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cuddlepums

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  1. Like
    cuddlepums got a reaction from GoodOldLeon in Blocking Doors With your character   
    I would like to see the ablility to block doors with yourself to try and prevent zombies (or other survivors) from getting through them, until you or maybe one of your friends finds something more suitable to barricade the door with.
     
    So yeah thats it what do you guys think?
  2. Like
    cuddlepums reacted to reasonpolice in Water collection without carpentry   
    So from browsing around the forums it seems like there are a few main issues with collecting water. Some people (myself included) are of the opinion that being able to get a large amount of fresh water from houses after the water goes out is unrealistic (yes I know zombies are unrealistic, shh), and makes the late game too easy given the sheer amount of water fixtures in the world. Barring that, you have to either rely on carpentry or start in West Point.

    I would change water collecting in two ways:

    First, nerf the gathering of fresh water from houses - make it so that instead of getting, say, 4 bottles worth of water from each water source in the house, you get 4 bottles worth of water from the entire house regardless of which source(s) you gather from.

    Second, allow mugs, bowls, pots, jars, buckets, pans, etc. to be placed in the world as rain collectors with different maximum capacities respectively.
    This scene from 28 Days Later comes to mind:

    The rain collectors made with the carpentry skill would have course gather much more water and use much less space.

    Now, I don't know the way the game is coded, but it seems like you'd just have to replicate the functionality of the current rain collector object, but add a parameter for which item was used, and set the max capacity accordingly. The art is already in the game, just use the same sprites as when dropping a pot/mug/bowl/etc. on the ground.

    (Ideally one tile would fit more than one mug/bowl/pot/etc. but I feel like that would add a huge amount of complexity to the code.)

    Please let me know what you think of my idea!
  3. Like
    cuddlepums got a reaction from CaptKaspar in Why do people want attacking zombie hordes?   
    I don't agree that zombies strongest sense is smell in all of the zombie movies/ TV shows I have watched it has always been about keeping your noise level down so I would say its more about hearing. But in project zomboid the normal zombie setting of smell is NORMAL and so is hearing and sight so I would guess zombies have the normal smelling power of a human and humans i'm pretty sure cant pick up scents.
  4. Like
    cuddlepums got a reaction from Kuren in Why do people want attacking zombie hordes?   
    I don't agree that zombies strongest sense is smell in all of the zombie movies/ TV shows I have watched it has always been about keeping your noise level down so I would say its more about hearing. But in project zomboid the normal zombie setting of smell is NORMAL and so is hearing and sight so I would guess zombies have the normal smelling power of a human and humans i'm pretty sure cant pick up scents.
  5. Like
    cuddlepums got a reaction from CaptKaspar in Why do people want attacking zombie hordes?   
    I have a question for the people who want attacking hordes because I'm not sure I understand why you guys do. Hordes are already able to attack your base if you make to much noise or if a chopper flys over your house zombies are bound to come and attack you (unless you live in a secluded place). But from what I understand it seems like you guys just want a random giant horde of zombies to spawn coming at your base, I don't like this because there is no reason for them to just attack your base other than they spawned and told by the game to do so. I want hordes to come attack my base if I have done something to attract them or something else has, not just zombie hordes having the ability to "find" our base and attack. That means if say, i were in one of the forest cabins and built it all up to be safe and self sufficient but one day I wake up in my cabin to find a giant horde banging on my walls, I have done nothing to attract them why are they there?! There is no good reason for them to be there because you the player or other outside forces have done nothing to attract them and that's punishing the player for doing nothing but surviving. So if you want big zombie hordes to attack your base just attract them with some noise.
  6. Like
    cuddlepums got a reaction from dnk3912 in Famous Last Words   
    "OH SHIT I THOUGHT IT WAS DEAD"
  7. Like
    cuddlepums got a reaction from Rommert in Why do people want attacking zombie hordes?   
    This, horde migration I understand but having hordes just have the ability to hunt your base down and attack it I disagree with.
  8. Like
    cuddlepums got a reaction from Rommert in Why do people want attacking zombie hordes?   
    If you have cleared the surrounding areas of zombies then there is no reason for them to attack, I want justification for zombies to come and attack your base. I don't want zombie hordes to magically just know where you are and attack, now I can understand the want for zombie migration that would create constant danger and your safe zone constantly being barraged with zombies. But again zombie hordes need to have a reason to attacking our base other than we're bored and surviving to long, zombies attacking your base should be because you attracted them in some way or something else attracts them.
  9. Like
    cuddlepums got a reaction from Suomiboi in Why do people want attacking zombie hordes?   
    I don't agree that zombies strongest sense is smell in all of the zombie movies/ TV shows I have watched it has always been about keeping your noise level down so I would say its more about hearing. But in project zomboid the normal zombie setting of smell is NORMAL and so is hearing and sight so I would guess zombies have the normal smelling power of a human and humans i'm pretty sure cant pick up scents.
  10. Like
    cuddlepums got a reaction from Some Clever Username in What's your most antipated feature for PZ?   
    Npc's, right now single player is pretty boring IMO but I have been having fun in multiplayer.
  11. Like
    cuddlepums got a reaction from RichCoconut in New, but basic weapons   
    I like the idea of more weapons just not the ones in that mod, and im pretty sure more weapons are coming once more pressing matters are finished such as map expansion, better stealth, npc's etc.
  12. Like
    cuddlepums got a reaction from Cap1139 in Blocking Doors With your character   
    I would like to see the ablility to block doors with yourself to try and prevent zombies (or other survivors) from getting through them, until you or maybe one of your friends finds something more suitable to barricade the door with.
     
    So yeah thats it what do you guys think?
  13. Like
    cuddlepums got a reaction from Trupiak in Blocking Doors With your character   
    Yeah your right the zombies would have to be trying to push it in, instead of trying to rip it apart perhaps the devs could add zombies trying to push doors in, or even survivors if there strong enough push/break open doors. And thank you guys for the support on the idea
  14. Like
    cuddlepums got a reaction from Trupiak in Blocking Doors With your character   
    I would like to see the ablility to block doors with yourself to try and prevent zombies (or other survivors) from getting through them, until you or maybe one of your friends finds something more suitable to barricade the door with.
     
    So yeah thats it what do you guys think?
  15. Like
    cuddlepums got a reaction from Impetiso in How are they going to make sure we die late-game?   
    The caboose
  16. Like
    cuddlepums reacted to bvhv in The Legend Lives On   
    Yea I knew that mass murdering bandit who killed all my friends.......
  17. Like
    cuddlepums got a reaction from Kajin in Communities   
    It's not that I don't like the idea it is just there shouldn't be conditions to create one except of course having a group of people.
  18. Like
    cuddlepums got a reaction from Comrade Crimson in Military Protection Zones/Towns   
    Alright first of all I know military aid is in the commonly suggested list and stated as a No, but here this idea out but first here my argument the military not helping out any survivors is very unlikely in this sort of situation in my opinion. This is idea is not just straight up military aid either with the military handing you care packages and guns to go slaughter infected and live in a lovely little town, so please just here the idea out cause and try to keep and open mind please and thank you.
    The Idea:
    Okay well the idea is that the military will come in after a couple months in game and start establishing a safe zone/town as a haven for survivors, and there base of operations. These safezones will have some sort of wall/fence surrounding the perimiter, housing for survivors, military laws and enforcment with severe punishments if you and or others do not comply, and designated building such as storage areas, trade areas, armorys etc. While living in these zones you will be given jobs to help the community thrive if you complete your jobs and abide by the law you will recieve some sort of compensation, you and the other survivors will be set on schedules to perform your duties, and will have curfews. If you are not in the safe zone and indoors after curfew you will receive punishment. (Also there will only be one military safezone aloud in a game, if destroyed it will be destroyed forever and no others will be constructed.)
    The laws of military safezones will consist of:
    No assault or murderering of fellow survivors and or military personel if caught or proven guilty it will result in execution. No theft/theivery if caught or proven guilty stealing it will result in banishment and or being executed depending on how severe. No vandalism of military property if caught or proven guilty will result in execution, or probation depending on severity. If found to have been scratched or bitten by any infected it will result in execution, if unsure of the origin of the scratch or bite you will be watched by military personel until a given time if no signs of infection appear you will be free to go. If found outside after curfew it will result in probation, or execution depending on severity. Your character in the safezone/military town:Upon entering the military town/safezone you will be greeted and thoroughly searched for signs of infection, and valuables, ALL of your items will be confiscated but some of your items will be given back except guns, ammo, and any very dangerous weaponry, or items the the safezone severely needs such as food or medicine. After going through entry you will be given the laws of the safezone/town and will be given a job depending on your skills. Then all you must do is abide by the laws of the safezone and perform your duties and you will be fine. (Until some giant zombie horde comes of couse)
    Alright well that is it and by the way this idea was heavily inspired from the Last Of Us and I think its a pretty good idea but I am not the rest of you, so what do you guys think?
  19. Like
    cuddlepums got a reaction from uberevan in Blocking Doors With your character   
    I would like to see the ablility to block doors with yourself to try and prevent zombies (or other survivors) from getting through them, until you or maybe one of your friends finds something more suitable to barricade the door with.
     
    So yeah thats it what do you guys think?
  20. Like
    cuddlepums got a reaction from Some Clever Username in Realtime shadows.   
    I would like animations for more objects in the world, but only once we get more gameplay content first cause gameplay always trumps graphics or at least in my opinion.
  21. Like
    cuddlepums reacted to Some Clever Username in Communities   
    WOW! I'm full of ideas today! Anywhere here's what I got to say:
     
    If your with a bunch of NPC's you may propose to them to help you build a community. Of course it would be hard and they would need to want to make a community too. You could also be in a group that decides to do this.
     
    A community would be just a big group with lots of farms and supplies and a whole area walled off. It would be the ideal safe place... for now.
     
    Building it:
    You would pretty much need just a walled off area. The leader (whether it's you or not) of the group creating the community would be in charge of where the walls and farms are, also where the sleeping areas are and where the gun stash and food stash are. Imagine a bunch of NPC's clearing out an area of zeds as well as chop down trees and build walls. It would be sweet! You've got a job and so do other survivors while you create the ideal safe place!
     
     
    Growing It:
    Each community should have a max of survivors they will let in before they turn people away. The max is an estimated number that the leader will come up with depending on supplies. If your the leader than get out that calculator! Whether your intentions are to bring yummy humans to your camp or to give people a safe place to live, you should add signs with directions to your community so people will come. Whether their intentions are good or bad they may still follow the directions to your palace.
     
    If your on your own or with a group and you come across a sign, you may have an argument about it being a pipe dream and if it's safe blah blah blah. If you head there, it may have fallen by then or it could still be up, who knows?
     
    Also, letting people in could be a risk so remember that...
     
    Naming It:
    You could even be given the option to name the community if you are the leader. A box could come up where you type in a name. Since there will never be voice actors, it will just be inserted into dialogue. Of course, people will name it things like "Tit Town" but hey, you made it so do what you want to do.
    Examples of dialogue:
     
    Have you heard of (Add in name here)? It's supposedly some huge camp up/down/out (North, South, West, East wherever it is on the map) = "Have you heard of Tit Town? It's supposedly some huge camp up North."
     
    NPC leaders would name it randomly out of a couple of choices like Hope or West Point if it's in West Point.
     
     
    Community Life:
    Jobs should be assigned such as a wall guard to protect people from zeds around the walls and even from humans. Guards should also patrol streets and act as police officers.
     
    Farmers would help farm crops and take care of cattle (If added)
     
    Construction workers would help build more walls stuff if needed.
     
    Leaders will give orders and anyone without a job would sit around and chat as if everything is normal until...
     
    The End:
    ... zombies break in form the AI director or another group has destroyed the place. Even a famine or you where an evil asshole and caused the place to fall yourself.
     
    Zombies would run amok and chaos happens as you run for your life.
     
    Bits And Bobs:
    Other thing this could add
    Hearing about the community from other survivors Bite checks( when letting people in) WW3 in Kentucky So, what do you think, too much? I think this would be great to add in, in the future. It doesn't have to be right when NPC's come out obviously but later on down the road...
     
    Thanks for reading!
  22. Like
    cuddlepums reacted to Tyler the Super Ranger in Sport based Occupations   
    So I've been playing PZ for a while now and I've come up with some ideas that I've not seen in the Professions.lua file. Most of these are oriented around sports while there is also a couple of non-sport professions.
     
    If you like any of the ideas or can think of better alternatives then feel free to post.
     
     
    SPORTS OCCUPATIONS
     
     
    Quarterback - Less hindered when grabbed by zombies.
    -A common cause of death is being caught and swarmed by a horde of zombies. This profession will help a player break out of a small group more easily [Although being swarmed will still be impossible to escape].
     
    Major league batter - Faster swing rate and knockback while using baseball bats.
    -Gives more combat bonuses than the Fire Officer profession. This makes the baseball bat a more viable weapon against a modest horde of zombies.
     
    Bodybuilder - Behaves like the Strong trait. Locks out Strong/Stout/Feeble/Weak.
    -Essentially a free trait. Does not stack with other strength related traits [Hence, the lockout].
     
    Martial Artist - Punch/bash zombies at close range; Deals damage and has greater knockback than shove.
    -Allows the player to punch zombies instead of shoving them. If a weapon is equipped and the zombie is too close to attack he will bash them instead. Punching/bashing deals a little damage and has a stronger knockback then the shove.
     
    Hunter - Zombies will fade away more slowly when the player stops looking at them.
    -Extends the time a zombie will fade from the players vision when he stops looking at it. The duration scales on how tired the player is [2 seconds for well rested, 0.5 seconds for exhausted].
     
    Gamer - Panic moodles have less effect on a player.
    -Related to the police officer profession. Allows a character to handle himself better in a tense situation.
     
     
    NON-SPORTS OCCUPATIONS
     
     
    Handyman - Uses less materials when repairing items.
    -Handymen will have their own repair tables which uses less items. Helping players get more use out of their tools before the maps resources run dry.
     
    [unnamed] - Hungry, Thirsty and Sick moodles will drain health more slowly.
    -I couldn't think of a name for this one. It gives players better chances of surviving if he cannot find food, water or if he gets a fever.
     
     
    NEW SUGGESTIONS BY OTHER USERS
     
    Bodybuilder [Alternative] - Players become less tired when overencumbered.
    -Comrade Crimson
     
    Gravekeeper - Players are less intimidated by zombies
    -Comrade Crimson
     
    Packer - Players can loot and place items faster.
    -Tyler the Super Ranger
  23. Like
    cuddlepums reacted to LeoIvanov in The Late-Game and how I want it to be in 1.0   
    Edit : Warning, a big wall of text and potentially LOTS of grammar mistakes. Proceed with caution.
     
     
    - Day 1
    Constantly from Day 1 to Day X You can meet a lot of survivors running about doing their things : You can witness panic, shootouts, store wreckage and NPC's being eaten/killed left and right. NPCs are the most trustworthy you'd ever find, majority will be scared and clueless as to what is going on. Stores with big storages of food will be fought over by people with guns, house alarms and gunshots will drive zombies from 1 area to another. TV's and Radios will broadcast the increased crime activity across the globe, will do daily conversations about the related virus outbreak, warn people to stay at home and wait for the military, broadcast the words from local town mayor and the building of quarantine area to avoid the spread of infection outside/within the country.
     
    The amount of humans compared to amount of zombies would be 10/1, humans will mostly avoid the confrontation and try to run away rather than engage in a fight. Some will form small groups and barricade in some of the houses, listening to the radio/TV broadcasts until they run out of food supply. Their conversations will consist of them talking about their families, about how it all went to shit and how they'd wish it all ended very soon so they could get back to normal life.
     
     
    - Day X
    Day X happens when helicopters start flying by your head. By this point MAJORITY of the survivors you'll find will be hanging around near the nearby radios/TVs, which will broadcast their last news about the outbreak reaching the critical stage and how their earlier attempts at containing it failed. The broadcasts will try and encourage people to stay calm and not go out of the safety of their houses. After the last helicopter flies by, the radios/TV's will go silent and stop broadcasting anything. At this point the craze of survivors will die out and you'll meet survivors much more rarely, and whoever you'll run into will have much less trust in sticking up with you. Majority of survivors would already form small to medium amount of groups that will continue to survive in their set safehouses with assigned leaders and go out on the loot runs to further barricade/feed themselves.
     
    - 3-4 Weeks in.
    At this point both electricity and water will run out, and the amount of single survivors you'll meet outside will be close to zero. Absolutely all groups by that time would have established their relationships with each other, and differences between the group become much more important than looking for a safehouse/closest food store. The roles start getting assigned among the NPCs and walls are starting to get built. People are much more careful with their guns than before and choose to use melees instead of weapons more often when engaging the zombies. Survivors, seeing that almost all stores and warehouses are looted, will start going on the loot runs and break into the houses more often, looking for food and other survivors that they'd either invite in, kidnap, rob or kill. Zombie activity increases and you'll more likely to find them crowding within the cities. The amount of humans at that point will be 1/30 compared to zombies. 
     
    - Month in.
    Zombie activity within cities begin thinning out. Absolutely every store/market is emptied out. Houses are either empty, burnt or destroyed and filled with zombie stragglers. Survivors begin thinking of a long-term survival and start fortifying/expanding their fort, building the gardens and water barrels. Bigger groups move out into the wilderness to occupy the farms/huts. Smaller groups are moving to the edges of the city. Only the select few groups stay within the towns and travel around them, looking for the remaining loot and killing any human they come across. Their main goal of survival is staying within the city and ambushing other groups that come in during the loot runs. They usually kill zombies within the area with melee, but don't hesitate to use firearms when encountered with human target. Those within the city are the least trustworthy and even if you manage to talk them into not killing you, they'll still be on the lookout and will attempt to murder you the first chance they get. Those survivors at the edges of towns will be willing to accept you in a group a little more, but will stay cautious to you for a long time. They will send you out on more dangerous loot runs and will assign you much less food/weapons to carry around on you. You'll stay an outcast for them for quite a long time until they get used to you. Those survivors who move out in the wilderness will be the most open about accepting you, but select few will still think you are a threat and will be stalking you for a while as you prove your worth.
     
    - 2 months in
    The zombie population within the towns will thin out and they will move out in the forests. That population that is living in the forests will meet stragglers more frequently than the ones that stayed in their towns. Living by the edges of said towns will either move out closer to the water line or move back inside the towns and try to take control of them, leading in direct confrontations with armed folks within the said towns. They'll attempt to take over the safehouses and execute folks that have been ambushing them for so long. Zombie threat within the towns is pushed on the background as people are more worried about living folks killing them. Surprisingly, you'll still get to meet the lone wolfs, but those will trust no-one and will be the least talkative of all. Groups will also face a lot of deaths within themselves, might split up and become two shorter groups in some event. Groups of two-three people will be connected to each other much more closely than a group of 10-15. 
     
    - 4-6 months in (or first Winter)
    Those within the small towns will begin building walls and walling off the houses that remained intact both within and outside the towns. Small communities will begin to form and you'll encounter fully-fledged and barricaded forts with legitimate gardens more often. Communities grow closer to each other, loot runs are accompanied with hunting/fishing in the wilderness, traps are build around their perimeters, patrols walk around and communities begin searching for other communities. Depending on who the leader of the community is, some are more hostile than the other and will be less or more willing to accept you to their numbers. Communities face off with each other much more frequently : Leader-to-leader communications (diplomacy talks), direct gun-to-gun confrontations, Fighting for the particular place as a safehouse and diversions within the communities (Spoiling the food and poisoning half/entire group, sickness kicking in, bites and etc). Since it's winter people will spend much more time within the interior of the houses and will spend their nights in them on the loot runs. Depending on which side will win (the armed hostiles or more friendly group on the edge of town), the town will start walling themselves off within the towns and will start building the fortress. (think Woodbury at their beginning stages). 
     
    - 8-12 months (Fall/Summer, 1 year in) Communities grow larger and it's now a story of confrontations among them. Those communities that have decided to stay disconnected from outside world (Deep inside the woods) will begin heading further out from their base to look for new humans. Zombie population evenly spreads out in the forests and the frequency of attacks on the compounds increases. BIG numbers of zombies start appearing closer to the edges of the map on highways, coming from higher-density cities, heading towards the towns and nearby forests. At this point the game will enter the repeat cycle of the same/similar scenario of zombies heading from the edges of the map into the towns every 3-6 months in waves. Military rolls in with rare weapons and shoots survivors on sight. Their base will be positioned somewhere far from the towns and closer to the edge of the map, and very slowly they'll also move closer to the towns. Normal survivors will more frequently face off the military, and depending on whether or not they manage to kill them off, the military numbers will cease to exist with potential bases full of military loot being empty to occupy by players/NPCs. New groups will appear in the forests and will move within the forests/towns. They'll form their own communities and build their own bases. Some will be hostile, some friendly. In the end they'll either die off, separate or join in into the bigger community.
     
    - At this point the game scenarios will begin to play out depending on what season currently is, rather than the timeline. After the year the communities will pretty much behave like a lived in survivor society, common around their main threat. Bandits ambushing other people, communities fighting along each other, military fighting with everyone - it's as far as it gets on the evolution of the survivors from Day 1 :
     
    1) At Spring/Summer humans will do more raids on neightboring communities and move closer to the rivers for fishing/hunting. Walled off compounds will get to defend themselves from oncoming waves of zombies and other humans/military. Bandits will randomly try and raid fortresses during the night and assasinate the leaders to create the chaos within the walls. The crops will be sown and taken care of. 
     
    2) At Fall/Winter communities are more likely to stay within the safety of their compounds and live off the canned food and their crops that they've sown at summer. The amount of loot runs and random raids are less common, but the more frequent are sicknesses and other viruses that crop up due to the cold/wet seasons. Groups are left to deal with sick survivors and look for medicine, venturing into towns or other communities for help. Military (if still alive) is more friendly to NPCs and recruits/kidnaps lone-wolfs to strengthen their numbers. They, however, are still hostile to other communities and will attempt to kill people in larger groups. Winter and Fall will be the most peaceful of seasons regarding the frequency of NPC/Zombie attacks, but will be more Brutal survival-wise, packed with things to do within your own community/group.
     
    Randomly, a couple of months can be chosen by our lovely Sadistic AI Director to be either : "Human packed", where humans are more frequently to attack your community/group than zombies. "Peaceful", where nobody attacks you at all and you are at the luck of being completely free to sort out your relations/strengthen your fortress/sow more crops and build more walls. "Infectious", where a chance of catching deadly sickness and/or getting a HUGE HORDE ATTACK on your base multiplies. With time, more "random late-game scenarios" can be scripted in to color up the late game with fun things to do until you die.
     
    The whole cycle repeats itself until the player dies and decides to start a new game. The outcome of the whole game world can end up being the following (This will be notified on your status when you die) :
     
    - I Am Alive/Last man on earth - Communities stop forming themselves and all of your friends die off for whatever reason (not randomly, but nobody lives forever), you are literally alone against the zombie world and have to decide how to continue surviving by yourself. 
     
    - Welcome to Alexandria - You've formed a community so big, that all the other communities know about you. The game world becomes the battle ground among two huge communities - you and your rival community. You can bribe smaller communities to join your rival and create a diversion inside. Once the leader of your rival community is killed, you get to decide who gets to live and who has to die within their community as you line them up. After everything is finished, your game world goes to next stage...
     
    - The new world order - your community is dominant in size and strength, and it is up to you to rebuild the society and fight the oncoming, endless waves of zombie population. You still may encounter smaller communities far in the forests building up their own strength to fight you. You can establish relations within your own town and expand your influence into the other town, setting it's own mayor in charge and ability to trade resources with each other. Your only goal from this point is not letting the zombie population breach through your walls and destroy your community.
     
    - My new family - You decide to stay away from bigger communities and only want to stay with your closest friends and buddies, barricaded off far in the forest with your own garden and wildlife. You don't really care about joining either of the big communities and stay out of it, only taking care of your own. Zombies and human threats are spread out equally as they infrequently bother you. Your goal is to simply keep surviving, whatever challenges you come across - food shortage, crops dying, zombies overrunning or humans kidnapping you.
     
    - Lone Wolf - There isn't a single person who you trust, whether there were at some point are now all dead and you've gone too far to trust anyone ever again. You decide that carrying any new friends is dangerous and bothersome, and will damage your sanity even further when you get too attached to them. Other communities/groups are the least of your troubles as you battle with your own sanity every day, living a nomad-style among a couple of your safehouses buried deep into the forest away from all the current, as it stands, society. There forms a legend among the communities about a lone-wolf that single-handedly can take down entire hordes of zombies and tear down a single survivor compound over night. Over time people, according to what you do, will either attempt to get you to join them or will be afraid of you. 
     
    The whole system is thought out for people to live in for longer than just a year, maybe even with a possibility of dying from an old age at the end, which can be rumored as the true "end-game goal". The power of "randomized communities" can end up being as strong as what Fallout has brought us to fall in love with, accompanied with random quest system and maybe modded in ability to make your own family with children, pet dogs and other cool stuff. What I'm willing to read in the future are stories of how they've lived the FULL LIVES of their characters and how sad it was when they had faced a situation of having to loose their character to the horde of oncoming zombies, or having to shoot their own mate that they've been with from the start to prove themselves worthy of joining a new group that threatened to kill you both if you didn't do it. The possibilities are ENDLESS!
     
    It took me quite a while to write all of this down so I hope the developers of this game and new NPCs to consider taking this suggestion strictly and heavily. I WANT This game to be about huge communities and stories of how they've strived to become like this, stories at campfires told by strangers about how they've lost their loved ones to the pack of bandits, multiplayer communities striving to fight against NPCs to become dominant society within this land, or forming their own huge communities and fighting against each other a.k.a Prison vs Woodbury with their own Governor and Rick. Please, share your ideas and discuss this at your heart. 
  24. Like
    cuddlepums reacted to Strang in Hiding Places   
    How about being able to hide in certain places such as , in dumpsters , under beds, in some cabinets , in showers, and in closets . This would allow you to hide from players and eventually npcs, either to wait for them to turn their back and get the jump on them or wait till they leave. Being in these places should effect panic levels, the longer you are in there the more panicked you get , and if someone is close by while you are hiding you should become extremely panicked, and begin to make some noise. If you pick the overweight trait you may not be able to fit in some tighter places, while picking athletic should allow you to get into smaller spots. Also if you pick the clostropgobic trait, you should become panicked quicker. Players should get the option to check hiding place to see if anyone is there.
  25. Like
    cuddlepums reacted to Happy_Mask_Salesman in Noise Traps   
    I have recently picked up PZ two days ago and already have played over 20 hours, *Can you say addicted?*  So I have been able to become quite familiar with the game and its mechanics. Of course with only 20 hours played there is still much to learn about this game but one thing I've noticed is the lack of ways the zombies can be lured away or dealt with. For example, an alarm went off right across the street from my current base and attracted many zombies to the immediate area. At that point I had a couple options:
    1. I could pick up my stuff and move.
    2. I could clear out the zombies.
    3. I could attempt to lure them away from the area by running around and shouting like a lunatic before pulling them away from the area and trying to loose them by jumping through houses and swinging around behind them before they notice.
    Well I did not want to move and there were to many to clear out without being swarmed so I decided to lure them away. As I was running around yelling at the zombies I thought: "There has to be a safer way of doing this." I ended up with this: NOISE TRAPS! They could range from Firecrackers that make loud noises for a short period of time and attracts zombies to it similar to an alarm, to tin cans on strings that make noise when zombies pass through them to alert you of their presence. This would also allow you to simulate other survivors in the area with things such as tin cans being hung on doors and making noise when you walk in as if someone once lived there and put it there or having the what is now useless dolls have a rare chance of spawning a doll that makes noise attracting zombies in the area. Now lets head back to that last scenario, These are your options now that zombies swarm around the area:
    1. You could pick up your stuff and move.
    2. You could clear out the zombies.
    3. You could attempt to lure them away from the area by running around and shouting like a lunatic before pulling them away from the area and trying to loose them by jumping through houses and swinging around behind them before they notice.
    OR
    4. You could set off a fire cracker a couple houses away and watch from a safe distance as the massive hordes of zombies shamble away from the area, you could then proceed to do the same thing till they reach the safe distance away from your home.
     
    4 Sounds much nicer right? In no way would I want these items to be easy to get as they are very useful. *With the exception of the tin can alarm of course as you would have to eat the food and you have the tin cans needed.* But they would be a nice addition to the game and opens up new ways of play. These traps or distractions could also affect you in a negative way, the same way you get into a house and hear a dreaded alarm go off you could walk into an area or a house and activate a trap that sets off an alarm whatever it might be. This would be a common tactic in the real world as it would be the safest option and we all know in the real world and in PZ you don't re spawn, you just die.
    Thanks for reading and any feedback is appreciated! What do you guys think?
    -The Happy Mask Salesman
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