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13thGeneral

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Everything posted by 13thGeneral

  1. So, as it stands, are we unable to build higher than ground level? Say I want to build a crate on top of another crate, or put a roof over my porch. How is this accomplished? I cannot seem to locate any information on this in the wiki or game website, or even a post talking about it (too many posts to weed through, I gave up after 2 hrs looking).
  2. EDIT: misposted; Not sure how I got in this topic, when i clicked on another.
  3. I've noticed that there is already an "unexplored black" implemented, but it seems to clear away BEFORE my character gets actual vision of the area. I've rounded a bend, seen a whole swath of outdoor space, then walked forward just to find a zombie hanging out in the area I thought I could already see. Very confusing from a gameplay standpoint that my character can count the blades of grass and the pine needles on a tree but not see the zombie standing right there moaning at him. Speaking of the trees and visibility, another area that needs improving in regards to that is the issue of transparency; the problem is that with the current 3D transparent-walls/fog-of-war you can see through walls (though limitedly) to make navigation easier, yet you cannot see through trees when the character moves behind them (opposite the players vantage). This is also another point of contention and frustration when it comes to seeing those Zombies standing literally right in front of your charater - but the player cannot see them through the trees. And trying to walk through the trees leaves one completely lost and disoriented. This goes opposite for construction, which is also quite frustrating; unless you stand on the viewpoint side of an object while building, you cannot see the structure or item you're trying to build or add to.
  4. As for the nails, I think someone made a mod to have a sort of wooden variant you could make. Basically, imagine small stakes used instead of nails so you can still build when nails run out. That is also a viable solution, and that allows you to make spiked bats and boards as well! More makeshift weaponry, alternative crafting, etc. is what is needed, and there are solutions, but for now we have bigger fish to fry. There are many types of wood hardware, connectors, joiners, and fasteners, as you both describe. As carpentry is already an active skill, it makes sense to expand upon it. Among other common forms of joining and fastening in carpentry, as mentioned, are also toggle & clasp/loop fasteners that can have a wide use, from clothing to rigging. And carpentry is something many people are exposed to at a young age, and many US schools offer classes. All very good points that I can agree with would make more sense, and be easier to implement, than blacksmithing/metallurgy. I still believe that balcksmithing is possible as a learned skill and would fit, but in retrospect it's not really a priority when there are so many other things that are far more reasonable.
  5. This statement makes a lot of sense. You have made a very intelligent and unbiased observation, and provided a system idea that would provide realistic balance and gameplay. Well done. Not sure if it fits their vision, but I think you hit the mark on the head.
  6. I would be more supportive of welding over smithing, certainly. It's absolutely more realistic and common, which makes perfect sense for this game setting; although it's still a bit of a specialist trade.
  7. I provide to you, proof a rudementary smelting forge is possible with basic knowledge and cobbled together supplies; Exhibit A And now, I give you a simple Blacksmithing forge; Exhibit B With the right instructions [e.g. Skill Books] and every day equipment, the average person (yeah, even YOU) can make a smelter, a forge, and perform simple blacksmithing. Homemade nails, hinges, and even blades are possible, and other very simple metal parts, and that's it. Anything more complex would be highly unlikely, unecessary, and completely riduculous in this game setting. However, any type of mining is certainly out of the question. It's far more realistic in this game world to be salvaging parts and equipment, and scavenging scrap metal. Just forget mining; it ain't gonna happen.
  8. I agree. I was just thinking about this today, as I have several of bowls and pots full of spoiled and rotten foods.
  9. Mouse Wheel = Zoom In & Out Also, the '=' and '-' key might work if you don't have a mouse scroll-wheel. If not, you may be in compatibility mode. Otherwise, I don't know.
  10. It was before I bought the game, but I have seen videos and read posts about. It seems both terrifying and exciting at the same time.
  11. Granted, horses and pack animals, as well as domestic farm animals, make far more sense than a helicopter. Although, as it's been said, they'll just attract Zed and can quickly become a burden without heavy fortification and/or a dedicated community to defend and care for them.
  12. Ugh, helicopters. I can already feel my FPS struggling just thinking about it. Besides, as ExcentriCreation basically said, they would be the destuction of the metagame. Bikes and Autos I can live with, but flying vehicles would be just too much.
  13. Just wait until they bring back the Hordes... things can get very bad, very fast. And a big horde can compromise your stronghold surprisingly quick; always have a back up plan.
  14. Thinking about having skateboards in the game as a means to esacpe Zombies, brings back memories of playing 'Skate or Die' trying to avoid the Swarm of Bees.
  15. I will concede the point since the suggestion has been posed and discussed far enough for now. It could be a fairly complex system to implement at this stage, anyhow. There are pros and Cons, and justification on all sides. Plus, as it is, things like nails and hinges can be reclaimed/scavenged/salvaged by destroying the plethora of existing doors and such, so it's not exactly an urgent issue for the Devs to focus on; they have enough on their plates already with fixing bugs and balancing existing skills. Oh, and fixing multilevel structures so they work – and not dump you through the floor to your doom - is kind of more important. It would just be pretty cool making your own nails, or eventually bladed weapons.
  16. And that's why I think at least being able to make simple metal objects, like nails, would be benificial for the long-game.
  17. Honestly, I think having cars is pushing things a bit far as it is, at least as far as having 'working and useable' vehicles. But ponies, helicopters? C'mon. At that rate, and by that thought process, we might as well have bicycles and skateboards, too. The devs have enough game functionality to work out and fix and really don't need to worry about transportation. Flying is just not necessary. Flying anything, let alone a helicopter, is a skill that takes a long time to learn - and reading a book about isn't going to make you good at it. It takes finesse to handle an aircraft, and helicopters are notoriously... touchy. This game would become something far different if flight were introduced, and I really don't want to play a flight sim. I think adding that kind of stuff is just more pointless work and game-function than this game needs.
  18. You don't have to find people in this game to learn carpentry or farming, just skill books. And anything built with lvl 1 carpentry starts off being really basic and shabby, until you practice more and earn xp. How is that any more realistic, or 'easy to learn', without someone teaching you, than learning simple blacksmith forging? A forge is similar to a pizza oven, with a manual air-pump for 'stoking' the coals. If you can stack bricks and build a fire, you can make a basic forge. I know how to do this, and I've only read about it; I've never done it, but with practice, I could get better. And how much more simplistically reduced and "game-y" would it be, as I said, than farming or carpentry already is?
  19. 3.50 PM; 15th of October Thanks, I realized the date format once it flipped over to 01/11. I already knew the 24hr time format, mostly due to being a US Navy Veteran. But being a silly 'Merican I'm not use to the Day/Month format (which, honestly, makes sense if you think about it). I managed to live to 2 Months, 16 Days, 7 Hrs. before making an error in judgment trying out using a heavy weapon that caused high exertion during combat, which resulted in getting bitten and infected (I'll never make the mistake of using a nailed plank again). So, as soon as Zombification set in, I dumped all my stuff at the safe house (including clothes) and ran my nearly-naked butt to a self-sacrificial death, straight into the nearest Zed horde. My new survivor just picked up where the other left off with a fully stocked safe-house; it's like I never died. I would recommend not growing so many crops all at once – first it just becomes a farming-sim at that point, and I don't find those fun at all. Second, it's better to rotate your crops; plant one or two (crops) at a time, a few days apart, water every few days (the rain does a fair job of it, but best to check), then replant when you harvest. That way you don't have to worry so much about rot waste, and you aren't spending most of your time farming. Potatoes are the best because they last so long and feed you well. Other than that, it becomes easy routine. In my opinion, if you resort to being a farmer in this game, you might as well just go play Farmville instead. I also recommend setting up incremental 'satellite location' safe-houses, so you can venture out and still have a relatively safe place to hole up when you need to rest, eat, etc. I generally pick a place that is about two-three sprinting distances away from each other, or where makes sense for defensibility ( pick a structure). I place a few necessities there; a weapon, some non-perishable food, basic supplies, a bag, etc.. They make great way-points, and can be a life saver at times; and even make things easier on new characters should you die. I venture out to explore and kill the Zeds, because that's the 'Adventure' part of this title – and one of the reasons I play.
  20. Yes, you'd need an incredible heat source to melt most metals, and know the basics of separating the metal from impurities, or adding compounds (for malleability or strengthening) - however, with basic knowledge (e.g. engineering/mechanical skill) you can build a fairly simple forge and even moulds. An acquaintance of mine does blacksmithing at Renfairs, and at local historic events, and one of his pastimes is building small backyard forges (similar to backyard BBQ-Grille pits) for people wanting to do basic blacksmithing. It's not too hard with the right equipment; three basic tools (a hammer, pliers/tongs, and a hacksaw), along with a forge (brake drum/bellows works best) and suitable anvil, can be used for making a variety of tools, equipment and household items. Combining a few skills, like carpentry and sewing, you could make a simple bellows. All it takes is imagination, some knowledge, and figuring out an implementation system for the game, and it's not only a possibility, it makes for a more robust game with deep playability. Nobody is saying you should be able to make things right out of the gate - this game has a crafting system already that requires much learning, practice, and patience. So why not some blacksmithing to make rudimentary nails?
  21. That happened to me; I tried to climb out onto a roof and fell two stories down. I also noticed that the staris can only be rotated in two directions, and not 360 - so placement is limited.
  22. I think it also happens in survival. Where? How does one tell if they are Weak/feeble/normal/stout/strong, or obese/overweight/normal/fit/athletic ? It's not under Skills, Health, nor Info. Like I said, in Survival all I see are Trait icons that haven't changed in 2 months game time.
  23. I've seen no such thing in the Survival mode. I don't even know how you can see perks and penalties stats; all I see is the icon.
  24. Thanks! http://theindiestone.com/forums/index.php/topic/3874-science-skill/?hl=science Thanks! I look forward to the overhaul, because right now there is very little variety in the trees; where are all the leaf trees?
  25. I also believe that an engineering, or mechanical, skill is being worked on that would provide an xp skill-tree for such things.
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