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ApolloDiaspora

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About ApolloDiaspora

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    That Fish in the Ready Room
  • Birthday 06/06/1990

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  1. I find a nice tall glass of aqueous Sodium Hypochlorite solution works wonders for staving off zombification, albeit for a short time
  2. Sounds like a nifty little anti-feature to stick in the game. Buckets are kinda rare (but useful) as-is. Being able to melee-thonk one down tight over a zombie's head should prevent it from being able to bite you, provided it's wedged on tight enough and doesn't come loose. Would be interesting to see how much that would affect a Zed's ability to track and pursue you though. Also... You've only made one zombie a little less dangerous than the others. Not too good of an idea from a survival standpoint, but, I love it. Find a zombie, call him Frank, cram a bucket over his head and listen to those muted, echoing moans. Over the weeks you'd see Fred every now and then, stumbling around with the bucket still on his head. I like it. I wish it was something you could do in-game. Could even help relieve your character of depression a bit. After all, who couldn't help but laugh at the absurdity of a mostly impotent zombie lurching around with a bright plastic bucket crammed over his noggin'?
  3. Haven't played Zomboid for a while, but the last couple of times I played, I played in West Point. Sure, finding building supplies is a bitch, but there's generally more loot and !!FUN!! to be had given the building density. I tended to set up a base about here. Build walls between the three buildings, barricade the downstairs windows/doors and hang sheet ropes out every window. Plenty of space, and you don't need to fortify everything from the ground up. As an added bonus, given the parking area to the north, it's easy to follow the road east into the centre of town and back again without getting lost.
  4. Making charcoal shouldn't be too hard in a survival situation, you're just making a fire burn for a long time in an oxygen poor environment to reduce complex organics (i.e: Cellulose) into mostly carbon. I'm certain a quick Google search would turn up ways to do it. As for why you'd need charcoal? I'd say several reasons. Using kettle BBQs or wood-burning stoves scattered around the map (this also means you should be able to find bags of charcoal floating around as loot items), using in a survivalist's filtration setup if we ever need to purify water, and, well, charcoal. By that I mean, take a piece of charcoal, and you could use it instead of a pen/pencil when writing in a journal or making doodles. Hell, craft a piece of ripped sheet with several pieces of charcoal (helps keep the black stuff off your hands, makes it easier to hold ), and you could make a nice fat stick suitable for leaving markings on the walls and floors. Of course, rain would quickly remove any markings you leave outdoors, but a fat-drawing-piece-of-charcoal should be easier to come by than a bucket of paint, especially if you're unwilling, or unable, to hit a warehouse for supplies.
  5. It might be a bit pricey, but in the distant future (perhaps as a charity/fundraising thing?) I could see a disc copy of Zomboid being given out in a small survavalist/first aid box like this, along with a few survival essentials. Say, bandages, paracord, a tritium beta light (expensive but rather cool), compass, pocket survival guide, and so on. My rambling aside, that looks like damned fine work. Toss in some maps of the game world/kentucky, and I think you'll be good to go
  6. I'll avoid getting into a discussion about depression effects for now, but, I have the solution, nay, the elixir that will help you in-game: BLEACH.
  7. TL;DR - Adding in a few varieties of shoes and socks, each with their advantages and disadvantages, would give the player a realistic (and essential) piece of equipment to scavenge, repair, or craft during the zombie apocalypse. If the medical overhaul allows foot trauma such as blisters, fungal infections and trenchfoot, acquiring good footwear becomes essential, but could be ignored for the most part by beginning players. ========== Had a thought today, inspired by the idea of a character wearing high-heels in another suggestion post. Footwear. We all need it, but not everything you put on your feet would be suitable to wear on a hike, let alone a life-and-death survival situation. Heels could snap under the duress of sprinting over broken ground, steel-capped boots might be too heavy to let you vault over fences easily, and even the best pair of shoes wear out over time. Socks are important too. You could be wearing the best pair of hiking boots in the world, but if you're wearing some thin business socks, you can forget about walking around for too long. Where am I going with this? Allow the player to scavenge and wear different types of shoes, boots and socks. Each with differing characteristics, each with different benefits and disadvantages. Suddenly, finding or crafting the right equipment to wear on ones feet could mean the difference between life and death. Wear shoes that are the wrong size, wrong type, or don't wear socks, and suddenly you could face painful blisters, ingrown toenails, or even trenchfoot. All conditions that make it painful, if not impossible, to walk, let alone jog away from the horde rumbling up the street. Suddenly, crafting or repairing socks/shoes/boots could become a hobby, profession, or skill the player could select at character creation. Here's some examples of footwear ideas, and some effects. Keep in mind these are examples only. I wouldn't expect (or want) dozens of types of shoes/socks to wear, but breaking them up into classes could simplify things immensely. Bare feet - Sometimes, necessity makes a fool of us all. Possible buff to sneaking around (less noise), offset by the high chance of foot trauma if walking/sprinting long distances, blisters are no fun. Stepping on something sharp would certainly ruin your day. Perhaps a small happiness buff when you first remove your shoes indoors. After all, everyone likes to kick off their boots at the end of the day.Sandals/Thongs - A wild and varied bunch. Better than wearing nothing on your foot, light weight, and reasonably easy to make/repair using scavenged materials. You could luck out and find some hiking sandals, or be stuck with a $2 flip-flop from the local supermarket. Either way, lower durability on average compared to other types of footwear, but most types don't require socks, and could provide a bit more comfort in warm weatherBusiness/Formal footwear - Quite poor for running and sprinting around in, let alone walking long distances. Low durability, high chance of getting blisters from wearing thick socks. Possible buff to interpersonal relations (Everyone likes a man with good shoes), or relations with the opposite sex (high heels?). But is that little buff worth the risk of being unable to escape when the horde comes a calling? Might good as a source of raw material for shoe repairCasual/Common shoes - Sneakers, sandshoes, runners, and all that. The average shoe the average Joe wears when out and about. No real downsides, unless you have to wear the wrong size or have poor socks. Decent durability, but better for moving around in urban areas instead of the wilderness or farm country.Boots - Steelcaps, hiking boots, combat boots, things like that. The holy grail in terms of footwear for a survivor. Fantastic durability and comfort, at the expense of a bit of sneaking ability and rarity. Might have a 'breaking in period', Stupid durable, but tricky to fix if they break or wear out. And let's not forget socks. The best pair of boots in the world mean nothing if you're wearing a crappy pair of socks. No socks - Welp, you dun goofed. Depending on the size and quality of your footwear, blisters and chaffing are a forgone conclusion. Unless you're wearing sandals or thongs. But what if it's cold. or wet? Freezing feet are as painful to walk on as overheating, blistered feet. And lets not forget the possibility of infection or frostbite...Business/formal/cheap socks - Something's better than nothing. Thin, unpadded, and made of flimsy material. Provides little warmth to your feet, and likely to have holes worn through them after a few days of constant use. Bound to be plentiful in supermarkets, but there's always something better. Being made of poor material, darning or repairing may be impossible.Casual/Everyday socks - Much the same as everyday shoes. Average, nothing to write home about. Good durability, common, and you can darn them a couple of times. But, eventually, you'll have to toss them when you wear too many holes in them.Hiking/Thick/Military socks - Rare, but comfortable as hell. Extremely durable, so patching the inevitable holes would be an extremely worthwhile way to extend their usable life. Only downsides are their rarity, incompatibility with certain shoes (especially tight ones), and their sensitivity to moisture. After wading through knee-high water you'd want to change into dry socks quickly, to avoid chaffing, blisters, and some of the nastier mosit-foot ailments such as trenchfoot over the long term.Footwraps/Portyanki - Nothing more than a square of good cotton or flannel wrapped tightly around the foot, ankle and shin. Extremely easy to make, only slightly harder to repair. A survivalist's dream, and a staple of the Russian Army since the 17th century. Great durability, but most likely impossible to find in Kentucky, so you'll have to make your own from bandages, sheets, any good fabric you can appropriate and tear up. Takes time to wrap and unwrap your feet, and you have to know what you're doing. Fail to wrap your feet good and tight and it's blisters ahoy. Toss in the medical overhaul in the future, and the treatment of foot ailments can be a major deal, as it is in real life. Fail to look after your feet, wear the wrong size shoes, thick socks, keep them moist... Suddenly, every step is agony. Tracking down antifungal creams, antibiotics, applying bandages to blisters... There's plenty of things there to play with. Is it realistic? Yes. Proper footcare and footwear are major issues in a survival situation, and have been important in military conflicts since time immemorial. Just look at trenchfoot in World War One, or the differences between German and Soviet footwear in World War Two. Does it fit in the spirit of Project Zomboid? I'd say yes. Zomboid's aiming for a realistic survival scenario. Cutting up car tires to make crude sandals, or prying the boots of a corpse would certainly fit in with the atmosphere of the game. Besides, it'd give us a use for all the shoes we find in containers or on bodies. Would it make the game too easy (or difficult)? A bit of a tough one here. Foot trauma, blisters and the like, would certainly fit into the upcoming medical overhaul. Even if it's a case of the shoes and socks in game taking durability damage over time, and the odds of a blister rising as a result. Having a handful of 'classes' for shoes and socks (i.e: Poor, Average, Great, Homemade), like the examples I've given above, wouldn't complicate the game immensely, and would just add another class of loot for players to search for. We already have several classes of torso and leg coverings (i.e: Sweaters, vests), why not expand this to include shoes and socks? The beginner player could bounce from house to house, using and discarding the typical shoes over time, but an advanced player would keep an eye out for better footwear, and keep said footwear in peak condition by repairing it. And remember, the durability on even the poorest pair of shoes is still quite high. Sure, you might need to replace the inner lining of the shoe and the laces a bit frequently, but the shoe itself isn't going to wear out for a least a month. A player wouldn't need to replace their shoes that frequently, but darning a sock could soon become a favourite way to pass time in the safehouse. Would it add enough to the gameplay? I think it would. The key would be limiting the amount of shoes/socks to a few 'families', similar to the examples I've given. Then it's simply a matter of placing any new shoes, etc. into these families as they're added to the game. This would allow for a huge variety in the appearance of the footwear (and admittedly, we do need more and varied clothing, even if it's cosmetic), but avoid an excess of coding. As for adding something to the gameplay... During the apocalypse, what would be more valuable to you? A thick paperback book or a good pair of thick woollen socks? An extra handful of bullets, or a pair of boots without a hole in them? Okay, that's it, post over. Apologies for rambling on for so long
  8. Aaaaand then you need to start sprinting and parkouring through houses to escape hordes and you do something nasty to your ankles. That said, it -could- be an interesting mechanic. Wearing sexy(ish) clothing, including footwear, to gain some small buff interacting with NPCs. Of course, you'd need to change into something more appropriate when heading into combat or running away.
  9. Only if there's Simish cries of pain, one liners, and sobbing when the fridge is empty/there's a bladder malfunction Having a character freak out in Simish when a horde is rumbling up the street? Would be priceless
  10. This sounds suspiciously like lowering one's shoulder and charging in an attempt to barge through a door. Except the door is a zombie. Me liiiiiike. Of course, you'd have to build up some speed first before shoving a zombie out of the way. Cue "I'm the Juggernaught, Bitch!" in all caps over global chat
  11. Yeah, taking control from the player is kinda a dick move in a game like PZ - Screw up once, and you get a nice bite on your crotch. Tripping/stumbling/falling would be nice to have, but only under certain circumstances, such as the ground being really tangled up, or the player having suffered damage to their legs (Which would mean we'd have a legitimate excuse to use crutches ). I dunno. I think I brought up the idea of a gravely hillside in a similar topic. A player would know to move slowly through the area, planting each step carefully, but the zombies wouldn't. They'd flop and skid and slide all over the place, just like the player would if they attempted to sprint up or down the slope. This, in turn, would make certain pieces of terrain good for loosing/killing zombies. Remember the Zombie Survival Guide? Some Canadian reporters hole up in a house for several days. They didn't have the time to destroy the staircase, so they nailed a door over it to form a ramp. With a person constantly pushing zombies with a broom, they simply couldn't stay on-balance long enough to climb up. Of course, to have any sort of tripping/falling mechanic be ideal, you'd have to be able to overbalance, not-quite-fall-over and correct yourself. Think almost falling over and windmilling your arms to avoid eating the pavement. There would have to be some form of warning that you're about to, or could possibly, fall/trip over, with the actual fall/trip being a 'critical failure' in other words. Hope that makes sense.
  12. Including mild and severe forms of asthma and hayfever... I can see them being traits to take at character creation. Depending on the season, and the severity you choose, your perception would decrease a bit, you'd cough/sneeze/sniff, and have your ability to run long distances affected to different degrees. It would probably act like a mashup of some of the existing negative traits (overweight, short-sighted), but the negative effects would only kick-in during certain times of the year, in differing parts of the map. Come to think of it, hayfever, or a similar allergy, would work best in PZ. It's not life threatening, you can find medication to relieve the symptoms, but you can still function with a reaction in full swing. Which would be crucial for the late game. Eventually all the medication is going to run out after all. A nuisance condition that you can manage, but still function with, in other words. Could work well in conjunction with some of the other negative traits - You're all cranky from the recent scavenging run to the farm, but because you tend to brood on things, you'll be ticked off long after the allergen induced headache has passed. For example: You've got a runny nose and a really annoying headache, but these logs aren't going to chop themselves. The wet cloth over your mouth and nose has helped a bit, but not much. Hopefully Frank won't keep on complaining about the 'hard, gruelling work' he's forced to do. He's the cook for frak's sake! He's not the one out here with mucus streaming from his nose and eyes, chopping the wood needed to stop everyone getting sick from drinking the lake water. You swear, if he whines again when you bring the firewood in, he's getting a knuckle sandwich... So... yah. Mild allergies as a form of dynamic tension/drama to help group interactions along, or something
  13. Bonus point if you find a membership card for a hunting/fishing/firearm appreciation group in the wallet. There's now a possibility of the stiff's house containing valuable, useful loot items. Or not. The fact that the person was a card-carrying member of the NRA doesn't mean you could find guns at their house. After all, it might have been looted, taken with their family, and so on. Risk and reward! You could head across town to someone's house/meeting point/campsite, only to find the supplies long gone, or a hostile NPC group squatting on the territory. It'd be especially fun to see other professions popping up from the info contained in wallets, even if you, as a player, can't choose them at character creation. Say you find a permit or trade union card for a welder/boiler maker. They could have welding equipment at their house. Or what about receipts? Bills? 'Mr Johnson, your 4WD has just been successfully service by Speed-E-Autos. Please stop by the dealership after 8am on Thursday 25th August to retrieve it' This being found a few weeks later of course. Is the car still there? Is it in working order? Would we need to find a few parts to get it working? Loving this wallet-rummaging idea. Plenty of good ways it can add to the game
  14. Been multiple discussions about restoring power to the map after it goes down. In short, you're not going to repair and operate a power plant without an army of trained people. A rag-tag group of survivors simply won't cut it. However, the plant itself would be a veritable goldmine for a survivor group. Think about it. A coal fired power station is going to have coal, heavy machinery, tools, and vehicles scattered all over the place, not to mention the security barriers in place around the facility. Plus you can cannibalise the plant itself for parts. High grade steel cable, copper wiring, and so on. I'm all for trudging through an abandoned power plant. Brings back Stalker memories <3
  15. I predict a tsunami of bitten crotches.
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