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PoshRocketeer

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  1. Like
    PoshRocketeer got a reaction from Irken Empire in Add the (stale) condition to food, similar to (fresh) and (rotten)   
    When food is no longer Fresh, it just says the name of the food item. This is when the food is stale. The fact that it gives unhappiness reinforces the idea that this is its "stale" stage, especially as it's the direct precursor to rotting.
     
    I.E:
    Bread
    Steak (Uncooked)
    Salmon (Cooked)
     
    As opposed to:
    Bread (Fresh)
    Steak (Fresh Uncooked)
    Salmon (Fresh Cooked)
  2. Like
    PoshRocketeer reacted to Adamiks in Removable and buildable roofs.   
    Ability to removing roofs is what PZ is missing. It's so weird when you make floor on the roof but the roof is still there and in result you can "be" in the roof while walking on the floor. Also craftable roofs (wooden style like everything buildable) would be useful. Oh, and roofs should protect from rain (not rooms, just roofs), because they don't actually.
  3. Like
    PoshRocketeer reacted to quone17 in Jump Scare noise   
    Please let me turn this jump scare noise off.  I read about the whole point of the game is it being realistic to the extent possible.  Obviously in real life there is no "jump scare noise."  It is also disproportionately loud, and sometimes plays after I already see a zombie and I'm trying to sneak up on it.  I've seen others say the same thing.  I get it if you want to play with it for "excitement" but for me it breaks the realistic nature of the game and I'm like, oh, the game is just trying to scare me.  
  4. Like
    PoshRocketeer reacted to Toshis in Request - spare engine parts   
    One spare engine part repairs 1% of engine. Dismantling good condition engine gave 6 parts, dismantling poor condition engine gave 1 part. Having to destroy 10-20 car engines just to fix one engine feels unfair. Especially when engines can break so easily. Would appreciate if you made it atleast a little better.
     
    edit:
    tested it some more, with higher level mechanics engine parts repair more than 1%. Its just low level mechanics that isnt very useful, might be ok with high enough skill.
     
    Level 4 and 5 - 1% repaired;
    Level 6 and 7 - 2% repaired;
    I assume level 8, 9 and 10 will be even more
     
  5. Like
    PoshRocketeer reacted to MegaloZero in Car's as generators.   
    We should be able to use Cars as Generators with the right set of tools.
     
    This is something that works IRL with something called a Power Inverter and with the implementation of Multiplayer, this feature would be a god-send, as, in the server I'm currently playing in, Generators are a finite resource and any players are struggling to get their hands on them. This would solve any Gen Shortage/Gen-Faction-hoarding problems that a server may face in multiplayer.
     
    My Second Uncle, Mike, was a repo-man back in the late 90s when he was still alive. He was able to hotwire cars, and he used an inverter to show me how he can power his garage with his car, I remember how giddy he was with his cool new 'toy' that was going to help him with his work. I would love to see this feature in the game, not just so that players in multiplayer and possibly singleplayer, can benefit from it, but also, so I can more regularly look back on my memory of my Uncle.
  6. Like
    PoshRocketeer reacted to Irken Empire in Suicide by hanging scene.   
    Now I really doubt that every other person would drink a whole bottle of bleach to burn their organs from the inside causing a painful misery of a death or put a bullet in their head rather then hanging themselvs, I feel a tiny bit disturbed when I come upon a house that has one of these suicide scenes, but having a corpse hanging from a cealing in a random house that rots more and more by each passing month would disturbe someone much more greatly. To be honest I've never heard nor could imagine someone drinking a bottle of bleach to kill themselvs so removing the bleach suicide scene for a death by hanging scene would be much more better too.
  7. Like
    PoshRocketeer reacted to CaptKaspar in Allow Passengers in Cars to Look at In-Game Map   
    Pretty much what the title says:
     
    Allow passengers in cars to use their in-game map while another player is driving. I was surprised last night when I could not do this. 
  8. Like
    PoshRocketeer got a reaction from GodHatesHaloWaypoint in "Bloodlust" trait.   
    Future trait(s) suggestion to coincide with multiplayer/AI releases.
     
    Bloodlust trait: Killing humans and animals greatly reduces stress, anxiety, and unhappiness, killing zombies slightly increases stress, anxiety, and unhappiness.

    Antisocial trait: Gain stress and anxiety when around other humans, lose stress and anxiety when around animals.
  9. Like
    PoshRocketeer got a reaction from gabriel rodrigues brandao in Patient Zero Option   
    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. 
  10. Like
    PoshRocketeer got a reaction from gabriel rodrigues brandao in Using un-smashed bottles as weapons.   
    I am sad that this got no traction, I thought it was a neat idea.
  11. Like
    PoshRocketeer got a reaction from gabriel rodrigues brandao in Using un-smashed bottles as weapons.   
    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 full.
    -Unbroken glass bottles would fall under "Short blunt" (as broken bottles fall under Short blade)
    -Full bottles would deal more damage, as they're significantly heavier than an empty bottle.
    -Empty bottles make a cool sound
    (If you've ever hit something with a glass bottle, you know exactly what it sounds like.)
    -It takes a few hits to break, as glass bottles are actually quite strong, BUT:
    -When an unbroken bottle's durability is drained to zero, it becomes a smashed bottle, and isn't unequipped from the player's hand, (re-equipped instantly if technical limitations apply.) Glass is visually embedded in the target's face similarly to the new anim for zombies falling on glass.
    Optional additions to this concept include:
    -Maybe if the bottle contains alcohol, the zombie is "stunned" for a second and cry out in pain  (or growl?) as alcohol is splashed on the wounds created by the glass shards. As far as I'm aware from a lore and gameplay perspective, zombies already feel pain as evidenced by their reactions to being harmed, even when stabbed which would have very little "stopping power" so to speak.
    -Liquid shows on the zombie above the chest.
    -The ability to put bleach in the bottles and accomplish something similar would be pretty cool, maybe even blinding the individual zombie forcing them to rely on their other senses.
     
     
  12. Like
    PoshRocketeer got a reaction from TrailerParkThor in Dog food depression and use as bait.   
    It should be the other way, glutton reduces both positive and negative effects on mood from food (dopamine release slowly tapering as your brain wants more food), picky eater would be happier with foods they like but naturally be much pickier about what they're willing to eat at all.
  13. Like
    PoshRocketeer reacted to grammarsalad in Bravery as a Stat.   
    I like bravery as a stat. It makes a lot of sense and would be a fun indicator of player progress. 
  14. Like
    PoshRocketeer got a reaction from grammarsalad in Bravery as a Stat.   
    Character bravery is something that seems quite strange, characters becoming frequently panicked by effectively nothing 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 winning.) Higher levels of bavery begin giving diminishing returns on bravery gained from actions, similar to how higher levels require more XP. Injuries, fleeing from combat or hordes, as well as other environmental factors can influence bravery (such as fog or rain). Anxiety and depression also significantly influence the build and fall of bravery.  Being injured will soft-cap your max bravery level until they're healed, depending on the severity.
     
    When bravery is built up, panic is built more slowly, and decays quicker, at higher levels single, double, or even triple zombies seldom bring panic to the character. The character can become temporarily desensitized if they've held max bravery for a significant period.  
    The brave, cowardly, and desensitized traits all directly effect your character's starting bravery as well as build and fall. Desensitized maxes out character bravery, and prevents the fall of the stat. 
    Brave increases starting bravery, and makes it easier to maintain, though still easy to lose if you are consistently making mistakes or being chased off by hordes (or survivors in future)
    Cowardly naturally decreases starting bravery, makes high bravery harder to maintain.
    Other traits could be added around this system as well, if desired, pacifist for example could lock your bravery at minimum, or another trait entirely could be added.

    Low bravery influences how quickly you become sad, high bravery influences how quickly you become bored, having extremely high bravery means that combat no longer excites.
     
    I think this would be an excellent addition, though admittedly a decent amount of work to implement. The only comparable stat we have in game right now is weight. It would make gameplay infinitely more dynamic, solve the issue of frankly quivering man-babies for survivors despite having kill counts in the thousands, and be an interesting mechanic to maintain without being a hard requirement. Its development would also open the door to other dynamic stats/traits and features.
  15. Like
    PoshRocketeer got a reaction from Mork in Bravery as a Stat.   
    Character bravery is something that seems quite strange, characters becoming frequently panicked by effectively nothing 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 winning.) Higher levels of bavery begin giving diminishing returns on bravery gained from actions, similar to how higher levels require more XP. Injuries, fleeing from combat or hordes, as well as other environmental factors can influence bravery (such as fog or rain). Anxiety and depression also significantly influence the build and fall of bravery.  Being injured will soft-cap your max bravery level until they're healed, depending on the severity.
     
    When bravery is built up, panic is built more slowly, and decays quicker, at higher levels single, double, or even triple zombies seldom bring panic to the character. The character can become temporarily desensitized if they've held max bravery for a significant period.  
    The brave, cowardly, and desensitized traits all directly effect your character's starting bravery as well as build and fall. Desensitized maxes out character bravery, and prevents the fall of the stat. 
    Brave increases starting bravery, and makes it easier to maintain, though still easy to lose if you are consistently making mistakes or being chased off by hordes (or survivors in future)
    Cowardly naturally decreases starting bravery, makes high bravery harder to maintain.
    Other traits could be added around this system as well, if desired, pacifist for example could lock your bravery at minimum, or another trait entirely could be added.

    Low bravery influences how quickly you become sad, high bravery influences how quickly you become bored, having extremely high bravery means that combat no longer excites.
     
    I think this would be an excellent addition, though admittedly a decent amount of work to implement. The only comparable stat we have in game right now is weight. It would make gameplay infinitely more dynamic, solve the issue of frankly quivering man-babies for survivors despite having kill counts in the thousands, and be an interesting mechanic to maintain without being a hard requirement. Its development would also open the door to other dynamic stats/traits and features.
  16. Like
    PoshRocketeer got a reaction from Keragom in Bravery as a Stat.   
    Character bravery is something that seems quite strange, characters becoming frequently panicked by effectively nothing 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 winning.) Higher levels of bavery begin giving diminishing returns on bravery gained from actions, similar to how higher levels require more XP. Injuries, fleeing from combat or hordes, as well as other environmental factors can influence bravery (such as fog or rain). Anxiety and depression also significantly influence the build and fall of bravery.  Being injured will soft-cap your max bravery level until they're healed, depending on the severity.
     
    When bravery is built up, panic is built more slowly, and decays quicker, at higher levels single, double, or even triple zombies seldom bring panic to the character. The character can become temporarily desensitized if they've held max bravery for a significant period.  
    The brave, cowardly, and desensitized traits all directly effect your character's starting bravery as well as build and fall. Desensitized maxes out character bravery, and prevents the fall of the stat. 
    Brave increases starting bravery, and makes it easier to maintain, though still easy to lose if you are consistently making mistakes or being chased off by hordes (or survivors in future)
    Cowardly naturally decreases starting bravery, makes high bravery harder to maintain.
    Other traits could be added around this system as well, if desired, pacifist for example could lock your bravery at minimum, or another trait entirely could be added.

    Low bravery influences how quickly you become sad, high bravery influences how quickly you become bored, having extremely high bravery means that combat no longer excites.
     
    I think this would be an excellent addition, though admittedly a decent amount of work to implement. The only comparable stat we have in game right now is weight. It would make gameplay infinitely more dynamic, solve the issue of frankly quivering man-babies for survivors despite having kill counts in the thousands, and be an interesting mechanic to maintain without being a hard requirement. Its development would also open the door to other dynamic stats/traits and features.
  17. Like
    PoshRocketeer reacted to Caturday in 41.51 Cannot sprint.   
    Video proof of this bug 
     
    https://i.imgur.com/rTssQX3.mp4
  18. pillow
    PoshRocketeer reacted to EnigmaGrey in Please bring back weapon durbility indicators on the hotbar.   
    Tl;DR: really didn’t fit the feel we were going for with  the combat changes to build 41.
     
    There seems to be some confusion about why the star is gone:
     
    I pointed out that the star wasn’t useful anyone because it was too small on higher resolutions, it being an original sprite from 10 years ago. It was also quite imprecise because it was small and only had a few frames. It didn’t fit the game’s art anymore or really convey that it was for condition (in other games it would be quality or favourite status).
     
    We all discussed options for how to improve it, make it clear that it was the condition of the weapon  … but then that conversation took a turn. We realized that this took away any pre-planning and lead to people who actually noticed the thing were just riding the star condition in their attempts to kill as many zombies as possible  instead weapon breaks happening more naturally and thrillingly while playing the game. So, it was instead removed.
     
    So far, very few people have seemed to notice (far less than I expected). I think we’re more comfortable with letting modders add back their own version of the condition star, and will pass adding a new version to the game at this point. 
     
     
  19. Like
    PoshRocketeer got a reaction from vek in Please bring back weapon durbility indicators on the hotbar.   
    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. Like
    PoshRocketeer got a reaction from TrailerParkThor 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.
  21. Like
    PoshRocketeer got a reaction from TrailerParkThor 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)
  22. Like
    PoshRocketeer 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.
  23. Like
    PoshRocketeer got a reaction from NoPizzaSad in Bravery as a Stat.   
    Character bravery is something that seems quite strange, characters becoming frequently panicked by effectively nothing 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 winning.) Higher levels of bavery begin giving diminishing returns on bravery gained from actions, similar to how higher levels require more XP. Injuries, fleeing from combat or hordes, as well as other environmental factors can influence bravery (such as fog or rain). Anxiety and depression also significantly influence the build and fall of bravery.  Being injured will soft-cap your max bravery level until they're healed, depending on the severity.
     
    When bravery is built up, panic is built more slowly, and decays quicker, at higher levels single, double, or even triple zombies seldom bring panic to the character. The character can become temporarily desensitized if they've held max bravery for a significant period.  
    The brave, cowardly, and desensitized traits all directly effect your character's starting bravery as well as build and fall. Desensitized maxes out character bravery, and prevents the fall of the stat. 
    Brave increases starting bravery, and makes it easier to maintain, though still easy to lose if you are consistently making mistakes or being chased off by hordes (or survivors in future)
    Cowardly naturally decreases starting bravery, makes high bravery harder to maintain.
    Other traits could be added around this system as well, if desired, pacifist for example could lock your bravery at minimum, or another trait entirely could be added.

    Low bravery influences how quickly you become sad, high bravery influences how quickly you become bored, having extremely high bravery means that combat no longer excites.
     
    I think this would be an excellent addition, though admittedly a decent amount of work to implement. The only comparable stat we have in game right now is weight. It would make gameplay infinitely more dynamic, solve the issue of frankly quivering man-babies for survivors despite having kill counts in the thousands, and be an interesting mechanic to maintain without being a hard requirement. Its development would also open the door to other dynamic stats/traits and features.
  24. Like
    PoshRocketeer got a reaction from NoPizzaSad 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.
  25. Spiffo
    PoshRocketeer got a reaction from AetherPowered in 41.51 Weapon Impact Sounds Not Playing (occasionally)   
    Sometimes weapon impact sounds don't play, but return after you kill a zombie, meaning that it usually only occurs for one zombie before returning. Not a major bug, as it doesn't really effect gameplay, but it's notable.
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