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Everything posted by PoshRocketeer

  1. This for sure does not exist in game.Not even with the Dynamic Traits mod. If it existed previously and was removed, maybe it was overpowered or just didn't work right. It's possible they intend to do something similar in the future with different implementation, I think my solution is pretty solid, though.
  2. Well, I agree with you except for one thing, you actually made it because you have the equivalent of an RNG diceroll in your favor, you're "immune", but not actually immune. Genuinely the weakest aspect of the lore all for the sake of copying romero's homework.
  3. What about NV is realistic? The answer is literally nothing.
  4. Character bravery is something that seems quite strange, characters becoming panicked despite being seasoned veterans of the apocalypse. I have a solution to this problem that would be both an improvement to existing systems and a dynamic gameplay element. Bravery is a hidden stat summarized by the character's info screen in terms like "Feeling/I feel confident." "Feeling anxious." "Terrified" etc, etc. These would be rough translations of the stat. Bravery can be increased by killing zombies, and increases slightly faster when fighting multiple infected at once (and w
  5. 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.
  6. Further discovery, it is save-specific, some saves you load in and can't sprint, but most are fine.
  7. Honestly I think over time the player should slowly become more open to eating more types of food.
  8. 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)
  9. No, no it's not. Imagine if Fallout was realistic, it'd be terrible. This is also a survival game first, role-play is secondary and strictly optional.
  10. Getting your weapon stuck is absolutely a concern with blunt weapons, especially hammers. and... maces. Maces are incredibly cumbersome even if not all that heavy and would be extremely unhelpful if the enemy got too close, best you cold do is wallop them with the shaft and hope they get pushed back, small blunt weapons like hammers would absolutely get stuck inside a skull, large blunt weapons are extremely cumbersome to use. You would be no worse off with a machete than you would be with household blunt weaponry. While I agree that swords are absolutely worthless against something that eithe
  11. Gameplay>Realism, the fact that people still need to be reminded of this makes me sad.
  12. I hate to tell you, machetes and kukris would be incredibly effective. They're made to cut through wood, something that has a fairly similar consistency to a skull, and they do it well. Not to mention cutting the throat of a zombie would still work. Tri-point daggers (and similar) would be very effective at piercing skulls, etc. I agree that no one would ever use a katana, but that's mostly because nobody would really use a katana against a person, either.
  13. As title says above, the current "random" sandbox selection is incredibly underwhelming. I selected it one time, only to be really disappointed when every single zombie was walking slower than the average crawling zombie. I propose instead, it actually randomizes each individual zombie's speed as they spawn, meaning you can see sprinters and cripples in the same rally group. EDIT: Community manager said that it should do that already, so I tested it, and it worked this time, so I guess it was just that one save.
  14. If this is already in the game, it's impossible to tell. I can smash dozens of car and building windows in close proximity to infected and they don't lift a finger to check it out. I used to be careful about smashing stuff, but after I realized that it made literally no difference, I just decided "Fuck it, a hammer is the ultimate guest key" and let myself into places.
  15. Second link does not work mate.
  16. I find this statement funny for a lot of reasons.
  17. Thing is though, there is no "patient zero", in terms of lore it's explained that the sickness is widespread before it claims any victims for real.
  18. Firstly I'd like to address that eating a can of dog food on a brand new save is enough to make your character "Severely depressed". Even from a gameplay standpoint this is pretty silly. I wouldn't be thrilled to eat dog food, but to induce acute terminal depression is perhaps a bit much. Secondly, being able to use it as bait for animals would be cool. Thank you for coming to my ZED talk.
  19. I understand that the star was removed for being innacurate, someone said that supposedly you could check its durability by mousing over it on your hotbar, but you can't. Or at least I can't. Maybe a bug, but it seems like other people aren't seeing it either. I don't understand why it would be removed entirely, as it's not really an improvement on gameplay to remove any kind of durability indication from the hotbar, if anything I'd say it's more of a detriment. This is of course assuming that it really was removed without replacement, and not just a bug.
  20. I have discovered on further testing that it still drains your endurance as if you were full sprinting, even though you're not. This is pretty gamebreaking.
  21. Edited title because I'm big dumb and forgot that it's 41.51 not 41.55
  22. Not sure if this is a bug, a side-effect of the new distribution system, or an intentional change, but currently as the default level you get way too much loot. Dozens of medical items in my inventory after looting only a few houses, this is consistent along not just one particularly lucky save, but several saves. I'm completely drowning in useful items, moreso than I ever have in this game outside of heavily modded saves with loot ramped up. It's almost annoying that there's so much good stuff laying around that I can't carry without risk of injuring my character. Again, it's har
  23. Currently, glass bottles can only be used as a weapon when they've already been broken, which limits their usefulness as they're incredibly weak, even for glass (in terms of durability.), and don't do much damage. I don't think it's even possible to kill a full health zombie with a bottle even when factoring in crits. While I don't necessarily think you should be able to use bottles as effectively as just about anything else, I do think they could be fixed up a little, given a little makeover. Notable changes: -Glass bottles can be used as weapons, even when unbroken and
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