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spikeyhat09

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  1. Like
    spikeyhat09 got a reaction from Konrad Knox in For Crying Out Loud   
    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
  2. Like
    spikeyhat09 got a reaction from ThalliumKB in Solar panels   
    my personal opinion would be no on placeable solar panels, but rather pre-existing solar panels on maybe 1-2 remote places on the map (and NOT anywhere near one of the wells). then it would serve a function similar to the wells
  3. Like
    spikeyhat09 got a reaction from Rad5002 in For Crying Out Loud   
    could just be its own thing like thick skinned or sleepyhead
  4. Like
    spikeyhat09 got a reaction from CaptKaspar in The Silver Lining of NPC Delays Etc   
    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. Like
    spikeyhat09 got a reaction from Svarog in The Silver Lining of NPC Delays Etc   
    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?
  6. Like
    spikeyhat09 reacted to lucy the axe in Dev Bait Post (Shhh!)   
    *makes confused axe sounds*
  7. Like
    spikeyhat09 got a reaction from CaptKaspar in For Crying Out Loud   
    the font change did it for me
     
    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"
  8. Like
    spikeyhat09 got a reaction from CaptKaspar in For Crying Out Loud   
    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
  9. Like
    spikeyhat09 reacted to Batsphinx in NPC questions I want answered   
    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.
  10. Like
    spikeyhat09 got a reaction from CaptKaspar in Sort By Weight   
    they really need to add this...
  11. Like
    spikeyhat09 got a reaction from ModdedTibby in shotgun pellet count   
    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.
  12. Like
    spikeyhat09 got a reaction from Gaffa Tape Warrior in Positive and Negative Effects of Panic   
    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.
  13. Like
    spikeyhat09 got a reaction from uberevan in Positive and Negative Effects of Panic   
    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.
  14. Like
    spikeyhat09 got a reaction from zhrike in Positive and Negative Effects of Panic   
    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.
  15. Like
    spikeyhat09 got a reaction from Tsambo in Positive and Negative Effects of Panic   
    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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