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trombonaught

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Everything posted by trombonaught

  1. Driving skills! I'm sure this is already being considered, but driving should definitely be worked into character creation when vehicle development stabilizes. High drive skill could increase (and low would decrease): - Turning responsiveness or likelihood of rollover (safe and effective control of momentum) - Likelihood of car starting on first turn of the key (knowing how/when to turn the key for a rough starter) - Control when running over obstacles (default erratic response when driving over something/zeds) - Others?
  2. +1 for penalties to risks for low cooking skills! For something we have to do every day, I would love to make it more interesting/risky/considered (do I want to risk cutting myself without med supplies handy, or should I just eat this lettuce as is?).
  3. trombonaught

    Hazmatters

    Love it all! The device tinkering and new sounds both sound great. Keep it up crew! (And best wishes to ChrisW as he tags the map structures!)
  4. Bug here. I will admit I didn't scan all 23 pages to make sure I'm not reposting, buuuut: Seeing a lot of this. It doesn't load up over time if I'm present, but if I leave and come back it will be different (sometimes better sometimes worse, areas all over the maps). I can walk inside of these undraw tiles (and get bitten) but the only thing visible while I'm in there is my name.
  5. Sorry gang I looked but can't find the answer- I can't get the NF icon to display on my screen. I've subscribed and added it to my server but see nothing in game. What am I missing? Thanks!
  6. New local host game rules! SPIFFS OUT Party spawns into Rosewood prison and everyone is given an admin-spawned spiffo. We run out and try to survive as a team. Every night the admin (aka death) teleports to each player and demands to see a Spiffo (SPIFFS OUT). No Spiff = 100 zombies are spawned on them. This encourages players to stay alive (and keep their spiffo) or to seek old player corpses looking for Spiffos. No spiffos in party = party loses, server restart.
  7. I think the trickiest part is that some people haven't figured out the helicopter. If you don't know how to handle it, it's brutal. But once you figure it out, it's easy- even boring. Instead of thinking of the danger as you flee the zombie hordes, you kill time and wonder "what does this add to the story..." I wonder if there is a way to provide clues for players as to how to handle the chopper...
  8. Orrrr we can adapt it! No one hit kills, decreased chance of being shot if you hide among trees/zeds/lie down and play dead, maybe smoke grenades for cover. It would open up a whole new survival scenario with its own survival tactics.
  9. Some of those things are older now but I think they've doubled the size of the dev team over the year- very exciting times!
  10. I agree... UNLESS one could predict the bombings late game using hidden radio frequencies. I would love for the late game (after 6 months? One year?) to be running from military strikes through a burned-out apocalypse world. Really I want to avoid a situation where I'm comfortable in this game. Right now after a Winter, you basically "win." I want to redefine winning as dying with style.
  11. This is an offshoot of the "Nerf Helicopter" thread by @mengvang04. How could the helicopter event be freshened up a bit? I thought this might warrant its own thread. Ideas so far on helicopter feautres that could be added (and one I've added at the bottom): 1. Hidden radio frequencies which detail when a heli is coming, and clues as to its purpose (see below). 2. Armed chopper. Guns, explosives, napalm, whatever. It has come to kill zeds and you with them. Late game and rare. 3. Observation chopper. It's come to follow you around to study how you engage the horde and survive (see present chopper event). 4. Flyover. Comes and goes quickly, perhaps several staggered passes in one direction. 5. Supply drop. A chopper is present long enough to drop a stash package. 6. My wish: "Extraction." Radio transmissions pointing to a secret location where a plucky survivor can be rescued. Could be randomly generated similar to safehouses/burnt houses and stash maps. But if you get there, they kill you, assuming you're a carrier. An optional "end game" in which you die. Thoughts? Comments? Additions?
  12. Unless they wanted to kill YOU to protect the zeds... we don't know what their motives are! I've been assuming the chopper is also the villain behind the whole outbreak situation.
  13. It could be a rarity, if we have variable chopper events. Ideally it could also be avoided by staying indoors and listening for hidden radio frequencies.
  14. Homygod different chopper runs AND higher chopper risk (bullets) AND chopper reward (stashes) AND ability to predict (radios) AND a realistic in-game puzzle with real payoff. I repeat. Homygod. @RobertJohnson who do I have to bribe to plug this in a dev discussion?!!
  15. Great summary to this problem. The immersion of seeing full buildings is great, but is broken when the player realizes "wait I'm blinded by these walls and rooftops." I'm imagining this is a midway point in the camera development and that there are no plans to keep it this way.
  16. Sorry didn't see a bug list and can't read these 23 pages right now buuuut... I can see cars through walls. All cars outside a building are visibile even if peviously unseen. Either the zombie virus gave me x-ray vision, or this is me reporting a bug. PS I love this. Hoping it becomes easier to die in a car- Next time I get infected I want to floor it down the highway into a tree. No more booze and bleach binging for this guy!
  17. Wrong thread thanks! Copy pasting now
  18. Played last night for the first time in months. So many great changes! I LOVE that the runners are working I LOVE the random zed abilities. So good. One problem that I have not seen reported: When I am inside a building, all vehicles outside the building are visible, even if I did not see them previously when I was outside. Unless we have an x-ray vision trait I imagine this is a bug.
  19. Variable chopper activity would be awesome. - fly-by: one continuous line over your area. Quick and not too disruptive. - observation: watches how you deal with zeds in the name of "science." This is our current jerk who is indirectly trying to kill you . - care package: hovers in one spot within hearing range. If you get to its location, you find a care package (think annotated map stash). Good things come in threes so I'll stop there. If I had to add a fourth though, an "extermination chopper" trying to take out potentially infected survivors (with guns and bombs) would be awesome in the late game.
  20. Plus 1000000 to this post. Foraging could be tied into this. The lower your foraging (or similar skill), the more likely you are to receive a rash (and scratches?) in long grass or maybe foraging zones (typically wilderness areas).
  21. I for one appreciate the challenge, but what gets me is the flavour. Why is this chopper here? Who is the jerk following me around? Are they observing me? Are they actively trying to kill me? Why not shoot me? I find the lack of story behind it to be more frustrating than the hordes it brings.
  22. Not sure about clothes, but dropping all held items should definitely be an option. Sledges, axes, bags full of loot- if it is heavy and in your hand it should be easy to drop in those "sudden scare" moments. Clothes and backpacks are more complicated to remove (more than just "open your hand") so I don't mind if it takes a few clicks to get the job done.
  23. This is hilarious and excellent.
  24. I like the informal voice of the writing. I think the punctuation does a fine job of helping digest the long sentences, although I'm not sure if that's a problem for translations.
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