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Saureco

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  1. Reading through the wiki I'm a little disappointed with the balance of certain noise making objects. Below is my recommended sound tile radius of certain objects. Digital Watch alarm: 4 tiles Walkie Talkie*: Volume Level x 1 tiles (ie., volume 5 x 1 = 5 tiles) Kitchen timer: 10 tiles Alarm Clock: 12 tiles TV/Portable radio*: Volume Level x 1.5 tiles Car Horn: 25 tiles *We should be able to add an amplifier to these items, which gives these sound radii a 50% boost to range.
  2. Just wanted to necromance my long-dead forum account to give the devs the kudos they deserve. Had to put the game down for a bit, but amazed at the support and features you guys have done since years ago. My online group has been hosting it with some fun mods, and I just want to say that MP is proving to be a great experience. Thank you for your continued work, Indie Stone team.
  3. I think that's the wood spear you make with a tree branch and knife. I saw the blood, too, but I couldn't tell if it was from the player's spill or if the blood was there already.
  4. After reading responses, might make sense to have it as a button that you either have to mash 3 times in a row or hold down for 1 second to activate. Would be pretty aggravating to accidentally hit the button and have to pick up your stuff every time. Not sure if I'm overlooking any details (maybe I had a splinted leg...?), but I was sneaking past a couple zeds when this happened when one turned to draw the attention of the other. As I tried to run and hop a fence, I hopped into view of like 2 or 3 more. I just wanted to drop my stuff (only half a block away from base) so I could run and retrieve my stuff again later. I'd splice in the code myself as a mod, but I'm not there yet.
  5. My mental image of the noise would be a dufflebag full of canned goods rattling around. I get what you're saying about noise from various contents. Would be kinda cool to use a roll of duct tape to tighten a bag and muffle bag noise. Come to think of it, I'd love to haul a little kid's red wagon or push around a wheelbarrow. (Wonder if that's a mod... Gonna go check that out.)
  6. Specifically, I'm getting at user-driven dropping of the bags. Not some automated, panic-driven dropping the bags. If, for example, I have a trait that induces panic, I can't afford to retrace my steps to pick up bags that the software has made me drop.
  7. I'd second this if we had street signs on the corners, so you'd have to actually look up the intersection on a map to find out where you are.
  8. Was just thinking this the other day. I think most electronics should be usable with batteries. However, most of the tech in the '90s required media. CD players need CDs for music (however, listening to them in PZ reduces your ambient awareness - don't do fishing or foraging with headphones on!), and video games are kinda like the GameBoy or Tiger handheld games.
  9. Might make sense if the following were put into place: Wait for devs to render models and artwork that indicate a character with a bag on his/her back, in his/her hand, etc. Mouse over the character in question and a greyed out text pops up like "doesn't seem to be carrying much" or "seems to be struggling to carry something" Maybe need a special trait that helps with perception; I can see a law enforcement officer, security, or veteran being able to spot such stats easier than others Would be nice if a red exclamation mark appeared over the head of a character (player or NPC) holding a gun in his hand upon first sighting Unfortunately, the current way the game is made allows for a person to carry simply too much weight for a human body to really carry. Especially since the "overloaded" moodle doesn't seem to have any negative consequences (at least not that I've experienced other than slower motion and increased fatigue). I think that an overloaded character might eventually sprain an ankle, tire way faster (think half a block of walking brings up pink or red "tired" moodle), and even make more noise that usual.
  10. Would it be possible to code in a new button config that provides for a "drop all bags" button? After an unfortunate death last night of a good character, I got caught kinda off guard by a couple zeds, which quickly turned into 4 or 5. I had intended to quickly open inventory to drop my overweight dumbness, but that GUI is just too cumbersome to pull that off in the middle of a shove-swing-stomp fiasco. I could have made it out had there been a key that allows you to drop any equipped bags (hence, overloading weight). Granted that any overloading weight on your immediate self would be tantamount to suicide anyway, but being able to drop bags by keystroke (say, ~ or Backspace) could mean the difference between life and zombification.
  11. I've never come across an extinguisher as a spawned item. So far as I can see, someone has made a mod for it.
  12. Would love to have a minimap that you have to keep in your inventory to access. This is the '90s, so there was not much of an internet back then, let alone widespread public access GPS. Logically, the best places to get said maps would be gas stations. While I get the idea of a dynamic map, I don't think a "radar"-like map would maintain realism. What would be cool, however, is to be able to use a pen in your inventory to draw and make notes on your fold-up map. Scribble out planned travel routes, mark out special sites, maybe even leave a marked-up map for friends in MP that you can secretly make plans or reveal your hidden base. Better not let rival groups in MP get a hold of such a map! (Unless you're baiting them with misinformation.)
  13. Where are there fire extinguishers? Am I just oblivious to the artwork? Are they functional? Would really help from those brain-fart cooking sessions where I pop something in the oven, go off on ADHD session, and return to find 25% of my home burned down.
  14. Would make great sense if at mid-level farming skills you can assess the nitrogen, phosphorus, and potassium levels (hence NPK) of food items to prepare compost recipes. Not that I want to go off into the reeds with farming craft, but certain crops would benefit with certain imbalances in NPK levels. And don't get me started on aquaponics...
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