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EchelontheEyeless reacted to EnigmaGrey in Remove Ash with Shovel, not a Sledgehammer
I'd really like it if it were washed away by the rain. But yeah, shovel would be good.
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EchelontheEyeless reacted to Lord Gonfalon in Ashes - A Way to Remove Them
Currently you can sledge them away.
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EchelontheEyeless reacted to CzarUltra in Ashes - A Way to Remove Them
I'm for this. it looks disgusting and I'm a neat freak.
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EchelontheEyeless reacted to CaptKaspar in Ashes - A Way to Remove Them
How about allowing us to remove piles of ash that are left behind from burning zombies?
Right now it is permanently stuck on the map, which can be visually unpleasant, but could also lead to performance loss having all those additional sprites drawn.
Perhaps it could be harvested and used? Use the ash for fertilizer or something?
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EchelontheEyeless reacted to _Gold_ in CCTV
Simple suggestion, most businesses in PZ (i.e. Knox Bank) would have cctv in real life. There would be a monitor room (that would require a key to enter) and possibly passcodes you would have to enter to access the system. It would allow players to see where zombies are around/outside their safehouse, without having to go to a window or go outside.
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EchelontheEyeless reacted to osashta in Suggestion: Zombies should only attack walls for a reason.
for several weeks I've had my character living upstairs in a rural house with the staircase destroyed. All has been quiet and pleasant so I started constructing a large log wall incorperating the neighboring house into a small little fortress. Since building the wall, I've noticed that zombies are attracted to it like bugs to a zap light.
I knew i was not making more noise than usual, knew I wasn't leaving windows open or giving other cue's to my location. Eventually I discovered that zombies just latch onto breakable objects and destroy them for no reason. Can we change this in the future? at least as a sandbox option?
Zombies, especially traditional proper zombies like what zomboid seems to seek to replicate shouldn't do anything without cause except amble around. I'm okay with zombies banging down the walls if I made a mistake, ran my generator too loud, or was seen entering the fort....but 30 zombies just picking a random wall to bang on simply because it can be destroyed? why?
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EchelontheEyeless reacted to jonniemarbles in More key bindings
I'd like to see the option of binding more actions to keys. Specifically, I think we need a key binding for "remove broken glass". I'm a little tired of dying because I couldn't right click on the exact pixel the game wanted me to before the horde caught up with me.
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EchelontheEyeless reacted to jonniemarbles in Leather jackets
Every game I begin in survival mode I start overheating pretty quickly, so always remove either my pants or my shirt (I begin wearing them again pretty soon usually, only this time their ripped up sheets lol). Anyway I've noticed a tendency for the area where I get bit/scratched to be the area that I'm unclothed. I was thinking maybe this could be augmented with "tougher" clothing like leather jackets?
Other similar suggestions:
Knee pads
Jockstrap
Biker helmet
Layering other clothing
You could maybe even cut up carpet and use sticky tape to create padding for arms and legs (we used to do this before going out on protests so when the cops beat us up it wasn't as effective).
All of the above would add heat and weight, so there would be drawbacks, and it still won't help you if you get swamped by zombies but would be effective at preventing scratches and some bites to the targeted area.
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EchelontheEyeless reacted to Svarog in Scars
Simple eyecandy, after wounds heal, why not leave a scar on the body in the health tab? Survivors could show off the bite marks or make up stories about surviving an encounter with a horde while in reality they just jumped through a window.
Back in the day I actually thought this was a feature after taking a bandage off and still seeing a faint scratch like thingy on the body but no 'Scratched' info anywhere.
I just randomly remembered that after looking at the effect of doctor failing to stitch my arm properly and thought I'll throw a suggestion.
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EchelontheEyeless reacted to King jjwpenguin in Ability to clean up ash when something gets burned
It should be. Really needs to be added.
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EchelontheEyeless reacted to Aurex in Ability to clean up ash when something gets burned
Oh, yes, as a meticulous survivor I hate when that pesky ash just remains there. You can destroy it with a sledgehammer, though
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EchelontheEyeless reacted to fluffe9911 in Ability to clean up ash when something gets burned
I started a zombie burning pit then after I burned a couple I realized how ugly meh pit looks with the ash would be cool to be able to clean it up
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EchelontheEyeless reacted to Seustace89 in Door Mechanics/Animations
I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:
- DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.
- PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...
- PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.
- DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.
- (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.
- (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.
Just some ideas I'd thought be cool... Let me know what you think.
TIS keep up the good work, games amazing.
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EchelontheEyeless reacted to Rathlord in Mental Health Discussion Thread
Heya guys,
I'm making this thread to discuss the future of mental health in PZ. Lemmy mentioned at one point that he wanted this in the game in some form or another, and so I wanted to take this space to post my thoughts on it and hear everyone elses'.
So without further ado:
Sanity
Introduces a sanity moodle to the game. There is no positive version of the sanity moodle, just a negative:
Imbalanced: You are shaken by the current events and have been physically affected by them.
You get a slight negative modifier to your interactions with NPC's You may occasionally hear small sounds that don't exist Unstable: You have been severely affected by the apocalypse, and it shows.
You have a negative modifier to interactions with NPC's You often hear sounds that don't exist You have trouble sleeping Insane: Your mental health is fully compromised.
You have a large negative modifier to interactions with NPC's You often hear sounds that don't exist You have trouble sleeping You occasionally see things that aren't there, including NPC's, loot, and zombies. These images are exactly like their real counterparts, but can have no effect on the player and disappear after a time. You talk to yourself sometimes, causing a small amount of sound You have a chance to be much more or much less susceptible to the panic moodle For short periods of time you won't see moodles that are affecting you With the introduction of insanity comes two new traits in the beginning of the game:
Strong Willed: Much more likely to stay sane, and stops at "Unstable," not able to become completely insane.
Unstable: Much more susceptible to insanity
And finally, things that effect your sanity:
Antidepressants: Help stave off insanity, but become addicting
Alcohol: Can temporarily stave off insanity, but long term increases it if addicted
Corpses: Nearby corpses negatively influence sanity (implemented after cleaning up corpses)
Home: Staying in the same house more than once increases sanity
Cigarettes: Temporarily helps increase sanity
Losing a Companion: Losing a companion severely effects sanity
Becoming Injured: Being injured or sick decreases sanity
Nota Bene, the insanity effects are quite strong and should take a large amount of time to build up, particularly to the final stage. It should only become a problem if you neglect it or if you take the unstable trait.
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EchelontheEyeless reacted to speider in Commonly Suggested Suggestions
a silencer which you could attach to a gun?
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EchelontheEyeless reacted to fluffe9911 in Who else hate Five Nights at Freddy's?
Fine Nights at Freddys? yay I hate that but Five Nights at Freddys I think is kinda cool
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EchelontheEyeless got a reaction from Navarome in Who else hate Five Nights at Freddy's?
Oh yeah I totally hate those Fine nights at Freddy's. They're too refined and uptight for a clown like me.
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EchelontheEyeless got a reaction from Kitt Frostpaws in Who else hate Five Nights at Freddy's?
Oh yeah I totally hate those Fine nights at Freddy's. They're too refined and uptight for a clown like me.
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EchelontheEyeless reacted to Kitt Frostpaws in Who else hate Five Nights at Freddy's?
The Evil Within, Darkwoods, Eternal Darkness, The Forest, Dead space 1+2 & Lone Survivor to name a few.. And while they aren't horror games V/H/S 1 & 2 are absolute bombshells.
Yes, I do think it has a great story because it isn't something that's been done in this kind of setting before - which these days is quite a rarity.