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Everything posted by bloodmoth13

  1. Dont quote me on this because i may be entirely wrong but i believe the hunting rifle is being replaced with a lever action rifle? Which i assume will have a few more shots while the current hunting rifle single shot gameplay will move to the pipe weapon since frankly its awful and couldnt realistically get any worse... I may be completely wrong though
  2. Id like to see that, i like that idea too. If there were a way to deploy dozens of generic zombies that dont cost too much processing power that would be a big win. Trouble is making them cheap to run i imagine. TFP could possibly get away with stripping a lot of the intelligence and just leaving them out as dumb zombies that are easy to take advantage of and exploit. I'd love to have thicker zombie hordes with easy to kill zeds mixed in with the regular ones.
  3. He wouldnt suit cities but cities dont even take up the majority of the space in the game. Inversely no current zombie looks good anywhere in the wilderness, it would be good to have some wild zombies that spawn when you are a long way away from the city
  4. carls corn, hunting shops... yeah maybe a bit limited, but lumberjack is kind of in the same boat there. It could be nice having some wilderness zombies that make sense in the wilderness, for instance its very jarring seeing a stripper, a nurse and a junkie when your in the middle of a forest, seeing some 'hunters' who died hunting coming after you would feel much more appropriate. Currently going into the snow biome is jarring seeing a million lumberjacks running around, a fur trapper breaking up the monotomy with some other generic zeds would be great. Put him in furs, bear trap on the leg, some light mauling here and there and its perfect. I agree with @SiNiCaL about reusing the burnt zombie assets for a frostbite zombie too. that would look amazing.
  5. I like the cowboy but damn does he look out of place in most areas. I think they should replace him with a fur trapper/frontiersman, a guy in a racoon hat with a bear trap stuck on his leg and a busted up rifle on his back. Would work great for any place where animals live out in the wilderness, hunting shops or even shanty town.
  6. thats in perception right? I dont see a flamethrower suiting perception but i dont think explosives suit it either... probably endurance or strength (because fire fighters are strong)
  7. what about a Flamethrower? Id love a flamethrower... and a tesla coil! could be the final upgrade for stun baton. I think they already said they wont do it and they didnt want to add more gun trees. Would love it though, flamer tree could be Spray can and lighter watergun with lighter proper flame thrower bigger flame thrower tesla line could just be pipe baton, stun baton, tesla coil a man can dream.
  8. What are the rifles going to be in the new patch? Im guessing: pipe > lever action > marksman > sniper is that about what i can expect? If so that would be pretty big for rifle builds and i will try out a rifle set up on the first patch.
  9. I think just give snipers penetration baseline to differentiate them from machine guns. I dont see any reason to remove the current t2 sniper, but giving the current hunting rifle a clip would go a long way. I dont see a winchester replacing the t2 tbh, and they did say they were removing the current hunting rifle, i figure its getting replaced by the lever action while its current functionality is relegated to the pipe rifle.
  10. I dont think they outright said anything but i think its getting the boot and the t1 rifle will be the lever action, which hopefully holds more shots than just 1. The hunting rifle was pretty much on the same tier as pipe weapons like the blunderbuss, i cant imagine how they could make a downgrade from that weapon, i imagine the pipe rifle will function much the same as the hunting rifle currently does.
  11. Sounds like a good start. Obviously its not a major issue but its always good to have important things feel good to do. Are we only having 4 slots in the next alpha? will clothes and armor still be separate or are they combined?
  12. Honestly that kind of stuff is fine so long as it feels right to do. If its opening a menu to drag and drop several pieces it becomes annoying and tedious. If its too easy though there isnt an opportunity cost so it becomes automatic and kind of lame. I remember in previous alphas carrying 2 jackets, a duster and a poncho for hot or cold climates, at the time i liked the idea but hated the gameplay, i felt smart for doing that but it wasnt fun to do. Not sure if its possible to make getting dressed fun, best idea i have is being able to create a collection that i can apply all with one click without having to navigate my bag to assign all of the pieces and then go backwards afterwards. Give it a 'cast time' so you cant do it in the middle of a fight or something. The current interface is probably fine but i generally prefer to just do things inefficiently than to swap out gear between tasks.
  13. This has been something i have wanted for a long time, specializing straight away is a huge boost to the game because the early game dictates a lot of stuff for the mid game (late game you just buy an elixir and respec). Sometimes i want to play a pistol game but all i find are rifles, and shotgun being the only spec with a t0 weapon made them more attractive than the other options. Im assuming the pipe weapons will have crappy reloads which i unironically look forward too so i can play like a pirate with a belt fill of pipe weapons to draw fire them over and over.
  14. Im all for that but we need variation in silhouettes too. Having more variation of the same zombies would be amazing for immersion. I think they need to do what they did with the stripper zombie (retooling her into the 'socialite' zombie) and retool another zombie into a more versatile one that fits in more biomes. One idea i had was a wild-man trapper kind of character with furs and stuff. He'd fit right in with gun ranges, snow biome, shanty town and forest biome and would look great in the middle of a forest where the socialite would be out of place. The cowboy could be a little more versatile as an example and could possibly be a candidate, though i do enjoy seeing the ol cowboy, but he's ridiculously niche Thats awesome. How easy/hard is it to do? it would be great if we could get a few color variations of each zombie to break the monotony
  15. Lumber jack looks great but i agree with captain obvious that the hat should be a different color to the beard otherwise its easily mistaken for poorly modeled hair, particularly from the front where it looks a little like a comb over. Will we get a bit more variety in the snow biome as far as zeds go? id like to see less lumberjacks and more of the various other zombies if only for variety. Dont get me wrong, i like the lumberjack and appreciate the threat he poses but seeing the same zombie over and over breaks immersion.
  16. TBH i dont ever use dart traps, i might need to give them a shot, but i wind up with thousands of feathers end game that i have no use for since early game has brainwashed me into thinking they have value. Vultures are plenty late game so harvesting feathers shouldnt be that big a deal, and there are other options for base defense too. I might not be qualified to comment on this though since i dont really know what role dart traps fill since i never use them, but i think consolidating a few niche items where it makes sense is more fun (like mouldy bread and sham sandwiches)
  17. guy has a point though. Dart trap ammo is only used by one thing, i think it should shoot arrows instead (iron only), that would provide a good end game use for feathers
  18. I thought of adding water as a property instead of a block so that change is pretty exciting. Hope it all goes well putting that together, i cant imagine that water is ever an easy mechanic to add, especially in a voxel game. If your taking a look at meshes at the moment, any chance to make dirt mesh well with blocks? there is always that goofy dip at the end where they meet, i can guess why its done that way (less polygons for that spare side that might never be seen?) but it has always been something that irked me. If im going to push even further with dirt block meshes, could the minimum size for a dirt block be a little bigger? sometimes they get so small you can barely see them but they still get in the way of things like block placement or pathing.
  19. Im sure changing a single recipe will result in bandits getting pushed back an alpha. /s
  20. Honestly is there a reason those two are separate items? may as well merge them imo.
  21. Yeah i noticed this too, roids are great for early game where encumberment is a major issue, but are only craftable late game when you have far better ways to curcumvent that issue. I initially thought they boosted melee damage so hoarded them, along with testosterone, when i could finally craft them i was pretty disappointed that they are really just early game QoL boosts as opposed to late game power multipliers. They should probably get reworked with something else taking their place. Could be a good use for a candy?
  22. My only problem with it is that i never find treasure maps and the digging quests stop at t2 or 3. Of course id hate to deal with a t5 dig quest (dig out a shamway sized hole lol) but i could definitely use more treasure maps.
  23. Yeah thats what i initially though, but i think the infection is supposed to represent an internal infection that your body is already fighting, grain alcohol would be good to fight off a topical infection, which would be confusing so i thought hygiene could be a good alternative since dirty wounds get infected. For that matter making soap out of fat, crysanthemum and goldenrod could be interesting, but as always there needs to be an excuse to add it. as it is i barely use medical items
  24. I was actually just thinking of that the other day, grain alcohol should have some use baseline as a cure for some problem. I thought of hygene as one, just a regular infection bar or something where you lose hygene after getting hit by zombies, jumping in dirty water or doing anything dirty. Bad hygene increases infection rate, gives dyssentry after a certain amount, increases heal time of other issues or something.
  25. I started destroying trash recently till i get the 'sneak over trash silently book'. Thats a hell of a lot of investment though to get a stealth kill off, the risk is far too high and the reward isnt that good. The thing is, its not online when its needed, for example: Early game its just far too unreliable, early game knife is bone shiv, it might not deal enough damage to one shot them, and you probably wont even get the sneak bonus damage in the first place. Mid game its too risky for the reward, if your doing stealth build at this stage then you probably have a wooden bow with iron arrows, but even stone arrows you get a reliable chance to one shot them with a head shot. A knife is the same reward for a much higher risk, you might save on some iron arrows, but that isnt really that vital. Late game your swimming in ammo, you really dont need to worry about wasting a few arrows, or hell bullets on your t3 q6 silenced sniper rifle. Even with all the mods and everything it still doesnt feel like its worth it.
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