You killed it? That was the last thing that could save the planet… good job … hero.
Another horrid blobby thing that can gradually replicate and probably would swamp the whole planet if given time. :V
Another horrid blobby thing that can gradually replicate and probably would swamp the whole planet if given time. :V[/quote] Wish ye could grab and carry npc’s/mobs
I’d totally drop it in a sealed room to train my melee every so often, would make a decent addition to a base eh
Until it eventually turns the entire room into blob.
All will become blob. Blob is love. Blob is life.
A thread cropped up somewhere else in the forums concerning the ability to (g)rab an drag corpses, but I don’t know that it would be reasonable to apply to live ones. I mean, they’d fight back lol.
Unless there was a way to incapacitate them long enough to drag them any distance, but that gets sketchy really fast. You could probably practice your melee on one of those zeds modified/declawed to act as a packmule though. Or whatever name we finally went with. Lol.
I thought about it when I implemented zombies pushing each other. Implementing a “reverse push” wouldn’t be that hard, especially considering that Propane Soup already wrote some of the mechanics for the grappler zeds.
The problem would be setting different “grab types” and the controls for grabbing, pulling and pushing.
Currently only furniture and vehicles can be grabbed and those can’t share tiles.
[quote=“Pthalocy, post:8706, topic:42”]A thread cropped up somewhere else in the forums concerning the ability to (g)rab an drag corpses, but I don’t know that it would be reasonable to apply to live ones. I mean, they’d fight back lol.
Unless there was a way to incapacitate them long enough to drag them any distance, but that gets sketchy really fast. You could probably practice your melee on one of those zeds modified/declawed to act as a packmule though. Or whatever name we finally went with. Lol.[/quote]
There’s actually been plenty talk about it during the past week, one may think of it as overpowering and abducting your opponent. as inappropriate as it sounds, the zSlave mechanic does offer a less direct resolution.
Altho one may wonder what exactly the survivor does to the unconscious zombie that results in such a severe ‘moral penalty’ ( whilst butchering them does not )
I guess chopping them up so they don’t get back up is less morally questionable than precisely cutting them up so that they’re still alive and basically suffering a fate worse than (un)death.
That said, I wouldn’t be opposed to the game giving you increasing morale penalties for pulping and butchering, in addition to enzlaving a zombie.
Like the idea I had in mind is that, maybe depending on your character’s personality, they might feel a little guilty for bashing an undead neighbour’s skull in - they’d feel more guilty for brutally chopping up the corpse, but they’d feel the guiltiest for basically using a zombie as a slave.
I dunno. I’m still sort of hooked on the idea of having a “zombie nemesis” as a little character flaw, like just That One Zombie who stalks you relentlessly through the world, and no matter what you try you seemingly can’t shake them off or permanently dispatch 'em- I’m more interested in that for roleplay reasons than anything, though, haha.
How long does it take to craft a z-slave versus butchering? I know from putting down my own pet fish (small and dumb, yes, but my point stands) that a quick death is the least disturbing and here, generally accepted as the most merciful. Chop-chop-composter will always involve far less time to contemplate whether they feel pain than doing precision cuts, teeth-pulling, nail-removing, and various other alterations. I suspect the knowledge that you are making them a living tool, rather than giving them rest, is a potential part of the morale penalty’s implications.
But let’s get back on topic regarding tips, tricks and questions! I’ve been helping with the offtopicness here, whoops. That zombie nemesis idea needs to be voiced in someplace more appropriate, I really like it and it’ll just get buried in here. I don’t want it to get buried.
Agreed and noted, I’ll put it up on the Drawing Board forums, along with my previous idea of survivor caches!
So, back on topic, I’m trying to get back into the game and I’m having some trouble surviving my first half hour. This is probably due to carelessness, but could someone recommend a course of action for a character starting without any useful items (i.e. Shower Victim or my own Shower Victim-esque Moth Mutant setup)?
I would suggest you start by gathering the needed things to sew your first clothing… that or find them whichever is more convenient to you.
Its not that hard to start crafting some:
start by getting a cutting implement… a rock knife will do. Takes long to craft but you only need stones thread and a stick.
Just go out get some stone then rip of a curtain from a window and butcher down the string to thread.
Then use something to smash some furniture. Use the 2by4 to craft pointy sticks till you get to crafting lvl 1.
Then craft a wooden needle from scrap wood. load it with the thread you have leftover and then cut up the curtains themselves and start crafting clothing till you get to lvl 2-3 so you can make nice clothing (duster and trenchcoat are lvl 3).
Thereafter look for water and food.(preferably armed with a 2b4 sword or pointy stick or something you found ofc)
From thereon it should be relatively smooth sailing. If you encounter any problems , describe them and i ll totaly kill them for ya
[quote=“Valpo, post:8712, topic:42”]I would suggest you start by gathering the needed things to sew your first clothing… that or find them whichever is more convenient to you.
Its not that hard to start crafting some:
start by getting a cutting implement… a rock knife will do. Takes long to craft but you only need stones thread and a stick.
Just go out get some stone then rip of a curtain from a window and butcher down the string to thread.
Then use something to smash some furniture. Use the 2by4 to craft pointy sticks till you get to crafting lvl 1.
Then craft a wooden needle from scrap wood. load it with the thread you have leftover and then cut up the curtains themselves and start crafting clothing till you get to lvl 2-3 so you can make nice clothing (duster and trenchcoat are lvl 3).
Thereafter look for water and food.(preferably armed with a 2b4 sword or pointy stick or something you found ofc)
From thereon it should be relatively smooth sailing. If you encounter any problems , describe them and i ll totaly kill them for ya :D[/quote]
Save the pointy sticks you made for initial weapons. They do fair damage when thrown. If you make a stone shovel a good spike pit is also nice to lure things into.
Aye, it blocked me road and didn’t say hello when I greeted it.
Just don’t code in any morale penalties for that. Please don’t. I already cringe each time reading how I allegedly feel remorse for killing zombified children. Phew.
BigLie has the Psychopth trait? o3o
Honestly, if it came down to it I’d probably earn that trait in a hurry myself. Though I’d call it pragmatism. I don’t think incapacitating has rational cause for invoking guilt penalties.
Granted, I can understand the reasoning. Most characters in a modern setting wouldn’t be used to fighting for their lives against what used to ordinary people. Plus if you had to tear through a mob of zombie children in real life, I doubt most people would just shrug it off. If nothing else it would presumably weird them out. o3o
[quote=“Chaz, post:8711, topic:42”]Agreed and noted, I’ll put it up on the Drawing Board forums, along with my previous idea of survivor caches!
So, back on topic, I’m trying to get back into the game and I’m having some trouble surviving my first half hour. This is probably due to carelessness, but could someone recommend a course of action for a character starting without any useful items (i.e. Shower Victim or my own Shower Victim-esque Moth Mutant setup)?[/quote]
If you start in a shelter, go grab the emergency jacket and blankets from the locker, it will keep you warm until you craft some clothes. Trying for the basement is also a good idea, there are usually no zombies there and some loot.
At least that’s what i used to do when starting in the shelter. I only start really bad day challenges these days though, so things might have changed.
referencing a recent talk about zombie children ( just got out of bed, don’t feel like looking for the thread >_> )
It was suggested that the more of them you kill the less morale penalties you get
Like a leveling up ‘perk’, which have also been suggested during the past few days in regards to weapon proficiency so that’s creating a levelled playing field for the whole concept.
now since i’m mentioning in this thread, What do you think the ramifications shall be towards the ‘meta-game’?
referencing a recent talk about zombie children ( just got out of bed, don’t feel like looking for the thread >_> )
It was suggested that the more of them you kill the less morale penalties you get
Like a leveling up ‘perk’, which have also been suggested during the past few days in regards to weapon proficiency so that’s creating a levelled playing field for the whole concept.
now since i’m mentioning in this thread, What do you think the ramifications shall be towards the ‘meta-game’?[/quote]
That’s already in the game, in 0.C - I was playing at 20x spawn, and clearing a school quickly became problematic, but eventually, the problem just went away. Somebody on the boards said the penalty stops after 100 zombie child kills.
Ah thank you for clearing that, was afraid to make a blunt statement as i’ve got suckerpunched the last dozen times i did so >_>
I was mainly referring to the weapon perk system i’ve mentioned however, It’s a rather recent suggestion.
thoughts?