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BetaSpectre

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  1. Like
    BetaSpectre got a reaction from WolfeClaw in Hordes Destroy Fences   
    +1
     
    funny I just made a thread similar to this like 10 minutes ago. Its like 3 down from here.
     
    Player made fences can already be destroyed by zombies, For other fences/walls it shouldn't be about the number of zombies, but simply add some HP that gets lower as zombies attack.
     
    Persistence would win out eventually.
     
    Killed 3K zombies because fences let you melee out of them, just stay outta zed reach and you'll be fine, or just shoot at the zeds.
     
    I think the main reason why zeds don't hit non player buildings is so that the world isn't turned into swiss cheese by zombies, though I'd imagine that it ought to be since I doubt one person killing 1000 zombies a day is supposed to be a normal feature for fences.
     
    Generally speaking its rare for zombies to breach walls, unless you have a generator running, and don't check walls its doubtful the zombies would even be an issue. If zombies could destroy walls more often with current zombie spawns it would be rather extreme. Since they do migrate, and quickly respawn. My world map should actually be devoid of zombies at this point since I've killed over the population of the town.
     
    Though with the existence of sheet rope, you could simply just only make use of a second story. Structures don't degrade or have a chance of failing, so you could just keep making wooden floors floating on top of the world with sheet ropes going down. Any walls could simply be made out of wooden log walls. to conserve nails for windows and floors. Such a base would be invulnerable to the zombies, especially since its doubtful zombies would destroy all the supporting walls.
     
    Collapsing buildings should be a thing IMO. but that's way down the line.
  2. Like
    BetaSpectre got a reaction from Gaffa Tape Warrior in Pipes are common.   
    You would still need powder, and bombs aren't that over powered, the chance to drop from these places could be limited for the sake of balance. Like how you can chop down trees for logs. if we cared for balanced we shouldn't be able to chop down trees for wood. 
  3. Like
    BetaSpectre got a reaction from Gaffa Tape Warrior in Pipes are common.   
    Commonly found under sinks, bathtubs, water-heaters, plumbing of a house.
    And I just so happen to have this nice sledge hammer!!! 
     
    Basically whenever a tile with pipes in it is deconstructed with either a screwdriver, or a sledge hammer there is a good change it will drop a pipe.
     
    It'd be cool if pipes could be used for more than just bombs, like if you could build fences, irrigation systems, showers, and so forth.
  4. Like
    BetaSpectre reacted to J0hnm13 in Explosives have an insignificant fire.   
    Realistically though, grenades still don't cause fires... They're loud and dangerous and expensive. What more balancing is necessary?
  5. Like
    BetaSpectre got a reaction from The Good Noob in New Moodle: Suffocation   
    Basically this Moodle will let someone know they're in an area without breathable air. Such as if they're too close to fires inside of buildings, too close to generator traps inside of buildings, or were poisoned by toxins in the air, or after eating poisoned food.
     
    During this people will begin to lose health depending on the concentration of toxins, and the lack of breathable air.
     
    People can survive 3 minutes IRL, in game it might be good at 30 seconds, chances are you'll realize oh snap I'm choking I should go.
  6. Like
    BetaSpectre got a reaction from PintLasher in New Moodle: Suffocation   
    Basically this Moodle will let someone know they're in an area without breathable air. Such as if they're too close to fires inside of buildings, too close to generator traps inside of buildings, or were poisoned by toxins in the air, or after eating poisoned food.
     
    During this people will begin to lose health depending on the concentration of toxins, and the lack of breathable air.
     
    People can survive 3 minutes IRL, in game it might be good at 30 seconds, chances are you'll realize oh snap I'm choking I should go.
  7. Like
    BetaSpectre got a reaction from LogicalKip in New Moodle: Suffocation   
    Basically this Moodle will let someone know they're in an area without breathable air. Such as if they're too close to fires inside of buildings, too close to generator traps inside of buildings, or were poisoned by toxins in the air, or after eating poisoned food.
     
    During this people will begin to lose health depending on the concentration of toxins, and the lack of breathable air.
     
    People can survive 3 minutes IRL, in game it might be good at 30 seconds, chances are you'll realize oh snap I'm choking I should go.
  8. Like
    BetaSpectre got a reaction from Jonas_Sieni in Targeting specific body parts, crippling/mangling of limbs, and internal organ damage   
    Hotkeys would let this work out, but the aiming system would need to change to that of Fallout tactics, or Fonline.
    Realtime with isometric needs hotkeys
     
    I could see this as fluff after things are added, like aiming at legs causes zeds to crawl, head shots kill, arm shots make zeds unable to grab.
     
    But most of combat is spent running away from combat or shooting wildly so I doubt people would get too tactical. Though I could see tactics against NPC's being more important.
  9. Like
    BetaSpectre reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft is a mod based around crafting and filling in the empty world of zomboid with more stuff. It is inspired by survival crafting games like Haven and Hearth. It is very much a WIP and will be tweaked and added onto. Please try it out and let me know if you find any bugs or have any suggestions/ideas.
     
    Download
     
    Features
     
    Credits
     
    Permission
     
    Wiki
     
    Reviews
     
    HC Add-On Mods
     
    Recommended Hydrocraft Servers
     
    Patreon
     
  10. Like
    BetaSpectre reacted to Delta-chan in Powering gasoline pump   
    Hello, I've made this quite simple mod for myself, but decided to share it with community, maybe someone would like to use it, idk.
     
    Mod allow you to enable petrol pumps with generators after electricity shut off and get lovely free fuel.
     
    - Download
    https://drive.google.com/open?id=0B-0Mg46FfqvqV2ZaWEpxeGcwQ3M
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=647865345
     
    - Screenshot
    UPD: if generator doesnt work with some pumps, then download mod again, I fixed issue
  11. Like
    BetaSpectre got a reaction from GoodOldLeon in Look into a container without equipping it   
    If something is on the ground you can look through it.
    In game it takes longer for me to pull something out then IRL.
  12. Like
    BetaSpectre got a reaction from CaptKaspar in You can build everything from the get go.   
    Broken nails would be more interesting to see as something you can recover albiet slowly from failed projects, its unrealistic to build walls then suddenly know how to build beds. I'd prefer a system that didn't give you EXP for things unrelated to what you wanted to make, and you might not want to have more walls. Also who drinks bleach? Its something in game with no tangible use, and who eats white berries? It just kills you Amirte? But its in the game because these things would kill you IRL it builds atmosphere.
  13. Like
    BetaSpectre got a reaction from CaptKaspar in You can build everything from the get go.   
    The resources will definetly be wasted when attempts fail, though it would be interesting if those broken resources remained, bent nails can be unbent, or turned into shrapnel for pipe bombs. Broken wood can be tossed into fires. 
     
    It makes more sense that you should need to attempt to build something for you to understand how to build it rather then making fences all day long suddenly makes you able to make beds, shelves, and posh furnishings.
  14. Like
    BetaSpectre got a reaction from The Good Noob in Herbicides.   
    Sometimes I wish I could just salt the ground and make a direct road to my base without having to cut down every tree by hand.
     
    Or to keep existing roads free of trees.
     
    Herbicides would be common place in America, especially since I'd be the only one with an interest in such things after people are reduced to scavenging and eating one another.
  15. Like
    BetaSpectre got a reaction from nasKo in You can build everything from the get go.   
    The only crafting resource I ever bother getting are nails. Wood is everywhere at the logging company, I generally make a base there due to the huge stock of resources. But I almost never make a small base in the city until late game because of the issue of needing water barrels or other nice things, but no skill to make them until I make basically a perimeter wall around the Logging Company.
     
    And really the way I see it, I can either spend resources trying to make water barrels or I can spend them making fences. Either way the resources are wasted true. But I'd prefer getting EXP in an attempt in trying to build what I wanted to build. Rather then needing to grind slimes to make apricots(RPG boring grinding that's somewhat unrelated to what I want to do).
     
    The resources wasted on this would be significantly less then if I were to craft the normal route. Instead of walling off every building in sight, I'd instead make a proper base albiet faster then the game intended ATM. The game already has a quality thing, but it has no real impact on gameplay yet. Like Wall HP.
     
    I suppose you could consider it bad game design having places like the logging company with high resources with a practically limitless amount of wood available, as well as being isolated enough to be turned into its own secluded world in which you no longer have to leave the base.
     
    I generally look to setting up other bases after the Logging Company gets set up with farms and etc. basically making other locations secure then moving on. If my idea were implemented instead of always making a town at the logging company I would go straight into securing a base in the town with a makeshift ladder, sheet rope, and water barrels. Then stock up on supplies.
  16. Like
    BetaSpectre got a reaction from Dude4Life in Herbicides.   
    Sometimes I wish I could just salt the ground and make a direct road to my base without having to cut down every tree by hand.
     
    Or to keep existing roads free of trees.
     
    Herbicides would be common place in America, especially since I'd be the only one with an interest in such things after people are reduced to scavenging and eating one another.
  17. Like
    BetaSpectre got a reaction from uberevan in Herbicides.   
    Sometimes I wish I could just salt the ground and make a direct road to my base without having to cut down every tree by hand.
     
    Or to keep existing roads free of trees.
     
    Herbicides would be common place in America, especially since I'd be the only one with an interest in such things after people are reduced to scavenging and eating one another.
  18. Like
    BetaSpectre got a reaction from CaptKaspar in Herbicides.   
    Sometimes I wish I could just salt the ground and make a direct road to my base without having to cut down every tree by hand.
     
    Or to keep existing roads free of trees.
     
    Herbicides would be common place in America, especially since I'd be the only one with an interest in such things after people are reduced to scavenging and eating one another.
  19. Like
    BetaSpectre got a reaction from CaptKaspar in Alternative energy   
    Zombies can be herded rather easily, but I don't think they'd be useful for energy production unless you put them in a big steam generating oven.
     
    People have been able to generate electricity by burning tires, coal, and basically anything that burns. All you need is something that can spin, and two magnets.
     
    Now IMO the real challenge is energy storing, batteries don't last more than a few years even if you could recharge them. And I don't know if your average Joe could recharge them without something bad happening.
  20. Like
    BetaSpectre reacted to MisterInSayne in The map is too big for MP   
    Is it me, or does 'rarely encountering other survivors' seem like a very logical scenario in a zombie appocalypse?
  21. Like
    BetaSpectre reacted to uberevan in [Moodle] Something smells rotten around here...   
    Not to mention luring zombies through smell will make some interesting zombie tracking measures and some interesting trap ideas as well, luring them with a sweaty shirt or something lol
  22. Like
    BetaSpectre got a reaction from CaptKaspar in Zombies Falling Down Stairs   
    People that are clumsy, sick, and in the dark should have a chance of falling down IMO, or if you have injuries.
    +1 for knocking things down stairs!
  23. Like
    BetaSpectre got a reaction from uberevan in Gun maintenance skill   
    I think it's due to the limited ammo, by the time your gun breaks there's no more ammo on the map basically.
  24. Like
    BetaSpectre reacted to Blasted_Taco in [Moodle] Something smells rotten around here...   
    When i was typing the suggestion that was one of the ideas i had to make the moodle of nauses appear more often other than when getting sick.
     
    I mean, all of this could be related to the happiness moodle too, but maybe it could get complicated.
     
    But the alert to a player would be for that one peasky zombie that has been stuck in that bathroom for over a week that could possibly take you by surprise when you open the door.
  25. Like
    BetaSpectre reacted to BoogieMan in Zombie backwards staggering invulnerability   
    When zombies are knocked back and shoved, they seem to be invulnerable during their backwards staggering animation, you can swing at them but it never connects, it just whiffs right through them as if they aren't there. When they are shoved when they are right up against a wall, they just stagger backwards in place for the full duration of the animation even if there is no room for them to do so. During which they are immune to melee hits.
     
    Would it be possible to remove the frame-based invulnerability or whatever it is that causes this?
     
     
    A nice bonus would be an extra effect of them being knocked against the wall would stop the animation all together(instead of awkwardly stumbling in place) and stop them for a moment while they regain balance. Even better yet if there is a chance for them to be knocked down, modified by strength.
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