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Burger_Time

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  1. Like
    Burger_Time reacted to You've Got Red On You in Door Knocking   
    Hey Guys,
     
    Just a suggestion, it may already be a thing, but would it be a good idea to implement a door knocking system to test if Zombies are active on the other side of the room? If I venture out to my neighbours house after running out of food I think even in an apocalypse scenario I'd knock on the door ( I think I may be too polite to survive such an outbreak come to think of it ) and at least its a preventative measure to stop coming face first with a Zed without first checking who's on the other side.
     
    Thanks for reading!
     
    YGROY
  2. Like
    Burger_Time got a reaction from grammarsalad in Suggestion: Merge Weather & Vehicles to introduce hazardous driving conditions   
    That would be pretty cool. Don't forget to change your tires to the snow ones if you really wanna stay on the road in winter.
  3. Pie
    Burger_Time got a reaction from Darkmark8910 in Suggestion: Merge Weather & Vehicles to introduce hazardous driving conditions   
    That would be pretty cool. Don't forget to change your tires to the snow ones if you really wanna stay on the road in winter.
  4. Like
    Burger_Time got a reaction from Geras in Suggestion: Merge Weather & Vehicles to introduce hazardous driving conditions   
    That would be pretty cool. Don't forget to change your tires to the snow ones if you really wanna stay on the road in winter.
  5. Like
    Burger_Time reacted to Darkmark8910 in Suggestion: Merge Weather & Vehicles to introduce hazardous driving conditions   
    tl;dr - weather effects currently present in the game also affect road quality, road safety, & the ability of a player to operate a vehicle safely; not only impaired vision from fog / thunderstorms, but also mucking up the operation of the vehicle itself (as tires/brakes can't handle mud/ice/snow well). 
     
    Merging weather & vehicles / road safety would be awesome! 
     
    Examples of hazards would be:
     
    Ice on concrete roads in late fall / early spring, when rainfall starts to freeze overnight & snow that's melted during the day freezes at night.  Skidding on roads! I hope you're making your turns properly! Slip & slide all day every day, unless you're -really- careful and going -really- slow.  Did you take speed demon? Oh boy, if your wheels spin out on you, you might be getting real close to Greene's. Heavy snowfall Limiting vehicles speeds, especially low-to-the-ground car speeds (like sedans). No snow plow service around town! Bonus points if snow also covers up cars' windshields & the like. Snow scraping time! Hopefully the zombies don't hear you de-icing the car....  Super-cold weather  EDIT: per comments, winter tires to be able to move efficiently during the cold months?  If it's notably cold for a few days (like in mid-winter in PZ) & a vehicle's low on gas, and the car hasn't been started for a few days, and the engine's old... you might have to find a friend to jump-start your car, because the gas lines (the route gas takes from the tank to your engine) froze from the cold & the engine won't start!  Fun fact: while gas won't freeze itself, if your gas tank's pretty empty, water vapor builds up in it. That water vapor -can- freeze, and when it does, it makes your car unable to start.  A week at a quarter-tank can screw you easy.  Rain & mud on dirt roads / wilderness Did it rain recently, or is it raining right now? Time for some mud racing!  
    All ideas are purely from living in suburban Chicago / rural Illinois for years & dealing with winter weather. 
     
    What other ideas do you guys have for merging weather already in the game & vehicle operation together? 

    Quick links:
    https://www.bellperformance.com/blog/how-to-thaw-frozen-gas-lines-in-a-car
     
  6. Spiffo
    Burger_Time got a reaction from GoodOldLeon in Combat Renovations   
    Daily reminder that an Animation update is not just Animations, but also heavy balance changing, new mechanics, crafting and also a base for the future NPCs.
  7. Like
    Burger_Time got a reaction from Leoquent in Combat Renovations   
    Daily reminder that an Animation update is not just Animations, but also heavy balance changing, new mechanics, crafting and also a base for the future NPCs.
  8. Like
    Burger_Time got a reaction from Axezombie in Combat Renovations   
    Daily reminder that an Animation update is not just Animations, but also heavy balance changing, new mechanics, crafting and also a base for the future NPCs.
  9. Like
    Burger_Time got a reaction from trombonaught in Combat Renovations   
    Daily reminder that an Animation update is not just Animations, but also heavy balance changing, new mechanics, crafting and also a base for the future NPCs.
  10. Like
    Burger_Time got a reaction from trombonaught in Combat Renovations   
    Devs got their priorities, and they won't delay an animation update to add Blacksmith occupation back. All of the stuff is gonna be released after/alongside the animation update's patching.
  11. Like
    Burger_Time got a reaction from grammarsalad in Planters   
    I do actually lol. Roof collapaing right beneath you due to amount of shit you've built sounds like an absolutely great thing.
  12. Like
    Burger_Time got a reaction from PapayaKing in Planters   
    I do actually lol. Roof collapaing right beneath you due to amount of shit you've built sounds like an absolutely great thing.
  13. Pie
    Burger_Time reacted to Tails in More details   
    I think some other details to PZ that would be cool to have such as...
     
    - Cars getting dirty or bloody.
    - Traffic pileups with more workable vehicle instead of mostly  burnt cars.
    - power sockets on the walls in the houses since there are non and how TV's and other electronics are plugged in.
    - more types of realistic road signs like speed limit signs, deer crossing signs ect.
    - Power poles/ hydro lines since how else is the buildings getting powered during the time when the power is on?
    - Functional traffic lights for when the power is still on.
    - Police and Military roadblocks overrun.
    - Quarantine areas.
    - Dead plants in those planters and gardens since there was no maintenance done for those plants overtime
    - derailed or abandoned trains for looting
    - Aircraft crash sites contain a helicopter or plane that was wrecked to add a cool looting place.
    - Sounds of airplanes flying past player during meta event.
     
     
     
  14. Like
    Burger_Time got a reaction from Jason132 in Big Pan Thursdoid   
    Always wanted to see zombies pulling me into the window as I pass by.
    Btw I'd absolutely love to see an animation for climbing through not broken window. Currently you just seem to teleport through the chunk of glass everytime you climb through the open window, but maybe instead character should slowly crawl underneath it (Kinda like zombies do in the vid)?
  15. Like
    Burger_Time got a reaction from trombonaught in Big Pan Thursdoid   
    Always wanted to see zombies pulling me into the window as I pass by.
    Btw I'd absolutely love to see an animation for climbing through not broken window. Currently you just seem to teleport through the chunk of glass everytime you climb through the open window, but maybe instead character should slowly crawl underneath it (Kinda like zombies do in the vid)?
  16. Spiffo
    Burger_Time reacted to Crossbow7734 in Weather Forecasts   
    I actually got a random idea.  And I believe it would be possible to implement with new weather system.
    I'd love to be able to watch weather forecasts on TV or listen to it on the radio. I believe knowing probability of a rainy weather in a particular day, would help with farming and planning long runs. At least as long as TV and radio stations are broadcasting and you still have power. Maybe we could even be able to get that info later from survivors broadcasting on HAM radio from local meteorology station or something,  (probably less acurate than the professional ones).
  17. Like
    Burger_Time got a reaction from grammarsalad in Some vehicle suggestions.   
    Hey all!
     
    Today I'm gonna break my fingers and write suggestions about vehicles.
     
    But before we start:
     
    DISCLAIMER: some of ideas may already be suggested before or already planned by developers (pls don't beat me).
     
    First of all — separated engine parts.
     
    We shouldn't be able to repair engine by disassembling another engine for unknown parts and randomly put them in our engine. Engine is the most important part in the car, and if it's damaged, you can't just repair it. 
    If you have a damaged part, your overall engine condition will fall and it will break eventually. Here's an example of some parts: oil filter, carburetor, engine pistons. 
    Along with previous suggestion I think that it would be great to add motor oil and antifreeze.
     
    Next suggestion is to divide car parts to more groups such as Sedan, jeep, micro bus, truck e.t.c . I.e: front door type standart, group hatchback. It will make sense because you can't actually remove trunk lid of sedan and attach it to jeep.
     
    Third suggestion is... Different transmissions and ability to change gears.
     
    I've already done this suggestion before, but I want it to be here also.
    Everything is pretty simple: if your car have manual transmission and you want to drive faster, you need to change gear to a higher one. If your car have automatic transmission, you don't need to do it. However, if you want to park your car/go backwards, you need to change gear to "reverse"/parked/neutral at both situations.
     
    Fourth suggestion — add more fuel types.
    Won't write a poem here, so let's just say that cars like trucks should use diesel, standart cars like sedans should use, let's say, 95 e.t.c.
     
    Next one — a bit different car inspection.
    Character should walk around the car, inspect all the parts and then he can know their condition. However, a low leveled mechanics can know only approximate condition of a part. A person with a 0 level of mechanic skill shouldn't even know part's condition beside parts which condition you can see clearly (like doors, hoods, trunk lids).
     
    Sixth suggestion — more details on cars.
     
    Some details that isn't very noticeable, but will look pretty neat. I.e: smoke coming out of exhaust pipe, ability to turn on turn signals/emergency signals, wipers that increase your field of view while it's raining e.t.c.
     
    Even more suggestions! More ways to dump our car.
     
    Currently, we can't eff up our car that badly so it won't start anymore, so cars seem invincible.
    Here's some ways to dump car I want to have :
    If you aren't good at drifting, your car should do a barrel roll while skidding; crashing at high speed must destroy your wheels, front and some engine parts; if you good at mechanics, you should be able to break someone's brakes which can lead to funny situations; drifting should severely damage your tires.
     
    The list may be continued!
     
    Small suggestions list:
    You should not be able to try start car if the last attemp wasn't successful and there's still a sound playing.
    Zombies should be able to pull you out of the vehicle and get In vehicle through the windows.
    Players' bodies shouldn't fall out the car — they should stay in a car.
     
    That's all for today. I hope you liked it.
     
    Пока!
  18. 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.
  19. Like
    Burger_Time got a reaction from Magic Mark in Aim priority.   
    It would be good to have some sort of menu, where you could set part of the body which your character will be aiming for primarily such as head, torso, L/R arm and L/R leg.
     
    Example of menu with priority set to head:

     
    The limb you set priority to should affect such things as Chance to hit, Min/Max damage and maybe some additional effects like Immobilization if aiming for the leg, decreased accuracy/inability to hold items in your hand for short amount of tune if aiming for the arm etc.
     
    This would be very useful especially on MP servers if you don't want to kill anyone, but at least make your enemy "less dangerous."
  20. Like
    Burger_Time got a reaction from ZonaryQuasar in Small but Important Suggestions Thread   
    999. Moodles explanation.
     
    I've often seen new players getting confused by appearance of some moodles, like "why am I sad?" Or "WTF why am I in pain?!" So I thought it would be cool to have some kind of explanation for certain moodles like Anxiety, Unhappiness and pain.
     
    Like, if you open description of the moodle, it will show you what affects character (Unattended injuries, Smoke withdrawal etc.) Will be very useful. Also that would allow to add new causes of mood changes (Alone, lost and other stuff) without player being confused.
  21. Like
    Burger_Time got a reaction from Massi in Small but Important Suggestions Thread   
    990. Spawn partially consumed and prepared food.
     
    It's a bit strange that all the food spawns only raw and untouched. Did the people eat all the food raw? I don't think so. Then we can make some food spawn partially consumed, opened (if it's a canned food) or even fully prepared dishes such as soup, salads etc.
     
    991. More alcohol.
     
    Title says it all, basically. Currently all the alcohol drinks we have is Whiskey and two sorts of wine. Would be good to see more drinks such as Beer, Martini, Vodka, Liquor, Rose wine, Absinthe, Bourbon (We're in Kentucky, so why not?) and other drinks.
     
    also ability to make cocktails? Bartender occupation? Eh?
  22. Like
    Burger_Time got a reaction from Geras in Small but Important Suggestions Thread   
    999. Moodles explanation.
     
    I've often seen new players getting confused by appearance of some moodles, like "why am I sad?" Or "WTF why am I in pain?!" So I thought it would be cool to have some kind of explanation for certain moodles like Anxiety, Unhappiness and pain.
     
    Like, if you open description of the moodle, it will show you what affects character (Unattended injuries, Smoke withdrawal etc.) Will be very useful. Also that would allow to add new causes of mood changes (Alone, lost and other stuff) without player being confused.
  23. 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.
  24. Spiffo
    Burger_Time reacted to TheRealXeonyx in Possible vehicle interiors solution   
    I've been mulling this idea since the vehicles branch was released and I think I might have found a solution to having visible, interactive interiors in larger vehicles such as campers, rv's,  cube trucks,semi's, etc.  It's easier shown than described so I made up some screenshots:
       For gits and shigs; lets say this is a camper

    And I want to setup or lock down the vehicle  

    I would have to park inside a highlighted area that I would select either left to right or up to down so the interior could be properly generated

    Now that I am parked inside the highlighted area, I would turn the vehicle off

    And as such, the interior is now generated, perfect for camping in the woods or for those that like a life on the road

    So, is this a feasible solution, or is this just wishful thinking?
     
     
     
     
     
  25. Like
    Burger_Time got a reaction from Zombie_man_2019 in More character's appearence options.   
    Characters in the game look similar to each other. The only thing that makes character look at least slightly different is hair color, skin color and beard. 
     
    More character's appearence options will make player union not look like an army of clones.
     
    This topic consists of two parts: Basic appearance options such as height and some not very necessary stuff that you may find interesting.
     
    Part one.
    1. Height.
    You can choose your character's height from 160cm (very low) to 200cm (very high). 
    Depending on your height, your character will have buff/debuff on some activities. I.e low characters will loot high shelves slower than the high ones, but high characters will do activities such as climbing through windows slower than the low ones.
     
    2. Age.
    Character's age may vary from 18 to 60 years old.
    Age affects experience gain, strength and endurance. Young character will gain experience Much faster than the old one. Character in his middle ages will be stronger than the young man. The old one is actually worst age to choose because he is slower, weaker and, let's say, more stupid than young character, however, you will get additional trait points.
    Also, as you would expect, Character's age will change every year. 
     
    3. Sex. Yea, I know that it already exists, but I think that it should have more affect on the gameplay. I.e woman characrer will be weaker than the male character, however, woman character will also have less debuff from being in pain and will live longer than the male character.
    Also woman character will have less height options to choose. Like from 160cm to 185cm instead of from 160cm to 200cm.
     
    4. Face. I don't think I have to describe it. Characters' face is always same so it won't be unnecessary.
     
    Part two.
    1. Nationality. Yes. 
    Character's nationality will affect his face, some options to choose and even language he talks. I don't want to add examples because I think that I may be misunderstood.
    I've even thought about traits that will affect communications beetween player and NPC. Example of how it should work IMO. If you pick non-English-speaking nationality, you will be able to pick trait. I named it "Native speaker", but you can call it however you want. So, basically, this trait makes you unable to talk on different languages without dictionary. Like if you took Russian nationality alongside with this trait, you need to find Rus-Eng dictionary to talk with English-speaking character. Also this will decrease chance of successful conversation.
    There is one more trait I want to talk about. I called it "Linguist". This trait simply gives you ability to talk on every language.
     
    2. I forgot what I wanted to put here. I will write something here I swear!
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