

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Everything posted by Panicsferd

  1. If that is the case then I must suck at the dice roll, since for me on this MP server I was on 3/4 scratches are fatal. Bleach also cures the zombie virus. You can always fall back on that if luck doesnt help. When in doubt, drink the all-cure bleach. I always makes sure I carry one with me in case I get scratched or god help me a bite.
  2. If that is the case then I must suck at the dice roll, since for me on this MP server I was on 3/4 scratches are fatal.
  3. I think maybe for singleplayer this could work so we as the player can maybe restrain the NPCs and then maybe trade them for supplies and whatnot - but I think (probably the the devs were thinking) for MP it is a big NO, we don't need this game to become another DayZ or InsertOtherGameHere. I think for MP purposes having restrains takes to much power away from the player and that is how those other games are like and because that, that is why the community is garbage since all people do is kill or restrain you to keep you as a slave no less.
  4. and sometimes even if you or your body isn't telling you need something lets say you have a craving for chocolate and what can happen is maybe if you don't fulfill the craving you can suffer some unhappiness?
  5. I think I would like this kind of idea, provided it doesn't make the zombies like too overpowered. I think it would be good immersion as well when fort knox is added so that we can see military zombies that could have say armor and or helmets. I think what you can do maybe for both helmets is make it where it will take a lot more hits with a melee weapon or say a few more shots from gun and what not, they could maybe take an idea how a similar zombie survival game Unturned does it. With their military like zombies it takes a good two or three shots to the head with a pistol and with like a bat it takes like 3-4 hits. I think the body armor part is kind of useless since it will mainly be used for just looks since with zomboid there really isn't aiming that much and normally with a gun or melee weapon you are normally targeting their head, so the boy armor will never get hit.
  6. This is what i kind of thought, I wasn't around way back in the 1.5D days but I thought that thick skinned will just decrease the chances of getting a bite and not the chance bite's chance of infection percent? I could be wrong, but maybe a dev can shed some light one this? Otherwise for me, a bite is pretty much always fatal.
  7. Like I and others have always said: When in doubt and infected, don't forget to gulp down a gallon of bleach! Normally I always make sure I have a few stashes of bleach to go the way you are suppose to go when you get infected, and I even sometimes make sure I have one in my bag at all times just in case I get bit while doing a supply run or whatever.
  8. I really liked this new update, especially I decided to start a whole new game and the first thing I noticed was the TV was on by default. A thing that I got a kick out of was when I was watching the I think: "Life and Lifestyle" channel where they were talking about how to make soup and to my knowledge it went through a like in-game recipe you can make. A thing I noticed that may be kind of a bit loud, can hurt your ears is the alarm's on houses... when I heard that it brought me back to middle/high school with those fire alarms - it was kind of deafening and I had my Surround Sound headset on. You guys once again are doing a great job and I can't wait for what is next!
  9. Yeah i like the idea of the 15% chances of infection spread, and maybe with pain balance with the first aid skill : (1 point = losing 90% life ,2 points : 80% etc) I kind of like that too, and maybe to add to it is maybe have a 15% or 25% chance that you end up succumbing to the amputation (you end up bleeding to death or something)
  10. I'm not sure yet if this is already though up and going to be implemented when vehicles finally make their way into the game, but I think what would be realistic and good if some vehicles would have a type of storage container (similar to a crate, probably depending on the vehicle can determine how much it can carry, to make it not so OP). I think like your normal sedans will have be able to carry less then say your big SUVs or Pickup trucks and even if added even huge container trucks or 18 wheelers. If this is already going to be implemented with the vehicles then I guess you could ignore this, I kind of came with this idea from another zombie survival game I was playing. They have vehicles added but it seems they don't have any type of storage for it.
  11. Being a fisherman myself and from the midwest, so far I am liking how the fishing system is setup. I wonder though how you said it could be easy to mod more fish in or something - Being that this is based in the USA, is it possible that the weight/size of the various fish could be put in inches. If not, could this be easily modded or make it a gameplay option for us to chose what type of system do we want in place: Metric or Imperial?
  12. I first found out about this game from watching various let's play videos on this back when it was like in its very earlier stage and so far it looks like the zombie apocalypse game I would like (and having the isometric look was kind of like nostalgic to me) but I was still sort of hesitant on early access and or getting it off a different platform I wasn't used to (ie Desura). I sort of kept an eye on the development of this game and then this past spring when It was on sale (and to me it seemed like it was pretty feature rich for my tastes) I decided to finally purchase it and now I've been playing it for quite a bit - I am now anxious for what is to come.
  13. I would like something like this and being that this is set in Kentucky, USA - in the USA we use the 12h clock for our everyday lives and I think with it being in the USA as well most of the survivors that we play as would be more familiar with say a 12h clock verses the military time (atomic clock). I think to appease everyone (whether you're from the USA used to the 12h clock or somewhere else used to the 24hr clock) they should make it an option in your preferences. +1
  14. I think being realistic, having gun turrets/sentrys would be a bit too far fetched and I do not think a random survival joe would be able to somehow create a unmanned defense turret. I think to maybe add to your idea about traps maybe it could be possible (would work with multiplayer quite a bit to keep people away from your base) is to somehow make a trap involving like the shotgun - if you open the door the shotgun would go off killing or injuring the person who opened the door. ^to make this I think the rough recipe would be below: 1x rope 1x duct tape 1x shotgun 1x shotgun ammo (maybe add some planks as requirement for support)
  15. I think if you base is in a secluded area then you should probably not have to worry that much (that is one of the positives of being in a secluded area away from the city that you won't have to deal with zombies, but a downside of it as well is it may make take you a few in-games days to get supplies from the nearby town). I do think though if you have your base in the middle of downtown WP or muld, then you should probably have greater chances of seeing zombies coming/migrating through since your base is in a "hotzone" where zombies would normally accumulate. I am not a fan of having hordes of zombies just spawn right outside your walls and IMO this would just be punishing players who have been surviving for long periods of time - I think what would be kind of nice to be added is like another person said is maybe when zombies lose sight of you they do not just stop in their tracks but they could keep roaming/walking forward and this would make it more wise to actually lead the zombies away before you head back to your safehouse.
  16. That's correct, as far as I know you won't be able to interact with any dragons in this game.In the PZ NPC update in June it had a screenshot of a guy interacting with an NPCSince it is not my intention to troll anyone, I feel I should clarify that I am talking about LITERAL dragons, and not using "dragons" as a metaphor for NPCs... I think if there is any dragons that are in your area or near your location then you will probably be able to interact with them, but the metagame will probably control the ones that are not actually loaded and are in other cells you're currently not in. If you are still answering questions about dragons, I wonder as a player is it possible that we could stumble across two dragon factions going at it against each other?
  17. I never have and to tell you the truth I even have a bad track record with scratches - so far on 4-5 different characters that have gotten scratched by zombies they all got infected.
  18. I am sort of crossed between NPCs and Vehicles, I guess I kind of want them both at the same time. Anyways NPCs are I guess really required for SP to make it more fun since it is/can get stale with just yourself. Vehicles would be all around helpful for both singleplayer and multiplayer so you can to areas a lot quicker then before. I think to chose one over the other I would probably end up picking NPCs since sometimes you may or may not always be on multiplayer (where you can group with real players/survivors) and having the NPCs for SP will be pretty good so you can have a survivor group offline.
  19. I'm not sure myself but I am only assuming some of the answers to your questions. 1. I think each and every NPC that you may end up encountering in your travels will have all sorts of different skills/traits/profressions that you may have to say rely on if you need a particular skill that you may not have yourself (or it is too low to really do anything with on your character). 2. I think it is entirely possible, but I have a feeling it may not because I remember the devs were talking about how they weren't going to allow children or anything like romantic (but I think this was player-npc, not neccesarily npc-npc). 3. I would like to maybe see big groups that you could stumble across, and I think what will happen most of the time is if you stumble across a group or a loner they will not be affiliated with you at all and they may or may not be hostile to the player. 4. I'm not sure, I would guess it would maybe be a random number (probably configurable in sandbox mode with how many NPCs you would want in your world, like how you can configure the zombie amount). 5. I am not sure, I would think not - unless they do a similar thing as how zombies spawn (^like above there probably would be an option in sandbox mode to configure if you want NPCs to spawn or not spawn). 6. Huh? 7. I think from what I was reading that there may be people that are hostile (like bandits, raiders or whatever they end up being called when they are released). 8,9,10. I think having little stories like this would be kind of nice, but I think unless you are joining them or just happen to stumble across them it may be rare for these to occur. I do not think that they should have a thing implemented where the NPC can kill you in your sleep without you having control - I can understand if they would implement something where a person may be tempted to attack you, but give warning first. 11. If military is added in, I would assume they would be NPCs. I would almost think (depending on the lore used) they may be like bandits that shoot on sight or some may be neutral/friendly. ^These above statements are of my opinion and this is what I think may or may not happen for your various questions.
  20. Or they could somehow maybe tie it into the happy/unhappy stat where if there is a lot of bodies near or inside your safehouse (whether once alive or zombie) should maybe start to decrease your happiness overtime from being disgusted of your surroundings and with that it will make moving corpses, and cleaning blood that more useful. If this would be implemented maybe they should add like a trait where having dirty/disguting surroundings will not hurt you in the slightest at all.
  21. I wasn't around either and I think that image that I took looks like a smaller version of it - if this does get implemented I assume they could tweak with the recipe to something that fits better and or more realistic. I think either allowing us to create your own wheelie bin like this, and along with bringing them back would be wonderful for transferring our wooden logs and stuff.
  22. Realistically that return rate should probably be more like 90%, if not more. As long as you dont break it and beat on it. Realistically it should be, but I think having it at 75% would be better for balancing purposes so that the screws are not viewed as too overpowered over the nails and etc. Id worry more about balancing and "OP" stuff after the hurdle if it gets implemented or not. I think too many people worry about "nerfing" things to "balance it" in fear if they dont that it wont get implemented. I dunno, like I said Im the kind to suggest ideas get implemented first before worrying about sacrificing realism for balance sakes. If something is unbalanced it could easily be balanced later. Give it the chance to "be" first before taking a swing at it with the nerfbat. It isnt even out of beta yet so~ I understand that, and I guess even without nerfing the return amount you get there is still a trade-off with using screws versus nails is that anything you create with screws will be a tad slower.
  23. Please Note: This is not too be confused with bringing back the wheelie bins from previous versions, this suggestion is about having it so we can possibly make a wheelburrow ourselves with the carpentry skill. It is that time of the year now (at least where I live) where you start to put your snow stuff away and start bringing out the lawn mowers, etc. I was kind of thinking what we do not have yet is like a wheelburrow that can be useful for moving wooden logs around and I think that wheelburrows don't seem to be that complicated so I think we should be able to craft our own. I think to make it so it is not too overpowered and easy to get they should make it so that it requires a high carpentry level to make, here is how the recipe should be like below: 1x Small Wheel 16x Planks 32x Nails or Screws 1x Hammer/Screwdriver Here is a real-life image of how it would look if you would have made it yourself.
  24. Realistically that return rate should probably be more like 90%, if not more. As long as you dont break it and beat on it. Realistically it should be, but I think having it at 75% would be better for balancing purposes so that the screws are not viewed as too overpowered over the nails and etc.
  25. Yeah they should be able to be busted down, I do like your idea how if you unscrew them (providing you don't strip them, maybe have it be like a chance - have that chance determined by your carpentry level) you will be able to save the screws to use for another time or a future project. edit: I think what could happen to is if you are using screws it should be a bit slower then using nails since with nails you just have to hammer it several times before it goes in where with screwing (and we don't have any electric screwdrivers) it does take quite a bit of time to do it. It would also be nice to be able to find those mechanical screwdrivers that can screw and unscrew things more quickly but do not require a battery. Basically they have a shaft with indents and a spring and you push it straight into the screw and then pull it out and do it again. My dad has one and it works pretty well for a non-electric. Power tools are still faster though. That could be helpful and maybe what they can do is implement power tools at the various hardware shops, they may have no power left, but maybe you can replace their batteries like a flashlight. If they would then add power tools I think what they should do is maybe make it the same speed as hammering so it is not too overpowered.
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