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ThalliumKB

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  1. I admit this was a purely scientific digression. On the video game side I don't think W/S ratio should be taken into consideration: more complex rules mean more time spent on char creation and more chances of min-maxed characters. Not to mention that if we want to nitpick on every little aspect of "this is not scientifically accurate", we should stop playing a game that has zombies in it
  2. I'm not for breakable ropes. Why ? Because there are so many realistic and simple options to circumvent this: - Take 3 sheet ropes, plait them together = much more durable rope. - Take 2-4 ropes, a few sticks, and you have a rope ladder that you can hang, will be far more durable and with no chance of being knocked out. - Or a few planks / sticks (or both), nail them to a wall and you have a ladder that is virtually unbreakable (unless the wall itself falls). Just from the top of my head I can think about half a dozen ways of making durable steps with a good grip for fingers and don't necessitate advanced carpentry skills. And of course this can not be knocked down by zombies either. Including all possibilities would probably be a tedious lot of work to end up with ... exactly the situation we have now. In my opinion a video game sometimes have to keep it simple even if it's not entirely faithful to reality. So I say: let's just keep unbreakable ropes and screw the wall-mounted ladders and stuff. On the other hand applying moodle restrictions, as proposed by J0hnm13, seems "simple" (easy for me as a non-dev to say!) and reasonable: if you can barely walk around because of weight/exhaustion/pain/heavy injury/intoxication then you shouldn't be able to climb.It would be interesting because it would force you to have a back up solution in case you're too exhausted for a climb ... or use a door.
  3. You didn't: it's a body weight to surface ratio problem. Body weight = heat production, surface = heat loss. That's why you don't see mice in Arctic (small animals have low BW/S ratio, hence are very susceptible to cold) and why elephants need big ears (it lowers their ratio by adding surface to vent out excess heat). The average tall African and average stocky Inuit (Eskimo is a derogatory in some countries, not in others, that's confusing) will have around the same weight, but the Inuit will have less skin surface for heat exchange. That was the minute of science you didn't expect (or want ).
  4. Relatively new player to PZ here, but I am with Sir Twiggy here (Wait a second, you killed Dogmeat ? You monster !). Be it in Romero / Brooks / Kirkman lore, zombies are a manageable threat and presented as such. You can easily outsmart them, outdistance them and even fight them effectively using old style formation tactics. The ultimate demise of survivors in most of their work are: panic, denial, other humans, lack of resource or false sense of security. Well, a zombie apocalypse isn't exactly realistic in the first place: there's no such thing as a realistic zombie behaviour because they're a purely fictional creation. We can discuss preferences, not realism. And distracting zombies to another location while other survivors get away or using their lack of intelligence to keep them in safe spots is actually done in quite a number of movies/comics/books. If the the zombies are able to follow you faster to the forest or building you want to use to break line of sight, wouldn't the whole kiting process be faster ? You'd simply have to change your kiting behavior: take your first shot from a little more distance, run away, shoot again not necessarily aiming at the zombies so that you don't have to walk backward. It seems even worse if you give them a longer memory: shoot once, run until you can "disappear" from their sight and watch them as they wander miles away from the location you wanted them to be away from. Kiting "short term memory" Zs actually keeps you close to them, which is more accident prone in my opinion.
  5. As for the biological aspects of "get bitten, get infected because it spreads through blloodstream", actually the first defense of your body is bleeding: blood is at a higher pressure than atmosphere so if you get a wound any infectious agent is more likely to get expelled with the blood flow going out than spreading inside. This is why we don't get septicemia at every cut or scratch IRL and the principle used in Level4 labs to prevent infectious agents from spreading outside (the labs are under less pressure than normal atmospheric). So I guess amputation should be an option since you'll have some time (depending on how deep the bite) before the infection spreads. but I think it is already in the "maybe" list ? (edit: it is) Plus it should require INSANE luck or medical skills not to die from it. That said, I feel that bite resulting in >90% but not 100% chance of death is already pretty cool and realistic. No disease has a 100% kill rate and, in my opinion, the fact that a bite is an almost certain death is what makes the game great: to survive you HAVE TO to be cautious all the time, no error is allowed.
  6. That sounds pretty reasonable to me. I'd imagine they don't bring it back at home. I haven't played enough characters to notice if there was any profession related differences for the starting point (except for one doc who started at the clinic), but that would be pretty cool.
  7. Long post so I'll start with my suggestion and explain why after : Could you please separate the "use" and "jump over fence" button ? My n°1 problem ? Zombies? Pfff. Starvation ? Ha ! Disease ? Lol ! Windows and fences ? Nooooooo, OMG please have mercy on me !!! My last survivor has been alive for 2 months and crippled for an effing half of that time because … of plain stupidity. Since you can't place a rope on a closed window, I go to open the window and apparently pressed E for too long because once he opened it, he jumped … This happened two times. Two other injuries happened because of "I prefer fence jumping to rope climbing" issues: I built an inner and outer wall around my safehouse. A bridge between the two and fences to each side of the bridge to prevent falls. but if I'm not facing right in front of the window pane with the rope, the character seems to think jumping over the fence is a better idea … I even replaced the fence right around the window panel (+ rope) by walls, but apparently making a few steps away from the window before jumping is still good fun for my char if he is not facing the right direction. Since going through a window and jumping a fence have the same animation I guess they are considred the same in terms of game mechanic. So separating the « jump over fence » from « use » would actually avoid both what I described what CreepyD talked about. In the meantime, I guess I'll have to place walls blocking my view :/
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