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GodWaffle

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  1. As more of a lore-type question, and a question about zombies in general (not just in Project Zomboid), I just had a thought: Why do zombies bang on doors and windows? Now firstly, just gonna rule out any of the 'smart zombie' stuff, I would never watch any zombie film that has memory-retaining or tool-using zombies in it simply because I find it stupid, it doesn't and will not make sense to me no matter what anyone tries to say. So let's look at the zombies in Project Zomboid, where they will see you inside a building and walk towards the windows or doors (why don't they all push up against the walls?), but they will stop at the window/door and stand there, repeatedly bobbing back and forth trying to smash through the window, however doing this seems like it would require some extent of thought processing: See foodChase FoodWalk into invisible wall (window)Lean back and then headbutt window to create force to smash through Surely a zombie's thought process should simply be to see, chase and eat people, they shouldn't have the ability to know that there is a window in front of them, they should simply attempt to walk through it, effectively pressing themselves up against the glass. Windows would still smash, however I'd imagine that a single zombie wouldn't be able to break through a window by himself, there would need to be a few pressing against it, using their body weight to break through, rather than them consciously doing it. Now this may just be due to the animation they have when breaking in, but it does bug me a bit. The same applies for zombies that vault over fences and through the windows, I don't see how this would be possible, they need to trip/stumble over an obstacle if it is low enough, or get stuck against it until their sheer weight breaks through it. I don't like how they seem to posses the same motor skills as you do. Just my thoughts on this, would like to know how you guys feel about these things! -Ben
  2. Awesome to see my little zombie eating bodies suggestion here, I agree with all of these ideas, none of them feel overpowered or too advanced for the game. I especially agree with the water animation, although I've yet to try fishing in the game, when I first saw water I wasn't actually sure what it was because it doesn't even really look like water. Some form of basic Minecraft-like water animation would be sufficient enough to give it less of a solid feeling. I also think they need to expand upon water and make it a feasible escape route. (If I'm being chased by a horde of zombies I would swim across a river to escape them.). As for the terrain details, I'd actually like to see the forests expanded a bit more, maybe make some trees that are two tiles tall, add more details and reasons to bother venturing into the wilderness (which takes up a huge chunk of the map, you'd think if they had nothing planned for it that they'd make treelines solid like water and only add details to the edges of that 'forest')
  3. The Governor is the new 'codename' for the sadistic AI director, Lemmy told us all Yes this is a much faster and more natural way of doing it I think, mouse input in this situation would be too time consuming, and imagine in a more tense situation (an NPC has one of your group members at gunpoint, you're trying to talk him down), where you simply wouldn't have time to hand-eye-coordinate your mouse while also focusing on the situation, having numeric options would make that feel more natural I think.
  4. I also agree that zombies should roam the map, but my more important point was this: If a zombie grabs you from behind, you should not be able to walk away unless you push that zombie off, the game shouldn't be holding your hand and making you assume your character magically struggled away, that should be a player action and if the player action does not happen, then the player should face the consequence for walking too close to zombies. I personally do not think this should be only for 'superhuman' zombies, in reality anything with a human weight behind it that grabs you and tries to pull you back, will do a lot more than just slow you down. This is my only real concern, it's almost like in the suggestions for 'tripping over' randomly, people argued that the game should not cause the players grief by taking control away from them, I suggest that vice-versa the game should not make the game easier by taking control away from them.
  5. I hate to be a bastard and do this, but the game is still a work in progress. Not everything is done -- and I'm sure they'd want better animations for this sort of thing. Yet some people still struggle with this . . . not to mention it being tedious as hell, particular if your character is weak and becomes exhausted. The axe is one of (if not the) best weapon for doing this work. A single zombie isn't meant to be a threat except in situations where you're caught off guard or without a weapon (though the latter applies more-so to people who've not gotten down the shoving/kicking mechanic -- something which is rather over powered).And of course they're dangerous -- if you do something stupid (like in the movies), or are distracted (which fits the latter), or become over-confident and work yourself between several zombies that converge. That I can agree with. Well, almost. If it wasn't possible to swing an axe 60 times a day and do cardio, the logging industry never would have come into being. Enigma, I usually agree with your posts but I completely agree with Alex in this one. I think that a single zombie should be a huge threat unless you actually acknowledge it's existence. In that video, I do not believe the player should be able to do that without the zombie biting them or at the very least scratching them, I understand you saying that the player was slowed down and 'struggled' for a moment, but it shouldn't be an automatic thing, the player should have to push the zombie off rather than us assume the character struggled away from the zombie. If a single zombie was a bit more dangerous then hordes would be even more dangerous. As it is right now, you can weave your way through many zombies pretty easily because your character 'struggles' away unless three or so grab you at once. I think that if a zombie grabs you from behind or the side then a huge slowdown penalty should be added, from directly in front of the character maybe you'd have more of a chance since your hands are there but if the zombie is behind you or to the side I think you're gonna get bit, struggling may help you but it wouldn't be effortless at all.
  6. Although people are saying that more customization has ruined other games, I don't see that happening with Project Zomboid, in my opinion the more customization the better, same goes for vehicles when they're added, I think that there should be plenty of ways to 'upgrade' your vehicles (within the bounds of reality obviously).
  7. The devs need to see these ideas, definitely would add a ton of depth to the game, I mean, in a real zombie apocalypse, who would be walking around slamming doors open and shut without a shed of caution? They would be a vital obstacle that can save your life (or doom it, if locked) and I think they should have a bit more depth.
  8. I believe addiction is something that the developers intend to add, so wanted to just share some of my thoughts on how this could work. Firstly, there would be an 'Addictions' menu which could appear with the other character tabs. In this menu, there would be a table which would show an item, and next to it a percentage of how addicted your character is (things at 0% won't be shown). All 'addictive' items would have a 'addiction risk' when hovering over them, so you can avoid accidentally getting addicted. Once you are addicted to something, if you go for an amount of time (depends on the item, and how addicted you are) without a fix, your character will get these moodles: Fidgeting - Could do with some <ITEMNAME> Withdrawal - In need of a fix, starting to feel symptoms Bad Withdrawal - Feeling the withdrawal symptoms badly After going through bad withdrawal for a certain amount of time (depends on the addiction risk), you'll be through it, however you'll be at risk of becoming addicted very easily if you go back to taking the item. If there are NPC's taking items that you are addicted to, your character will start 'fidgeting' and depending on the symptoms, can become angry with the person. The withdrawal symptoms would really only add more moodles such as tiredness, weakness, sickness, fear, anxiety, etc. We already have these moodles in place so this should be fairly easy. The symptoms you get depends on your traits and the item you're addicted to. For example a 'brooding' or 'short tempered' character should get angrier without alcohol (if they are addicted). Anyway, I just came up with this now, hopefully some of these ideas can be useful!
  9. I think I'd try and lay low for a week or two, try not to attract any attention to my house, if someone tries to break in I'd threaten them and if they persisted then I'd have to kill. Once the initial panic was over then I'd go out and quietly loot whatever I can, I'd probably head to the motorway and loot people's cars where they would be abandoned. I'd probably also raid libraries and what-not on maps and books that could help me, and head back home, eventually I'd plan to move to a more permanent place, perhaps Warwick castle.
  10. Of course you wouldn't be burying every zombie you come across, that would be silly. You would bury your group members or people you know, and you would burn other zombies. I think this would definitely suit the main game and should be added, I don't want to see that just as a mod to be honest.
  11. As much as I enjoy the isometric view/graphics of this game, I would very much enjoy a more realistic first person game with the same mechanics/concepts. I would also love a more in-depth looting system, where you would actually open cupboards and drawers and search through them manually, rather than an in-game window. It is something I would love to see (with a focused singleplayer mode like PZ), and also with Oculus Rift/VR support, that would be amazing. Of course it will never happen for PZ, but we can hope that someone will do this someday! (And get it right)
  12. Hrm, are you running on a multiplayer server? Is this an upgrade, or a clean character & map? It's a singleplayer map, and I started the world on the last IWBUMS branch.. One of my containers reset but that's manageable, I will test on a new world when I get home later.
  13. Hey, just tried recording a new episode of my let's play series with the new build but I had to stop, for some reason when loading cells the game seems to hang for about half a second and sometimes more, only when entering another cell though.. I've never had this before. Any thoughts?
  14. finally, someone have brought this up. It does make sense to make it visible - good idea bro! Haha thanks, this is actually something that really bugs me when playing for some reason, like my guy has a back on his bag and is carrying another one but there is no visual representation of that at all.. also when equipping a weapon it should be in one hand unless you choose "equip in both hands".
  15. Hi, so I was just thinking about the 3D system that's been added. I haven't got any modding experience with this game but it does interest me. Anyway, will there be some sort of tool that will convert 3D models and their animations into the game format? And then how will you be able to access these in-game? Personally I'd like to see (or make) a mod that adds more asthetic features to the game (characters mainly). I'd like to see: Hats, Jackets, Visible 3D Bags, Variations of existing weapons (visual change only), Different shoe types I would do this by extracting the existing models and animations and then attach my custom model where I'd like it (on the back of the player for a backpack, etc), then remove the player model while keeping the backpack with the animations still on it. I just wonder if the devs have any ideas on how easy or hard this would be to do? Will we be given template models and animations to work from? Also, what about 3D in-game objects such as (non-functional) cars which may have a random rotation on them? Forgive me if this has already been answered, just a thought I had. Thanks, -Ben
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