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J0hnm13

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Everything posted by J0hnm13

  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.
  16. I contributed a similar idea to a different post a while ago regarding the condition of walls and even repairing them. The idea was basically that every player built wall always has a potential maximum of 100% health, but you can only build or repair a wall with/to up to 10% health per carpentry level. At lvl 2 you build a wall with 20% integrity compared to lvl 5 carpentry a wall with 50% integrity, etc etc. The relevance to this post is that as walls are damaged, their visual model changes to the lower tier wall. At 01-30% they look like planks thrown together. 31-70% a wall with a few bent/loose boards and nails, and then 71-100% they look nice and pristine. This would allow the player to "Upgrade" their existing walls by repairing them to their respective carpentry level * 10% health. Of course a few more sprites for more increments of damage would be nice, though this idea would fit seamlessly into the game as it currently is, as nothing but an upgrade. Ideally, if they were to implement this or something like this, side by side with the old and new system you wouldn't even notice the game had changed until you went to repair your walls.
  17. While we're discussing the topic of realism, do remember the delicate balance between Authenticity and Gameplay. Realistically, you wouldn't be able to just plug in any random generator in any random room to power the entire house, even with the instruction manual. Realistically, you need more than 2 planks of wood to make a crate. Realistically, rain water wouldn't collect at all as fast as it does. I personally just ignore generators since they have a finite amount of fuel, and therefore are just as limited as regular electricity. I'd really like to see a way to maintain power at home. Generators are temporary, though they are a nice proof of concept that you can reactivate power to any individual house in the game's coding, so there's room to build on that. I think a basic system like 1 solar panel per room in the house would be more than balanced, depending on the availability and fragility of said panels.. Make 'em have to be put on stands so you gotta fence em in or put 'em on a flat roof to use.
  18. Protip: Until they fix this, barricade your fences. When planning your base, fences are 4 planks not 3 since you'll barricade them. Also for some reason, there's some difficulty barricading a fence that's' positioned bottom right of your character. As for the actual suggestion, press E to interact, hold E to jump is as simple as it gets and would fix this entirely.
  19. Just about any kitchen metal tends to be stainless steel, which is a brittle metal that can handle slow cutting and slicing just fine, but cutting is absolutely terrible for the blade. Also consider, how does duct tape and glue repair a knife? The handle. Also, melons don't have skulls.
  20. Crafted items that don't fit in the player's inventory are dropped. (Issue #002085) Ahh the good ol' sawing all of the logs I can fit in my main inventory and 3 big hiking bags getting +400 pounds just hanging on my back... Good times, gooood times...
  21. I'm pretty sure more plantables are already in the making, since the produce is already there. Hand to hand combat is also a decent idea. I remember one run I did, 2 months in and the game said my favorite weapon was "Bare Hands."
  22. some of these i think people would find a bit too easy, I actually made a suggestion similar to this in earlier pages of this topic about using trash bins and such and then suggested possibilities to balance things out. First off, you need to carry the thing with both hands to get it to your base, so you're vulnerable while traveling long stretches of distance transporting your materials. Since the plastic is more flimsy, it won't store as much water as a properly crafted barrel would, maybe the same as a lvl 4 carpentry barrel. Nerf how fast water is collected and how much barrels can store in general so to support yourself and a small farm on normal rain settings you'd need at least 6-10 of these barrels. These and plenty of other things would make this suggestion completely viable I think. The devs are working on a system to move furniture, so this could blend in seamlessly with that. Use the furniture transportation system as the system of moving the trash bins around, just right click the barrel in your inventory to craft it, and place.
  23. what about having recliners or chairs that are not stiff but still not bed quality. That's pretty much what I meant when I said armchair. Shoulda been more specific.
  24. To add to your sore idea, this could also be affected by the quality of the bed you sleep on. Imagine sleeping in a stiff wooden chair for months, hell no. Sleeping on a bed would reduce your soreness, sleeping on a couch would reduce it much more slowly, sleeping on an armchair wouldn't reduce it but wouldn't increase it, and sleeping on a regular chair would make you more sore. This would add incentive to make a bed for your safehouse if it's in an office for example... Hell this would prevent the use of offices as safehouses almost directly until you get your carpentry up or can transport a prebuilt bed. All of the yes. On a side note, I'm REALLY excited to see just how different the game will play with NPCs added to the mix...
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