thiosk

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About thiosk

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    Freakish Hybrid of Drum and Eyes

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  1. i won't ask for sliders for the food because with itemzed, the modding tool, its really straight forward to modify them to give them shelf lives.
  2. ooo how do you feel about the fact they're adding corpse burial and sickness from corpses? This place might just be completely unlivable in the next versions
  3. Maybe. I think the designers would have to decide how to do it. The process of replacing one tile with another over time- after one year in game, most of the roads are broken and the houses are all covered with vines. SO it makes sense after a few years that most of the refrigerators won't work-unless you got new ones from electronics stores maybe? the land gets very ugly after 1 year. This is why i think sprites should change only when "NPC" characters or human characters are within 60 tiles, and the longer you're there, the more likely it is that the house would get look more "used". Many more sprites could be added so that every object could have many "looks." Maybe the bullet hole fridge becomes "broken" but the one with magnets works perfectly. Or they all keep working. Or they wear out over time and get ugly the more you use them!
  4. Actually, the erosion system is already in. In certain urban centers, you could have these features appearing as "erosion" of urban sprites. It might look a little choppy, so perhaps it could be tied to NPC activity. For example, the longer the NPCs were dicking about in a house, the more of this stuff would replace the original sprites.
  5. This is a very exciting update, team, good job. Two points i'd like to raise: 1. Can dirty, worn out clothing make for some really shitty bandages? 2. I love the idea of pitch black nights, but it would be really really really cool if there the lunar cycle were added for night, so even in all black conditions you can still get a full moon, occasionally.
  6. On this topic, is there any way to do a replaceonuse (self) without having to specify the precise module.itemid every time? I've recently added 500 items to the game and its going to be a hassle adding the replaceonuse ( item id ) to all of them
  7. Wells could be made available only through a highly leveled community of players creating an endgame benefit to collecting an engineer, an electrician, a metalworker, a carpenter, a mason, and a couple more. Just blatantly make it unconstructable without 5 distinct professions leveled up to max or something.
  8. this is a fantastic idea. i havne't much gotten into the scenarios. I don't really like how the mall works, for example (too short of a time before the doors open.) but i like the idea of being able to run scenarios like this and then have a normal game on the outside. I think thats exactly where they're going with it for the various tutorials that have been removed (kate+baldspot, i never liked that scenario much but that concept could be extended to a wide variety of scenarios all looking at the knox event from that perspective)
  9. I like a lot of these ideas. The circle zooming in on targets to claim targets is a neat idea. That could be turned into a little minigame where it locks on slower with panic so you end up firing wildly. Angle could be used to dynamically change targets and you'd point at somebody and the circle could zoom in as you aim. This could be irrelevant for shotguns because of their mechanics but essential for rifles with scopes because of theirs. It could almost be a timing minigame where you could get in the rhythm with a rifle in a tower at high levels (but admittedly, if i tried the same trick in a tower i wouldn't accomplish shit, but with some training and practice...) all of the aiming stuff can wait until npcs are in, imo. thats really when we need to be able to know who we're shooting at.
  10. I think a dedicated modder could integrate the feature into the game through LUA. I like that current composting removes items from the game and generates worms. A modding concept could be to add compost health meter (green yellow red) which sets the rate of compost formation. Adding worms to the compost increases health, the item is given farm-like moisture levels, low health kills worms., high health multiplies them. An item count ratio oculd be used for ratios of browns to greens that strongly impact health, so that filling it with meat and dairy would give very low base health until you added a shitload of vegetables/twigs/sticks/paper/books/magazines/rags Even at red over a year it should be able to compost everything. I think 100% browns composting is a bad idea because it lets you turn twigs into compost, but then again it doesn't really matter does it
  11. Yeah, i think the trouble is westpoint - if you miss in the garages and the warehouse, ye best skedaddle to muldraugh as there are 4-5 facilities where you are likely to find one. this is a quirk of the map, i think. I also run lucky all the time because i dont want to miss out on the sledge (even though i sledge very little in an average game) I've also been finding more sledges and axes in houses and random locations in the last version since thet addition of the annotated maps. Alternatively, it occurs to me i almost never try to head to the mall from wp in this situation. I think next time I play I will do that.
  12. its probably true but thats one of those things thats like, theres enough other stuff to do that is much more pressing.
  13. I think both the hearing and the general nosiness of the zed could be improved. Very seldom do I worry about breaking windows even in eyeshot of groups of zed- certain features of zombie behavior can be improved, i think, to make it more visceral. That said, I think zed are currently set as "good enough for now" and adding the major content features has been the name of the game. Once more of the cars/anims/maps are in, then it will really make sense to do some core revisits to zombie migration patterns and some of the larger scale world issues. I've tried coming up with sandbox settings that give the appropriate lower intensity at the initial start and then growing hoards over the next 60 days, thinning out the groups and then upping the hearing a bit. I don't like sprinters (which make it very challenging) . Most of the time, sheer numbers and volume of zed is the easiest way to make them more threatening. This isn't very much fun all the time, though, where every area is slammed with zeds at 4.0 settings. Its tough to find a balance that makes the beginning tense but not apocalyptic and the end threatening. One thing I would like to see is more periodic, and dynamic extremes of zombie density and interest. I want them to be like the wind, blowing through the area and coming and going. where somedays is really threatening but if you're quiet and get through it they can move on.
  14. @Butter Bot might be able to navigate to the correct Power that Be to help, if he pops in and takes a peep
  15. Oh sweet child... your available time will halve every five years.