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Kuren

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Everything posted by Kuren

  1. While I'm not crazy about the idea of hygiene giving bonuses, I feel like it would be okay if it's strictly related to social things (like having other characters think you're gross or that you smell bad) or as you mentioned I hope we can at least use showers to clean our avatar with no bonus or negative effects from not doing it. However the problem I see with bonuses (for any game mechanic) is that it does punish the player for not doing it, simply because you should use it to buff yourself and not doing so will put you at a disadvantage in most cases. In this case I feel like it would be fair to punish a player socially (not heavily punish of course) for hygiene but it would have to be something more light and fun (like the woman you like doesn't want to get romantic or hang out with you because you're so nasty compared to the other characters lol).
  2. I feel like if we ever see this (in mod or vanilla form) it will be done in a way similar to what you've described it here It certainly would be a blast to play a game where every few houses were zombie filled and the others had a large amount of survivors that were freaking out about the start of the infection. Again, it would be a lot of work and who knows how many NPCs the game will be able to handle being streamed at once but it surely would be fun to play
  3. Basically, the short version of why this wont be added by TIS is that it would take a ton more work. Not only would they need to make new AI behavior trees and new dialog to fit the new setting but I'm sure trying to simulate 100s if not more NPCs would be pretty taxing on peoples PCs. It might be modded in in some way or maybe there will be some mode simulating it added after 1.0, but ultimately it's just way to much work to justify doing when there are so many other things to be done (not to mention who knows if you could get as many NPCs as wanted to function all at once). All that being said, it would be super fun to play a mode like this if it can ever be done
  4. I know it's mentioned in this Mondoid here: http://projectzomboid.com/blog/2015/08/apzdtisa-5/ "Custom moodle is a thing we want for a long long time, but more of that, we need to rewrite moodles entirely for that and having a better customizable moodles system" It's also briefly confirmed here: I feel like I've seen it mentioned by devs again in other posts somewhere but this is all I could find with a few quick searches. Anyway, I'm sure it's something we'll see added once we're closer to 1.0
  5. The "childkiller" reputation title is supposed to be a giant deterrent from killing them, not just something to memorize (or memorialize) the deed lol. It adds big penalties to conversation, makes you get hunted by bounty hunters and it will stop people from becoming or staying your companion. It can be quite the hard brand to play with. On the idea of kids in PZ however I completely understand why they'll not be included by TIS in the vanilla version and I'm fine with that. I'm sure someone will mod it in anyway and hopefully it's in a way similar to FO2, where killing kids is discouraged and something that other characters will have a big problem with.
  6. Funny how the Mondoid regarding this sort of thing needed to be linked and then quoted 18 posts later before it was taken notice of, resolving the issues of the topic lol Mondoids = Everything haha Best source of info ever, if you read them
  7. The longer I've been on the PZ forums, the more I've realized how many "common sense" things are not common sense for most people. It's actually quite saddening Luckily, if you disagree with the approach to character skills that's been based on this realization that most people lack common sense you can download mods and whatnot to give you a few more points at character creation. Ultimately giving you more skills, know-how and common sense That being said, I do wish there were a few more skills and alternative recipes for things. There was a big discussion not too long back on here about opening cans and things like that. Even if these new recipes are locked behind traits I agree that it would be nice to have them. Here's a link to the Can Opening Topic in case you're interested: And here's a few mods that can add things like a cooking trait or more points: http://steamcommunity.com/sharedfiles/filedetails/?id=656352219 - Adds cooking trait http://steamcommunity.com/sharedfiles/filedetails/?id=569730342 - Adds a +22 point trait that raises strength and fitness http://steamcommunity.com/sharedfiles/filedetails/?id=712974736 - Adds 20 points to start with (I haven't tested this one) I'm sure there are more like this out there but these are just the couple I know of and what I found with a quick workshop search for "points"
  8. I honestly think most people with hemophobia would faint walking out in to the world of Project Zomboid The trait could definitely be bumped up a bit to make it more difficult to deal with in my opinion, but making it more realistic might just cause it to be unusable in such a bloody world lol
  9. Last time I checked the base starting weight is/was 80 kg not 80 lb (so like 175 pounds) I personally think it's a bit high for an average (not overweight, not buff) person and would like to see strength have an affect on it as well (as I don't believe it currently does).
  10. While I find these ideas interesting and like them as well, I have to wonder how some of this would work (game mechanic wise) or be implemented in a fitting/interesting way. Here's my though process on how some of these ideas might work well: To start with an example, in the OP's idea you would only need to be in a radius around the other player/NPC. You could take it one step further and say that the player needs to be right next to or even looking at the teacher player/NPC. You could also make it so the teacher needs to be a certain amount of levels higher than the student player. So lets say the student is a simple level 1 fisherman. The teacher could then need to be at least a level 4 (3 levels above) to give the extra boost to level 2. You could then have a "master teacher" that's 6 levels above add 2 levels, so a level 1 fisherman could be a level 3 fisherman if he's working with and near a level 7 one. You could keep this idea going up, only have it be one level of boost or tweak the numbers a bit to simply make it more or less powerful. Ultimately I could see the first idea listed here working kind of like TV and radio will soon, by watching or listening (in this case watching) the teacher, that then gives you a bonus like the books or a certain recipe like the magazines. Once again, this could be tied to some of the mechanics for the OP's idea and might even just work really well with the mechanics coming for TV and radio For the second one, besides the idea of them "not actually doing it" it sounds like it would fit with the OP's idea again, so it could possibly work by the same radius and buff (in this case also providing an exp buff as well as the temporary skill level buff). To try not making this over powered you could make the "skill level aura" be a trait itself (for the teacher or the student side of things), as with the more we add here I feel like even the crafting time penalty isn't enough to fully balance it. However, with that being said, I really like the idea of it being very powerful to be with other players/NPCs. After all, there is strength in numbers and it would really encourage people to work with others and form groups Finally, with all that said, I find it hard to find a place for some of the perks listed in the third idea here. Simply because I think it would not only be too powerful if you gain actual permanent exp from simple aura mechanics but it wouldn't fit with the current systems in the game (as books don't actually give you exp but an exp booster for when you actually do things). So ultimately here I feel like "slow/fast learner" have some of this covered already but there is technically room for a trait related to getting skill buffs from TV, radio and characters. I'm just not sure of a great way to make it work, but think slow/fast learner versus slow/fast reader lol Anyway, just thought I'd throw out some game mechanic ideas for the ideas posted here, as I really do find them all interesting and love the thought of having player/NPC teachers in some sense Edit: Also, while I still like these ideas for crafting type skills (and things like fishing, foraging and first aid) I should note that I not only think it would be over powered for combat skills (as well as things like sneaking, sprinting, nimble and light footed) but it would make little sense, in my opinion.
  11. While I assume (and hope) we'll get a system to learn skills and recipes from NPCs, I really like this idea too It would be a nice addition and kind of fit with the idea that you can learn from other characters. The only thing I might suggest is that there be some sort of penalty for a character doing something above their natural skill level, like maybe they craft slightly slower because their technically asking and looking for direction from their friend/partner. Ultimately, I really like the idea though
  12. Always glad to help when I can Having links for reference seems to make others happy as well so I've started to make a habit of it Also helps control rumors, misinformation and hearsay being spread Edit: Nice new Spiffo avatar btw
  13. Tried to find something more recent (as I'm pretty sure it was mentioned again in a later Mondoid) but here's a Mondoid from around the time furniture movement was implemented that talks about how bigger items will be dragged as opposed to put in your inventory. http://projectzomboid.com/blog/2015/11/keep-moving/ "we’re having it so that multi-tile items or bulky stuff like fridges have to be moved by pushing/pulling from tile to tile rather than shoved into people’s inventories. No-one has pockets quite that deep!" My guess is that this will be a feature that trickles in once animations are out and I personally hope that some more of the bigger single tile items (like the fridge mentioned above) get removed from the inventory list and added to the drag/equipped list
  14. Link to the most recent Monodid reference for those interested: http://projectzomboid.com/blog/2016/06/strike-a-pose/ "Turbs is coming back onto the main build for a bit – to finish integrating his work on player boredom, the necessity of entertainment, learning from live and recorded TV and radio shows and hopefully a more analogue radio tuning system to help with tuning into secret wavelengths etc."
  15. As someone coming from the StarCraft community, people will call any game dead if they feel it's not exactly how it should be or the most popular thing on the market. The reality is, PZ and SC2 are both very alive games and you can see this for PZ by simply looking at how many people play the game on a daily basis and how many hours we all rack up. Trolls will be trolls but as long as people play the game, it lives on And P.S. I'm hyped for so many other things more than NPCs as well Love the depth of PZ
  16. It should be mentioned that construction is getting reworked a bit and we are confirmed getting upgradable building mechanics (multi-stage objects), so maybe we'll see more refinement to the skill requirements for them as well Here's the most recent Mondoid about it http://projectzomboid.com/blog/2016/05/two-step/
  17. After the last Mondoid I'm actually wondering if there will be a reason/ability to shower and/or clean up in the future. Not only would it at least be nice to have for the simple reason of cleaning your character of blood for looks and no buff but I could see it having a social influence as well. For example, if your character is covered in blood and dirt, wandering out of the darkness. It may cause the people (NPCs) you run into not to trust you or be caught a bit off guard and react differently to you than if you looked nice, clean and proper. Something that I thought of that wouldn't be to micromanagy and honestly think that (as long as it wasn't over the top) would add to the game in a fun/interesting way
  18. If the "place" bonus isn't big enough to matter then I have to question again if it's even necessary. It just seems like it really doesn't add anything or make sense to me (personally). Just because we often use tables and counters it doesn't mean we need them to do most things efficiently. Also, we already have tiers for professions like carpentry, where your structures get stronger and better with the "skill" element. So the only thing that makes much sense to me is the "tool" element. As I said earlier, I've supported the idea of lesser tools for lesser results for a while now If something like this was implemented I certainly agree but I'd of course want floor sitting to be included in the boost buff I admit, I already find this kinda funny. My character is great at cutting fish up in the air I always just assume he uses the frying pan as a cutting board lol. It would be interesting to see the need for a table, counter, chair, crate or the like to cut meat and have it be clean (if this were the case however I think a cutting board item should be added for cutting on the go), maybe giving dirty meat/food (that hasn't been at least washed after) a slight chance to make you sick when cooked/used in recipes and when eaten. I also think it would be fair to have a penalty to electronics but only in natural tiles where dirt and dust would still be plentiful. No matter what you had done to the place to make it your home or your workshop area, the surface is literally made of dirt and you're more than correct when you say it wouldn't be a great place for building electronics (not to say it's impossible) lol While I agree it would be interesting I don't think crafting all kinds of items should restrict your movement but that they should slow them down kind of like suggested above instead (maybe even slowing your movement speed a bit as well). This is PZ after all and sometimes you really need to make something fast and on the go lol. That being said, I'm sure (especially once animations hit) we'll see some crafting recipes require you to stand still (as I believe many already do) and some that require stations (like the upcoming metalworking), it's just not a fit for all types of crafting recipes in my opinion
  19. I am very aware that your suggestion was not to Require the workbench but to have it make better items and for someone without one to suffer a significant crafting time penalty. While it wouldn't be nearly as bad if it were just tied to any surface (like a table, crate, counter or even chair) it still wouldn't make sense to me if you punished the player for simply taking a seat and doing it on the ground. Unless the tool (like let's say a sink) is up on a surface above, I can do anything on the ground as well as I can on a table (I actually prefer to build computers while sitting on the ground to be honest). Like I said, it's just my opinion but I think it's just not needed and that (as someone that often does things sitting cross-legged on the floor) it personally doesn't make sense to me to add punishment/reward here (even if it is just crafting time related). Once we have animations in I would approve of a crafting time penalty for standing/walking, as we'll then actually be able to sit in chairs, on the ground and possibly even use counters and tables for your suggestion (who knows I guess) but in that case I still think sitting on the ground would be just as good and that these penalties would be unnecessary.
  20. To be honest, I've never really liked "workbench mechanics" for crafting in games. I personally like that Zomboid is more realistic in the sense that as long as you have the proper tools, you can do it. Also, I don't see a great way of defining crafting in a "base" compared to crafting in the street. What if I build a base that has a construction/crafting yard that's in a street? What if I have a camp out in the woods with all the basics and like to craft by the fire or next to the nearby lake/river? It has been suggested a bunch of times (even by me) however that we have options of crafting with lesser tools, that ultimately craft lesser products at slower rates. This, I am not opposed to because I feel like the punishment will eventually force you to get a better tool but opens up the game a bit more at the same time, giving players options on the fly. Where when you start making workbenches required for the best version of each recipe you force building or finding a workbench on every play style (unless of course there's a trait added that allows a player to craft the best version without a workbench and/or proper tools) or you force that play style to suffer and possibly lose viability. So personally I think "workbench crafting" mechanics dull down or restrict most games (and that it certainly would for PZ) and really just don't make sense in a lot of cases, as the bench doesn't represent anything other than a surface and tools in most games (as most games only make you pick up materials and not tools when forcing you to use a workbench). Since we need to have the right tools and materials already I just see it as overkill (however adding immobile tools would make sense to me, something like the anvil will be like I imagine, but not a workbench for random things that really don't require it in reality), as if sitting in a magic chair or by a magic table is what made the difference from doing it on any other surface (ground included). P.S. I'm all for panic increasing crafting time though, as I feel it should increase the time of most (if not all) things in game (since your character is... well.. you know.. panicking. lol). And I honestly find the idea of increased time for lower skills in some professions interesting but worry they might become even more of a grind for people than they already are then. Still a cool idea I wouldn't mind the devs looking into though
  21. Kuren

    Driving Cars Mod

    Loving this mod and can't wait to find the plane and tank to try them out as well Thanks once again for all your amazing work on this After the plane and tank however I do have to ask, any plans to add boats to the mix (maybe found on docks and coastal tiles)? I still think it would be awesome to take a boat out for fishing and limited travel down the river
  22. One of my favorites is Enigma Books, I like the touch of the Grey sign lol http://pzmap.crash-override.net/#0.6550641097292774,0.16638397753725945,850.5622499821093 If you're referring to the "T.I.S. Construction" text in the OP's picture, T.I.S. stands for The Indie Stone and The Indie Stone is the name of the development team behind Project Zomboid
  23. I'm pretty sure the point is that the paper clips and nails are being used as the new "hook" when you fix the line lol Edit: I was always a little bummed there aren't hooks and boxes of hooks to find in-game to repair broken rods/lines with too (and to help me feel like a real fisherman when I'm playing ). Always felt like after breaking the line and repairing it the rod would never be as good as when it was new lol
  24. Peeking is actually something that is planned as part of the animation update While it may have changed a bit, here's an old sneak peek of the WIP system: Since outside doors have windows now I don't see why you couldn't at least peek through them as well
  25. lol, Paper clips can be used to repair your fishing rod's line when it breaks It takes some twine or fishing line along with a paper clip or nail to fix a broken line As someone that almost always plays with the angler trait I try to only use paper clips to repair my lines since nails are so much more valuable.
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