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Burger_Time

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  1. Like
    Burger_Time reacted to MrTrololo in "don't fall off from stairs"   
    zombies pushed downstairs should be more vulnerable to pushing back,easier to knocked down,eventually get injuries from falling.
    domino effect also would be something worth of watching if we have to fight off more than one zombie.
    these features would be especially useful to everybody who decides to have safehouse on higher floors.
  2. Like
    Burger_Time got a reaction from trombonaught in Ammo counter   
    It's unrealistic. Over.
     
  3. Like
    Burger_Time got a reaction from Vortecus in Bruises   
    Currently, character doesn't even feel pain when he get hit by zombire or blunt weapon like frying pan (But I think that he should), so I decided to suggest a new type of injure that blunt weapon can do — bruises.
    Bruises appear in short time after getting hit and cause minor pain (and Pain if trying to do something with it). It doesn't need extra medication to heal it, but you can speed up healing by ?applying bandage?
    Bruises, usually, disappear in 1-2 days, so it won't be a injure that you need to worry about.
  4. Like
    Burger_Time reacted to Octopus in Bruises   
    Hell yes! Give us the opportunity to:
     
     - Temporarily deafen ourselves when we fire a gun in enclosed environments (possibly negated with earplugs)
     - Temporarily blind ourselves by welding without eye protection
     - Risk driving a nail through our hand with low carpentry skill
     - Risk burning ourselves or slicing a finger open with low cooking skill
     - Twist our ankle when running through the woods in a blind panic
     
    We can always use more chances to injure ourselves (especially through our own stupidity) in Project Zomboid.
     
  5. Pie
    Burger_Time got a reaction from Pandorea in 40.6 — can't drive while drunk.   
    Title says all, I guess. I simply can't move a car after I've taken some shots.
  6. Like
    Burger_Time reacted to trombonaught in 40.6 — can't drive while drunk.   
    Whoa sick- now how do we implement this in RL?!!
  7. Like
    Burger_Time got a reaction from Tails in Bruises   
    Currently, character doesn't even feel pain when he get hit by zombire or blunt weapon like frying pan (But I think that he should), so I decided to suggest a new type of injure that blunt weapon can do — bruises.
    Bruises appear in short time after getting hit and cause minor pain (and Pain if trying to do something with it). It doesn't need extra medication to heal it, but you can speed up healing by ?applying bandage?
    Bruises, usually, disappear in 1-2 days, so it won't be a injure that you need to worry about.
  8. Pie
    Burger_Time got a reaction from trombonaught in Ammo counter   
    NO.
  9. Like
    Burger_Time got a reaction from grammarsalad in Bruises   
    Currently, character doesn't even feel pain when he get hit by zombire or blunt weapon like frying pan (But I think that he should), so I decided to suggest a new type of injure that blunt weapon can do — bruises.
    Bruises appear in short time after getting hit and cause minor pain (and Pain if trying to do something with it). It doesn't need extra medication to heal it, but you can speed up healing by ?applying bandage?
    Bruises, usually, disappear in 1-2 days, so it won't be a injure that you need to worry about.
  10. Like
    Burger_Time got a reaction from Leoquent in Ammo counter   
    It's unrealistic. Over.
     
  11. Like
    Burger_Time got a reaction from Bejasc in Ammo counter   
    NO.
  12. Like
    Burger_Time reacted to rez in Food that should rot, but currently don't   
    If we talk 'non-perishable' that have an expiration date, then everything canned should have their 2-3 years. Then pickles, chocolate, cupcakes and other stuff, including spice. Of course, medicinal herbs, violets and similar should rot in a couple of days. But... where does that leave us? All the food in the world is perishable, and maintaining balance is a priority, so while I do understand your reasoning and would like to see that implemented, I'm afraid that will require massive rebalance, so won't happen soon and there are more issues to fix and features to implement (steam generators, solar power, canning machines, tupperware etc).
     
    On the bright side, you can make the mod for all the changes with the food and post it on Steam, because that's a simple enough thing to do and you probably don't need to wait for that long to get what you want. And many people would be grateful for that =)
  13. Like
    Burger_Time got a reaction from Faalagorn in RELEASED: WEATHER TEST BUILD   
    Yes, this update is good. Here's some things I've seen:
    Now you have to focus headlights.
    If trunk/hood missing, car's model actually missing trunk/hood.
    They've added ability to "Overinflate" tyres. Again.
  14. Like
    Burger_Time got a reaction from trombonaught in RELEASED: WEATHER TEST BUILD   
    Also it will be good if in winter you still have electricity, there will be a central heating activated and it will warm up house.
     
    Upd: Oh, how about air conditioners and fans in some houses? It's good because dying because of hypertermia is inevitable right now.
  15. Pie
    Burger_Time got a reaction from Icy Motto in RELEASED: WEATHER TEST BUILD   
    Also it will be good if in winter you still have electricity, there will be a central heating activated and it will warm up house.
     
    Upd: Oh, how about air conditioners and fans in some houses? It's good because dying because of hypertermia is inevitable right now.
  16. Like
    Burger_Time reacted to B33ware in Vehicle engine break   
    After reading post about generation explosion I've got an idea.
    What if we can have that system on cars?
    When engine durability is lower than 40% (for example), we can have a chance of engine break.
    After engine break you should exit your car and make some engine maitenance (without spare part).
    The lower state of engine-the longer it will take to repair.
    And if the engine condition is very low, you should have a chance of fatal break, after that you should repair it with high mechanic skill and with a fair amount of spare parts.
    I think that this system can generate some awesome moments.
    What do you think?
  17. Spiffo
    Burger_Time reacted to Faalagorn in [Build 40.9] TV shows exploit   
    Nice find! I was wondering that myself when we left our multiplayer server just after the show (the server pauses) and upon reconnecting we had another show running.
     
    I think it can be only repeated to a certain amount though, not necessarily infinite buy depending on the time setting, XP multiplier and electricty – plus I'd still take decent amount of game time depending whether you have book bonus and fast/slow learner. Since TV shows normally start precisley at 6:00, 12:00, 18:00 and 24:00 and they only appear if there's enough time for them to finish (2 RL minutes? 3? haven't check that), you only fit several depending on the time settings before the new show is scheduled to arrive. With slow reader, just keeping with the books read to keep up with bonuses is challenging enough! And add on top of that time to schedule for base building, scavenging and taking care of needs.
     
    I wish the system would be further improved though. Currently it seems that only TV gives you the bonuses, haven't seen anything in radio, and mostly (only?) the life and living channel and it's mostly carpentry and cooking, with no metalwork, electricity, mechanic and first aid at all (from the skills that have books). There was mention of recording the programs too, which would be great for characters that spawn after the initial 2 weeks, since it's about the time the broadcast are still there. The current hours (6, 12, 18, 24) are not really realistic too, especially since when you have all channels on, everything starts at the same time – realistically there would be actual timeline for different programs, would be great for having to know the hours your program broadcast. But I diverge, as it's more a matter for suggestion and not directly related to actual bug report .
  18. Spiffo
    Burger_Time reacted to MrCouper in More panic factors   
    I agree with you on this! I'd like to see this as an initial state of panic then, once first aid is applied, transitions into Anxious as the relief of being being bandaged would feel 'safer' but the unknowing potential of infection would keep you on edge. 
    I feel this would also lean towards more anxiety and worry then panic. but a great suggestion none the less.
     
    Some things I thought may fit in are;
    -When a weapon breaks whilst in combat/danger
    -When a tyre pops at high speeds or with zombies around
    -When the player crashes a car
    -If inside enjoying the luxury of power and it suddenly goes out? (Anxiety?)
    -The sight of a horde (larger the horde the more panic suddenly induced)
    -Zombie(s) banging on your doors or windows whilst reading
    -Running out of ammo while in combat/danger, (No more rounds left in inventory or empty firearm and attempting to shoot)
    -A 'fear of heights' trait causing slight panic or anxiety while standing close to the edge, without any railing or fencing, on the second floor or higher.
    -Encountering zombies without any weapons or under heavy load
    -Being 'naked' around zombies and other players?
     
    okay I think I'm getting carried away now lol
  19. Like
    Burger_Time got a reaction from grammarsalad in More panic factors   
    Currently, character can become panicked only if he sees zombies, so I decided to write a short list of things that can make you panic.
     
    1. Witness murder at first times.
    2. Being surrendered by zombies outside the building.
    3. Triggering home/vehicle alarm.
    4. Being inside burning building.
    5. Falling from roof.
    6. Sudden zombie appearance (from behind the corners and trees e.t.c).
    7. Being under fire.
    8. Being damaged.
    9. Got bitten.
    10. Idk what to add. You can continue list in comments.
  20. Like
    Burger_Time reacted to Faalagorn in Burning and freezing mechanics for all items   
    I originally wanted to post it in Small but Important Suggestions Thread, but since it grew to be more than a small suggestion, I decided to make a separate thread for it.
     
    Currently, we have the CantBeFrozen flag, as well as the cooling down and freezing mechanic as well as related blue color change and freezing progress bar and icon for food that extends their shelf time, but it applies to food (Type = Food) items extensively. In the opposite, there's a temperature mechanic for food that depends on the heat source and temperature settings, as well as related GoodHot and BadCold flags and a related red color bar which this time applies to all items, but only have effect on food that either can be cooked or has the before mentioned flags.
     
    Those mechanics are fine, but not without issues it seems but what I'd love to see is extending it to be slightly more realistic for other items. Currently you can put items with CantBeFrozen inside the working freezer and while they don't get the benefit of freezer, they also don't get the disadvantage of freezing (having to thaw). Conversely, you can put a book in oven and it'll be just fine. With that in mind, here's what I suggest:
    At the very basics, all items should froze when put in the freezer and have to be thawed before using, including items that have CantBeFrozen flag (see below for details) and items that are not Type = Food. Accidentally put your gun in the freezer and want to shoot it? Sorry, you have to let it thaw. Similarily, putting non-cookable items in heat sources should destroy them (and risk a fire?). Ideally those items would be replaced with (Burnt) version of said item – similar to cookable food – alternatively replaced a generic item such as ash, to easily identify the item was destroyed and having to remove it afterwards. In case of the latter, ash even can have some uses. Finally, items with CantBeFrozen flag should get damaged (destroyed?) when frozen – packaged drinks, milks and eggs, would explode for example. However, CantBeFrozen flag currently isn't much consistent with its usage. Right now from perishable foods, only eggs, wild eggs (but not egg carton!) and milk  have it, when only a part of nonperishable items have that flag.  Which brings me to the following conclusion: only items that pose a risk when frozen should have the CantBeFrozen flag, as it seems to be an original idea, as almost all bottled liquids got the flag initially. Over time additional items got it, mainly things like antibiotics, cigarettes, salt, pepper. I don't quite get what was the logic to add the flag to Chips, Instant Popcorn, Peanuts and Sunflower Seeds (though the latter weren't even possible to find in the game shortly before this flag was implemented) when other perishables don't have this flag.
    If my last suggestion would be implemented, then usage of this flag could be tweaked, with only tightly sealed liquids to pose a thread of damaging when frozen, most of which already got the tag anyway. For details, see my food spreadsheet.
     
    The whole system would certainly need some tweaks to get it right, depending on how accurate it'd be, for example some items would burn faster than other (magazines, books), especially when put in campfire, and some would actually explode (fuel, deodorant, ammunition). Some items would actually survive too, depending on temperature (metal things), on the other hand putting metal things in microwave would risk a broken microwave or even a small fire too, which was already suggested, most recently here.
    Heck, maybe that could actually replace the current add fuel to campfire mechanic eventually? Something like other sandboxes such as Minecraft have – if it can burn, it can extend the time campfire is lit when put inside the container.
     
    All of these suggestions would reuse the mechanics that are already there and I think would fit nice with the temperature/weather overhaul with the addition of outside temperature having effect on food as well (cooling down in winter causing it to last longer when outside or heating up when left in summer, causing it to rot faster, as was originally suggested in the weather test build thread by @vanorfeadiel and later expanded by me:
     
  21. Like
    Burger_Time got a reaction from Wolf_EX in More panic factors   
    Currently, character can become panicked only if he sees zombies, so I decided to write a short list of things that can make you panic.
     
    1. Witness murder at first times.
    2. Being surrendered by zombies outside the building.
    3. Triggering home/vehicle alarm.
    4. Being inside burning building.
    5. Falling from roof.
    6. Sudden zombie appearance (from behind the corners and trees e.t.c).
    7. Being under fire.
    8. Being damaged.
    9. Got bitten.
    10. Idk what to add. You can continue list in comments.
  22. Like
    Burger_Time reacted to MrCouper in Switching gear + Automatic/Manual transmission.   
    Hmmmm nice, if it was vehicle specific then transmission could be a change-able part?
    SUV and the modern cars would also likely be automatic, older vehicles and pickups most likely manual.
    This would be great as well as RWD or FWD, which would affect handling under acceleration or deceleration when turning
  23. Like
    Burger_Time got a reaction from MrCouper in Switching gear + Automatic/Manual transmission.   
    Players've learnt how to drive... It's time to make driving even harder!
    If you want to drive faster/slower or go backwards, you need to switch gear. Some of the vehicles (Like sportscars) have Automatic transmission so you don't need to switch gear (except for go backwards). This should make driving a bit harder and new people won't drive a car as fast as they found a key to the nearest car. Also this will add one more option to choose besides Capacity and Speed.
     
    P.s: If there's any mistakes in the text — sry.
     
    UPD: Uh, there's one thing that imo will make driving more realistic — Handbrake should be toggleable and make car unable to move while handbrake is used.
  24. Spiffo
    Burger_Time reacted to myhappines in Driver proffesion and skill.   
    Hi all. I thought that driver proffesion could be a good adittion to the game and make it little harder.  First, about driving skill. While driving a vehicle you gathering experience,  the more experience you have,  of it depends driving style, for example faster braking, acceleration, faster engine start, and of cource driving on different surfaces, including off-road, asphalt, and snow and ice, if the last one is planned. Also turnig, if driving skill is low it requies more space and taking more time, and if you have advanced driving skill, it should be faster.  This can also have an impact on gear switching, and engine stalls. Shortly to say, just like in real life,  more you drive you feel more confident on the road. And the last one,  unexperinenced drivers can feal panic when driving at high speed  in contrast to the more experienced persons. 
     
  25. Like
    Burger_Time reacted to ethanx4 in RELEASED: WEATHER TEST BUILD   
    I think it would be fine if there is fog outside the house and there is an open window, get a bit of fog in the room until the window closes.
     
    PD: Sorry guys again for my bad english,  I hope you understand, thanks
     

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