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Jatta Pake

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Everything posted by Jatta Pake

  1. Thanks. I reworked those two specifically For simplicity's sake, all of my sprites can be found on this thread: Link All feedback - good, bad, ugly - welcome. I can't get better without honest feedback. .
  2. A sprite a day keeps the delusions at bay. * Chess
  3. New batch: Bowling Ball - Magnifying Glass - Cologne -
  4. Thanks for the feedback. I will rework these. Don't want to violate anyone's work. I'm learning the ropes of sprite making.
  5. Greetings everyone! These are my item sprites I'm creating. Feel free to use any in your mods. HAVE ANY REQUESTS? Ask away! * Update 20140111: These are all drawn and created by me. Any resemblance to real products or images is purely coincidental. As I'm trying to capture the generic essence of certain items, some sprites may resemble real objects. Please send me any feedback or post it below. [Future Index Will Go Here] - Bowling Ball - Cologne - Soccer Ball - Basketball - Board Game - Evening Gown - Tuxedo - Magnifying Glass - Vacuum Cleaner - Feather Duster - Kite - Oil Paints - Bar of Soap - Compact Mirror - Shampoo - Clothes Iron
  6. Need feedback on my new sprite. How does it look? [deleted] and this one [deleted] Edit: I didn't like these so I reworked them.
  7. Uhhh.... how does that have anything to do with this? Sorry my rambling turned into a non sequitur. My point is that ammunition and guns might be wholly impractical for the zombie apocalypse given their danger and limited sustainability. A rifle with a bayonet would kill more zombies with the bayonet part than the shooting part. Part of the power of the gun is the fact that most enemies respect it. Zombies don't. You could empty a clip into a zombie and it will keep coming at you unfazed. To put it in perspective: For every insurgent killed in Iraq and Afghanistan (as of 2011) the U.S. fired 250,000 rounds. Think about it. These are trained experts at firing a weapon. A kill shot can hit any part of the insurgent body and potentially kill him. Yet it still took 250,000 rounds per insurgent killed. Link. Guns and ammo are fun in PZ. But in a Zombie Apocalypse, they would be utterly useless. The average American would have to average something like 2 million rounds per zombie killed. Now granted, you can argue that human insurgents make more challenging targets than a mindless brain eating corpse. Still, zombies would be incredibly hard to kill with a gun. They give off no heat (like insurgents) for night vision equipment, they require absolutely no logistical support (like insurgents), they have an even greater decentralized command and control system (insurgents have some form of leadership), they don't suffer morale issues (like insurgents) and they can literally fight non-stop. Humans would be doomed. Our only hope of survival would be building Terminator like robots that combine the inherent advantages of the zombie with the sentience, intelligence, and awareness of the human brain. Of course that would only lead to bigger problems...
  8. Destroy it ALL with a sledgehammer!
  9. As I'm originally from Kansas and lived for a short time on a farm, I'll add my 2 cents. My grandfather raised cattle, and he explained to me how cattle were killed in the slaughterhouse. I have no idea if this is even remotely accurate in today's terms or if grandpa was just full of it. Supposedly, cattle are led down a chute that ends with a device for killing the animal. In the olden days, ranchers would use a gun and bullet to kill the animal with a shot to the head. As this is expensive and dangerous, a different tool was devised. Rather than fire a bullet, the device fired a metal rod into the steer's brain. The rod could be retracted to reload it and fired again. I assume this was powered by pneumatics and air pressure at one point, but modern versions would probably be electrical. Again, I have no idea if this is remotely accurate. But I'm headed to a slaughterhouse in the event of the zombie apocalypse. Humans have industrialized killing things on a mass scale, and those tools seem like they could be useful against the undead scourge. Especially things that need to be made dead with a shot to the brain.
  10. 1. More Useless Stuff 2. More Stuff to Craft 3. More Ways To Decorate Your Base - There's more to life than mere survival. I want to survive in STYLE and LUXURY. Half of the fun of the world's population turning into brain eating monsters is all the wonderful loot they leave behind. I'd like my triple walled barricade reinforced fortress to feature Ming Vases, Polar Bear Skin Rugs, Tiffany Chandeliers, Generator Powered 105" Curved Screen 4K TV, Italian Lamb Skin Loafers, and other assorted trappings of the ultra-ultra rich. I may be eating stale cabbage, but I'm doing it with opulent and decadent panache, bitches! I'd like to see PZ take a page from Ultima Online (jeezus I'm dating myself) and let players get their "build" on. Then send in a hopeless horde of zombies to tear it all down and utterly destroy it like a Dread Lord of yester-year. I picture "Jennifer Gray" standing atop her fortress balcony in a Mink Coat and Stiletto Heels firing her shotgun into the tsunami of zombies that have finally broken through the outer walls as they pour towards her last refuge. That's when things get real fun.
  11. You guys are all wrong. I would wear a jock strap and cover myself in a layer of grease. What a zombie can't grab, a zombie can't hold and bite. The more "armor" you wear, the more crap you have on you that can get caught on something while you are moving. To survive zombies, you need speed and evasiveness. You need to be able to react quickly if something touches your body. "Armor" of any sort just gives zombies something to grab onto. Your "armor" should be a strongly fortified structure. Zombies always attack so there is no need to fight them on their grounds. Fight them from a defensive position with long spears and makeshift traps. Employ lights and sounds to confuse them. Nets would be incredibly effective against a horde as they writhe into a tightly balled mass unable to pass through your choke points.
  12. I'm trying to figure out my next goals forward as well. With my neighborhood free of zombies, a strong fort, water supplies, and a small potato, cabbage, and strawberry farm - I feel safe. I have one of every tool I need and a lot of supplies stocked. I like the Adventure idea. The vast majority of the map and buildings are unexplored by me. I'm tempted to go exploring now that I feel safe.
  13. I will try to persuade you. Arguments for More (Useless?) Stuff: 1. The vast majority of the items in PZ have a use so there is no choices required when looting. Grab everything and run. More "clutter" requires making choices when looting. 2. Clutter already exists in game. How many forks, spoons, vests, and skirts can a world have? And let's not forget Lipstick, Combs and Wallets. Those items are clutter for clutter's sake. 3. More clutter (if moderated and limited) provides more variety. It keeps the game interesting. You get more, "Hey, never seen that before!" moments. 4. It increases the learning curve. Yes, it would make the game harder as players must determine if something is important or not as they find things. Right now, players can remember "Ignore spoons". Easy. But what about a "Dog Leash"? Is that useful? 5. Communicates a subtle message about our humanity. I found a "Globe"? Do I need that to survive a zombie apocalypse? Probably not. But is there inherent value in the things that aren't survival related? Maybe a globe reminds the character of a lost world. 6. Makes looting take longer. This creates tension. Rather than cleaning a house out in five minutes, players will stop and ponder the potential importance of a "TV Remote Control". This gives zombies more time to get to the player's succulent and deliberating brains. 7. Creates more work to the Wiki guy. 8. More items create more of an RPG feel for the game. When a character loots a store, it would be fun to see piles of useless money scattered about to remind my character of a lost world. "All this free money and no one cares anymore." When I first started playing, I was initially panicked when I was confronted with looting the contents of my starting house. "Oh my God! I need it all!" But I couldn't carry it all. Part of the zombie apocalypse is the reduction of humanity to its basic survival skills. We are surrounded by stuff, literally drowning in a sea of clutter in our modern lives, but the zombie apocalypse shows the pointlessness of it all. You can't have it all and survive long in PZ. You have to make choices. How'd I do?
  14. I am a blank slate upon which EnigmaGrey can discharge his brilliance. I would, however, point to my two threads as potential sources of inspiration: Finding Your Own Corpse & More (Useless?) Stuff
  15. What's the end of the world without some creature comforts to remind us of our decadent past? I think the whole "collectible" game within a game has potential. Not only do you strive to build the most bad ass fortress safe house, but you collect a lot of cool stuff too. "The road to West Point was long and dangerous, but it was the only way to get that Rare Coin hidden in the back of Spiffos."
  16. I found the Cube yesterday for the first time and I was really excited. I know there isn't a use for it now but it got me thinking... 1. Part of the fun and challenge of Project Zomboid is sifting through loot. Sometimes you have to make interesting decisions on what to take and what to leave behind. I suspect the Cube, Playing Cards, and Yoyo will eventually have Boredom reducing properties but I enjoy finding them anyways even if they don't have a purpose. 2. It adds humanity to the game and reminds the player that regular people used to live there. My list of "More (Useless?) Stuff" that would I think would be cool to see in game: * Chess * Board game * Cologne/Perfume * Soap * Compact Mirror * Boots * Magnifying Glass * Whistle * Fishing rod * Ant Farm * Toy Robot * Camera * Skateboard * Tuxedo * Evening Gown * Vacuum Cleaner * Feather Duster * Oil Paints and Canvas * Kite * Shampoo * Paper Money * Brown Paper Bag * Lip Balm * Credit Cards * Pliers * Cordless Drill * Light Bulbs * Soccer Ball * Basket Ball * Blender * Toaster * File Folder * Thumb Tacks * Car Keys * Framed Photo * Cardboard Box * Oil Can * Pair of Skis * Boxing Gloves * Porcelain Knick Knacks * Potted Plant * Garden Gnome * Can of Tennis Balls * Tennis Racquet * Pair of Slippers * Iron * Ironing Board * Cowboy Hat * Lifejacket * Paddle * Rat Poison * Bug Spray * Stapler * Kazoo * Harmonica * Birthday Candles * Flowers in Vase * Globe * Pair of Glasses * Bicycle Pump * Laundry Basket * Dog Leash * Cat Litter Box * Stamp Collection * Rare Coin * Antique Lamp * Baseball Cards * Crocheted Pillow "Grandma Loves Me" * Flute * Bean Bag * Chopsticks * Mouthwash * Chewing Gum * Cigar * Bowling Ball * Roller Skate * Hockey Stick * Jump Rope * Kaleidoscope * Clown Nose * Rubber Chicken * Umbrella * Piece of Pipe * Ship-in-a-Bottle * Length of Chain * Video Collection * TV Remote Control * Baseball Glove * Salt and Pepper Shakers * Belt Buckle * Fly Swatter * Box of Crayons
  17. Eat chocolate. It cures the blues.
  18. Here is my home base. It's my second safe house but the one that I'm setting up as my main base of operations for now. Questions: It says I have six skill points available. How do I use them? Or are they already used (indicated by the yellow boxes below)? This stage of the game is all new to me. I'm fairly used to killing lone zombies with melee, killing small groups with pistol, looting houses, killing crawlers, and building things. This is my first time farming and I've never done any cooking. Any advice would be appreciated. Current plans: 1. Finish relocating all supplies from original safe house. 2. Loot more food. 3. Try to find more trash bags for more rain barrels. Water is now off. This is to give you an idea of my inventory. I have about triple the amount at my original safe house.
  19. I think the most fascinating part of the entire thing will be the "emergent behavior" of the system. Can NPCs learn? Can they "get better at surviving"? I see an almost evolutionary mechanic happening. NPCs with weaker characteristics will die. NPCs with stronger characteristics will survive longer. If you can survive a month, will the only remaining NPC survivors be crazed sociopaths or will it be only NPCs with strong cooperative traits. The metagame would be fascinating to watch on it's own. I hope the developers can run metagame simulations to balance the evolution to avoid dominate characteristics in the NPCs. Keep it crazy.
  20. Sorry fellas. 9/12/13 = September 12th, 2013, to Americans. In defense of our idiotic logic, we read 9/12/13 like we would say it out loud, "September(9) 12th(12), 2013(13)". Americans generally don't say, "9th of December, 2013" when we say a date. It's almost always month, day, year. Please be patient with us. I assume more Americans will show up around here now that PZ is on Steam so I was just making a silly joke. There is Logic (metric system) and American Logic (inches, feet, yards). Lastly there is Jatta Pake logic that wants all dates in 20131209 format because it sorts better in a column. Its my CDO (like OCD but alphabetized like it should be).
  21. Can I be the first cluess Yankee to say September 12th, 2013, isn't a Monday? It was a Thursday.
  22. He's dead, Jim. -Bones
  23. I think dropping large nets on groups of zombies would be an effective way of hindering their movement. As the monsters thrash around they will become more entangled in the netting. Instead of a cluster of mobile individual zombies, you would have a mass group bound together hindering movement through smaller enclosures like doorways. Clearly the best traps would involve some sort of heavy object falling on top of the zombie. Why? The zombie's only vulnerability is the head and this is the primary impact site for any objects falling from above. A more elaborate mechanism would funnel zombies into an area covered by chain link fencing about 10 feet in height. With reinforced walking planks on the top, a survivor could dispatch zombies quickly with downward thrusts from an improvised spear through the fence floor into the zombie "cage". These traps would be effective against 10-30 zombies but not effective against hordes of thousands. For that you would need a truly large scale industrial solution run by a team of at least 50 survivors. Something like a massive stone works that funnel and gate zombies into kill zones using some type of bait. Imagine a huge jerry-rigged "Star Wars trash compactor" squishing zombies over and over. You would need bulldozers and scoop trucks to scoop up the resulting zombie goo for dump trucks to haul to a landfill.
  24. Two others report that you cannot currently destroy furniture. Are you playing a Beta build or the current vanilla Steam release?
  25. I couldn't find the answer to these questions on the wiki so I'll ask them here: Furniture 1. Can you destroy furniture for planks? How do you do this? Attack swing or right click? 2. Do you need to equip a tool in as your Primary to destroy furniture? What tools work? Sledgehammer? Hammer? Axe? Any others? 3. Can you destroy any furniture you see in the house? Or are any items "undestroyable"? Can you destroy cabinets, stove, or refrigerator? Access 1. The ideal access point to your safehouse should be a sheet rope to a second floor window covered by a sheet, correct? Zombies can't climb sheet ropes, correct? 2. Which is better - barricaded doors and windows, or player built walls blocking off access to doors/windows? Home Decorating 1. I've come across cans of paint. Can I cover up blood soaked walls with a fresh coat? 2. What does a can of paint cover - walls, floors, furniture? Does it allow me to change the color of a single wall tile? If yes, how many tiles does a can of paint cover? Do I need a paint brush equipped as Primary? Do you right click on the wall?
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