Jump to content

MadAtlas

Member
  • Posts

    41
  • Joined

  • Last visited

Profile Information

  • Gender
    Man
  • Interests
    Animation, Game design, Graphic Design

MadAtlas's Achievements

  1. I would presume so, but in the 5 houses I was able to look in before succumbing, no tweezers, just tissues and bath towels.
  2. The issue with this detailing is that this new detail requires many items that are not available in abundance. I couldn't find tweezers in the game, and had gone through 2 bottles of alcohol trying to disinfect my character, but alas, even though something like a fork or even fingers would work in this scenario, solely because he didn't have tweezers, he couldn't disinfect himself and died. Ridiculous.
  3. Perhaps then, we could have the ability to wear gloves or wrap our hands in fabric to avoid being cut by glass? Seriously, this is ridiculous, my character died from a window cut.
  4. It doesn't seem too hard to implement. There would be fewer survivor corpses than zombie corpses, and maybe the window that would pop up would share a similar layout to the player health window. I like the idea of police having a perk with this.
  5. I remembered hearing somewhere that if you kill NPCs when they are implemented, you would suffer negative social buffs when socializing with others. But as I heard about this, something didn't make sense, how would these people know what you did if they didn't see you perpetrate the murders? Would they have a sort of telepathic sense that you personally were killing? This is where my idea would come in. At the moment, there is only one type of corpse, and whether the body was human or zombie seems to be indistinguishable. However, I would think a survivor could easily tell if the person was a zombie or not. So my proposition would be to make a different variant of a corpse, still called a corpse but with a different graphic and a special twist to it. This variant would carry information regarding things such as method of death. If the person who was killed was killed with an ax and left out, a passing NPC could see this person and tell by the wounds sustained he/she was killed by an ax, this NPC would then be extra wary and carry distrust toward any new strangers who carried axes in combat. This mechanic could also be used by the player to investigate any bodies and tell if there were murderers to look out for, these tags could also give random information upon inspection such as the person's name or occupation, maybe even a trait or two. The option to investigate could crop up like the info tag on plants and maybe if the player met NPCs, the information could be brought up to them in conversation to learn of any affiliation.
  6. A while ago I tried to make an SUV concept and threw it over a game screenshot. While the detail captured here is pitiful, this is kind of what I would want to see in the game as far as style. Now I want to try this again.
  7. As far as hats go, here are some of my ideas: • Baseball Cap - Common and familiar, this probably would do poor in intimidation, but it's a classic, who doesn't like that? • Military Cap (personal favorite) and matching Army Variant - similar to baseball cap, but maybe it'd provide more intimidation. • Hunting Cap - Perhaps this would provide hunting perks, maybe some intimidation here, not sure. • Fedora - This would provide virtually no benefit, but hey, maybe survivors like the guy/gal with the slick fedora? • Ski Mask - Very limiting on your hearing and may impede on vision, but frick is this intimidiating! • Outdoorsman Hat - This may assist in outdoor ventures such as prolonged protection from rain, little intimidation. • Summer Hat - This is honestly a cry for help, if anything, that intimidation mechanic would be reversed here. But hey, it'd work great with your hot pink vest! As per other garments, I'd like to see: • Cotton T-shirts • Hoodies and Jackets • Winter Coat • Kevlar Vest • Military Jacket • Leather Jacket • Tank Top • Polo Shirt/Henley
  8. I would want hats, which could help with cooling you off and for cosmetic purposes. Also, perhaps there could be an intimidation mechanic among the NPCs if this is implemented, where say if a character was wearing a face-covering and all black, he would be more likely to illicit fear in NPCs than if he were in a hot pink vest and shorts. This would decrease the chances of NPCs attacking you but would also make friendly interactions more difficult and NPCs with fear-inducing traits may even attack you if you get near.
  9. Well, this spiraled out of control quickly. My idea was that in character creation, you could have the option to include a family member into the game that would give you some points, but become some sort of burden that would slowly build up. The family member could be living in a different town and make your character anxious, or spawn in the house with you. This is not supposed to be a sort of advantage, as it can work against you if grabbed for points and ignored. You can ignore the section completely, but some of the roleplay enthusiasts may enjoy having to look for a missing cousin or protecting a sibling.
  10. I implied it would be optional, but you would get points to spend on traits from it.
  11. Maybe your history could be part of character creation. Having a family member out there could earn you points, and choosing a higher severity of longing for that person could increase this, but your character may suffer negative feelings if you never made contact with them, and seeing them dead would hit HARD.
  12. Oh God, I can't unsee this now. That is beautiful.
  13. I don't think you would be finding many museums in a rural Kentucky town, if any. And if there were museums, I doubt you'll be finding any medieval Japanese swords in them. This game is trying to portray a zombie apocalypse in a more believable sense. I do like the manor idea though, perhaps there would be some more established houses off in the woods a bit. While it isn't in Kentucky, I would like to see a Falling Water equivalent, An artistic historic house built off in the woods or along a desolate road.
  14. What if there were mute or deaf traits added? They could rack up a ton of points, but being deaf would remove hearing completely, and being mute would cut NPC interaction severely unless they were particularly kind or inviting.
  15. I got on one server and role-played a red-neck, which worked until I died from food poisoning. Then I cut the role-play and set off on my own, before meeting a survivor named Dazzie and collaborating on stocking our safe-house. Then we met a nomad named Ty and were lead to a great forest clearing. We're currently exploring it for use as a safe-house location. This was one of my favorite Zomboid play sessions of all time. EDIT: I didn't think about it before, but I'm loving the Anonymity of this. I only thought before about playing with people I trusted, but this makes it so much more fun, playing with people you don't know and could very well be the end of you. It makes the game so much more suspenseful.
×
×
  • Create New...