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I see a lot of posts in this forum that are referencing specific places on the map, which is obviously enormous. Finding it by searching for "House in Muldraugh" or "Fire Station" is probably pretty tough. I can't imagine how much time would be spent (if it's bothered with at all), to track all these things down. Here's what I propose. Create a mod-- an official mod-- that adds a device to the player's inventory (0 weight). When the player encounters an issue like this, they can right click the item, which will pause the game, take a screenshot, give them a text box to fill in any details, and then it will drop a player-visible marker on the floor (so the player doesn't report it again in the future). Then, it sends the player's note, along with the exact coordinates, directly to the devs. Possible expansions: 1) When a player makes a report, it is broadcast to everyone else with the mod, so the other players see that something has already been reported, along with what was in the note. This will cut down on duplicate reports, but not prevent subsequent players from doing another report if they want to add more information. 2) Bind it to a key, and actually capture the local gamestate, if the report isn't simply a map/tile issue, but might actually be an unexpected behavior. Heck, bind it to a key, anyway. 3) Bounties or something. Why I suggest this is that I've seen a few games implement a similar tool (Subnautica comes to mind)-- you can just hit a key and report a big, in situ (with a screenshot). I also used to run the tech side of a bio-medical device startup, and our user feedback was filtered through 9 layers of people who were bad at communicating, and rarely made it back to me (acting product manager). I added a "Feedback" link, tiny, in the top right corner, of every single page of our product's internal website-- anyone clicking that link could write whatever they wanted, and it was emailed directly to me. They didn't have to remember it for later or worry about whether it would get to the right person. I think something like this would help you immmmmmmensely.
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Welcome. This is another one of my many LONG posts as you may know. So as normal I would like to thank you for taking a look at this and warning you, it will be a long post. Now I would like to get to the post so here we go. Let’s start off with a list of the wild animals. · Bear- this is a hostile animal. It takes a good amount of hits to kill and deals massive damage. It can scratch, bite, and stomp. It will only attack if it is defending cubs, defending a kill, has been attacked, or is hungry. They will hunt other large animals but will retreat if they know they can’t win. (Against animals) they will also try to eat food lying on the ground and will fight off zombies. They will rarely spare your life. · Wolf- these animals are pack hunters. They attack in groups but are not the strongest. They will attack for food, protecting territory, and even if they just see you. They are faster than you and can deal a good amount of damage alone. They do bite and scratch with bites dealing the most damage. They will either die fighting or attempt to run. Otherwise they are taking you down. · Coyote- These animals much like Wolfs do eat in meat and attack in pairs. They are a bit smaller and weaker than wolfs as well as a bit more kind towards people. They are not as likely to attack unless starving or attacked. They will go more towards houses in the woods as time passes. They both bite and scratch but mostly bite. These animals are also about the same speed as a wolf. · Badger- This small animal lives in burrows around the woods. They are aggressive and will fight off you and much bigger predators. They will bite and scratch doing some damage but can be killed with a few swings of a bit or a gunshot. They will find food like worms and grubs but foraging but will raid your traps if available. Also if they eat rotting fruit they become intoxicated. It does bite and scratch but it is not life threatening. · Deer- This animal is very skittish and prey to most hunters. It does not attack but tends to flee if you are spotted. The males do have horns and will fight off predators if needed too but this is not a concern. It can be taken down with a good shot but can take a few if unskilled. · Fox- This is another animal much like they wolf and Coyote. These animals will hunt alone and are rarely in any group. Like the wolf they do bite and scratch but tend to go for smaller prey. They will fight if backed into a corner. They do try to scavenge kills and are cunning. They will attack in a smarter way then a wolf or coyote. They do deal about the same damage as a coyote and can take the same amount of damage. · Skunks- This animal is neutral. It will try to run at first but then if fails at running will spray a foul spray leaving your character smelling awful making you sad and annoyed while alerting Z’s of your location and making most animals flee from miles away. The animal can only spray so many times before being unable to do so. It can scratch and bite but these are of no major threat besides pain. They are nocturnal and sleep in burrows during the day. They also eat small bugs and berries. It also will defend from predators. They still can only see about 3 tiles (since they only see about 10 feet irl.) · Moles- These animals are rare to see but can be found while digging in burrows. They are pretty much passive besides taking from gardens and making burrows. · Raccoon- These smart little critters are a whole heap of trouble. They are neutral so they will only attack if they are attacked. They can get into creates if unlocked as well as garbage cans. They will only attack if cornered but will commonly run. They also will attempt to steal anything food related. · Beaver- This animal is a passive anima found near rivers and will attempt to cut down trees. They can bite but only at really close range. They are more or less semiaquatic rats. · Mice/rats- Mice are small animals that will infest your home if you leave food around or dropped. They are very uick breeders and can also chew wires causing some problems. Rats are a bit stronger and tougher. They bite harder, will chew wires, steal food, and will leave droppings around that could be toxic to be around making you sick. · Bobcats/mountain lions- These animals are like wolves but faster, tougher, and rely on scratched more than biting. They also can climb up trees and can be found in numbers from one to three. · Bats- These are like birds but will appear at night. · Birds- These fly through the sky diving to pick up bugs and small rodents. They also may land on occasion and eat but rarely. · Shrews- These are like badges but smaller and weaker. They also scratch rather than bite and cause long lasting pain. They can’t see very far however. · Rabbits- these animals are meant to be hunted. They are passive, fast and live in burrows. They also can be trapped. · Wild dogs- these are stray dogs. They slowly become more like wolves as each day go by. They can act different depending on the species of dog that they were and how long they have survived. · Stray cats- these much like dogs may change over time but are typically more skittish and faster. · Small lizards- These are small lizards that can be eaten and trapped. They are passive and will scurry around when approached. · Moose- this is like a deer with horns but will charge on sight. They are aggressive and will charge and trample you. They are also stronger than deer and are slightly faster. · Horse- This is a passive animal that will change as the apocalypse goes on. · Cow- These large animals will run from predators but remain very passive throughout life. They can also be milked for milk. · Chicken- These small birds are very fast and will scratch. They will also however lay eggs and are good for food themselves. They are really just oversized birds. · Goats- These are small mammals that will run from predators but can’t really do much besides charge with very little damage. They can however be milked. · Sheep- these are goats but instead of making milk they grow puffy fur. · Squirrels- These evil little creatures are passive. They will steal things like nuts from the ground and scurry back to the safety of the trees. They are pretty much mice that climb trees. · Turkey- These animals are quick and agile but will not attack. They are passive and prefer to run. They cannot fly but they can manage to jump up over certain objects. These animals are easy to kill if you can catch them. They will eat things like berries and other small food items. · Porcupine- this small mammal is passive and will avoid conflict. If startled it will fire small barbs that can stick into your skin causing pain. It can only do this so many times but will attempt to flee after firing the first time. It is best to kill from range. · Box turtle- The turtle is a small animal much like the frog but has a shell. It will commonly be found by the water and is normally found hidden in its shell. It can’t just be killed by certain melee weapons. It can however be butchered if caught/picked up. · Snapping turtle- This is a variation of a turtle that does attack. It attacks by biting. It has a thick shell protecting it from some melee weapons. It will bite if approached. It can be found on land or water. · Crayfish- this is an animal that can be caught and trapped in the water. It can pinch and cause very minor damage and slight pain for a moment. · Toad- This animal is like the frog but tastes awful if eaten raw and will cause sickness unless cooked. · Frogs- These animals are just an animal that can be found, captured, and eaten. · Snake- This is an average snake. It will not bite unless cornered. It is quick and not easy to find. It does look similar to the poisonous variant but still has few differences. They will also try and steal from traps or eat prey available on the ground. · Venomous snake- this is just like the snake but a single bite can be deadly. It will hunt more actively. It will go after large prey and will attack if approached. Now for the second part, now the pets and tamable animals. · Dogs- Lets start off with the best pet. (I am a dog person if you can’t tell) They come in many breeds. They can be poodle, Great Dane, German Shepard, Beagle, Dachshund, husky, Labrador retriever, bulldog, pugs, border collie, Pomeranian, basset hound, pointer, Dalmatian, Saint Bernard’s, and pit bulls. Over time the smaller dogs like pugs will die off. Some dogs that are larger are better offensive like the German Shepard. Others like the Pomeranians are louder but easier to be trained like the Pomeranian. Others like the pointers make good hunting dogs. But as time goes on dogs become more rare and harder to tame. The bigger stronger dogs will survive but also are more aggressive due to survival. · Cats- these smart animals come in 2 variations that I know of. Long or short haired. They are more skittish but also are good for catching birds and mice. They also are very agile and can climb up and over many things. ( I don’t know much and could use help here.) · Horses- These will eventually become more skittish and hard to tame. They can be ridden but need lots of hay and grass. · Rabbits- these fluffy puffs of fur are just here for food, or comfort. · Lizards- Like rabbits they are food or friend. · Snakes- These animals are just like passive snakes anyway but in a cage. · Small fish- Did anyone say sushi? · Box turtle- Food or friend once again. Now for the final part that will be updated over time. Sorry for any missing items. The ETC. column: Jobs · Veterinarian- This job costs -2 points but in returns gives +2 to the skill of animal first aid and +1 to animal training skill. · Dog trainer- This job costs +4 points but in return gives +3 to animal training. · Pest control- This job costs +2 and in return gives +3 trapping and +1 to tracking. · Farmer- This job already exists but now costs 0 and gives +1 to animal first aid. · Pet groomer- This job costs +6 and in return gives +1 to animal training skill and +1 to blade maintenance. · Hunter- This job costs -8 but in return gives you +2 sneaking, +2 light-footed, +2 tracking, and +3 aiming. Illnesses · Rabies- This illness infects though bites. It will kill over a period of 2-7 days. Animals will randomly contract it and become very thirsty and more aggressive. They will attack on sight or just run around berserk if infected. The meat from these animals may also be tainted and cause sickness. · Poisoned- This is the effect from being bitten by poisonous snakes. It will kill in anywhere between a few hours to 3 days. It will cause major pain and can’t be cured at the moment. Skills: · Animal first aid- This is the skill of healing animals after injuries. The higher the skill the faster you work and the quicker they will heal. At higher levels you can start to help larger animals. · Animal training- This is the skill of training animals. The higher your skill the faster you train animals and the better they will listen. Once you get to animal training level 6 you can tame horses and then ride them. · Tracking- This is the skill of following animals and detecting where they have gone. This doesn’t just apply to animals though. So watch your back. Features: Animal’s attraction and repulsion- Animals will be attracted to things like food, open shelter, or safe nesting areas. On the other hand animals will be repelled from things like the smell of smoke or fire. Some avoid loud noises and others are attracted to them. Each animal is attracted and repelled to many different things. Animal’s necessities- All animals need an array of basic needs from food, to shelter, to water. Each animal must have food, shelter, water, and warmth. They will not live in an area where they can’t get ahold of these things easily. Some animals will also look for things like premade shelters like burrows and logs while others will dig burrows or dig into logs. Each animal does have needs to set up home or to live there and if not met will leave or move away. New traps and items. (Descriptions coming later) · Dog collar · Dog bowl · Dry dog food · Dog treat · Cat treat · Chew toy · Squeaky Toy · Bone · Bell · Scratching post · Cat litter · Hay · Barrel trap · Laser pointer · Dog whistle · Yarn · Salt lick · Saddle · Muzzle · Leash · Harness · Shock collar · Animal Droppings · Sticky traps · Fly traps · Brush · Shears · Fishbowl · Rabbit cage · Chicken coup · Heat lamp · Bird seed · Bird feeder · Bird house · Animal pen · Potty pads Now as always this post has to end so I would like to thank you for taking the time to look at this and enjoy. Links: to my other ideas and posts. · Clothing ideas: http://theindiestone.com/forums/index.php/topic/14771-clothing/ · Temperature ideas: http://theindiestone.com/forums/index.php/topic/15925-tempature-system/
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_ _ _ Traces_ ____ ___ __ _ _ Players, NPCs (...and animals...) leave tracks when walking/running on snow, dirt, sand or flour/powder poured on the ground every player can see running tracks characters with hunting/foraging level 5 are able to see walking tracks characters with hunting/foraging level 9 can see sneaking tracks direction of footprints is visible traces fade out progressively (similar to blood) until they disappear after a time calculated by the weight, sneaking skill (and type of shoes) of the character (edit) during rain-/snowfall traces fade much faster foraging/hunting skill (alternatively a new trait like "tracking") enables players to gather information about tracks by right-clicking on them, for example: level 1-2: weight (...kind of shoes [ link to shoes-suggestion by heporlathic -> http://theindiestone.com/forums/index.php/topic/16623-shoes-blisters-and-prison-weapons-bonus/ ] ) level 3-4: kind of animal (kind of vehicle) level 5-6: travelling speed, male/female level 7-8: leg injuries, fitness/strength level level 9-10: character name if you have seen him before (edit) a high sneaking skill (alternatively a new trait like "traceless") enables players to move around almost tracelessly while sneaking the heavier a character is (including inventory) and the faster he moves the longer his tracks are visible walking barefoot or wearing low profile shoes lets tracks disappear faster covering a track is possible by rightclicking -> "remove track", the tile will be "fresh" again then zombies don't leave tracks since it would cost too much server storage capacity/ processing power i guess? If it was possible it'd be awesome though... Some gameplay possibilities traces would provide: reconstructing individual player routes and actions would be possible (tracking down players, investigating "crimes", evaluating player behaviour etc.) a foundation for an immersive hunting/trapping system (I'm coming up with an idea for an animal-, hunting- and trapping system based on tracks) winter would become a season attractive for hunters and trappers (whereas farmers have their high-time in summer/autumn) you could tell how frequented a certain area is by examining the amount of tracks there and consider that when choosing your base location finding poorly hidden lootspots/ bases would be easier pouring flour/sand/dirt on the ground could leave a tile that conserves traces (so you could f.e. tell if somebody has entered your base when you return home from your stroll or you could gather information about the attendance of areas/buildings of interest) Some information on the pure technical feasibility of this topic by a developer would be nice, just to know if it makes sense to pursue this idea. Love the game so far! What do you think of this concept?
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The humans and any other animals you choose to put into the game should leave blood trails when we're critically injured. Depending on how bad you're bleeding, and how fast you're moving will define how bad the blood spill will be. Which will be a must if we're going to hunt wild animals, that we'd immediately lose as soon as they run out of our viewing distance. But with a blood trail, we have a way of tracking them, and finding where they collapsed. We can save on bullets, as long as you're good at hitting vital areas, or are at least good at critically injuring whatever you hit. But the zombies shouldn't leave blood trails, they should only leave the blood you whack or shoot off them off of them. Except for the running zombies, they haven't been stricken with rigamortis yet. So the runners should just bleed everywhere. Besides it's not like you're gonna have the time to be tracking when you're running from runners. And oh yeah, the zombies should be more bloody on a daily basis. Hell, there should be more blood everywhere on a daily basis. But that's all, I'm still loving the game so far. I love you all, peace.