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Papa Juliet Whiskey

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Everything posted by Papa Juliet Whiskey

  1. Thinking maybe I should plant some willows in the back yard...
  2. I've seen a product on Amazon once called a beaver ball. Its some kind of furball thing you tie to the bow string, and it somehow dampens the sound of the bow string release. Dunno if they work, or were a thing back in the 90s. Also don't know why it's called a beaver ball.
  3. A little off topic, but the living bridges referred here, if they're the ones I'm thinking of, take more than one human lifetime to make. Back when more primitive cultures cared about the future. I mean, not like it really matters in the long run, but how were they supposed to know how 1993 was gonna turn out?
  4. And claymore mines for the uninvited living and dead.
  5. Assuming zombies have some amount of brain(you have to destroy it to kill em after all), perhaps you should be able to knock em out. It could add a degree of extra danger if the zed behind you that you thought was dead isn't quite there yet. Thoughts?
  6. A one tile jump distance wouldn't be to unreasonable, but I would like to see a nimble check or something, or risk falling. I feel it may be a little OP to simply hop over a gap to safety every time. Add some risk to the action, and I'd be pretty down for this.
  7. Should also be applied any time you alt tab out of the game. Some window thought it would open mid fight... So yeah. That guy died. Also lost a character to a frayed keyboard wire finally giving out, so auto pause in that circumstance would be quite welcome as well.
  8. I haven't played the most recent unstable build, but I somehow doubt that. Outside of mods at least. Kinda goes against the whole "proper zombie" aesthetic the devs are aiming for. Can anyone else confirm this?
  9. I've once advocated for fire detectors once(ever burn your base down?), but I don't think I've thought of or seen a post suggesting a fire alarm. I accept the addition to do this feature in all commercial and civic establisents. Who doesn't like a fire drill?
  10. Players should also be susceptible to tripping over corpses, I think. At least while back pedalling. More corpses in the square equals a higher trip chance, possibly somewhat negated by a high nimble skill.
  11. Hazmat suit is a vanilla item. Don't think they're all that common nowadays. They used to be more common, along with full spiffo mascot suits, and an unseasonly large amount of mall Santa's and xmas elf's. They toned that down as build 41 was being worked on. RNG can be wonky on some items in this game. One playthrough you may never see a certain outfit, or certain items at all, then find them in droves in another.
  12. Animals are coming in the next build, I believe. Already in the oven.
  13. All an unremoved bullet will do to the meat is break your teeth if you bite onto it. If you don't field dress(basically remove the guys), then the bacteria already in the gut will begin decomposing the carcass. Then flies lay eggs, which hatch into maggots. Then your meat is ruined.
  14. Let's not forget crawling under cars. If Z can do that, why can't I?
  15. I'm always trying to find a way to get just the right zed population at the right time, and as it stands with current sandbox options, can be a little bit of a balancing act. A possible option may be to leave the rally option mostly alone, and maybe just spread them out more(radius between groups), set the starting population lower, with a longer time to peak population, with perhaps a higher peak ad well, then we set to time for zombie redistribution much higher, to the tune of days, as opposed to hours. Haven't tried this, so I don't know how it'll work out, but if I'm not mistaken, it takes zeds time to form groups, and with a higher distribution time, maybe the starting pop will be more scattered, gradually ramping up over time? No idea if that'll even work out alright, as I haven't tried it out yet, but may offer a stop gap until such a feature is introduced by devs/modders.
  16. You could even use the place item feature with a bunch of those custom filled notebooks that their arrangement on the ground spells something else, like "read me" or "go die" or some such.
  17. Only skimmed the first part(damn lunch breaks are too short), but I more or less agree. At present, light doesn't do anything to attract zombies, if I understand it. It's why flicking a light switch at night generates about as much noise as your character shouting to fill that void. Unfortunately, there is no mechanic to nullify that effect if you've got blinds or curtains closed, and I think it only applies to lights in buildings, and not flashlights, lighters, car lights etc. Build 42 is getting some ambient lighting overhaul, so hopefully fixing their eyesight to light sources is on the agenda, but I can't say for certain.
  18. Agreed. There are a couple of motorcycle mods on the steam workshop, if you're not opposed to playing modded content and have the Steam version. One of the modders who's responsible for one of those mods is on the dev team now, so who knows what the future holds.
  19. The amount of secondary bags I've lost on account of the drop your shit before hopping over mechanic is a little higher than I would like. Took me a while to realize that was how I kept losing my sweet gear. So yeah, I'd be down for this or some other mechanic that could address this issue.
  20. Not the type of abuse I would subject myself to, but cool idea nonetheless.
  21. On a similar note, it would be nice to have an indicator of how much noise your character is making as well. I find some sound effects seem loud audibly, but goes unnoticed by Z, like walking over broken glass, or things that seem silent that are louder in game, like flipping light switches at night. I know the latter example isn't so much supposed to be a sound as it is a mechanic to draw zeds into the light. Maybe once all the sound work is done, these things may be easier to gauge with appropriate sound levels, but presently, I feel there is no accurate way to determine how much noise your currently making.
  22. Can't believe I hadn't thought of this until now. Stack 'em up. Slam 'em down. Collect the pieces that are face up. Your opponent's then do the same. Requires at least one slammer to play. And to those too young to know what I'm talking about:
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