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Kuren

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Everything posted by Kuren

  1. Kuren

    Last Resort

    Love the animation of the zombie being shot, falling to it's knees and getting back up Too cool!!! This update already looks so amazing
  2. I completely agree with both if these! I always push the start up to September and I've always wished for more crowbar action
  3. See, all this sounds fun to me too I'd love to be forced into different intense situations each time I start a game Just doesn't seem right to have it have such an easy chance of being so forgiving if we're cranking things up like this imo Edit: For example, I think it would even fix the issue for people by just making starting out fine and healthy in a peaceful setting be an extremely rare start. If most of the time you're forced to scramble and or deal with an injury (lets say 24 out of 25 times or even more) then restarting again and again in hopes of winning the lotto becomes a punishment the player chooses themselves. It just seems too easy to flip the coin again right now and I feel like that's what tempts people to do it with this new feature. Edit #2: Here's more my point. I've started 10 to 15 games since this was implemented and I haven't started with an injury once. That's the problem, in my opinion. If I can start that many games and not have a wound, when I finally do have one, why wouldn't I just reset? If starting wounds are a thing, then I personally think starting healthy and fine should be a rare blessing.
  4. I agree Also, not sure if it's been fixed yet but the can of tuna in game is/was way more fatty than they are in real life and lacks a bit of the protein it would have too (I buy these same types of tuna cans all the time because they're such a cheap source of protein). The cans in my kitchen right now have 26g of protein but only 1g of fat each and they're the same kind you'd find at any grocery store in America, including Walmart. Been my biggest (and only real) issue with the new nutrition build tbh lol
  5. This is why I think (and even suggested in my earlier post with a few other ways to make it less of a "good vs bad" RNG coin flip) in the spirit of PZ it would be best if everyone started with a injury or disadvantage on harder difficulties like survival, as opposed to you having a chance to be perfectly fine as well. That's what makes it bad design (in my personal opinion, like I stated many times in my first post, of course), if one player rolls a healthy character and another rolls a busted and bruised one, the one getting a busted and bruised one is being punished in comparison to the player that rolled a healthy one. They didn't choose to be punished and there wasn't something they could do to improve their chances but this wouldn't be a punishment if both players were forced to start with a disadvantage (leaving the dice roll and RNG to determine what kind of injury or temporary disadvantage each one gets instead). Now lucky for them it's at the start of the game and they can re-roll until they don't start off injured, but again, that doesn't sound like good design to have players re-rolling and re-creating characters to feel that they're on an even playing field. As you stated it's all about context and I've been looking at this through the context of what PZ is and how it plays. College taught me to do this as well (just like you said it did for you), so I'm not just applying random bits I learned about game design and hoping for a fit. I'm analyzing the situation, how it relates to the player and assessing what would stop people from getting frustrated at the game. This is technically more of a "taking control away from the player" situation than some things that it seems we aren't getting for that reason, like passing out from lack of sleep. I see it as you have tons of time to do this before it happens, you're warned by moodles and it's basically just another bar you need to watch and not let run out (just like eating or drinking but with more leeway) so I actually hope it makes it in. So trust me, I'm not taking that to heart in the way it's taken here. Most of your argument was based on the fact that PZ isn't your average game and is meant to be challenging. I agree with this but the mechanic as is just seems too random and unfocused to me. I think it would be great if dealing with an injury was part of starting up a new game but having the chance to be healthy too is what bothers me, as I feel like it should be one way or the other for each difficultly, not both. I wasn't saying that starting out injured in general is "bad design" but that it's bad design to have the healthy/injured RNG start. If the idea is to spice up the start of the game then take out the chance to start healthy and you fix the disparity. Once again, this is just my opinion. Sorry if you don't agree and sorry if I wasn't clear in my first post but I wanted to share my point of view on it. P.S. I'm sorry I even mentioned what I have my degree in. Thought it was relevant and would help add some real context to where I'm coming from but apparently it seems to have triggered some people and I ended up being patronized and lectured as if I had never been or as if the experience closed my mind too much to see the big picture here.
  6. I personally understand this but I also personally think it's bad design. Like mentioned above, it would make sense if it was a bad trait you took (something like "injured" or even being more specific and saying things like "scratched" and/or "broken limb" for extra points), if was only on hard/late-game mode or even if it just became default for all characters to start with a scratch or burn of some kind, but as a default setting as is, it's a punishment to a player that didn't ask for it (and they had nothing they could do to stop it other than rolling the digital dice right by chance). This to me is bad game design. If there's nothing a player can do (or they can't at least do something to reduce their chance) and they still have a chance of being punished, things aren't right. Not to mention that since this random chance happens at the start of the game it just makes sense as an average player to just restart and get a clean/fresh character rather than having a beaten and bruised one. Just my opinion (as someone that went to college for game design [not trying to brag but figured it was relevant to mention I'm not just some "Joe Schmoe" putting in an uneducated opinion]) of course, but I think it should be revised for default settings personally. Also, like mentioned above, this shouldn't happen on easy mode according to the patch notes so it's most likely a bug. P.S. And on a side note I feel like this "feature" needs a sandbox/server setting if it is going to stay.
  7. Can't help but think of this classic zombie scene when reading this Also, love the idea
  8. I know people like this too but it really just takes some self control imho. I quit cold turkey a few years back and have been doing great (although I will admit to bumming a couple cigs from friends when I'm really drunk ). Going cold turkey will stop the cravings in a couple weeks but if you have the occasional cig during that period than it's going to be much harder. The real challenge is getting through those stressful periods where you want to get your fix after just quitting imo. I think it would be fair if it took even a couple of in-game months to fully lose the trait however. It would just be nice, if smoking trait is a thing, to be able to lose it or gain it though (while I of course think and know it should be easier to gain than lose).
  9. If there are no plans to add the ability to quit and lose (or gain) the addiction over time (I hope there is though) then I feel like growing your own would be a must, as cigarettes will run out and you'll be left with a permanently stressed out character despite the fact that at that point they'd have quit "cold turkey" for a while and should be fine. Would be cool to see the ability to grow it either way though, it would add another fun element to the world in the late game
  10. In all honesty, ever since it's been introduced I've always turned environmental attacks off and they still wreck stuff up without my intervention Just not as much as they would with it on of course It really just stops zeds from getting glued to an object after they hear a sound. They still break stuff up on their own though, especially when they're in bigger groups
  11. Unchecking "Environmental Attacks" under the "Zombie Lore" tab in Sandbox will make zombies do this currently They still attack if there's a noise behind the object but they stop if it becomes quiet there long enough for them to get bored
  12. I know there is. My post was stating that I felt it should be needed to smoke a cigarette, as it was already pointed out in a earlier post in this topic that it was not needed currently.
  13. 193. Make constructing a compost bin require worms and some soil as well as the 5 planks and 4 nails it does now. While it's not necessary for a compost bin to have these things in real life, they do both help a lot in real life, and the compost bin in game currently works quite fast (for obvious gameplay reasons). It's a little too easy to make one right now (in my opinion) and they're a pretty powerful tool for farming, so it might be nice to have to find some worms and gather a bit of soil/dirt as well to make one
  14. Love all these I've always hoped they would add wading if not swimming to the game at some point and animals (wild and domesticated) are my most wanted feature by far Also, a thought on the "Rubik's Cube" idea. To make sure it's not over powered and you can just use it again and again, it should be "drainable" in a sense, where the amount of boredom reduction and happiness increase would go down (maybe by intervals of 5) each time you use it and it takes time off from playing with it to replenish the boredom reduction and happiness increase. However, this of course should be linked to the player/item relationship and not the item itself (that way someone doesn't play with a "toy" and drain all of its advantages for other players that haven't used it yet).
  15. 186. Have a lighter, matches or other form of fire/heat be required for smoking a cigarette. 187. Let the new smoking trait be able to be gained by a character starting without it (like how a player can become skinny or obese) or lost by one starting with it. So a non-smoker will still get nauseous until they've smoked enough cigarettes to gain the trait and a smoker could go through a few days to a week of heavy stress and then continued extra stress for a few weeks beyond that (of course smoking any cigs would bring you back on the time scale required to "fully quit" and lose the trait though).
  16. I think this would be really cool to add the need for a lighter, matches or some kind of fire to light your cigs. If you've ever been a smoker and/or know any then you know how important a lighter is and that a quest to find one is in order when you can't. Would be fun to see that play out in the game Also, great update So much good stuff in there
  17. I hate to be "that guy" but if you buff something, that nerfs something else. Making hygiene a buff would essentially punish people for not using it. While one might see it as only being a bonus, anyone coming in would see it as an advantage that is necessary and that they're being punished for not using it (because they then lack the buff that keeps them at the top/optimal way to play the game). That being said, I actually like the idea of having hygiene be a part of the game but only in ways related to social interactions with NPCs. So that if an NPC sees you covered in blood and smelling gross, they'll be less likely to like/trust you
  18. I've seen this as well (with no mods). I think it has something to do with the way "rooms" are recognized in the game, as it's always along the edge of a different zone/room inside preexisting houses or buildings.
  19. Let's be honest, pulling up a sheet rope should not be hard... I agree that ladders and such should be a part of the game but people love to forget that the game needs to be balanced around NPCs. I know they're not in yet but damn, they will not only add a lot but they'll add extra excitement to base defense
  20. I've wanted this for so long Hoping it comes after the animation update with some of the new clothing I'll be fighting Zeds as Spiffo until I die from overheating in that damn thing! lol, Would make for some goofy fun, that's for sure
  21. Thank you for clarifying I always assumed generator engines ran at full all the time and you simply had a maximum amount of power you could pull from them. Makes more sense when I think of it like a car engine now
  22. I'm not gonna lie, while I like the idea of having the generator use more or less fuel depending on the amount of items being used for conserving gas, it also doesn't make a lot of sense when I really think about it. Wouldn't a generator always use the same amount of fuel all the time and be outputting the same amount of electricity all the time whether you're using all of it or not? Maybe it would be better to have it so a generator can only power so many objects on its own before you need a secondary one to up the amount and reach the farther items. Just my two cents on it but I may be mistaken about how generators work in real life
  23. This is a map related one, but one that's bugged me for awhile. One of my favorite places to hold up in the city of West Point actually has a bed room with no window Something that of course does not exist, as all real bedrooms have windows due to building codes requiring them. This room used to be completely unfurnished too (before the last map tweaks), making it an empty bedroom with no window Was kinda one of my favorite "easter eggs" back then lol Here's the room for reference. On the second floor (Level 1): http://map.projectzomboid.com/?#0.6722408743980972,0.11553829874550642,2116.4710578754816 Anyway, my "little" suggestion is to add a window to this now furnished room. Would love to see it feel completed with an egress window Just to keep it up to code of course lol
  24. Would love to see a working train someday Maybe once the vehicle system is released it would be easier to implement. Even if it was usually broken and could only be run by a rare NPC it would make for an amazing addition to the world Now if only it was possible to get a full Train to Busan simulation going with it! I'm sure it would be difficult (if not impossible) to make work with the PZ engine though Moving trains with players moving inside doesn't seem likely (or even possibly doable) lol P.S. If you haven't seen Train to Busan and you like zombie movies, I highly recommend it So good Movie Trailer: https://www.youtube.com/watch?v=pyWuHv2-Abk
  25. I was just about to point this out as well. Every kitchen, home or business, that I've been in (in America at least) has a fire extinguisher for safety. I've always been taught that it was a must have, simply because of all the things you do in the kitchen that can start a fire. Anyway, it would be nice to have a chance for them to spawn there (in kitchens), as it's where I would be looking in real life for an extinguisher first and also where you'd be most likely to find one
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