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NachoNinjaGnome

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    TV, Movies, Music, Gaming, Modding, Programming, Game Design, Writing, Game Server Administration, History, Science (all, hard & soft... giggity?), Philosophy & just knowledge in general.

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  1. Absolutely... the definitions of psychological disorders change with time. It is, currently, believed that most of these "disorders" are spectrums of behavior. Patient A may have symptoms A, B & C, while Patient B has symptoms B, C & D and Patient C has symptoms C, D & E. High Intelligence, low intelligence, psychopathy, sociopathy, autism, dyslexia, attention deficit disorder, etc., are all spectrums of attributes and behavior patterns. Genius A could be good at math, science and history, but bad at language and social studies, lacking also in social skills. Meanwhile, Genius B isn't that good at math or science, but excels at history, language and social studies and is also very good at reading/manipulating people. Perhaps you have two psychopaths... Psycho A thoroughly seeks to enjoy in regular schemes, regardless of any consequences, while Psycho B prefers to play it safe and only engage in schemes that are opportunistic and/or low-risk. It would make more sense to just have the various "symptoms" of mental disorders as the available in-game traits. That way, you can mix and match to try and the in-game version of your own unique flavor of crazy, or you can make yourself a "high-functioning sociopath" genius like Sherlock Holmes or Dr. Gregory House. The possibilities are endless. I've always thought that PZ could use a character creation overhaul focusing on Traits and Occupations as well as a skill system overhaul, which, I believe, IS coming.
  2. That would be awesome. I haven't watched these myself as I'm devoting my spare time to the mapping side of modding, but a quick Youtube search yielded these: https://www.youtube.com/watch?v=N6tZujOPnDw https://www.youtube.com/watch?v=ikRcbRHc45k Both are newer... there were older ones as well. Youtube is your best friend here. I'm sure google can lead you to some written guides as well. Just gotta look around, the materials are out there.
  3. Don't you mark your own map? I mark the house I spawn in, every vehicle of interest, every building I empty as well as those with loot still.
  4. ...yes, please... Well, yeah... that's like, rule #4.
  5. Additionally, a wider view cone would be nice. Humans have, on average, about 180 degrees of vision while looking directly forward. Looking to either side with just your eyes grants an extra 30 degrees or so of vision to the side being looked at while severely limiting the vision from the opposite eye, effectively reducing the 'RL vision cone' to around 120 degrees. In-game, even with the Eagle Eye trait, characters come nowhere close.
  6. One of the reasons I hated school. Idk how many times I've gotten to the end of a page and not remembered anything I just read. It doesn't help that I can read reflexively while entertaining other active thoughts. Damn tangent thought trains...
  7. Though they would, probably, be delighted to kill as it is a form of control/power, psychopaths don't feel sadness, so they wouldn't have depression to lower. They also don't feel fear, so it would need to be a high cost trait. Psychopaths would actually thrive in, just about, any apocalyptic scenario. They always have and probably always will, so long as there are other living things to control. I'm not sure if mastery over nature is as fulfilling to a psychopath, you might have to ask one.
  8. Are you certain that each pixel is 0, 0, 0? Maybe your brush isn't set to 100% opacity... or maybe anti-aliasing is on and is leaving dark shades of grey where you're painting.
  9. Realistically, wolves might begin to treat zombies as a potential food source. In a zombie apocalypse scenario, such as PZ, where the zombies are , relatively, slow moving, animal populations would being to increase as the wilderness began to reclaim the Earth. Early on, wolves would treat zombies as they currently treat humans, for the most part, and observe from a distance but run away if approached, which a zombie would do if it spotted a wolf. Then, as time goes on, zombie populations decrease, survivor populations decrease and wolf populations increase. Slowly, but surely, the wolves would see lone zombies as an easy meal and a necessary kill, as they would also be seen as competition for local game. Wolves don't tend to tolerate other predators in their territory.
  10. Omg, that would have saved me from many early playthrough wrecks, before I learned how to use the cruise control.
  11. This game is processor intensive and yours is an aging dinosaur. Just barely under the minimum specs.
  12. Not much makes me queasy, but the thought of smoking a cigarette from an open pack that has been sitting in the pocket of a rotting zombie, for however long, did the job.
  13. If it wasn't intended, it should be... that's just nasty.
  14. This might explain some of those misses. I play with the Movement Disruption setting turned off so I can move while swinging. And I tend to do a perpetual circle. A habit I started a few zombie apocalypse games ago. It's an easy way to group them up while whittling them down and avoiding their lunging attacks. But, I've seen zombies move through the unarmed push and weapon shoves plenty of times.
  15. Right on... I had suspected that might be the case from the first failed download. Guess I'll have to wait until my data cap is reset for the month. Thanks for testing it though.
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