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uberevan

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Everything posted by uberevan

  1. All I can say is that unless we can also wear gloves or something, splinters are going to get really annoying really quickly
  2. Could skipping stones be a way to reduce boredom perhaps?
  3. That's very true, seasons and such would affect the rate of flooding, as well as how often it rains But at some point it may become too complicated to program and would instead become Project Rain Simulator lol Maybe it would actually be easier to move the cars while it's flooded, as you could just push them while they float, so you could build like a blockade out of cars lol
  4. It'd be especially interesting if cars really are solid objects and could pile up and block the road if a storm was really bad...
  5. That's exactly my problem You can't even see what's biting you, which is pretty unfair and frustrating gameplay Maybe you could see bubbles coming from them or something? But then the question is whether they can drown or not lol I like all these suggestions as well! I'll add them into the original post It'd also be cool if maybe intense flooding could wash your vehicles away if you aren't careful!
  6. The only issue is when you start asking these questions you realize that zombies aren't really feasible lol I just think chilling at the bottom of a river til someone walks by is too much suspension of disbelief I agree with this, especially the fact that Crawlers are super uncommon, I only see them when I hit a zombie but it doesn't die
  7. I guess that begs the question: Do zombies need to breathe? Can zombies drown?
  8. I could understand them maybe popping out of the water but it seems almost a little unfair to be bitten by something you can't even see, even if it's plausible
  9. That would only work for the first few weeks, because after the virus escapes the quarantine society will collapse and there will be no one to monitor weather, except maybe the military, so unless you get your hands on a military radio you're fresh out of luck
  10. I think it's more interesting if weather is more random each time you play, determined a few days in advance, but they could definitely base part of it on actual weather patterns
  11. Actually, washing out baby crops after intense storming would make an awful lot of sense, then you'd have to keep them safe in pots or something until they're big enough to stay in place
  12. Thanks for all the support guys The Devs are pretty good about reading all the suggestions, so I'm sure if they like the idea they'll give it attention and if they don't they'll just keep on doing what they're doing
  13. You could likely do both, with the notification only showing up if troubling weather arises. The menu could stay there full time just in case you're curious.
  14. The character you play as should be able to observe the sky and predict what kind of weather they may experience. Just add another tab to the health/skills/info panels for "observations". Observations could include more than just weather but for this example I will stick solely to weather. This can be a passive skill that increases the more time you spend in the outdoors, as well as a buff/detriment you can pick at the very beginning.. It would work something like this: Lvl 1: There are clouds. There isn't wind. Visibility is fine. Lvl 5: It's fairly cloudy today, it could rain. The air's cooler than it usually is. The wind seems pretty mild. Visibility is decent, though the low temp could possibly lead to fog later. Lvl 10: It's fairly cloudy today, it smells like the rain might set in sometime in the afternoon or later. The air's a bit cooler than it usually is, and it might continue to drop. The wind is mild, but if it gets any colder that wind will be bitter. Visibility is decent, but fog might roll in and block vision.
  15. As of now, rain impairs the movement and senses of zombies, makes players sick, moistens crops, fills barrels, and puts out fires. However, there is a lot more that can be done to make it feel more like true rain. Flood Tiles by Riverbank (And future added Creeks/Streams) When it is raining/has just rained, the banks of the water sources really should be raised. My suggestion is that the Devs add a "transition tile" of sorts, basically a tile that will switch states from land to water based on the amount of time it has rained, the time since it stopped raining, and what month it is. Puddle Formation Similarly to the flood tiles I just suggested, the game should randomly select different spots of the map to have "Depression points", basically the land/water switchtiles that accumulate water at the center and expand outward based on how rainy it is. That way, if you're not to the point where you have rain barrels yet you can still collect a little bit of water, albeit water that's probably really grainy even if you boil it. Bugs Forming Around The Puddles And Rivers/The Day After a Storm The few days after a rainstorm, or just being around a body of water should make bug bites a possible affliction. This can be reduced by wearing longer clothing, or by trying not to stand by those bodies of water too long. You can also douse yourself in smoke, or perhaps create your own bug repellent out of household materials/some natural item. Bug bites should have a really low chance to give you a disease. Rain Smearing Blood Basically, if it rains, splotches of blood should get lighter and maybe spread a little more, eventually fading away. Rain Creating Mud and Impairing the Player Have you ever tried sprinting on a rainy day through dirt? It doesn't work too well if it's been raining for a while. Players (and zombies) should be slowed way down when traversing grass/dirt as it is much more slippery and muddy than it usually is. Outdoorsman/Skill Alerting Player to Weather The character you play as should be able to observe the sky and predict what kind of weather they may experience. Just add another tab to the health/skills/info panels for "observations". Observations could include more than just weather but for this example I will stick solely to weather. This can be a passive skill that increases the more time you spend in the outdoors. I'll make a new suggestion specifically for this one actually. Multiple-Day Storms Sometimes when it rains, it should rain for multiple days. This is where the heavy flooding and puddle formation really kick in, damaging your house, equipment, crops, and leaving you stuck indoors or traveling around in flood weather. Imagine how hard sloshing around in foot-deep water is while trying to evade zombies! Intense Storming Destroys Baby Crops If the flooding or overall weather is bad enough it should tear out, wash away, or damage young crops. This means that you have to keep them in pots until they're big enough to stay rooted down or just hope that it doesn't rain too badly. You can find pots or make them from clay you forage in creeks or puddles after it rains. Foraging After Rainstorms Should Give Different Items The items you get from foraging after it has rained heavily should be slightly altered. For example, most berries would probably have been knocked down, but so would many branches. If you forage near the future creeks, the river, or in hypothetical puddles you should be able to gather clay and make pottery from it. You should also be able to gather frogs and water, and the wood you collect be slightly soggy. Rainstorms should wash up fish/make them more plentiful The fish inside the river could get stirred up or washed away if enough water comes pouring down. After the water recedes, this could leave dead fish on the shore, which may not be the cleanest option, but if you're really desperate, food is food... This could also stir up more fish from the bottom, making them easier to catch Future water vehicles such as boats should wash away if too near the river If the aforementioned flood tiles overlap where you're storing a boat on land, it should wash it away, meaning you'll have to build a new one/lose it forever, or maybe have to go downstream to look for it. This will be especially important when river travel leads to communities built along the river. I will add to my list as I think of more things, feel free to comment what you think rain should do as well.
  16. You'd be surprised at the durability of the skull... Sure, you'd be disoriented by the pain and possibly have a very minor concussion but since their brains barely function and they don't seem to feel pain then I guess it doesn't really matter.
  17. I agree completely. This isn't scary because it's a monster game, it should be scary because of the situation you're forced to survive in
  18. Thermal vision doesn't make any sense either lol I guess all I'm saying is zombies shouldn't be physically superior to living humans since all they are is moving corpses, if anything they should be physically detrimented compared to live humans
  19. I don't think they're going for a horror feel. I think anything that is scary should be situational and not because of some event. Example: if you're scared you're going to starve, it's because of its own problem, not because its implemented solely to spook you.
  20. Assuming this person knows LITERALLY NOTHING about carpentry, just seeing how wood feels at all and how nails permeate the wood, it could do some good to the noobiest of noobs
  21. I hope you guys realize that the more territory they add, the more we're going to need vehicles...I personally love new territory but hopefully if they add it they'll add a way to feasibly reach all of it first, y'know? It's like how they added moving corpses before they made being near corpses unhealthy.
  22. If zombies are just reanimated humans why would they have a sense of smell any better than a typical human?
  23. I personally enjoy putting shotguns into first aid kits
  24. The only way they'll make variety within zombies is when some of them were like SWAT officers that were zombified and therefore have armor, or athletic people who were faster when they were alive are somewhat faster than others, etc. Another example: if you kill the zombies outside the grocery stores there's a higher chance they'll hold grocery bags, so there's variety within zombies but it's in a logical way that is still somewhat realistic (even tho zombies themselves aren't really realistic)
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