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Posts posted by grammarsalad
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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.
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And everything should be subject to wear and breakage.
- Snorrsenkel and trombonaught
- 2
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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
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.
- CaptKaspar and Magic Mark
- 2
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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
- Mr_Sunshine, syfy, DramaSetter and 1 other
- 4
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On 2/26/2017 at 1:27 PM, Blake81 said:
I really like this idea. It could make medical professions more viable on MP.
It would make them more viable on sp as well
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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
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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
- DramaSetter and Chris0135
- 2
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It would also be cool to be able to drop stuff out your window onto sieging zombies
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On 1/25/2017 at 2:25 PM, Jack Bower said:
Please add the option to disguise a players in game name, it really would open the game up to a lot of ski-mask robberies and twosidedness.
Other players have to be able to 'unmask' you if they kill you.
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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).
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I haven't had a chance to try metalworking, but my hope is that it will have a place along side carpentry in the game. Not all skills need to be as useful as carpentry, but all skills should be useful.
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Great suggestion! I've suggested similar, but for some crazy reason, I didn't think to suggest the whole "zombies eating corpses" trope.
This would add a lot to the game imo
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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
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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).
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Yeah, I think it would be reasonable to add the ability to know time without a clock to the park ranger
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On 12/26/2016 at 10:42 AM, Name1234 said:
Stove? Campfire?
Yeah, a fire source of some kind
Also, the smell should attract zombies (a little, and depending upon their scent capabilities)
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Maybe in lower light, reading is slowed as it is harder to make out the words, and so understand sentence in context, etc.
And, if there is no light, then it's impossible to read.
The effect should be mitigated by cat's eyes
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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...
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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
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I really like the idea of briars. Run blindly through them and get cut. I could even imagine a small chance of getting one in the eye...and getting lots of pain, bleeding and vision reduction for your trouble.
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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.
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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.
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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?
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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....
- Nonjojålol, CaptKaspar, DramaSetter and 2 others
- 5
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7 hours ago, Geras said:
360. Also tenis balls, basketballs, footballs and eggballs!
I love it!
I especially like the idea of egging zombies. Sure, it does no real damage, but it makes a statement...or something! And, this could give you a way to mark zombies-- with egg stuff!
- DramaSetter and trombonaught
- 2
Soup up our vehicles
in PZ Suggestions
Posted
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)