Jump to content

muscamole

Member
  • Posts

    3
  • Joined

  • Last visited

Everything posted by muscamole

  1. That's not the point, I understand what it is used for. I'm not asking them to change the animation, the slow animation is perfect and keeps the wood axe from becoming an overpowered and unrealistic crowd control weapon. In real life if your axe gets stuck in something, you don't have to pull it out immediately, you can let go of the handle. Same with initiating a swing, if you start and decide you don't want to swing the axe, you simply don't swing the axe. There's a point where your momentum will carry your swing through but there are distinct periods at the beginning and end of the motion that you have a lot of control over. But in the game once you initiate movement the entire animation plays. For the wood axe, part of that animation is recovering from the swing and pulling the axe out of the thing you put it into. It doesn't make sense that you can't simply let go of the axe at this point should you need to do that.
  2. The Super Survivors mod was great for this. Only time I managed to have a clean base
  3. I like the idea, it makes sense that you'd become more desensitized over time. But I disagree with the proposed hemophobic/agoraphobic/claustrophobic changes, because those need to be situational and not just a generalized increased chance to panic. In those situations, your level of panic would be calculated as if you have a lower courage skill than you actually do, but your base courage skill wouldn't actually change. If your courage is 10 you'd never panic, but if you're also hemophobic your chance to panic would be calculated as if you were an 8 or 9 but only in situations where you're bleeding. So a fully desensitized person would still have a chance to panic due to blood, but it becomes very low. I also think the way to level it should just be kills. You kill 1000 zombies, you're probably gonna be desensitized. I mean thats kind of the underlying assumption of the "veteran" job and associated perk too, that this veteran has become desensitized through exposure to war and death.
  4. A little but not that much more. Animal fat + cooking pot + strainer (ie cheesecloth) + stove/BBQ = tallow tallow + lye + water = soap This can actually be done with other fats besides tallow, including various plant based cooking oils.
  5. The new wood axe is great, the long and slow animations make it feel much more like an axe to me. However, you really need to be able to abort the animations somehow. Take the ground attack animation for example. Very powerful attack with a very long animation. Totally makes sense why it would take a long time to dig the axe out of the zombie you just stuck it in. But that long animation can get you killed if another zombie is nearby, in a way that isn't exactly realistic. In real life if your axe is stuck in something you can just let go of the handle and run, but in the game you're stuck digging out the axe if you've completed your swing. Also, if you've just initiated a swing and you haven't built up full momentum you would be able to stop yourself from carrying out the full swing, which is not possible in the game right now. The axe is the only thing that comes to mind right now as far as aborting animations but I'm sure it would make sense for other weapons and animations too.
×
×
  • Create New...