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About Morbo513

  • Birthday 11/06/1993

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  1. Would like everything Strepan mentions, though I think vehicle modification should be quite extensive - reinforcing the chassis and other major components, in addition to different types of passive weapons and armour, eg. a cow-catcher, wire mesh and/or bars over/instead of windows, that sorta stuff. Nothing too mad-max but just enough options for the player's vehicle to be able to be somewhat unique. These would have course make the car heavier, slower to accelerate, harder to handle, less fuel-efficient and harder on its tires, suspension, brakes etc - the player could balance this out by st
  2. If we want to be pedantic about it (I always do!), they aren't quite the same dimensionally and 5.56 is loaded to higher pressures than .223 - making it inadvisable to attempt to fire 5.56 out a gun chambered in .223. That said, an M16 (and other firearms chambered in 5.56) would be still able to feed and fire .223 in addition to its native 5.56. I imagine the reason you can't do so in-game is because of development/mechanical limitations, ie whether the game can allow for different rounds being loaded into the same magazine type, and whether it can track two different cartridge types loaded i
  3. In summary, the ability for the player to wear multiple backpacks and bags - up to two of each type. A second backpack would be worn backwards, ie over the chest; Duffels would be slung on alternate shoulders. For balancing purposes, the obvious level of encumbrance that'd be incurred isn't sufficient. Ideally a backpack over the chest and/or two duffels slung would severely diminish the effectiveness of most weapons, as well as reducing interaction speeds and such. Wearing a single backpack and duffelbag simultaneously however, wouldn't cause many issues. Ideally the types of containers thi
  4. I like the idea of having seat-belts too. Something that might cost precious seconds in some circumstances, but is necessary to save your life in others.
  5. I strongly agree that vehicles are OP - not in a combat sense, but general survival, exploration and looting. The only significant risks to using them are that they can attract a horde (which can be used to your advantage in many circumstances), and/or damaging the car to the point its engine refuses to start potentially stranding you. I think degradation should be a bit more severe, or have more factors to consider. Potholes on the road, weather conditions compromising handling, different surfaces affecting degradation. Engine condition affecting the consistency of acceleration, top speed a
  6. Is that still the case when it comes to tow trucks? They lift the car off its front wheels, taking steering out of the equation and if I'm not mistaken making a collision between the tower and tow-ee much less likely As for using non-tow trucks to tow other vehicles, I think it'd be cool if those difficulties were reflected in-game. Using a tow rope on your own might be viable just to shift a wreck or non-functional car off the road, but without a second driver you're going to have to decelerate and take corners very gently to keep the towed car from bumping into yours if you intend to dr
  7. Slocan Lake works fine, though I don't think it fits your definition of canon. I'm running the same save with Bedford Falls, Over the River and I think one more, but haven't been their way yet so I can't confirm whether they're free of issues. That said, they haven't crashed my game so far
  8. Cheers I mocked up what the sandbox UI might look like for Zombie Definitions, and expanded on it a bit. "Use Zombie Definitions" and "Proper Zombies" would be mutually-exclusive. You would be able to save and load definitions. Hitting "Add" would bring up a box to input its name. Incidence would be in 1% increments up to 10%, 5% increments from there - any left-over would be filled with the most common type (Or maybe this is completely unnecessary and it could be 1% increments all the way). I was also going to add a section: "Restricted to:", with checkboxes for zombies o
  9. Quite often in PZ, being able to hear your surroundings is much more important than hearing the music. Having to go into the options to change the volume to zero is inconvenient at best; In MP, it's potentially fatal. The player would be able to mute/unmute the music at the press of a button (Ideally something unlikely to be pressed accidentally by default, eg. numpad *), and unmuting would put it back at the volume it was in the first place.
  10. I'd really like to see web-gear which acts as a secondary backpack (ie accessible from within inventory). SWAT tactical vests, Military ALICE/LBV webbing, hunter and utility vests, crafted rigs and anything in between. These could give a small bonus (or negate a malus) to reloading speed if the mag/ammo being loaded is taken from it. But that's all more a mechanical suggestion than anything that could really fit with the current clothing system. But while I'm on that track, I'd like to see some clothing items (Particularly jackets) confer (very) small bonuses to base inventory carry weight
  11. While I understand the logic and think it's a good compromise, I feel it's still pretty out-of-whack in some areas. I'll expound with specifics once I've dealt with my current in-game situation and got back to proper looting. One that I can think of off the top of my head is empty vs full fuel cans - 0.3 vs 5.0 iirc. It might only weigh 300"g" empty, but it takes up the same volume regardless of whether it's filled. It might be worth rephrasing it as "Mass" rather than "weight", I think players would be quicker to interpret it the way you describe.
  12. This is simultaneously a straightforwards yet somewhat complex suggestion; The ability to have re-usable items (any tool required to perform a contextual action eg. medical, carpentry, mechanics) returned automatically its container after use. For example, I keep a tin opener stored alongside all my canned foods - but I'll often open a tin, eat the food and forget to place the can opener back into the container. As another example, medkits are currently very inconvenient to use for this same reason, especially considering you have to drop it to put stuff back in (If I'm not mistaken)
  13. I've just about clocked my 24th hour on the current IWBUMS build, with 100+ prior plus a handful more from the Kate + Baldspot versions. I'm really enjoying the new mechanics and features so far; the following is a bunch of things I hope to see changed/added. Beyond the list of commonly suggested suggestions (Some of which I will be reiterating), I'm somewhat ignorant of currently planned features and content, so I apologise if any of this already is. Likewise I'm going to ignore developmental constraints and engine limitations for the time being and present everything as I'd like to see it. W
  14. I'm currently on weapons rare, everything else normal, and I was swimming in guns after a couple hours' looting. I've found roughly 6 normal and double-barrel shotguns, 2 hunting rifles, 2 varmint rifles, 3 1911s, 5 pistols, 6 .38 revolvers, 1 magnum. Bucketloads of ammo for each of them. I mainly found shotguns in the wood crates around construction sites and such. That said, this was on New Denver, I'm not sure if this is affected by the fact it's on a custom map.
  15. Yeah, it serves the same purpose for shotguns too. Press R and your character will start loading shells in to it, so long as there's room in the shotgun and you have it in your hands.
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