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dra6o0n

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Everything posted by dra6o0n

  1. Some door has little peep holes to look through, most houses would have this on their front door entrances and you can use that to peer outside without being seen. Using a screw driver to make a tiny hole to view through walls and such can work. Also make barricaded windows block some visibility but if you are close up to the barricades you can 'peek' through it,meaning you can see through it when you press on the barricade, but zombies can see you if they are too close when you are peering through it (either through smell or breathing sounds). More barricades on a window means more visibility is covered up, which reduces you from being seen while peering out.
  2. Make the crowbar as a good blunt and bladed weapon for one handed use too. Also a small hammer has a hooked backside, you can practically use that to kill a zombie by piercing their skull with it.
  3. You can dual wield pistols, and as for accuracy and range, the game is isometric so the firefights are going to be stupidly short ranged anyhow (like 10-30 meters). You are not going to hit a zombie in the head from 50 meters with a single pistol, so having dual pistols just means more rounds to fire close up to headshot them. Dual wielding pistols suffers badly based on the size of the gun and ammunition though. The recoil on 10mm and .40 calibers are high so the best you can do is use smaller rounds like 9mm guns at most in a dual wield situation. Maybe a .22 caliber pistol? In regards to the .22 caliber rounds for these guns, they are much more common than the 9mm rounds and basically should have plentiful ammo in a sense in a rural area. These rounds are also used in hunting and the same rounds are used in rifles too. .22 LR rounds are pretty much recoiless on a rifle, so the dual wield is very likely with the same caliber on pistols. So a dual wield .22 pistol video: Very very low recoil, very rapid firing. You would think that dual wield would be useless in any situation in a zombie apocalypse, but I see it as a handy way to take out a line of zombies close up while moving backwards, going for a small area of their head to aim mainly at. The reality is that you don't have to alternate fire between guns at all, you could fire and empty one gun then switch to another without having to scramble for it in a backpack. So the best use of dual wielding pistols, is for the better ammo capacity when in a situation where you need to take out many zombies at once at close range.
  4. The game takes place in the US, there's plenty of hunting knives and possibly blades found in stores. Hunting knives can be rather large so you could find or modify a large knife with a bigger handle.
  5. You can make a mini flamethrower using a lighter and a spray-can and some Tape. It can be used like a torch and sets things on fire in a 1-2 tile range in front of you, but doesn't inflict any damage. But the use of flamethrowers in a PZ game means a lot of griefing, so their burning capability and spread capability should be low. I don't think flamethrowers should be a type of weapon used against other players, but a tool like a blowtorch which can burn things, rather for a strategy or for griefing. At worst you have players running around with a mini-flamethrower, setting everything on fire. Making spears would be a interesting proposal over blunt and swung weapons. It would require a new animation though as spears are two handed, though with enough training you can stab with a spear with one hand if it's light and durable enough... Adding steel rods into the game for carpentry/construction/crafting use would be a good idea to be able to create more make-shift weapons. Steel Rod + Rock + Duct Tape = Makeshift Hammer Steel Rod + Kitchen Knife + Duct Tape = Makeshift Spear Sturdy Stick + Fork or Butter Knife + Any Tape = Makeshift Shank Crafted weapons like these have low durability but high damage. Basically quick use weapons that expires very fast in battle.
  6. To fit crossbow and firearms into the same structure but different usage: Ranged Skill alone can be for 'accuracy' and 'reloading'. The proficiency for their separate weapon types is for RateOfFire/Recoil, and effective damage since you are shooting for the head and the chance of critically killing them in one shot. A crossbow would rely on the fact that you need headshots to kill them, anywhere else won't make a difference. So a crossbow would mainly be used in PvP or stealth, so it's crossbow skills is focus on 'critical hit chance' and accuracy boosts.
  7. A soldier shouldn't be immune to panic, but resists it and gets a 'surprised' moodlet instead which has him 'acting slow to the draw' instead of being inaccurate or something.
  8. Well typing extra lines of code will have barely noticable performance loss. But running loops and causing bugs in them would have far greater impact. Having unnecessary loops to check something after adding new content in, instead of integrating that into pre-existing loops, means you are doubling the work the client is doing, just to do a little extra. Since it's in Java, constantly creating 'new' objects for some function, rather than recycling older objects into new ones, would also increase resources used. It also puts a strain on the garbage collector and that extra code gets thrown into memory, and is a extra junk that has to be taken out by the GC. You can pre-emph that by 'recycling' your old object into a new 'object' again, which clears all the variables and such in the old objects. Object obj = new Object(var1, var2, var3); ... After the obj is used up completely... obj = new Object(var4, var5, var6); This is just a basic example of the concept, not how the devs aren't doing it lol. I'm pretty sure to manage the hundreds of zombies they already have to use something similar in concept. I saw custom libraries referenced by the client when running their test builds for online, so I know it's something like that. Quite frankly, there exists a language called J# which is basically a 'Java' variant done by Microsoft lol, as a way to allow people to port it over to use their language instead... I've heard it does have performance increase from that language alone, but not sure how much.
  9. Nylon is a good material for scratches and bites, due to it being very very hard to tear. Then add some padding under it to soften the bites and 'punches' by the zombies. Basically you need a material that can prevent it from tearing. Then padding to prevent them from crushing or tearing your skin and injuring you. I wonder if being armed with a combat knife and some experience is sufficient to get out of a close quarter situation. If you cut the zombie's jaws on both sides, you can tear their ligiment and their jaws will fall down and can't bite. The same with their arms and legs, if you have a sword or a long blade which you 'saw' the underside of their armpit and the outer thighs, you can cut the muscle which supports them, resulting in a "disarmed" zombie. The reason being for these techniques is that it uses more focus, but less physical effort than killing a zombie outright with basic force. Plus it's stealthy and cleaner to dispatch them in that manner... Heck, get a bladed weapon on two hands, approach a zombie from the back, then stick the blades under their armpits and pull up and back, they lose arm strength. There's no point to doing any of this unless you are using zombies as tools, like in the walking dead to deter other players.
  10. What, no student profession, but there's a possible teacher profession.
  11. Maybe hygiene can be a factor to political confrontation later on.
  12. My question is how you used only 2 bats on 110 zombies lol. I break 2 bats on like 20 zombies I think using a bat until it's nearly broken, then making a nail bat out of it, then repairing it often enough.
  13. You don't need a sledge hammer to take apart the floors of a staircase I think... There's nails holding the wooden floor together, usually with some sort of steel mesh covering them. The staircase is actually hollow so removing all the steps is sufficient to make it very hard for a zombie to 'navigate' or step up when the staircase is full of holes, but for a human you can use the walls or railings to support your weight and walk up using the 'edge' of the staircase that holds up what was once the steps for it. You COULD bust up the steps with a sledge hammer though, though it'd make anyone's foot get stuck if they step into it (and step into a splintery trap). One good smash at the center of the step, for every step, can make it impossible to actually put any weight onto it as the steps would crumble in half and your footing would fall through.
  14. It's not a coding issue, it's resource management as PZ can run into delays due to attempting to add certain things resulted in loss of performance.
  15. Umm, Panicking means the lack of thoughts, and acting in a frightened manner. And being riled up and whacking zombie skulls in isn't a form of panic. Panicking is mostly a negative responsive behavior after being surprised, and seeing groups of zombies in broad daylight for a while doesn't make you panic instantly, it's suppose to raise anxiousness first, then you panick if it builds up too much... I think the behavior you are talking about is Selflessness. Where one stops thinking for oneself and just acts on their feelings. So: You turn a corner and sees a zombie up close = +50 Anxious, Anxious being high, becomes +1 Panic for every 25 Anxious, which resets Anxious to 0. You look out a window and realize there are lots of zombies out there = +1 Anxious per 10 minutes ingame. Hearing them also increases it by +1 per 10 minutes ingame. If the zombies realizes your location and your character notices that, it becomes +5 Anxiousness per 10 ingame minutes, and you go into Panic once it hits 25. You are walking around in the dark outside. Or you haven't found any food for a while. Your anxiousness increases by +1 every 10 minutes by default. This means that unless a zombie pops up on your vision due to slow awareness, very close to you; targetting zombies in sight from afar and coming close to kill them, can build up your 'Selflessness' gauge, which mitigates Anxiousness by -1 each time you hit and knock down a zombie, and -5 every time you kill a zombie. As your 'selflessness' builds up, you start to ignore the 'what if this is a bad idea' thoughts, and stops being able to be panicked, and stops being able to gain anxiousness. The only thing that counters high 'selflessness' is when the tables are turned and you can't 'kill' zombies anymore... Meaning the moment you 'stop' for a while, the selflessness drains really really fast like -10 units per second or something, and then you 'realize' the reality and become anxious, or even panic if there are a ton of zombies, now closing in on you.
  16. Based on the location, but the timeline aren't really specified, as TVs are still the older 'Antennae' TVs that only some people still use due to rural areas. Steel/Plastic Composite Bows of modern designs would be really rare though, and hunting rifles and the likes would be more common than these bows.
  17. Except in this case the characters you make are NOT random. And as such makes no sense to start off with medical conditions. Maybe you'd like that, but other players don't see the same views as you. Multiplayer will eventually give you character generation with RANDOM profession starting kits... Not random traits and health issues.
  18. They should have Panic work in two functions: Adrenaline Rush. Stressed. So when you engage zombies, you panick and you get an Adrenaline rush. Within 10 seconds you gain increased strength and accuracy. But after this duration ends, you end up being stressed, which reduces strength and accuracy, for a short duration. But your body condition, and emotional state can adjust the length of time each of these function lasts. A depressed, unhappy character will panick, get no adrenaline rush and instead becomes very stressed, and loses strength and accuracy for a long duration of up to 30 seconds. A healthy and very well fed character will get panicked, but almost instantly go into Adrenaline rush for about 30 seconds, and suffers a few seconds or less of Stress, which recovers very fast. Sometimes a very healthy person gets a brave buff which makes them immune to panicking at all, and activates adrenaline rush for each encounter so long as they keep their mental and physical conditions at tip top shape. +30 Sec to -30 sec To both Adrenaline Rush or Distress states, they are opposites so one gain in one, leads to a loss in another.
  19. Survival skills. It can be a skill that increases the speed and success of doing things in survival. Faster 'inventory' swapping for instance. Faster 'Container' grabbing or putting. Faster campfire making, tent pitching, etc.
  20. You don't even need to wear medieval armor... Just scrap it and use the pieces to craft a Metal Padded Leather Armor! Left over pieces are useful to craft tools like blades and used to reinforce things. All you need is a light steel or iron frontal plate, a back plate, and shoulder and collar plates. That protects your upperbody for the most part, and having tough padded leather for the arms and steel padded ankles on your boots for the foot, and finishing with padded leather for the legs works. A zombie bite won't get through any of those materials, the thing you need is some mobility so they don't crowd you like canned tuna and start ripping your armor off. Some metal plating would be needed in the case of fighting other survivors, especially firearm wielding ones. Steel/Iron plates are good versus blades, they deflect them very easily... But Blunt force would always hurt, no matter what, so you need mobility to counter that. Since blunt force is usually apply towards your upper body, and not your lower body, you can use plates on certain vital parts of your body. You can also mix a thin layer of wood plate, with a super thin iron or steel plate on top. The Steel helps 'deflect' stabs or slashes, the wood helps mitigate stabs. 2~4mm of steel plate and 10mm of wooden plate sets are great for a mobile, and lightweight armor plating on yourself. But in any case, armor isn't a huge priority in regards to zombies, if you get grabbed, you could prevent yourself from being bitten by grabbing the zombie by the neck to control it's head direction. Its called CQC, and its the best armor anyone could have... So... Martial arts!
  21. Fun Fact: Weight is some custom made unit made up by the devs... We don't know exactly what each item weighs, so you have a spoon that weighs 10 times less than a golf club, or 100x less than a golf club but isn't defined properly. Having the weight system tweaked to actual weight in Kilograms would work... I'm pretty sure in real life can hold a bunch of wooden baseball bats in two arms on the weight factor alone, no backpacks needed, they are much lighter than a log really. So in MP having a max 'capacity' of 8 weight is a bit odd... And clothing weighs 1.0 meaning they are as half as heavy as a baseball bat or a golf club? I don't think that in a small town somewhere in Europe, they'd have Sports store focusing on modern composite bows, especially with how dated the environment looks (firearms, clothings, food, and TVs!)... The year is around the 1990s, so it's back around the SD picture TV days.
  22. Digging would essentially be a form of construction since all it does is generate 'structures' like floors and walls' but looks different and gives the illusion that it's below ground. For instance making trenches that are 'deeper' than the usual floor height, when a character stands on it, their 'height' in pixel on the screen is lower and you see a 'cutout' of the interior like there is a floor under the floor. It's like being inside a house on the lower side of the screen and the game cuts the wall out and shows you tiles there. PZ getting Sewers and underground interiors like basements would be interesting.
  23. set the game setting and zombie setting to your liking, 0-1 years before electricity and water shut off is pretty long. Also this post was a week ago and sounds like the OP doesnt really own the game and played the demo? "But are there settings or optional toggles in the game for more casual players?" Anyone doing their research or owning the knows there is sandbox mod for that kind of gameplay.
  24. Make it so brushing your teeth counters unhappiness and boredom a little, and adds a buff that increases recovery from bad moods. Maybe increases attentiveness a little along that buff.
  25. Strength level will give you the likely hood of item x flying to tile y on the screen. Emotional state determines the odds that the range will be shorter due to panicking or depressed. Panicking affects quick throwing by increasing failure rate, and depression reduces the range until recovered. Let's use your weight and slot capacity as a mean to gauge strength: 0/8 means you have 100% chance of tossing a 0.0 weight item to a tile, with a range of 8 tiles as a standard for in game range. 6/8 means you have 25% chance to reach that range. and 75% chance to reach and range below that, so from 7 to 0, where 0 means you fumbled. The chances are split per tiles and has a higher priority to high chance far range and low chance to close range. Throwing is best on lighter load basically for now. With the way food works, you could eat chips then throw something.
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