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dannyisdude

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  1. Like
    dannyisdude got a reaction from Worlder in Farsighted Trait   
    A farsighted trait that makes you illiterate without glasses. It could also greatly reduce or remove your foraging abilities without glasses as well.
  2. Like
    dannyisdude got a reaction from getstoopid in Farsighted Trait   
    A farsighted trait that makes you illiterate without glasses. It could also greatly reduce or remove your foraging abilities without glasses as well.
  3. Like
    dannyisdude got a reaction from getstoopid in Ratatouille   
    Fear-of-animal traits perhaps? One phobia trait for each kind of animal, rodent, and insect with varying point costs depending on how often you would normally come across each animal or pest. It could apply panic when you're near that animal, and play a jumpscare when you come across one of your phobia animals suddenly. A fear of rats could make the sewers or basements more difficult, while a fear of roaches would make looting buildings slightly more treacherous.
  4. Spiffo
    dannyisdude got a reaction from Raul_ in Ratatouille   
    Fear-of-animal traits perhaps? One phobia trait for each kind of animal, rodent, and insect with varying point costs depending on how often you would normally come across each animal or pest. It could apply panic when you're near that animal, and play a jumpscare when you come across one of your phobia animals suddenly. A fear of rats could make the sewers or basements more difficult, while a fear of roaches would make looting buildings slightly more treacherous.
  5. Like
    dannyisdude reacted to knightshousegames in Hydroponics   
    With the new "Machine" system, as well as farming overhauls, coming in B42, it might be cool to be able to build a small Hydroponics rig inside your base
     
    If I were coming up with the parts list to build it, I might say a sink of some kind from a house (in your inventory, not just one in place), some planks and nails, some gravel bags, and a light fixture of some sort to provide light
     
    It could require power and water to run, so you would be able to plumb it to barrels like you can with a sink or shower
     
    It could have the input of seeds, fertilizer, and of course water from the water source, and it could grow a single crop at higher efficiency than just planting it outside, in exchange for constantly using power, and perhaps taking up 2 squares of space. It could perhaps produce a significantly higher yield or just take less time to produce a normal yield.
     
    Might be good for a solo player just looking to grow specific crops, or as an option for late game winter time growing
  6. Like
    dannyisdude reacted to Water dispenser in Water dispensers should get some love   
    Water dispensers (those pieces of furniture that can hold 250 units of water, found in most office buildings), should be directly fillable with water from a natural water source. I also think it would be nice if you could take the top part off via unscrewing it so you can sterilize it in an oven.
     
    At this point in time, they serve almost completely as a storage, not really helpful to most, as a sink with a rain collector barrel does just fine. It would be nice to see them as something more than a disappointing piece of furniture that is an absolute nightmare to try and fill up and haul back to your safehouse.
    IMG_1288.mov IMG_1283.mov
  7. Like
    dannyisdude reacted to SelfCombusted in Zombie Threshold for High Level Structures   
    In prozo, besides for aesthetic reason, and unlocking keystone structures (e.g. stairs, water collector), i find that there is little incentive to develop metalworking/ carpentry.
    While more advanced structures have higher health, if unattended they will still be battered down by a lone zombie, given time. This can be a problem for larger bases.
     
    My Suggestion: introduce a zombie damage threshold for high level structures.
     
     
    The way that this would work is that high level structures would require multiple zombies attacking them at once in order to deal damage.
     
    Examples of high levels structures, and what i think would be a reasonable zombie threshold for them to have:
    (IF current zombies attacking >= threshold THEN damage occurs as normal)
    Plastered walls: 2
    metal baricade: 2
    metal walls: 2
    max level metal walls: 3
     
     
    thoughts?
    i just thought the abstraction of a building's durability to HP was just a bit too one-dimensional, after all, if you or i started battering a metal wall with one's bare hands, it's unlikely we'd get anywhere, also some sort of incentive to plastered walls would be cool.
  8. Like
    dannyisdude reacted to ZombieHunter in Attachable Light Sources for Player   
    One major issue with Vanilla game is you are forced to a specific gameplay style.
    Once power goes out you essentially need to have a flashlight in one hand meele in the other. 
     
    This not only limits weapon options it forces a specific gameplay style
     
    Attachable light sources would make a big difference and bring back some freedom to the player.
     
    For example a Belt lantern or Military Pocket Light  which gives you access to your 2nd hand. 
    The Belt lantern can also be placed on the ground for added 360 lighting 
     
    Another option could be Road flares that last 4 hours ( Realistically they would only last 30 minutes but gameplay wise it needs to be much longer to be useful ) 
  9. Like
    dannyisdude got a reaction from getstoopid in Autopsy to level First Aid   
    This would really complement the new post-apocalyptic profession system. After all, if a survivor born after the apocalypse is receiving medical training from a doctor trained before and they need an example of a corpse, they don't exactly have a huge stockpile of fresh ones to study.
  10. Like
    dannyisdude reacted to ZombieHunter in Making Electricial more Useful ( Powerboxes + Sheds + fuses )   
    One thing that can add more freedom to the player is the idea of Fuse Boxes + Junctions
    These are Divided into Regional Junction which powers an entire neighboorhood 
    Local Fuse Box - which powers a large building or complex.
     
    A Regional Junction makes it easier for map designers so they don't need to manually add fuse boxes in every single building. 
    So a bunch of small buildings can be powered by 1 - 3 Regional  regional junctions.
     
    So a player may need to investigate multiple junctions to see which one is broken to fully restore power to the nieghboorhood.
    For Large buildings - the Fuse box is located outside the building somewhere but usually needs a key to open. 
     
    The idea behind both are the same. If damaged the area they support loses power
    Over time these can get randomly damaged - so instead of a fixed time entire state loses power.  These boxes instead randomly are broken or not. 
    Allows player to restore power to a neighborhood or building.
     
    The "repairing" part can also be a unique minigame which requires placing parts in correct slots
    The "quality" of parts is dependent on your electrical skill. 
    The quality determines how likely it will break again. 
     
     
    In PvP - it means people could disable power to an area. 
  11. Like
    dannyisdude got a reaction from Axezombie in Ground targeting needs work.   
    The same thing happens with stomping them. I have zombie highlighting on for melee weapons, and it isn't at all uncommon for a zombie that crawled through a window to highlight, but when I hit or stomp it, I miss it. It can even stay highlighted for multiple attempts and I can keep missing with hitting or stomping while it's getting up.
  12. Like
    dannyisdude got a reaction from doshskia in Zombies Should Forget   
    A single zombie should not decide that the destruction of a door or window is the only thing they will focus on until they die when they bump into one. Instead, they should forget what they were doing after an amount of time not seeing a player.
    If I, a living, breathing, human with a fully functioning brain, forget what I'm doing sometimes, there is no way a zombie is gonna remember why it's hitting a door for hours on end. A single zombie or two should get bored and give up before they can bash down an outside door, or a fully/mostly barricaded window. This would make barricading windows actually feel like it has a point in places with zombies.
    Right now, if a zombie starts hitting your fully barricaded windows, it is going to break it down, invariably. This means a fully barricaded window doesn't actually provide protection, because either the zombie breaks in, or you have to go outside to prevent it from breaking in, exposing yourself and attracting nearby zombies, rendering barricading windows and staying hidden inside a building completely pointless. 
    Alternatively, could we get a getter function for the zombie class's "TimeSinceSeenFlesh" field? It would make implementing this ourselves easier.
  13. Like
    dannyisdude reacted to TheUltiM8Guy in Eine Kleine NachtmooZik   
    Is it possible to make tents "enterable" so I don't have to sleep in order to protect my character from natural elements such as wind or rain?
     
    Also an idea: "read (known) magazines/newspapers/etc.", basically instead of removing a crossword after the player reads it, the item would be converted to, for example, "crossword (read)" and could be used as tinder/campfire fuel. 
  14. Like
    dannyisdude reacted to EnigmaGrey in Disruption Week   
    Pretty sure he just described how it works now.

    Generator inside a pre-built building uses the IsoBuilding def.
     
    If there's no IsoBuilding, it acts as a big bubble, as Danny says.

    Ofc, it's been a while. I could be wrong.
  15. Like
    dannyisdude reacted to ZombieHunter in A few things that need to change.   
    I agree its a really annoying mechanic zombies attacking your base for no apparent reason, I have been mentioning it for more then a year.
     
    I remember a Dev replied one time saying something along the lines as,
    "This isn't intentional behaviour - they are programmed just to attack destructible items as they randomly bump into it - the problem is zombies spawn around the player which causes a higher chance of them bumping into it.
     
    This "Bumping into it" is what results in a chain reaction since the noise a zombie bumping makes attracts more zombies resulting in a domino effect.
     
    -----
     
    The solution I proposed at the time I believe was make various attack strengths of zombies
    So Regular bumping not only does no damage - but after 4 - 5s they stop and wander off if they get no response.
     
    So it still has the same "effect" of terror but not the annoying damage consequences. 
    This also creates "counter-play" by shutting down all noise in the building to let the zombie "wander off" 
  16. Like
    dannyisdude got a reaction from grammarsalad in Singleplayer Used Worlds   
    So, it would be cool to see an option in single player that lets you use the save of another. Essentially, when you die in single player in a default world (Initial infection, or The First Week), you should get the option to upload your save. This will upload your save from after you died to probably the workshop. Then, people who play Six Months Later, or Sandbox (starting out after a player died), should have the option to pick up another player's save. So a random save from a dead player is taken, eroded for 6 months or however long in sandbox, and you start off like normal in this new save. This would be cool, as you could find a the player, and the consequences of that survivor's action can affect your survival. This could also make it worth while to write in notebooks and journals as well. As you could find the dead survivor's notes and things. I explained my idea pretty badly, but I hope you can understand what I'm trying to say.
  17. Like
    dannyisdude got a reaction from myhappines in Singleplayer Used Worlds   
    So, it would be cool to see an option in single player that lets you use the save of another. Essentially, when you die in single player in a default world (Initial infection, or The First Week), you should get the option to upload your save. This will upload your save from after you died to probably the workshop. Then, people who play Six Months Later, or Sandbox (starting out after a player died), should have the option to pick up another player's save. So a random save from a dead player is taken, eroded for 6 months or however long in sandbox, and you start off like normal in this new save. This would be cool, as you could find a the player, and the consequences of that survivor's action can affect your survival. This could also make it worth while to write in notebooks and journals as well. As you could find the dead survivor's notes and things. I explained my idea pretty badly, but I hope you can understand what I'm trying to say.
  18. Like
    dannyisdude got a reaction from Leoquent in Singleplayer Used Worlds   
    So, it would be cool to see an option in single player that lets you use the save of another. Essentially, when you die in single player in a default world (Initial infection, or The First Week), you should get the option to upload your save. This will upload your save from after you died to probably the workshop. Then, people who play Six Months Later, or Sandbox (starting out after a player died), should have the option to pick up another player's save. So a random save from a dead player is taken, eroded for 6 months or however long in sandbox, and you start off like normal in this new save. This would be cool, as you could find a the player, and the consequences of that survivor's action can affect your survival. This could also make it worth while to write in notebooks and journals as well. As you could find the dead survivor's notes and things. I explained my idea pretty badly, but I hope you can understand what I'm trying to say.
  19. Like
    dannyisdude got a reaction from amarxnthine in Singleplayer Used Worlds   
    So, it would be cool to see an option in single player that lets you use the save of another. Essentially, when you die in single player in a default world (Initial infection, or The First Week), you should get the option to upload your save. This will upload your save from after you died to probably the workshop. Then, people who play Six Months Later, or Sandbox (starting out after a player died), should have the option to pick up another player's save. So a random save from a dead player is taken, eroded for 6 months or however long in sandbox, and you start off like normal in this new save. This would be cool, as you could find a the player, and the consequences of that survivor's action can affect your survival. This could also make it worth while to write in notebooks and journals as well. As you could find the dead survivor's notes and things. I explained my idea pretty badly, but I hope you can understand what I'm trying to say.
  20. Like
    dannyisdude got a reaction from DedpaUrvor in Singleplayer Used Worlds   
    So, it would be cool to see an option in single player that lets you use the save of another. Essentially, when you die in single player in a default world (Initial infection, or The First Week), you should get the option to upload your save. This will upload your save from after you died to probably the workshop. Then, people who play Six Months Later, or Sandbox (starting out after a player died), should have the option to pick up another player's save. So a random save from a dead player is taken, eroded for 6 months or however long in sandbox, and you start off like normal in this new save. This would be cool, as you could find a the player, and the consequences of that survivor's action can affect your survival. This could also make it worth while to write in notebooks and journals as well. As you could find the dead survivor's notes and things. I explained my idea pretty badly, but I hope you can understand what I'm trying to say.
  21. Like
    dannyisdude got a reaction from DramaSetter in Singleplayer Used Worlds   
    So, it would be cool to see an option in single player that lets you use the save of another. Essentially, when you die in single player in a default world (Initial infection, or The First Week), you should get the option to upload your save. This will upload your save from after you died to probably the workshop. Then, people who play Six Months Later, or Sandbox (starting out after a player died), should have the option to pick up another player's save. So a random save from a dead player is taken, eroded for 6 months or however long in sandbox, and you start off like normal in this new save. This would be cool, as you could find a the player, and the consequences of that survivor's action can affect your survival. This could also make it worth while to write in notebooks and journals as well. As you could find the dead survivor's notes and things. I explained my idea pretty badly, but I hope you can understand what I'm trying to say.
  22. Like
    dannyisdude got a reaction from EchelontheEyeless in Singleplayer Used Worlds   
    So, it would be cool to see an option in single player that lets you use the save of another. Essentially, when you die in single player in a default world (Initial infection, or The First Week), you should get the option to upload your save. This will upload your save from after you died to probably the workshop. Then, people who play Six Months Later, or Sandbox (starting out after a player died), should have the option to pick up another player's save. So a random save from a dead player is taken, eroded for 6 months or however long in sandbox, and you start off like normal in this new save. This would be cool, as you could find a the player, and the consequences of that survivor's action can affect your survival. This could also make it worth while to write in notebooks and journals as well. As you could find the dead survivor's notes and things. I explained my idea pretty badly, but I hope you can understand what I'm trying to say.
  23. Like
    dannyisdude got a reaction from Necromatic_Corgi in In My Garage   
    I hope damage models are coming. It would be kind of boring and immersion breaking if the car is missing three wheels and has been beat to shit, yet still visually looks like it was purchased new yesterday.
  24. Like
    dannyisdude got a reaction from miked79 in In My Garage   
    I hope damage models are coming. It would be kind of boring and immersion breaking if the car is missing three wheels and has been beat to shit, yet still visually looks like it was purchased new yesterday.
  25. Like
    dannyisdude got a reaction from Kuren in In My Garage   
    I hope damage models are coming. It would be kind of boring and immersion breaking if the car is missing three wheels and has been beat to shit, yet still visually looks like it was purchased new yesterday.
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