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spikeyhat09

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Posts posted by spikeyhat09

  1.  

     

    i think npcs in this game wont last long unless they the devs put them inside locked rooms and give them a special code that makes zombies ignore them.

     

    i mean i cant imagine a npc dodging hordes of zombies like a boss and surviving

    Have you seen the NPCs videos?

     

    The devs are delaying the NPCs because of that reason and they play better than a player sometimes.

     

     

    i havent.  is there new npc videos? i cant find any on youtube. i mean recent npc development videos.

     

    the most recent ones are a year old afaik. would be nice if they released more, but maybe im just greedy :P

  2.  

    Sometimes rockets do nothing but explode (do you know kerbal space program?)

     

    only too well

     

     

    as for the KOS discussion, im hoping there will be a sort of invisible karma system implemented, where if you are a dick to other NPC's or animals or whatever then maybe perhaps you get KOS'd by a passerby or in your sleep :twisted:

  3. (mac and cheese youtube video)

    not to mistake these forums for the youtube comments section, but i found it very irritating that most/all of the canadians, upon selecting, exclaimed something to the effect of that they had chosen the "right" one and not the "tastier" one, as if the origin of the dish is of greater importance than the appeal of the food itself. and i thought people here in america were suppsed to be the hubristic ones ;)

  4. i can see your frustration with the ominous feedback loop of expectations getting higher, making the project take longer, increasing expectations, making the project take longer, and so on. its sort of like rockets - to launch a certain amount of mass, you need a certain amount stored energy contained in fuel. fuel has mass, meaning the total mass has now increased, meaning more fuel is required, and that fuel has mass, etc.

     

    but there comes a point when there is enough fuel in the rocket such that as it burns, the mass decreases enough for the remaining fuel to carry the payload. the result, needless to say, is spectacular. i think this analogy fits this situation rather nicely. how about you?

  5. (I am sneaking around zombies and I hope I don't get pricked by a thorn)

    -gets pricked by a thorn-

    "Yelp!"

    (Oh no the zombies heard me. Better climb over this fence)

    -climbs over fence-

    "Grunt!"

     

    Some time later

     

    (I really should stop making noises when zombies are nearby. Now to try and sterilise this thorn prick.)

    -starts applying honey-

    "Jesus deserved to die in pain and Mary was pathetic. God damn this thorn".

    (I wish I could just get on with things without saying things like that)

    the font change did it for me :lol:

     

    such an addition might also warrant the creation of new traits. something like "crybaby - makes a bigger fuss when in pain" and "tough - makes a smaller fuss when in pain"

  6. I find it rather odd that the only wailing that ever occurs in the game is found at the time of death (if said death occurs via zombie attack). On top of being very easy to implement (although it might warrant some additions to the game's sound library), it would add to the realism and atmosphere if the player cried out in pain upon taking injury. smaller things like cutting yourself on a broken window or getting "bruised" in a zombie encounter could have a reduced chance of eliciting a yelp and/or result in milder vocalizations. meanwhile, more serious injuries (zombie bites/scratches, falling, gunshot wounds, etc) could cause a more severe response, and attract more attention from nearby zombies.

     

    this idea could even be expanded to include little grunts and whatnot as you vault over fences and complete otherwise strenuous tasks. think, how cool would it be if you could hear your character wisper obsceneties under his/her breath as they sterilize a wound? or walk near a corpse?

     

    and of course i deeply apologize if this has been suggested before, etc etc, yadda yadda yadda

  7. the mechanic seems like its trying to solve a problem that doesnt exist. add to the suspense of a threatening situation? i think we can all agree that project zomboid already has that in spades. seems like the only thing it would do is add the potential of death without any fault of the player.

  8. This is an unauthorised use of a screenshot from a non-public branch of Project Zomboid.

    I'm hugely disappointed in this repeated leak of sensitive information, and the moderating team have been informed.

     

    i feel pretty stupid for taking this seriously for a whole 25 seconds

  9. I think it's a performance related issue, so wandering zombies around the map is a no-go situation. And some people here freak out if "horde" and "script" appear in a same sentence.

    In this thread I tried to gather some ideas how it could work.

    http://theindiestone.com/forums/index.php/topic/13409-possibility-for-a-placeholder-zombie-script-that-makes-horde-head-towards-player-bases/

     

    they could always make it a sandbox option.

  10.  

    That would probably take quite a bit of coding.........I think its probably better off making one of the two phobias exclusive so that they don't get even more extra free points, since hemophobia + cowardly already equal free points with one or both phobias.

     

     

    but why allow the player to have any "free points" at all? the only way the player should be allowed "free points" is by taking unemployed (or an inexpensive occupation anyway). 

  11. the solution: when a zombie cluster/horde reaches a large enough size, it will begin actively roaming the map, looking for players. I believe this was a feature oh-so-long ago. i have no idea why it was removed, it was great. there needs to be a "horde ai" that hunts around at random. this would add to the tension as well. picture this: one morning, when you were planning to go out on a food run, you peek outside your window to discover a horde had wandered in front of your house overnight. you get trapped inside, praying it doesnt find you and destroy your safehouse. but you cant wait forever.

  12. After some thought, I think the best solution for people getting free points with adrenaline rush panic builds would be to make agoraphobia and claustrophobia mutually exclusive of each other. You'll still get some basically free points, but not as many as before.

    what if taking the adrenaline rush trait turned the panic traits into positive ones that cost the player? like taking adrenaline rush would make claustrophobia -1 point and agoraphobia -2 or -3 points

  13. lucky - blatantly overpowered, hard to recall a lets play where they didnt take it. recommendation: dont try to rebalance or increase cost, just remove it from the game please. makes it way too easy. if unlucky does the exact opposite, it shouldnt exist either, not for only 4 points.

     

    iron gut - could be overpowered depending on its effectiveness. if it means you can eat rotten food with little fear of repercussions, its definitely overpowered, since you can eat your rotten farm produce in the winter without having to preserve it.

  14. sorry if this has been suggested before, but i didnt see this on the freq suggestion list so i think im alright

     

    currently shotgun shells have 5 projectile count, which is somewhat unrealistic since most 12 gauge buckshot shells contain between 10 and 20 projectiles

     

    suggestion: increase pellet count of shotgun shells to 12 (based on remington magnum 00 buck), and reduce damage per pellet if necessary.

     

    the shotgun rightly does not see a lot of use among survivors as a primary weapon (beyond using it to lure zombies), of course due to the noise it generates. its clear that the developers meant for this firearm to be used as a last ditch weapon, something that you will only use to defend yourself if all else fails. i think this modification will improve its effectiveness as a last ditch weapon, without making it overpowered or overcoming the negative effects of zombie attraction, and at the same time improving realism.

  15. im not a programmer or anything, but since there is a set day night cycle and you can only view the world from one angle, shouldnt it be possible to just create like a shadow scheme for every object in the game that just runs through the shadow "cycle" once per day, without having to actually do any ray tracing or resource-intensive shadow calculations that would require a 3d engine?

  16. Hello Zomboiders! I haven't been around much since the new forums came about, but I got to thinking...

     

    Isn't panic a behavior bred through millions of years of evolution to increase our chances of survival?

     

    In Project Zomboid however, this does not seem to be the case. Panic only serves to decrease your vision and weapon accuracy. But in "fight or flight" situations in real life, panic seems to be the peak of the "flight" response. I think this could be easily reflected in project zomboid. Reduced accuracy and vision is good, because it discourages "fight", however I think the "flight" could be improved by temporarily increasing your max carrying capacity slightly, and temporarily increasing running speed slightly due to the rush of adrenaline.

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