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bpdlr

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  1. Spiffo
    bpdlr got a reaction from Dwight in Smoking withdrawal needs work   
    I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic.
     
    First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it!
     
    Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy".  Sadness should be added as another symptom, but again only mildly.  Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks.
     
    As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit.  Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse.
     
    In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  2. Spiffo
    bpdlr got a reaction from trombonaught in Uses for concrete   
    I was just looking around for shiny things to steal from the fancy homes (using the pick up tool) and was wondering whether I could pick up a fireplace - probably not, but that got me thinking, there's no use for all those rocks I forage, and concrete powder exists... why not be able to build a fireplace at high levels of Carpentry?
     
    Also, while on the subject: you can build a home-made refrigerator using concrete, basically it's a concrete box built outside with a rig setup to drip water onto the exterior. As the water evaporates, it cools the interior of the box. Obviously would work well in the hot summers!
     
    That's another thing - garden hose. Would be a great addition.
  3. Like
    bpdlr got a reaction from MrCouper in Cigarettes etc.   
    - drop rate from zombies is nil as far as I can tell. 50% of corpses should carry between 1-20 cigarettes each, if this is 90's rural America. 
    - also, if they have cigs on them, they will also have a lighter, although probably not a full one, or matches.
    -  cigarettes should come in boxes (20 max) and there should also be cartons (10 boxes) but I guess they'd have to be ultra rare.
    - if there are a more realistic no. of cigarettes in the world, then the "Smoke" action should realistically consume between 1-5 cigarettes each time, based on your stress levels. If the player has fewer cigs in their inventory, then their stress levels won't deplete as much.
    - it would be cool if you could add rolling tobacco pouches and rolling papers
    - it would be even cooler if you could add weed plants  Now that would be a good way to reduce stress levels...
  4. Pie
    bpdlr got a reaction from MrZombifiedGamer in Cigarettes etc.   
    - drop rate from zombies is nil as far as I can tell. 50% of corpses should carry between 1-20 cigarettes each, if this is 90's rural America. 
    - also, if they have cigs on them, they will also have a lighter, although probably not a full one, or matches.
    -  cigarettes should come in boxes (20 max) and there should also be cartons (10 boxes) but I guess they'd have to be ultra rare.
    - if there are a more realistic no. of cigarettes in the world, then the "Smoke" action should realistically consume between 1-5 cigarettes each time, based on your stress levels. If the player has fewer cigs in their inventory, then their stress levels won't deplete as much.
    - it would be cool if you could add rolling tobacco pouches and rolling papers
    - it would be even cooler if you could add weed plants  Now that would be a good way to reduce stress levels...
  5. Pie
    bpdlr got a reaction from MrCouper in [IWBUMS] Brown tiles aren't removed from ground when picked up   
    When using the pick up tool on Brown Tiles, they aren't removed from the ground but they are added to the inventory.

  6. Like
    bpdlr got a reaction from Tails in [IWBUMS] Brown tiles aren't removed from ground when picked up   
    When using the pick up tool on Brown Tiles, they aren't removed from the ground but they are added to the inventory.

  7. Spiffo
    bpdlr got a reaction from junglistjim in Some vehicle features suggestion.   
    I raise you Combine Harvester.
  8. Like
    bpdlr got a reaction from grammarsalad in Mines   
    The closest thing at the moment is a motion-sensor-rigged bomb, and motion sensors are rare. Couldn't you jury-rig a pressure plate with a shotgun cartridge and some duct tape?
     
    The downside is that it'll probably just blow their legs off and turn them into crawlers
  9. Spiffo
    bpdlr got a reaction from MadDan in What this game really needs is... lawnmowers!   
    As I was patiently spamming "Remove Grass" from a large field, I thought, wouldn't a lot of these nice homes have lawnmowers to do this job? Maybe just a cheap push job (that is tiring to use but makes little noise) or a gas-driven model (that makes a ton of noise). Maybe a big house might have one of those fancy ride-on mowers, which might be a bit quieter than the push model - but I'd need to know a lot about mechanics to keep it going.
     
    While I'm thinking about the grass, I'm wondering if putting up barbed fences will slow down the zombies [still not implemented??]. If I had a spare mower and a decent level of skill in making traps and wiring stuff up, I could use the blades to create a zombie trap - with a motor, maybe even a nasty spinning blades job I could install in my base in that bottleneck...
     
    Now if I was a real expert, maybe we could get all Mad Max on this town and stick some spinning blades on my truck's front bumper...
     
    EDIT: oh yeah, the ride-on mowers are rare, but the best bit is, you can't lift them into the back of your truck... you have to drive them home
  10. Like
    bpdlr got a reaction from A-mak in What this game really needs is... lawnmowers!   
    As I was patiently spamming "Remove Grass" from a large field, I thought, wouldn't a lot of these nice homes have lawnmowers to do this job? Maybe just a cheap push job (that is tiring to use but makes little noise) or a gas-driven model (that makes a ton of noise). Maybe a big house might have one of those fancy ride-on mowers, which might be a bit quieter than the push model - but I'd need to know a lot about mechanics to keep it going.
     
    While I'm thinking about the grass, I'm wondering if putting up barbed fences will slow down the zombies [still not implemented??]. If I had a spare mower and a decent level of skill in making traps and wiring stuff up, I could use the blades to create a zombie trap - with a motor, maybe even a nasty spinning blades job I could install in my base in that bottleneck...
     
    Now if I was a real expert, maybe we could get all Mad Max on this town and stick some spinning blades on my truck's front bumper...
     
    EDIT: oh yeah, the ride-on mowers are rare, but the best bit is, you can't lift them into the back of your truck... you have to drive them home
  11. Like
    bpdlr got a reaction from Kuren in RELEASED: 39.67.5   
    Can you also make it so they can be used to make log walls as well as ripped sheets? Makes no sense to have to clean them first...
  12. Like
    bpdlr got a reaction from Geras in More utility vehicles   
    It would be nice to see more models of "normal" car, but what the world is really lacking is a host of other vehicles that would add immersion and some more colour:

    - diggers and bulldozers (construction sites look empty!)
    - Electric Co. vans with hydraulic lifts for repairing telegraph poles
    - forklifts
    - ice cream vans  (not sure if a US thing or not)
    - tow bars as an upgrade, and trailers. Also, the ability to tow wrecks or other cars.
    - mobile homes and caravans (not sure if the latter are a US thing?)
    - tractors and a few farm attachments like mowers or sprayers- combine harvesters! PLEASE!
    - buses (school buses are such a US thing, really odd not to see them in the game)
    - big trucks ("Mack trucks" or what we Brits call "articulated lorries") - it's strange not to see these on the big highways
    - EDIT: fire trucks!
     
    Sorry if some of these have been suggested before.
  13. Like
    bpdlr got a reaction from Tails in More utility vehicles   
    It would be nice to see more models of "normal" car, but what the world is really lacking is a host of other vehicles that would add immersion and some more colour:

    - diggers and bulldozers (construction sites look empty!)
    - Electric Co. vans with hydraulic lifts for repairing telegraph poles
    - forklifts
    - ice cream vans  (not sure if a US thing or not)
    - tow bars as an upgrade, and trailers. Also, the ability to tow wrecks or other cars.
    - mobile homes and caravans (not sure if the latter are a US thing?)
    - tractors and a few farm attachments like mowers or sprayers- combine harvesters! PLEASE!
    - buses (school buses are such a US thing, really odd not to see them in the game)
    - big trucks ("Mack trucks" or what we Brits call "articulated lorries") - it's strange not to see these on the big highways
    - EDIT: fire trucks!
     
    Sorry if some of these have been suggested before.
  14. Like
    bpdlr got a reaction from Burger_Time in More utility vehicles   
    It would be nice to see more models of "normal" car, but what the world is really lacking is a host of other vehicles that would add immersion and some more colour:

    - diggers and bulldozers (construction sites look empty!)
    - Electric Co. vans with hydraulic lifts for repairing telegraph poles
    - forklifts
    - ice cream vans  (not sure if a US thing or not)
    - tow bars as an upgrade, and trailers. Also, the ability to tow wrecks or other cars.
    - mobile homes and caravans (not sure if the latter are a US thing?)
    - tractors and a few farm attachments like mowers or sprayers- combine harvesters! PLEASE!
    - buses (school buses are such a US thing, really odd not to see them in the game)
    - big trucks ("Mack trucks" or what we Brits call "articulated lorries") - it's strange not to see these on the big highways
    - EDIT: fire trucks!
     
    Sorry if some of these have been suggested before.
  15. Like
    bpdlr got a reaction from sleepyheaddreams in Farm animals   
    I read a while back that the devs were thinking about adding deer to hunt, not sure what the progress is on that. I was thinking, there's all these farms around Redwood with chicken coops and other animal enclosures, wouldn't these animals still be around? It would add so many levels of gameplay.

    - zombies could attack the animals initially, chasing them out of their enclosures and also causing more noise and disturbance. This could make for great early-game distractions for those who like more zombies but want a slightly easier start.
    - the animals would mostly die after a couple of in-game months for lack of food, and they'd get skinnier and provide fewer calories over time. Maybe some could find food and live longer - for example, some could find the corn field near Muldraugh. [This reminds me, why are there so few crop fields like this one? And why do they go rotten so quickly? But that's another suggestion for a Farming overhaul...]
    - taming should be an option, depending on Farming skill
    - cows will be easy targets for zombies and many won't survive, but those who make it can live off the land forever. They could be easiest to tame but harder to find, and you won't want to slaughter them unless it's an emergency, so they'll only be good for milk. You could "tame" them just by attaching a rope to them, but you'll them have to lead them all the way back to your base...
    - chickens could provide meat and eggs but attract zombies in the morning. Breeding would be easier (but eggs are already pretty plentiful). Cereal or popcorn to tame, leave a trail into a wire cage. There'd be fewer chickens in the world initially, but they can't be caught by zombies, just chased away. However they won't last long in the wild (maybe natural predation?)
    - pigs would be hardest to find, hardest to tame (you'd need fresh apples or something) and would take longer to breed and then rear, but could potentially have a big litter of piglets. 
    - to hunt these and wild animals, you'd have to be either great at sneaking and use a spear, or use a bow and arrow (please add!), but this wouldn't kill them outright. You'd have to track their blood trail, which along with the noise would attract zombies.
    - also, future potential for using animal skins to make warm clothes.
    EDIT: oh, also - horses?
  16. Pie
    bpdlr got a reaction from Icy Motto in Smoking withdrawal needs work   
    I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic.
     
    First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it!
     
    Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy".  Sadness should be added as another symptom, but again only mildly.  Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks.
     
    As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit.  Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse.
     
    In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  17. Like
    bpdlr got a reaction from Leoquent in Vehicles should destroy small plants and hinder erosion   
    One of the major problems with vehicles is navigating off-road with all the tiny trees that are easily mistaken for bushes. In real life, even a small car would knock over and snap a sapling. Small trees should be destroyed by vehicles, and maybe larger trucks could even knock over medium trees (but still take some damage).
     
    Vehicles should also destroy bushes and grass as they drive over it - maybe not all of it, but say 50% of the tiles they pass over. This way, if you drive along the same route often, you'll eventually clear a path. It would be cool if the tiles could turn from grass to mud after continual use, but I doubt that's a trivial coding task.
  18. Like
    bpdlr got a reaction from grammarsalad in Turn the invisible berry bush bug into a feature   
    I was thinking, if the devs work out what is making the berry bushes invisible, maybe they could tie that code into the Foraging skill system, so that at different levels of Foraging, different plants become visible, like berry bushes at low level and herb plants at high level. This way, the player might just "bump into" a bush they can't yet find on their own (just as you might find some berries while out hiking despite not being Bear Gryls).
     
    This way, Foraging could become an active skill rather than the current clunky menu and progress bar affair. There are already plant textures in the game that could be re-used for the various herbs and berries, you could just add a bit more colour to them to make them more easily distinguished from the other flora. For worms, you could add a small mud patch, and for frogs maybe a stone that makes a "ribbit" sound as you get close (using the same text system for sounds as the radio and TV). As for the bugs, maybe a patch of grass with little dots jumping about for grasshoppers, a small pile of twigs or logs for cockroaches, and a patch of grass making a loud chirping sound for crickets. 
  19. Like
    bpdlr got a reaction from grammarsalad in Small but Important Suggestions Thread   
    You mean there are already toasters in some houses? I have yet to find one!
     
    But yes, I love this. Can I add:
     
    747a: ability to cook jam (from wild berries, Strawberries, found Apples, Peaches etc.) using Empty Jar & Lid, Sugar, water and Lemon. Make Lemons spawn a bit more... (You need a lemon in jam for the pectin to make it set.)
    747b: new recipes: Toast and Jam, Toast and Honey, Toast and Eggs, Jam Sandwich. Jam could also be used on cakes!
  20. Like
    bpdlr got a reaction from grammarsalad in Vehicles should destroy small plants and hinder erosion   
    One of the major problems with vehicles is navigating off-road with all the tiny trees that are easily mistaken for bushes. In real life, even a small car would knock over and snap a sapling. Small trees should be destroyed by vehicles, and maybe larger trucks could even knock over medium trees (but still take some damage).
     
    Vehicles should also destroy bushes and grass as they drive over it - maybe not all of it, but say 50% of the tiles they pass over. This way, if you drive along the same route often, you'll eventually clear a path. It would be cool if the tiles could turn from grass to mud after continual use, but I doubt that's a trivial coding task.
  21. Like
    bpdlr got a reaction from trombonaught in Turn the invisible berry bush bug into a feature   
    I was thinking, if the devs work out what is making the berry bushes invisible, maybe they could tie that code into the Foraging skill system, so that at different levels of Foraging, different plants become visible, like berry bushes at low level and herb plants at high level. This way, the player might just "bump into" a bush they can't yet find on their own (just as you might find some berries while out hiking despite not being Bear Gryls).
     
    This way, Foraging could become an active skill rather than the current clunky menu and progress bar affair. There are already plant textures in the game that could be re-used for the various herbs and berries, you could just add a bit more colour to them to make them more easily distinguished from the other flora. For worms, you could add a small mud patch, and for frogs maybe a stone that makes a "ribbit" sound as you get close (using the same text system for sounds as the radio and TV). As for the bugs, maybe a patch of grass with little dots jumping about for grasshoppers, a small pile of twigs or logs for cockroaches, and a patch of grass making a loud chirping sound for crickets. 
  22. Like
    bpdlr got a reaction from BorrisTheTrader in Farm animals   
    I read a while back that the devs were thinking about adding deer to hunt, not sure what the progress is on that. I was thinking, there's all these farms around Redwood with chicken coops and other animal enclosures, wouldn't these animals still be around? It would add so many levels of gameplay.

    - zombies could attack the animals initially, chasing them out of their enclosures and also causing more noise and disturbance. This could make for great early-game distractions for those who like more zombies but want a slightly easier start.
    - the animals would mostly die after a couple of in-game months for lack of food, and they'd get skinnier and provide fewer calories over time. Maybe some could find food and live longer - for example, some could find the corn field near Muldraugh. [This reminds me, why are there so few crop fields like this one? And why do they go rotten so quickly? But that's another suggestion for a Farming overhaul...]
    - taming should be an option, depending on Farming skill
    - cows will be easy targets for zombies and many won't survive, but those who make it can live off the land forever. They could be easiest to tame but harder to find, and you won't want to slaughter them unless it's an emergency, so they'll only be good for milk. You could "tame" them just by attaching a rope to them, but you'll them have to lead them all the way back to your base...
    - chickens could provide meat and eggs but attract zombies in the morning. Breeding would be easier (but eggs are already pretty plentiful). Cereal or popcorn to tame, leave a trail into a wire cage. There'd be fewer chickens in the world initially, but they can't be caught by zombies, just chased away. However they won't last long in the wild (maybe natural predation?)
    - pigs would be hardest to find, hardest to tame (you'd need fresh apples or something) and would take longer to breed and then rear, but could potentially have a big litter of piglets. 
    - to hunt these and wild animals, you'd have to be either great at sneaking and use a spear, or use a bow and arrow (please add!), but this wouldn't kill them outright. You'd have to track their blood trail, which along with the noise would attract zombies.
    - also, future potential for using animal skins to make warm clothes.
    EDIT: oh, also - horses?
  23. Like
    bpdlr got a reaction from DedpaUrvor in Turn the invisible berry bush bug into a feature   
    I was thinking, if the devs work out what is making the berry bushes invisible, maybe they could tie that code into the Foraging skill system, so that at different levels of Foraging, different plants become visible, like berry bushes at low level and herb plants at high level. This way, the player might just "bump into" a bush they can't yet find on their own (just as you might find some berries while out hiking despite not being Bear Gryls).
     
    This way, Foraging could become an active skill rather than the current clunky menu and progress bar affair. There are already plant textures in the game that could be re-used for the various herbs and berries, you could just add a bit more colour to them to make them more easily distinguished from the other flora. For worms, you could add a small mud patch, and for frogs maybe a stone that makes a "ribbit" sound as you get close (using the same text system for sounds as the radio and TV). As for the bugs, maybe a patch of grass with little dots jumping about for grasshoppers, a small pile of twigs or logs for cockroaches, and a patch of grass making a loud chirping sound for crickets. 
  24. Spiffo
    bpdlr got a reaction from Faalagorn in Smoking withdrawal needs work   
    I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic.
     
    First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it!
     
    Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy".  Sadness should be added as another symptom, but again only mildly.  Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks.
     
    As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit.  Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse.
     
    In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  25. Like
    bpdlr got a reaction from Massi in Small but Important Suggestions Thread   
    You mean there are already toasters in some houses? I have yet to find one!
     
    But yes, I love this. Can I add:
     
    747a: ability to cook jam (from wild berries, Strawberries, found Apples, Peaches etc.) using Empty Jar & Lid, Sugar, water and Lemon. Make Lemons spawn a bit more... (You need a lemon in jam for the pectin to make it set.)
    747b: new recipes: Toast and Jam, Toast and Honey, Toast and Eggs, Jam Sandwich. Jam could also be used on cakes!
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