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Leith McLean

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  1. Animals stay away from urban areas because of the noise, people, and lack of habitat and food. As world erosion sets in, there is no longer any such thing as 'urban' and it should get easier to find birds, squirrels etc everywhere. I live in Christchurch, New Zealand. In 2010 we had an earthquake that levelled big parts of the city. Within a few weeks of abandonment, properties were overgrown and plants were invading houses. Within months, abandoned suburbs were habitats for all sorts of birds, insects, and mammals. We could hear bird calls of tui, bellbirds, and other creatures that never
  2. Yeah, the guide to making a suggestion specifically tells you to necro
  3. What I'm seeing here is a lot of people saying it takes too much effort to avoid a death-spiral. Realistically, it takes much less food to maintain 60kg than 80kg. So slow rate of weight loss as weight decreases.. Shift the penalty onto the physical effects of malnutrition - weakness, low fitness, poor co-ordination. Because lower weight takes less food to maintain, your rate of food intake determines your stable weight level - NOT your rate of weight loss. With the penalties for different levels of starvation, you can make it so being badly fed (most survivors) is pret
  4. Being able to burn more things would be good. Better than a destroy button. I think we should be able to destroy items because, although you *could* go and drop it somewhere, that's really boring. I spend enough time sorting bags as it is.
  5. I agree that all clothing should have armor protection. For example blouses protect the arms better than vests. Clothing should mostly affect scratches; bites should always be very, very bad - though *armor* itself could protect against them, clothing really shouldn't Clothing can also give offensive benefits. For example hiking boots would make it much easier to stomp zombie skulls. Leatherworking could make it so late-game you're a zombie-slaying tank; boiled leather armor, jackboots, gauntlets. Epic.
  6. Weight gain and loss should be mostly due to protein imo. Also, as less food is required to maintain lower body weights, weight loss should slow as a player gets very thin. It's hard to starve to death, but easy to be starved into being zombie-bait. If we want to get *really* realistic, we should model muscle mass and fat separately. Health problems don't automatically come with being husky (also fat-shaming lol) but being unfit regardless of weight is bad for you.
  7. This is a feature in the Hydrocraft mod. Install it! It has a lot of recipes that make hauling things easier (PALLETS).
  8. I'm not very fit, but I know that after about three months of regular training, I can run much much further than the breadth of Muldraugh in much less than an hour. I couldn't do it sprinting while carrying 20 kg of gear, but keeping it THAT realistic would make it boring, just a series of relays back and forth through cleared territory carrying stuff.
  9. I'm liking it. And let me say Johnnyonoes said almost everything I created my account to say I feel the diverse requirements it imposes have the potential to drive diverse gameplay options - but a lot of those options aren't really *in* the game yet. If you want your players to meet a variety of needs, we need a variety of options. Animals and hunting will complement the nutrition system really well too - high energy expenditure, big reward. As well as introducing seasonal elements. Get animals in the game asap, because you have just introduced a system that demands them. And oh it
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