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BentNose

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Everything posted by BentNose

  1. This is an old suggestion and I'm told there used to be an actual zoom ahead option. I've asked for the option back with a toggle depending on how it plays out for players to decide which mode to use.
  2. I think the best point in this is the number of unpacking as recipes. A problem that gets much worse with various item mods. Packing and unpacking doesn't need to be visible in the crafting menu.
  3. We had a conversation on potential end game stuff previously and a few of us were talking back and forth about end game being about creating/salvaging a radio tower and trying to collect survivors. Perhaps depending on chosen skills the player could develop other tow tech but game changing constructions. Perhaps a river-side waterwheel for mechanical power. An end game of collection and trying to maintain a small community of the resistant survivors would provide lots of extra flavour for the player after establishing a base in the wild, a couple vehicles and a couple town safe homes. Keeping yourself alive is one thing, how about a group? There are mods that have some of this, allowing you to go out and potentially collect survivors in the wild
  4. It's been awhile, but I had a suggestion on this too, and even expanded a bit on the idea. We're on the exact same page for micro-naps, moments in time where you can simply remove vision to signify the characters as having closed their eyes involuntarily. You could dampen sound too. Zombies would have an easier time walking up on you and losing your vision while driving could be devastating. A couple add on ideas. Circadian Rhythm seems like it should be in this game. A system to slow fatigue build up in the middle of the day and speed up fatigue in the wee hours of the night. And more considerations for Adrenaline. When panicking a character should be able to hit harder in melee and should have their mid level stamina depletion slowed down a lot. As a trade-off, when the danger has passed if a character has built up enough fatigue (and I mean a lot of fatigue) there should be a chance of falling unconscious.
  5. 1130. I have tossed this in other places, but I'm going to put it here. Tackling Zombies. Runners who are too uncoordinated to actually stop. If the player dodges the Zombie, it trips as it tries to stop. If the player doesn't dodge the Zombie, they and the Zombie are both knocked to the ground. Perhaps this would be a very rare zombie type, perhaps it would be an adjustable sandbox option. It would certainly put a new fear of zombies into veteran players if they knew a runner could take them out like this. New players are already scared of runners.
  6. So... what's the difference? Can the Zombies smell you on the walls? Yes, I'm actually advocating the potential option of letting zombies hit preset walls between them and a noise or smell like they'll do with player made constructions. Oddly enough what bothers me about the way zombies will attack player defenses is that they won't attack any other obstacles the same way. Perhaps it feels a bit better because of how zombies look for windows, doors and barricades in preset buildings. But then there's a disparity with how Zombies won't hesitate to just attack a player made wall as soon as they touch it. Maybe a nice option would be some sort of delay between when a zombie finds a player wall and how long it'll take them to get frustrated and just start smashing whatever is in front of them?
  7. Everyone go bug Soul Filcher for blacksmithing, haha.
  8. I'm sure the Mods will get around to rebalancing again, traits already change slowly overtime as the game evolves. Until then you may look into modding, I know there are a couple mods involving traits already, although usually they make the game easier.
  9. Restoring old infrastructure seems like it would be beyond the capability of the common self-taught person, especially if they're working on their own. It might be more sensible to look at smaller historical options. Are the rivers in this area swift enough for a water wheel for instance? There's a traditional source of power that might be an option for more power.
  10. Check out this guy. He's got more boat stuff and even a bit of swimming.
  11. 1217. Loot or craft to alternate locations Being able to craft or loot items straight into a container or onto the ground would help with inventory and weight management. Especially when dealing with heavy products that will injure the character simply by being in inventory.
  12. This might be an involved Mod rather than a game suggestion considering the fiddling around involved. Pillow's mods do help to mitigate the problem, but there's another aspect that's taking the fun out of things. Still, even having mentioned Pillow's, I'm going to go through the whole thing here. So one of the aspects of late game death is the loss of all progress on that character. I'm fine with that honestly, it's what comes after that is the problem. I'm more peeved about the idea of starting a new character after this point because of the state of the new character. By all appearances, that character has apparently woken up from stasis a moment ago to discover a zombie apocalypse in full swing. It's this incongruity that bothers me, not having to start over or potentially find and recover the progress of the previous character. There have been some conversation in other respawning related threads, but TrailerParkThor asked me to expand on the idea of time advanced spawns. Character creation options and bonuses that open up when in game time has passed. On the topic of where and how the respawning happens, once enough time has passed the game should probably be very particular about where it puts people. Characters should spawn as a person who is already going through the motions of survival. And they should really not be placed into a home recently looted by a previous character if possible. Spawn a new survivor with a broken down or crashed car near a city. The survivor should have the key to this car. Spawn them at the edge of the map as if they are on foot and on the move. Spawn the player in a house that hasn't been visited in quite some time and if possible convert the house into a safehouse. Alternately, pick an unvisited safehouse to put them in. Spawn the player in the middle of the woods with a tent and campfire. An exciting Spawn that has a player in a home with some minor tools and a flowering garden but is being invaded by zombies. Spawn them in a well-stocked middle of the woods house, but you can hear the helicopter and see the first zombies coming in. What they shouldn't be is spawned into an unsecured, unvisited or looted home. This is immersion breaking. It's been months, there needs to be a good reason for that survivor to still be around. As for the character itself. Simply having been around for awhile suggests that they've learned to survive. They need something to signify they've had at least a little experience ensuring that they're still alive. I think it should be a matter of course that the character has gained skill points in the movement skills, Sprint, Nimble, Stealth and Lightfooted. How that is distributed can be semi-random, it would depend on what the character has gone through after all. To accompany this, the character should potentially get one or two weapons skills leveled based on time passed, with one corresponding weapon in their inventory. As for Crafting skills, well, for all we know the character could have survived on an excellent shopping trip, I don't think we need randomly assigned crafting skills. Instead, why not add points granted by hobbies and occupations based on how much time has passed? They've had to practice what they know. Every single occupation could just have a boost in skill points granted based on the advancement of game time. And then there is the idea of Late Game occupations. These don't have to be terribly complicated really. These would be things that appear a few months in, a natural evolution of having to figure out how to stay alive and well after society shuts down. At this point, these people probably have something that sets them apart from all those who have succumbed to the horde. "Carjacker" Has survived by hopping from one vehicle to another, learning some tricks as they go. Can hotwire vehicles, less chance of breaking window locks. Better chance for the car to start up, reduced fuel usage. Has skills in electrical, mechanics and metalworking. Spawns next to a broken car with the key in hand. "Scavenger" Survived by knowing where to look for what they need, then making the best use of those things. Comes with Lucky trait (may be nullified by unlucky). Uses less materials when repairing tools and weapons. Has skills in maintenance, metalworking and carpentry. Possibly spawns in a store or storage area, probably with a crowbar. "Wild Man" Went to the woods and only now has to come back. Has the Axe Man trait and Herbalist. Is able to forage more from a location before the area is depleted. Skills in foraging, carpentry and Axe. Spawns on a road at the edge of civilization. "Z Hunter" Does one thing and does it well, but until now they had companions. He can take care of the Zombies, but now he has to fend for himself without help. Has Hunter and desensitized. Has an easier time activating critical hits (knife stab, spear skewer, etc.) Improved fitness and movement skills. "Marathon Runner" If they aren't walking, they're running. Can still run at high exertion. Can still jog even when exhausted. Improved fitness, sprinting I'm sure there are other late game classes to come up with, but I think I've laid it out well. Whether or how much this applies to multiplayer is another question, but I'm sure having an enhanced character based on how much time has passed in game would help the longevity of PZ.
  13. I know crowbar is the only way to lift wooden floors.
  14. A crowbar letting you pry open a wood or metal door with appropriate strength would be pretty useful. Being able to open windows quicker would also be a nice perk. No more window powerlifting, just crank it open in one go. This would mitigate the 'must have' value of the sledgehammer and provide a tool that's easier to use when fatigue is factored in.
  15. Spears were a staple weapon of warfare for a good reason. The distinction between spears and other weapons is the effort of scavenging and making them. Early on when spears are the most useful they are also deceptively expensive when you consider the time to scavenge and make and the exhaustion caused by foraging. These are key considerations in the early game when the player needs to explore as much as they can before the Zed population gets too large. Spears are also heavy, another important consideration when in the midst of scavenging, you gotta hope you have a good backpack.. Later in the game spears are a nice go to, but at this point if the player wanted they could just light a fire and kite the zombies into burning themselves to cinders. Spears being powerful is appropriate for the population the player is dealing with. The only time I have spears in the early game is when I have a knife, I'm short on weapons and I find a plank or two. On a side note, the mod that lets you use twine or leather strips for adding spear heads is nice. Pair it with Primitive survival for craftable twine and you're in pretty good shape. Now if we want to talk OP, try out any of the crossbow mods. Those things change the game for sure.
  16. A quick and dirty little modification that might be really helpful is a 'loot to ground' option. Instead of putting it on your inventory or straight in your bag, just 'stack it on the dirt' so you can pick up the specific stuff you want. Heck. Having a 'place on ground' or 'place in container' for crafting would also be great. The game defaults to dumping heavy crap in the player inventory too often considering this damages the player's health.
  17. The trunk size is definitely an annoyance and I use mods for that problem. As for condition... I would like them to increase the durability of the hood. Or perhaps more sensibly, I would really like for them to raise the durability of the vehicle in the case of low velocity impacts. You really can do a lot of damage to a vehicle when running down a body at speed, but the vehicle does feel pretty flimsy in a close encounter. I don't want them to get any deeper on vehicle repairs since when you get to the truth of if, real life vehicles need anti-freeze, engine oil, transmission oil, brake fluid and windshield washer fluid (actually that one would be funny, since this stuff is really bad to drink, but maybe in a pinch...). Then after consumable stuff, vehicles need lots of varied and specific parts that are sometimes transferable between different model vehicles, but not often. ... Being able to soup up a small car would be nifty though. There is definitely a balance issue at stake here. One of the cheesier Zombie clearing methods is to light some fires, park a pair of vehicles next to each other, drivers side to drivers side and just sleep on the horn. Because zombies can't crawl into the vehicle, the player can basically sit inside the vehicles as long as they have food. Meanwhile the Zombies will walk through the campfires you've set and light each other on fire until the massive horde your carhorn summoned is nothing more than a mound of charcoal. I suspect any serious look at how vehicle durability works is also going to come with patching vehicles to burn. Until then, we've got modders.
  18. A suggestion I tossed in on another thread was the idea of progressive starting stats. It would go a long way to helping the respawn problem if time passed in game boosted stats to compensate for the later start. Along with a bit of extra gear to make sure the pc is set, this would make respawning much less painful. This could even go further and lead to the creation of survivor classes that aren't available until a certain amount of time has passed.
  19. I want to bump this up since I'm starting to really feel this. The text line inventory is clunky and slow to use. It is a pain to sift through a list of items with non-related sorting tags. I want that kitchen knife for cooking, but it's in with weapons, etc. The more the current system is used, the more the frustration can build up. This is most keenly felt during long shopping trips and sorting base inventory. If time was a balancing factor, then you could potentially animate and slow the player when interacting with the backpack. Show them carrying the backpack in front of them as they paw through the bag.
  20. 1215. Self care mood modifiers. Being able to stop and shave, to wash-up or getting a new haircut could provide an option to mitigate the effects of depression. It would only work when used sparingly of course, but cleaning oneself up is a known mood lifter. Conversely, leaving the PC in ripped, worn, dirty and bloody clothes for extended periods of time could inflict slow mood debuffs.
  21. Very understandable, but given a limited dev team and throughput, mods are how we fill the gaps.
  22. We have a subtle mechanic to support the 'ignored' result already in PZ too. If the depressed moodle shakes when you try the action, then the game is quietly informing you of the problem.
  23. We've got a Primitive Survival mod. Perhaps there's a Modder willing to develop a Primitive carpentry mod to build off Primitive Survival and the ideas in here?
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