junglistjim Posted October 16, 2017 Share Posted October 16, 2017 562. After animations are in - please can we see the flies insteasd of just hearing them - would look cool Spikelord, DramaSetter and Legoland99 3 Link to comment Share on other sites More sharing options...
DramaSetter Posted October 17, 2017 Share Posted October 17, 2017 (edited) 563. Character speed depends on surface he/she run/walk ( like the same system with vehicles ) 564. Reduce capacity of school benches. It's 50 kg and that's too many for a small table with little container in it.. 565. Items on the floor will burn, if fire reaches them ( at this moment you can save loot from burning by just dropping it on the floor ) Edited October 21, 2017 by DramaSetter Geras, trombonaught, agreubill and 2 others 5 Link to comment Share on other sites More sharing options...
DramaSetter Posted October 21, 2017 Share Posted October 21, 2017 (edited) 566. You shouldn't be able to one-shot zombie with knife, while second hand is not empty. Stabbing weapons should have chances to fail jaw-stab attack to make it less OP. Kitchen - 45% Screwdriver - 25% Hunter Knife - 1% UPD: Hunter knife also should have more damage for PVP purposes / not jaw-stabbing attacks. Edited October 22, 2017 by DramaSetter Legoland99, JayM and trombonaught 3 Link to comment Share on other sites More sharing options...
DramaSetter Posted October 21, 2017 Share Posted October 21, 2017 (edited) 567. Ability to metalwork without mask, but that will take longer time and will give you trait "poor vision" with 90% chance, also cause pain or slow health loss. Edited October 21, 2017 by DramaSetter Spikelord, Legoland99, JayM and 2 others 2 2 1 Link to comment Share on other sites More sharing options...
trombonaught Posted October 28, 2017 Share Posted October 28, 2017 568. Immersive Overlays by Viceroy. Can this just be part of the main game?!! EchelontheEyeless, Legoland99, agreubill and 1 other 4 Link to comment Share on other sites More sharing options...
WrittenInBlood Posted November 3, 2017 Share Posted November 3, 2017 569. It's weird that books and gazettes disappear after reading. I think they should be treated as canned food - read a bit, or a whole if you like, and then be left with paper block that won't give you fun anymore, so you can throw it in the fire as well. 570. Any crafted electric device should need a battery to work (and they are kinda too quick to build). 571. Zombies are better at dismantling doors than a player - they always leave a perfect set of hinges, doorknob and boards. That amazes me. 572. I totally dont get how I can pass the zombie in the window. It should be a guaranteed bite, or just block ability to go through currently used window. 573. How does one disinfect internal broken bone and how exactly does it help? Weird. Geras, Faalagorn, DramaSetter and 1 other 4 Link to comment Share on other sites More sharing options...
Geras Posted November 4, 2017 Share Posted November 4, 2017 574. Add more noise to walking/running in forests in autumn to compensate for dead leaves on the ground (tie the increased loudness zone to foraging areas, maybe, as those are mostly forests?) Spikelord, DramaSetter, trombonaught and 2 others 5 Link to comment Share on other sites More sharing options...
DramaSetter Posted November 8, 2017 Share Posted November 8, 2017 (edited) 575. 1. Untreaten bullet wounds/deep wounds should kill you after 2-4 days because of blood lose ( if you only applied bandage, of course ) 2. Food shouldn't heal you if you got untreaten damages, deep wounds/bullet wounds with only bandage on them ( no sewing and etc ). Note that, applying bandages will still stop HP lose. 3. Firearm headshot should kill you with 90% chance ( 10% - is for low HP level, like it works now ). Maybe, after surviving headshot, you should with random chances: 1. Fall into coma ( with high chances of dying without help ofc ) 2. Just faint ( same as coma, but for few minutes/hours ) 3. Losе memory ( deletes random hobbie traits/clears out random skill, like all levels ). Edited November 8, 2017 by DramaSetter Link to comment Share on other sites More sharing options...
DramaSetter Posted November 8, 2017 Share Posted November 8, 2017 (edited) 577. 1. If you wanna sleep in tent - you should firsly walk into it. This also hides you from zombies and enemies ( clears out your nick. Players will be able to check tent, like "open tent" ) 2. Staying in tent also protect you from rain, and a liiiittle bit of cold. 3. Ability to store loot in tents. Will have 50 kg capacity. You can fill the tent only with 5 kg of items, after that - ability to walk in would be blocked. Edited November 8, 2017 by DramaSetter YourRussianZombieFriend and trombonaught 2 Link to comment Share on other sites More sharing options...
sadpickle Posted November 10, 2017 Share Posted November 10, 2017 I would like some more cohesiveness to how bags and inventory function. For example, if I have a saw in a bag, I can saw logs without removing it (odd). But if I have nails in a bag and I want to add a sheet rope to a window, I can't use nails in my bag or even a nail lying on the ground. It's a basic QOL thing that would make the game a lot smoother. And I think that's tremendously important in a game with a lot of menu inventory management. trombonaught, DramaSetter, Faalagorn and 4 others 6 1 Link to comment Share on other sites More sharing options...
Shinjitsu noDeshi Posted November 14, 2017 Share Posted November 14, 2017 Vehicles - Please make it possible to be able to rest when sitting in a car. Shin trombonaught, DramaSetter and Geras 3 Link to comment Share on other sites More sharing options...
agreubill Posted November 16, 2017 Share Posted November 16, 2017 On 28/10/2017 at 9:57 PM, trombonaught said: 568. Immersive Overlays by Viceroy. Can this just be part of the main game?!! Oh, my ! Yes, fuck'in yes ! And hope that someday, he adds some more filters effects EchelontheEyeless 1 Link to comment Share on other sites More sharing options...
DramaSetter Posted November 17, 2017 Share Posted November 17, 2017 (edited) 578. 1. Ability to clean bandages by using water sources ( sink, river etc ) 2. Harnesses. Would be two types: medical and belt. Would stop bleeding after applying, but can be applied only in 1-3 hours, depending on time of year. ( not sure what they should do after that in PZ. Just kill you? Maybe, amputation would be a thing? Please? ) 3. You shouldn't be able to stop health loss from bleeding by eating food, only using harnesses. 4. Ability to bury unfilled graves ( 1/5 , 3/5 and etc ) for RP/esthetic reasons. 5. New litter items - stitches, bullet, glasshards. You can collect them if you sick bastard, or not. Your choice. 6. You get scars after healing deep wounds. Only cosmetic effect. ( would make more sense with animation overhaul update btw ). 7. You should die because of wound infection with 95% chance, if this is a deep wound/bullet hole. 8. For now, you can sleep inside car even with panic.. I think you get what i mean. Edited November 17, 2017 by DramaSetter Link to comment Share on other sites More sharing options...
Kennethdio Posted November 17, 2017 Share Posted November 17, 2017 Ability to collect water from sources like rivers and ponds. Digg able wells, take extremely long time to dig, can stop and resume digging. Food sickness damage heavily reduced, just because I ate frozen peas doesn't mean I should die in agony. Increased axe and crowbar durability. Crowbar, infinite durability. Electric fences. Using gas pumps for generators. Table storage. Usable garage doors. Garage door remotes. Walls should block sound from coming in. Bicycles. More detailed crafting items, different measurement pipes, pvc, metal...etc. Different quality and grade axes, with fake brands. Different batteries, AAA...etc. Sharpening tools, and more durable knives and basic weapons. Use everything as a weapon, book, lamp, radio, chair...etc. Typewriters... why not? Rescue out of Exclusion Zone and watch society crumble. Radio events NPC's in the game later on. 80% chance of the CDC taking you out of the exclusion zone as soon as you go outside in Initial Infection. Ability to fuck with helicopters by crashing them. During the First Week and Initial Infection, Louisville, Riverside, Rosewood, Brandenburg...etc. Will be populated with normal people, and eventually overrun. Ability to draw on notebooks. There is a 90% chance that in the Six Months Later or Survival that you start as infected, because the disease became airbourne. Glue and tape and such are more common to find. Can tape papers and newspapers onto the window. Fire can fuck up your skin. 100+ more gun types. Ability to hunt animals and get murdered by bears. Ability to wear leather clothing as biteproof items. Hands, neck, head, foot, legs, and stuff are prone. Pass out due to pain. Die randomly from heart attacks and seizures. Die from too much pain. Trench bases should be possible. Legoland99 and DramaSetter 2 Link to comment Share on other sites More sharing options...
EchelontheEyeless Posted November 17, 2017 Share Posted November 17, 2017 (edited) 579. (Darker nights to be more consistent for the indoors) The light for the new "pitch black nights" mode, and i'm assuming the other modes are inconsistent. In the sense that, even if you have lights on it's still really dark. The darkness outside I love cause it makes flashlights more useful and the general atmosphere is cool, but the darkness has basically made it darker inside even with lights on. I just feel like it's too dark, and inconsistent in that it doesn't make a lot of sense why it's dark inside even with a lot of lights. 580. (Flashlights to light through objects that it should be able to). Flashlights seem to function oddly when something is blocking it's sight. I.E. A counter blocking the flashlight's path will block the rest of the light going through. *edit* Flashlights seem to work through objects now for me. Not sure what was going on, nevermind I guess . *edit* Kinda strange sometimes flash lights work well, sometimes they don't. It's like it doesn't work well at certain angles at times. 581. (Voice Comms should travel through two-way radios). Edited November 18, 2017 by EchelontheEyeless Legoland99 and DramaSetter 2 Link to comment Share on other sites More sharing options...
DramaSetter Posted November 18, 2017 Share Posted November 18, 2017 (edited) 582. Loot on the floor looks like tiles, instead of pixeleted versions. This sure require a lot of work, but reduce the unrealistic "RPG" feeling for the game. ( inspired by Deputy thread, where he talked about shops, with products on the floor: https://theindiestone.com/forums/index.php?/topic/23218-looking-at-the-1992-los-angeles-riots/ ) 583. Metal weapons ( crowbars and more ) have infinity durability ( just like Kennethdio said ), but become crappy after long using ( less damage and "curve" looking model/sprite. I think same system was in Dead Island, but might be wrong ). Edited November 18, 2017 by DramaSetter EchelontheEyeless 1 Link to comment Share on other sites More sharing options...
trombonaught Posted November 18, 2017 Share Posted November 18, 2017 (edited) 584. Can the world be made messier to add to the apocalypse feel? To that end: I wonder if cars could be made to spawn to an angle of rotation that is within a range of 345°-15° from their center, to make parking lots more lived- and chaotic- looking. For a looted look to shops, maybe more of those clutter textures could be overlayed on tiles in public spaces. On that note, maybe clutter could add to unhappiness to make you clean out a space if you plan to settle down there. Not sure if clutter can be cleaned atm... if not, that's suggested as well Edited November 18, 2017 by trombonaught Alcohol DramaSetter, Faalagorn and Geras 3 Link to comment Share on other sites More sharing options...
DramaSetter Posted November 18, 2017 Share Posted November 18, 2017 (edited) 585. 1. Increase the lenght of character sight a bit. We can only see like 20-30 tiles ( might be less ), why? 2. x2, x4 and etc sights on guns should increase this even more, so we can snipe out players, loonely walking zombies ( without any reasons ). 3. Players shouldn't die after reaching 0 HP, maybe with a little chance, but even pass out. ( and die after that because of wounds. ) Chance of initial dying depends on type of wound and place of wound ( head bullet wound - 99% and etc ). Edited November 18, 2017 by DramaSetter Link to comment Share on other sites More sharing options...
EchelontheEyeless Posted November 19, 2017 Share Posted November 19, 2017 586. (Option to bury one person only.) 587. I can't really explain this one quite well..but others who are experiencing it will know what i'm talking about. For example, if you go to the dentist rooms in West Point on the right side..I think it's as if the second story walls block your sight, so you can't really see where you're going. I experience it other places too..I believe it was near the big office building I also experienced it where I just couldn't see where my character was, and where zombies were. I don't know the proper term, field of view? All I know this one is pretty important.. I think it relates to an update done about the walls, but basically sometimes you can't see where you're going at all, or what is there in certain areas cause the walls/roof are blocking the view. DramaSetter and JayM 2 Link to comment Share on other sites More sharing options...
DramaSetter Posted November 20, 2017 Share Posted November 20, 2017 (edited) 588. 1. Increase the weight of bodies. They weight 40kg at this time.. Maybe, that should be random, says from 40 to 105 ( or more ), zombified players will weight as "previous owner"? Also, zombies doesn't fill the "floor" space, so that shouldn't be a problem. Edited November 20, 2017 by DramaSetter arkahys and EchelontheEyeless 2 Link to comment Share on other sites More sharing options...
sadpickle Posted November 20, 2017 Share Posted November 20, 2017 14 hours ago, EchelontheEyeless said: 587. I can't really explain this one quite well..but others who are experiencing it will know what i'm talking about. For example, if you go to the dentist rooms in West Point on the right side..I think it's as if the second story walls block your sight, so you can't really see where you're going. I experience it other places too..I believe it was near the big office building I also experienced it where I just couldn't see where my character was, and where zombies were. I don't know the proper term, field of view? All I know this one is pretty important.. I think it relates to an update done about the walls, but basically sometimes you can't see where you're going at all, or what is there in certain areas cause the walls/roof are blocking the view. According to EG this has been fixed in vehicle and internal builds. Haven't checked the vehicle build myself. EchelontheEyeless 1 Link to comment Share on other sites More sharing options...
trombonaught Posted November 20, 2017 Share Posted November 20, 2017 6 hours ago, DramaSetter said: 588. 1. Increase the weight of bodies. They weight 40kg at this time.. It's not kg, the game doesn't use conventional units for weight. My understanding is that "40" value is an abstract unit that considers both weight and size. Regarding bodies not filling tiles, I think corpses (and generators, and all objects) are a necessary exception to the rule. If they filled tile space, what would happen to the bodies there was no space for? I do wish all objects used the move rules of generators and corpses though; not sure how I fit a bookshelf in my hiking bag. Faalagorn and DramaSetter 2 Link to comment Share on other sites More sharing options...
trombonaught Posted November 23, 2017 Share Posted November 23, 2017 (edited) 589. Food Prep Taken from the Vehicles build 26 thread: 1 hour ago, Shinjitsu noDeshi said: Honestly, if you want to make a stew, you should be given a checkbox (like the foraging menu) or have to build/use a prep table where all the ingredients are laying out on it. There'd be nuances with this, obviously, because you can add items repeatedly and that impacts the final quality. I also find that cooking could be a little more elegant in design. I understand there were some changes made in the build 26 (main game, not vehicles) but I wasn't around to know what those changes were. I liked Shin's idea above and might expand on it like this: 1. Similar to the present method, right-click on a food item to see your food prep options (prepare salad, stir-fry, etc). 2. After choosing an option, a "grocery/recipe list" comes up. This is a list of all food in range that can be used in the dish you selected (eg. chicken stir-fry also brings up butter, noodles, condiments, etc). 3. You click checkboxes beside the food items to select the ingredients you wish to use. If you have enough of an item to use it multiple times, perhaps after selecting it once it can spawn an additional checkbox to allow you to add more of it (repeating the process until you have no more portions remaining). 3.5 As you click to add more food, the recipe stats (hunger, happiness, etc) update to reflect your current selection. 4. You click a button at the bottom of the recipe list, something like "prepare." This triggers a progress bar with timing scaled to be proportional to the number of ingredients you are preparing. 5. Once you have a prepared dish, you can still right-click on it to reopen the recipe list and add more food to it. This process isn't radically different from what we have now, but it cuts the number of food-prep clicks in half (no more reopening the context menu for each item). It also gets rid of the start-and-stop progress bars invoked by the multiple item adds we have now. I don't know how hard it would be to code in that recipe list, but if done it would save the cooks of Knox County plenty of tediousness! Edited November 23, 2017 by trombonaught DramaSetter, King-Salomon, Leoquent and 1 other 4 Link to comment Share on other sites More sharing options...
Nebula Posted November 27, 2017 Share Posted November 27, 2017 (edited) 590 Сigarettes. Return the normal kind of cigarettes in the game.Now all cigarettes look like a bundle, before they were cigarettes, and packs - packs.Is it possible to make it so that you can light a cigarette from a burning fire (bonfire)? Edited November 27, 2017 by Nebula Faalagorn and DramaSetter 2 Link to comment Share on other sites More sharing options...
DramaSetter Posted November 28, 2017 Share Posted November 28, 2017 (edited) 591. 1. Delete possibility to place log walls on the hard surface ( only on dirt ). Why? Because to place them, you need to dig the small hole first, but how do you manage to do that with concrete? And same system for usual walls with one exeption: if you wanna place them on hard surface, you will do that, but it will consume +2 planks and few nails, because you need to craft support near it. Edited November 28, 2017 by DramaSetter Legoland99, Faalagorn, numbersixthecat and 1 other 4 Link to comment Share on other sites More sharing options...
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