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LewisDTC

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  1. Like
    LewisDTC reacted to Faalagorn in Please add generic items even if they have no use   
    Yes, we're so screwed.
  2. Like
    LewisDTC got a reaction from Strider in Time, time, time. See what's become of me   
    Would absolutely love to see something like this.
  3. Like
    LewisDTC got a reaction from FreakPsych in Time, time, time. See what's become of me   
    Would absolutely love to see something like this.
  4. Like
    LewisDTC reacted to Fryhizzle in Zombie slaves   
    Zombie labor is a great idea and would be beneficial.  It would be a great mod, but probably shouldn't be in vanilla.  The stress of choice when it comes to looting, and having to weigh the benefits of items looted is part of the fun.  I feel having a horde of pack mules may subtract from some of that challenge.  I think balancing it would be a real struggle.
     
    It would make town hopping a lot easier.
  5. Like
    LewisDTC reacted to CaptKaspar in Blocking   
    I think the current 'spacebar' shove is more than adequate against zombies for a defensive move.
    If I were to attempt to block a zombie attack, what would I be blocking with? My arm? My hammer or hunting knife? I don't like the prospect of either of those. An axe or a baseball bat could be used horizontally to block a zombie and push them back, but we already have that with 'spacebar'. There's no point in blocking a zombie if you can't get yourself some separation from them. They are trying to bite you, not punch or swing an object at you.
    In MP during PVP a block could be useful, but again what will you be blocking with? Other than an axe handle or baseball bat not much would be useful. Maybe a metal trash can lid? I would much rather see some sort of dodging/sidestepping, feinting, or counter attacking.
  6. Like
    LewisDTC reacted to Suomiboi in Choosing age of character   
    I didn't say anything about death by zombies. I said that the game should be challenging enough that it'd kill you in a smaller time frame. If 1% of gamers achieve to live long enough that aging would/should be happening then that would be a feature that would cater only to 1% of the gamers. Therefore it'd be a very unnecessary use of development time.
  7. Like
    LewisDTC reacted to Blasted_Taco in Zombie slaves   
    Definitely not overpowering zombies so much to the point of using them as slaves and carriers of 3 different hiking bags while having them on a leash.
  8. Like
    LewisDTC reacted to tzaeru in Dreaming, a possible solution for sleeping in MP   
    I really wish there'll also be a SP-style sleep system, where time accelerates when everyone is at the bed at the same time. This is the perfect system for small groups of people, who play together as a squad on their own private server. I'm not sure how large a marketshare these people really are, but at least for me, it's pretty much the only way how I play.
     
    Having a few different, configurable sleep systems wouldn't be a bad idea, even if it's a bit extra work. One general solution could be configuring the duration required for sleep (for private servers it can be full-time, for public servers it can be 10th of the normal time) and if time acceleration happens when everyone's in the bed at the same time.
  9. Like
    LewisDTC got a reaction from GoodOldLeon in Useless items   
    Personally, I think that is exactly the reason that they should be included! Hear me out...Right now, you hop into a kitchen and throw open all of the cupboards - you immediately see two knives, a few cans and a gun. You grab them and run in seconds - no problem. Personally, I think that needing to scan through junk items (simulating searching cupboards that are actually full) would add that extra tension. Zombies at the door and need a weapon? If you open any given cupboard in a strangers house, chances are that your not going to immediately know if there's anything useful there without looking.
    That, and if the items are there, perhaps there might be some minor uses for them, like burning socks or something.
  10. Like
    LewisDTC got a reaction from Magic Mark in Useless items   
    Personally, I think that is exactly the reason that they should be included! Hear me out...Right now, you hop into a kitchen and throw open all of the cupboards - you immediately see two knives, a few cans and a gun. You grab them and run in seconds - no problem. Personally, I think that needing to scan through junk items (simulating searching cupboards that are actually full) would add that extra tension. Zombies at the door and need a weapon? If you open any given cupboard in a strangers house, chances are that your not going to immediately know if there's anything useful there without looking.
    That, and if the items are there, perhaps there might be some minor uses for them, like burning socks or something.
  11. Like
    LewisDTC got a reaction from CalmUnity in Useless items   
    Personally, I think that is exactly the reason that they should be included! Hear me out...Right now, you hop into a kitchen and throw open all of the cupboards - you immediately see two knives, a few cans and a gun. You grab them and run in seconds - no problem. Personally, I think that needing to scan through junk items (simulating searching cupboards that are actually full) would add that extra tension. Zombies at the door and need a weapon? If you open any given cupboard in a strangers house, chances are that your not going to immediately know if there's anything useful there without looking.
    That, and if the items are there, perhaps there might be some minor uses for them, like burning socks or something.
  12. Like
    LewisDTC got a reaction from Kuren in Useless items   
    Personally, I think that is exactly the reason that they should be included! Hear me out...Right now, you hop into a kitchen and throw open all of the cupboards - you immediately see two knives, a few cans and a gun. You grab them and run in seconds - no problem. Personally, I think that needing to scan through junk items (simulating searching cupboards that are actually full) would add that extra tension. Zombies at the door and need a weapon? If you open any given cupboard in a strangers house, chances are that your not going to immediately know if there's anything useful there without looking.
    That, and if the items are there, perhaps there might be some minor uses for them, like burning socks or something.
  13. Like
    LewisDTC got a reaction from OprahWinfrey in Useless items   
    Personally, I think that is exactly the reason that they should be included! Hear me out...Right now, you hop into a kitchen and throw open all of the cupboards - you immediately see two knives, a few cans and a gun. You grab them and run in seconds - no problem. Personally, I think that needing to scan through junk items (simulating searching cupboards that are actually full) would add that extra tension. Zombies at the door and need a weapon? If you open any given cupboard in a strangers house, chances are that your not going to immediately know if there's anything useful there without looking.
    That, and if the items are there, perhaps there might be some minor uses for them, like burning socks or something.
  14. Like
    LewisDTC 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.
  15. Like
    LewisDTC got a reaction from uberevan in Suicide (by other than bleach)   
    I'm pretty sure I read that you can already overdose on alcohol and painkillers - never tried it though so for the purpose of this post let's presume you can't. That would be nice to see as a way to get people to think about what they are doing with their medicine
    Options like this could be nice, but I get the feeling that they would clutter the game unnecassarily. We already have zombies, burning, jumping from high places and drinking bleach, along with the possibility of asking a friend to execute you - its not hard to die in the game if you really want to.
  16. Like
    LewisDTC got a reaction from CaptKaspar in Adding fuel to campfires.   
    Is it just me that doesn't like the whole 'add fuel to campfire' thing? And the fact that you can store your stuff in fires without any real danger? It's not particually realistic.
    I propose that rather than adding fuel to campfires in a special way, any burnable items in the inventory of a lit campfire should automatically be used as fuel.
    Would it change much? Probably not, but I'd like to see it. Makes zero sense why you can put a things on a burning fire and nothing happen tobthem, and it would save having to add sticks to the fire one by one.
  17. Like
    LewisDTC reacted to Demonic_Kat in Trade Interface   
    I always get pretty mad for some odd reason when my sister goes to give me some of the meat patty she brought with us for food and the b***h drops it on the ground in front of me.
  18. Like
    LewisDTC got a reaction from Kuren in Adding fuel to campfires.   
    Is it just me that doesn't like the whole 'add fuel to campfire' thing? And the fact that you can store your stuff in fires without any real danger? It's not particually realistic.
    I propose that rather than adding fuel to campfires in a special way, any burnable items in the inventory of a lit campfire should automatically be used as fuel.
    Would it change much? Probably not, but I'd like to see it. Makes zero sense why you can put a things on a burning fire and nothing happen tobthem, and it would save having to add sticks to the fire one by one.
  19. Like
    LewisDTC got a reaction from uberevan in Adding fuel to campfires.   
    Is it just me that doesn't like the whole 'add fuel to campfire' thing? And the fact that you can store your stuff in fires without any real danger? It's not particually realistic.
    I propose that rather than adding fuel to campfires in a special way, any burnable items in the inventory of a lit campfire should automatically be used as fuel.
    Would it change much? Probably not, but I'd like to see it. Makes zero sense why you can put a things on a burning fire and nothing happen tobthem, and it would save having to add sticks to the fire one by one.
  20. Like
    LewisDTC got a reaction from King jjwpenguin in Adding fuel to campfires.   
    Is it just me that doesn't like the whole 'add fuel to campfire' thing? And the fact that you can store your stuff in fires without any real danger? It's not particually realistic.
    I propose that rather than adding fuel to campfires in a special way, any burnable items in the inventory of a lit campfire should automatically be used as fuel.
    Would it change much? Probably not, but I'd like to see it. Makes zero sense why you can put a things on a burning fire and nothing happen tobthem, and it would save having to add sticks to the fire one by one.
  21. Like
    LewisDTC got a reaction from Geras in Adding fuel to campfires.   
    Is it just me that doesn't like the whole 'add fuel to campfire' thing? And the fact that you can store your stuff in fires without any real danger? It's not particually realistic.
    I propose that rather than adding fuel to campfires in a special way, any burnable items in the inventory of a lit campfire should automatically be used as fuel.
    Would it change much? Probably not, but I'd like to see it. Makes zero sense why you can put a things on a burning fire and nothing happen tobthem, and it would save having to add sticks to the fire one by one.
  22. Like
    LewisDTC got a reaction from Johnny Fisher in Adding fuel to campfires.   
    Is it just me that doesn't like the whole 'add fuel to campfire' thing? And the fact that you can store your stuff in fires without any real danger? It's not particually realistic.
    I propose that rather than adding fuel to campfires in a special way, any burnable items in the inventory of a lit campfire should automatically be used as fuel.
    Would it change much? Probably not, but I'd like to see it. Makes zero sense why you can put a things on a burning fire and nothing happen tobthem, and it would save having to add sticks to the fire one by one.
  23. Like
    LewisDTC got a reaction from Skv in Some realism inconsistencies   
    1. I don't know whether Wine would be strong enough to use as a disinfectant, but as a general rule Wine tends to be ~10% alcohol content, whereas whisky tends to be more along the lines of ~40%. I know that historically Wine WAS used to disinfect wounds, but usually as part of a more complex mixture.
    2. As above, I don't know if aftershave would have enough alcohol in it to be a valid disinfectant. Maybe it would, maybe not.
    Perhaps we need a new perk - Resourceful - that can use less conventional items like these for these purposes? Just an idea.
    3. True, but I think for gameplay sake it's something that doesn't really need changing. Theres a point where being too realistic and details makes the game less fun.
    4. I didn't realise this, but if its the case then I fully agree.
    5. Kitchen knives are made for cutting, not stabbing. They are strong across their cutting edge, but most will be pretty flimsy when bent sideways for example. I think having a powerful attack and low durability is a good way to represent this, and people who know how to avoid the damage will have it last longer (blade maintenance)
    6. I've noticed this and agree - unfortunately I can't really think of a good way to solve the issue.
    7. Fully agree with this.
    8. Makes sense, but I've honestly never even noticed them so I wouldn't say its a huge priority.
    9. Fully agree with this one too.
  24. Like
    LewisDTC got a reaction from Migoxiss in Easily Digestible List of Trait Balance Issues   
    I don't know if a recent patch has changed anything or of if its just in my head, but here are some observations I've made on my most recent character:
    Lucky: Much weaker than I've ever noticed before. I'm a few weeks in, looted the WP tool shop, Factory and Storage yard and all I've found is a single axe - no Sledgehammer. I've less canned food and chocolate than before too. Feels in general like I'm playing without the perk.
    Inconspicuous / stealth perks in general: Huh. Maybe I was just unlucky before but I never had any joy with stealth. This time though, I'm playing a thief with inconspicuous and graceful and its actually pretty noticable. I might actually take these again in the future.
    Weak / Obese / Strong / Fit: I think the points are fairly balanced for these actually. Perhaps the exp needed to level up strength and fitness could be reduced, but only by a little. At the moment, whatever you pick is never going to change by more than a level or two, and that's if you get a really good run. Maybe if they levelled up faster but could also degrade to compensate? That would also male the XP modifier from the perks more relevent.
    Hemophobic: Not a massive effect, but its not worth a massive amount of points so I can't see a problem with it. I pick it if in trying to squeeze out a few extra points for a specific perk and can't quite afford it.
    Claustrophobic / Agoraphobic : Personally I never take either of these. If I was to suggest how I would rather see them implemented it would be to give players stage one (minor) panic in relevent areas (as opposed to maximum) and then attach a multiplier to any other sources of panic received - so if a claustrophobic character has a zombie lunge and them when indoors, THAT is what will send them over the edge. I'm aware that might not to super realistic, but it seems like it might be less crippling from a gameplay point of view.
  25. Like
    LewisDTC got a reaction from bumblemore in Some realism inconsistencies   
    1. I don't know whether Wine would be strong enough to use as a disinfectant, but as a general rule Wine tends to be ~10% alcohol content, whereas whisky tends to be more along the lines of ~40%. I know that historically Wine WAS used to disinfect wounds, but usually as part of a more complex mixture.
    2. As above, I don't know if aftershave would have enough alcohol in it to be a valid disinfectant. Maybe it would, maybe not.
    Perhaps we need a new perk - Resourceful - that can use less conventional items like these for these purposes? Just an idea.
    3. True, but I think for gameplay sake it's something that doesn't really need changing. Theres a point where being too realistic and details makes the game less fun.
    4. I didn't realise this, but if its the case then I fully agree.
    5. Kitchen knives are made for cutting, not stabbing. They are strong across their cutting edge, but most will be pretty flimsy when bent sideways for example. I think having a powerful attack and low durability is a good way to represent this, and people who know how to avoid the damage will have it last longer (blade maintenance)
    6. I've noticed this and agree - unfortunately I can't really think of a good way to solve the issue.
    7. Fully agree with this.
    8. Makes sense, but I've honestly never even noticed them so I wouldn't say its a huge priority.
    9. Fully agree with this one too.
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