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Jatta Pake

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Everything posted by Jatta Pake

  1. Thanks for the replies! I should qualify that I'm a veteran player so my perspective on hardcore may differ. To discuss your points: A) I agree that zombies can be a threat to a young or low quality base, but the random zombie isn't much of a threat from an established base. Especially when an area has been cleared. Late game safe houses are nearly immune from zombies. B) You can bottleneck zombies, you just need to be creative with the terrain and building. C) The event wouldn't happen anytime. It should be a later game event, several months after Day 1. The zombies would have to cross an entire cell to reach the player. Plenty of time to wake up. Especially if the Horde has to cross trees. Hrot) Zombies are currently spawned in this manner. If I'm mistaken, then I suggest spawning them in whatever manner they are currently spawning. The actual mechanics are irrelevant, ultimately. I don't think this detracts from "realism" as lore is filled with wandering hordes. The "Day By Day" series has hordes forming and moving like weather patterns. The Horde is a big antagonist in the Walking Dead comics. In The Walking Dead TV show there are multiple examples, like the end of Season 2. There are plenty of defenses against hordes. Lure them away. Blow them away with guns. Burn em. Or keep a handy Bug out bag and a good bug out plan.
  2. I think it would be cool if some horde events took place. These could be triggered randomly after a few months in game. How it would work: At the far edge of a unoccupied cell adjacent to the player or a random player in MP, hundreds of zombies are spawned. These zombies are given an initial move target of the tile the selected player is standing on. The zombies pathfind to this point unless something distracts them. Other meta events in the area would be suspended for a short time to avoid re-routing the horde. What this does: 1. Provides a built in challenge. If a selected player happens to be in a safe house, the defenses will be tested! 2. Models lore like The Walking Dead that have large hordes traveling out of their own volition. 3. Adds tactics in MP. Scouts and guards have something to worry about. 4. Because the horde is spawning away from players, they have time to react. It will also feel more "natural" like the horde came from somewhere rather than just appeared.
  3. I love the fact that zombies kept wandering in on the chaos! Now I want to know what happened after you fled into the woods!
  4. I'm curious if you (or anyone else knows) what the earlier issue was with moving furniture? I believe an earlier build or a demo had it. If I was to guess, it is the fact that existing furniture (non-player built) isn't currently destructible by zombies AND there is no character animations for it. If these are the only two bottlenecks, perhaps we could see this in any upcoming build.
  5. I like this idea but I'd like you to be able to specify looking for Items or Food with Foraging. I only seem to find berries when I'm drowning in Food or Stones when I'm starving. I also like this because Stones don't have many uses at the moment. They would be critical for makeshift Engineering (as building materials and counter weights). Heck, you could drop one on a zombie's melon for an insta-kill.
  6. This is amazing and a huge benefit to the community. My brain gears are spinning with possibilities...
  7. I'm not a admin/developer but the practice has been to release stable builds after about a month in IWBUMS. I'd expect shortly after Build 31 gets released we will see IWBUMS 32 appear.
  8. My preference: Hit the Severely Depressed moodle and you acquire a "Prone to Illness" trait. Permanently. I like the thrust behind this idea to make the Depression moodle a thing to dread. But no insta-death from Depression moodle.
  9. The wiki is out of date, but if you find answers someone should update the wiki. http://pzwiki.net/wiki/Modding#List_of_Item_Parameters Someone else rounded up all of the current Weapon Item Parameters.
  10. In earlier builds I found Crawlers in the wild frequently. i remember when they spawned under beds. That was terrifying. I know there is another thread about Crawlers being overpowered but I learned to time my melee counter by fighting them frequently. The "rarity" of them now makes them much more dangerous to new players. New players see the slowness and ground position and underestimate the threat.
  11. I've put about six hours into playing IWBUMS 31 and I haven't encountered a single Crawler Zombie. Granted, I haven't traveled extensively but I've killed about 165 zombies. Are they more rare now? Or is this a bug?
  12. I really like this idea. This adds to the overall world degradation as civilization collapses.
  13. This was my guess. Does PZ dynamically update zones during gameplay? If not, then generators probably wouldn't work in custom built bases. Although I do know there is some type of mechanism (zone?) that prevents zombies from spawning inside custom built bases. If there is some type of zoning mechanism, I guess the zone could dynamically expand to include tiles laid with extension cords?
  14. I hope no one took offense to my comment. If so, I sincerely apologize. I think the challenge with a trait like "Vegan", similar to a religious trait, is that it isn't inherently negative in the zombie apocalypse. I mean it could be, as in the scenarios mentioned above, but it could also be a source of great internal strength for the character. History is filled with people who confronted existential threats but found survival from within from their own cultural/belief systems. You could also argue that a Vegan trait would have a positive health trait modifier. At any rate, I'd love to see mods that included zero sum traits, meaning traits that do not give or take away points. A Vegan Trait could cause unhappiness with eating meat but provide a health bonus or a higher base happiness level.
  15. I see it from another perspective and agree it is a bad design choice. The way it is described as being implemented could also apply to many other belief systems. And you wouldn't want a game calling out a player's belief system as a "negative" trait. What do you mean Orthodox Jewish is a negative trait???? But but but but you become unhappy when not keeping Kosher.... It's a cool RPG element but questionable from a game design perspective.
  16. Does sawing logs no longer give XP? I havnt tried Carpentry in Build 31. Doesn't seem as important anymore. I'm operating more like a Nomad. No permanent base.
  17. I was thinking about an extension to my Legacy Save idea. If I could start a new game in God mode, I could go around altering the environment in fun/quest-y ways. When I'm done, I could kill off the character and offer the save file to the community for playing as a type of challenge. I'd just have to verify the save still works in vanilla. Thoughts?
  18. Odd question - can this mod be used in SP to give the player all the Admin abilities?
  19. I suppose if you installed a mod that let you build chain link fence, you could trap a zombie inside with a wooden wall then close off with chain link fence. Zombie would eventually destroy wooden wall but then you would have a fully caged zombie. (The purpose of the wooden wall would simply be to provide enough time to close off the fence. If you could also construct a medical exam bed/gurney inside it would look very mad scientist-ish.
  20. Sleep idea: Screen goes black, sleep happens in real time, no fast forward BUT a new window pops up with a recorded video of your play since last sleep. You can re-watch, rewind, pause as you wait. It's kinda like dreaming, your memories are getting encoded in the brain. You have the option of waking up at any time but a Refresh meter tracks your progress from rest. Beds refresh faster. Others more slowly. Players could also chat and check character menus.
  21. The simplest solution would be an overall Hygiene moodle. Maybe the character gets increasingly more unhygienic the longer they go without upkeep. Upkeep could be simply doing one of the following timed actions every (day, few days, week): Use Toilet (before water shut off) Use Soap Use Toothpaste Use Razor Use .... The longer you go without doing an upkeep action, the more Stinky you become. Highest level Stinky moodle could impair relations with NPCs, increase Sadness, and/or increase risk of getting a Cold. You could also have Melee combat with zombies increase Stinky.
  22. That's a good point on Number 3. Bad example on my part. Maybe a better example is this - rooftop farms and water collectors require more resources and skills because of weight. Roofs aren't necessarily designed for the weight of soil, water, structures at the scale needed to keep people alive. (I'm not a roofer so I'm just spit balling here!) Or the "trade off" could be that players cannot climb ropes with sacks of soil and planks. Make going up stairs with that stuff exhausting and really slow. I think there are clever ways to nerf the advantages of being "up" in relation to Number 3. I love your shark example. I'm ok with zombies being the "sharks" as long as you cannot attain permanent sustainability with your "up" island. What goes up must come down.
  23. To expand on the trust thing: let's say a new character partnered up with you. You didn't trust him 100%. You tell him you need to log off and your character will sleep. I would go to sleep in a room with a locked door. And instead of logging off, I'd sleep but listen for someone trying to axe down my door. If I hear chopping, I'd wake up and get my gun. Point is this: sleeping can build trust between players. Taking turns being vulnerable builds bonds. In the Zombie Apocalypse, trust is more valuable than bullets.
  24. Don't log off tired or choose a better sleeping spot. Or post guards. Think of the thrill of dispatching your enemy while he sleeps. And how much do you really trust your new companion anyway? Enough to sleep with both eyes closed? You may be pissed off when you return but you might get to watch your dead character wandering the streets eating other people.
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