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grammarsalad

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Posts posted by grammarsalad

  1. On 3/20/2017 at 11:27 PM, Kim Jong Un said:

    The reason why cars work is because every moving part works together. Sometimes what seems simple modifications to people who don't know what they are doing will actually have disastrous consequences if not immediately, down the line. Whether this is excess wear on rather important panels or something extra to get caught on every bump is dependent on the addition.

     

    ...

    Ahhh, that's another possible drawback: wear.

     

    I assume that vehicles won't run forever even if you had unlimited gas. As such, I expect that they will wear down with use.

     

    Modifications could increase the rate at which they wear down both directly and indirectly.

     

    First, certain modifications can just flat increase this rate.

     

    On the other hand, if you add a plow to a truck that can handle it, but use it for ramming, you increase the likelihood of getting a zombie caught underneath, which then dramatically increases this rate until you deal with the situation ( which should involve some danger like getting bit)

  2. 57 minutes ago, Crazy ManMan said:

    If there were ways to make replacements for vital tools I may agree but as it stands sometimes I ransack entire towns and still can not find a saw.

    There should be ways to make ( and fix) vital tools like saws.

     

    ...

     

    And everything should be subject to wear and breakage.

  3. I hadn't thought about visibility reduction. And handling! Very good point. I like that.  I kind of like the idea that we can do something like this but if we go over a limit, we ruin our cars: options, but with consequences.

     

    As far as the ram prow goes, it seems like It would work on a truck, at least-- the kind that do actual plowing. But, It seems that the design would have to be slightly different. I think a clever person with the right skills could figure something out. I'm not a metal worker. My skill set is much more useful: philosophy :P

     

    Same with attaching objects to the vehicles. Maybe one wouldn't weld them on. I have no idea. But, a skilled person might figure something out

     

    Very good point about guns. I hadn't thought of any of that.

  4. I would like to request that we be able to Soup Up our vehicles. That is, we should be able to make modifications to them mad max style ( but Yeah, not that extreme). 

     

    This would make metal working really come into it's own. Also, there is a balance feature in that metal materials are hard to come by. Some ideas:

     

    Ram Prow: basically a metal hunk attached to the front of your vehicle for ramming deadites. Does extra damage and less damage is done to the vehicle while ramming (I assume that vehicles will take damage when running over zombies ( or survivors...) takes damage over time

     

    Extra armor: adds durability to your vehicle. Heavier armor slows your vehicle and burns more fuel

     

    Mounted guns: mount guns outside your window so you can shoot more accurately(?) while driving. Can be Mounted on driver or passenger side

     

     

  5. I had put this as a response to a mod request, but it strikes me that this may be a good idea for the main game.

     

    It would be nice if you could do something to increase your odds of survival when bitten/scratched and if first aid skill level increases or decreases those odds. Something like (with bites): 

     

    - Leave the wound untreated for some period: 100% infection.

    - Bind the wound within a few minutes: 90% infection.

    - Disinfect the wound only: 80% infection.

    - Clean the wound only: 90% infection.

    - Clean and disinfect: 70%

    - Clean and bind: 85% infection

    - Disinfect and bind: 65% infection

    - Clean, disinfect and bind: 60%

     

    0 to 1 ranks in first aid skill: +10% infection

    2 ranks: +5% infection

    3 to 4 ranks: +0% infection

    5 to 6 ranks: -5% infection

    7 to 8 ranks: -10% infection

    9 to 10 ranks: -15% infection

     

    It would be a good reason to keep a doctor around

  6. It would be nice if you could do something to increase your odds of survival and if skill level increases or decreases those odds. Something like: 

    - Leave the wound untreated for some period: 100% infection.

    - Bind the wound within a few minutes: 90% infection.

    - Disinfect the wound only: 80% infection.

    - Clean the wound only: 90% infection.

    - Clean and disinfect: 70%

    - Clean and bind: 85% infection

    - Disinfect and bind: 65% infection

    - Clean, disinfect and bind: 60%

     

    0 to 1 ranks in first aid skill: +10% infection

    2 ranks: +5% infection

    3 to 4 ranks: +0% infection

    5 to 6 ranks: -5% infection

    7 to 8 ranks: -10% infection

    9 to 10 ranks: -15% infection

     

    Edit: It would be a good reason to keep a doctor around

     

  7. On 1/16/2017 at 10:58 AM, TheLeonBM said:

     

    Yeah, it reduces awareness a lot (both vision and hearing suffer from this).  I can see your point but ultimately I'll always prefer the more realistic approach. I hope it's not intended.

     

     

    I was referring to both things but resting would be the crucial one. I'd never sleep out in the open like that (unless I was feeling suicidal lol).

    Indeed.

     

    But we should have that option to potentially commit suicide by zombie by taking just a little nap outside 'just to rest my eyes'.  

     

    Also, I'm looking forward to the time when the exhausted moodle makes us collapse like it threatens to do (I believe it says something Like that). Like the back problem issue when carrying too much, I don't think the game delivers on this threat yet).

  8. 8 minutes ago, Kim Jong Un said:

    In my experience, zombies never spawn in closed locations or near you.

     

    The system just does not work that way - anything you have seen is either a bug or has filled the criteria for a zed to appear there (there was another way to access the area, the area has not been seen for hours)

    I've seen it in one of C Archers recent "let's play" YouTube videos. When he loaded the game, there was a zombie about two feet away from him

  9. Lip reading should be free for the character, I think. 

     

    One thing that bothers me:

     

    When you take this trait, the ' fright' music doesn't play when, for example, you see a zombie through a window. This makes no sense to me as the purpose of the music is to communicate the character's fear to the player (and possibly stimulate it in the player). Presumably, even hearing characters don't actually hear that music. People don't hear a sharp discordant sound in their head when startled, do they?  ( again, the sound is for the player, not the character).

  10. On 12/21/2016 at 3:05 PM, Butter Bot said:

    Once most patches are in, it'll be put up on GoG.

    So, not to be impatient, but when will this happen?

     

    The latest Mondoid seems to suggest that it's been released on gog:

     

    "We wanted to call time on Build 35 as we felt an upload to GOG was necessary pre-Xmas..."

     

    But looking right now, after Christmas, all I see is build 34.28...

  11. 1 hour ago, vonVile said:

    Currently empty bleach bottles serve no purpose in the game when you find them next to a dead body. Players should be able to fill them with water like other receptacles.

     

    Also when we use up the bleach from cleaning up blood the bottles shouldn't disappear.

    Maybe. But, I wouldn't' drink water out of a bleach bottle IRL.  Not without cleaning it first

  12. On 11/15/2016 at 7:54 AM, Bilb0 said:

    Pretty cool

    On 11/15/2016 at 7:54 AM, Bilb0 said:

    Suggested Occupation's.

    ...

    Prepper

    Knows all recipe's

    Don't work well with others

    (probably works better when npc's hit)...

    I think this would work best as a trait. 

     

    Actually, it should probably be skill or ' theme' specific, like how engineers know trap recipes but not necessarily farming recipes. This way, you could have a few variations. Also, i imgine that such a trait as it would be insanely expensive. I see you made it 12points as a trait, but I'm not sure even that is enough.

     

    On 11/15/2016 at 7:54 AM, Bilb0 said:

     

    Suggested Occupation's.

    ...

    Truck driver

    -2 Fitness

    Night owl

    +4 extra points to spend...

     

    I'm thinking that there will be skills added for vehicles when added. I could see there being a driving skill. Also, there may be a mechanic skill for repair, though that could be covered by other skills ( directly and/or indirectly).

     

    I could see using the electrician skill to repair electrical failures andto build a car battery from regular batteries ( that skill needs more love). Metal working could be used for body work

     

    In any case, the trucker could have a bonus with some of these ( driving at least assuming it gets added as a skill).

     

    Also, I'm not sure that a penalty to fitness should be added as part of the occupation. I get the rational--too much sitting in the truck--but a trucker isn't necessarily unfit just because they are a trucker.  Also, this seems unprecedented. Do other occupations give penalties?

  13. 364.

    a. Zombie noise attracts zombies. That is, the noise caused by a zombie banging on a door or window attracts nearby zombies ( who will also start banging, making more noise). How many times when have i been hurt, and it's dark out, and a zombie starts banging on my door. I'll just let em bang all night rather than risk a night fight...I should pay for that with hoard at my door in the morning.

     

    b. Zombie corpses should attract nearby zombies. It's such a pain to move the bodies. Dangerous too. The result is usually a ton of dead zombies around my safehouse. But, what if the smell made other zombies curious, and come to investigate....

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