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Strider

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Everything posted by Strider

  1. Very true. I think I'd take fresh caught/cooked fish over a pizza though. Papa Johns would give a run for it's money though.
  2. I've no idea why you're apologizing. You're in general discussion. Generally discussing NPC's. Bad Johnny, how could you! Whenever I've done anything like fishing in a game before I feel terribly depressed. I think to myself; Shouldn't I just, I dunno, go fishing? edit: I'd just like to add. Regardless of how much fun it is or is not. If fishing were not present in PZ it would've been a major oversight. It fleshes out the game well.
  3. I'm really pleased to hear this. I think PZ is the only game that'll really give me that TWD experience. Sure I loved TellTales narrative, I really got drawn in but I could only affect it so much. With PZ the story will be how I shape it.
  4. You're giving advice for when - inevitably - the zombies come. You're providing survival tips... All seriousness, it's not enough to just give something to the player. You can't just give them an almost infinite supply of fuel and not balance it out. Having the player force the tank open like they need force a window adds balance. Zombies should hear windows being forced although I've not seen this exhibited. You see it in TWD all the time. The guy/girl always gets bitten when they put down their weapon to [perform routine action they do every day without issue a hundred times before] except this time they only got 4 hours sleep and didn't notice the Z asleep in the car next to them. This should also be the case for fuel. So it should be when opening windows, siphoning fuel, cutting wood. This would place extra emphasis on NPC's as lookouts. You (and others) have made the following quite clear : * To hotwire a car you'd need prior knowledge. It is not common knowledge.[1] * Getting fuel from the station itself (after the power is off) is a complete no-go * Getting fuel by way of siphoning is common knowledge [1] As mentioned this might be something specific to a profession, like mechanic. It should be a teachable skill. It would greatly add to the value of NPC's if say, one were a mechanic or possibly a car thief in their former life. Well, so much for quick reply. War and peace all over again. Sorry about that.
  5. Worth remembering. Besides it'd add extra value to have to siphon from cars.
  6. Agree. This would be good. I'm going to assume you're read the previous posts, right? There are a lot of them but they go into great detail as to why the notion of scarcity of Petroleum/petrol/gas/gasoline would not be realistic. Take a look, hopefully it'll change your mind. I certainly don't want to re-tread that ground because I feel it's pretty much clear cut. Great lengths should be taken to ensure that cars make getting from A to B easier but for very little else. It has been touched upon. I like the mechanic idea. That would be another geat NPC/PC skill. It could create some wonderful tense moments if your car breaks down and you're covering the car while the NPC repairs it.
  7. I've never heard of a lawnmower used as a weapon of war before now. Leonardo would be proud of you.
  8. Yeah, that's the episode in The Walking Dead where I politely make my excuses and head off in the opposite direction with a friendly "g'luck buddy!" over my shoulder as I go.
  9. **** me sideways. Talk about 'ringing the dinner bell' I don't know where you two are but let me know so if the Z's come I know to stay well ***ing clear of you both!
  10. I agree with this 100% It's an excellent mechanic to limit the 'power' of cars. In many respects they could be a massive liability as demonstrated by: http://en.wikipedia.org/wiki/What_Lies_Ahead Agree except for the part about gas. I see no reason that they shouldn't be fairly well stocked. Everything else, yup, totally agree. I think these are all great ideas for gaming balancing.
  11. These are really good reasons to add horses to PZ! Yeah. As a tool to game balance they'd be fantastic although I think horses should require a severe time investment for the reasons that Kajin has already articulated well. Good points. I like the truck idea, good solid logical thinking their Dr Spock. Initially I thought 'chainsaw, truck' safer? But it would be if you could get in and out quickly and save yourself multiple trips.
  12. We can look at cars in one of two ways 1. What's 'realistic' ? 2. What's good for the game? 1. In Mul I'd imagine there are almost as many cars as people. The great US of A is a big country and it's useful to have a car to get around much more so than say here in the UK although others would not attest to that. As (I'm pretty sure) I've already said, in the wake of a panic like this it'd simply be impossible to completely empty the fuel tank of every car. People would crash, people would panic and leave their car and so on. 2. I'm not sure having lots of cars to get around is good for game balancing when the game is already painfully easy as it is. There needs to be trade-off. If there is one thing Minecraft has taught us[1] is that we appreciate something a lot more if we have to earn it. PZ understands this so you love your axe when you finally have it. You love your safe-house when it's finally built. And so it should be with cars. They all should have something wrong with them. Maybe a faulty spark plug, maybe a flat tyre, by taking one off another and putting it on the soon-to-be working car you'd appreciate it a lot more. If you then make the cars easy to damage by Z's. If you make running over Z's a very bad idea for the car. You'll treat it with care. Last point. I think the cars could be useful. There may be mini stories or perhaps something that ties in with companions or family that you need to drive to another town. At the moment there is only Mul. and WP. However if there were other towns which were over 20-30 + miles away then finding a car would have greater significance. It'd also give the game a wonderful The Walking Dead feel. 'We need to go here to try and find Ben' etc [1] Except that the sound 'Hsssss' is to be feared above all others.
  13. You could move them by installing a mod. I cannot attest to whether the mods are working in the current buid/s. You could maybe give it a go. http://pz-mods.net/gameplay/CorpseMod/ Best of luck.
  14. Well I think I've made most of my opinions clear. No need for me to wade in further.
  15. I feel pretty strongly that the game is not meant to be played competitively. I base this opinion on my overall opinions of the the game so far and this comment, left on the website shortly after MP was rolled out. They said: If you don't like the features (that I feel could be contained within a different section or disabled entirely) then that's fine, I don't mind you not liking the idea. I've not quite caught up with your reasons for omitting it yet though.
  16. Y'know. I'm trying to be diplomatic and consider my answer. I'm also reading your posts, you could at least do the same. I mentioned in the first and subsequent posts that the family features could be contained within either sandbox or just single player in general. Any game you start with whatever character or indeed family would have no baring on other peoples whatsoever. The competitiveness of PZ reminds me of DayZ and other games and it's one of the things I'm trying my best to get away from. You're citing unfair advantage of one player over another when - as far as I'm concerned - PZ has little or nothing to do with competing with other players. It's about staying alive for just another day. It's just a shame the game is a little easy at the moment.
  17. I don't see why it should be a problem if someone starts with more points but then I was thinking of the game in an single player context. I'd much rather play a SP game with massive NPC elements then a multiplayer where everyone else judges themselves on how many zombies they've killed. I see no reason why this can't an optional in all regards from sandbox mode.
  18. Let me put it this way. There will be no pets in my safehouse! Opens an interesting question. What if an NPC turns up with a pet that you're not able to keep. Add wild dogs and cats u can tame, procreation between male and female characters, ability to craft a chimney. We would be able to create a true family in this damned and forsaken world. That you might as well douse in barbecue sauce because of all the noise the pets will make
  19. Let me put it this way. There will be no pets in my safehouse! Opens an interesting question. What if an NPC turns up with a pet that you're not able to keep.
  20. A house cat. Possible. If the cat is happy staying in the house else it's f*cking 'meow' all night long.
  21. Fair enough. You're f*cked then, basically. I would see a cat as a massive liability in such circumstances. What you going to do, let it out every night for you to wake up each morning to 20 Z's on your doorstep?
  22. That's very kind of you to take the time to say so, thanks
  23. Sure. Quite a few of my suggestions have provoked the ire of the PZ community. Containing my idea within the sandbox might allow me to make it out of this thread relatively intact.
  24. Hey, As per this forum thread: http://theindiestone.com/forums/index.php/topic/7089-does-pz-really-even-need-cars/page-3 Basic Premise It struck me it'd be good to have family ties that exist at the start of the game. These would drive players/NPC's to go out into town / other towns to find their family. I think these could be fantastic variables for NPC's and player characters who chose not to ignore them. These could be family, lovers, or, being Kentucky, maybe both? Why I think it'd be a good variable to make either the player explore or an NPC (who may be integral to the group) leave the group in hope of finding them. Example A player spawns in a house in Mul. The family ties section shows he has two relations in Mul. (Mother and cousin) and one in WP (brother). For every day the player lives without knowing if the mother or brother is dead causes a small debuff like a plus towards sadness. Locating the alive family member will give a massive boost to morale. Finding them dead will give a massive temporary minus to morale/happiness (which could lead to other things) but given time they should recover unless other stimuli tips them over the edge. If the player ignores the cousin. They might feel sad but this might go away due to the relative closeness of that family member. After all, you're going to naturally care more intensely for the closest members of your family. Wrapping up my thoughts This is just an idea. Don't panic, I don't own/fund/mind control the devs so this doesn't mean it *will* be implimented into the game. I'm just making the suggestion. Additionally, it's not final. I just think it'd be an addition to what I understand the dev's already have in mind for NPC's. Perhaps not family but certainly relationships, if I was paying attention (and I believe I was) Cheers
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