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Damien Darkside

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Everything posted by Damien Darkside

  1. The problem with RNG is that sometimes, just sometimes, you get some wackiness happening. The best part about RNG is that it leads to scenarios where you stumble upon a man's house who had an obsession with Radios. You see, this even happened pretty quickly and the man, who is named Dave by the way thanks for asking, needed to know what was going on at all times. He had a craving for information, because he believed that knowledge was power. So he bought six radios to listen to all six news stations all the time in order to cross reference events and rising violence. Using that he was able to escape the quarantine zone ahead of the army. You just happened to come across his base of operations.
  2. Harder to kill as well as tougher to stop. Scratches galore. It balances out.
  3. You have "Vacancy AC/TV" on a sign at the front, those are for Hotels, not hospitals. Apart from that, good clinic. I can almost feel myself waiting 1 hour before the doc sees me for 5 minutes.
  4. Short answer? No, deal with it. You can turn it off in the sandbox menu if you want to. Long answer? It's been three years, you should be used to the chopper now. Comes by around the seventh day, is easy to lead away from your base and presents an actual challenge. The devs are not going to remove it, or if they do it won't be for a looooooong time.
  5. Hey this ain't a Bethesda game or we could have both.
  6. Five on the left arm, close to my wrists after falling through my dad's glass table. What is great is that I was visiting my dad less than a year after my parents divorced. My mom was less than pleased. Also to the 4chan, I used to be on /b/ all the time when I was a teen, then it mostly is /f/ and the best containment board /mlp/. Though I sadly missed this April fool's when they merged /mlp/ and /pol/ into /mlpol/, it apparently was fantastic. What is the spiciest thing you have eaten, and did you feel it afterwards?
  7. Yeah I am in agreement with others on "Dirty clothes should wait for the animation update". The more I play, the more I see the need of having blood and dirt textures on clothing.
  8. I do agree that there should be some kind of penalty for terrible sleeping arrangements. Chairs < Couches < Beds Cars < Vans < RVs/Campers
  9. I have had thoughts on this as well, if you ever got this going (since I am shit at codes) I would love to find out how to edit the tileset and add to the game.
  10. Panic moodles triggering a slowdown or the violin SCREE! should make the game automatically 1x speed.
  11. The Last of Us (NPC Implementation) You are the only one left. There is nobody else, only the undead. How long can you survive until the loneliness sets in? [I know this sounds silly given the game state now. Funnily enough, with NPC implementation in PZ, we will soon forget the years of being on our own. The game will bring in new players who have never gone truly solo and we will be used to dealing with NPCs and their needs as well as our own, as well as the dangers other NPCs might have for us. No helicopter event, no gunshot meta, no human meta of any kind. We are truly the last one left.]
  12. Damn, because it would be really great for both shadows and lighting to be implemented. Lighting of course being sunsets and such making orange glows. Oh well.
  13. I don't know how popular car alarms were in the 90s but it could be a thing. Maybe on the newest cars in the game. Sirens should totally be the same, as well as an electrician mod to add your own sirens to a car.
  14. Zombies aren't really a threat apart from the "set up" period. Especially for an experienced player. You learn to control and maneuver zombies to your liking. You know how to make sound lead zombies into different places. You know how to make a base so zombies can't overrun you. Humans are, can, and will always be ab bigger threat than zombies. If we have survivors that are all friendly, it is going to be boring VERY quickly. Survivors should form factions, they shouldn't always be nice and THAT makes tension. Approaching humans shouldn't be "Hi Tom how are you today?" it should be a tense situation when you discover them.
  15. IMHO there should be no such thing as "unusable wood" because at the base point, you can always burn it. Making it "Wood chips" or "Wood Scraps" would be better named and should be allowed for fire use.
  16. So I always have the electricity on. Continuously. I always set electricity to never go out (the 0-5 year option). Why? Because darkness is annoying to me. Sure at the beginning of the game, when you barely have played, night is very scary. You have low visibility and not a lot of awareness of where a zed is. However after that "scariness" is over, darkness is just that, dark. Annoying to walk around in and I want to be able to see. What we need is more LIGHT. Yes. Light. We can continue working during the night, especially since our characters don't seem to need 8 hours of sleep and have no circadian rhythm (we get sleepy with a workout, not by our internal clocks). So if I want to be able to work at night I should be able to see. We have had lamps made from animal fat since as far back as 70,000 BC (estimated), we should be able to make lamps. Also this makes and additional goal of keeping a lamp lit, and to feel more like "living" instead of "surviving" for the late-game. Basic things that are in our real world, as well as throughout human history, such as long-lasting candles, torches (wood kind), oil lanterns aren't in the game. Candles are in the game, but they are only to hold in your hand. Campfires are in the game but they are weak and only used to cook food and provide basic light. Plus the basic aesthetics of having a light source here and there is always a plus. So my suggestions are: Candlesticks, Candle + Bowl, Candle Lanterns, Candle in Jar, Survival Candle All PLACEABLE in the game, with the ability to place on tables. Fuel is the actual candle, which degrades over time Since we already have batteries that do the same, it wouldn't be a stretch to have candles programmed the same way for placed items Maybe X candles + cooking pot = pot of melted wax Pot of melted wax + Jar = Candle Jar Candle Jars last longer than the X candles together Torches Plank or tree branch + knife + towel/cloth strips + gas (kerosene) This is literally how to make a torch IRL, basic torches can last from 15 minutes, with better ones lasting for several hours Kevlar, which was available commercially since the 70s, is made from flame-resistant materials, but is fantastic for making a long-lasting torch. Kevlar could easily be added into the game when armor is eventually added, and this gives it an alternate use, which adds functionality complexity which is always a plus. Oil Lamp Bowl/Jar, Cloth Strip/String, Oil/Kerosene Basic DIY lamp that you can make at home RIGHT NOW. Seriously. Like Google it right now, you can have a few oil candles for your porch since it is almost summer at time of post More "mordern" Kerosene Oil Lamps were also more common in the 90s, and have been around since 1853. DIY Oil lamps have been around since 70,000-50,000 BC. You literally only need animal fat or oil, something to soak it up and something to hold it in. Maybe when we have hunting mechanics we can use the fat for this as well as making candles When more crops are added, possibly making vegetable oils for cooking and lamp fuel Olive oil has been used for thousands of years for oil lamps, and is preferred in making your own. Lamps work with refuelling the lamp with oil. Performance My research shows that it is dependant on how much you are burning, maybe have a "Low light" and a "High light" setting, which influences lamp oil burn "A kerosene lamp producing 37 lumens for 4 hours per day will consume about 3 litres of kerosene per month." From a DIYer "The wicks come 3 to a pack at Wal-Mart and are about 8 inches long each. I trimmed the wick to a crown shape. I found that a half gallon of standard lamp oil lasted about 150 hours, conservatively (my actual burn time was 154.5 hours). When I measured the wick, only ¼" (6 mm) had been burned. Pressurized Camp Lamp Those Coleman camp lamps that produce a bright, white light by pressurizing the fuel. Scavenge the cans in stores Can have the same fuel "bar" as batteries, since they are pretty much the "batteries" of these lamps Tiki Torch, Lamp Post Aesthetic light source Ideal for outside placement Fire Barrel For your disposal needs Super bright Fuel is based on what you are throwing into it Wood Corpses Unusable wood Planks Baseball bats Trash Pick up the barrels on the floor of some buildings Right click > Make Fire Barrel Maybe require hammer to punch holes in the side for airflow Also can be cooked on, if corpses are used as fuel, it taints the food and water until new fuel is added NEW ITEMS Kerosene Camping Oil, Lamp Oil, Firestarting Oil etc Common for camping, especially in sheds and stores. Fuel for oil lamps, used to make torches If used in campfire, instantly the strongest light you can have Cooking oil Used for cooking, maybe more efficient times for stir-frys as well? Additional crafting option when growing compatible crops Used as oil lamp oil, or torches Placement Items All items have somewhat varied capacities, place on surfaces that make sense Makeshift Oil Lamp (Wine/Empty Glass Bottle) Makeshift Oil Lamp (Whiskey Bottle) Makeshift Oil Lamp (Jar) Makeshift Oil Lamp (Bowl) Oil Lamp Camp Lamp Lamp Post Carpentry skill, place it down, right click-add fuel Tiki Torch Scavenge, place it down, right-click add fuel Candle in Bowl Candle Jar Wall-mounted oil lamp Wall-mounted candle holder Fire barrel
  17. Damien Darkside

    DrivPZr

    By the time the power goes out I've already got a solid base, with walls and a campfire light, and weapon skills, and that was before I was even modding. With the helicopter event coming I find a temp house, chill there until the heli comes and then run back across the map to my normal house. Then again I don't make my base in the middle of the city, so maybe I don't have the same problems with zombie populations as you do.
  18. Damien Darkside

    DrivPZr

    My god as long as we are able to turn up the brightness at night as much as we can now increase the darkness. I absolutely hate the darkness in the game, personally it provides more annoyance than challenge and is why I always set the electricity to the max setting for keeping it active.
  19. Reinforcing doors with metal bars would be real neato as well.
  20. All suggestions added in one way or another
  21. I do agree with some metal doors. Metalworking does have 2 levels of walls but needs a third.
  22. So in this thread I don't want to discuss the inevitability that cars are coming to PZ. We know cars are coming and you can test them right now. This thread isn't for that. This thread is for people to discuss the future use, mechanics and ideas surrounding cars. As the discussion evolves I'll be adding things to this list. Cars and the like have an incredibly high value in this game, especially with customization and fleshing out the fun parts of using vehicles. They should be balanced, but also they shouldn't end up like guns. Remember that cars are meant for transportation, and that if they don't fulfill that purpose because they are too risky to use, then people won't use them. Categories include (subject to change) Types of Vehicles Car Modifications Maintenance of Cars When the Gas Runs Out / Usage of Wrecked Cars Please note that "Mods" in this topic revolve around modifications to the cars, not installed or Workshop mods that change PZ. TYPES OF VEHICLES More than cars and vans, there should be other vehicles that we can choose from as well. Motorcycles Dirtbikes Bicycles ATVs (4x4) Snowmobiles (Winter) Massive trucks (10+ Wheeler) Pickup Trucks Moving Vans RVs / Campers Buses Car type allows for easier sleep depending on the car. Cars provide less sleep quality than RVs Can't sleep in ATVs Sleep in Buses Different performance based on the ground type Cars and motorcycles perform better than other vehicles on pavement "Capacity" vehicles like Moving Vans and Trucks only perform okay on pavement, and terrible offroad. Their strength is massive storage space. Offroad vehicles such as Dirtbikes and ATVs perform well... off road. They are great for country-based bases. They perform well on road too but not as well as cars. Snowmobiles for the winter. They perform extremely well on snow, terrible on everything else. Buses extremely slow CAR MODIFICATIONS Depending on how high your skills are, there should be ways to modify your car. Reinforcing the dash, bumpers etc with steel/iron in order to take more damage Mods influence weight of the vehicle Lowering weight such as removing the back seats of cars and vans increase storage capacity and increase fuel efficiency, but are countered by only allowing one or two people in the vehicle. Increasing the weight by adding grills, reinforcements, loading the vehicle up with supplies, and having multiple people inside should decrease fuel efficiency, making it more costly to bring that tricked out Mad Max vehicle across the map. Cosmetic ways to modify your car with paint would be a nice touch, and could make people recreate their favorite pop-culture cars without Indie Stone getting hit with copyright. MAINTENANCE OF CARS I suggest that the "Metalworking" skill should be changed /renamed to "Mechanic", "Engineer" or something similar. Metalworking is underused at the moment apart from making metal walls and such, or reinforcing windows. Cars in 1993 don't have the vast array of electronics that modern cars do. If someone can do mechanical work on a car, they can figure out how to weld sheet metal. This will make the "Engineering" skill as robust as the carpentry skill, which is well-developed into the "house building" skill that it is. This enhances normal gameplay since we aren't getting a new category, the skill tress will become more complex and will encourage players to decide what they should spend their time on with better rewards. Like the "Farming" skill, those who are well trained can start identifying parts of the car that are damaged or need replacing. Having more information allows for better repairs, and more effective repairs that last longer or replace more condition. Car parts should have condition, and much like Fallout weapons being jammed at a certain condition, car parts should backfire, fail or make more noise depending on the condition of the parts. Modifications are locked behind skills Easier mods such as taking out a seat could be skills for level 1-2 Harder mods such as attaching spiked bumpers (that reduce zombie collision damage) should be regulated to 6-10 Higher skills also allow for better extraction of parts from ruined or spare vehicles. Much like Metalworking and Carpentry allows for more parts to be harvested from objects the higher you skill is. La Cucaracha horn, the most powerful of horns WHEN THE GAS RUNS OUT / USE OF WRECKED CARS Cars should be able to be pushed if they have functioning tires. Pop into neutral and move from driver side. Cars should be able to be stripped for parts Car parts such as tires, engines, brakepads etc can be taken out and installed on other cars of the same category. Cars can be "broken down" and stripped for metal sheets, pipes, and basic electronics (radio). Based on skill. Car batteries can be used for small lights much like the flashlight on a pole, but last much longer. Unlockable levelled skill. Car tires should be able to be taken off. Unless reattached, they cannot be driven of course They become much harder to not only push, but to tip over as well This can provide "walls" in which wrecked cars block zombies Possibly have it so zombies are stopped and have to crawl over the car, or able to stand on top of them Larger cars such as 12 Wheeler Trucks or Ambulances with wheels removed cannot be climbed over or moved due to the weight unless there is a massive horde behind it. This makes Bicycles more useful for after the gas runs out. Junkyards have to be added to the map. Allows for spawning of "car circles" where you can find survivor camps in the fields with broken cars surrounding them. This encourages exploration outside of cities. Possible biofuel with high farming.
  23. Bicycles are definitely needed in the game, especially as a transportation alternative to cars when the gas runs out. Plus if I can't bust some SICK TRIX while dodging zombies than I don't want to play this game! (This is a joke) However you know what Bicycles would be great with less animation? Motorcycles.
  24. I would love radio functionality that can be synced to a music folder in your computer. Sure I'll be playing music past 1993 but I want to have some tracks going on at home. Plus it would be cool if music volume and intensity would draw in zombies. Pop a battery in a radio and play some Deadmau5 in an open field and have the horde be drawn out of the city to Ghosts n Stuff.
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