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knightshousegames

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  1. knightshousegames

    Sky High

    That shemagh looks sweet, I hope you can get them in more colors than just olive drab. Like Blue perhaps. Some of us like fashion that isn't tacticool Doesn't the Alice Rig have a holster as well? Shouldn't that be an additional slot besides those two chest slots?
  2. Oh yeah, for sure, that would be sick Especially if you had to raid one of their camps to get one, and might potentially have to meet the business end in action if you aren't careful In general having all of these defenses being available to rival survivors would be pretty amazing, having to counter play against them as well as being able to use them yourself God I hope Build 43 is even half as sick as I imagine it could be
  3. Yeah, to some extent, but I just like the idea of being able to build a super strong base, it makes sense for the feel of true post-apocolyptic, 1 year later+ sort of scenarios, where you are starting to build society inside of secured quarantine zones, ala Last of Us. Being able to work your way up to that level would be cool Outside of your base, you are still playing the regular game, and by that point you have to go pretty far afield to get resources, since after about a month or so in game, you've usually picked the starting town totally clean, so you have to run raids to other towns to get supplies, so your base defenses are only really keeping the base secure, outside of that, you are still playing the regular game, it's just another dimension as it were, another mode of gameplay within a single run. Even without Horde Night it could just be fun to have that ability to build a super strong base, it's basically just another thing to do, which this game needs in it's "endgame", akin to collecting arcade machines and stuff inside your base, you are already a god at that point anyway, having a machine gun outside your base is less of a practicality and more of a show of dominance to the world I've seen it, I don't like FPS games. I much prefer the combat and survival mechanics in Zomboid, where it isn't just a mindless grind through a tech tree. The horde aspect is good, but everything else about Zomboid is miles better than 7 Days.
  4. I mean yeah, knowing when to run is important when you are out and about, but sometimes you need to stand your ground when your base is on the line If you haven't run Horde Night, the format changes entirely, where now you have to gather supplies to build up your base to resist big attacks from huge hordes that spawn every so often, and each time they come the hordes get bigger to potentially insane proportions. The way me and my group handle it is setting up these complex bases that are optimized for dealing with hordes, with a defensive wall, something of a pillbox with barred windows to shoot out from inside, as well as space and defensive fortifications to help melee fighters like sandbag chevrons of sorts for breaking up groups while kiting It really changes the game because now theres a clock, and a reason to build. Once the hordes get super big after a few months, it becomes all out war. You still have the traditional zomboid gameplay otherwise, it's just every few weeks, it becomes the thunderdome. I imagine this thing is like bolted down, like you need to use sandbags and stuff to hold it down, so you have to be stationary to use it, so if the horde overwhelms you, you still have to disengage and run, it's more of a first volley, and I only really include it for logical reasons, because the military would have them. I find all the other concepts far more interesting.
  5. I mean, it could work like a TV, where the words appear over the characters head, have each level of a book have tips and tricks for using that particular level of the skill Wouldn't be 100% immersive per se, but definitely helpful for learning the game I actually really like that idea.
  6. Like I said, the heavy machine guns should probably require getting to somewhere insanely difficult to get to, and be an extremely end game thing, like for when you are dealing with hordes of hundreds in the winter time during a run. A run ending horde we faced one run was like 300+ vs 4 people, and they totally wrecked our base and killed almost everyone, it was insane. These are the scenarios you would want a machine gunner, where a hundred round box wouldn't be enough But like I said, you might use every other defensive structure listed here before even having a chance of seeing the MG
  7. If you've ever run a mod like Horde Night, you know the defensive structures currently in the game.....leave something to be desired perhaps. I think theres a lot of potential for this avenue for the game. Base building is one of my favorite past times in the game, especially when playing in multiplayer with Horde Night installed, it just adds another dimension to the game Some structures I think it might be cool to have 1 - Barbed Wire Nests, and more uses for barbed wire in general During the World Wars, large areas of barbed wire like this were used to slow and deter enemy troop movement. Having something like this set up around the defensive walls of your base might be nice to slow zombies down, damaging them as they walk through, or deter them from entering an area completely to direct them to specific areas of you defenses. And in general, being able to do more with barbed wire would be nice, like more effective barbed wire fences that actually hurt zombies, and so on. 2 - Mines that actually work Explosives in general in Zomboid are a bit underwhelming. It might be nice if you could loot landmines of some sort at military locations, in addition to the motion sensor mines you can already make, but like...have them actually work. I can't seem to get the motion detector bombs to actually function in multiplayer. It would be nice to build minefields as a first line of defense for the base 3 - Electric Fences Being able to wire up the Large Pipe Fences with electrical wire to a generator would be pretty great. Electrocuting zombies could at least stun them against the wall, or even light them on fire with long enough contact. The balance could be that it uses a ton of power to turn on, draining the generator quickly, or even damaging it, so you only want to turn it on for short periods of time. 4 - Puddles of Gasoline/Napalm It might be cool to be able to make a sort of napalm mixture you could spread out in paved areas like parking lots that could be strategically lit by the player, possibly by just throwing a molotov in that area, that burns intensely, but doesn't really spread if theres nothing nearby to catch like brush or wooden constructions, for controlled scorching an area of zombies you lure into it. You could perhaps have to use a gas can and the rubber of a tire or something like that mixed in a bucket, then the spreading interface could be like painting, except on the ground 5 - Mounted Guns This could be a really high level find, only at military locations or the check point area, have heavy machine guns that mount in place like furniture that the player can shoot in a limited arc based on facing direction. Have the ammo spawns for it be rare, but when you do find it, it comes in large quantities, so it can be used effectively, but not in a way that trivializes the game. They could perhaps require a stack of gravel or sandbags to be placed on to hold them down, making it so theres a lot of setup time, so you can't just walk around with one of these things. Mortars might also be fun, but hard to use. I recognize this one might be a challenge compared to the others. 6 - Concrete Structures Theres currently concrete bags in the game...but you literally can't use them to make anything. It might be nice to be able to construct molds for building walls out of concrete, or even just using a metal frames as a base to build walls out of concrete like rebar. The balancing factor for these could be that they take time ingame to set, and become stronger over time, if they don't get attacked, So perhaps if you build some sort of structure out of concrete, if a zombie attacks it before a week or so passes, it breaks easily, then once it initially sets, it has a pretty high durability, that gets higher each day, until after a month or so it becomes unbreakable by zombies and can only be destroyed by a player with a sledgehammer or something. Just a few ideas I can think of off the top of my head that might be cool to have
  8. Really? I can't really play vanilla anymore because I've added so many quality of life mods that just make the game feel more complete, and content mods to add more variety in weapons, costumes, and vehicles
  9. Honestly, I'd just nuke the entire soundtrack and start over, it's probably one of the least attractive elements of the whole game, I turned it off after like 1 run. The weird babbling vocals and banjos are just annoying. Instead I've made playlists of game music for different situations and switch between them based on what I am doing, one with chill music for when I am around camp, one with tense/spooky music for when I am sneaking around on raids, and a playlist of late-80s/early 90s grunge rock and metal to listen to while in the car, to simulate the radio, for ultra immersive period correct tunes. It's kinda badass to hop in a humvee and cruise down the highway blasting some Alice in Chains and Nirvana.
  10. I haven't really looked into it, but I feel like if it does exist it might be a bit janky It seems like a feature better suited to B42's new feature set, I don't know if there would be a happy way to do something like this inside of B41 right now
  11. "Robbed" is such a....crass way to put it. We don't "rob" Zombies (Well, I play Rob Zombie while playing the game, but thats neither here nor there) we loot corpses of those who didn't manage to survive.... ...actually no that also sounds pretty bad. We take things that are no longer being used by their previous owners. Thats what we do. One solution I can think of is maybe being able to mark a container as "looted" so it temporarily disappears from the list until you walk away and come back. Or the suggestion in the post above is also a good solution
  12. With the new "Machine" system, as well as farming overhauls, coming in B42, it might be cool to be able to build a small Hydroponics rig inside your base If I were coming up with the parts list to build it, I might say a sink of some kind from a house (in your inventory, not just one in place), some planks and nails, some gravel bags, and a light fixture of some sort to provide light It could require power and water to run, so you would be able to plumb it to barrels like you can with a sink or shower It could have the input of seeds, fertilizer, and of course water from the water source, and it could grow a single crop at higher efficiency than just planting it outside, in exchange for constantly using power, and perhaps taking up 2 squares of space. It could perhaps produce a significantly higher yield or just take less time to produce a normal yield. Might be good for a solo player just looking to grow specific crops, or as an option for late game winter time growing
  13. Whittling The ability to use a knife to carve small pieces of wood into things, to reduce boredom, train carpentry, and of course make useful things in addition to silly knick nacks for the base, like bowls and spoons for the kitchen
  14. Partial Clothing Destruction For larger articles of clothing, instead of just having the "rip clothing" option destroy the piece completely, it should partially destroy it, allowing you to rip off sleeves, pant legs, etc. to generate 1 or 2 ripped sheets while leaving the piece still wearable. After all, it was the south, thats how they made Daisy Dukes. Might also be cool if the regular clothing damage system could force this to happen if an article takes enough damage in the same place, ripping off whole sleeves or pant legs, greatly reducing it's condition
  15. There are workout tapes in the game, Simon's Fitness ....but they don't do anything, because all of the bonuses relating to Strength and Fitness are kinda broken. We can just hope they add a bonus someday...
  16. A common misconception about crossbows is that they are silent Depending on the style, they can be surprisingly loud, at least the high powered ones. Especially medieval style crossbows with the high poundage will apparently make your ears ring similar to a gun Lower poundage crossbows are quiet enough, closer to a pellet gun, but aren't totally silent. Low poundage target shooting recurve and compound bows can be pretty close to silent, but are definitely hard to be accurate with compared to a crossbow. One mod that is basically must-use for me is "Remastered Kitsune's Crossbow Mod" https://steamcommunity.com/workshop/filedetails/?id=2572385719 Adds a couple styles of crossbow, from those tiny pistol crossbows to high end compound hunting crossbows, as well as hand craftable models. But seeing basically that mod be vanilla would be pretty great. It's like a nice middle ground between straight melee and guns.
  17. The ability to wear Bath Towels Should be possible to wear around the head, like a girl drying her hair Over the neck, Samoa Joe style And of course the classic It should probably fall off in pretty much any fighting, like hats and glasses, but you gotta have that RP after washing off all that blood.
  18. I think what you want is Dark Souls? I think my approach strikes a solid middle ground between having literally every weapon have it's own category, and oversimplifying the use of different weapon types. I think just abstracting everything down to two types goes too far in simplifying the interactions and the nuance of different weapon types is lost. You are correct about edge alignment being important for bladed weapons, but the technique for different blade types like swords vs axes is different. Using something like a pollaxe is a whole different beast from using a longsword for example. Both are long weapons, but the techniques are totally different. A fine example of where my system shines. If you were to use a pollaxe as your main weapon under my new rules, you'd gain experience with Long and Chop. Then if your Pollaxe broke, and you had to switch to a longsword (as was a common weapon set for the English Knight) Your experience with long weapons would still benefit you, however you would have less experience with Cut type weapons, and would need to train that skill separately. As for choosing 1 hand vs 2 hand, it's simple, if you choose to use a weapon 1 handed, it's short experience, if you choose to use it 2 handed, it's long experience. But there should always be a power advantage to using a weapon 2 handed. The 1 handed option only really becomes a serious consideration when this shield idea comes into play, then theres a real decision to be made. I do think Maintenance as a skill is kind of an odd name for it, and that perhaps your skill level with a weapon should determine how fast it wears. It would be cool of the maintenance skill instead applied to physically doing maintenance on your weapons, like regularly using a whetstone on your blades, or treating the handles on blunt weapons with oil, wrapping them with tape or leather strips and so on, but again, goes beyond the scope of this overhaul.
  19. Oh yeah for sure, riot shields being available at PDs would be awesome, my point was more about other duel wielding weapons like parry daggers which were part of specific dueling context. This is where the block chance idea makes a ton of sense, if you are holding a shield and get attacked from the front, it gives you a huge chance of just pushing the attacker back, so you are only really vulnerable from the back and sides. Might be cool if it had a unique shove animation as well
  20. With the new B42 dynamic height system coming in, this might be more feasable One issue it might face is coming down from elevation from certain agles, like walking north/west while trying to go down in incline might look super weird. But word is they might be solving the issue with depth for stuff facing north as west as well, so maybe it could work. It rarely ever looks realistic, but if they can figure it out, it could be cool for improving the defense of bases, like digging trenches and other defensive land works
  21. While this is somewhat true, the offhand weapon if it wasn't paired was usually purpose built defensive device like a shield, buckler or some form of parrying dagger, or a revolver in the case of British Colonial warfare in the 19th century, where an officer would discharge his pistol shots, then since reloading at that time was too slow to do when being charged by an opponent using melee weapons, they'd use a saber in their main hand for the rest of the battle to defend themselves. Things like shields MIGHT be useful, but for the most part, systems built around things like bucklers and daggers were purpose built systems for dueling other swordsmen in duels, and I highly doubt a zombie is gonna notice if you slap him with a leather glove. Now would being able to use a pistol in the offhand make sense in the context of a zombie apocalypse where you are dealing with charging hordes? Maybe. But I think that goes beyond the scope of this suggestion, and is perhaps a story for another time.
  22. This goes beyond a stat overhaul into a full on feature overhaul, which is a lot more work I do like the idea of the concept of a "blocking chance", but I don't think it needs to be a stat on the character. I could see it being a feature of a weapon itself, as a modifier to the player's already existing ability to block a frontal attack, similar to how some clothing has a movement speed modifier. Having a "Block Chance Modifier" on some objects could be cool. Then if the player can make things like shields, those could have a high block chance modifier, in exchange for a movement speed penalty, if equipped as secondary Holding things in the offhand is already a possibility, if you use "equip secondary" in the menu. I just don't think the possibility of duel wielding is worth the extra work honestly. With a game this big, any feature creep for the sake of it is the enemy of the development process. I think there is a mod that introduces duel wielding, I think it's called fancy hand work or something like that, if thats a feature you really want. The category names I used were meant to use as few characters as possible, as to not disrupt the existing UI if possible.
  23. Literally a single item: Have it be capable of being used in tasks like crafts that require a knife, screwdriver, or saw, and of course for opening cans, perhaps at the cost of the tasks taking twice as long. Have it spawn in survivor caches, in army backpacks, and maybe at hunting locations like the hunting lodge
  24. To be fair, theres a certain point where abstraction is necessary. If you got hit from behind full force with a saucepan vs a baseball bat, you aren't going to notice that significant of a difference, your brain is still scrambled eggs either way. The stat differences aren't super noticeable in ideal conditions, most kills happen in 1-3 hits when your character is fresh with any half decent weapon, it's when you are wounded and tired is when you really notice the stat bonuses, which is when they come in clutch. When you are surrounded, have a laceration on your right hand,, a scratch on your right upper arm, are winded and a little sleepy is when you really feel the difference between Lv 0 Axe and Lv 5 Axe.
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