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Vantus

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  1. Like
    Vantus got a reaction from PhantomWarlock in Why do zombies bang on doors/windows?   
    I am definitely on your side about the intelligent zombies (tools, weapons etc) GodWaffle.
     
    However, It depends on how far you want to take it.
     
    Should zombies even know how to walk? Should they even know how to eat? (ie. Catch Food, Kill Food, Food enters Mouth hole)
    Should they know how to identify another zombie from a living person?
     
    Zombies do, in a sense, retain some motor skills. I think a zombie battering its way (albeit slowly) through an obstacle to get to the thing it desires isn't taking it too far.
  2. Like
    Vantus got a reaction from Narnobie111 in Why do zombies bang on doors/windows?   
    I am definitely on your side about the intelligent zombies (tools, weapons etc) GodWaffle.
     
    However, It depends on how far you want to take it.
     
    Should zombies even know how to walk? Should they even know how to eat? (ie. Catch Food, Kill Food, Food enters Mouth hole)
    Should they know how to identify another zombie from a living person?
     
    Zombies do, in a sense, retain some motor skills. I think a zombie battering its way (albeit slowly) through an obstacle to get to the thing it desires isn't taking it too far.
  3. Like
    Vantus reacted to Viceroy in Why do zombies bang on doors/windows?   
    The vestiges of memory tells them to do so. Because deep down they know that it is an entry way, they just cant remember how to use it.
     
    Same goes for migration, they remember walking with other people but they can't make sense of it so they just... Do it.
     
    Even in Romero lore, zombies often went to places of work or places they spent lots of time because the zombie has some basic sense or instinct telling them to do so.
     
    If you throw away all mental faculty from the lore, they would be comatose and unresponsive to everything. A zombie does indeed still have a thought process, and you can argue until you are blue about what is realistic when it comes to a walking dead person. In the end it is all impossible. So might as well give them behaviour that won't result in them just laying on the carpet and lawn like catatonic people.
  4. Like
    Vantus got a reaction from Serrate Bloodrage in Why do zombies bang on doors/windows?   
    I am definitely on your side about the intelligent zombies (tools, weapons etc) GodWaffle.
     
    However, It depends on how far you want to take it.
     
    Should zombies even know how to walk? Should they even know how to eat? (ie. Catch Food, Kill Food, Food enters Mouth hole)
    Should they know how to identify another zombie from a living person?
     
    Zombies do, in a sense, retain some motor skills. I think a zombie battering its way (albeit slowly) through an obstacle to get to the thing it desires isn't taking it too far.
  5. Like
    Vantus reacted to EnigmaGrey in The Upcoming Erosion Feature   
    If you really must know, it's because more often than not, new features mean old features aren't "tweaked endlessly,' or even completed. That's when it becomes a problem.
    Personally, I don't think that'll be an issue for TIS.
  6. Like
    Vantus reacted to nasKo in Released: Build 28.3   
    It's a fictional zombie virus you guys are talking about here
     
    It would be coolski if anything that's not related to the upcoming build 28 could be discussed elsewhere
  7. Like
    Vantus got a reaction from Kitt Frostpaws in How did you get your profile title?   
    Me too.
     
     
    It's like being the Chosen One in an MMO... full of other Chosen Ones. 
  8. Like
    Vantus reacted to Jatta Pake in Need more help for weapons..   
    Like drinking bleach. 
     
    I'm not sure Konrad's ideas would necessarily be "noob traps".  It sounds to me like "less than optimal" play, which may be justified due to a lack of resources.  If you don't have a screwdriver, maybe duct tape is your second best option?
     
    While I agree that "noob traps" would be bad game design, I think the freedom for a player to make bad choices can be good game design in the right circumstances because it can teach.  For example, sprinting non-stop through a town filled with zombies can be done by players currently.  But doing so will result in the consequence of exhaustion, meaning you may not be able to defend yourself well after.  The game is "teaching" players to take a more methodical approach to surviving the zombie apocalypse.
     
    Providing options for "less than optimal" play isn't necessarily bad for a game. It presents challenges and opportunities for player learning.  I wouldn't want to craft the lowest level of fence, but it is an option.  I think the key is that the "less than optimal" plays shouldn't be game ending.
  9. Like
    Vantus got a reaction from Lakorta in How did you get your profile title?   
    "The Unimportant Quest Giver"
     
    Wheeeeeeyyy!
     
    First I'm all like   and then I'm all like 
     
     
  10. Like
    Vantus got a reaction from Fryhizzle in How did you get your profile title?   
    "The Unimportant Quest Giver"
     
    Wheeeeeeyyy!
     
    First I'm all like   and then I'm all like 
     
     
  11. Like
    Vantus reacted to Connall in How did you get your profile title?   
    The beauty is you'll never know. That's the way it should always be.
  12. Like
    Vantus got a reaction from ToastedFishSandwich in How did you get your profile title?   
    Me too.
     
     
    It's like being the Chosen One in an MMO... full of other Chosen Ones. 
  13. Like
    Vantus got a reaction from GeneralRambler in How did you get your profile title?   
    Me too.
     
     
    It's like being the Chosen One in an MMO... full of other Chosen Ones. 
  14. Like
    Vantus reacted to Kuikka in Need more help for weapons..   
    I don't think zeroing would fit in at all.That would require more feedback to player when it comes to missing a shot and range. Too complex for isometric gameplay.
  15. Like
    Vantus reacted to RobertJohnson in Need more help for weapons..   
    Sorry, I don't get this 'zeroing' stuff..
  16. Like
    Vantus reacted to Rathlord in Need more help for weapons..   
    Aye, I'm hoping that they'll do a melee combat overhaul that would include this at some point. It's something I mentioned to Lemmy one time and he said they were interested in doing, so hopefully we'll see it at some point.
  17. Like
    Vantus reacted to Pravus in Need more help for weapons..   
    Rathlord is absolutely right in this case.  As I've stated before, I'm a Kentucky resident.  Its the reason I created the RKF mod in the first place.  While we're not a state of Rambo-wannabe's, I can most assuredly tell you that the majority of households in Kentucky have at least one to two firearms plus ammunition, etc.
     
    It's a part of our culture.  We are very proud of our second amendment rights and most Kentucky natives will be more than happy to tell you that (just take a look at our state legislators' recent history if you need proof of how wary we are of threats to our second amendment rights).  Hell, we pass firearms down to our children when they come of age as heirlooms.
     
    Of course, none of us want the game to suddenly become flooded with guns from every cabinet, alcove, and trash bin and, even recognizing how well armed we are IRL, if a "real" zombie apocalypse occurred and had progressed to the stages the game portrays much of those munitions would have gone missing or damaged due to the deaths of people to the first waves of zombies as they attempted to fortify their homes.
     
    The point is, the developers obviously have all this in mind already, so let's cut them a break and trust that they're gonna deliver an update that's the level of quality we've come to expect from Indie Stone.  They test their work thoroughly and I've never been displeased with the balance of the game after any previous updates.  I'm certain this ranged weapon revamp will be top notch!
  18. Like
    Vantus reacted to Fryhizzle in Need more help for weapons..   
    I'd honestly like to see crude homemade attachments for guns (the duct tape flashlight/bayonet, pillow scilencer, etc) be more prevalent and craft-able than actual attachments.  Maybe taping a flashlight to a gun makes you get tired if you hold it aimed for too long, lowering accuracy.  Flashlights on weapons should carry not only accuracy penalties, but make you a beacon for zombies.  I am not sure if they are attracted to flashlight yet, but if not they should be. 
     
    For me the idea of finding laser sights, rail attachments or what have you seems goofy, and puts too much focus on weapons. As I've said on another thread it kind of kills the fear of zombies when you become this decked out Rambo.  But keeping this stuff homemade and somewhat inefficient would keep things fun and frightful.  Also, the idea of a steak knife duct taped to a shotgun gives me a big shit eating grin.
     
    As for the rest, I'll leave it to the gun experts here, who know a LOT more than I do when it comes to this stuff.  I don't know what it's called, I just know the sound it makes when it takes a zombies head off.
  19. Like
    Vantus reacted to harakka in Need more help for weapons..   
    I've not advocated the current PZ flashlight being tapeable to anything much at any point. Accuracy loss is fine in this scenario, since you're using the rifle as a point and shoot close quarters weapon anyway.
  20. Like
    Vantus reacted to harakka in Need more help for weapons..   
    I agree it does not make much sense to generally mount a light on a long rifle in real life, since in real life these weapons are used from a long range. However when it's the only weapon one has happened to find in the post-apocalypse, one may still prefer the rifle, with a small light taped to the front stock, to bare hands when skulking about in the darkness, should something happen to jump in front of you in the dark.
     
    I'm not advocating sniping with a flashlight, in PZ you just generally have to make do with what you have, instead of having a different gun for all occasions. This means also using a long rifle at close range.
  21. Like
    Vantus reacted to RoboMat in Need more help for weapons..   
    You said it's completely unrealistic Not everyone was trained by Navy Seals so taping a flahslight to your gun might be the mistake a normal person makes.
     

    No that would be redicolous.
     
    Well actually this could be added as an easter egg.
  22. Like
    Vantus reacted to RoboMat in Need more help for weapons..   
    So ... you are saying people CAN'T duct-tape flashlights to their rifles in real life even if they wanted to? What kind of sorcery is this? Does the gun implode as soon as the flashlight is glued to it?
    That's like saying people shouldn't be allowed to drink bleach in the game because it isn't a good idea in real life
    Attach flashlight -> Accuracy - 0.5 -> Problem Solved.

    Grips are always a good thing RJ. Also different stocks
  23. Like
    Vantus reacted to RoboMat in Need more help for weapons..   
    This might all be true. But it is a game and I think this is one of the cases where gameplay should come before realism.
    I don't see why someone shouldn't be able to duct-tape a flashlight to his gun if he wants to.
  24. Like
    Vantus got a reaction from Kuren in Released: Build 28.3   
    Oh! Oh! Oh!
     
    When it comes to "Doodling" on a piece of paper, have a small white pad appear with an MS Paint-like interface and let the player actually pixel doodle and draw stick men and zombies and maps with stash locations and stick men being chased by zombies while looking for stash locations!
     
    (Only semi-serious hence why I'm not suggesting it in the Suggestion section)
     
    I am liking what I'm seeing in the build 28 projection. Keep up the good work guys!
  25. Like
    Vantus reacted to RobertJohnson in Released: Build 28.3   
    Brb, Ima consummate my CPU.
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