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Okamikurainya reacted to Sanctus in Homemade metal weapons/tools
Not sure if this is a thing, I'm playing a metalworker and just thought that i should be able to take my metal bar and my knife and weld them together for a spear.
maybe make a slower saw out of sheet metal, and a metal tube.
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Okamikurainya got a reaction from Geras in RELEASED: Build 35.26
What about having the chance to not have your keyring at spawn tied to the disorganized trait?
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Okamikurainya got a reaction from CaptKaspar in Dealing With Trash
Different kind of trash. I don't mean dealing with Trash Items, I mean dealing with Piles of Trash Tiles.
Indeed! MetalWorking is pretty much why my IMO this should be added relatively soon.
And being able to forage in the trash will add one more piece of realism to the Hobo Survival Experience.
That is a cool idea as well, maybe the Homeless trait would grant you the ability to possibly find other food objects when foraging through the trash?
True words are true!
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Okamikurainya got a reaction from Kuren in RELEASED: Build 35.26
What about having the chance to not have your keyring at spawn tied to the disorganized trait?
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Okamikurainya got a reaction from CaptKaspar in Dealing With Trash
So currently, using the object moving system, we can pick up trash as a tile and just place it back down again. I say we remove this feature and rather tie the trash piles to the player's foraging skills.
Right clicking on the pile of trash would bring up the option to "Forage" or "Rummage Through Trash". The types of items you get will be similar to what you'd normally find in trash cans, though at higher Foraging levels you'll be able to find things such as Cockroaches, Dead Rats, Empty Tin Cans, Scrap Metal and maybe even a thoughtlessly discarded bottle with some soda/water/alcohol still in it. Foraging through the trash will also have the chance to delete the trash on that tile which would vary depending on your foraging ability, though the percentage chance that the trash pile will vanish will always be relatively high.
This would make logical sense, especially now that metal working is a thing. If I need a tin can I'm not going to look at a pile filled with Soda Cans and potential Empty Tin Cans and just throw my hands up into the air and say "Oh well! It's all in a pile, nothing can be done with it!"
I don't know, maybe some of you like to decorate your safehouses with trash piles, maybe keep the ability to pick them up though have the chance to "break" them as well?
What y'all think?
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Okamikurainya got a reaction from Geras in Dealing With Trash
So currently, using the object moving system, we can pick up trash as a tile and just place it back down again. I say we remove this feature and rather tie the trash piles to the player's foraging skills.
Right clicking on the pile of trash would bring up the option to "Forage" or "Rummage Through Trash". The types of items you get will be similar to what you'd normally find in trash cans, though at higher Foraging levels you'll be able to find things such as Cockroaches, Dead Rats, Empty Tin Cans, Scrap Metal and maybe even a thoughtlessly discarded bottle with some soda/water/alcohol still in it. Foraging through the trash will also have the chance to delete the trash on that tile which would vary depending on your foraging ability, though the percentage chance that the trash pile will vanish will always be relatively high.
This would make logical sense, especially now that metal working is a thing. If I need a tin can I'm not going to look at a pile filled with Soda Cans and potential Empty Tin Cans and just throw my hands up into the air and say "Oh well! It's all in a pile, nothing can be done with it!"
I don't know, maybe some of you like to decorate your safehouses with trash piles, maybe keep the ability to pick them up though have the chance to "break" them as well?
What y'all think?
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Okamikurainya reacted to Zorak in Inspect items
Hey
The reason for this idea is that PZ is so hard to grasp for new players.
Tutorial and crafting UI helped a bit but still a lot of crafting things are hard to discover for new players.
The idea is pretty much copied from old resident evil games.
Each item you find you can inspect it.
When you do so you will see a nice window with high res picture of it (Mash<3) and also a description of an item (Will )
The description depends on your spec so a doctor can tell a bit more about meds than carpenter etc.
Like painkillers normal description would be that they help to remove pain (shocking news) but doctor also know that you can overdose them.
Farmer know that milk and cigarettes can be used for plants curing etc.
This will help new players to learn about deep wold of PZ crafting a lot faster and will also add a lot of flavor to the game.
I know that some will be obvious but some are not (you need blow torch and welding mask to start welding).
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Okamikurainya reacted to Geras in Rename Skill Books to Provide 'Better' Grouping
That's what I have done for Polish translation as well.
Carpentry vol. I
Carpentry vol. II
Carpentry vol. III
Etc.
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Okamikurainya reacted to CaptKaspar in Rename Skill Books to Provide 'Better' Grouping
Carpentry for example shows up in your inventory like this:
Carpentry for Beginners
Carpentry for Intermediates
Advanced Carpentry
Expert Carpentry
Master Carpentry
Why not rename them like this:
Carpentry for Beginners
Carpentry for Intermediates
Carpentry for Advanced
Carpentry for Experts
Carpentry for Masters
Also why not edit the Category as well. So you could have Skill Book, Recipe, and Literature.
Makes searching through your skill books much easier to see what you have/need.
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Okamikurainya got a reaction from CaptKaspar in Rain barrel draining
What about something like a "Water Barrel with Tap"?
Like a keg in a bar?
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Okamikurainya reacted to Scyoni in Option to have Zed numbers increase until peak day with respawn off.
Well, a good part of the threat of zombies is that there are so many of them. They're a restless, unrelenting force, which in moderate numbers can overwhelm the best of men if they aren't properly equipped and paying attention.
I think the issue I have with the current populations is that having so much of an ambient population makes hordes a bit less terrifying. I mean yes - a horde of 100+ zombies will be scary no matter what - but if you're used to only finding one here and there, in unsearched buildings and small groups very rarely the streets when they've migrated there from elsewhere, suddenly running into unholy shambling masses would give you a heart attack. If you run into a small group of like 3-10 on every street, it's less "holy mother of god" and more "oh. Look. More of them." You just get desensitized. They're a chore to hack away - not much more than that.
Might just be my impression.
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Okamikurainya got a reaction from MyTJ in Ideas for Literature
A simple fix is make all books based on how the skill books work. They'll give you a large happiness boost and a boredom boost but will give it gradually over the time you're reading the book, like how the skill books work. To pass the time for the real player, maybe it would have a small text to read while it's busy in game reading, rather than leave the player twiddling their thumbs or clicking the time speed up. The skill books could work the same way, bringing up a simplistic text on how to do some things based on the level of the book you're reading.
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Okamikurainya got a reaction from Keshash in Ideas for Literature
@dannyisdude
It is a cool idea, but I'm worried it could get a bit annoying. Though we certainly do need a way to make keeping books worthwhile.
@Keshash
Like in Elderscrolls and such? I used to spend hours reading all the books in Morrowind. XD
I'd be up for writing some if the work load is a bit much, I'd be happy to!
Here's an example of me starting a zombie story in space: http://fav.me/d4nlr8d
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Okamikurainya reacted to JonJon in Suggestion for RJ's sleeping system rework
I think we should have an order like this for best places to sleep:
Bed > 2 seat couch > 1 seat couch > carpet floor and pillow > wood floor and pillow > chair > ceramic or cement floor and pillow > earth
And i think it'll be nice to need something to sleep in the floor, maybe just the pillow or maybe a pillow and a sheet, just to make it less easy to take a nap everywhere, what do you think?
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Okamikurainya reacted to Demonic_Kat in Boiled and fried eggs
It's irritating that I have to make a stir fry with eggs.
Frying pan + egg = fried egg
Pot/saucepan + water + egg = boiled egg
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Okamikurainya reacted to Keshash in Locational damage for weapons
I'm pretty sure this was already brought up by someone, but suggestion forum search gives nothing.
I'll try to explain on the example of our favourite axe.
Current weapon repair system looks like this:
Glue
Repair -> Tape
something else.
I suggest to add one more intermediate menu - location.
Glue
Repair -> Broken Handle -> Tape
New handle
Possible damage for the axe: broken handle, dull blade, rusty axehead, broken axehead.
That would add even more variability to the current repairs (Replacing details instead of repairing them, for example) and improve complex weapons' durability. Many players complained that weapons break too fast. Sometimes it's upsetting to throw out favourite weapon, because repairs can't help it any more.
It would be mostly for complex weapon (Axes, hammers, knives, screwdrivers, spears, machete, and plungers), but sometimes they are most useful.
Suggestion per day keeps zombies at bay.
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Okamikurainya reacted to dannyisdude in Die in Style
We will be able to flip the hoods up and down on hoodies? I really wanna know this.
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Okamikurainya reacted to Strats in Die in Style
Just a thought, but could be possible that certain clothing triggers certain responses in game? For example, a person wearing camouflage clothing could have a higher sneak bonus when near trees. Someone wearing firefighter clothes is less affected by fire. Wearing dark clothing at night improves stealth. This could be like a reward for players dressing strategically. On the other side, this all looks awesome and I can't wait to see it!
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Okamikurainya reacted to Keshash in Ideas for Literature
Sounds very good!
I understand, that it'd require a lot of work, but I would love to see some readable for player books, that would tell more about PZ's lore. WIth same boredom-reducing stats, too.
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Okamikurainya reacted to dannyisdude in Ideas for Literature
I think that there should be some changes to the way literature, like books, magazines, comic book, and newspapers work. First of all, these things shouldn't disappear when you use them. Once you've read a book, you should be able to read it a second time for half the stats as the first time. This represent how when you read a book a second time, you generally notice things you didn't on the first read. After this second read, the stats for reading the book should go down drastically. Next, over time, the stats for reading a book you've already read should slowly go back up as you forget the details, characters, and plot of the book, to the point that after maybe, say, a year, you have forgotten the book entirely. This would encourage players to build libraries of books, not only for single player, but especially for multiplayer. This way, players can share books and other literature to prevent boredom and sadness. This all would also make it easier in the long run to prevent boredom and sadness.
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Okamikurainya got a reaction from grammarsalad in Stylist Profession
Now just hear me out.
It may sound silly but there are the materials for it throughout the world of Zomboid and it got me thinking.
The Stylist would have a small boost to their blade skill and a large boost to their blade maintenance. They'd be able to change the hairstyles/beards and such of characters in the game as long as they have a pair of scissors, a comb and some water. That's something that could be nice if you've got a character that's been in for the long haul and you feel like changing them up a bit.
Also, perhaps the stylist would be able to apply cologne/perfume to themselves or other players for a small happiness boost at the cost of being slightly more visible to zombies? Other professions would lack that ability because the Stylist knows just how much to add. XD
Maybe also being able to use the makeup found within the world for a happiness boost to themselves or others as well as helping their boredom?
Basically a profession devoted to the mental health and physical attractiveness of Zomboid survivors. XD
Edit:
Also, why not have them be able to craft a cologne/ perfume bomb. Basically a molotov but you throw it at a player and now they have a strong smell that will pull in zombies.
Perhaps have a "Perfumed Moodle", when a stylist applies perfume to a character or to themselves the action will improve that character's happiness and the moodle would only last a few hours (less in the rain) but the perfume bomb just makes you stink and maybe while the moodle is in the red it can make the player unhappy as well. You could use water in your inventory to wash away the smell but that takes time and if you're in an unfortunate situation where you're out of water or just picking up too many zombies with your odor it could be quite interesting. XD
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Okamikurainya got a reaction from Kuren in Zombie Infection Suppressants(NOT A CURE)(Slows Down Infection)
If I remember correctly, this actually happened in World War Z (the book). It would be hilarious at first if you're playing with someone who's playing for the first time blind, but it would soon outlive its welcome once you know it's a scam. Still certainly something interesting for an NPC to be trading for supplies until you come along and ruin his operation.
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Okamikurainya got a reaction from thisistherevolt in Why do zombies love doors SO MUCH ?
It's cus they're a bunch of door-ks.
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Okamikurainya got a reaction from DresdenBBQ in Why do zombies love doors SO MUCH ?
It's cus they're a bunch of door-ks.