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J0hnm13

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About J0hnm13

  • Birthday 01/26/1995

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  1. Really, the idea that "Zombies don't feel pain" doesn't change the fact that a broken bone is a broken bone. Support all the way.
  2. Personally, I find nothing wrong with unbreakable walls, so long as they're difficult to make and very much an endgame thing. When NPCs come around, zombies won't be the only threat after all, and I've managed to die plenty of natural (non glitch induced) deaths even after establishing a 2nd story fort in an office.
  3. I posted a suggestion a few months back suggesting different tiers of climbing fixtures and different penalties that would prevent you from climbing, with different drawbacks and suggestions for the tiers... Might as well summarize and add my two cents! Right off the bat at base, you need both hands to climb up a rope. Having a bag in your secondary hand would mean you cant climb up. A sheet rope cannot be climbed up. It can be climbed down to escape, but not back up. Can be pulled up at will. Guaranteed one time use, dangerous after continuous use. A regular rope can be climbed up or down if both hands are free and your leg(s) aren't broken. Costs one rope per floor. Can be pulled up at will. Indefinite use. A knotted rope can be climbed up or down if both hands are free and/or you have one one broken leg. Costs two ropes per floor instead of one. Can be pulled up at will. Indefinite use. A rope ladder can be climbed up or down if at least one hand is free and you have only one broken leg. Two ropes + 8 sturdy sticks per floor. Can be pulled up at will. Indefinite use. A wooden ladder can be climbed up or down if at least one hand is free and/or you have one broken leg, but it can not be pulled up to hide from other survivors. Indefinite use. 4 planks + 8 Sturdy Sticks per floor. Requires lvl 6 carpentry and is built from the carpentry context menu instead of the window context menu. No matter what, can never climb with both legs broken, need stairs to get up to the next floor. Now obviously, single player without NPC survivors in the mix, the wooden ladder would be best, but when NPCs come around, you'd need to be careful how many openings you leave in your base.
  4. I've always thought that important political buildings like the Town Hall and Police Station should have preset military/police garrisons to start with, and with the infinite zombie population will most definitely run out of ammo or be overwhelmed somehow. Less premade missions, more eventual demise. Would be nice to see a barricade of police cars crates and sandbags manned in shifts, growing more crude as the horde keeps on, eventually toppling. In response to OP's post, the idea of a pre-scripted mission sequence might work, but would take away from the sandbox-ey feeling of the game.
  5. I think my favorite part of any Zombie game is the shoddy, quickly abandoned makeshift housing. Pre-boarded windows, bedrolls as suggested, cardboard over existing windows, cardboard bedding.. Though I'm sure a lot of this is already on the way, since they did want to make the world feel more "Lived in" as they said a little while back.
  6. Realistically though, grenades still don't cause fires... They're loud and dangerous and expensive. What more balancing is necessary?
  7. http://steamcommunity.com/sharedfiles/filedetails/?id=499134809 Svarog's Quick Containers mod works pretty well like this, though only for a few items. Just make it so any bag in your inventory can be accessed, but only the bags you have equipped give the weight reduction.. But then, carrying 12 garbage bags at a time just to make rain barrels would clutter the containers bar up. Maybe only show inventory of containers with stuff in em.
  8. In the current build, you can not pass out from sleep deprivation. You just get weaker. On topic though, realistically I can't see myself using blunt force to kidnap someone being a viable thing, but that's just me.
  9. Hydrocraft also has the Survival Axes!
  10. Download link isn't working, yo.. Any chance we could get that updated?
  11. Isn't the splatter-sound-but-not-kill considered a crit already?
  12. The amount of energy needed for a working electric fence would be incredibly unrealistic for survival standards unfortunately.
  13. Totally couldn't think of a better name for the post.. The youtube channel of the same name has a guy who just builds things from full scratch in the woods, such as tools, and a few videos he actually builds functional structures. I've posted a link down below to one of his better builds. If you haven't already, check him out, his content is awesome. On to the actual suggestion, someone posted a joke on the subreddit that https://www.youtube.com/watch?v=P73REgj-3UE this is what happens when you hit level 10 carpentry, but what if that kind of tool use and construction could be actually added and integrated into the existing Foraging skill? Maybe rename Foraging into the Wilderness skill. Allow the player to gather mud into clay to make pots for water storage/boiling/cooking, make sturdier homemade tools, build safer fire pits, etc etc. This would only add more survival elements and of course support a more nomadic lifestyle that rewards the player for using the plentiful woods around town instead of staying cooped up in a 2nd story building all their short lives.
  14. The game State of Decay had a pretty genera savvy group of personalities in it, was a pretty entertaining game... Though the zombie genera popularity didn't really happen until the last decade or so.. 1978 was when the original Dawn of the Dead came out, maybe more movies than that so there'd definitely be a few, though only the TV trivia geeks realistically.
  15. http://theindiestone.com/forums/index.php/topic/14351-wolfys-moodlet-trait-suggestions/ Wolfy's suggestion list of extra moodlets and traits kind of touches on this, where with panic there are also more lasting effects, being his suggested "Trauma" set of moodlets. Of course your suggestion is more specific.. I definitely would love to see more humanization of my little survivor.
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