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NoPizzaSad

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  1. Like
    NoPizzaSad got a reaction from KSHZ in Blocking Doors and Other Minor Suggestions   
    The door blocking might be difficult to implement but if it can be done it would certainly make up for the time invested with cool stories/videos and the whole drama around it in multiplayer lol.
     
    Speed bumps would make for hilarious vehicle losses, and it would probably work like corpses in the road do I'd guess.
     
    Finally the distraction trash would be pretty awesome I think, they already added molotovs, so a throw function for other things could be worked up from there (devs probably have that kind of idea in mind). It would add very tactical use of resources like timers and alarm clocks, a noise maker for the more improvised survivor kind of thing.
     
    I imagine that when they add animals, catching one, sticking a noise making thing on them and letting them go could be a very chaotic and entertaining possibility, like a soviet anti-tank dog for the zombie apocalypse.
  2. Like
    NoPizzaSad got a reaction from grammarsalad in Sense of smell   
    Do zombies smell? Since they are rotting they should actually smell quite a bit.
    I've always wandered, wouldn't a person know there's something rotting behind a door? The stench of a rotting human will fill an entire house, and even leak out if doors and windows aren't pretty airtight, it would be nice if you could get a mechanic or trait (could develop over time or not) where you feel the smell coming from places with rotting food, corpses and zombies. It would add to sight and hearing as a way to spot possible zombies around you, and could be subtle enough so that you need to be paying close attention in-game, representing keeping your senses sharp in the case of your character.
    It could work with visual cues like "smell lines" of a very transparent color coming from the source, or just an indicator that reads what your character is smelling (you'd play hot/cold with it), it would even let you know if there's a large horde in the direction the wind is coming. In real life you can smell corpses at a significant distance if the wind is coming from the direction of the carcass, for a corpse the size of a human this is very considerable, for several humans, well...go figure. If you've ever smelled a truck of rotting bones in real life (they are used for jelly) or a dead cow out in the countryside, you know how powerful the stench is. 
    A horde would be smelled from kilometers away if the wind comes from its direction, and it would add a lot of immersion for the player to learn of an incoming threat in such a primitive way.
  3. Like
    NoPizzaSad got a reaction from TrailerParkThor in ADT-like Sign for houses with alarms!   
    The psychological aspect of real or fake alarm signs would definitely make for interesting gameplay decisions. Might be harder to implement because alarms are random, so figuring out how to spawn or despawn those signs automatically would be necessary. The other way would be to spawn an actual device someone with electrical knowledge could even disable, but that's even more elaborate.
  4. Spiffo
    NoPizzaSad got a reaction from TrailerParkThor 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.
  5. Like
    NoPizzaSad got a reaction from 3lackrose in Sense of smell   
    Yeah, that's true! Hadn't though about the interaction with smoker trait. You'd definitely have an adverse effect from being covered in blood  too. Uhmmersive AF.
  6. Like
    NoPizzaSad reacted to 3lackrose in Bravery as a Stat.   
    I could be wrong, but i remember reading something about the character progressively getting more resistant to panic and eventually reaching the Desensitized trait. It would take a decent amount of game time and zombie kills to reach that though, and personally i've never played long enough to experience that, but you could also eventually nullify your coward trait if surviving for enough.
     
    It's mixed memory i don't really remember where i've read it, maybe it was something in previous builds of the game or it's still a feature, i don't think it was a mod.
     
  7. Like
    NoPizzaSad reacted to Burger_Time in Bravery as a Stat.   
    It is a thing. You don't get completely desentisized but you will get significantly less scared over time. 
  8. Spiffo
    NoPizzaSad reacted to 3lackrose in Sense of smell   
    That's an interesting perspective, in particular modeling a smell sense "stat / value" on the player character that interacts with the game environment. I'd expect it to require a significant amount of work to implement if ever considered appropriate but nice idea nonetheless.
     
    This is something that generally games don't even consider doing other than from a narrative standpoint (a text description or a particular cutscene explaning what the character is experiencing)
     
    *on a small note, smokers tend to generally have a diminished perception on their smell and taste compared to non smokers.
  9. Like
    NoPizzaSad got a reaction from PoshRocketeer 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.
  10. Like
    NoPizzaSad got a reaction from 3lackrose in Sense of smell   
    Do zombies smell? Since they are rotting they should actually smell quite a bit.
    I've always wandered, wouldn't a person know there's something rotting behind a door? The stench of a rotting human will fill an entire house, and even leak out if doors and windows aren't pretty airtight, it would be nice if you could get a mechanic or trait (could develop over time or not) where you feel the smell coming from places with rotting food, corpses and zombies. It would add to sight and hearing as a way to spot possible zombies around you, and could be subtle enough so that you need to be paying close attention in-game, representing keeping your senses sharp in the case of your character.
    It could work with visual cues like "smell lines" of a very transparent color coming from the source, or just an indicator that reads what your character is smelling (you'd play hot/cold with it), it would even let you know if there's a large horde in the direction the wind is coming. In real life you can smell corpses at a significant distance if the wind is coming from the direction of the carcass, for a corpse the size of a human this is very considerable, for several humans, well...go figure. If you've ever smelled a truck of rotting bones in real life (they are used for jelly) or a dead cow out in the countryside, you know how powerful the stench is. 
    A horde would be smelled from kilometers away if the wind comes from its direction, and it would add a lot of immersion for the player to learn of an incoming threat in such a primitive way.
  11. Like
    NoPizzaSad reacted to PoshRocketeer 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.
  12. Like
    NoPizzaSad reacted to PoshRocketeer 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.
  13. pillow
    NoPizzaSad reacted to Are_You_Okay in What if crouching too often led to back problems   
    Idk this game is so detailed I’m surprised it isn’t in already
  14. Like
    NoPizzaSad got a reaction from TrailerParkThor in Google maps on a smartphone   
    While GPS would be out of the timeframe, some rare military maps of the whole playable area could be nice, right now you kinda have to guess where you are once you leave towns, a big map with somewhat useful annotations could be a real treasure to find, especially to people who don't remember the entire map by heart.
  15. Spiffo
    NoPizzaSad reacted to Peon in Potato seeds   
    Yeah! We built ourselves one a few years back! It's still standing despite a few rough summer hail episodes, we had so much fun building it and it was very cheap to put together because we used windows we scavenged from a few renovation jobs. Here is a couple pictures! 
     


  16. Like
    NoPizzaSad got a reaction from Peon in Potato seeds   
    Hello! I'm from Uruguay in South America. Down here extensions of arable land are usually far larger than in most other places so planting for seeds, and from seeds can be more convenient at times. Beyond a matter of scale and convenience I'm not aware of the difference in productivity comparing both methods, I could ask around if you want. In the game I'd guess going for the seeds approach is a simpler way to have a universal criteria to all crops.
     
    Yeah, the surface of crops needed is incredibly small. I planted a whole bunch at first thinking the yield would be lower and then ended up freezing a whole bunch of food (gotta love gas station pop fridges)
    I think that for now even if they don't want to get into more complex mechanics around farming (I'd sure like that though) reducing the yield and fixing their nutrition and shelf life to more realistic values could probably make farming more interesting. According to the new update notes, watering crops won't be as painful in the future lol.
    I think they have more planned for the nutrition system (proteins don't do anything for example), and if it's fleshed out more, having a variety of crops and food sources might be more necessary in the future. Imagine getting scurvy if you lack some vitamin intake lol, rosehip tea would be an excellent source of vitamin C and we already have the plant as forage, it's all coming together I tell you. 
     
    Another wild idea, having you steal a whole bunch of windows to make a greenhouse for winter, I'd love this. We made a small greenhouse at home and it's pretty awesome, it's like having  tropical weather for plants that don't like the temperate climate around these parts.
     
  17. Like
    NoPizzaSad got a reaction from Geras in Potato seeds   
    Hello! I'm from Uruguay in South America. Down here extensions of arable land are usually far larger than in most other places so planting for seeds, and from seeds can be more convenient at times. Beyond a matter of scale and convenience I'm not aware of the difference in productivity comparing both methods, I could ask around if you want. In the game I'd guess going for the seeds approach is a simpler way to have a universal criteria to all crops.
     
    Yeah, the surface of crops needed is incredibly small. I planted a whole bunch at first thinking the yield would be lower and then ended up freezing a whole bunch of food (gotta love gas station pop fridges)
    I think that for now even if they don't want to get into more complex mechanics around farming (I'd sure like that though) reducing the yield and fixing their nutrition and shelf life to more realistic values could probably make farming more interesting. According to the new update notes, watering crops won't be as painful in the future lol.
    I think they have more planned for the nutrition system (proteins don't do anything for example), and if it's fleshed out more, having a variety of crops and food sources might be more necessary in the future. Imagine getting scurvy if you lack some vitamin intake lol, rosehip tea would be an excellent source of vitamin C and we already have the plant as forage, it's all coming together I tell you. 
     
    Another wild idea, having you steal a whole bunch of windows to make a greenhouse for winter, I'd love this. We made a small greenhouse at home and it's pretty awesome, it's like having  tropical weather for plants that don't like the temperate climate around these parts.
     
  18. pillow
    NoPizzaSad reacted to Aelipse in Effects of Depression   
    1) Depressed: The character not only takes longer to finish actions, but she also lags one or two seconds in commencing those actions.
    2) Severely Depressed: The character suffers from suicidal tendencies. If she has a knife within her reach, she will try to cut her wrists. If there is a gun in her inventory or close to her, she will try to shoot herself.
     
    The idea came to me when I saw people survive all winter on worms, and the only ill effect they got from the depression moodle was taking a bit longer in transferring items and building stuff. I think mental health problems should have much graver effect on the character and there should be some more incentive for players to avoid eating rotten food / raw worms for days. 
     
    The lagging action idea (1) has to do with the person's lack of motivation to do anything (even surviving). She reacts to the player's input with a few seconds of delay, which can be deadly in presence of zombies or hostile players. The more severe depression (2) should make the character actively seek death where it is quick enough. I think it goes quite well with the overall dark theme of this amazing game.
     
    EDIT: If the suicidal behaviour is too severe of a change, a heightened risk of injury and unwillingness to run could supplement the low mental state just fine.
  19. Like
    NoPizzaSad reacted to Peon in Potato seeds   
    Which country are you from? I don't know anyone that does potato seeds around me, i was tempted to order some online after posting this to see how growing a potato from a seed would be but I have so much on my plate with the summer season that I haven't got around to it. 
    Potatoes are indeed OP in real life, it's definitely a top tier crop
     
    I don't think realistic(-ish) crops would be a bad thing for the game nor too hard to implement.
    We already have a season system in place: weather, months, snow, temperature and it's randomized. For example I just had a 2 month drought during summer in my game and it was a very challenging event and I got so excited when the rain finally came, it was a relief to finally see all the containers i put on the ground slowly get filled after months of scavenging for water from the neighbourhood to keep my crops alive.
    Too much rain/fog/cold? You get mildew. 2 hot summer weeks without rain? Hope you've been hoarding water.
    We already have twine and sturdy sticks in the game. Let's use those as a component for climbers such as beans and tomatoes.
    Also agriculture is too much space efficient right now. I can sustain myself for a year with a 9x9 vegetable garden. When you see the grind that is building a log fence around your base I am very surprised the devs chose to make agriculture so easy.
    I can get away with only watering a patch of cabbage once per season. Watering is a daily chore if you don't get rain but there could easily be an irrigation system to make it easier on players, we already have water barrels plumbing, let's just hook it to a few metal pipes welded together. 
    More level in farming would grant you access to better crops/infrastructure so it's not a mostly useless skill to level. 
    You mentioned wheat, maybe carpentry would enable you to build a mill to grind your own flour. Use mechanics to power it with a car (pretty easy to do IRL) or build it near the river if you're going low tech. Maybe you would need to settle in a farmhouse since wheat is not very space efficient to grow and could lead to cool scenarios with hidden zombies in tall wheat. 
     
    There could be very interesting things to do with the agriculture system in this game and it wouldn't be forced on the player either because there is many other ways to get food.
     
  20. Pie
    NoPizzaSad got a reaction from Peon in Potato seeds   
    Actually, planting potato for seeds is very much a farming practice, it's usually practiced only on very rich soils, and its extremely profitable, of course it wouldn't be necessary at all in the game given the low scale of the crops you plant. I think potatoes are kind of weak compared to their real life counterparts because it would be too good gameplay wise.
    Potatoes take months to rot if they are stored in proper conditions, they are plentiful, and they have a considerable amount of carbs, what else could you need? A good piece of information to realize how dependable they are is the Irish Potato Famine. The Irish depended so heavily on potato crops that when they happened to catch a pest and most harvests were lost, the entire country suffered from a severe famine, and that children, is one of the many reasons why we don't do monoculture, cause its a surefire way of screwing ourselves. The Dutch learned that one with tulips lol.
    Wheat would be an interesting crop to add because it's a staple of civilization, we make flour, we make malted cereals for spirits and ferments, the thing is freaking magical. You can make dough with nothing but water and flour (the game has a yeast dough recipe but no simple water+flour pie dough recipe). It would provide those very needed renewable carbs we are in dire need of nowadays in game. You exchange laborious crafting, for flavor, immersion and good food.
    I think making making crops realistic would be too elaborate, planting season, harvesting season, specific soil, which one is a climber (however its said in English, the ones like tomatoes that need sticks to grow properly), which one needs more shade, etc. So to make up for the lack of difficulty we instead get weaker agriculture, a fair and reasonable trade. Getting corn and wheat however, even if weakened, would add the possibility of so many recipes that it's definitely worth considering. Make corn flour in your mortar and pestle, make tortillas, do some Mexican cooking, make bourbon, alien crop circles, enact a Pocahontas movie scene, the sky is the limit.
  21. Like
    NoPizzaSad got a reaction from Geras in Potato seeds   
    Actually, planting potato for seeds is very much a farming practice, it's usually practiced only on very rich soils, and its extremely profitable, of course it wouldn't be necessary at all in the game given the low scale of the crops you plant. I think potatoes are kind of weak compared to their real life counterparts because it would be too good gameplay wise.
    Potatoes take months to rot if they are stored in proper conditions, they are plentiful, and they have a considerable amount of carbs, what else could you need? A good piece of information to realize how dependable they are is the Irish Potato Famine. The Irish depended so heavily on potato crops that when they happened to catch a pest and most harvests were lost, the entire country suffered from a severe famine, and that children, is one of the many reasons why we don't do monoculture, cause its a surefire way of screwing ourselves. The Dutch learned that one with tulips lol.
    Wheat would be an interesting crop to add because it's a staple of civilization, we make flour, we make malted cereals for spirits and ferments, the thing is freaking magical. You can make dough with nothing but water and flour (the game has a yeast dough recipe but no simple water+flour pie dough recipe). It would provide those very needed renewable carbs we are in dire need of nowadays in game. You exchange laborious crafting, for flavor, immersion and good food.
    I think making making crops realistic would be too elaborate, planting season, harvesting season, specific soil, which one is a climber (however its said in English, the ones like tomatoes that need sticks to grow properly), which one needs more shade, etc. So to make up for the lack of difficulty we instead get weaker agriculture, a fair and reasonable trade. Getting corn and wheat however, even if weakened, would add the possibility of so many recipes that it's definitely worth considering. Make corn flour in your mortar and pestle, make tortillas, do some Mexican cooking, make bourbon, alien crop circles, enact a Pocahontas movie scene, the sky is the limit.
  22. Spiffo
    NoPizzaSad got a reaction from Call_Me_AJ in Blocking Doors and Other Minor Suggestions   
    The door blocking might be difficult to implement but if it can be done it would certainly make up for the time invested with cool stories/videos and the whole drama around it in multiplayer lol.
     
    Speed bumps would make for hilarious vehicle losses, and it would probably work like corpses in the road do I'd guess.
     
    Finally the distraction trash would be pretty awesome I think, they already added molotovs, so a throw function for other things could be worked up from there (devs probably have that kind of idea in mind). It would add very tactical use of resources like timers and alarm clocks, a noise maker for the more improvised survivor kind of thing.
     
    I imagine that when they add animals, catching one, sticking a noise making thing on them and letting them go could be a very chaotic and entertaining possibility, like a soviet anti-tank dog for the zombie apocalypse.
  23. Spiffo
    NoPizzaSad reacted to Peon in Potato seeds   
    Just to point out that it's not really a thing.
    Sure its possible to get potato seeds but no one does it: It takes ages to get potatoes to seed, you need very specific conditions for the seeds to grow, you're not sure of what you're getting thanks to cross pollination, it takes ages to grow and it is more vulnerable to everything (pests, diseases, temperature, droughts...) so it's an unnecessary gamble. 
    It makes no sense that in a survival situation anyone would try and do that. 
    You grow potatoes by planting some of your harvest back once they grow tubers. 
     
    I'm a farmer by trade and after trying to replant some of my harvest in PZ muh immersion is now broken.
  24. Like
    NoPizzaSad got a reaction from NoLoGGic in ADT-like Sign for houses with alarms!   
    The psychological aspect of real or fake alarm signs would definitely make for interesting gameplay decisions. Might be harder to implement because alarms are random, so figuring out how to spawn or despawn those signs automatically would be necessary. The other way would be to spawn an actual device someone with electrical knowledge could even disable, but that's even more elaborate.
  25. Like
    NoPizzaSad got a reaction from Tails in Additional Loot In Zombie Backpacks   
    Hello! From what I've read, I understand that they are actually working on more specialized loot tables for the next versions, so hopefully something like what you suggest will happen for backpacks too. More organized and thematic loot will definitely add immersion to the game and make looting more comfortable.
     
    This is the link for what's coming next update https://pastebin.com/4w9SazYT 
    It doesn't mention backpacks specifically but I'd guess they are aiming for that as well eventually
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