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Darkmark8910

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About Darkmark8910

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    Freshly Bitten
  1. Due to how jumping through windows onto surfaces works, the mannequins in the stonefront windows of the mall aren't accessible without sledgehammering their pedestals. The player jumps through the window and then automatically crouch-walks across the pedestal, glitching through the wall behind the mannequin and into the store behind it. Perhaps changing the pedestals from being coded like a table to being more like a sidewalk would work? I don't know how the code works. And it's a minor thing at the end of the day!
  2. Perhaps rephrasing this from "broken leg" to "NO leg" would be better? In other words, you hobble around on one leg and have to equip a cane just to move at a non-atrocious speed. Or a wheelchair.
  3. Jog as a Toggle, not a Hold-Down Please, please strongly consider making jog a toggle. Not just sprint, but also jog. If you're playing on a keyboard with mouse, it's nearly impossible to hold down a key while trying to move. Worse, due to the awkwardness of the fingers, it's hard to make tight movements - which is vital in the new build with the added zombie difficulty, and likely important if you're jogging! Are others experiencing this issue? I don't think I have fat fingers or any such, and I type quite quickly. But trying to find a key that I can hold while also using WASD for movement is... well, I have been tinkering with it to no avail.
  4. I disagree for the reasons @grammarsalad does. This seems like micro. I like PZ and I also like CDDA, but this seems farfetched for the layperson. I don't even like the micro of dirty clothes & turned it off. If this was a mod, though, having more reasons for high First Aid skill would be nice!
  5. Kentucky as a state is known for bourbon; Kentuckians claim bourbon as their own, usually citing Elijah Craig as their inspiration. Heaven Hills is based out of Louisville and has been since the 1910s, and they make many well-known brands of whisky (like Evan Williams, see others at https://www.heavenhill.com/history.php --- must be 21+ to view). So while Louisville might be a long ways' away, including the liquor manufacturing for the inevitable whisky companies in Louisville doesn't have to be! Perhaps for a longer-term feature, we could work on a distilling method for liquor, perhaps something like this: 1. Build a rain barrel. 2. Put milled (IE processed) grains into it; using corn would work 3. Put hot water in the barrel 4. Put yeast (yes, cooking yeast) into it 5. Put into a fermenter (basically a big steel barrel), keep it temp-controlled, and wait 3 days (7 if no electricity for temp-control), occasionally "watering" it with cold water. Congrats, you made beer! 6. Continue toward whisky. Build or find a column still. Building a still would require cooking and metalworking skill. Distilling takes a few hours, so setting this up like a kitchen stove item (with an on/off button and a place to put the fermented beer) might not be a bad idea. Congrats, you made icky-tasting whisky! 7. Build a cask to store well. Perhaps you could even re-use the rain barrel from #1. Carpentry skill dictates how good the barrel is; if you build a bad barrel, you may lose some of the liquor. 8. Let it age if you're inclined. Congrats, you made better whisky! In-game reasons for this: Long-term, non-spoilable happiness item-making Long-term manufacturing of disinfectant An alternative to jarring for food storage A long-term way to get wasted & make bad PZ survivor decisions Later down the line, for a Louisville bourbon distillery and NPC item-trading as a commodity Downsides: If it's made too detailed, it could be confusing Outside of roleplayers, not many players would get wasted on purpose Anybody in this forum made their own liquor before? What may I be missing? P.S. Maybe you could even convince Indiestone management you need to tour a local whisky manufacturer and/or try to make your own Indiestone whisky for research purposes.... Sources w/ pictures & charts: https://blog.distiller.com/making-whiskey-mash-bill/ https://blog.distiller.com/whiskey-deconstructed-distillation/ http://www.ispirits.com.au/wawcs0148057/faqs.html https://www.whisky.com/information/knowledge/production/overview/how-bourbon-whiskey-is-made/bourbon-distillation.html
  6. That makes sense @RingoD123! Perhaps putting the arrows a bit further back than 10 tiles? That seems somewhat soon... I suppose you guys will find out once you test out how quick you can react to the arrow based on how far it is! Or making it so the lane markers on the roads turn from a single dashed yellow (which in the US indicate "you can pass") to a double solid yellow earlier than the turn arrow? Double solid yellow lines prohibit passing, usually b/c you're approaching a sharp turn, an intersection, or a hill that'd block your vision of the other lane.
  7. I agree with you Kim Jong Un! (and now my name's been added to an FBI watchlist). I figure that adding in arrows or some sort of other demarcation would be a short-term and simpler fix, something a single dev on the dev team could implement in half a day or less. 1. Make/find arrow art. It's an arrow, so not too hard on the creativity/design front. 2. Put it on roads in lieu of lane lines as the 90-degree turns appear.
  8. B/c if you haven't heard of KFC's new Cheetos Chicken Sandwich, it's actually based on something of a rural tradition. You take chicken tenders and use cheese puffs in the breading of it. It's also aggressively American and aggressively rural Kentucky, so fits the lore; Kentucky Fried Chicken came out with it after all! A more traditional example (that might've existed in 1980s Kentucky) is below.
  9. As the title says, some sort of demarcation of an upcoming 90 degree turn on highways and rural roads would be amazing. A simple solution would be to remove the lane dividers as players approach the turn, then have an arrow warning on the pavement. Bonus danger b/c the arrows wouldn't be visible in the dead of winter!
  10. Damn, I thought it was July 1st that everybody started in. I'll have to keep a closer eye on the start date in the future, it seems!
  11. The 4th of July would is on day 4 of the default PZ playthrough. Adding in a few news broadcasts about it, and/or having a few other TV programs themed around it, would be neat. I'm curious what the 4th of July would look like, given that at this point IIRC the infection hasn't spread past the Event Line and hasn't gone airborne, but more draconian measures have begun. Would the festivities continue? If they were banned, would people go anyway? Bonus points if someone had a big 4th of July party near the Event Line & a bunch of zombies turned up. Fireworks are really loud, after all, and folks are too busy looking up & hearing fireworks to notice the panic....
  12. You know, I'm terrible at driving on roads too. I always feel the urge to drive at 70 MPH and forget that, just up ahead, there's a 90 degree turn. Maybe I'm a masochist by offering up this suggestion!
  13. tl;dr - weather effects currently present in the game also affect road quality, road safety, & the ability of a player to operate a vehicle safely; not only impaired vision from fog / thunderstorms, but also mucking up the operation of the vehicle itself (as tires/brakes can't handle mud/ice/snow well). Merging weather & vehicles / road safety would be awesome! Examples of hazards would be: Ice on concrete roads in late fall / early spring, when rainfall starts to freeze overnight & snow that's melted during the day freezes at night. Skidding on roads! I hope you're making your turns properly! Slip & slide all day every day, unless you're -really- careful and going -really- slow. Did you take speed demon? Oh boy, if your wheels spin out on you, you might be getting real close to Greene's. Heavy snowfall Limiting vehicles speeds, especially low-to-the-ground car speeds (like sedans). No snow plow service around town! Bonus points if snow also covers up cars' windshields & the like. Snow scraping time! Hopefully the zombies don't hear you de-icing the car.... Super-cold weather EDIT: per comments, winter tires to be able to move efficiently during the cold months? If it's notably cold for a few days (like in mid-winter in PZ) & a vehicle's low on gas, and the car hasn't been started for a few days, and the engine's old... you might have to find a friend to jump-start your car, because the gas lines (the route gas takes from the tank to your engine) froze from the cold & the engine won't start! Fun fact: while gas won't freeze itself, if your gas tank's pretty empty, water vapor builds up in it. That water vapor -can- freeze, and when it does, it makes your car unable to start. A week at a quarter-tank can screw you easy. Rain & mud on dirt roads / wilderness Did it rain recently, or is it raining right now? Time for some mud racing! All ideas are purely from living in suburban Chicago / rural Illinois for years & dealing with winter weather. What other ideas do you guys have for merging weather already in the game & vehicle operation together? Quick links: https://www.bellperformance.com/blog/how-to-thaw-frozen-gas-lines-in-a-car
  14. For more RP ideas... I do like this thread. Here's a few more ideas! Good Traits: Pyromaniac - gain a mood boost from setting things on fire, be it a cooking fire, building, or corpse pile. Bad Traits: Albino - when outdoors during the day, you burn heavily. You take damage over time, similar to how you take damage from having a generator on while indoors. You suffer blindness from bright sunlight without sunglasses or other eye protection. Less/no damage on dark, stormy days. Squeamish - when around zombie corpses, you become distracted and grossed out. Take a mood penalty when near too many corpses and/or bloodstains. Take a major mood hit from using melee weapons to hit zombies and from carrying corpses.
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