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Everything posted by Bullet_Magnate

  1. Bullet_Magnate

    Farm of Fear

    This all looks GREAT. I admittedly have a bit of a tendency to carp about small stuff, but overall this looks fantastic. One of the things I'm definitely grateful for this year is all the dedicated folks at TIS. ; ) Can't wait to see what's coming next.
  2. Everyone's probably aware that the Sandbox options now permit setting several zombie characteristics (such as Speed and Strength) to Random. What I'm wondering is, for each item set to Random, is the chance for each of the specific settings that can result even, or is there a curve? Let's take Speed as an example; setting to Random means each zombie may be a shambler, fast shambler, or sprinter. Is there an even 1/3 chance for each category, or are the percentages skewed so that there will be (for example) fewer sprinters than shamblers / fast shamblers? Whatever the answer is for Speed, is it the same for all other randomizable characteristics? I'm not sure, and was wondering if anyone out there had insights.
  3. Minor thing, but it would be kinda nice if it was possible to paint over windows as a means of permanently covering them.
  4. My thought was that, rather than having the view zoom out further, your whole POV would just shift / move further in the direction that you were "zooming" toward, while keeping line of sight / fog of war based on your actual position. That should make it so that monitor resolution is irrelevant. : )
  5. It would be very cool if players could find binoculars that would allow them to zoom their vision much further, at the price of a much narrower field of vision while in use. Weapon scopes could function much the same way.
  6. Having looked them over, I have only one thing to say to the devs ... SHANK YOU VERY MUCH! ; ) Edit: Seriously, though, it all looks great, and some of these are especially nice from a realism perspective (fireplace poker and tire iron).
  7. With regard to the basements, there's probably a bit of an opportunity here to further enhance realism by including something that's noticeably absent right now -- utility and HVAC infrastructure (like furnaces, hot water heaters, etc.). That would be a nice touch, and realistic given that many homes and other structures have these utility areas in their basements.
  8. This all sounds awesome, but there is one thing I am *really* hoping ... The layout of the example basement shown in the video is very strange, in that it "sticks off" from the side of the main / above-ground house. So far as I know, in modern homes, basements generally have the exact same footprint as the above-ground house (or at least, the footprint is very similar, and the basement almost never extends out from under the main / ground floor of the house). I sincerely hope this is the default plan for basements, i.e., that they would generally be limited to the borders of the house. Otherwise they're going to feel very weird and immersion-breaking. Beyond that, in most multi-level houses, the basement stairs are typically located underneath the stairs going to the upper floor(s). This makes sense, as the space under the stairs going up is otherwise more or less wasted (which is pretty much the case with below-staircase areas in the current build). Not sure how feasible it is, but it would be really cool if the stairs down to basements in multi-level homes could generally be set up this way ...
  9. Definitely agree this should be part of the standard sandbox options. In the mean time, however, there is a mod called Random Zombies that does basically exactly what you're saying. It's great, and I never play without it now. I also use another mod, Random Rally Settings, that causes random fluctuation in how the zombies group up and move together. These two mods together inject a nice level of unpredictability.
  10. I always end up gravitating to the crowbar. Best all around balance of durability and damage, with the added benefit of not damaging zombie loot (like axes).
  11. I actually think this would add somewhat to the immersion of the game, since it does seem odd when a character has a bright red "queasy" moodle, but is walking around like it's no big deal. Makes sense to me that a character in that condition would at least occasionally vomit (and probably be slowed / vulnerable while doing so).
  12. Seconded. If it's good enough for those bitey bastards, it's good enough for us ...
  13. I like the idea, but the only question I have is whether such things were common (or were available at all) in the early 90s when the game takes place. I'm honestly not sure.
  14. I don't *think* so ... I think pretty much everything in the game has models showing the object as viewed from at least four angles. So, for example, if there was a refrigerator in view and you were looking straight at the front of it, switching view by 90 degrees would have you looking at it from the side; and rotating another 90 degrees would have you looking at the back of it. I'm not envisioning smooth rotation; more of a quick "fade out and fade back in" looking at the scene from another direction. You may be right that it would still be resource intensive (flipping everything in view by 90 degrees), but it at least seems more feasible than 3d modeling the entire world. EDIT: Added some quick diagrams below to roughly illustrate what the 90 degree incremental rotation I'm talking about would look like.
  15. Sheesh, for a minute I thought you were referring to IRL experiences ... "I nearly bled out from a gushing neck wound once, and it was a near thing, but using a whole box of band-aids, I SURVIVED ..." XD Edit: I've had characters bleed out, or come close, a few times. It's always a high-stress moment for me when I see the Health icon pinging back and forth when it's too dangerous for me to stop and check wounds. A neck laceration can bleed you out right quick, and if you don't have bandages ready to go it can get dicey fast.
  16. I hear you, but that risk is already easily mitigated by either (1) checking out the area before initiating combat, or (2) doing a quick 360 turn periodically. And, in most cases, the reduced speed backing up doesn't appreciably increase the risk, especially if you periodically break contact and withdraw. I don't necessarily disagree with you -- but maybe the factors you point out indicate that this should be available as a sandbox option rather than part of the vanilla game.
  17. Not a huge thing, but it's happened enough to get my attention. When scouting / looting a building, I always make it a point to unlock all exterior doors (in case I need to hide inside sometime later). When you right click on a door, even if it's on the other side of the room, you can immediately tell whether it's locked (that is, if the context menu offers the "lock door" option, you know the door is already unlocked). Just seems a touch unrealistic, since you wouldn't be able to tell visually if an unfamiliar door was locked, especially from any distance.
  18. Many of us are probably familiar with the Expanded Helicopter Events mod -- I use it every playthrough now. One feature it includes (that I didn't fully appreciate at first) is indication of the sight / sound of distant objects (like helicopters, planes, and supply drops) with a directional indicator on the edge of the screen. This indicator uses an icon, color, and a pointer to show the object's identity, direction, and approximate distance. It occurred to me that such screen-edge indicators could be a good way to compensate for the player's limited (and, frankly, unrealistic) field of view. Even using combat mode to maximize view distance doesn't really help much. Buildings and vehicles would be visible to a person much sooner than the current vision / display function currently allows. The most obvious application would be screen-edge indicators showing buildings and cars the character should be able to see, but that the player can't. (This would probably help A LOT with the issue of suddenly coming upon wrecked cars, etc, while driving fast ...). This could be used for other things, too, however, that would have interesting implications in both single- and multiplayer. For example, what if a campfire or building fire created a plume of smoke made visible for long distances by such an indicator? What if distant gunshots had an indicator making it easier to figure their general direction? Some tinkering would be required to keep this function from becoming cumbersome, however. For example, if you were in an area with lots of buildings and vehicles (like Louisville), the sheer number of "seeable" objects off-screen might result in a large, visually cluttered number of indicators. Maybe it could be toggled on and off, or maybe be briefly activated by a "scan the horizon" action or something similar ... Just food for thought. I think the idea has a lot of potential.
  19. I wonder ... would it be possible to rotate view if you limited the rotation to 90 degree increments (so the map remains 2d, viewed from the same overall angle)? Seems like that would definitely be easier than smooth 3d rotation (which would presumably require an entirely new engine). Not sure ...
  20. Was just thinking not long ago that it's ... interesting that you can be massively hemorrhaging from a neck wound, but instantly stop it with ... a band-aid. XD Love the game, but yes, little things like this can definitely shake immersion ...
  21. Yup, that's why I'm thinking the chance would be *very* low, even early on, with higher applicable skills and advantageous traits making it near-impossible ...
  22. Before PZ players find vehicles, a lot of times they have to do extensive amounts of walking, often with poor footwear. Might be interesting if walking for extended periods of time could result in increasingly severe foot injury (blistering, etc), with bad enough blistering resulting in reduced movement speed / limping / etc. Walking endurance could improve over time, increasing the amount of walking required before injury begins.
  23. Slowly backing up while swinging away at zeds is pretty much a universal tactic in PZ. Seems like there should be *some* risk, though -- however slight -- that as your character is backing up, he / she will stumble, and possibly fall. The character would be distracted / afraid / swaying back and forth due to the fight, which would make a stumble more likely. Maybe the Lightfooted skill could reduce the chance, while other things could aggravate it (e.g., the Clumsy trait, or a panic moodle). This would actually help compensate for the unfair advantage the character receives from the player's "bird's eye view" -- for example, there's never a risk that the character, while fighting in an unfamiliar environment, will back over a folding chair he forgot was behind him (since the player can see all previously-seen environmental obstacles, regardless of field of view).
  24. I like this idea. Should apply even outdoors, if you're close enough to the discharge (for anything other than .22LR). Could also inflict the "Hard of Hearing" negative trait . . .
  25. Was clearing the Spiffo's in Riverside today and discovered there were no toilets in either bathroom (screen grab of one of them below). Didn't include coordinates but there's only one Spiffo's in Riverside, so far as I know ... Edit: I do use mods, but nothing that changes / would affect the map, so far as I am aware.
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