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Shnider reacted to dexa32 in Towers with bell
It would be really crazy if game had towers with bell.Like in the game The Walking Dead where people figured out that they can ring bells on towers to attract zombies,so they can loot houses in other parts of Savannah (city).It would be nice to have bells on churches that you can ring with animations and sound,something that can help you with looting,but if you dont run away fast,you will end up dead.
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Shnider reacted to TheWraithPlayer in Clothing
Here are my following ideas for various type of clothing and their benefit
Temperature Ratings
none
light
moderate- chilly
heavy- cold
extreme- freezing
Armor Ratings
none
light- protects from fists, bites
moderate- protects from blunt and bladed weapons
heavy- protects from bullets.
Concealment Ratings
none
light- blends in
moderate- conceals identity
heavy- chance not to be seen when blending in
Head
Army Helmet- Heavy head armor
Bike Helmet- Moderate head armor
Baseball Cap- blocks sun glare, improves aim
Motorcycle Helmet- Moderate head and face armor/ concealment
Wool Cap- Light temperature
Eyes
Glasses- counteracts Nearsighted trait
Goggles- Light eye armor
Sunglasses- blocks sun glare, improves aim
Face
Bandana- Light temperature
Gas Mask- Moderate concealment, protection from airborne contaniments
Ski Mask- Heavy temperature, Moderate concealment
Surgical Mask- Protection from airborne illness
Welding Mask- Moderate face armor
Torso
Button-Up shirt- Moderate temperature
Hoodie- Heavy temperature
Jacket- Moderate temperature
Kevlar Vest- Heavy torso armor
Leather Jacket- Light torso armor
Life Jacket- prevents drowning
Long Sleeves- Moderate temperature
T-Shirt- Light temperature
Tank Top- Light temperature
Legs
Cargo Pants- Moderate temperature, pockets for use as containers
Cargo Shorts- Light temperature like cargo pants, but less pockets
Gym Shorts- Light temperature, slightly faster running speed
Jeans- Moderate temperature
Skirt- Light temperature
Sweatpants- Heavy temperature
Feet
Boots- Light foot armor, slight increase to stomp damage
Flip Flops- slightly faster to put on
Mud Boots- counter acts slower speeds from getting wet
Sneakers- slightly faster running speed
Snow Boots- Moderate temperature
Snow Shoes- lets you walk on deep snow
Outfits
(the only difference is that these take up 2 or more clothing slots)
Bio-Hazard Suit- Light armor, protection from illness
Camouflage- Light concealment in forest
Dress- better interaction with male npcs if female
Gilly Suit- Heavy concealment in forest
I'm sure there are some things I'm missing. I left out career based clothing and homemade clothing on purpose. Some types of clothing overlap (jacket over a t-shirt for example) Let me know what you think and any ideas you have, and as always, thanks for reading.
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Shnider reacted to MrTrololo in hand grenade
something what should appear because non-engineer character can't craft pipe bombs so at least should be able to rarely find them or substitute
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Shnider reacted to Soul Filcher in Items that open images
Can we have that map item functionality for other items, but without the mark system? It would be nice for immersion, like newspapers and magazines maybe other things. I'm sure modders would find interesting ways to use this mechanic.
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Shnider reacted to WrittenInBlood in Accidents - self inflicted wounds
Self-inflicted wounds, that can happpen when using a tool. Cuts from knives, saws (hands or arms), screwdrivers (hands only), and hatchets (legs or head), burns from welding torch (limbs), bruises - new kind of injury, not needing any treatment and healing quickly - from hammers (hands or arms) and sledge (legs or head). When sleepy, ill, drunk, panicked, heavily stressed, and having "All thumbs" or "Unlucky" traits - chance of accident increases. Staying home away from zombies will not guarantee you not seeing any blood anymore.
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Shnider reacted to arkahys in frustating death and suggestions in fights
Maybe the most annoying things who make me ask "will I play an another game, or put the game aside", there was some death due to interface, or game operating who are bristling the point. If you can do something, should be very cool :
when out of ammo, hold clic do the player don't move and entering in a *klik*, *klik*, *klik* loop while when you fire, player stop to shoot then move. Should be the same : player should stop , *Klik* to avert there is no ammo, then move. I talk about that before , but don't know where : When you facing horde with axe, if you knockback a zombie, sometimes he hurt zombie to ground instead of zombie walking on you. think a known issue : unseen and/or untouchable zombies in stairs (or some door/wall corner). we should see players and zombies on both level when on the last steps of stairs. (and them too ) attacked during game loading on an heavyloaded moment on low/medium PC. Zombies crossing window should make noise. (a step noise should be enough). Player too while low nimble.
For me, others death are missing key or game bugs...
And suggestions to end :
ability to shoot while walking with one hand weapons (knife and screwdriver but not when OS, pistol, etc.. ) think could be a good balance. Add a target to simultaneous targets to axe when skill is high or/and strengh high. ( actually 2 , then could be cool that pass to 3 when lvl 8/9 to blade accuracy and/or strengh 9/10 ) seems realistic. With fire weapons I don't know if I miss target as much times, or there is no visual reaction on zombies when doing few damages. If the case, just reset walking animation should display that I touch the zombie. I know the aimed zombie by fire weapons request and I know the sight principe of game. I find an easy way and pretty implement to partially resolve this :
When pistol is equiped of red point, overlay the aimed target by a red point sprite.
When rifles are equpied with rifle scope, overlay the aimed target with a cross.