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Found 4 results

  1. Do you wish we had real voiceover for the in-game radio broadcasts? Me too! All the interesting stuff happens in the first week while we're busy fighting for our lives, but who has time to sit down and read it? To help you out, I'm recording one of the most lore-heavy channels for you to listen to while you play. LBMW has 38 broadcasts, and I'm using a voice modulator to record them all for you myself. I've got the first few finished and I'm releasing a new one every week. Here's the first to get you started. Hope you enjoy!
  2. I’m not sure if people found this out before or not. According to the wiki, Louisville was safe from the Knox infection before 14th July 1993, 5 days after the game starts. That means there is suppose to be people or npcs if the player reached Louisville before day 5. But instead there are only zombies, that is different with the timeline.
  3. So I've heard that the NPCs are mainly being scripted in numerous timelines from various backgrounds, traits, and other conditions that are essentially being hand-made. Which I can absolutely respect as that would allow more "human" responses in comparison to AI. I understand the idea of event chains that act like a logic system in a way, but I can't fathom anything short of a small army of writers to make it possible. Atleast without years of development. So I propose the following; why not let us, the community and gamers help write scripts or events? I'm sure we've all been through a number of situations and reacted to them differently depending on our own character builds or goals. If they allow the player base to contribute to this end, it would allow the devs to focus on the mechanics end to aid in speeding up the final release of NPCs. Not only that but it would allow some great diversity in the PZ world as of course, not every writer is the same. This could be accomplished by giving the community some form of template and maybe bracket it into categories of responses, reactions, or goals. Or a similar tool to properly and effectively integrate it seamlessly into the game. Essentially give us the guidelines and a relatively basic tool to help create the NPCs you, the devs, envisioned. Because trust me, we the players would love deep, lore rich NPCs. One way I could think of implementing this is breaking it down by traits or prebuilt classes. This way we could formulate different NPC reactions and goals that could potentially mesh together with other traits depending on their capabilities or limitations. Maybe even adding in reliance on other NPCs (such as potential family members) for negative traits such as deaf, weak ect or vice versa for bonus traits. Maybe have npc cops, firefighters, soldiers ect try to do their jobs at first and maintain the crumbling civilization. The possibilities are endless. A way to allow us access to this could be a form of massive logic chains. Where inputs from the beginning of the game could be handmade by thousands of players. Such as family members, goals, occupation, and some background information such as preferences, relationships ect. Perhaps even slap on a labeling system such as traits, personality ect to easily organize and piece together multiple chains. Finally a team of moderators to accept or decline certain inputs/outputs or entire chains for rating purposes or feasibility. It could be something as simple as a blog similar to this one, or more complex as a plug-in or game extension. Or even a bit of basic coding. Anything that would allow us to effectively help the core game.
  4. As I've been spending more time listening to the radio in the current IWBUMS, I've noticed that a lot of stuff happened near Louiseville; stuff that SHOULD appear on said map once it's added. If you kept listening to the LBMW and Knox talk, you know that the military had one big perimeter base near Louiseville, which served as refugee camp as well as an evacuation point. This is where General McScrotum was, which eventually ended up being overrun by Zed, and the military pulled out. I think that these places should appear on the map, and often contain loot that cannot be found anywhere else. I know that Military Aid is up there at the BIG NO! list, but these places should show up just because they're now canon, and we don't expect for the military to be armed with just pistols and hunting rifles. It should be one of the very few places where one may be able to find military-grade stuff, be it assault rifles, grenades (the Pipe Bomb is pretty much a grenade, so why not?), US COMM HAM Radios, Army Walkie-Talkie, Military Backpacks, stashes of medicine, MRE Rations, etc. And by the time vehicles are added, we could even find Army Jeeps (The good ol' and mighty Willy M151, with its great reliability, decent speed and low fuel consumption.) and maybe Military Ambulances (as the place was, after all, a medical station to threat the sick and wounded). In fact, I even have a pretty solid image of this place in my mind.... Surrounded by a pre-built concrete wall topped by barbed wire, with a few blockades with maybe a guard tower on the road leading to it, half a dozen of army-green trailers (some barracks, one COMM station, one Medical Station, a few armories and one Command Center) surrounded by tarp tents, some big like open-air medical stations, with beds, IV stands and cardiac monitors (bonus if many are full of bloodstains, covered in quarantine yellow tape and with corpses strewn around), and some small and containing bunk beds and the like. And of course, carnage; the whole place would be strewn with corpses, specially near the barricades and medical stations, bloodstains covering the walls and evidence of gunfire and explosions. Also, a Heli-Pad with a destroyed army helicopter on it would be a nice touch (to show that no Evac is coming). Of course, such a loot-filled place would become a more obvious target to survivors than the GIGA Mart and Cortman Medical. So, in order to make things balanced, this place would come with the deadliest contraption ever seen; an always-active military grade siren (think of an air raid alarm) that would go off whenever someone entered the camp. It would NOT STOP after a while unlike house alarms, and it would have a radius far bigger, dragging Zed from even more faraway places. There would be also no way to disable it, and it would keep working even after power fails. It would only turn itself off after a while since the survivors left the place. This would make the place a sort of ''Loot and run'' place. Grab all you can, and get away before the Zeds the siren's drawing trap you with no escape. This would make the risk of going into such a place something that every survivor would think twice. Wadda ya guys think of this? I'd love to hear a Dev's opinion on such idea...
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