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Jericoshost

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About Jericoshost

  • Birthday 05/06/1992

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  1. Specifically Opening Hours, Cabin in the woods Accumulator and the other challenges like them? I really want to play PZ with my friends but I am not on PZ enough to not feel left out in long running servers. Short and simple games that I can hop into at the drop of a hat are better for that Does anyone know a mod or something like that? (I checked the workshop but found nothing)
  2. As the crafting system is being overhauled soon I'm hoping that items will be given traits to make Modding much easier to accomplish and maintain as well having an easier time adding new recipes and items for the developers. As a simple example: Hammer: 3 Hammering Quality 3 Nail Pulling Quality 2 Destruction Quality 1 Screw Driving Quality Metal Item These qualities allow the item to be used to pull nails out of furniture and boards with a reliable frequency. It can be used to construct advanced furniture and deconstruct them as well. It's destruction quality is high enough to hammer items to scrap them losing fine components, but not high enough to quickly destroy walls. Using the nail pulling part one *could* drive screws (Mostly Flat-heads and Phillips) but it would be slower and unsuitable for most advanced disassembly. Another: Screwdriver: 3 Screw driving Quality 1 Nail pulling Quality 1 Hammering Quality Metal Item The screwdriver is an excellent screwing tool. But as an aside it could be used to pry nails out of items, but would be likely to wreck the nails. The handle could be used to drive nails- though clearly it wouldn't work well. - These 'qualities' are used when determining the amount of time and likelihood of success during crafting and construction/mechanics. In crafting recipes there would be a recommended minimum quality. If under this quality there would be a higher chance of failure and the recipe would take much longer- some recipes would have a Minimum Quality required. As a benefit this would make adding new items much easier for both modders and staff. Once the qualities are in, adding a new tool would require no manual changes to recipes. At most a change to the math that factors in crafting, destruction, etc would be needed if the item changes the scale of the math. - Lets say we add a Jackhammer to the game as a higher tier of sledgehammer. In the game as is it would require a good amount of changing to the current destruction system to add the proper time reduction to the action and factor in fuel potency and amount. The sledgehammer: 3 Destruction Quality 2 Hammering Quality Metal Item It takes 10 Minutes to destroy a hole in a wall after math and skill is calculated (Example) The Jackhammer: 4 Destruction Quality 1 Hammering Quality It takes 1 Minute to punch a hole in a wall. - A very similar system is used in CDDA, PZ's sister from other misters. And through this system, modding would be much easier and FAR less likely to have compatibility issues. As a clear example most popular mods have their own crafting tree. Why? Because changing a vanilla recipe could easily break hundreds of players games due to a mod conflict that relies on that recipe. So to avoid it they make their own recipes from scratch. This means that two items with the same name from different mods CAN'T be used for their recipes because... they simply can't. The item Id's don't match what the recipe looks for and the mod creator can't make a patch for everything. However with recipes only looking for Qualities then the tools from any mod could be used with any other mod as long as they share the correct Quality.. Even vanilla tools could be used without fear of conflict due to the recipes ignoring any uneeded trait. So if I give a cooking pot a Chemical Synthesis Trait it won't suddenly be unable to be used to make a soup because the recipe only looks for the 'Soup Making' Quality. - As well once the math is in place the system will be easy to understand and use. Most of what needs to be done is defining the timescale and how each level of quality affects that equation. Then it is very similar to determining time in normal crafting with it's base time scale modified by tool qualities and skill. Lets say I want to make something that requires Screw-driving 3 but I only have a Screw-driving 1 tool. Now the recipe is 3 times more likely to fail and takes 3 times as long. But if I have something with Quality 5 it will be more likely to succeed and faster. (This example disregards skill to make it easier to understand/read) Now the developers have talked about item qualities- but it seems they are more talking about base materials (poor, Common, uncommon, rare, superior) rather than tools individual traits. I believe that this system would make both development and modding go forward easier and smoother- which would help with multiplayer server compatibility greatly. Edit: This may be able to apply both to medical and Cooking as well with Qualities such as: Food: Savory, Sweet, Hot, Cold, Spicy, Mellow, etc Medicine: Anesthetic, Pain Relief, Clotting, Calming, Depressive, Stimulant etc along with interactions when mixing certain qualities like certain calming medications could interact poorly with Anesthetic medications
  3. I do like the idea of a Military/Science/Government RP Roles server, but I'm curious on what is meant by 'Non Zombie' Is the RP outside of the PZ game, do you play on servers with Population set to 0, or is it something else entirely?
  4. Trust me, I understand the game is still in development. Which means now is the best time to propose ideas, before anything is set in stone and becomes unchangeable. I am super looking forward to upcoming content!
  5. IT's true, it will make SP much more difficult. Ensuring you pass out somewhere safe is the key when you get heavily injured while alone, though avoiding getting THAT injured is the best case. Perhaps having the option to disable Passing Out in Sandbox options would be the best so Solo players don't have to deal with it. Once NPC's are added (AKA Dragons lol) then there will be more options for treatment.
  6. Great Idea, In the meantime there is the Zupercarts mod on steam https://steamcommunity.com/sharedfiles/filedetails/?id=2478768005&searchtext=zuper
  7. I made a similar topic awhile ago about more Sandbox options but had another idea for just zomboids: Essentially increase the variety of Navigation and decay options for the undead. So under Navigation instead of Navigate + Use Doors it would add: Navigate + Open Doors (Only doors, no windows) Navigate + Open Doors/Windows (Current Open Doors Setting) Navigate + Open Doors/Windows + Find alternate entrance. (They will now search out alternate doors if the first one is locked, attempting to find a stealthy way inside of bases.) Navigate + Open Doors/Windows + Climb (Zomboids will now attempt to climb to windows that are left open if a sheet rope is left hanging out of it.) New Decay options to replace current options: Instead of a drop down menu you would select Advantages and disadvantages via check box options. Obviously you wouldn't be able to select conflicting options. Strengthens (Increase Zombie Strength as time passes) Speeds (Increases Zombie Speed as time passes) Learners (They become more intelligent as time passes, increasing navigation) Sharper Senses (Their senses become more acute as time passes) Virulent (Their infection chances improve as time passes and the infection mutates) Weakens (As Is) Slows (As Is) Brain Rot (Their ability to Navigate reduces over time) Dulled Senses (Their Sight and Hearing reduces over time) Stagnating Virus (The infection chance reduces over time down to half of original values) Then a final option: Time to max Decay: set as number of day until maximum decay is reached, otherwise will use the world setting for world deterioration
  8. Instead of only having the option to pick up furniture (Breaking your spine and having the risk of breaking the furniture in question because we are playing infomercial stars) Lets have the option to move the furniture without carrying it. Like... Pushing it. You select the furniture, then a location within 5 tiles to push it to. Action time is determined by the PC's Strength Stat and number of tiles away target is. Boom! Done. Push furniture across the whole map, only the zombies will stop you. The trade off is it takes more time to transfer it over long distance. And this speed boost to short distance movement could have furniture barricades be an actual option. Anything 2 tiles high blocks line of sight, anything impassable only blocks moment, anything less does nothing. For each bit of furniture within 1 tile of the window/door increase the HP of the entry way by 25%, 10% for items 2 tiles away.
  9. Currently it's just a bar that drains from any injury and when it empties you die. There are injuries and treatments but it really boils down to just that at the end of your life. Basically it's dangerously close to the Critical Existence Failure Trope. I envision a better more in-depth system that is still decently straightforward, with: a Blood meter, a Condition Meter and a Life Meter. SECTIONS: (CTRL + F) Blood/Condition/Life (Next area) !RECOVERY! !New_Items! =Blood (Max 100 Points) tracks how much blood you have lost, as you lose blood you will be affected in the following ways: Moodlet: Bleeding As the Moodlet progresses effects similar to drunken Moodlets will be applied such as lack of coordination, poor aim, etc. If your blood meter empties, you will rapidly gain exhaustion and then pass out when it (Tired Moodlet) maxes out. You can be awoken by recovering enough blood or temporarily by administering a powerful stimulant (Adrenalin as a game example). When your blood meter drops your Condition will also drop by a smaller amount, but when Blood is empty continued blood loss will rapidly drain Condition and then Life. Most importantly, blood loss is Damage Over Time. This means that even after bandaging, a small amount of blood loss will still continue to represent blood being absorbed into the bandages/ =Condition (Max 100 Points) Tracks your characters overall body condition, it should take into consideration general health, diet, sleep, injuries and pain. A person in peak condition will heal faster, last longer and be much harder to take down. But like in real life being in peak condition is a very difficult thing to maintain. Injuries will take chunks out of body condition, while illness and/or unhealthy lifestyle will slowly reduce it. Low Condition will also reduce max endurance and if allowed to reach 0 will put the character into a Coma and begin losing life, which can only be recovered by getting Condition and Blood back to 1 or higher. The higher your Condition the slower Life and Blood Loss will be as a result. When Condition gets very low the characters Life meter will be reduced below the maximum down to critical levels. =Life (Max 100 Points) is your ability to continue existing despite other conditions and debilities. Your 'Will to go on' so to speak. Once this reaches 0 you will rapidly begin to die by losing Condition and Blood quickly, and you will fall unresponsive. This is indirectly effected by Blood and Condition, but directly effected by severe levels of pain, depression, exhaustion and unhealthy activities. This bar can ONLY be depleted by the effects of other bars dropping at least partially. This ain't Stir Wurs where you can die from the big sad alone. "I literally can't even..." *Flatlines* The effects that directly cause Life to drop will only bring it down to 10/100, combining it with the effects of the other bars dropping below 50 it can then drop to 0. It is extremely unusual for an otherwise healthy person to have their body just shut down, but if someone has very little will to live then even mild maladies can become life threatening. When all 3 bars reach 0 you die. This feature would see it's best use in Multiplayer, where a Doctor could Identify why someone is suffering and figure out a proper treatment. This would give Medical Classes a HUGE boost to their usefulness. Once a character falls into unresponsive/unconscious/coma state they need someone else to revive them, otherwise they need to pray they aren't discovered before they can recover on their own- assuming they don't die from their condition. !RECOVERY! Now you may be under the impression that once you lose the ability to move you are dead if alone. This isn't necessarily true but it is difficult to survive alone just like IRL. It all boils down to your overall state, whether or not you are taking any more damage and if you can survive where ever you ended up falling down. If you pass out in a field in the middle of winter you are likely to die from exposure regardless of if zombies stumble on your vulnerable and prone form. If you are bleeding badly but bandage all your wounds and pass out safe in your base you may recover as long as you are healthy enough to recover enough blood to regain consciousness before dying of dehydration. Otherwise direct intervention by a doctor will lead to quick recovery (Mainly due to not wanting players to play 'Watching a blank screen' Simulator for hours in MP or SP once Dragons are added) The method to quickly bring someone awake is to administer a stimulant (Adrenalin or Narcotics with clear negative effects) this is temporary and may lead to a worse situation so should only be done in the most dire of situations. For full recovery the method would be pretty straight forward: (PC = Patient Character) 1. Diagnose to determine what is causing the problem. This will give info based on the Players First Aid Skill. Okay skill gets complicated: -1-2 only physical surface injuries, bones if PC is conscious, -3-4 Broken bones of unconscious PC, Illness if PC is conscious, -5-6 can determine if PC's injuries were caused by zombie, can determine Illness even if PC is unconscious, If PC is awake can determine Diet and Lifestyle issues, -7-8 Can determine Diet issues of Unconscious PC's, can give an estimate of Zomboid Infection via stages (1-25% first stage, 26-50% 2nd stage, 51-75% 3rd stage, 76%+ Final stage) -9-10 Can determine lifestyle issues of Unconscious PC's, and can give an estimate of the progression of an awake PC's Zomboid infection (10% guesstimates, if infection =28% they will either guess 20% or 30%) As well skill level speeds up Medical check speed and application of treatment speed. So to recap and continue: 1.Diagnose 2.Treatment 3.Aftercare For example: Someone has bled out and fallen unconscious. 1. DR diagnoses, shows that PC is out of blood and unresponsive. No sign of infection, gunshot wound. 2. DR brings PC to bed or treats on spot. Connect Blood bag (Requires Blood bag, disinfectant material otherwise chance of infection), remove bullet, disinfect wound, stitch wound, bandage wound. 3. Once patient regains consciousness, feed them, water them, give vitamins and allow to heal. Administer other medications as needed. Straightforward, but with some depth. !New_Items! So some new items for this system would be needed. Blood Draw Kit Can be crafted from syringes, tubing and sterile plastic bags. Can be used on others (Finally, a use for bandits) creates Blood Bag when used on someone by draining their blood. Requires Medical Draw Bags to create Blood bags. Can make 10 bags at full charge, then needs to be disinfected via boiling or disinfectant, otherwise risk of infection for the donor and risk of making Blood Bag (Reused). Blood Bag Perishable, does not handle freezing well. Takes 20 Blood to make, but restores 8. Only restores 2 if frozen and thawed. For ease of use, blood type can be ignored. Assume everyone who survived the first wave (AKA the AB strain) has the same blood type. expires in 36 hours at room temp in sealed sterile bag. A week in a fridge, and loses effectiveness when frozen. Blood Bag (Reused) Similar to the Blood bag, but has a chance to cause Illness and wound infection. The result of filling with a non-sterilized Medical Draw Bag or Blood Draw Kit. Blood Bag (Tainted) Zombie Blood... Why would you use this? Good question. Cause rapid Knox Infection Progression, rapidly drains Condition and Life. Restores 1 Blood. Anyone who sees the bag will be able to identify the chunky coagulated blood of the dead, best to use discreetly. Sterile Medical Draw Bag Used to create Blood Bags, Medical Hydration Infusion, Vitamin and Carbohydrate Infusion and Saline Infusions. Can be created with high level crafting and plastic material, or by boiling Used Medical Draw Bag. Looted from Medical Facilities, only from fridges. Used Medical Draw Bag Can be used to make Blood Bag (Reused Bag), at the risk of wound infection. Can be sterilized with boiling. Medical Hydration Infusion Gives +1 Blood, +1 Condition, +1 Life and provides 75 Hydration and 15 Hunger. Very rare and hard to craft, but stores very well and can be frozen. Requires 8+ First Aid Skill, 3 Units of Vitamins, 3 Units of Painkillers, 8 Blood worth of Blood bags, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment (Like a pot, funnel, sieve and realistically a device for blood separation but trying to keep it simple.) Vitamin and Carbohydrate Infusion Gives +3 Condition, 50 hydration and 15 Hunger Stores well, freezes well. Semi-rare, semi difficult to craft. Requires 5+ First Aid Skill, 3 Units of Vitamins, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment Saline Infusions Gives +50 Hydration, Slows Blood and Condition Loss. Semi-Common. Craftable. Stores at room temperature forever. Requires 3+ First Aid Skill, 3 Units of salt, Water, Sterile Medical Draw Bag and Chemical Equipment Adrenalin Found in Hospitals, rare Can be frozen, stored in fridge. Can be crafted if you possess 10 First Aid Skill, and have a non-infected human or animal kidneys (Fresh) to make a less effective Adrenal Extract. Temporarily suppresses unresponsiveness for the recipient, but reduces the patients resistance to Blood and Condition Loss. Adrenalin Extract Crafted from animal or Human Kidneys, not used in modern medical practice due to the better effects of Synthetic Epinephrine (AKA Adrenalin) I couldn't find all the exact ways it could be used, but it seems able to be used for Allergy Reaction Suppression and I say have it be a shorter effect of the Regular Adrenalin. Doesn't store as well as Adrenalin, will expire even in fridge after 3 months. Narcotics: Crafted from Vitamins and Coffee to make a Concentrated Stimulated for use in place of Adrenalin. Requires 7+ First Aid Skill, 6 Units of Vitamins, Water, 1 Unit of Coffee or Tea, Sterile Medical Syringe and Chemical Equipment DISCLAIMER: The recipe is fake because the game obviously doesn't want to instruct people on how to make drugs, its believable enough to work in the game and that's what matters. The Adrenalin, Adrenalin Extract and Narcotic should cause stress and anxiety to skyrocket temporarily and cause panic on use. These are common side effects of Adrenalin. Vitamins New effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery. Food Moodlets New Effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery. Also I think alot of these changes would work very well if the Moodlet system was changed as well: Okay I think that is everything. Let me know what Y'all think
  10. I think it would be an awesome thing to choose to have. As long as there is a sandbox option to have it on/off it would be a great option.
  11. Any weapon (Except non-incendiary explosives and firearms) can work, and yes you can shove doors down it just takes 5 ever
  12. Just to clarify: Are you talking about a story mode, a sandbox option, a mod made by a modder or something else? Cause if it's about a sandbox option for random fires and things like that I agree it could be pretty cool. And if you want to find some trash and corpses look up the 'Trash and Corpses' mod on steam. Its great for ambiance! And although it isn't random fires, if you set 'Randomized house chance' to very high you will find alot of already burned down buildings!
  13. I would suggest some kind of "Tearing myself away from them" animation instead of flailing. The animation would be like a forward or backward stumble followed by a short crawl away to feet. This would ensure that a player who struggles successfully can escape as long as they aren't completely surrounded or dragged down. These are Zomboids, not martial artists who know how to grapple people perfectly. They are supposed to be animalistic not well trained. Their advantages are supposed to be sheer numbers and mob tactics combined with an inexhaustible single minded focus. Alternatively when a character shrugs off a zed, force the zed to take a knee like when they get shot sometimes or even fall down. The long stun should give the player a high chance of escaping small groups of zeds.
  14. I agree that the zones should be larger, in the meantime Pressing 'Z' + the number of the seat you are trying to enter can be a quick enter. Afterall we aren't playing as an infomercial person, entering a car shouldn't be beyond their means. There is a line between 'Immersion' and 'I don't remember choosing Infomercial Method Actor Trait' and I don't see it as being all that fine of a line.
  15. I like this idea, it should be totally possible to do. If people feel its 'too easy' add a requirement of twine, tape, sheet rope or wire/rope to 'hold the corpse in place'. As well with some electrical skill and a screwdriver + 1 paperclip you could just wire the horn to go off until the battery dies or the horn is unwired.
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