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Everything posted by TrailerParkThor

  1. Zeds can now crawl under cars even if they aren't crawlers!!! Maybe this has something to do with it?? It's not mentioned in patch notes
  2. I wouldn't mind brewing tea or coffee by filling a Kettle with water, boiling it, and then crafting said product. Then sugar could be added as a boost? Not sure seems like a tough one
  3. @BentNosegreat to see! I do think boating will be added before 1.0 release. It's too fun and useful of a mechanic to not implement IMO. I would expect the only reason they haven't added them yet is because they would need to add things on the other side of the Ohio first.
  4. Yes, but my thoughts are these would be impossible to do solo, you would either need multiple trained PCs or NPCs most likely with specific professions to accomplish these goals. For example, if your group consists of electricians and engineers, you can restore a power plant. However, if your group is instead comprised of veterans and mechanics, the APC vehicle would be the better choice.
  5. The body of your average car is mostly aluminum actually
  6. Restoring Power Plants and Water Treatment Stations would definitely be worthy end-game goals. Can't get rid of the zombies, but at least you can enjoy your last few years in luxury! I definitely think the planned Factions will be locked behind establishing some kind of radio tower. I can't imagine you will just be able to start building a faction up the second the game begins, since I think that will be when you are still operating under the 'Group' mechanics at that point. Would definitely be nice to build up a bunch of different skills or rally different specialist PCs or NPCs and have to c
  7. Just a visual bug still being ironed out in the new build. Taller trees would be nice though
  8. I think Boating is definitely in the works, as@colid_cnakesaid. Would be very nice to have a safe alternative to highway travel, even if it's restricted to following the Ohio. I would expect this to come alongside the Louisville Update. Since I imagine traveling into the heart of the city by car would be nigh impossible. Water travel could be the best way in and out of the urban areas of the map. Besides that, NPCs and even MP will benefit a lot from trading over the rivers of Knox Country. Canoes could be crafted out of logs with carpentry. Low level would result in a basic hollowed out log.
  9. Glad to see the expanded idea, I love it! I think this could be implemented as easily as adding a Sandbox setting called something like 'Survivor Classes'. If you check the box, it would allow for more customization of this system (similar to Proper Zombies settings). You could select which classes would be available and when. Survivor and Apocalypse modes would probably default to 3 months later, but this could be changed to be any amount of time. This way servers could opt into or out of whichever professions they want to allow players to use. Alternatively, anyone could just set
  10. Being able to sew together curtains out of ripped sheets would be nice though, wouldn't it? Maybe we could craft full sheets too! Hopefully this will come if they ever add fabric dyes. I'd love to craft some custom color curtains at high level tailoring.
  11. I agree that vehicles deal too much damage. I think driving should create a lot more crawlers if anything, and should rarely kill zeds. I think there is a disconnect in player's brains because the car takes way too much damage compared to what we see on screen. Small, wimpy vehicles can run through a horde of 20 from a complete stop. Your average car can continue through a dozen zombies on the highway going 60. The damage the vehicle takes is super realistic, but we don't see it in a way that makes sense to us. I think if they gave infected way more stopping power, it would make more sense whe
  12. Good point, I guess its kinda a fallacy to think that just because they introduce a sandbox option, it will upset the meta of the game. Minecraft has creative mode, but people don't use it for competitive play and speedruns I think if it helps more people play then, why not?
  13. That is very true, maybe just have the Tires, Chain, and Gears as parts that degrade and need replacement. These seem like simple additions that could be found in lots of places. The Bike itself (Body, Handlebars, Seat) could all be repaired with Metalworking skill and Metal Rods, similar to how Car Hoods/Trunks can be repaired with Metal Sheets.
  14. I think OP means that people stop playing because they put weeks or months into a character with friends and then that character dies and they don't want to invest a bunch of time into a new character. I have personally seen and felt this firsthand myself so I know where it's coming from. @FurizuI feel like it would be cool to create a sandbox option in which the player or server host can allow player respawn, but I understand why the devs don't want this in their game. I guarantee, almost immediately, the meta of the game would change and 80% of the community would start playing s
  15. I think this is possible now due to custom vehicle support that came with the Trailer patch. Bicycles as a tile object are already in the game, so hopefully this does come one day. However, since a lot of new code and animations would need to be developed, we should definitely include both the Road Bikes and Mountain Bikes so at least it's somewhat more useful and varied. There's only really six parts of a bike that we have to consider: Handlebars, Tires, Rims, Chains, Body, and Seat. We could also have things like helmets and pads to lessen damage from crashes, Mounted horns or flashlights fo
  16. Devs confirmed to be nerfing foraging tiredness in 41.50!! That was quick we did it bro
  17. The issue with "vehicle exploits" is that it feels cheeky to just run over hundreds of zombies to kill them while remaining completely safe. This, however, is actually super realistic. If dozens of people were trying to kill me, zombified or not, I would definitely hope I was in a car or something that could function as both a weapon and shield. The problem is it's not very gameified or fun in the confines of PZ. So the devs basically need to make cars have worse condition loss so they are less practical to use in combat. But, IRL there is something that can't happen in Knox Countr
  18. - Devs have actually confirmed Vehicle Customization in a blogpost. Really looking forward to that. Vehicle horns and car locks would be awesome to fit into this system as well. - Traders will most likely come with NPCs, however I like the idea of wandering traders that might come to your door. Reminds me of This War of Mine, and could be super useful in allowing you to stay in your base when needing basic supplies. - Never gonna come to the game. Feral Animals, Raiders, and Enemy Factions will all have different strength levels, strategies, and weaknesses to exploit. This will give
  19. Bumping this because it's still a great idea. Would go well with a Lockpicking skill that allows you to craft picks and open locks of all different kinds. Would be a super flexible system as players can already adjust Car/House Locked Frequency in sandbox settings. Want easy access to everything? Just set it to never and you can walk in every door or window. Realism more your way? You can set it so that every place in the game is locked.
  20. Would be cool to do both a lockpicking skill and jimmying windows. Perhaps crowbar could even give small lockpicking skill gain basically like the equivalent of dismantling radios and TVs so you can grind out some levels
  21. Lockpicking in general would be fun. Could be its own skill with High levels being able to forge keys and pick car locks.
  22. Yeah that would be great, but maybe we could get a Rimworld-style dropdown bar that lets you manually filter which items you want instead of the basic checklist we have now. So you could specifically look for only chipped stones, or look for everything but logs. This would make more sense, because right now it seems like you just go out on a nice stroll and randomly pick up whatever you find. Foraging should feel like scavenging, where you specifically look for the items you need at that moment. The menu could have basic foraging items known and you would have to discover the item
  23. Coyotes were actually soft confirmed on my post about b42. Super hype for that
  24. Big yes to number 2, and tie the extremity of exertion to Fitness level. In real life, someone who can't do much physical activity would actually struggle pretty hard to shlep through rugged terrain, and find useful materials in the middle of trees and shrubs. Unfit characters should probably gain one level of exertion every 10 minutes. Out of Shape every 30. Normal survivors could gain one every hour. This, to me, is most realistic. A person in average shape could easily roam around in the woods picking berries and catching frogs for several hours before they would really be exhausted. But de
  25. Even just something like picking eye color could make such a difference in the perceived faces of survivors
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