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RealHumanBeing

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  1. Like
    RealHumanBeing got a reaction from ZombiesLoveBrainiacs in Small but Important Suggestions Thread   
    596.
    Player nicknames will hide in smoke.
    I mean smoke bombs ofc.
  2. Like
    RealHumanBeing got a reaction from Faalagorn in Small but Important Suggestions Thread   
    596.
    Player nicknames will hide in smoke.
    I mean smoke bombs ofc.
  3. Like
    RealHumanBeing got a reaction from Faalagorn in Small but Important Suggestions Thread   
    592:
    Replace text "dirty/bloody" on the clothes to dirt/blood splat icon near it. 
     
    Ability to take handgun in two hands, with new animation for usual one-hand grip. 
    ( with aim stat. differences ofc )
  4. Like
    RealHumanBeing got a reaction from Margera in Small but Important Suggestions Thread   
    596.
    Player nicknames will hide in smoke.
    I mean smoke bombs ofc.
  5. Like
    RealHumanBeing reacted to Leoquent in Small but Important Suggestions Thread   
    667. Make car tires a 3D Object when dropped to the floor like generators. Make them stackable like crates. Let us store them in a visually appealing way in our bases or build tire barricades (for racetracks ;-).
  6. Like
    RealHumanBeing reacted to arkahys in Small but Important Suggestions Thread   
    1. NPC and Story !

    reread last pointbefore continue...

    (color for already said elsewhere by me or others)

    for metalworking being unique :
    616. metal door frame and door (because actually zombies knock on a wooden door even if all the wall is in metal)
    617. Up metal wall health
    618. stack by 3 metal crates as wooden crates ! so easy (i think)
    619. tank fillable with water or fuel, as a crate (or possibility to fill metal crates with liquids) posed on a crate if 618 or (new recips) tripods to replace it, to match with mechanics of fuilds. same effect as actual sink with barrel above, but there, on the same floor.
    620. transparent : prison doors and bars, high wired mesh

    wood :
    621. frame doors, doors (without more hinge need), fences and floor should be upgradable as WoodenWall and WoodenWindowWall. instead of destruct them to rebuild at lvl3.
    and woodenWall and WoodenWindowWall should propose only "build wall" and "build windows" as frame doors, doors, fences and floor (and build the higher level automatically).
    622. damages on walls and others : visual of damages (just display the lvl behind is easy). Repair as propose the upgrade.
    623. plaster : on doors frames. on metal (because it's as far as possible than wood, lol) give a shield to the wall who crumble and allow to see the what is made wall and the state of shield. IRL plaster is a very high consumption. think should have more bag, and a bag for a wall or 2 max.
    624. painting seems very restrictive in addition to an only nice-looking effect ! IRL painting yield is 10/15 m² by liter, if I concider 2 layers : with a 5L you should paint at least 10 wall. A draw seems ~1/4 of wall painting use.
    624* painting should overwright blood. paint plain woodenwall and floor (just with a modificatin of wood color) but always with remove blood !
    625. renforced doors to match with nerf wall health point
    626.  realism of "bridge and balconies" : When build floor, i can do a line of many wooden floor without support under. It break a little realism of bridge effect. When i see a 4 tiles woodenfloor long, it's seems hold in the void, same for 6/8 wooden floor with fences.
    May add constraint such :  for build a woodenfloor, a connected woodenfloor on 2 tiles N,E ( 2+ 1tiles S,W for the on the edge effect and not affect multiplicator ) around must have a pillar or wall on floor above. 
    But this seems more realist with fences, (bridge between houses), then add distance x4 for each wooden floor who get 2 fences or wall on it could balance things. Add some bonus tiles for metal floor.
    Then to do a bridge without pillar between two houses, you have to start from a side, then go to the other side to build and finish bridge.
    627. repair window.
     
    Electricty :
    628. more wide range items at high lvl : vibration, cuting line, are very common IRL securty. radio as link (details here)
     
    Cook :
    629. use bowl not only for rice and pasta, for cooked in stove too, etc..
    630. not display eat all when already eat 1/4 or 1/2.. write regarding to what left in dish.
     
    Farming :
    631 same as 630. quantity for water is abstract : % of plant, of container...
     
    General :
    632. add the health points in the info build window (where icon and requested items) of buidable objects
    633. add a "fill all" when many bottle or objects not full (between each other , and with barrels for exemple)
    634. Allow windows to be moved out of screen ! with big car window, become essential for the little screen i'm actually.
    635. Prohibit all action when too dark (read, build, repair, farm, etc...) as read a to dificult book : "I don"t see anything", "it's too dark", etc..  use your light car or lamp if really need to work outside as IRL, find a generator if inside... or sleep !!!
     
     
    MP :
    636. enjoy my safehouse : Think safehouse and powered tiles/wall should be concidered by coping (or screed, translate doubt) and applied on all floors above. Less rooftop for safehouse , if this is unwanted.
    Could easily resolve playermade safehouses ability (with just a restriction on the surface and tiles distance of other specified building area and safehouse) and restrictive powered zone.
    637. real voice by radio. 
    638. give an occasion and tools to meet survivor ! electricity tools to do with radio transmitor, looping detress mesages, position etc..
     
    as last link (from 2016), I come, i play and in late game : i have build everything, I'have killed hordes of zombies, and I'm boring.
    When I die, i'm asking me, but what will I do in a new game ? each time, it's they need bugs reports and suggests....
     
    639. give interest to late game, tactics : wave of zombies, less idiots zombies ( because the chicken and i see actually is more smart) I don't know.... think sophisticated things (electric, radio, tank) should give a good extention of life SP or/and MP...
    And npc ?!? 

    Map :
    640. rounded corner of road
    641. -1 floor : cellar, dig tunnel. (with constraint to carry land, and spend many time to dig)
     
    edit :
    642. Use concrete powder to make wall : on a frame metal wall (as welded mesh) with nails and wood for formwork. (may wood not be consumed). need woodenwork and metalwork very high. very good for a top wall !
    642* Use concrete powder to make concrete floor (always with metal for welded mesh) and set this as playermade safehouse coping (screed) value for safehosue surface. as last wood an metal lvl high...
    as plaster suggest, 2 point above give the necessity of very more concrete spawning.
  7. Like
    RealHumanBeing reacted to Tolwrath in Small but Important Suggestions Thread   
    Can you please make it so the color of clothing items in the various menus, matches the color of the clothing item when worn? I realize that a clothing overhaul is in the works, so we may not see this corrected on the current clothing, but please don't give the new clothing the same problem.
     
    This has bugged me since back before the change to use 3D models and the "This War of Mine" lighting filter, and I can't believe more people don't mention it.
  8. Like
    RealHumanBeing reacted to Tails in Small but Important Suggestions Thread   
    613.  Locking the door on the inside without a key. 
    614. canned food and  other types of non perishable food items in grocery stores and convenience store shelves instead of just bags of chips and pop.
     
  9. Like
    RealHumanBeing reacted to Randomorph in Small but Important Suggestions Thread   
    597. Axes, hammers and other metal tools with wooden handles shouldn't just break the way they do. Proposed solutions:
      a) A broken metal headed tool is replaced with a metal head (eg Axe head, Hammer head, Sledgehammer head) and a "broken handle". The broken handle can be repaired as normal and become a tool handle. You can then haft the tool head to a tool handle, consuming either ripped sheets, nails, wood glue, or some combination. The durability should reflect the quality of the items used. (Alternatively, just having Tool Handle and giving it the "Broken" condition)
      b) A broken metal headed tool is replaced with a metal head (eg Axe head, Hammer head, Sledgehammer head) and a "broken handle". The broken handle is junk wood and can be burned for fuel. You can create a new tool handle using Carpentry (maybe lv 2-4?) by using a Knife on a Sturdy Stick. You can then haft the tool head to the tool handle, consuming either ripped sheets, nails, wood glue, or some combination. The durability should reflect the quality of the hafting items used, but should be high as an entirely new wooden handle is being used.
    Edit: Durability should also be reflected by Carpentry Skill.

    598. As above suggestion, but you should be able to un-haft the tool somehow (saw? knife?), to re-haft it with new wood to improve the durability, and remove any "repaired x times" modifiers.

    599. Hunting Knives should be re-haftable as well, as it's extremely unlikely for the actual blade to break on a good quality hunting knife, and the metal tangs are quite large, almost handle size on their own.

    600. Crowbar durability should be greatly improved. I don't think they should be invulnerable as others have suggested, but given their in game rarity, and how sturdy Crowbars are in real life, that should be reflected. 

    601. Crowbars should be able to (noisily) pry open a locked window, with some chance to break it. Crowbars should also be able to (very noisily) pry open a locked door, but the door should not be able to be closed tight anymore. I know windows was suggested before, but have not seen the door suggestion yet.

    602. Bigger trees. Stuff that blocks your view even if you're on a second or third story. The bigger trees could take longer to chop, but could yield more wood and twigs depending on their size.

    603. Dragging corpses. Right now it's a huge pain to move Zombies, as they take your primary and secondary slots, and you have to do manual inventory management to drop them, often not exactly where you intended. If we could instead "latch on" (maybe by holding spacebar for a few seconds or something) to a zombie corpse and be forced to (noisily and messily) drag it, with our backs to where we're going, it would be quicker and more apparent where we're actually leaving the corpse.

    604. Wheelbarrows, Carts, Shopping Carts, etc. This would make moving heavy things easier and safer, and could use a similar mechanic as the Dragging corpses, where your hands are busy until you let go of a button (eg spacebar). These devices wouldn't be able to go up and down stairs without picking them up. You wouldn't be able to sneak while using them. They could hold corpses (maybe 1-3 each? or depending on type), furniture, random loot, dirt (for wheelbarrow), and could make noise depending on type. Shopping carts being the most noisy but also most common. This would add a risk-reward element to looting as well, of whether it's worth having your hands full and making more noise to make loot runs more convenient. Strength could determine how much and how fast you could push, as well. Different terrain could affect mobility (eg shopping carts would be very slow on non-pavement, wheelbarrows would be a bit slower on grass, but not much.)

    605. I think this will be part of the animation update, but tripping (corpses, fences, random crap on the ground) or slipping (on snow, wet or icy pavement, oil, or blood) while sprinting, and getting knocked down by zombie attacks (instead of bitten or scratched). These could be affected by the nimble trait, with maybe strength and/or fitness added in to avoid getting knocked down.

    606. Fishing should be possible year round. If the water isn't frozen over, the fish are still mostly active. Even if the water is frozen over, Ice Fishing is a long standing tradition of many cultures, and can catch quite a few. Reducing the rates is fine, but don't make them 0 or almost 0.

    607. Add a smoking/drying rack to Carpentry / Metalworking, which must be placed over a camp fire. Given time it can smoke meat or fish, dehydrate veggies and fruits, dry towels, etc. You'd have to keep an eye so it doesn't overdry (can use a similar mechanic to burning). Dried food would reduce thirst, and lose some of its initial hunger value / nutrients, but have greatly extended or indefinite shelf lives.

    Also honorary mention to something that's been suggested before: Bikes. Please please please.
  10. Like
    RealHumanBeing reacted to Fenris_Wolf in Infection chance details and mechanics. Looking deep into the code's eyes.   
    Shame...that's actually the mechanics that most interest me.
    But interesting stuff none the less, thanks for the info
  11. Like
    RealHumanBeing got a reaction from Leoquent in Seriously? No Non-Player Character Survivors in Single player mode?   
    Ou now nou wi nou da turht! Devilopirs are lazy ases ! they cant evin make enpeces! Oh and ewven the modmaker made it! Oh my thgey are so retarbeb!~ And no wories that dis mod is broken bagy and owerpouwered its a mastapiece!
    Seriously, wth is wrong with you?
  12. Like
    RealHumanBeing reacted to Snakeman in Broken Clothes   
    As pants and other clothes that can be dirty, if add broken clothes (this not give a temperature boost, this can add some difficulty on winter).
    Maybe can add also a recipe using needle and thread to fix some clothes.
  13. Like
    RealHumanBeing reacted to Magic Mark in Veterinary Clinic / Animal Hospital   
    Kentucky, especially rural Kentucky, has a large culture for horses and a penchant for farms that rely on livestock.
     
    With that said, not one of the towns included has any kind of veterinary establishment. With the world that the game is supposed to represent, that is an oversight, and something you should consider addressing with the upcoming map update.
     
    While I'm not asking for quadrupeds, it's overall much better for lore and having the world make sense to perhaps change the map to include a clinic of this type in both future towns and at least one or two that already exist.
     
    If not for dogs and cats, for horses and other livestock. With the setting choice, this is something that should have popped up at least a couple times already.
     
    It also would help solidify this as genuine Kentucky with an equestrian center at some point.
     
    Having stables is a start, but just like guns (I'm ecstatic for the new models displayed with animations update by the way), this is a very prevalent culture within Kentucky that deserves a larger representation.
  14. Like
    RealHumanBeing reacted to Fenris_Wolf in Negative Traits   
    If you notice, the only traits that provide negative values to skill levels are for fitness and strength, which start at 5. While it is possible to do it, you would have to wait til the character reaches lvl 1, then remove the level. And again a second time.
    Personally I think your thinking about the trait wrong. Remember both blunt and axes can be swung 1 handed in game. And while prosthetics are fine for simple tasks, swinging weapons is not one of them. Also bear in mind your dealing with 1993 era prosthetics, not modern day.
     
    I think a better alternative would be simply limiting the use of weapons. If a weapon requires both hands, for unequip it. If it can be used one handed, but the player equips it in both, force a unequip and equip it one handed only, possibly force unequiping any item that goes into the secondary hand as well, maybe depending on the weight of the item.
  15. pillow
    RealHumanBeing reacted to Ayrton Orio in Grave Intention   
    i like the round roof on the 4x4, looks like a lada niva
  16. Like
    RealHumanBeing reacted to Spikelord in SprayPaint Markings   
    Lets Talk Markings [Arrows] [symbols] And Whatnot
    The Mod Below Does This Very Well But This seems like something that should be in the base game 
    Markings Would be Great for role playing and for depth 
    Surprising Things Could make markings 
     
     
    Mustard
    Lipstick 
    Paint
    Crayons 
    Chalk 
    Spray Paint
     
    But of Course Some Would Wash away in the rain
    and markings would be buried under snow
     
    Feedback is Always Welcome And thank You for Reading
     
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=499153179&searchtext=
  17. Like
    RealHumanBeing reacted to Neutz in RELEASED: Vehicle Test 41   
    i noticed you can now lock vehicle doors and the trunk from outside with the key, this is great for MP. It doesn't work for the hood though, you can lock it and then still open it without the key. Kind of grief-y if people can take parts out of your engine because they can't steal the car.
     
    On the same topic i think it would be better to have a open hood button on the dashboard, unsure if most vehicles from the 90's could have their hoods opened without even entering the car so maybe I'm just wrong here and its already accurate.
     
    Also i assume its already going to be implemented but zombies should be able to break your vehicle windows and then drag you out, this is probably waiting for the anim's update though?
     
    And are we going to see animated door/boots etc that will actually open up when you use them? it would make those traffic jams look way better as well.
  18. Like
    RealHumanBeing reacted to Magic Mark in RELEASED: Vehicle Test 41   
    "Feel like they fit in the game"
     
    So... like this?
     

     
    RJ's doing his research to see what's a good choice for the game, I don't think anybody expressing what's wrong with the picture above is undermining his creative process. There's nothing silly about fixing the algorithm for car spawning as that's what this build is for.
     
    That said, good on RJ for being very receptive to the criticism and asking for community feedback to help improve on this. There's nothing "silly" about that. He could easily have not said anything at all and just released it, but no, he specifically opened the floor for feedback. I kind of find it hard to see how this discussion is coming from left field.
  19. Like
    RealHumanBeing reacted to myhappines in Test Track   
    Plz take sounds from gta san andreas,  it would be better then making it in fl studio ( or what you use )
  20. Like
    RealHumanBeing reacted to Spikelord in Test Track   
    Is it just me or is that alot of horsepower
    Disclaimer im not a car guy but 3000+
  21. Like
    RealHumanBeing reacted to Neutz in Test Track   
    Good to see the car sounds improving, though they still seem a little weird, maybe those sounds just don't suite that small car. Will there be different sounds for vans, pickups etc?
     
    Also when can we get a look at those military vehicles hinted at a while ago?
  22. Like
    RealHumanBeing reacted to Jethro in [Request] Safehouse Overhaul/Addon Modification   
    Hello everyone, I haven't visited the Forums properly for quite some time. But, I have recently updated the game and found the addition of "Safehouse" and "Faction" creation to be really interesting. Sadly though there is one thing I dislike about said "Safehouse" creation, it doesn't work on non-residential buildings. It also doesn't work when you have zombies set to "0", in an attempt to setup a Faction stronghold for possible Roleplay. Anyway, I thought to myself that there wouldn't be a better place than the Forums to ask for such a Modification. Any help is appreciated, thank you for your time.
  23. pillow
    RealHumanBeing got a reaction from hunger john in Seriously? No Non-Player Character Survivors in Single player mode?   
    Ou now nou wi nou da turht! Devilopirs are lazy ases ! they cant evin make enpeces! Oh and ewven the modmaker made it! Oh my thgey are so retarbeb!~ And no wories that dis mod is broken bagy and owerpouwered its a mastapiece!
    Seriously, wth is wrong with you?
  24. Like
    RealHumanBeing reacted to JayM in Seriously? No Non-Player Character Survivors in Single player mode?   
    There is a survivors mod available in workshop.
    Worth a try.
    Just trying to be helpful.
  25. pillow
    RealHumanBeing reacted to DicheBach in Seriously? No Non-Player Character Survivors in Single player mode?   
    Surely I'm missing something here? I purchased this game with the understandable expectation that the character played by the player in single player mode is not the sole remaining healthy normal human in Knox County, i.e., that it was possible to meet, befriend, recruit and organize other healthy normal human "non player characters (NPC)" entities during gameplay and organize them into "communities."
     
    This game has been in development since at least 2011. It has an estimated ~875,000 units sold according to SteamSpy (at an estimated median unit price of say . . . $10, that is $8,750,000 in gross revenue since the game was released on Steam, and that would mean ~$6.125 million pre-tax/pre-customs take for Indie Stone after the distributor [Steam] takes their cut . . .).
     
    There are indie dev games which have been out for 1/8th as long, have 1/10th the sales volume, and nonetheless have recruitable non player character entitites in game. Recuitable NPCs have been in games since the early 1990s.
     
    I see discussion to the effect that the vision for the computer controlled ally entities is to create something truly groundbreaking, something that might actually justify that widely misused term "A.I.". Were this not a commercial computer game product, I'd say that would be a laudable goal.
     
    The game is only partly playable as it is. You are business people, and this game is your product. You have already received far more support and faith from the Steam marketplace than most indie developers ever DREAM in their entire careers. Take your heads out of the clouds, implement something that it is "good enough" put it in the game and move forward toward Gold. You do realize that you can always update the game.
     
    Seriously guys. What are you thinking? You cannot possibly go from "no computer controlled ally entities in game" to "one of the best computer controlled ally entities in games" with zero play testing in between.
     
    I am tempted to post a "Do Not Recommend" review on Steam.
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