Jump to content

Typha

Member
  • Posts

    53
  • Joined

  • Last visited

Everything posted by Typha

  1. Typha

    Bathing

    I really don't see a game need for watching and going through the animations of taking a poop. I feel like this recommendation is from a giant troll, or a 8 year old. (or both) When it comes to taking a shower, One word, dirt! The more dirt you have on you, the higher chance a scratch or bite will be infected.
  2. i would say the same about you, its the curse of forums i guess. You have no way of knowing the poster's tone of language. I worked myself over a simple miscommunication. x.x
  3. maybe you're too young to be effected by the "War on Drugs" centuries of governmental oppression that was used to puppet the desires of private prison billionaires. But for half of my life, I've seen such a destructive totalitarian system of government be swept away, like it never happen. We imprisoned millions (and still are) under the precondition of the crime. How is years of calling something deadly and then suddenly say its no worse then alcohol NOT be taboo.
  4. assuming and being wrong? lol you're kinda a hypocrite. It hasn't been until this and last year that states have made weed legal. From the 80's up to the 90's marijuana was labeled as a felony. You would be incarcerated for having less then an ounce. This goes way back to the opium wars between China and England, but i won't go into that. Paraphrased, America needed to chose a side, keep the opium bars and side with England, or get rid of them, siding with china, ultimately causing the mass migration of Asians into the west of America. We saw the scars that opium did to China, so we kept the same attitude towards all mind altering plants, such as peyote and saliva. I know my country's history and its repercussions.
  5. let me smoke a blunt to reduce my stress and depression, but increase my sleep threshold and lower my perception while I'm blazed. Going out to kill zombies, without constantly panicking sounds pretty enticing. But it will never be added because of the silly taboo that marijuana has on America, but maybe some modder will be radical enough (and mature enough) to make a legit herbal remedy mod There are dozens of ways to make homemade alcohol. It just takes a base ingredient, a catalyst to produce the molding process, and lots of time in a dark dark area.
  6. Shamblers, Lurkers, Stalkers, Pseudos, Biters, Ogres, Wights, Ghouls, Pale Palms, Infected White Walkers?
  7. I agree, though this sounds great for multiplayer mods, it defeats the ascetic of zombioid. You will die, it's inevitable. Putting end goals is counterproductive for the ambiance. I've always said something like survivors vrs. horde would always be a good addition to the game. The horde players would begin as a zombies and with each bite they inflict, the zombies get tougher.
  8. have you hit an object that's over 100 lb. in a real vehicle? Ya, you'll rip right through it, but the ramming part of a car has the engine and the front windshield, so after 1 or 2 good splats, the windshield will break and you'll have a huge dent in the hood of the car. Meaning your engine is dripping fluids and will probably stall. Cars today are made from very light aluminum and plastics, running over 100s of zombies without a scratch is something we see in like GTA, but in the real world, cars don't work that way Also, car crashes. The car doesn't bounce off objects that are heavier then it. It pushes and crushes, vehicles warp and bend when they take too much stress. Not only will you need to constantly feed gas to the car, but keeping an eye on the battery and oil would also be a need. A vehicle doesn't just need to serve as transportation and hauling for the post apocalypse.
  9. so soup ingredients, the wiki shows no way to craft the ingredients nor does it show what types of foods can go into the recipe. Perhaps I've just passed over the link, but if anyone could inform me of how I can make soup without it being from a can, it would be extremely helpful
  10. every zombie movie has told us that offering your limbs to the dead is a bad idea, if you're a smart and lucky survivor, you'll kick them away, unlucky or dumb would use the hands, both options are reckless in my opinion because you are presenting a clear opening for a bite or a scratch. Video games like to think that humans have much more strength over an equal weighted corpse but logically it doesn't make sense. If you use as much force to push back the creature as it does to lurk forward, you'd think a creature that feels no pain would put its whole weight onto the delicious kicking/pushing survivor. I'm not convinced that a zombie would be cognitive enough to pull someone down onto them, but dropping their weight onto the zombies prey just seems like a natural thing.
  11. i gotcha, i just think a reliable detector would be a good feature for these animals. Maybe even just sound indicator, "Bark bark" oh, someone must be near by, "Hiss Hiss" oh, must be a zombie wondering around outside When I loot a house, typically i knock on each and every door so it stirs up the zombies, allowing me to know roughly how many zombies are in the house. This causes a lot of noise as you can imagine, so the idea of sending my cat into a house and see how it reacts puts the pet beyond just being a cute tag along to a duality of survival, something that becomes required to the specific survivor. The same can be said about vehicles within the game, they don't just offer an easy enhancement, it offers a symbiosis that simply tears at the players heart to separate with, but the player is required to keep it sustained I see the need for an additional walking bag or battle buddy, but as I stated earlier that's not much of a reason to feed and take care of those animals in a game perspective way. Having to choose between an extra bag or eating for a few more weeks seems like a hard choice, but choosing between to eat or to reliably detect entities seems like a much harder decision
  12. I like that you mention the seasons playing a big part in the preservation of food, maybe during the summer food will go bad quicker and if it gets really hot, fry an egg on the side walk? hehe Something i should mention and here would be a perfect opportunity. Clothing having a chance to become wet, this likelihood is increased by rain, snow, and morning dew.
  13. I could see house doors being broken if they are unlocked in a thunderstorm, car doors would require a much greater intensity of wind, like a hurricane, but it is possible, expeshally with older vehicles. I like the idea of snow, would make it a much easier way to tell the seasons apart and gives shovel a more useful feature, rather then slowly walking through snow, you could clear pathways around the base to keep your mobility up. Also would make a huge detriment to scavenge out in the snow
  14. I'm not sure what you are trying to say, different breeds would do different things? or an animal would have a base trait, and training would be the factor for the usefulness?
  15. nope, I've only heard stories of the fabled creatures in all honesty my cat hates when ANYTHING comes near the house window, it will just start cackling. My old cat used to patrol the house outside, looking for dead animals. My friends dog hates anyone who comes near the house, may it be leaf or person. Now i know animals, just like people are VERY diverse, but guess what, this is a video game and continuity needs to overrule realism.
  16. Im pretty sure that would just make pets a fun gimmick. I'd like to think the developers would invest there time on game content that deepens the stratagy of the game or bug fixes. If what you say is true and pets are going to be added, then this seems like a gimmick and most of the animals will just be sprite decoration for the home. The tail would obviously have to be animated for its tail wags (unless they are going to be extremely lazy) You would be able to see the tail in 3 angles as it wags, if its perked up, no ones around, but when its lowered, that would be the indicator for other entities near by. Having different breeds do different things might sound fun and realistic at first, but then you ultimately lower the effectiveness of the pet
  17. You do know that the only thing using antibiotics does to a cold is produce "super" germs? I should have rephrased that, the survivors cold's threshold is lowered by 1 rank
  18. It might sound kinda gamy for a dog to detect survivors and a cat to detect zombies, but think about it this way. Dogs are typically carnivores (Hunters) so the kind of prey they would be good at detecting would be alive. Cats are bred from omnivores (Scavengers) so the kind of prey they would be good at detecting would be dead. Survivors are alive, zombies are dead. Its also a hidden desire of mine to see cats implemented in the game, and not just as a useless pet or something to hunt
  19. I won't go over stuff like tripwire and traps, because that's been talked about already, but animals detecting other entities. If animals are implemented into the game, they need more then just carry and attack to be useful enough to feed and tame. Dogs would be able to detect survivors by the motion of the tail, the lower the tail is, the closer to an survivor you are. And cats could play the same part, but for zombies. Leaving a cat within a home would be a good detector for a survivor, rather then patrol around the house, risking more noise and attention. Perhaps if airborn toxins are made a threat within the game, birds could detect that. These primitive forms of detection would give a greater role to finding and taming animals, not to mention feeding them and keeping them alive. If pets are implemented, chances are you could probably use it for fighting and hauling... but realistically those kinds of tasks for an animal seem pathetic, a human can comparably fight and haul just as effective as any tamable animal. What sets humans to desire and need animals in a work place are for the animals keen senses. Obviously some animals fall out of that category, like beasts of burden and livestock. But as far as a pet, chances are you would rely on the dog's perception of other survivors near by, rather then the little back pack it can carry.
  20. ah ok, my mistake for posting this then. But i would like to know why you would split Bandages into two types, rather then name them differently, also much of what I want to see and what I haven't seen from other suggestions is that crafting should be much more hazardous. If I can make a wall around my base within a day of over exerting myself without any harm to me, that is what takes me away from the experience, it becomes more minecraft then simulation.
  21. Because the Post-Apocalypse would inflict more then just scratches and bites to our terminal survivors. Before I begin, I apologies if this is a re-posting, but I believe I need to suggest this in my own words As a survivor scavenges through the city, not only are there hazards within the zombie population, but as a result of this apocalypse, these consequential hazards should play a huge role in the safety and gathering of the player. As a result of these hazards, bandages and other medical supplies become a vital asset to the survivors. I'll first begin with mentioning my desires for what should be changed and added within the PZ medical item list, then i will state the new hazards that would require these new item updates. Bandages (http://pzwiki.net/wiki/Bandages) Because these items are quick to make and are very light, these items are not a permanent choice for closing up wounds. After a week from a scratch the bandage will have to be replaced and from a bite/open wound, the bandage will have to be replaced every day. In addition, Bandages will have only a 5% chance of resisting a " Common Infection" Gauze (http://pzwiki.net/wiki/Bandage) These items are a bit more permanent option for dealing with injuries. These items would have to be replaced each week from a bite/open wound, but scratches would not have to be replaced. In addition, Gauze will have a 25% chance of resisting a " Common Infection" Bandaid (http://pzwiki.net/wiki/Bandaid) Used only for scratches, these items will not have to be replaced, but they can not patch a bite/open wound. In addition, the bandaid will have a 50% chance of resisting a " Common Infection" Antiseptics, Apply to a wound in order to increase the "Common Infection" resistance of that wound by 15% Brace, This item is the only way to patch a "Sprain" and would only require a plank and 4 bandages to make Antibiotics, Lowers the threshold of receiving a cold by 1 New Hazards Climbing through broken windows, Because of the broken glass and shattered bars, going through a broken window would have a 75% chance of scratching the survivor, this would be lowered by 10% for each rank in Nimble Over Exertion, running or attacking while over encumbered,exhausted, or while going down stairs, the survivor will have a 10% likelihood of taking a "sprain" injury, which would lower the survivors max carry capacity. Lumberjack, cutting down trees is dangerous work, especially when a survivor has probably never done it before. Each tree that is chopped down by the survivor has a 10% chance of inflicting a scratch. Oops!, Sawing up logs comes with its own problems. For each log that the survivor wants to saw, they have a 15% chance of inflicting an open wound on themselves. This chance goes down by 2% for each point in Carpentry Jumping out of windows, the survivor receives a sprain for each floor the survivor falls from Breaking down doors and walls, the shattering of wood and metal can go everywhere, even knocking back and hitting the survivor. Breaking down a door or wall will have a 10% chance of inflicting a scratch onto the survivor Barefooted, running with no shoes will incur a 5% chance of inflicting a scratch onto the survivor. (This would only be relative if clothing receives durability) Scavenging into the unknown, a soft sound indicator of scuffling should be present when a rabid rat is within a container, opening a container with a rabid rat will kill it, but inflict a bite onto the survivor. The likelihood of a rabid rat within a container is 1/2 of the percentage of finding a dead rat Please let me know what you think of these hazards within the game. I tried to stay away from radiation illnesses or things of that nature because it doesn't seem to fit the game. What I have gotten from playing hours and hours of this game is that the intention is to make an ultra realistic zombie simulator, but it severally misses the point of zombie survival (and what many other game fail to see as well) and that is the real world hazards will kill a smart survivor, zombies kill the less perceptive survivors.
×
×
  • Create New...