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paraplegic_panda

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About paraplegic_panda

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    On the Coast
  1. paraplegic_panda

    Skins dependent on humanity.

    Are there any humanity modifications for the female character?
  2. Yeeeeah... I'd like to apologize on this person's behalf, for he does not speak for all of us Christians. We aren't ALL are complete nutjobs, contrary to popular belief.
  3. I recently found a bicycle on the outskirts of Cherno and I've been riding it about for a while now. I've noticed that I'll bump into pieces of debris on the road/ zombies and the hull and wheels begin to take damage as indicated in the top-left corner of the screen (on a few occasions, damage to the point where the bike would not be able to accelerate or move in general) and I'll run off to wherever to loot/ lose zombies, come back, and the bike is back to full repair and can be ridden like nothing happened. So, has anyone else noticed this?
  4. paraplegic_panda

    A man can dream...

    The thing about that is I'd have to be pulling from the outside world, and I think that takes away from the authenticity of it. What I'm saying is that it'd be nice to meet more people in-game who's willing to have a positive interaction. I'm not saying that it should be a drastic increase of friendly encounters, but it's so infrequent that it speaking to someone is essentially a death sentence. I think a little diversity would be nice. Haha. That's a nice way of putting it. I don't condone the kill-on-sight mentality, but I agree that it is a legitimate tactic. To me, it's just a bit too prevalent. I think there are a lot of people that'd actually like to play in an anonymous group, but they're so worried about some sort of betrayal that they've abandoned that option all together. Players that wish to experience this type of group play shouldn't be deterred by their constant deaths, but persevere. What is disappointing to me are those that give in and get on the KoS bandwagon, because I think those people are missing out on something great. Okay. I'll admit that the Cherno sniper example wasn't the best. That is a high-traffic area and the dangers are only exacerbated by those that get a jolly out of murdering for the sake of doing so. In such places, I don't really blame the PvP that goes on. But outside of the high risk areas, I would think survivors would be less uneasy and more open. But from my experience, that's not the case.
  5. paraplegic_panda

    A man can dream...

    I'll be the first to say that this is a great mod. This is one of the most absorbing and entertaining mods that I've had the privilege of playing in years. However, I feel that the vastly important dynamic that is player interaction is greatly lacking (particularly pertaining to anonymous interactions,) which is a shame because it's the most interesting and immersive aspect of the game, and I feel that's where the greatest potential for memories to be created. And that's what I play this game for: Creating unique memories that'll make me say, "Man, I can't wait to get on again." But, those memories are just so few and far in between, really. Don't get me wrong. I have a set of friends that I play this with; heck, I play with them as often as I can, because- in short- it's fun. But, sometimes I don't want that familiarity that comes from drawing an outside source into the game. I don't want to be comfortable. I want the difficulty that comes with reluctantly trusting some anonymity. Given, I have had some interesting occurrences with the ones I commonly play with. But, what can take place when playing with people that you know from the outside world are inherently different those that come with playing alone. And, I feel that this is one of games that is best experienced in isolation. It's just so difficult because when encountering another player, the outcome just seems so obvious-- it's gonna be a kill or be killed situation, which can be exhilarating, sure. But, there has to be more to it. I don't think murder is the immediate choice for EVERY situation. Yeah, you're going to have to kill someone some of the time because they're more of a threat than you're comfortable, but you shouldn't have to feel that you must kill every single person you come across. Frankly, it's just uninteresting. I cannot speak wholeheartedly for those who are on a "shoot first, ask questions later" mindset (I've never played as one YET,), but I would think that it would get old quickly. Yeah, the kill is pretty darn fun, but you'd eventually become desensitized to the thrill that comes with it. The kills would run together and would lose meaning and purpose. It just becomes something to do for the sake of it. But, that's my perspective and I speak only out of my own observations. That being said, I WANT to die by bandits, sadistic murderers, and wary survivors. It's a necessary aspect of this game and these types of interactions are what make this unique. But, all of these murders are just becoming an annoying threat. As I had mentioned before about murders running together because of the eventual blandness of the event, being killed is much the same. "Welp, I guess he didn't want to talk..." "That was the 4th time I died on the coast today. Cool..." "Sniper in Cherno? What are the odds..." Most of these deaths have no impact because they are so frequent and aren't memorable. It'd be cool to join up with some stranger, loot and play with them for hours or even days, only to have my brains blown out by the guy when I'm picking up a can of beans. Sure, I'll be pissed and foolish, but I'll have something worth remembering. I think about that dick when I'm mowing the lawn/ showering/ pooping/ whatever and both be frustrated and in awe of his actions. Then I will have a fun story to tell to my friends that also play the game. And that's what I think those who play this should have. Fun and interesting stories. I'm not blaming anyone; I embrace all playstyles, because they are necessary for the experience- this is as you make it. But, there's that integral player interaction that's ultimately being avoided out of fear, self-preservation, selfishness, perhaps lack of imagination, whatever. I'm not saying that everyone needs to be best friends, because a world where you have nothing to fear (let's face it: zombies ain't nothin' and those environmental factors aren't worth a wag of the finger) is far less interesting than one that has some sort of terror around every corner, be it physical or psychological. I'd just like to see a few more people willing to communicate with words instead of bullets, because that's a beautiful, magnificent, and horrifying prospect of the game that a lot of people want, but few are willing to do something about. Wishful thinking.
  6. So, obviously there are conflicting views pertaining to whether or not group play (or perhaps more so, attempting to confer with randoms in order to form a group) is beneficial over the 'lone wolf' approach. I've thought about it for a while, and I feel that implementing a sort of class system that plays off of the strengths and weaknesses of each other will not FORCE, but encourage players to think twice before putting a bullet into the random they spotted looting around town. I like to imagine that, ultimately, this game is not based solely on how those with large military backgrounds would survive (everyone has excellent gun control with various degrees of medical knowledge along with a superb physical stature,) but on what the average Joe would do to get by in this dilapidated mystery of a catastrophe. That being said, not everyone is the same. People have different backgrounds and occupations that lend to their individuality, and with that individuality they have something different to bring to the table. With that, I propose a 'Profession System' and with this system, your character will have abilities that are indicative to his or her background. There'd be many different professions that you may choose from (or perhaps more interesting- randomly provided) such as mechanic, police officer, doctor, electrician, just to name some off of the top of my head. Heck, you might even be given something that would seemingly be useless, like an accountant (how a useless job could still be a benefit, I'll explain later.) But, the idea is that you have a certain purpose that could be useful for others, and vice versa. Not everyone knows how to repair a car, but with the mechanic, you won't have to worry about that. Got a broken GPS? Give it to the electrician. As for 'useless' professions, I think those classes should be given niches that are individual to that character (again, player-chosen, or random) that make that character special, despite the fact that their job doesn't pull much into the circumstance. That seemingly useless accountant? Maybe he has excellent running speed, and he can pinpoint your position on a map. Or, perhaps he has excellent intuition and can tell whether or not a player has bandit status or not. Not so useless now. And I feel that with this, all players will have something that is important for the survival of a team as a whole. I accept that this is a pretty undeveloped idea, but I just want to hear what you guys think about having something like this in the game. So, go ahead. Read it and like it/ dislike it/ poop on it/ whatever.
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