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Zork

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Everything posted by Zork

  1. No, corpses don't give you stress. They do make you queasy and sick after a while if you're lingering too long too close to big corpse piles. I think the flies SFX is the indicator for the "disease counter" slowly ticking up.
  2. Zork

    Last Boy Zcout

    Agreed. Door opening sounds very forceful, while it should always sound like the player is attempting to do it quietly. Maybe with the exception when the player is in running mode and hitting E at the same time, it could use the louder noise (And also create more noise).
  3. Zork

    Stealthoid

    Nice sounds. Especially like the revolver shot and the blunt weapon. The axe sounds too "wet" to me honestly, I can't imagine zombies bleeding that much.
  4. I liked the idea of wandering traders a lot. Late game should not only be about zombie populations but also about survivors forming bigger and better groups. Dynamic content in the form of quests you give to or receive from survivors. Maybe even a community establishing itself and dealing with hordes, the breaking down of technology and the scarcity of certain items such as ammo and medicine. Having options to improve player structures, player vehicles, clothes, better food storage etc. would also provide a lot of late game fun for me.
  5. Zork

    Noise Works

    Wow, that sounds (LOL PUNS) great! While you're at it, a couple of sounds still have crazy high volume compared to others. Animals in cages, using the trowel, thunder (somewhat better now), and I *think* some of the construction/deconstruction sounds.
  6. Since not all plants thrive the best with max water (i.e. carrots), is this bulk watering system still able to handle that kind of control? Also, you mention updating the underlying java systems. Is this akin to people using system java rather than the one bundled in your jre folders? I have been using system java (8u261 x64) for some time. Works fine by the way.
  7. AFAIK you can still lower infection chance, or remove zombie virus (separate from regular wound infection) altogether, in sandbox settings. This also gives more usability to the first aid skill.
  8. Yeah, I think this is only done as an alternative to zombies being able to climb over cars. Since cars have various models and climbing is more difficult to animate.
  9. It's a cool idea but, as was said, keeping a log of which books you have is a thing you can do with good old notepad.exe or a piece of paper.
  10. Again, I don't see why this has to be the way. Set the flag when an item is "launched" from a zombie during a hit. Easy.
  11. I think it would be trivial to add a flag that says "this is from a zombie" to items right as they are knocked off the zeds head and start a decay timer as it is done for corpses.
  12. In my long-term game, I have killed about 8k zombies in as many months. The decay mechanic was a fantastic improvement, but it did not cover all problem cases: A single hit is enough for players AND zombies to lose their headgear. The landscape can get littered with various eyewear and headwear. If the player doesn't vacuum these up, they end up both being very hard to find (in the case of glasses) and/or being an eyesore (in the case of hats). The engine does not perfectly sync up 3D items to 2D background so 3D models "wobble" on the ground. This is probably worth a separate issue. The result of this is that after the player has gone on a killing spree and enough time has passed, he finds his former killing ground a pristine landscape again with dozens of hats and glasses strewn across it. Weird. Anyway, my suggestion: Either, 1) Make zombies not lose their eyewear and headwear when hit. Make it so these items stay on the model and can be found in corpse inventory. You lose the cool effect of knocking a zeds helmet off, or 2) Make headwear and eyewear that fell off zombies decay and disappear at the same rate as corpses decay and disappear. This would have to be done with an item flag so regular items don't all share the same fate.
  13. Zork

    Weighers

    Weight stat should not be removed. A person can gauge his own weight. Maybe with the addition of these items, weight on the character screen could be grouped into categories in 5 lbs steps instead.
  14. Zork

    Down Under

    They already shred sheet ropes though. And the thought of zeds climbing up there on their own seems silly. We are in Romero-land after all. In my late game, I don't see many zombies around the base anymore. What I think would be better than just making life more difficult for first floor tenants would be to actually have more zombies gravitate over longer distances towards the player base. It's easy to go overboard with this. But just seeing a couple of zeds once in a while bothering my base would be an improvement.
  15. Yeah, sugar is more of a luxury addition and really shouldn't be mandatory for coffee or tea. We are survivors after all. You know, Rose Hips are already in the game. Rose Hip tea is a thing. Why not make it a thing? That way, we can actually have a tea that's used and useful beyond the very early game. Stir Fries / Cooked Stew is already a powerful happiness booster anyway, so I don't see the advantage we would get here beyond a bit of flavor. I get that you want to balance hot beverages/tea/coffee, but this makes these a thing that are almost never used. Any "sustainable" recipes for more foodstuffs would just be awesome because I enjoy playing open-ended games.
  16. You will note however that PZ features almost exclusively "classic cars" from the 90s or earlier. These are heavier built, and I bet going by the models used that many of these are supposed to have steel frames rather than aluminium.
  17. Zork

    Mascot Mayhem

    They also wreck some fences already. High chain link fences are not zombie immune. It only takes a small group to destroy these now. I don't know about the tall wooden fences, but have not seen these destroyed yet.
  18. Duplicate of this here: https://theindiestone.com/forums/index.php?/topic/32581-all-water-used-to-wash-yourself/
  19. Character respawning seems like an easy thing to implement and worthwhile for MP. I don't think a lot of public servers will use this, though. It makes zombies essentially no-risk. For private games it's alright.
  20. There are a couple of points that I think are not mutually exclusive: - Cars should be able to plow through hordes. - Cars should be durable. - The player should not have a cheap and easy way to kill hordes. You could always make cars durable again, but rather than killing every zombie of a horde you cut through, the majority of them would just be thrown to the ground or thrown aside and getting up again afterwards with minor damage. After all, zombies don't care about bruises, broken bones or even having a car drive over a limb. I agree with the thing re: trunk space, but not having used cars too much I can't make a definite recommendation. I think generally, car parts should all be fixable and re-fixable. If there's a limit to how often, it should be high. It's difficult enough to find working cars or good parts, and it's also difficult enough to level mechanics skill - basically I had to take apart a bunch of cars entirely just to increase it a few levels. And that's with skillbooks. I'm not saying mechanics skill should be easier to level. It's fine as is.
  21. Zork

    Mascot Mayhem

    Wow, that was a quick reaction to my foraging thread (I think?). You guys are awesome.
  22. Doesn't having a crowbar equipped help with opening windows already? That was my understanding of it, anyway.
  23. That's a good idea, having the PC move around. That would make it more dangerous for sure, especially the noise. I also had the thought that at high levels, the changes for desirable materials could be changed a bit to make up for removal of logs. Like.. more branches, less twigs. More chipped stones, less stones. That's what a seasoned forager would want to look for, so I imagine he would be more successful at finding these.
  24. Spears are alright now. They are still fairly strong with a skilled character, but break quickly. Which means that now you use up chipped stones rather fast. I don't think they should be nerfed any more. If something were to be changed, I would (slightly) dial down the damage and (slightly) dial up the durability. Using leather, denim or cloth instead of duct tape for composite spears is also a good idea. And would make sense because who uses duct tape to build durable weapons?
  25. I am not saying foraging is weak. It's actually quite useful. Handicapped in some respects and overpowered in others. Here is what I would change: 1. Finding LOGS while foraging is ridiculous. You could spot a log at 20 yards without trying. You also never, ever want to just automatically pick up logs when you're out in a possibly dangerous situation. And on top of that it is not really needed. Sticks/twigs fulfill the need for tinder and crafting wood well enough. Please consider removing logs from the foraging loot tables. 2. The amount of tiredness you get from foraging is way, way over the top. Make it 1/4 of what it is now - if tiredness is appropriate here at all. I would rather see exertion used instead. Make it a very exerting activity and it will remain dangerous to do in unsafe terrain. It's silly that foraging for an hour or two makes your character so tired that he can immediately go back to bed for a full night's rest. Foraging involves a lot of looking around, crouching, crawling maybe. NOT very taxing on the body. Not like felling trees. Actually, I take that back. Make foraging not use a lot of tiredness OR exertion. Make it just slow, i.e. see point #3. 3. If 2. is too big of a buff, it's always possible to reduce overall loot to accommodate. 4. Please separate worms, crickets, grasshoppers and cockroaches properly into "Fish Bait" and frogs, eggs etc. into "Animals". Right now you can have Fish Bait turned off but still find plenty of insects and worms.
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