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Strats

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Everything posted by Strats

  1. Strats

    Gundoid

    I'm interested in seeing how the aiming mechanic plays out with the addition of assault rifles. Simply waving your mouse around with an automatic weapon would seem too simple. At the same time, with these new animations, I'm wondering if we'll begin to see the player react to kick-back of weapons like the shotgun or hunting rifle.
  2. The sprites we see now of the forges are relatively old, and RJ has said he's reworking a lot of the metalworking. My guess is that forges probably have a different creation method by now.
  3. I was thinking about ways to spice up the end game and thought that It'd be cool if the erosion part of game added tall grass to grassy areas as time went on. This grass would be like corn fields (obscures vision, can move through freely), but you could cut it down with an axe. In the late game, zombie hordes could be hiding in the grass, forcing you to stick to roads or sneak while in the grass. Thoughts?
  4. Thanks EasyP! Nice job on the patch.
  5. Just wondering, but what is the difference between wall vines and erosion wall vines? Thanks!
  6. It would be pretty neat if when you interacted with the various tiles in the world, they could could flash on and off to show exactly which object you're interacting with. I find I often jump over the wrong fence because I'm not sure exactly which fence I'm climbing. Thoughts?
  7. So does this mean rain will be more noticeable graphically now? Thanks guys for all the awesome stuff!
  8. To add some more weather threats to the game, it would be neat if during a thunderstorm, a zombie or player near a body of water/high up and exposed had a chance to be hit by lightning and cause a fire. If it is not raining, then a zombie could cause damage. Lightning should only happen when the player is nearby, however, so that a fire doesn't start somewhere where the player cannot stop it.
  9. Thanks EasyP! Send my thanks along to those jolly old chaps at General Arcade plus whoever else made this possible!
  10. Perhaps we could find magazines for making nails and stuff, but not walls (Or vice versa, making bullets from scratch is probably pretty difficult)? It could play out like the Engineer profession, which is the only way a person can make aerosol bombs and pipe bombs.
  11. Hey guys, I was just checking RJ's twitter and noticed he has uploaded a new picture of upcoming metal walls! Any thoughts on what may come with these new things? Props to RJ!
  12. This is just a graphical request, but I've always thought that the way that the 4 train sheds at the Muldraugh Railyard look quite odd with their grass-covered roofs. It would be neat if they were replaced with a different roof texture or even raised as well. Thoughts?
  13. It'd be cool if along with this, we got a new fitness skill: swimming. Maybe that would affect how fast you could swim/swimming while exhausted, similar to how Sprinting affects running.
  14. In the next Build, metalworking with metal sheets and forges will be added. It would make sense if the Muldraugh rail yard had a higher rate of metal sheets/blowtorches/metalworking supplies than regular warehouses due to the fact that trains and other heavy machinery would need to be repaired with metal and the like. Thoughts?
  15. So does this mean that starting off in Louisville would be a very different experience than a West Point/Muldraugh start (at least in the beginning).
  16. I've been reading through the radio broadcasts in my playthroughs and really love the new lore; however, the radio feels very empty after 6-months. It'd be cool if new radio broadcasts were added in the late game that were canon (aka not created by players, but by the devs). I think that this would be a cool way for the player to realize that yes, the world is over, but there are still other survivors out there after 9 months of survival.
  17. Sweet, barricades got a bit of a touch up! Thanks Easy P
  18. I've always thought that NPC interactions (and maybe radio) would work a bit like the Telltale Games narrative games. You'd get some dialogue options, which would change depending on the situation/NPC's attitude towards you. Maybe this could work over radio as well?
  19. I like this idea; maybe the stalker could act like a late-game helicopter? In moments of psychosis, he decides to try and kill you by luring zombies to your location through some means, and you have to lose him by running between trees and what not. Eventually, he dies perhaps?
  20. I've been playing on Build 34.13 and have been noticing that once you run out of fatty foods such as chips and what not, your weight will drop pretty fast. It would be neat if, at pharmacies or other places, you could find supplemental vitamins that could be added to food in order to increase certain nutritional components.
  21. What you're arguing makes sense, the game would be way too easy if you only had to find an ammo stash. This is one of those gameplay over reality deals. It'd be cool to see more guns in the future though, not necessarily the three we have.
  22. Given that profession zombies will be added soon, I would not be surprised if those have a chance of having a rare guns (automatic rifle, sniper rifle, etc). Also, according to what I've been reading, the prevalence of pistols, shotguns, and rifles makes sense, as these guns may be purchased without a permit in Kentucky http://www.rloky.com/kentucky-gun-trust/understanding-gun-laws-at-the-kentucky-and-federal-levels/. However, what we are seeing about the levels of gun appearance in the game do appear a bit skewed. In this 2015 study by the Federal Bureau of Investigation/NCIS, the most gun background checks were almost more than double that of the second highest, California (http://www.washingtonmonthly.com/republic3-0/2015/10/which_states_have_the_most_gun057962.php). This suggests that gun ownership is significantly high in Kentucky, but also the greater prevalence of higher-power weapons than what are currently in-game. When these guns are implemented, they should either have a fairly decent spawn rate (with rare ammo, of course) or lore should be added in-game that explains the sudden scarcity of high-powered weaponry (Maybe Gen. McGrew confiscated a lot of automatic rifles to prevent an uprising while he dealt with the zombie threat?). Although automatic rifles and such should be prizes to find in Project Zomboid, real-world data suggests that they should be much more common than they are now.
  23. From what I'm hearing so far, it doesn't look like we'll see anything ridiculous like mines, correct? It seems that iron may only be obtained by smelting down silverware, hammers, and what not, but am I wrong?
  24. I think its technically called the "Metalworker" profession, right? Maybe the name could be changed to Factory Worker or something to do with mining, since Kentucky has a history of coal mining and apparently has some history in manufacturing. Source: https://en.wikipedia.org/wiki/Coal_mining_in_Kentucky, http://www.kentuckytourism.com/explore/kyfacts/facts.aspx
  25. Maybe a person with a blowtorch and a high enough metalworking skill would have the option to right-click a railroad track and collect rail to shape into an anvil? Perhaps an early version of the anvil could be the option to right-click on the ground and place a log for low-level anvil work.
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