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About trombonaught

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  1. trombonaught

    Big Pan Thursdoid

    Vid looks beautiful, but +1 for "The Sasha Shitlist."
  2. trombonaught

    Drink to the Memory

    Can't wait to jiggle some garage doors with some better-sized cars before pouring one out for the homies who die in the resulting accident. Much excite.
  3. trombonaught

    Red Hand Gang

    Although a little reconstruction can change that pretty quickly
  4. trombonaught

    Red Hand Gang

    WOW you can't just spring that on a guy like it's nothing!! That's huge!!
  5. trombonaught

    Sort By Weight

    Read the doids.
  6. trombonaught

    Sort By Weight

    This would really useful for those times when you need to quickly ditch that full gas can that's about to get you swarmed, that gets lost in your loot bag full of tiny treasures.
  7. Those rare moments when the music perfectly matches up with the action are sooo good. If there were some way to code the game to intentionally trigger music for these moments... *chills*
  8. trombonaught

    Forking Hell

    Oh man loving the new Beever work!
  9. trombonaught

    Heatmap Migration

    I want this so bad. I see it as something that could be tied to the zombie smell ability (currently unused I believe). To the Dorito's point, I get that, but I would want the zeds to sniff me out there eventually too. Maybe it could be connected to zoning, with zed smell accuracy modified by urban (high accuracy), suburban (medium accuracy), and rural (low accuracy). The logic being that higher building density makes for more focused wind/air patterns, while reduced density leaves your scent to scatter on the breeze. If that makes sense.
  10. trombonaught

    Improvements to wounds and healing

    This is all great. Regarding [3], I wouldn't want to make the early game grind any more tedious by applying a chance for random injury all the time. But, maybe a chance for random injury whenever the activity is interrupted? And the chance is pretty high to begin at early levels? That way players have more control and can avoid these aggravating interruptions, but if one grows impatient or has to break off to fight a surprising zed, there's a risk of an accident? Not a perfect solution but I'm hesitant to support a danger that is wholly left to an RNG and doesn't engage the player.
  11. 988. I'd love an advanced zombies option of "random" in sandbox that would randomly determine all zombie characteristics upon world creation. That way you wouldn't know what you're up against and could go through the process of figuring that out as the game unfolded.
  12. trombonaught

    Zed Tumble

    Holy shoot, new look makes a world of difference! Very nice. Looking forward to tripping on and getting mauled by some detailed zeds.
  13. 982. HUD Update Shameless self necromancy here. I think there's a lot of cosmetic and practical work that can be done to make the HUD more elegant to match/follow the anims update. Details in the link.
  14. trombonaught

    Down with the HUD!

    With all the overhaul happening right now I thought I'd necro this thread. I think there's a lot of interface work that could really help to polish the game along with the present cosmetic+++++ work on anims.
  15. trombonaught

    Higher Fidelity

    Signal boost on this. If I envision the guard skills narratively they seem to be the same maneuvers, regardless of whether there's a blunt or bladed object in hand. Maybe it could level slower, but I think in any case it should be one skill. Same with lightfooted and sneaking. It seems too gamey to have different scores for different rates of movement. The way I think about RL sneakiness is either you know how to sneak or you don't. If anything, I think a single sneak skill should create a base sneak value that is then modified by a value from the slow/walk/run states. Unrelated, great update. Even withou flashy vids and whatnot it still felt really informative. Thank nasKo!