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MadAtlas

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Everything posted by MadAtlas

  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.
  16. I'm approaching 2 months and have killed about 750 zombies. I've managed to push all zombies out by about a quarter mile. I can't wait for NPCs to distract me, I have a super abundant supply of food and materials and could live for a month before needing to go out.
  17. When I consider the proposition of screaming, I think we should simply look to those "speech clips" that appear above your head when you shout or when the NPCs talked. if you scream, that should float above your head. If a distant NPC that is not to far to not hear, but not in the picture screams, perhaps the "Aaugh!" line should appear to the side/corner of the screen, directing you to the source of the sound, but not utilizing speech. EDIT: talking about NPC conversation gave me a new trait idea, how would "Mute" work?
  18. Especially christmas lights, you could wrap those around a house far from your safehouse by day and turn them on, so at night, that house becomes a sort of "Bait House" for the zombies.
  19. Planned. Is there a list somewhere that is up to date and has stuff like this? I can't find anything.
  20. I just realized my current safehouse is the one in that screenshot. Only this one doesn't have a ridiculous great wall around it.
  21. Before you all complain I am well aware multiplayer will come to Zomboid, it is nowhere near ready, and asking for it will do nothing to make it come. However, this does mean that since it is so far from ready, suggestions and ideas can be more broad. This is not a thread strictly for my ideas and thoughts, you can post your own if you want, here are some of my ideas though: Communication- If you want to play with a friend, and you spawn in different locations, you may want to communicate to team up. The problem is, real people have to be within ear shot to hear one another, and nobody can just talk to the universe. So my idea would be that along with your clothes and basic items at start up in a multiplayer game, you would also have a walkie talkie or phone that could be used to contact players through different frequencies. You could all use the base frequency for a cooperative game, or fight to use different ones in a competitive PVP game. Perhaps you could use a microphone to talk? If you are dealing with the horde, you probably don't have time to deal with typing out a message for help. Identification- One big issue that comes to light in a zombie apocalypse is identifying a humanoid as alive or dead. So identifying characters, including NPCs, should require some sort of communication first. Should you only know someone is a player/NPC if you look right at them or look at them long enough? Hosting- How would games be hosted? would they be on public servers? LAN? hosted on a computer with invitation? Multiplayer requires many more things than single player. What else am I missing?
  22. I'd like to see hats and more realistic clothing options, how about a T-shirt? or Shorts?
  23. Hats could bring a lot to the game, what if you saw a bunch of camo dressed zombies wearing kepis when visiting the military train yard. Or a party and entertainment shop with various hats like caps and wigs. This could actually boost character customization.
  24. Maybe instead of cannibalism being a trait, it would become an option if your character hit a starving hunger level and there was a non-zombie corpse available. As for this to be included in the game, I don't know, its for the devs to decide. Imagine coming into a house to raid it and finding a bunch of dead npcs and someone clearly eating from one. If it is to become a mechanic, it should produce some reward but hold huge consequence, like if you were found in the act by an NPC, the NPC would shout "Cannibal!" or something of the like and all NPCs within hearing range except other cannibals would become permanently hostile. Combine this with a sort of "rumor/gossip" mechanic and you're an outcast.
  25. ...And I don't mean a little troll who follows you around and commands you to do things, when I saw the suggestion in the stickied thread, my first thought went to those unseen aircraft from the Meta-data, and that gave me an idea. What if there were instances in the beginning of a game where if you were unlucky, a news chopper or film chopper would fly by and hang around player-made structures or areas where activity was obvious. If you had a stand-off in a diner and the place was soaked in blood with no untouched window, the chopper might hang around there and draw zombies. And if they saw you, they would follow you for a few minutes. This would present opportunities to abuse and be abused by the chopper, you could create scenes on the other side of town in hopes the helicopter would go look there and draw zombies away from you, but there would also be the risk of the copter finding you and drawing the zombies to you. Just my thoughts, this may have been already suggested, but I didn't see it as A) I'm new here and B) I couldn't find anything while perusing.
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