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Kauffy

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Everything posted by Kauffy

  1. In the Workshop, there's the Autotsar (I think) Towing mod, which builds upon the now vanilla-in-41 towing. Among other things, it adds to ability to push cars, though I've never used it, so I'm not sure if it's OP or canonable.
  2. Yeah, there is a mod, as someone mentioned, and in the mod there's: Open MRE, which gives you, I think all the different items. Main meal, hot sauce, fruit, snack, spread, coffee packet, beverage packet (sugar), and sugar free beverage. Ohh.. and a flameless heater. Then the actions are: insert(?!) hot sauce, heat meal, eat. Spread peanut butter/cheese onto crackers. Add water to dehydrated fruit. And open the coffee packet. Oh, and make one of the beverages. When you open the coffee packet, I think it contains coffee, sugar, and creamer. It's definitely a bit too detailed, but they're also a bit too abundant. So far, that's not an issue because none of my characters live long enough to depend on them.
  3. It's called pop in some places, soda in other places, and even in other places, everything is just Coke.
  4. Kauffy

    Tow Rope

    There is a mod that expands towing as well as adding a bunch of really interesting trailers. I think it also has a tow rope-- or maybe just a tow bar. I think it's called Autotsar's Better Towing or something. It definitely has Tsar in the name.
  5. This, exactly, exists in a mod called "Lockpicking. Just lockpicking." It's a pair of skills to acquire-- two magazines. 1 teaches making lockpicks from paperclips, 2 teachers opening locks with a crowbar. Burglars already have these skills. Locks vary in difficulty, and to pick them you have to equip both a lockpick and a screwdriver, and it takes a bit of time. Crowbarring a lock is similar, but using the crowbar. It's a well done mod.
  6. I completely agree and this, in addition to sound, are the only two things that feel "fundamentally broken". Line of sight makes a ton of sense, as does having things be invisible to you because they are occluded, but there is no object persistence, as you point out, like a car that was right there a second ago has disappeared. Or, worse, a zombie I'm sneaking up on suddenly becomes invisible because (I think), I passed near a tree. It's also visually unclear what I'm seeing sometimes when combined with lighting-- I use Cat Eyes a lot, so I can almost always see in the dark, but I often can't tell whether what I'm seeing is because a light is on, because of Cat Eyes, or because of light from outside. You also can't (immediately) tell if a tile is dark because it's invisible or because it's just dark. It's clear that the engine can do different colored lighting, so I think that could be handled a bit better-- use, perhaps, a greyish-fog for things you can't see, render objects that are just out of view (like zombies, or cars) as darkened versions, use a slightly greenish color for Cat Eye, and so on. I'm sure they're working on this, but I just wanted to agree and add some points!
  7. This is like reverse camouflage! One thing that would be hilarious would be a Hypercolor™ shirt-- the dye in it changed colors with temperature, and since they've done this complex character temperature model, why not show it off with a Hypercolor™ betraying how hot your armpits and manboobs are!
  8. I really do like this idea, for the sake of immersion and adding a challenge. It creates a little bit of a key-hunt, but that's not terrible when it's just a side-action. Add, definitely, a crowbar should allow you to break into the machine with some effort-- and some of them (I think this was even true in 1993) have an alarm.
  9. This should definitely be the case. It should be similar to climbing down a sheet rope-- your character pauses at the top before going down, so you can cancel the movement (I suggested this a million years ago, and I'm sure others did as well). Everything is the same as now, except there's a brief pause at the top of the fence where the player can back down by hitting a key (direction? E again?)
  10. That's certainly true today, but in Kentucky in the early 90's, I'd bet you the average person around town would've been quite fit.
  11. I was literally just going to write something about this, so I'll instead add it as a comment here. Overall, my own goals would be to expand the character's ability to carry things, especially specific item types, in convenient locations, AND, to make it possible for the character to very quickly drop their pack(s) in an emergency. Badgzerz (I had the hardest time typing your name-- weird). There are already some mods that give you an ALICE pack, which can be expanded with one or two pockets and converted to a military ALICE pack, also with adding pockets, as well as having fanny packs that you can wear front AND back (at the same time). The whole system you describe is awesome, but might be a bit too complex. Maybe not. What I'm thinking is: Add some locations for wearable containers, and vary the container types for those locations. Some of these things may exist and I haven't found them, or they're in mods. Hips-- this would be the location for holsters, but you could also wear a side bag in that location-- quick access to stuff. You can wear two single holsters on opposite hips, but a double-holster weighs less. Torso Front-- the ability to add any bag/pack to the FRONT of your body (i.e. wear it backwards)-- much greater speed to access items, added layer of armor protection, but huge penalty to movement-- can't climb tall fences, period, and combat with melee weapons affected a bit. Also, various types of chest bags, and bandoliers. Dual long weapons on the back-- ability to carry two long weapons on the back. "Ribs"-- the ability to sling things like messenger bags, or some duffel bags, over the shoulders on each side. These are obviously quicker access, but affect movement significantly. Belt changes-- find belts with more inherent slots (tool belt, tool belt with suspender harness, etc.), AND the ability to find things like holsters, scabbards, sheaths, or pouches that can be attached to it to add slots for specific item types. The scabbard also allows a second (or third, if two on the back) long weapon at the ready. Attaching stuff-- in addition to everything else, having the ability to attach small containers to your pack(s). For example, a jug of water, a bundle of sticks, a sack of fruit. This idea was partly inspired by The Long Dark-- it's not an overt feature, but as your character is carrying more and more stuff, and depending upon the kind of stuff, the character makes more noise when walking-- you hear bundles of sticks rattling, items clanking together, etc. Very obviously, this could lead to an incredibly laden character, but the intention would be, in such case, that the character is only intending to go a short distance if they're carrying a million bags, and they're going to make additional noise whether sneaking or not. New mechanic -- hot key to drop packs (front and back of torso) instantly. This would be a quick release to drop the packs you're carrying, so you can sprint out of danger-- all other worn stuff is unaffected. New mechanic -- movement encumbrance when overladen. In addition to walking slower, the character has a much harder time when sneaking, and goes from sneak to normal much slower. New mechanic -- container-inside-container weight bonus. A container inside another container has no weight itself, and gets a tiny percentage of its equipped weight bonus. My thought is just that this helps to account for organization. New mechanic -- sitting (on the ground or in a car), drops the calculated carry weight for the character's entire load, so they would lose the overloaded Moodle™ and its associated effects. New mechanic -- this kind of exists already, or may be part of the mod that gives the ALICE packs, but my fully-loaded ALICE pack was too heavy for my inventory, so I couldn't actually pick it up once I'd dropped it. I had to empty it a bit, then equip it, then refill it. There was no indication that this is what was happening (currently), but once I realized what was going on, I thought it was a great (even if unintended) touch. Cheers!
  12. I did a search and I was surprised to see that nobody had suggested GPS and that it wasn't in the frequently-requested things. I'm particularly inspired as my current character is lost AF. I had a look-see, and GPS existed, although it was grossly inaccurate, the receivers were very finicky and heavy, and it was only common with military. GPS then was likely just rough-coordinates on a screen. With one equipped, it might have display similar to the watch, but show coords. Then, using the map (planned), it would show you (roughly) where you are. Keeping true to the real-world function, accuracy is worse around tall buildings, and non-existent inside of buildings. The receivers would be rare loot, of course, and have a few different models of varying weight and quality. If you wanted to be strictly historical, they'd probably only be found with the military. But use in agriculture might have already started (for real), and if you wanted to pull it a bit, you're only talking about a few years difference.
  13. I think the term comes from Left 4 Dead, where they created a "Director" that actually was kind of a meta-AI, and what it was designed to do was 1) keep the repetitive levels feeling fresh by varying the whens-and-wheres of specials and hordes, and 2) to keep the action feeling balanced and fair. This is distinct from RNG (general term for random things, specifically means "random number generator") where completely random events can be very uneven-- e.g., horde attacks back to back, or doubling up on the same kind of special, or going the other way, no hordes for a long time and when you encounter one, you're OP and not challenged. In PZ, I imagine they're referring to the same thing-- a meta AI that shapes the overall experience so that it feels different each playthrough (as PZ is feeling more and more roguelike), but not random. This might mean that while specific loots don't always spawn in the same place, the total number in a given might be evened out (e.g., you won't find three houses in a row with a Baretta in the dresser). It's also possible that it shapes your experience to be more story-like, where it has you go a specific amount of time before you find an upvalue or rare item-- or something you need to complete a recipe, to balance so it doesn't feel either frustrating or easy. It could also just vary the loot based on its own "pre-event" stories. Like, decide someone in one house baked a lot, so the kitchen is stocked with that kind of stuff, similarly someone might have been a nerd and have a workbench in the garage with lots of electronic parts, but which houses those might be would vary completely from playthrough-to-playthrough, and could even be decided on-the-fly (that is, as you encounter the house), based on how things are going and what you've seen so far. Likewise, instead of encountering random zombies of varying densities just sprinkled around, they might be more concerted based on how the player is doing-- so, the Director (D) might decide that (depending upon settings) to keep you alive a little longer when you're injured, to make the zombies you encounter a little weaker and fewer in numbers, or if you're pretty well stocked, to throw a bit more at you. Similarly, it could vary the weather in a smart, real way (or they could even use the real weather in Kentucky for those dates). The "Sadist" part of it makes me a little wary...
  14. Kauffy

    Raven Creek

    Since I discovered this map, I haven't spawned anywhere else. It's freakin' great. The original maps now feel kind of amateurish-- the density of this map has a "real" feel to it and many places automatically suggest a kind of story. It has a great mix of urban, suburban, and rural. Despite the design for action, I've found that with the right sandbox settings (on b41), this actually makes a great survival map, with few nearby places to just hole up without being threatened. There are some places where there are already fields of crops-- but without help, you will drag yourself down tending to them all. A lot of new gameplay emerges, especially depending upon where you spawn. It definitely is cruel with some of the spawns, especially with a cop character spawning near the downtown police station-- (using mods) has pistol and longarm in inventory, but they're completely unequipped and unloaded. I'm lunch in seconds.
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