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Aurex

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  1. I'd like something like that Most of my survivors have met their demise to a simple scratch, and even if I must admit not knowing if you're going to get infected or not adds a lot to the tension (maybe even too much, it's damn stressful :D) it would be lore-friendly and game-friendly too having some kind of clue. The problem is... how would your character know, I mean, if you're roleplaying all the time as I am? Maybe it could be added to NNR reports or Triple-N, someone talking about how to spot the differences between an infected and a non-infected scratch. Oh, also, @fluffe9911 you're absolutely right about that method, the problem is that some traits interfere with that, hypochondriac for example makes you lose health just as you would if you were truly infected.
  2. I came back to the game fairly recently, found it AWFULLY addicting as I did the last time I played it (a good thing, in this case... well, if you ignore potential social life issues) and found out that a lot of good work has been done on it. I had just recently played through a very intense and rewarding situation with my latest survivor, died 4 months after the "First Week" start, poor guy gave up the ghost after being scratched by one of those I call the "door prank zombies". So, well, I took a shot at this new build with vehicles. I'm, at least partially, with those who call for a nerf in loudness when it comes to cars. I get that it's a VERY delicate balance issue and that it will probably have to be thoroughly fixed and thought upon before even thinking about adding NPCs, but I've noticed that feedback is definitely important when it comes to this kind of game-changing additions. Just wanted to share my two cents here for that reason. I think cars should have a localized damage system, something like "I just hit a lamppost, my right forward tire is practically done for" or "A dozen zombies punched through the glasses as I was sleeping inside the car and now there are shards lodged into my arms and chest"... that sort of thing to make them more or less "balanced" and interesting to play with and around. And just to make them a viable thing to use, not just some kind of "added flavour" in a game that already has a powerful atmosphere and, in my opinion at least, doesn't need much more in that department they should be very useful when used correctly. Of course they should have large drawbacks, but I'd rather see them overused than underused, especially since the map is getting... really, really large! You should have to, for example, find a compatible piece of machinery to fix a broken transmission if you want to keep using your car. And have at least some knowledge in Electrical+Metalworking (or the need to find magazines) to actually fix the issues that might arise from driving through an horde or hitting a dumpster. Talking about balance... the zombies (infected) of the Knox event are basically "Night of the Living Dead" or "World War Z" zombies, so... firing a non-silenced shotgun would probably be used just to distract them to save someone trapped inside a shelter or to make looting a place easier. I agree that guns are pretty much useless for everything but distracting hordes. I think it should be like this. I mean, they are zombies... they are attracted to noise and they're basically as intelligent as an ant. Well, less than that, actually. Sure, craftable or lootable silencers should be a thing, very rare but still a thing, imho. With cars, though, you add a whole new dimension: no more walking from West Point to Muldraugh to look for an axe or a sledgehammer (or the opposite for magazines/books) as long as you have gas cans and a relatively safe place where to park the thing after you're done with it. I have a rather simple (maybe not that simple to actually implement, though...) solution that should make cars much more effective while still retaining a lot of drawbacks. I live in a rural area not unlike Kentucky. And sometimes, especially when there are no birds chirping, no people around and no wind or rain... you can hear cars approaching from one, maybe two miles. But the sound does not proceed straight, it bounces off cliffs, hills, glades... even an hypothethical zombie would probably head in a slightly erratic direction instead of "locking on" the car and following it until it reaches it and the poor driver. But, to avoid a complete TL;DR post, the main suggestion is this: since the map (afaik) is flat and doesn't allow you to accelerate toward the top of a hill and then turn off the engine and drive down without making a lot of noise... you could still simulate momentum and giving you the chance to, for example, killing the engine while going at 70mph on a straight road,.. substantially reducing the noise and making it possible for you to give the car the desired heading until the momentum ceases completely and you stop completely in your tracks. That would partially solve the huge horde problem and allow you to create this very moviesque accelerate, kill the engine, drive silently down a slope and reach your safehouse while the zombies will still (most of them anyway) be following the original heading the car had while the engine was running situation. God, it turned into a TL;DR. Sorry.
  3. Oh yes, please, that would be an excellent feature. Imagine having these Babylon-esque hanging gardens with every sort of weed (no, not that weed!) for the animal to graze. Warehouse gardening simulator 2015, here I come. It made me remember this old movie set in a post-apocalyptic world where a group of survivors was living in an apartment building growing plants and different kind of grass on the roof... and they had to do this world-saving trip just to bring seeds where the ground was still "alive".
  4. I'm quite sure you can remove it and re-install it. But it will use a nail every time you do it. It would be nice to have the possibility to just... pull the rope.
  5. I'd say yes, but nothing as movie-esque as a cure or a timely extraction by helicopter. Something far more realistic, like... five years into the game... you've survived, built a little farm and started getting better at carpentry and foraging... and after five harsh winters the zombies' body has largely decomposed and most of them aren't even able to shamble around. That sounds like a ~Fin, beyond which the last humans would slowly rebuild civilization. I know the game is about how "You died", but the game isn't telling us you have to die after being bitten, drinking bleach and turning like all the others around you. Maybe the story of how you died ends when the character dies at 98, in his own bed, surrounded by his great-grandchildren after telling countless stories on how he survived the great zombie plague. That's one way to see it, am I right?
  6. It's a great idea. "John, what's wrong!" and John types "I've been bitten, my leg has been torn apart!"... and that comes out as "AAAAAHHHmyLEEGGG!". Ok, that's a little bit extreme but I like the idea
  7. I wholeheartedly approve of this. If I can rest on benches (quite uncomfortably, I must add) it makes sense being able to rest on a comfortable toilet
  8. I tend to agree with most of what you said. Specifically. 1)Totally agree. While I understand that profession should point you toward a path of survival that would emphasize your pre-apocalypse career, I feel this system is just too restrictive right now. A non-carpenter for example, maybe a police officer that doesn't even know how to hold a hammer would just have to improvise, getting experience in the process. I mean, it's not that difficult to build a wooden wall... maybe we should have "basic" versions of the higher tier carpentry buildings available to almost anyone... and they should help your character to develop his/her carpentry skill far more than, for example, barricading does right now. 2)Agree on this one aswell. Firearms, in particular. Grab all the ammunition and weapons you can find in Knox County, fire all that rounds into hordes of zombies, and you'll still need thousands of bullets to get half-decent with a pistol, for example. Successful kills and hits should vastly add to your experience with firearms, I think. Like... at least 10 xp for successful hit? 3)Agree. A carpenter with all possible picks for his/her profession. including handy, isn't able to build, let's say, stairs. I really wouldn't hire such a bad carpenter, not even if I had to fix a simple doghouse. The primary choice, the profession one, should add much, much more XP levels to our characters. 4)Unemployed is really hard to level up, I agree. Since you start with no major bonuses and you have to survive while you slowly level your carpenter/farming/everything else, I'd say an overhaul would really be beneficial. Maybe a flat-out bonus for unemployed characters in random skills? I mean, I may be unemployed, but that doesn't make me a total inept at everything I choose to do.
  9. I think this would be a great mechanic... if added and handled with great care. Taking away control from the player, even for a brief moment, can make sense in sporadic occasions, having a character tripping everytime his panic level is higher than X would be... uhm, quite a deal breaker. For me, at least.
  10. I can see a very panicked character with a horde right behind him throw his weapon and his bag away. I don't know why exactly, but it would make for a very movie-like scene... like "SCREW THIS! I'm out of here!".
  11. I like this idea! I take a tent kit with me everytime I go on long trips from Muldraugh to West Point, and it seems a little silly having to sleep (exposing yourself to roaming zombies) instead of just resting when it starts raining.
  12. So you would have to have the zombies push you if you were the bait. Not at all! You would comfortably sit on a wheeled chair in front of the contraption, steel or aluminum beams (sturdy but light) connecting it to a wider beam where the zombies are chained. Behind them there would be... more wheels. Steering wheels would do the, uh, steering. Yeah.
  13. Yep, you can drop almost everything, including corpses on a campfire. Even better, you can use the zombie corpse itself as a container, deposit everything you'd like to get rid of on it, and burn it on the fire. Still, the only way to remove ash is... a sledgehammer.
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