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13thGeneral

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About 13thGeneral

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    Shoots Around Corners

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  1. Are any of the new areas going to be added any time soon?
  2. Yeah, it would definitely need to be strained and boiled to make it a good viable drinking water. A little dirty water, as long as it's fresh, is ok - but standing water that has been there long enough to get scummy is a serious hazard.
  3. Yes, puddles would be nice. At least that would be an occasional, albeit slightly unpalatable, source of water when you are desperate.
  4. So, first, a scenario to illustrate my point: I started a new Sandbox game, and it spawned me in the middle of the woods. No big deal, right? So I walked in large concentric circles, expanding out as I went. After an hour (real-time) of finding nothing, not even a berry bush or a single zombie, it begins to rain. Fifteen minutes later, at this point I'm wet, hungry, and tired - I realize my strategy isn't working. I decide to pick a direction and just walk. I head Southeast. Another 1/2 hr later (with my actual fingers beginning to fatigue) I'm now starving, soaked, and exhausted. I'm about to just give up. Suddenly, I come to a clearing, thank goodness. It goes in two directions; West & East. I head East. Another few minutes of this, and it curves northeast. another 10 min and it comes to a road; Northwest & Southeast. Hallelujah! There must be a town or structure around here somewhere. I go back to my strategy of heading Southeast. Half a freaking hour later, barely moving and unable to run, I am nearing total exhaustion (and my fingers are aching), and I'm desperate for food and water. Where is everything? I decide to try and find some berries, and head into the woods again. Some more time passes, fruitlessly. It's not looking good, I'm just wandering aimlessly in the forest. I'm completly out of options. I die - alone, starved, and perplexed. Is this a Zombie apocalypse? I wouldn't know... I never saw one in nearly 2.5hr of playing. As far as I know, I just woke up in the woods, like an amnesiac dropped from the sky. That just felt like a total waste of time, unexciting, and not engaging - but it doesn't have to be. I love that you can get lost in the woods, and think being miles from civilization (as far as you know) really adds to the immersion. However, it's not very realistic that you can literally die of thirst while it's absolutely pouring rain outside, and reach exhaustion when you have plenty of trees to sit under (or simply stand still to catch a breath). Suggestions from Observations: 1) Water Sources; There needs to be more access to water. While out in the woods, or even in rural areas, some streams or small ponds, or at least SOME kind of water source every now and then would be helpful. Realistic, even. If you've spent any time in the wilderness, or live in a small country town, you'll know water sources are much more plentiful than this game portends. Especially after a rainstorm. They may not always be GOOD sources of water, but at least they're an option. Heck, even being able to wring-out the water from the soaked clothing would be a nice option; it's a totally viable solution when you're desperate and dehydrated. 2) Resting; There definitely need to be more options for resting, especially when lost in the woods. I'm really looking forward to the new animations hopefully introducing some more methods for resting without beds or furniture. It's ridiculous that we can't lay down, or even sit down , and sleep for a while in the woods, to rest and regain stamina. It provides just enough cover to at least be moderately safe, to a degree, for a period of time, and rest up. Instead we just stand there, breathing heavy, with no relief, gradually dying of exhaustion. In the middle of nowhere. 3) Long Roads; The roads are just TOO barren. Walking for, what seems like miles, with no idea if you're heading in the right direction is not very fun - especially after an hour or more without seeing ANYTHING. That's not a game, and I'm not even sure it qualified as a walking simulator; at least those give you something to do. I'm not totally certain of how to solve this, though breaking up the monotony and adding some minor interaction aspects would be a start. Maybe placing some street signs that, at the least, let you know there's civilization somewhere; a speed limit sign, a mile marker, a billboard ad, a rest area sign, an 'X-Miles to Next City' sign, something. Also, maybe the occasional random item, pile of junk, wrecked/abandoned car, etc. Some way to possibly get some supplies, even if they may not be too helpful. Something is better than miles and miles of ABSOLUTELY NOTHING. Even seeing a few Zomboids would be a start. Anyhow, that's my long-winded two cents.
  5. It would also be nice if the player could use wet clothing to generate some drinking water; e.g. stuck out in the woods, can't find shelter, water, or food, yet it's pouring buckets outside and you are drenched - it would be nice to wring-out the water from your clothes and collect some water to drink. It wouldn't be much, or pleasant to drink, but it's something when you're far from anywhere. It wouldn't break realistic immersion, because any smart survivalist would use this method if needed.
  6. This scenario is not as uncommon as one might think. I agree, eventually some kind of way to put out the flames seems imperative.
  7. I like the idea of expanding the crowbar uses; actually, expanding the usefulness on many of the utility tools would be nice. The magazine armor idea is pretty good, though why stop at just magazines? Stuffing or layering your clothes with newspaper (or any paper) could work as an extra layer of zombie protection. Not great, but every bit helps. I've heard the expanded defense barracade suggestions before though it's not mentioned on the long outdated "Commonly Suggested Suggestions" topic - but it seems like a no brainer. We've all seen war movies and horror films and such, so it's a pretty easy concept.
  8. Only specific types of eyeware could do this, if any (outside of reading/magnifying glasses). Everything else will just create an ineffectual shadow. Good point; glass by itself doesn't magnify light intensity in that way. On the OP topic - this list really needs updating.
  9. Could you start this topic in a new thread, so it can be discussed without cluttering this one... with posts like this... talking about your post?
  10. Thanks. Yeah, I just saw the upcoming bed inclusion in the carpentry/furniture update. So excite! I'm really pleased with thier work and interested to see what lay ahead down the road.
  11. I almost forgot I started this topic. I had another cool idea, one that expands on it a bit; Being able to combine a cot and tent to make this --> Or a tent, sheet rope/rope, and sturdy sticks to make this ---> But, of course, ultimately, being able to build a permabed in our hideout would be ideal.
  12. I agree. All those garage and storage rolltop doors are just beggin to be opened. This is on my top ten list of desired features.
  13. I think the panic levels increase a bit too fast as it stands right now. I had a character with Agoraphobia, and as soon as I walk outside it jumps up each level of panic per second; immediate extremem panic. I think if you stay this way too long you will eventually get ill, but I never tested it. It really needs to be rebalanced, IMO. Either panic should increase slowly depending on how long you are exposed to the stimulant (indoors, outdoors, etc.) depending on the phobia. Or, it should be almost immediately extreme - like it currently is - and eventually over time your character begins to lose the fear (exposure out of necessity). Character development is something I'd like to see; what you do in game effects and affects your traits, altering, reversing, or eliminating them over time.
  14. One of my characters was unable to smoke cigarettes - the option never appeared in the right-click menu. It worked fine for the next character.
  15. The moment you mentioned walking around inside a tent, I thought of the TARDIS...and I don't know why. lol. So did I. Which also made me think about the fact that I always make sure my character has a towel with him.
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