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Narnobie111

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  1. Like
    Narnobie111 got a reaction from CaptKaspar in Razors And Combs   
    The beard shaving sounds like Don't Starve. Yeah I would like this added. If your character's hair grows too long a zed could easily grab it and take a nice big bite into your neck. I love this idea.
  2. Like
    Narnobie111 got a reaction from Gustav in Feral animals.   
    If the Devs do add alot  of ferals maybe they can put a sandbox option to choose how dangerous they are. Also i think you should get meat from dogs and cats. As sick as it sounds many people do it in different parts of the world.I think if you were desperate for food you could easily go after a cat. Downside to this though this game would get hit hard by PETA.
  3. Like
    Narnobie111 got a reaction from Atoxwarrior in Picture Battle   
    Nothing beats some good ol' fashioned  Ḑ̃̓E͕̖̬̠̝͔͗ͥA͑̂̊͂̃̈̾T̐ͭ̀̚H̯̳͚̟̫͇ͪ ̗̪̘͕͇̭̹̂́M̢͕̭̮̪͕͛̃E̻͍̜̲̹͈̯͋̆̊ͤ̽T̤̟͕͗͌ͨͦA̟̝̩̗̟Ḽ̡̅̓
  4. Like
    Narnobie111 reacted to MonaBabii in Picture Battle   
    Mira! A hunt! Let's join in, boys!
     
    Things got dark real quick...
  5. Like
    Narnobie111 reacted to mieksta in Picture Battle   
    Debri means nothing to SPACE JANITOR!!!

  6. Like
    Narnobie111 reacted to _Gold_ in Picture Battle   
    Annndddd...Sandra Bullock ruins it....
  7. Like
    Narnobie111 got a reaction from MonaBabii in Picture Battle   
    Bye,Bye Asteroid!
     
     

  8. Like
    Narnobie111 reacted to Xeonyx in New Denver, BC (V2.1)   
    Thanks, and thanks everyone for your condolences, but yea, I did do it all by myself; and I left 1000 hours in the rear view mirror long ago
  9. Like
    Narnobie111 reacted to syfy in New Denver, BC (V2.1)   
    sorry for the loss of your friends, that really sucks.
     
    but this map is awesome. thank's for making it, and for placing it in a good spot.
    with the addition of water as well, which is a bonus for the Muldraugh area
     
    can you tell us a bit about what we will find, like a jail, stores, hospital, hardware store, gun shop......
  10. Like
    Narnobie111 reacted to migulao in New Denver, BC (V2.1)   
    Simply glorious.
    Although I still cant get over the fact that you grabbed a chunck of canada and implanted it in kentucky
  11. Like
    Narnobie111 reacted to RobertJohnson in RELEASED: Build 30.12   
    Update build 30.12!
     
    Set 30min day length to be default (but with correct calcul) Added a "reload translation" options, press F12 with the -debugtranslation option to reload, not everything will reload (items/buttons won't reload) No more toggle light switch behind a wall/door Fixed a remove vines bug Increased flash light light distance Spear is now two handed Fixed opening red radishes recipe not working Added progress bars to the health panel when performing actions. Fixed OGG stream bugs (Issues #000854, #000978) YoungPotatoes -> Young Potatoes. Don't throw exceptions when loading unknown InventoryItem types. Don't play thump sounds when players are sleeping, it sounds silly at high speed. Fixed some sounds never playing with the Hard of Hearing trait. Fiddled with tooltip layout again (minimum label width, doubled the padding between label and value).
  12. Like
    Narnobie111 reacted to EnigmaGrey in School Sucks!-do you agree?   
    Gastone Area FlatPack Kittens On Sale $500 And Up!
  13. Like
    Narnobie111 reacted to Austin in School Sucks!-do you agree?   
    wat
  14. Like
    Narnobie111 reacted to Keepbro in School Sucks!-do you agree?   
    Sorry sorry - on an unrelated note my meds have just kicked in
     
     

  15. Like
    Narnobie111 reacted to MrStevenWolfe in Zombies occupied / Hanging around   
    I hope that when animals are implemented, that zombies go after THEM as well as humans! that would be intensely close to the Brooks/Romero writing!
     
    Wouldn't this just be nuts: Sauntering through the city, and the only reason your street is relatively clear is because four of five walkers have cornered a deer in an alley.
     
    Cue the nature nuts dieing trying to save the deer
  16. Like
    Narnobie111 reacted to Hilrof in Zombies occupied / Hanging around   
    Hi every body !
     
    I've been trought a few games in Insane option, and when i get out to find supplies, i always see zombies waiting in streets, just waiting to move after the first sound...
     
    I mean, zombies still are "living" ! So here is my little suggestion :
     
    - Implement a few behavior for zombies, like eating a corpse, follow an other zombie, scratch walls, not intelligent or logical behavior, but something to make zombies more "alive", and by these occupations it could be easier to be invisible for them, they are concentrate and making some noises !
     
    - The second behavior i'd like to see is just zombies to be able to hang around, independantly from any sound. Maybe just after a little time in a place, the zombie move around, a stop somewhere, with any logic ? And by moving, the zombie drags some other zombies who just have seen him move and so follow him by instinct ! I'd love to see some hordes, just one or two per city, "leading" by a small group of zombies always moving around, and draggind other zombies to create a big horde, also dropping little groups of zombies in it track. These hordes could follow sounds and survivors, but when there is any of them, they just follow their instinct, leading them to places all around the city.
     
    (Max Brooks in his survivor guide said that zombies are attracted by the places which attracted humans before : church, schools, community centers, malls... Maybe these places are soak by human odors, and a horde can smell it ?)
     
    Just an idea to make zombies more than waiting in the streets, and more terrible !
    I hope this was clear, i really apologize for my english !
     
    EDIT 24/02/2015 :
     
    Here are some of the ideas you give me :
     
    - When wildlife be there, zombies are of course attract by its move and smell. Especially in city, i'd really love to see dogs and rats. They are the only animals who will stay in town :
    _ rats survive pretty easy to zombies and will have more food and space than ever.  And of course, those little mooving snacks will attract zombies in buildings, sometimes really deep in them.
    _ dogs are the saddest remains of this world : their owners are dead, and dogs wasn't ready to deal with a life without man. But they still are very dangerous beasts, more when hunger come to them... That's why you'll find some dogs, looking together in town, on an opposite neighborhood of the great horde, spreading is rotten smell all around.
    If this animals will left when a horde come around, they'll stay in town, and kind of accustom to this danger. So they won't be afraid by a few zombies hanging around, of course, until one of them see his meal and run after it. That could drag zombies on a long distance, or deep in a building, and zombies will keep looking for it until they forgot. And that could be a pretty long time, enough to get in higher buildings or in a weak point of your fortress...
     
    - Of course zombies are aggressive because of the virus, trying to spreading as much as possible. But after the higher point of contamination, the possibilities to spread just go down, so this organism work on the "health" of his host. According to Max Brooks, zombies in temperate climate (as USA or EU) can live 3 years with a minimal eat. Zombies in cold climate will live longer, and tropical about one year less. But it is still an organism, ruled by a virus who naturally try to live as longer as possible.
    So if zombies will always run after a human being, all the other time they will try to feed themselves, with small animals and rest bodies.
  17. Like
    Narnobie111 got a reaction from CzarUltra in Found Journals-- Lore, Immersion, Quests   
    I'd pay extra for this to be added in the game. I love how there a left over notes and stuff in apocalyptic games.
  18. Like
    Narnobie111 reacted to Bullwinkle in RELEASED: Build 30.12   
    Regarding sleep, the fact is that most people wake up 5 times a night. Once after each 90-minute sleep cycle that goes through the four different stages of sleep, then REM, then a very brief period of wakefulness. People rarely remember the few waking moments that are present in each night of sleep, but that is where you notice that you kicked the covers to the floor and are now cold, so you fetch them "in your sleep" or you realize you need to pee and make a quick dash to the bathroom "in your sleep." You're not really sleeping. It has been a very useful development over the course of evolution to make sure that you wake up a few times each night at least long enough to tell if something is terribly wrong before starting the next 90 minute sleep cycle.
     
    For the game, mechanical wind-up alarm clocks seem like a pretty easy solution. Also many people can set their own internal clock to wake up after a certain amount of time. Maybe this could be a perk you can choose. Drinking large amounts of liquid before sleeping is another ancient way to assure you don't oversleep. Leaving the window open on a cold night might also be another way to control your sleep, as in you might wake up to close the window at some point.
     
    Personally, I just hope that when you pass out from trying to stay awake too long, you don't sleep for many hours straight. In real life, you usually wake up a short time later unless drugs (such as alcohol) are involved because you fell asleep while doing something, rather than getting in a comfortable position, such as laying in a bed, before passing out. Usually when you pass out while doing something, you will be asleep in a position that wasn't meant for sleep, and part of you body will be in an uncomfortable position, and that will wake you up.  So when you guys implement the passing out part of the game, I hope you allow the person to wake up a short while later if they weren't drunk at the time.
  19. Like
    Narnobie111 got a reaction from King jjwpenguin in 12 hour clock option?   
    I live in America and I can't read a 24 hour clock if my life depended on it. Do you think it would be a good idea to add in option in the settings where you could switch from 12 hour clock to the 24 hour clock? I won't be able to respond until around christmas as my laptop refuses to charge. Tell me what you guys think.
  20. Like
    Narnobie111 got a reaction from Atoxwarrior in 12 hour clock option?   
    I live in America and I can't read a 24 hour clock if my life depended on it. Do you think it would be a good idea to add in option in the settings where you could switch from 12 hour clock to the 24 hour clock? I won't be able to respond until around christmas as my laptop refuses to charge. Tell me what you guys think.
  21. Like
    Narnobie111 reacted to Fuzzy Wolfy in Outlands - Forest related suggestions   
    For most, when asked about a Zombie Apocalypse, many are quick to answer that they would find somewhere remote to hunker down and survive. Whether this be on a deserted island, in the mountains, under the sea - don't ask how, or in the forest, the answer usually involves seclusion from the general newly-zombified populace.
     
    Fortunately for us, Project Zomboid has us covered for that!
     
    ... But as any experienced outdoors-man (or woman) would undoubtedly know that, despite the absence of any 'human element', the forest would not be any safer than the city. Especially not now with hundreds, if not thousands, of people who - much like you - seek the remoteness of a farm or cabin, one that you might have already claimed... But we'll leave the role of 'bandits' up to the players themselves, for now.
     
     
    What am I talking about?
     
    Well, it's simple, I already know that animals and wild life are being prepared for a future build - and quite frankly, that alone is enough to get me hyped for some hunting/trapping... But it also worries me. Why? Because, having grown up in the Northern parts of Canada where forests and wild life are abundant, I know that the forest - while lovely and peaceful in comparison to the city - is not in any way shape or form 'safer' than a zombie infested town may be.
     
    Bears, wolves, Coyotes, Mountain Lions, these are just a few of the many things that can make a camping trip go from delightful or horrifying in a heartbeat if you aren't careful and constantly aware of your surroundings. it would be a shame if this wasn't reflected in the game.
     
    Now, I know for a fact that the Zevelopment Team wouldn't just cut us a break - surely they have something up their sleeves, I know better than to trust the creators of a Zombie outbreak! But here's my own suggestions on how to make our hike in the woods just a little more interesting;
     

     
    So, what am I suggesting?
     
    Animals
    Aggressive Wild life - Bears One of the most obvious suggestions I have - and one I'm sure is already in the works, or on the to-do list, is animals that won't hesitate to attack if given the opportunity. Bears, in my opinion, are the best for such a role; they're highly unpredictable, and unbelievably dangerous even to someone carrying a gun. They will not hesitate to charge you down and kill you, either because they are hungry or simply because they have cubs - they will tear the ever-living-hell out and there's very little you can say about it.
     
    Imagine yourself tending to your crops, or possibly scavenging an overgrown city - as cities can already become deteriorated and overgrown - only to see a Bear in the distance, likely moving from trash can to trash can and eating the spoiled food you, or others, have left behind.
     
    Now imagine if, unlike a single zombie, said animal cannot be dispatched very easily... In fact, imagine if the mere sight or sounds of a Bear sends you running indoors. This is the kind of 'threat' the forest needs; something big, and more importantly, something scary.
     
    Persistent Wild life - Wolves Another idea I really liked was the inclusion of animals that could stalk the player - or at least, follow the trail of spoiled/abandoned food, or corpses, they may leave behind. A pack of animals that could very easily out-number and out-run a player if prompted to.
     
    it would certainly give more reason to keep zombie corpses neatly piled a safe distance away from your camp.
     
    Unlike Bears, wolves are actually quite picky about what they choose to attack; they won't attack if the need to isn't present... The only real need that coaxes them to do so is hunger and the defense of their territory. Now imagine if you, or your group, unknowingly set up camp near a Wolf den only to hear or see them stalk the forest near your camp... Or - for simplicity's sake, because Script writers have it rough - you hear them howling in the distance, prompting your group to immediately pack up and leave before a bunch of wolves spawn from the forest and hunt you down.
     
    Neutral Wild life - Deer, Buffalo, Coyotes This is pretty straight forward - while trapping and foraging may be excellent ways to get food, they're also quite slow and not very efficient in comparison to farming - which is even slower, but far more rewarding.
     
    If one was living out in the woods for months, if not longer, and had nothing to eat but canned goods and whatever food they can get to grow out of the ground, I wouldn't be surprised if they'd be willing to spend a few precious bullets to shoot down a Buck or a handfuck of shotgun shells to bag a Buffalo. While I think these animals should be quite rare and extremely evasive of the player, I also think they should yield a lot of raw meat - make finding and killing one a rewarding, albeit rare, occurrence. It would give ability to preserve food a lot more value for end-game scenarios where normal goods are long gone.
     
    Passive Wild life - Raccoons, Rabbits, Fish, etc These are already implemented - at least, some of them are. Still, they bare mentioning; these are the bottom of the food chain competitors, but ones with their own means of survival as well. While it's quite easy, in theory, to trap a rabbit or to shoot a raccoon for food... If one isn't careful, and leave their doors open, they may find one of said creatures raiding their fridge - or worse - carrying unwanted pests and diseases into their very home!
     
    While this might be a little advanced for the current medical system, even for the new system being developed for the 30.0 release - can you imagine acquiring a new hatred for urban pests and scavengers? Suddenly hearing an annoying 'Scratch Scratch' sound every few minutes because - oh dear, you've gotten fleas... Or worse, rabies.
     
     
    Other suggestions
     
    Radio Station It's been discussed that radios and TVs will now have channels which will deliver exposition and a story which will develop along with the game's timeline. This alone is brilliant. I love the idea that there could be people out there still hanging on - just like you, and are trying to communicate to others, even if said 'others' can't communicate back.
     
    -but I'll be blunt; Someone had brought up the idea of having a Broadcasting station on the map - or on one of the new maps, one who's doors would be locked shut and the building would be inaccessible whilst the people broadcasting are still inside. The story, either through TV or Radio broadcasts, would continue until their stories end. When ended, the station itself becomes unlocked - or atleast, accessible - and the player would then be able to enter it and further investigate what happened to the people within it. Whether or not they died depends on the Dev team, but with the broadcasting station freed, Players might be able to send out messages of their own.
     
    I can already guess that, if the power is still on, every TV will be shouting "DICKS DICKS DICKS" non-stop.
     
    Forest / House Fires While this is an easily abused concept already, fires are a constant threat to those who use it. Whether this be a house fire which renders an entire building to rubble, or a forest fire which destroys a large chunk of trees and anything within it, the concept alone would make using campfires and stoves a lot riskier and require a much more cautious approach - such as not leaving them on, or not stuffing flammable objects within it.
     
    This could also be a good way to send a daunting threat to other players; if they find a building near their base, or their own hideout, burnt down... Again, easily abused, but an interesting idea - I would think.
     
    Derelict Vehicles It's already been confirmed that Vehicles are in the works, but why not add non-functional vehicles as well?
     
    Why? Well, when me and a group of 8 other players were traveling from city to city in search of more supplies, we found the travels exceptionally fun due to our own comradery, however the journey itself was... Well... A little underwhelming. While the vast expanse of emptiness and endlessly stretching road gave me a sense of immersion and a realistically grim sense of seclusion, there wasn't very much to make me feel like the world truly was alive; there were no hints of population other than occasionally wandering Zeds.
     
    Why not spruce the roads up with derelict vehicles; trucks which have burnt down or tipped over, blocking portions of the road - ones that can be searched. Cars that have been destroyed due to riots, or simply broken in. Their only use would essentially be window dressing and possibly a spot for loot to be found, nothing more than added details to the world.
     
    "Nah man, we can't go down Barker Street. A truck's blocking it, we gotta' go around."
     
     
    Anywho, that's really all I have for now.
     
    Stay safe out there.
     
  22. Like
    Narnobie111 reacted to Austin in Random Funny Picture Thread   
    Not mine, but I've come across it a few times
  23. Like
    Narnobie111 reacted to Pixel Bombs in Random Funny Picture Thread   
  24. Like
    Narnobie111 reacted to CzarUltra in Found Journals-- Lore, Immersion, Quests   
    ok, I wrote a quest that involves a group of NPC's who establish an outpost at the railyard
     
    Quest: (Found in Muldraugh after 10-15 days of survival on a random dead body or zombie)
    (There will also be a dufflebag, a tent kit, a random amount of loot alluded to in the note and a pistol) as

    Hey moron, remember you're only going to Muldraugh to get supplies, don't worry about useless sentimental shit. As much food, water and medicine as you can carry. Also, PAY ATTENTION this is important. Find a trowel and as many seed packets as you can find. We'll need them to start our crops. Oh and nails. We're gonna need nails and garbage bags for rain collectors. The whole survivor camp depends on you, so try and not get bit or lead a bunch of freaks back to the rail-yard. I sent a couple other guys but I figure it's best not to put all my eggs in one basket so to speak so they're taking different routes. If you see any other survivors don't take any damn chances, they're as deadly as the freaks for all you know. And don't get trigger happy with that gun, use it only if you're trapped and then fucking run. Those bastards come out of the woodwork whenever they hear gunfire. I'm giving you a week to get back here, so don't wander too far. Any longer than that and I'll have to assume you're dead. If you get lost on your way back, just remember that the train tracks that lead to the railyard are south of the baseball diamond and then all you have to do is follow them south through the woods. It's a long walk so bring a tent. Once you get to the road, just go east. Good luck! -K
     
    It drops in several hints on surviving, like about rain collectors and crops. If the NPC's ever get as cool as I'm imagining, I would imagine the quest would conclude by delivering the supplies to their camp, where you might get rewarded and allowed to stay or be attacked by the paranoid survivors. If the NPCs aren't as cool as I'm imagining, you get to the railyard and although it seems to be heavily fortified, everyone's dead and there's zombies everywhere.  Perhaps even if the NPC's are fleshed out enough to have a whole survivor village there could be a random chance for any of that to happen.  In which case you could probably come across a couple more journals and quests related to it once you get there.
     
    Quest (found in a hut of an NPC at the Railyard Survivor camp)
    K's gone nuts. He keeps accusing people of being infected and “Quarantining them” in one of the store houses. I think the power of leadership has gone to his head. But none of us can really stand up to him since he's got all the ammo and food. I snuck into the warehouse last night to give some of those people a portion of my rations. They're not infected! He just didn't think they could pull their weight. Some of them just wanted to leave, but K wouldn't have that. K won't rest until we've built a wall around this place three times, or die trying.
     
    And then you'd like find either alive survivors in there, dead bodies or zombies. And maybe if you saved the survivors while K was still alive, one of them would ask you to kill K and if you do you like... become leader of the survivor village.  (wow a lot of thoughts, sorry if it seems rambley)
  25. Like
    Narnobie111 reacted to Some Clever Username in Found Journals-- Lore, Immersion, Quests   
    This is needed a lot!
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