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  1. To me, it seems the PZ zombies, which are modeled off romero/twd canon, essentially do not decompose/break down via biological means. Being truly undead, whatever it is that allows this to happen makes them more or less impervious to other living organisms including bacteria, mold, insects, etc until the brain is destroyed and the body returns to a state of being dead. This allows biological processes to take over again and decomposition. This distance from biological mechanisms also explains why they don't necessarily need to feed to create energy to do things like move, make sounds, etc.
  2. You can pick up almost every object in the game and move it to a new location if you want. Larger furniture pieces often break down into 2-4 smaller pieces that each need to be moved then recomgined.
  3. Needs to be some kind of loss to skills as well. Something like 1 learned skill level lost on all skills. So if your char with traits starts at say 2 long blunt, you wouldn't go below that, but if you had skill 5 when you died, you respawn with skill 4. I'd even go so far as to say you lose whatever skill books you have read. There's got to be serious penalty to dieing but not so much that you can't hop back into game with friends.
  4. In most zombie lore, once you're bitten, thats it. There's no coming back, you always die in a certain amount of time. So in that regard, I'm ok with it and it helps make the game very risk/reward based which is its strength. The one thing I think the game should add is the option to amputate if you get bitten on certain parts of the body. Lower arms, hands, lower legs could all be amputated within a certain amount of time from the bite to avoid death. You would need the right kind of weapon equiped (axes, cleaver, larger knives) and then lots of bandages to deal with the blood lo
  5. Maybe you're not playing the recent public beta version of the game, but a lot of your list is now in the game.
  6. This is why all clothing has various levels of bite and scratch protection. Its a way to make a code-able equivalent for a "real" bite on various types of material. The hole/rip mechanic is a similar equivalent of having severely damaged clothing in an area thus negating any protection. And as Weighland above notes, its also about gameplay balance. Clothing protection should not be buffed. The more you buff things to protect the player, the less risk/reward in the game, and the less intense and fun it is to play.
  7. Click and HOLD your E button, or whatever key you bound, will allow you to jump through window instead of the slower right click menu method.
  8. Yep, this would be super helpful. It would function just like curtains. Click once to drop, click once to pull up. Just need a graphic for it coiled below the window when its pulled uip.
  9. I've been thinking about this as well, and it seems to me a simple approach is the best here. Essentially, any item from mechanical work or object pickup (like some furniture) should automatically be dropped on ground IF its weight added to your inventory places the players into the Extremely Heavy Load moodle range. For clarity, this would NOT apply to furniture pickup that doesn't break the furniture into several objects, so a large table would apply but a chair would not since you're only option there is to Place the chair and not drop an inventory item on the ground. If an ite
  10. If you have a key to a car, the player should be able to push the car, albeit slowly, in one direction. With a key, you can put a car in neutral and release em brake to push by hand. In MP, a second player could get in the car and steer it and other could help push it to speed up the process. Seems like something that could be implemented without too much hassle.
  11. Water that goes into the toilet tank is potable water as required by building codes in the US, meaning its clean and drinkable. However, the tank itself is sometimes not clean and it certainly is a stagnant holding area for the water so over time it could very easily become dangerous to drink. Standing water above a 75 deg F will pretty easily grow Legionella
  12. When I get bitten, I find it a great time to go out in glorious fashion, while also testing some game mechanics that I was previously too worried about getting myself killed with. Lacerations (25% zombification) and scratches (7% zombification) from zombies are where the questions and doubts come in, and that's enough for me.
  13. I hope that if and when they expand the plumbing function of the game, the pipe wrench becomes the necessary tool to accomplish it.
  14. One of the simplest ways to help organize inventory before doing a larger scale overhaul would be to add a few more categories (or sub categories) for the "Item" class which tends to be a catch all for anything that isn't Weapon, Food, Ammo, Literature, etc.
  15. I love that you can climb big fences too (and depending on exhaustion level and carrying weight you can fail and fall back down too). Climbing over without knowing what's on the other side is definitely a risk, so unless I know for sure its safe, I listen for the tell tale gurgle of zombies on the other side. It would be great if it was more of a two step process. Hit key to climb once: jump up and look over, hit key again, climb over -or- hit melee key to drop back down on same side. Taking a look only would put you in view of zombies who could aggro to you.
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