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Ocelot

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  1. Like
    Ocelot got a reaction from MyTJ in Indestructible Walls and Doors   
    I'd like to see that too, especially with the idea of the keys. It would mean you would have to kill an unknown amount of zeds before you found it. When the new uniforms/clothes make it into the game this key could spawn on prison guards.
     
     Or maybe even being able to get through the door with a propane torch and high enough metalworker stats.
     
    On a side note, I'd also love to see riot police zeds, with helmets and armour who would be really hard to kill. maybe put these near the gun room?
  2. Like
    Ocelot got a reaction from DramaSetter in Indestructible Walls and Doors   
    I'd like to see that too, especially with the idea of the keys. It would mean you would have to kill an unknown amount of zeds before you found it. When the new uniforms/clothes make it into the game this key could spawn on prison guards.
     
     Or maybe even being able to get through the door with a propane torch and high enough metalworker stats.
     
    On a side note, I'd also love to see riot police zeds, with helmets and armour who would be really hard to kill. maybe put these near the gun room?
  3. Like
    Ocelot got a reaction from DramaSetter in Small but Important Suggestions Thread   
    350. I like the durability of objects in the game. What do people think of if weapons (bats, axes etc) had a small chance of breaking before the durability reached 0. It would add an element of uncertainty and an extra challenge, where you have a bat with 50% durability and get cocky taking on a group of zombies. It then suddenly breaks.
     
    EDIT
     
    351. This might already exist in the game, so please correct me as I rarely use firearms, but having guns able to randomly jam/misfire. Perhaps linked to the 'reload' skill, which would reduce the chance of putting a round in incorrectly, particularly when panicked. Possibly also linked to if the gun gets wet, the ammo is more likely to not work.
     
    Also if we are running/walking with a gun in our primary and are highly panicked, the very small chance of our character firing a shot by mistake (perhaps also linked to a 'clumsy' trait). This would bring an added threat of alerting zeds, and mean we would more likely store the gun in our inventory.
  4. Like
    Ocelot got a reaction from grammarsalad in Tagging looted houses   
    I've always left all the doors open of houses iv looted (I loot everything I will ever need from a house usually, but close the doors if I left anything in there I will need so I know to go back). Using an axe to take the door off seems a bit excessive and a waste to the axe's condition in my opinion. I agree spraypainting would be a nice idea though.
  5. Like
    Ocelot got a reaction from TheWraithPlayer in Tagging looted houses   
    I've always left all the doors open of houses iv looted (I loot everything I will ever need from a house usually, but close the doors if I left anything in there I will need so I know to go back). Using an axe to take the door off seems a bit excessive and a waste to the axe's condition in my opinion. I agree spraypainting would be a nice idea though.
  6. Like
    Ocelot got a reaction from DramaSetter in Small but Important Suggestions Thread   
    349. Make 'Plank Piles' with rope, the same way as making 'Log Piles'
     
     
  7. Like
    Ocelot got a reaction from DramaSetter in Small but Important Suggestions Thread   
    348. Add crawling zombies (the ones that don't die after you knock them down and lunge when you walk past them) to the world on day 1. Some zombies are already dead when the game starts, and could pose a threat if they had a chance to actually be crawlers.
     
    EDIT
     
    Particularly the ones we find in houses with all the loot. If they are in a small room and we just walk in and rush over to the corpse, hoping to find some nice loot we could get a nasty suprise
  8. Like
    Ocelot got a reaction from Blake81 in Small but Important Suggestions Thread   
    349. Make 'Plank Piles' with rope, the same way as making 'Log Piles'
     
     
  9. Like
    Ocelot reacted to hunger john in Indestructible Walls and Doors   
    I really like this idea, it would give more value towards the metalworker profession and give it more utility use (like the engineer's generator knowledge). At the moment metalworking feels like grindier carpentry, especially without forges to melt down metal items. 
  10. Like
    Ocelot reacted to Strats in Indestructible Walls and Doors   
    This suggestion has come to me as I've been exploring the prison. In the new prison area, there is a gun room that can easily be accessed when you first enter the area. Clearing the prison and other areas like it should be a challenge, not easily grabbed guns. I've also noticed that metal bar doors can be broken down easily with an ax. My suggestion is that certain walls and doors in-game be indestructible by sledgehammer or ax due to their nature. For example, a gun room in a prison would be heavily secured, so the walls and doors would be reinforced. Thus, the player must find a key instead of just using brute force. Jail cells could be used for their intended purpose instead of being easy to break out of. Thoughts?
  11. Like
    Ocelot reacted to Batsphinx in RELEASED: Build 35.26   
    RJ is doing the zed map stuff tomorrow morning I think along with loot table and foraging stuff, primary aim for getting new map content out there in IWBUMS is getting feedback on map bugs really. The zeds will be more common in the next build
     
    Prison has a lot more zeds in there as it has 200+ rooms, so it's triggering the spawn-lots-of-zombies code that was added for the Crossroads Mall.
  12. Like
    Ocelot reacted to RobertJohnson in RELEASED: Build 35.26   
    Don't know yet, I'll check myself to see, but tbh, I think lot of people will want the prison as a base, so it may stay like this, make it hard to get, lore-wise it make sense, prison has a lot of population and they're stuck in there...
  13. Like
    Ocelot got a reaction from Geras in Small but Important Suggestions Thread   
    349. Make 'Plank Piles' with rope, the same way as making 'Log Piles'
     
     
  14. Like
    Ocelot got a reaction from Kuren in Small but Important Suggestions Thread   
    349. Make 'Plank Piles' with rope, the same way as making 'Log Piles'
     
     
  15. Like
    Ocelot reacted to Moose65 in Wilderness needs some threats   
    Right now, I think the wilderness is too safe. I know I suggested it before, but I couldn't find the old topic and I know the devs were recently asking for suggestions. One of the ways I think you could make wilderness survival much more difficult is to allow zombies to hide and cross through water.
     
    Survival would be much more difficult if zombies were not walled off in some areas (like the lake near the cabin) by large bodies of water. If they were able to, albeit very slowly, travel underwater, and pop up with little warning, it would add a whole new dimension to surviving in the wilderness. No longer would it be safe to fish all day by the lake, knowing that the zombies can't cross or hide in the water. You would have to take extraordinary precautions to circumvent this mechanic if you wanted to avoid it, making it a good addition I think. Players would not only have to worry about zombies who may already be under the lake, potentially hearing them fishing, but they would also have to worry about being spotted across the lake by zombies. If their not attentive, zombies could jump out of the water at a very inconvenient time
     
    While discussing water mechanics, I think the players should have the ability to swim, although it could be a costly perk to take. Non-swimmers should be allowed to enter water as well, but if they go too deep, there should be a very high risk for drowning (multiplied if there is any zombies directly underneath the player).
     
     
  16. Like
    Ocelot reacted to trombonaught in Wilderness needs some threats   
    Maybe randomly-spawned animal carcasses could act as rally points for hordes? And one day this could scale up to an integrated hunting system... Until then, it could be implemented as a randomly generated spawn-state for forest cells similar to burnt/boarded houses.
     
    Randomly generated leghold traps could also serve as a player danger and/or materials for experienced trappers.
     
    Maybe a modified exposure metric mediated by wind/sun/temperature exposure, in addition to rain, could add to probability of becoming ill.
  17. Like
    Ocelot reacted to Zorak in RELEASED: Build 35.26   
    If you was in that area before the map update then 100% no, if you havent then it probably will be there.
    The best way is to go there and see.
  18. Like
    Ocelot reacted to trombonaught in House Alarms Improvements   
    I was just reading people talk about electrical being new and really, still in development. Transformer boxes/fuse boxes/interactive alarms would do wonders for this skill.
  19. Like
    Ocelot reacted to Batsphinx in SPOILERS – Rosewood and March Ridge Community Discovery thread!   
    Ladies and gentlemen, boys and girls! New map content has just gone into IWBUMS public beta testing! If you’d like to know how to join in and explore Rosewood and March Ridge then please have a poke inside this post.
    We always like people to explore our new areas rather than just dump a load of screenshots on you, so this is a thread where you can share your discoveries. If you’d rather keep the surprise to yourself, then don’t read any further.
    The primary areas with new content can be found in the directions shown by these very professional looking arrows, but there are other small areas on the existing map that have been updated too. 

     
    If you spot anything that looks like a map bug, then, as ever please report in in the TIS Bug Tracker. We be adding extra visual detail to these areas and fixing the issues you find in the IWBUMS builds to come.
     
    Good luck out there!
     
  20. Like
    Ocelot reacted to TheWraithPlayer in More Job Diversity   
    Thanks for the ideas Johnny Fisher & Ocelot. Also, the ones in blue are listed here at PZwiki. Here's my new list, with your ideas added.
     
    Artist
    Actor
    Baker
    Bomb Squad
    Burglar
    Carpenter
    Chef
    Chiropractor
    Customer Service
    Construction Worker
    Dentist
    Doctor
    Drug Dealer
    Electrician
    EMT
    Engineer
    Farmer
    Fastfood Worker (Burger Flipper)
    FBI
    Fireman (Fire Officer)
    Fisherman
    Fitness Instructor
    Garbage Collector
    Handyman
    Hunter
    Janitor
    IT Worker
    Librarian (Bookkeeper)
    Lumberjack
    Mason
    Military Officer
    Musician
    Nurse
    Office Worker
    Painter
    Park Ranger
    Pilot
    Plumber
    Police Officer
    Prisoner
    Pro Athlete
    Professor
    Rancher
    Repairman
    Salesman
    Secretary
    Security Guard
    Singer
    Soldier (Military Soldier)
    Store Clerk (Cashier)
    Student
    Surgeon
    SWAT
    Tailor
    Teacher
    Truck Driver
    Unemployed
    Veteran
    Waiter
     
    Let me know if you have any ideas.
  21. Like
    Ocelot got a reaction from Geras in Small but Important Suggestions Thread   
    343. Please fix the water dispenser. I used to be able to move this and take water from it, but now when its moved and replaced it doesn't work.
     
    344. Ability to remove the big water bottle and replace/refill it, then place back on the water dispenser
  22. Like
    Ocelot got a reaction from Kuren in House Alarms Improvements   
    1) This happens to me a lot. I've always thought it strange how the zombies don't set off the alarm
     
    2) I agree this would make sense, but I guess it adds an extra challenge to the game and make entering buildings always have that element of fear that one may go off
     
    3) I'd like to see that. Maybe an electrical box on each house/street we could dismantle with the electrician trait, that would turn off lights and alarms on that house/street. Maybe even overright the alarm system so when you enter a house, it gives off a quiet beeping that alerts nearby zed's, then after say 10 beeps/seconds it sets the full alarm off. We would then have 10 seconds to find the alarm in the house and dismantle it with electrician skill, maybe with faster dismantling depending on your skill level in electrical.
  23. Like
    Ocelot reacted to Zorak in RELEASED: Build 35.26   
    Its a good idea to have those tips in skill books. Like traping book tells you how far away from safehouse you need to place a trap. Or the distance between traps. 1st aid books tell you how long you need to wear a splint, what to do with wounds infection etc.
  24. Like
    Ocelot reacted to Miguel Arce in RELEASED: Build 35.26   
    Cool idea, empty tin cans, could be used with some rocks and some rope/twine/electric wire to make some kind of survivalist alarm system while sleeping in the wilderness.

    crafting it could be something like puting rocks in the empty tin can, and making a perimeter so you can place your tent and sleep without surprises.
  25. Like
    Ocelot reacted to Miguel Arce in RELEASED: Build 35.26   
    some feedback on building as a newbie.
     
    i was building my logs wall (for the first time around) here are some thoughts that kind of crossed my mind while doing it.
     
    transporting the logs is a very time consuming task, so i quickly figured out that logs can be made into stacks for weight reduction, and that around 6 stacked logs could be placed inside big hiking bags, so if i used my primary for one big hiking bag, my secondary for another and my back i could transport a total of 18 logs, plus what i can carry in my main inventory,  which makes makes the trip good for 4 - 5 log walls, per trip.
     
    First problem that i found is that i had a ton of sheet ropes, and very little ripped sheets, i kind of asumed that sheet ropes would be good for making the log staks but only rope can be used for it, and that is a very specific placed and not abundant item to find, i went around everywhere searching for rope until i had around 20. 

    Second problem i had is that the log wall doesn't use sheet rope but ripped sheets, so i had to go searching for still dressed corpses because i can't turn the sheet rope into ripped sheets xD,  only to find out that you have to be very carefull with the items that are present in your bags, or even in the floor near you, because building/crafing will take what ever is in them i ended up building the log walls with rope by mistake and using the only item that can be used to make log staks     and tons of ripped sheets and sheet ropes.  
     
    It was because when you unstak the logs the rope remains in your primary inventory, so kind of have priority over ripped sheets that are in your bags or in the floor i think.
     
     
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