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jass0

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Posts posted by jass0

  1. Its also limited in quantity so any screwup would mean losing the said materials and except for wood youcould easily end up without nails/screws/etc to work on.

     

    You already consume (most of) the materials you use, that's basically the idea of the game :)

    Theoretically (and eventually) you will run out everything...

     

    I just don't like randomness when your character do something.

     

    I do understand your concern, of course no player wants to "lose control". I agree that's a bad game mechanic. However this change would not make you lose control. You would still be able to build e.g. a rain collector barrel 100% of the time on level 4, exactly like before, but would allow you to take the risk of attempting to build one before level 4, without being 100% sure you are able.

     

    It is exactly the same thing with breaking windows, you might get cut or you might not.

    You let a zombie scratch you and you might get infected or not.

    That's already randomized.

    You just need to know the rules, know the consequences and be in control.

     

    Like for example chance to choking to death when eating etc.

     

    Well... that's just silly. 8-)

  2. Hello,

     

    I thought I'd share an idea I thought would be:

    1. easy to implement
    2. logical
    3. rewarding
    4. interesting

    So, instead of being able/not able to craft a certain item at a certain level, it should be possible to try at any level. This is how real life works, so... it makes sense.

     

    The rate of success could follow an exponential function such as:

     

    r93hhg.jpg

     

    Of course there must be a penalty for failure, right?

     

    Suggestions:

     

    • crafting materials are destroyed
    • crafting materials produce some unwanted product
    • you hurt yourself

     

    (clyde) (clyde) (clyde)

     

    ps. It could be even be made so that the "quality" of a produced item depends on the combination of your experience and luck, like it is in real life, but in a less "quantized" manner (level X != you always produce quality, level Y != if you have luck you may be able to exceed the typical quality of your level)

  3. For many people, it would be helpful to know how resource intensive the server is.

     

    Has anyone measured he process' bandwidth and memory usage for X number of clients? Theoretical approximations by developers are welcome as well :)

    Thanks!

  4. I haven't played multiplayer a lot. How much is 24 hours of game time in real-time?

    It seems like you can tweak the sandbox settings to slow down or speed up the time (please correct if I'm wrong). 24 hours of game time could be set to ex. 15 minutes of real-time. Therefore 6-14 hours of game time would equal 3:45-8:45 minutes of real time.

  5. Seems like a legitimate issue but I'm afraid the solution is non-trivial.

     

    While the five-minute sleep timer is a possible solution, it would feel sketchy. I would prefer that sleeping would last for 6-14 hours (of game time) just like in single player... But here we run into the problem: Is it fun and does it add to the game, having to wait and be unable to do anything in the meanwhile? I say it is/does.

     

    (clyde)

  6.  

    Oh no, what ever shall we do without all the shirts, skirts, pants, and jackets on zombies? (clyde)

    And the occasional axe, handgun, bullets . . . and delicious apples.

    Exactly, when you have a pile of a hundred zombies it gets somewhat difficult to loot all the goodies :) It would only be unrealistic and annoying to have those precious items (that are greatly limited in numbers) disappear.

  7. Probably repeating, but some thoughts:
     

    • most have tried escaping the city by car, so very few cars are actually located around the houses
    • there are roadblocks in cities and on motorways caused by car accidents, which effectively causes cars to appear in multitudes
    • most cars have gas left, some have none (they've been left running)
    • some car batteries are dead as their headlights (and whatnot) have been left on
    • some cars don't have keys in them so you can not drive them
    • crashing into anything (zombies or other obstacles) is not a good idea as your car will quickly break down and you get injured in the process

    (tophat)

  8. However (And correct me if I'm wrong) is there anyway to see how many rounds are in a weapon currently? Because now that I recall I don't remember seeing anything that showed me if a weapon was loaded or not? 

    Oh yeah, I totally forgot about this!

     

    It's quite annoying not knowing how many rounds you have left, but I guess it's somewhat realistic... Giving you the occasional "oh shit" moment when running out of ammo if you're not counting  :) Maybe you should only see the amount of rounds in the gun when it's unequipped?

  9. Good idea  :)

     

    Most people don't keep firearms loaded, though. Some states it's even illegal to store them like that- not sure about KY. Just food for thought.

     

     Good point, but still, not everyone obeys the law (especially after the apocalypse has broken out, I'd imagine many guns would be loaded). Anyhow I think we both agree that it should be quite rare to find a pistol with rounds left in it...

  10.  

    Me enjoy good suggestion. Me cave man Kajin, and Me approve this idea thread.

     

    But I wonder how such a thing could stack? I guess maybe you get more bonuses from reading a book, but it takes you a lot longer to do it?

     

    That is a valid concern :) There's obviously a balance to be found...

     

    I have to admit that I am quite new to Project Zomboid and I have not a lot of "end game experience" yet. I am hoping some more experienced players would share their views and solutions on the subject.

     

    About having more bonuses instead of faster reading... I appreciate the balancing suggestion, but don't bookworms actually finish books a lot quicker? I would rather actually reduce the given boredom/stress/unhappiness bonus and/or add more tiredness instead...

     

     

    I approve of the traits, but having both of them at the same time? Not so sure, I for one have never met someone who is dyslextic and also a bookworm, for me they can't co-exist. Someone elses input on this?

     

    Hehe, that was a last minute idea on my behalf :) I did not want to offend anyone possibly dyslexic who likes to read... Maybe this is nothing to consider realistically... 

  11. Dyslexic (positive points) 

    You have a lot of difficulty with reading and writing, therefore:

    - reading skill books takes longer

    - literature is less effective at reducing boredom/stress/unhappiness

     

    Bookworm (negative points)

    You are fascinated by books and obviously read a lot, you are able skip words and still understand sentences, therefore:

    + reading skill books is faster

    + literature is more effective at reducing boredom/stress/unhappiness

     

    The factors longer/faster/less/more can be defined so that they do not make the game a lot more easier. 

     

    (You could also theoretically have both traits, which would give a "reading bonus" of certain level, where the tradeoff for trait points could be tempting)

     

    (Offtopic: English is not my first language and I may, myself, appear to be dyslexic. :) I can assure you this is not the case. I'm not a bookworm either, though ;))

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