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LuckerLuke reacted to EUDOXIO in Small but Important Suggestions Thread
770
Its time to give some love to the Barrels. To store liquids like water or fuel. With a bit of metalwork skill you can use them as barrel bonfires. And also make scraps for Metalwork from them.
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LuckerLuke reacted to Jatta Pake in make nails renewable
I will go against the crowd and say I support this idea.
There should be a "Scavenger Skill" that allows characters to salvage resources from existing objects like beds, bookcases, tables, cabinets, and chairs. Right now, you can right-click "Destroy" these objects with a sledgehammer and they just disappear. Why not add a function to spawn some bonus resources using a "Scavenge" action?
To me, this would add a game play element. The "Scavenge" action would:
take time with a progress bar make noise to attract zombies The interesting game play choice becomes, "Do I strike out to loot new areas risking an encounter with new zombies, or do I try to do the best I can with the available resources at hand and risk attracting zombies to my current location?"
I'm not saying provide a lot of resources with the "Scavenge" option, but a few depending upon skill. It should also generate trash items that the player can leave on the ground.
Other benefit: Over time the landscape becomes more and more looted. Houses become stripped of furniture and furnishings. Trash accumulates where players have been. The environment takes on a more post-apocalyptic feel.
Side idea: Combine with an Erosion-mod style element where houses stripped of furniture and filled with trash begin to decay. Maybe I should start a new thread with this idea?
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LuckerLuke got a reaction from wsensor in make campfire burn things
it would be nice if we could completely burn things in the campfire by putting them inside
Edit:
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LuckerLuke got a reaction from CaptKaspar in make campfire burn things
it would be nice if we could completely burn things in the campfire by putting them inside
Edit:
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LuckerLuke reacted to Gratios in Push to talk (multiplayer)
I prefer voice-chat over getting shot in the head while I'm typing something. You'd either need a buddy who does the talking for you or you have to be lucky enough to meet someone who's into roleplaying.
It's the reason why people tend to shoot on sight; there's no time for chit-chat, pressing 't' to chat means you're vulnerable for combat-ready strangers with an itchy trigger finger.
I would suggest binding keys to customizable one-liners.
Example:
Pressing '4' would make your character say "I'm friendly! Are you?"
Pressing '5' would make your character say "Put your gun down!"
Pressing '6' would make your character say "Stop walking. Turn your back to me and start typing, son."
Pressing '7' would make your character say "I'm gonna drag your corpse up the stairs and throw you off the building!"
etc. etc.
This way, players know what they can expect. Sadly, it also gives SoS'ers a new means to keep their target still after gaining their trust. Either way, a new form of quick-chatting is made.
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LuckerLuke reacted to philthy mcnasty in readable streetsigns
Not sure if this has been proposed before or not, if it has, then mods delete
Readable street signs would help make navigation more realistic and eaiser.
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LuckerLuke reacted to Seiko Yamada in readable streetsigns
Also being able to make our own signs wouldnt hurt either.
"Stay teh fuck off ma turf or ill shoot yer head off"
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LuckerLuke reacted to jass0 in New traits: Dyslexic, Bookworm
Dyslexic (positive points)
You have a lot of difficulty with reading and writing, therefore:
- reading skill books takes longer
- literature is less effective at reducing boredom/stress/unhappiness
Bookworm (negative points)
You are fascinated by books and obviously read a lot, you are able skip words and still understand sentences, therefore:
+ reading skill books is faster
+ literature is more effective at reducing boredom/stress/unhappiness
The factors longer/faster/less/more can be defined so that they do not make the game a lot more easier.
(You could also theoretically have both traits, which would give a "reading bonus" of certain level, where the tradeoff for trait points could be tempting)
(Offtopic: English is not my first language and I may, myself, appear to be dyslexic. I can assure you this is not the case. I'm not a bookworm either, though )
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LuckerLuke reacted to Bioradical in Clothing and protection
One thing I would like to see be considered is how clothing can affect just more than your body heat.
Things to consider for clothing:
How zombies are able to grab onto you- such as wearing baggy loose clothing that is easy to grab and pull. Items such as sweaters, sweatpants, baggy jeans (might be able to hold more items to compensate?) Wearing items that are hard to grip will also make it harder to be slowed down by mobs, such as silk or stiff leather.
How clothing can protect you from scratches and bites- I wouldn't expect a cheap t-shirt to defend from a bite or a vest to protect your arms... but clothing such as denim and especially leather should prevent scratches and bites to protected areas, resulting in punches instead (are punches the correct term for damage that doesn't break the skin?).
Pockets- coats and pants should be able to carry maybe 1-2 weight points. Little things like a chocolate bar or some nails/bandages can be held in them.
I know that they've stated that armor is going to be a 'maybe', but I don't consider any of this armor as opposed to tactical wardrobe considerations. Kevlar and ballistic plating (both of which might be necessary for hostile NPCs) I can understand if they don't implement.
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LuckerLuke reacted to Daec in Etsa's Super Suggestion Thread!
though you are advanced member, im not sure, if you've really read and understood the stickie threads...especially the "how to write a good suggestion" thread...
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LuckerLuke got a reaction from ToastedFishSandwich in make campfire burn things
it would be nice if we could completely burn things in the campfire by putting them inside
Edit: