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Burger_Time

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  1. Like
    Burger_Time got a reaction from MrZombifiedGamer in Smoking withdrawal needs work   
    Everything is ok but I think that nausea and headaches are bit too much.
  2. Pie
    Burger_Time got a reaction from Icy Motto in Environmental damage while fighting   
    As the title says, it would be good to be able to break some furniture in struggle. Imagine how cool can it be to smash TV or break a mirror while hitting zeds.
  3. Like
    Burger_Time reacted to bpdlr in Smoking withdrawal needs work   
    I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic.
     
    First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it!
     
    Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy".  Sadness should be added as another symptom, but again only mildly.  Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks.
     
    As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit.  Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse.
     
    In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  4. Like
    Burger_Time reacted to Lawlmonster in Get Rid Of Age   
    I mean, they could just add a numerical value field in the character selection process for a character's age and not attach any features to it in the immediate future, at least until, or if, they're ever ready to. I don't see how that would be difficult to make happen, but I imagine it's simply not a priority. Still, it's bothered me for a long time also, so I tend to ignore it all together.
  5. Like
    Burger_Time got a reaction from MrCouper in Environmental damage while fighting   
    Maybe that's too much, but be able to break furniture would be good.
  6. Like
    Burger_Time got a reaction from Dubster in Environmental damage while fighting   
    As the title says, it would be good to be able to break some furniture in struggle. Imagine how cool can it be to smash TV or break a mirror while hitting zeds.
  7. Like
    Burger_Time reacted to bpdlr in More utility vehicles   
    It would be nice to see more models of "normal" car, but what the world is really lacking is a host of other vehicles that would add immersion and some more colour:

    - diggers and bulldozers (construction sites look empty!)
    - Electric Co. vans with hydraulic lifts for repairing telegraph poles
    - forklifts
    - ice cream vans  (not sure if a US thing or not)
    - tow bars as an upgrade, and trailers. Also, the ability to tow wrecks or other cars.
    - mobile homes and caravans (not sure if the latter are a US thing?)
    - tractors and a few farm attachments like mowers or sprayers- combine harvesters! PLEASE!
    - buses (school buses are such a US thing, really odd not to see them in the game)
    - big trucks ("Mack trucks" or what we Brits call "articulated lorries") - it's strange not to see these on the big highways
    - EDIT: fire trucks!
     
    Sorry if some of these have been suggested before.
  8. Like
    Burger_Time got a reaction from MrCouper in Environmental damage while fighting   
    As the title says, it would be good to be able to break some furniture in struggle. Imagine how cool can it be to smash TV or break a mirror while hitting zeds.
  9. Like
    Burger_Time reacted to grammarsalad in Trapping skill: zombie sized traps   
    It occurred to me that the skill Should be useful for trapping larger ' game' at higher levels. You Should be able to create pit traps, or those 'sharpened tree branch stabby' traps, and so on. These should probably require a recipe.
     
    Also, you Should be able to create non lethal traps, and keep mice as pets.
  10. Like
    Burger_Time got a reaction from grammarsalad in Environmental damage while fighting   
    As the title says, it would be good to be able to break some furniture in struggle. Imagine how cool can it be to smash TV or break a mirror while hitting zeds.
  11. Like
    Burger_Time reacted to bpdlr in Vehicles should destroy small plants and hinder erosion   
    One of the major problems with vehicles is navigating off-road with all the tiny trees that are easily mistaken for bushes. In real life, even a small car would knock over and snap a sapling. Small trees should be destroyed by vehicles, and maybe larger trucks could even knock over medium trees (but still take some damage).
     
    Vehicles should also destroy bushes and grass as they drive over it - maybe not all of it, but say 50% of the tiles they pass over. This way, if you drive along the same route often, you'll eventually clear a path. It would be cool if the tiles could turn from grass to mud after continual use, but I doubt that's a trivial coding task.
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