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TrailerParkThor

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Everything posted by TrailerParkThor

  1. - 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 the game tons of dynamic challenges during base defense and scavenging. - Yes yes yes to Blueprints/Research. However, I think Skill Magazines already fill this need somewhat. In Soul Filcher's Learning Time, players can copy down recipes from magazines into notebooks. Maybe these could be used as an alternative for the current system that would make more sense for certain recipes like traps, defenses, and weapons. However, I do think there is room for special items to be found that would be necessary for some crafting If Smithing ever returns, maybe finding the right molds would fit this idea. - Only if it's triggered by some player action. Sirens basically already function as a Horde Summoner so maybe if we could remove sirens from vehicles and place them on poles and power them up.
  2. 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.
  3. 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
  4. Lockpicking in general would be fun. Could be its own skill with High levels being able to forge keys and pick car locks.
  5. 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 or reach a certain level of foraging to be able to manually select to look for it or not. This would open up the option for magazines or TV shows with rare foraging loot that the survivor can learn how to search for. Maybe we could give Farmers starting knowledge of these things just to make that profession a little more useful in SP. Hopefully we get some new foraging items with hunting in b42. All of these things would work well with the idea of an update to the wilderness areas. Making them both more survivable and more dangerous, and foraging is a big part of that!
  6. Coyotes were actually soft confirmed on my post about b42. Super hype for that
  7. 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 devs probably want to gameify it for balance a little, so we'll cap it at 4 hours until Excessive Exertion for base characters. This would also mean that getting a lot of foraging done would be pretty hard until you level up your fitness, since Fit survivors would probably get tired and run out of daylight before becoming exerted. This would nerf a lot of the OP aspects of foraging too. On a side note, I think actually having the PC move around the foraging zone randomly while the action is in effect would add to the immersion and make foraging a little more dangerous. This would definitely synergize with the exertion effects as well. You might just walk around a tree and boom a zed pops up while you can barely walk.
  8. Even just something like picking eye color could make such a difference in the perceived faces of survivors
  9. If they went the realism method, you would have to wait for a tree to mature before bearing fruit. Even then, it would take a lot more time to reach full maturity and maximum fruit. Farming is about 4x faster in-game compared to IRL. With this in mind, the average fruit tree should begin bearing fruit about a year after sprouting, and reach full maturity at 2 years old. This would mean a long-term investment and a very stable base to grow, negating the OPness of the trees themselves. Perhaps if they added an orchard or two on the map, these would become very important POIs for securing renewable early game food sources. People might even burn the orchards down on MP servers. If we wanted to overhaul farming entirely, all crops should only grow under certain temperature conditions, Stardew Valley style. Survivors can plant crops whenever, but planting "out-of-season" food will take longer, produce less, and require more maintenance. Most crops should not grow at all in Winter unless they are placed in some kind of greenhouse set up. Carrots and Broccoli should be the most hardy crop. They should be able to be harvested from the beginning of summer until the end of Fall. High level farmers should even be able to keep these crops alive a little into December. Potatoes and Tomatoes would be the second best pair. They would flourish from June through October, and high-skill farmers should be able to make them last until Fall is over. Strawberries and Radishes should only bear fruit in May or June, and Cabbage should only grow in June/July. This would make certain seeds highly valued over others, however devs could balance it out by adjusting loot rarity, or even the amount of food harvested. Perhaps only a few potatoes per harvest versus dozens of strawberries for example. Then, excluding animal husbandry that could come with B42, the only other thing we are missing to complete farming is a few more crops. As far as fruit trees go, there should be maybe 3. Apple trees should bear fruit from Summer through Fall, Peach trees should bear fruit in the Summer, and Cherry trees would only grow fruit in June. For regular crops, I think there are 3 important ones to add. Corn, Wheat, and Tobacco. These are the 3 biggest cashcrops in Kentucky, so there should be plenty of seeds and farms around. Wheat could make flour and bread renewable, making baking a viable option for food finally (maybe even its own skill!). It could also provide hay for feeding various animals that would come with an Animal Husbandry system. Corn could be used to make whiskey or just eaten in various ways. Tobacco is a given for Smokers until a dynamic addiction and withdrawal system is implemented. These could all grow from Summer through Fall, but none could be grown in a greenhouse, requiring you to stock up on this produce for winter. Other than that, I really don't mind what crops they add. Onions and Peppers of some kind could be good for removing boredom and unhappiness from meals. Watermelons and Pumpkins could be fun and use a unique growth system. Maybe they would even overhaul Tomatoes to make the vine keep bearing fruit like IRL, and then that opens the door for Grapes and Beans too.
  10. The problem is that trying to make a system like the ones in those other games wouldn't so much be an inventory rework for the devs, as much as it would be a total system rewrite. Given the fact that the devs are already busting their asses for all these updates, I don't think adding an "Inventory Update" into the mix will help the slow development times we already have. Therefore, I think we need to work a Tarkov and DayZ like system into PZ with other changes and additions that wouldn't be so much work. The most important change would be to add inventory shortcuts for every container that isn't within a different container. There is a great mod that does this and it makes inventory management so much simpler while maintaining the realism and challenge of it. I understand the idea that if you aren't holding it you shouldn't be able to look inside, but it isn't consistent with what we see elsewhere. Backpacks can be used instantly even though it's much easier irl to get something out of a plastic bag in your pocket than a bag on your back. Survivors can also carry 10-20 kg of items while holding heavy duffel bags in each hand and wearing nothing. In real life, if you are naked and it's not in your hands, you shouldn't be able to carry it. Where am I putting my hammer, pistol, and planks? Do I have 15 kg carry weight in my rectum? This brings us to the next change. Devs should completely remove survivor inventory, and replace it with clothing inventory. No need to simulate pockets, but just have a weight cap for each pair of clothing and give it an Inventory Shortcut. Jeans should be able to carry 5, Formal Shirts maybe 2, and a Bikini might only be able to carry 0.05. Naked survivors should not be able to hold anything unless it's in their hands. This would work well with the new Temperature systems, as it would create a need to find high weight cap clothes you can wear in the warmer months, unless you find a bag. It could also be fun if layered clothes concealed the "pockets" underneath, so you would need to take layers off to access what you had in various clothing items. These things alone should make the inventory management of the game more engaging and realistic, and take out a lot of the tedium of the current build's system. As I think managing stockpiles and containers is one of the biggest parts of the game, I think it's really important that they take it a step further. That's why we need another tracked value called Volume. Each item would have a Weight and Volume tag, and each container would either have a Weight and Volume capacity. This would allow us to more accurately simulate what would and wouldn't fit into various containers. - Fixed Containers - Floor, Freezers, Chests, Crates, Boxes, Bins, Car Seats, Stashes, Campfire - Hard Volume Cap, No Weight Cap. You could put 1000 kilo of supplies in these as long as they fit. - Shelf Containers - Shelves, Clothes Racks, Corpses, Displays, Cases - Hard Weight Cap, No Volume Cap. You could either put 1000 canned goods or one arcade machine, as long as it doesn't break the shelf. - Mixed Containers - Fridges, Ovens/Grills, Lockers, Counters, Cabinets, Dressers/Drawers, Vending Machines - Hard Weight Cap, Hard Volume Cap. Just like the fixed containers, you can't fit everything in these. However, you also need to take into consideration the strength of the inner shelving, so the weight doesn't break the object. - Wearable Containers - Should have a Hard Weight Cap, but a variable Volume Cap based on traits, moodles, and bag addons. I think a system similar to Encumberance but for furniture could be great here. Imagine you have too much in your fridge and it has a chance to completely break, destroying some of your food. These are all things that wouldn't take too much time to code, but would add so much to the game. This update would have the potential to take a lot of the boring monotony out of scav runs and base management, without taking the challenge out of actually having to move things around and carry bags when you go shopping.
  11. True. @Soul Filcherjust came out with Building Time, I think some of these suggestions would fit into that mod well
  12. So what I'm getting is you are suggesting that we can use an Axe to split a log into some kind of Crude Plank? I think it makes sense. 1 Log = 3 Planks w/ Saw but only 1 Crude Plank w/ Axe. Maybe Crude Planks can't be used in Construction, but can be used in Crafting (i.e. for things like Campfire Kits and Notched Planks). I'd like it if we could sand down a Crude Plank to a normal Plank with Sandpaper or something. This would also allow them to finally make Saws functional weapons with durability, as we would have renewable alternatives to Planks without needing to rely on a Saw 100%.
  13. Wow that sounds like an awesome moment. Some hope in the bleak apocalypse. Of course, you will attract raiders and enemy factions as well so it's appropriately bittersweet for PZ. This would also allow us to have control over whether or not we want to be a solo survivor/group or a big faction/settlement while maintaining immersion and locking it in late game. I'm already laughing thinking about setting up a radio station in MP and broadcasting some dumb meme on repeat
  14. Yes to all these ideas! Devs definitely have more plans to fill out most skill trees with features and progression, they are most likely waiting until B44 or 45. We know these builds will be focused on NPCs, Base Management, and Factions, but overhauls of systems like Carpentry and Electrical probably align with improving those new things too. I just hope we get a few other things: - The ability to uninstall sirens and horns and build an Alarm Pole that can be hooked up to a generator to allow it to be some kind of emergency siren. - Different sources of power. Windmills, Water Wheels, Biodiesel/Gasohol to fuel gens, and Coal Generators. These could all have pros and cons but there should be alternatives to Gas Generators. Using spare car batteries is a good idea too. Most of these should be late game as to provide progression to power supply. - Having to lay wiring (1 Electric Wire per tile) to hook up Gens to different machines. Would provide small Electrical skill gain - Some powerful systems locked behind high level Electrical so you actually have a reason to move past Level 3. Two I could think of off the top of my head: Advanced Communication and Computers. Advanced communication could cover anything from a Morse Code Telegraph system you set up between bases, to a Telephone system you hook up to connect different locations so you don't need HAM Radios. Computers could open up an endless source of new systems. Programming skill, information databases, some kind of local E-Mail system, production automation, advanced computation, etc. Not to mention they could function as an infinite Journal. (Hydrocraft PCs do it amazing) Maybe zombies would be unaffected by electrocution? It makes sense and would prevent this exploit. Electric fences could be an upgrade to Barbed Fences that protect from humans and animals as well as zeds.
  15. Like @Badgzerzsaid, BIG NO to unwanted suicide. However, I agree there's room for a cool trait that factors that in. Self-Destructive could mean you are prone to self harm when depressed, and random destruction when angry. I imagine cutting your wrists or smashing your favorite weapon to pieces would totally be actions taken by someone with poor mental health in an apocalypse. It should still be a challenge that we can choose whether or not to take on though. I like the idea of random injuries occurring, but I think it makes more sense for that to occur when Tired. I imagine sawing a log when you haven't slept in days would be dangerous. I think your ideas about the delay is good. Perhaps instead of self harm, on your average character, Severely Depressed will lead to extreme apathy. Sprinting wont be possible, and neither will exercise. Actions will have a chance to be "ignored" and you would have to reselect the action. Combining this with a higher delay would mean it could take an hour to perform a basic action. I think this fits the idea of a Severely Depressed survivor way more.
  16. - You can already make flame trap bottle bombs, but maybe we could mix pop and mint candy in a bottle to make a "Mentos Bomb" that causes no damage but makes a lot of sound. - The addition of atlatls could be a really awesome idea if the throwable mechanics in the game were improved upon, slinsgshots could be cool also. However, I think that the ammo thing may be a little far-fetched. I know you can do that IRL, but the shrapnel would explode and probably injure you. Even small caliber rounds can do this. - Stun grenades could be cool, but I can't really figure out a use for it outside of MP. Even there, why waste time throwing a nonlethal grenade when you could use a gun or anything to kill someone quicker. PZ is a permadeath game it's not COD, you wont respawn if you get killed. Smoke bombs are already in the game and are WAY more useful against both zeds and survivors alike. - Fireworks should be a thing in general for a lot of reasons, not the least of which is the game takes place days after 4th of July in rural Kentucky. - LRAD speakes weren't even invented until the 21st century so that's an automatic no. - This could be useful if we ever get an Alarm update. I pretty much agree with all the trap ideas, but I can tell you right now we will never get Claymores added to the game. Hopefully extremely rare frag grenades someday, but even that is kinda 50/50. The log and gun door traps sound good though!
  17. There's a great mod called Just Drop It that does just that. I have it binded to Delete and it's incredibly useful when carrying heavy loads home, or freeing up some encumberance for combat. Devs should add this forsure!
  18. Maybe as an alternative to breaking it, you could insert some of the money found in cash registers and get a random soda/chips out. Vending machines should have waaaay more in them as well to compensate. The loot tables should also include peanuts, sunflower seeds, chocolate, candy, pastries, popcorn, coffee, and juice boxes. With this addition, it would be practical to break vending machines you find on scav runs, but more pragmatic to use money or even move to vendor into your base for easier access. I love using vending machines to store snacks, but I think it would be way more fun to stock one with food for your base's canteen.
  19. Maybe we could need a wire for each tile between the electrical thing and the wall/generator. This would allow hookups to other buildings and outside furniture. We could even have designated power stations with multiple generators all connected to different buildings. We should also be able to get more electric wire from dismantling things, and some Electrical skill for each time you lay some wire and plug something in.
  20. Didn't even think about using spears instead of logs. That's so true that we should be able to just mount spears onto different things for protection.
  21. Barbed Wire is actually already in the game, but it doesn't actually scratch anyone like it should. I think they probably plan to make that work someday, or else it wouldn't be there still. There are also lots of traps like the smoke bomb, fire bomb, and pipe bomb that can all have sensors and timers added. That being said, while I do think the bombs should remain the most effective defense locked behind Engineer, I feel like there's a lot of room for more basic traps that anyone can make. - Propane tanks should be placeable so they can be shot and blown up. Maybe this could be made into a trap with advanced skills, but that alone would be very useful. - Wooden spike traps should be easy to make with some kind of knife/saw and logs. These could range from defensive spikes in front of walls, to pit traps you could dig with a shovel. High enough metalworking, and survivors could even make metal spikes. - Caltrops could be an AMAZING to fuck up people's tires, boots, and to turn zeds into crawlers. Should be easy to make from nails, but hopefully Smithing will add a better alternative one day. These could be placed, but would be more fun as a throwable. - Nails, sharpened stones, or sharpened sticks should be able to be added to some planks to make a spiked floorboards. This could be like a permanent version of the caltrops, and could be repaired over time. - Bear Traps could come with the B42 Animal Update, and could be multiuse for Trapping and Defense. I think these would be rare and not craftable, however. - Extracting razor blades from extra razors should allow survivors to upgrade Barbed Wire to Razor Fences, this would result in Laceration chances rather than Scratch. - Gravel bags are pretty cool, but maybe we could also use different kinds of bags to make walls with varying levels of bullet stopping power. Sandbags could be the most effective, then gravel, dirt, and compost. Being able to stack these walls higher to make them full walls would be nice too. - There should be a wide variety of sound traps. These could range from tin cans on a wire hung from the ceiling, to motion sensor alarm clocks, all the way to police sirens attached to the top of a wooden pole. This would be functional in both distracting zekes, and alerting your base of unwanted visitors. There are also a few more that should be included in the Engineer profession: - Landmines could be made with 3 pipe bombs and some kind of pressure sensor like a scale. They would need a shovel/spade to be buried, but would be unseen by anyone. Alternatively, they could be found at some Military facility. - Cars should be totally destructible, and survivors should be able to rig up some kind of car bomb. Imagine using a police siren to draw 200 zombies near and then BOOM there's 0. - This may be a longshot, but maybe some kind of gun trigger door trap could be really badass. If you've ever seen the Saw movies, you know what I'm talking about. - Gas bombs would be an awesome addition, but would probably require implementation of a health condition (and maybe even a whole Chemistry skill). Mustard gas doesn't bite you lol. I'm sure there's plenty of amazing traps and defenses they could think of, but these are just a few that build off what's already in the game. Most things aren't fully implemented either (like the Gravelbag Wall and Barbed Fence), so I'm sure they will get around to it eventually. If I had to guess I would say this will be a Build 44 kind of thing, added alongside persistent NPCs and the ability to form a group. Base management will need a huge overhaul during that update so I'm sure construction, defense, and maintenance will all become very important when there are potentially dozens of people all living in one place.
  22. different strokes for different folks i guess lol. I always feel like everything is in slow motion and i can barely move on k but time definitely loses any meaning when youre trapped in the depths of k holing haha
  23. 1212. Metal Barrels should have a few purposes, since they are pretty useful IRL. Here are 4 I thought of off the top of my head: - Rainwater Collector made with Garbage Bags - Homemade Grill made with Metalworking - Heat Source and Safe Indoor Campfire for Urban Survival - Charcoal Maker
  24. yeah unless they add ketamine to the game, i don't see this happening. good idea for a mod though!
  25. Pain when eaten in too much quantity, but it adds negative unhappiness modifiers to dishes cooked caliente. Makes it a balancing act like adding poison berries to meals. Would also be cool to have a Spice Hound trait that makes you immune to the pain.
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