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TrailerParkThor

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  1. pillow
    TrailerParkThor reacted to Arsenlupin in Is late game forgotten, trivial and unrewarding?   
    You can leave city on day one, eat berry and fish and get the boring "end game"  feeling at day 2...
     
    i have no boring "end game" my end game are fun because i have all the weapon i want and i can really burn and boom everything... to bad it's not possible trigger chain reaction (like set zombies on fire and drag em into a house full of gazoline tanks...(or maybe it is now? haven't tryed since long time). 
     
    End game for me isn't about surviving anymore it's more "how can i improve my lifestyle even more?" ... so i need video game, piano, pool, alcool ... 
     
    i am horryfied by some suggestion... gathering 10 rabbit for some faction? guys u can do that on a korean mmo why do you want that in a pixel indi game? 
     
    Please stop to ask for stuf you can find somewhere els or some direct story line that explain everything to you ... it's an indi game... it's original and kind of unique and i hope it remains like that.
  2. Like
    TrailerParkThor reacted to Papa Juliet Whiskey in ADT-like Sign for houses with alarms!   
    I wonder if it would be possible to some how link it to the building, then have little stickers pop up on windows or something. Maybe even make them movable, so when mp comes out, players can put up fake stickers to mess with local looters.
  3. Like
    TrailerParkThor reacted to Papa Juliet Whiskey in ADT-like Sign for houses with alarms!   
    The one thing that really bugs me about the alarms is that no matter how long ago the world has ended, the alarms never stop working.
     
    I'm sure modern alarms would have some kind of battery back up or fail safe, bit in '93? I legit don't know, but I'd assume they'd stop working eventually.
  4. Like
    TrailerParkThor reacted to NoPizzaSad in ADT-like Sign for houses with alarms!   
    The psychological aspect of real or fake alarm signs would definitely make for interesting gameplay decisions. Might be harder to implement because alarms are random, so figuring out how to spawn or despawn those signs automatically would be necessary. The other way would be to spawn an actual device someone with electrical knowledge could even disable, but that's even more elaborate.
  5. Like
    TrailerParkThor reacted to NoLoGGic in ADT-like Sign for houses with alarms!   
    Whilst I do like this idea and I find it interesting because I know some people have 'dummy alarms' IRL where they simply look like alarms but aren't active/don't do anything and that would be a cool interaction, you can also just go into the sandbox settings to change the frequency of alarms in the house.
  6. Spiffo
    TrailerParkThor reacted to Hellfire in ADT-like Sign for houses with alarms!   
    So i think that one of the biggest problems with house alarms currently is that you have no way of knowing which house has one and which house doesnt. No one likes having every zombie suddenly start b-lining straight to their location for no other reason than picking the wrong house to loot food from. I think a good solution to this problem would be having signs out front of houses indicting theres an alarm active, like those little ADT signs. Some might find this a little broken or defeats the purpose, but Im not done just yet. They would be toggable in the settings, they could be made to appear very rarely, or simply appear for every alarm-rigged house. 
  7. Spiffo
    TrailerParkThor reacted to Papa Juliet Whiskey in Air conditioning   
    I feel this gets stated a lot on the forum, but the game is set in 1993. We weren't feeling the impact of climate change nearly as much as nowadays.
     
    Air conditioning was a thing then, but they were not as common back then as they are now, but more importantly, remotes to adjust them may not have existed quite that early. Although I would really like he ability to adjust the temperature in a room though. Thermostats were a thing then. 
     
    It could also add an interesting layer by forcing the player to use an AC unit already installed, or to install one themselves, in order to cool the house to a temperature lower than the outside temp. With the relevant skill level to do so, of course. You can already pick up and place the units that are already installed on some buildings, and this could add some functionality, value and immersion all in one.
     
    Ceiling fans, of desk/floor fans could add some radius of cooler temperature, like fire radiates warmth that fades over distance from the source. Open windows could create varying levels of draft, influenced by the out door weather.
     
    I imagine an expansion on the temperature system is on the devs radar. But until they do, I'll just have to deal with the annoyance of stripping my character down every time I go inside a powered building on a very cold sandbox playthrough, just to avoid being moistened to death.
  8. Like
    TrailerParkThor reacted to NightScale5755 in My ideas for PZ (Take 3)   
    Ok, so. I've noticed that when the power shuts off, it's map-wide. Realistically (from what I gather!), there would be substations, and as the power plant fails, the grid would go down in sectors. I really don't know how difficult such a thing would be to code in. But assuming it's feasible, perhaps add not only substations, but a regional power plant? Basically so adventurous solo survivors, or even a group on a server (When MP drops) could restore power? Heck, make the substations require maintenance like the generators, as well as once the power shutoff happens, there'd only be X substations able to be online at a time without overloading the system and causing another blackout? Maybe put this max substation amount in the sandbox options? Idk, just thinking of some ways to make the game more immersive.
  9. Like
    TrailerParkThor reacted to Papa Juliet Whiskey in Mechanics Rework   
    I think it is, to some degree. You can see the vic bobbing around a bit, and it does slow it up. Especially with Sunday driver, towing a car with a parking break on(can't remember if the e-break is vanilla or part of the better towing mod).
     
    I was thinking maybe a vehicle type that is just better suited to it, may have less negative impact, and maybe have a variety of tires that are more conducive to off road funnery. Maybe even make them a little more forgiving riding corpse that a blocky old sedan.
  10. Spiffo
    TrailerParkThor got a reaction from Papa Juliet Whiskey in Mechanics Rework   
    This would be awesome. It's incredible that you can slam into a wall or tree at full speed and it's literally impossible to kill yourself at full health. IRL, hitting a brick wall at 80 mph is going to smash the entire front half of the car, and you with it. Even hitting a tree at 50 mph could easily break your arm or leg. It's also super unrealistic that you can just drive off after that. Vehicles should be a commodity and a privilege in the apocalypse. You should have to treat a car like your baby.
     
    Ejection from said vehicle could be difficult to implement, however maybe a seatbelt could mitigate the damage taken in most accidents? The tradeoff would be needing to unbuckle your seatbelt off before being able to switch seats or exit the vehicle. Maybe being 2-3 seconds for a 100% seatbelt. The lower the quality, however, it would take longer and longer. Imagine a zombie is breaking your window and you are struggling to unbuckle your shitty seatbelt. That is PRIME Zomboid lol! So you would have to consider the risk vs reward of keeping a seatbelt on, or leaving it undone.
     
     
    I thought offroad traction was already a factor in the game, but if not I agree it should be added. I imagine curbs would be pretty difficult, but it could also be as easy as programming the edges to tear up tires/alignment. If the latter is the case, this would be a very fun addition. Would be another factor in making trucks/heavy-duty vehicles more OP. The rest of your suggestions have been discussed in this thread before, but they are all good nonetheless!
  11. Like
    TrailerParkThor reacted to JustSomeGuy in Dress while walking   
    I'm not sure if this is a bug or a suggestion but here goes: there are items of clothing (jacket, lumberjack shirt) I can remove while walking but I can't put them back on while walking. It seems like you should be able to put your coat on while walking.
  12. Spiffo
    TrailerParkThor reacted to LeetgamerBoi in Ice freezing + Functional Coolers   
    I've been paying attention to Thursdoids and how single player functions are being added, and I had a nice idea to contribute...   
     
        So, a common issue I run into when I'm going about my later-game survival is the issue of preserving food.   
    Currently, the only way to keep food cold is to put it in a refrigerator with power; but this heavily limits what you can do.   

    While coolers are in the game as is, they hold a tiny amount of items and don't actually function, which is fairly disappointing.    

        I think a nice feature would be to add some way to freeze ice, that could be placed into coolers (who should then have their capacity buffed to about 20 but weight reduction cut severely) that would enable you to keep food cold for several days (no less than 3) without electricity.     

         It'd enable you to accomplish far more things such as transporting your food supply to and from your fridge, taking fresh food with you on a trip without it rotting, and even conserving electricity, only turning it on to freeze ice for your cooler, enabling you to minimize gas usage in a pinch. 

    If implemented i'd highly recommend allowing these coolers to be accessed while in a car-seat or trunk, so you are able to load up or get out food while you are on a trip, effectively a portable food cooling method that meshes well with existing systems.

    If this change is implemented, which i feel it would be a relatively easier system to do, i feel like it'd be a great addition and feel right at home in the game, thanks for reading!
  13. Like
    TrailerParkThor reacted to Mustang in Can you add more seeds and Pickled food?   
    Ok , first of all , please use english when posting something. , but also regarding your suggestion , there are plenty of mods on steam that adds tons of new content , including more seeds and pickled food.
  14. Spiffo
    TrailerParkThor reacted to Pandorea in Can you add more seeds and Pickled food?   
    Also, updates to Farming and Preserving food are planned for one of future builds. More seeds and foods are coming!
  15. Like
    TrailerParkThor reacted to JustSomeGuy in Auto-focus rename field   
    If I choose to rename an item, it would be nice if the input field automatically had focus instead of me having to click it.
     
    It would be especially good if the existing name was currently highlighted so immediately typing would overwrite it.
  16. Like
    TrailerParkThor reacted to Pandorea in Keys open trunks   
    You should be able to do this by standing next to the trunk (so that you see the green outline on the ground) and then press "E". if you have the right keys then that should open the trunk.
  17. Spiffo
    TrailerParkThor reacted to Papa Juliet Whiskey in Mechanics Rework   
    With a risk of getting jammed up in the busted fence.
     
    I feel like TiS could unnerf vehicles if they made them handle more like real vehicles.
     
    Taking more damage striking sturdy things like big trees, brick walls, and to some extent other vehicles(perfect opportunity to add seatbelts that may prevent the character flying through the windshield in 90 degree head on collision), but less when striking standing zombies. Or have a risk of getting stuck, slowed or stalled or driving over things.
     
    An off road 4x4 vehicle could navigate off road, but maybe less so for the station wagons. Slow or stop em.
     
    Program curbs as geometry into the game and have those wreck tires and alignment if driven over, to varying degrees based on speed and the angle of approach.
     
    Hiting standing zombies head on should only kill them at really high speeds, perhaps forcing them to first become crawlers before the car is able to deal sufficient damage to kill them. Match that up with the possibility of getting stuck on their bodies/corpses, the mobile murder wheels no longer seem a viable option.
     
    Regardless, vehicles should take some kind of damage when hitting zeds, just not as significant as it is presently. Damaged hoods may pop open,  obstructing the player's view forward, but can be 'looked around' by rolling the window down like you need to to look around/use a gun from the car.
     
    Just a handful of thoughts.
  18. Like
    TrailerParkThor reacted to PoshRocketeer in What if crouching too often led to back problems   
    There are some concessions made for gameplay purposes, while I do think it should drain your endurance slightly faster thasn just walking, I don't think long-term back damage would be a particularly fun mechanic to deal with.
  19. Like
    TrailerParkThor reacted to Are_You_Okay in What if crouching too often led to back problems   
    Idk this game is so detailed I’m surprised it isn’t in already
  20. Spiffo
    TrailerParkThor reacted to NoPizzaSad in What if crouching too often led to back problems   
    Unless you are carrying a substantial amount of weight or are physically unfit, crouching shouldn't cause any major problems. Back problems are mostly caused by static positions maintained for a long period of time, or lifting weight with your back muscles instead of your legs. This doesn't apply if you already had back problems of course.
    In the game you crouch with a pretty decent form except when sprinting if you have a backpack (lots of perpendicular force applied to a straightened and horizontal spine doesn't do you any favours), so you would instead mostly get your quads very fatigued. Crouching a lot should give you muscle soreness on the legs, living in a place where we mostly have riparian forests (they tend to be very short trees with thick closed vegetation), I have crouched around quite a bit, and after you get the right form and if your back muscles aren't weak or shortened (as in a sedentary person), you just get your legs punished and that goes away in a short time. A bad back trait could be quite fun however, someone who already has back problems will definitely have a terrible time crouching around, and that backpack full of stuff isn't peachy either. Knee problems could work similarly at a gameplay level.
  21. Pie
    TrailerParkThor reacted to 3lackrose in Dog food depression and use as bait.   
    If someone has been starving to death i don't think eating dog food would be that big of an issue, on contrary perhaps it would be a welcome sight. Bear Grylls ate much "worse" stuff and he always seemed to maintain a positive/happy demeanor.
     
    Granted, not everybody is like him and in Zomboid i guess player avatar resembles more an average citizen.
     
    Maybe make a survivalist based trait to choose for a player (doesn't mind eating certain food or has less negative effect), i guess there is an attitude/mentality/personality component to it that not everybody possess or is able to get into, at least not easily.
     
    And opposite effect trait as well, so you would have something similar to iron gut/weak stomach but affecting the character's happiness.
     
  22. Like
    TrailerParkThor reacted to PoshRocketeer in Breaking glass actually makes noise.   
    Nah, just Apocalypse. This has been this way since I updated to 41, and persisted after 51 was released. I can just go around bashing in windows near zombies with no problem, but I jog for even a second and everything in the tri-state area immediately has a tracking beacon on me (but that's confirmed a bug with 51)
  23. Like
    TrailerParkThor reacted to nasKo in "Random" zombie speed actually randomizes instead of just picking one. (NVM it was a bug)   
    That should already be the case.
    I just spawned into a world with the population set to Insane and zombie speed set to Random and I had zombies with varying speeds. Some sprinted, some shambled, etc
  24. Spiffo
    TrailerParkThor reacted to Faalagorn in Add in the ability to Disassemble more items.   
    Here's the list @Geraswas referring to:
    Though I instead starting to keep things updated on Wiki here: https://pzwiki.net/wiki/Tiles so it's more up to date, but keep in mind it's not yet updated to 41.51/41.52 where some new items were added to the disassembly list.
  25. Spiffo
    TrailerParkThor reacted to Faalagorn in Peeking and indicators   
    There's a look around/peek mechanic in Cataclysm: Dark Days Ahead, so it can be looked/compared into.
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