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Posts posted by bloodmoth13

  1. 7 hours ago, AndrewT said:

    I have almost 3500 hours I've been part of this community since A15 and the game has been getting tons of better since then. I'm also excited for the new pipe weapons but a not so big yet really good improvement they could do is make the hunting rifle have 5 shots and u cycle the bolt in between shots as it would look cooler.

    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. On 6/21/2021 at 3:57 AM, Outlaw_187 said:

    A while back I suggested maybe they could put in a generic looking zombie. 

    Maybe a few variations of them but just something to greater populate certain areas like cities or whatever. 


    They would have pretty low HP but their numbers is the true threat....just like in most zombie movies. 

    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. On 6/18/2021 at 10:53 AM, Laz Man said:

    Although would look interesting. Sounds too niche (e.g. like the football player) and maybe moreso then the current cowboy.  There are alot of people in the U.S. who actually wear the cowboy look so he fits the general population bucket imo.

    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

    • Like 1
  4. Just now, MechanicalLens said:


    But what about POIs?

    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. 15 minutes ago, MechanicalLens said:


    Any further news on the cowboy? Will he be cut in A20 or a future alpha?

    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. 18 hours ago, Adam the Waster said:

    I feel like a flamethrower would fit in into the Demolition expert class 

    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. On 5/25/2021 at 5:34 AM, SittingDuck said:

    what about the Flamethrowertrap?

    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

    1. Spray can and lighter
    2. watergun with lighter
    3. proper flame thrower
    4. bigger flame thrower

    tesla line could just be pipe baton, stun baton, tesla coil


    a man can dream.

    • Like 1
  8. 6 hours ago, Gazz said:

    There are no rifles with a clip (like the SKS uses) in the game and AFAIK, none are planned.

    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. On 5/9/2021 at 12:55 AM, Adam the Waster said:

    not really.

    tier 0: i would see the Pipe rifle as the old Hunting rifle but it only has one shot and is made of pipes. 

    tier 1: Hunting rifle. it would look the same as the classic one we have but it has a Small clip (3 shots) can get 5. and thats a right amount for a Deer rifle and it would still want players to get that over the pipe rifle.

    tier 2: the Marksman rifle would be the lever action and it would have 8 shots. (think it will be neat if it shot 44.mag rounds)

    tier 3 would be the Sniper it would have 15 and still deal high damage and can be Pimped out more, with stuff like a drum mag


    Also a little change for the Sniper so they can be used over say a AR. sense most people uses stuff like the TAR or AK as a sniper.

    maybe the sniper will deal more damage the farther the target. so you could uses it as a closes range weapon but its better for long range

    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.

    • Like 1
  10. On 5/7/2021 at 12:41 PM, Adam the Waster said:

    and the hunting rifle?

    or is that getting the boot? 

    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. 2 hours ago, Roland said:


    I agree, that a non-tedious way to switch clothes is best. Have a wardrobe workstation for outfits. You open it and can create outfits by mixing and matching the four pieces you want together into an ensemble. Then you can instantly wear an ensemble or switch to a different ensemble. You can always swap clothes quickly and easily at your base using your wardrobe or (if you must) you can carry clothes with you to change tediously out in the field if you want to take advantage of a bonus.

    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. 1 minute ago, Roland said:


    I think it is lovely making the min-maxers squirm....


    The more opportunity cost choices there are, the better it is, imo. 

    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. 

    • Like 2
  13. 22 hours ago, Treb said:


    Enable people going towards rifle and pistol to have an early weapon. Also removes the weird blunderbuss (will always have a place in my heart though for the 3+ blunderbuss strat) from the game.


    To me it's significant and interesting. Early days are the most stressing days outside of blood moons. We can agree to disagree.

    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.

    • Like 1
  14. On 4/1/2021 at 8:40 PM, Crater Creator said:




    I can't help but point out that, in the time it would take to concept/model/texture/rig a new zombie type so that the snowy biome isn't all the same lumberjack, one could make dozens of complementary beanie colors, beard colors, shirt colors, pants colors, suspender colors, skin colors, etc.

    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

    On 4/1/2021 at 6:26 AM, Roland said:

    Just got word that the beanie color is going to be changed.

    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

    • Like 1
  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.


    • Like 2
  16. On 10/12/2020 at 4:58 PM, MechanicalLens said:

    @bloodmoth13 That wouldn't work. Imagine having to scrounge up tens of thousands of feathers. Not gonna happen.


    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. 16 hours ago, SnowDog1942 said:

    I like it, and we can have every gun just shoot “ammo” for simplification.


    and we can just have “food” for simplification.  


    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

    • Like 2
  18. 19 hours ago, Reset said:

    Instead of them focusing on this let them work on important stuff like improving performance or adding more content to the game

    Im sure changing a single recipe will result in bandits getting pushed back an alpha. /s

    • Like 1
    • Haha 1
  19. 4 hours ago, MechanicalLens said:

    One of my several critiques with the crafting of steroids, and I feel this one is the most important, is that you need to have Intellect at 8/10 and Physician at 3/4 in order to craft them. Once you get a bicycle, steroids are obsolete, so any player wouldn't have any trouble acquiring some mode of transportation long before they reach this point in the Intellect tree, and even if not so, they could use those points to unlock the bicycle and the workbench and still have points left over. Considering that testosterone extract is a key crafting ingredient already - a rare and dangerous resource to collect from its host - and that steroids are, to my knowledge, only useful for so long, perhaps removing any crafting gate would be beneficial. The road is a long and situational one already - I don't see locking them behind a metaphorical steel cage serves any meaningful purpose, if people would craft them anyway. Just my thoughts.

    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?

    • Like 1
  20. Ahh, finally some useful feedback. =)



    I believe that in the "Land claim" thread I (or someone else) had a concept of the claim modifier dynamically increasing as you do damage to the base.

    That would encourage "surgical" raiding and protect from total devastation. In theory...

  21. Some great ideas there!


    Im really all for the no griefing offline thing, the ONLY times my bases have ever been attacked were when i couldnt defend, thats a crappy feeling.


    I do think though that there needs to be a perhaps 10 minute period before the effects kick in so insta logging wont be such a good strategy.


    For PvP, there needs to be some medium range tracking ability so that you can actually track other players, the map of this game is HUGE and you could go days without seeing someone, i think one of the major issues players will face is that its too difficult to force pvp.


    on a seemingly contrary note, i really hate the gameplay of stacking wooden frames 50 ft high to jump over walls, perhaps a height limit for areas near land claims would be a huge help? id love to see more open bases that dont necessarily need to rely on capped roofs to stop perps.


    One different issue would be restarting after every spawn, id suggest letting players keep whatever is in their actionbar and add in a new perk that respawns you with some basic armor at low quality (half of what you could create) and clothes (just feet, chest and legs) for instance:

    level 1 respawn with plant fiber clothes and a wood breastplate

    level 2 respawn with cloth chest armor and some cloth clothes (just feet, chest and legs)

    level 3 respawn with leather chest armor and cloth clothes

    level 4 respawn with scrap chest armor and cloth clothes



    other than the scummy base raiding, the pvp in this game has made my pulse run like mad, the high risk high reward makes it feel amazing! though when you lose you feel like dying, it really has the highest highs and the lowest lows

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