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Dragonbahn

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  1. Like
    Dragonbahn reacted to prototype2001 in Lots of small things   
    List of things which should be included in the game in no particular order
     
    Some tools need to degrade with usage such as saw and paintbrush Ability to clean up ashes from burned corpses More detailed description of what challenge mode entails. For example Opening hours doesn't specify that zombies have a gps on your location inside and outside of the mall, winter is coming should list that items & food are scarce to come by etc etc. Theres a lot of cooking recipes but there is so little demand for food. Im currently 1+ month in Opening Hours and it feels like i have enough food to feed 20 people, just from a single crop harvest of 4 carrot plants.  And some feedback as far as the challenge mode opening hours, its borderline frustrating. You can kill 1,000 zombies but they will be back in a few minutes.  http://imgur.com/a/4AK0Y  for example, i can keep a zombie fire going indefinitely (200+ zombies burning 24/7) , they just keep gps'ing to my location. There should be a crafting panel for the new items that were added in, one shouldn't have to dig through lua to find them. Most of the items on corpses have no use, diamond rings, gold rings, perfume, etc... why are they in the game? You can't plaster walls built with 6-7 carpentry, you can only plaster walls built with carpentry 8, carpentry 6, 7, and 8 create the same wall.
  2. Like
    Dragonbahn reacted to MadDan in Whats next?   
    Well I feel like NPCs will be the most voted for but I want... clothes. ;p Actually, bags. I have to wonder if we'll see bags like tote bags or plastic bags visually in game like backpacks?
  3. Like
    Dragonbahn reacted to jonniemarbles in More key bindings   
    I'd like to see the option of binding more actions to keys. Specifically, I think we need a key binding for "remove broken glass". I'm a little tired of dying because I couldn't right click on the exact pixel the game wanted me to before the horde caught up with me.
  4. Like
    Dragonbahn reacted to SurvivingTestSubject in Feedback/Brainstorming Organization   
    I was thinking that perhaps a means to improve organization, productivity, task-orientation, and reduce redundancy by making a sub-forum here of ideas that have been accepted or the game designers/modders would like further explored/expanded with feedback/brainstorming.

     
  5. Like
    Dragonbahn reacted to nasKo in Item quality   
    Dozen
  6. Like
    Dragonbahn got a reaction from uberevan in Drugs   
    I think the devs said no to this. Correct me if I'm wrong. Drug use would change the pegi rating
  7. Like
    Dragonbahn reacted to OffitJim in Suggestions rant   
    I apologise in advance.
     
    Just came here to say when I first started following PZ in 2013, I used to really enjoy this section of the forum. Now it's just people bitching either because the game isn't exactly the way they'd like it, or the end game is boring, even though people are well aware the game isn't finished. No one ever bothers to read the commonly suggested suggestions thread and instead write a generic message like: "I searched to see if this had been suggested before but didn’t see anything, but in actual fact, I did jack sh*t and was too busy having a poshy".
     
    Can someone explain to me why people are so fixated on a cure? I've never seen any zombie film/game that has a cure. The only things similar that spring to mind are Zombrex in Dead Rising and Antizin in Dying Light, which if we're being honest, those games are piss takes. I thought the whole idea that made zombies scary was one wrong move spelt disaster. One lapse in judgment, you get bitten and you’re f*cked. Not, “I'm Average Joe. Society is crumbling all around me. There’s bandit’s everywhere. I have no idea how long this food/water will last. I know nothing about medicine or vaccines. I have none of the necessary tools at my disposal AND even I did, I have no idea how to use them correctly, but somehow, I’m going to pull a cure out of my backside”.

    I see suggestions like special infected. Great, because that’s never been done before. Another one, make the zombies more powerful/aggressive at night. Why? Why would that ever happen? Basically what people are saying there is "I enjoyed this part of Left 4 Dead/Dying Light/Dead Rising/State of Decay and you should copy their game".
     
    Again, I’m sorry for the rant and will no doubt get a moderator warning as I know we’re supposed to be lovely. People are entitled to their opinions. Call me a hypocrite for bitching about others bitching. Maybe I’m just in the old school of thinking; allow artists to create their art the way they feel is right, and don’t shout from the sidelines “this sucks, do this”. Growing up you’d buy a game, there’d be bits you liked and bits you didn’t. I never once wrote to Sega to complain that Tails only had 2 tails or Knuckles should have been a ferret.
     
    My suggestion is: Keep doing what you're doing Indie Stone.
  8. Like
    Dragonbahn reacted to AJ135 in Carpentry Practice   
    EDIT: This is more fleshed out by my comments below. Please read them before making suggestions or criticisms. I will make a tl;dr at the bottom of this post. END OF EDIT
     
    I'm not 100% sure if this has been mentioned but I was thinking that it would make sense that a character would be able to practice their carpentry.
     
    The idea would be that you would have the option to use those precious nails and planks for the sole purpose of gaining carpentry xp, like practicing your hammering technique on a piece of wood costing a plank and a few nails. This would mean that players would be able to gain levels in carpentry more quickly while at the same time saving nails in the long run and they wouldn't be forced to build useless structures that they have no intention of using just for the sake of xp.
     
    Any further ideas or criticisms are more than welcome.
     
    EDIT: TL;DR,
     
    Ordinary carpentry: Planks + Nails = xp + product
     
    Practice carpentry:  Planks + Nails = More xp (with no product)
     
    Main reason for it: Every other skill in the game compliments the player as they rise through the ranks. Carpentry for the most point is best to be avoided using seriously until you get to the mid levels to high levels.
     
    END OF EDIT
  9. Like
    Dragonbahn reacted to Invader Jim in Sandbox settings concerning zombie population and build 32   
    Variables I am discussing:
    Zombie distribution (none, low, normal, high, insane) Respawn interval (day, week, month, every other month) Respawn amount (%)  
    First, I think the respawn interval should be a number, not a word.  Cap it at 100 or whatever you wish.  The difference between 1 (a day) and 7 (a week) is too extreme.  It would be handy to be able to pick an integer.
     
    Second, I think we should have two variables to define zombie population.  There should be a population at start and then a desired population.  If I wanted I could start at low and and in a matter of days (or weeks or months depending upon interval and amount)  be up to insane. Alternatively,  I could start at insane but partially "clear" a cell and its population would never get higher than low or normal or whatever I decided.  Depending upon the respawn interval and amount it could take a few days or a very long time to reach insane. 
     
    Adding a variable for population would allow for a gentler start but with an steadily increasing zombie population and would also permit other forms of customization. 
     
     
     
     
  10. Like
    Dragonbahn reacted to Hakiki in Moodle animations   
    Hi.
     
    I tried searching and couldn't find anything related to my idea, so I'll give it a shot even though it's quite simple and fairly unimportant.  I've been playing the game on and off for probably 1,5 years but I'm quite new here on the forum.
     
    Currently, any change of moodle status is indicated by a quick side-to-side shake of the moodle icon, regardless of whether it gets better of worse.  My idea is to implement a different icon animation if the moodle changes from a worse to a better state.
     
    Rather than side-to-side, you animate it up and down, possibly at a slower pace, as if someone is nodding.  Nodding is generally accepted as a positive gesture, rather than shaking your head which is negative.
     
    In certain situation where you might expect your moodle to worsen, but randomness will have your moodle improve (for example going from very panicked to slightly panicked exactly when entering a dark room), you misinterpret the shake as a "panic increase" due to a zombie in the dark room.  Truth however is that the room is empty, and you are worrying about nothing due to improper moodle change indicator.  
     
    In real life you KNOW if your mood is getting better or worse, you don't know only "my mood is different."  Visually differentiating this in the UI should thus be significantly different.
     
    TL;DR: Positive moodle change should nod the moodle icon up and down, not shake side-to-side.
  11. Like
    Dragonbahn got a reaction from Bubba3033 in [Finally updated] Censor Mod   
    This is a simple mod to censor the blood and gore in PZ. I figured I can't be the only one who needs this so here it is!
     
    NOTE: This does NOT put any savefiles or mods to danger. This is just a texturepack which means that it does not remove any blood sprites, it makes them transparent. This does not reduce lag in any way.

    Features
    Full censor
    - Takes away all gore
    - Gibs, splatter and bloody textures already existent in the map

    Partial censor
    - Takes away the worst gore
    - Doesn't delete gibs
    - Leaves textures in the map and low visibility splatters from zombie kills
    How to install
    Windows
    1. Unzip the tiles.zip
    2. Press "Start" and search "run"
    3. Open the program and write %appdata%
    4. Press Steam/steamapps/common/ProjectZomboid/media/texturepacks
    5. Make a backup of the pre-existing tiles.pack (Its needed to uninstall without steam)
    6. Put in the modded tiles.pack and exit the window
    7. Have fun!
     
    Mac
    1. Put the .zip on your desktop and open it. This creates a tiles.pack next to the .zip
    2. Press "Go" on the top of the screen (Between "View" and "Window")
    3. Hold the button "alt" (Between "ctrl" and "cmd"), notice how a new option "Library" appears in the menu? Press it
    4. In the finder window, press Application support/Steam/steamapps/common/ProjectZomboid/
    5. Rightclick Project Zomboid and choose "show package content"
    6. Press Contents/Java/media/texturepacks
    7. Make a backup of the pre-existing tiles.pack (Its needed to uninstall without steam)
    8. Put in the modded tiles.pack and exit the window
    9. Have fun!
    How to uninstall
    Windows/Mac
    Steam
    1. Go to your steam library and right-click Project Zomboid
    2. Click properties
    3. Click "Local Files"
    4. Click "Vertify integrity of game cache"
    5. If this doesn't work for you, use the optional uninstall

    Optional
    Windows
    1. Repeat step 2-4 from the installation tutorial
    2. Simply delete the modded "tiles.pack" and put in the backup I told you to make in the installation tutorial
    3. Have fun with pixelated zombie gore!
     
    Mac
    1. Repeat step 2-6 from the installation tutorial
    2. Simply delete the modded "tiles.pack" and put in the backup I told you to make in the installation tutorial
    3. Have fun with pixelated zombie gore!
     
    Last efforts
    (If you get to this point, it's not my fault)
    1. Re-install Project Zomboid
    Downloads
    Build 29.x
    - Partial censor
    - Full censor

    Build 30.x
    - Partial censor
    - Full censor

    Build 31.x
    - Partial censor
    - Full censor

    Thanks to!
    cdaragorn for the tool! (Tool link)
    My friend for lending me a pc to update
  12. Like
    Dragonbahn got a reaction from ORMtnMan in Guns +1   
    And as always: Check the "Commonly suggested" list for everyones convenience
  13. Like
    Dragonbahn reacted to nasKo in Need help regarding AI Manipulation   
    Doesn't matter. Mods are there for a reason
    The "commonly suggested NOs" are just for stuff that's supposed to go into the vanilla game.
  14. Like
    Dragonbahn reacted to Gylaran in Char build, time/date and zeds suggestions   
    Soooo i'm curious about adding new skills. Or better said replace carpentry for more suitable skill like Builder, or Engineer, or... i don't know name that covers all the things player can made by himself... Maybe Handyman? There is a mod, where player can create almost any building that you can see in the city. But i don't really like mods that adding many things in this game, because of so many releases and mod compatibility, even one can be lost in many mods in some future build, where some mods would be added into vanilla. So why not add it into vanilla? I really, REALLY would like to see that player can made things out of metal(no more nails-hungry in survival mode), or making glass windows. And adding feature of making roofs(without making stairs build before, scaffold kit would be needed). And if making glass works are too much, so at last being able to disassemble windows from neibourhood houses and add it into your house/fortress. Oh yes, another idea just now popped out. Disassembling. Wooden walls, doors, floors... and destroying things with sledge into visible rubble, where something usefull can be, if lucky.
     
    Another idea is... TIME. And DATE. IRL human can't know, what time and date is now, without watches. I saw digital watches once in great mall, so... Why don't take out time and date from the upper right corner? It will be more realistic. And give watches a purpose. Wearable loot. If char find watches, from that point he can have his upper right corner back.
     
    Another thing... different looks of zeds. Bodies. Some skinny, some obese... even char. And more clothing types, like for example raincoats, jackets, necktie, uniforms/overalls...
  15. Like
    Dragonbahn got a reaction from ToastedFishSandwich in Inventory and Camera Suggestions   
    Hotkeys would be nice. We already have hotkeys for for the weapons (1-3) so being able to equip a bag or a flashlight secondary would be nice
    Painting door would also be nice.
    Other camera angles are out of the question (Commonly suggested) The game engine is built in a certaint way that makes it completely impossible for the map to load in any other way because of it's HUGE size.
  16. Like
    Dragonbahn reacted to Fuzzy Wolfy in A poll on who wants an end game?   
    I demand the Mona Lisa be implemented as a melee weapon.
  17. Like
    Dragonbahn reacted to EnigmaGrey in Ammo box misnamed.   
    Bug.
  18. Like
    Dragonbahn got a reaction from chaynsama in So does every hit you take pretty much equal a chance that'll you'll die? Even endgame?   
    This is the story of how you died *shrug*
    This is a very, if not the most, realistic zombie game out there. Say you were in a Z apocalypse. You have a risk of dying every time you get attacked. There is no certaint math around it. It's not shitty RNG. Well it is but that's not the point. You just died, well shit. That's the game. That's what would happen IRL.
  19. Like
    Dragonbahn reacted to King jjwpenguin in [Wolfy's] Moodlet & Trait Suggestions   
    These are little things i had come up with but they are not fully thought out or as in depth as yours. 
    Addict- These people get anxious and stressed when away fro alcohol or cigarettes. This will fade over the months but if you do happen to acquire some they will attempt to use it if the player is randomly standing still. The player will also drink alcohol if in the main inventory before water.  Insane- This will cause the player to develop different traits that shouldn't be developed at times. For example the player may be scratched and not feel pain until they are seriously wounded but will instead feel hungry or what not. Distracted- These people will do everything a little bit slower and will stop if they hear any noise such as gunshots or a zombie at a door. Depressed- They are more commonly depressed like almost always. Daredevil- These people don't get panicked from most things and what would normally cause fear causes  the player to be energized. Allergenic- The people will randomly sneeze. Its higher outside and even more so when in a forested area. Being in a city or building decreases the chance but it will still happen. These were most of my trait ideas. the rest are to be in my posts about other topics. Let me know what you guys think.
  20. Like
    Dragonbahn reacted to Spazmatic in [Wolfy's] Moodlet & Trait Suggestions   
    Moodles about diet is my favourite ones! Very good ideas tough.
  21. Like
    Dragonbahn reacted to Fuzzy Wolfy in [Wolfy's] Moodlet & Trait Suggestions   
    I like it, I saw 'soreness' as being a more long-term version of exhaustion brought on by the player exhausting themselves too frequently or not taking a rest when performing physically taxing tasks. Just something that'd penalize characters 'burning themselves out' in a minor way. Fybromyalgia would be perfect to enhance that.
    If you, or anyone, have suggestions, I'm more than interested in hearing them. I might even add them in the list, if you'd like as well as make a neat lil' image for 'em. Like I said, I'm mainly looking to give the Devs ideas, so anyone is welcome to do the same.
  22. Like
    Dragonbahn reacted to quackquackquack in Not all traits should be permanent, should be possible to lose/gain traits.   
    So I've been thinking. While it makes sense for certain traits (slow learner, sleepyhead. lucky/unlucky, ect.) to be permanent, there are others that people in real life can and have changed. Changing a negative trait should take weeks/ months (in-game) of dedicated effort. Similarly, the player will have to goof up badly, over a long period of time, to gain a negative trait. 
     
    -The overweight/ obese trait. If someone who is overweight runs around/ fights zombies/ farms all day for months, he is going to lose that extra weight eventually. The flip side of this is that you can become fat if you eat way too much for a long time/ don't get enough exercise, although this should be pretty easy to avoid.
     
    -Fit/ athletic trait. If you jog long periods every day for weeks, eventually you will become fit/ athletic. Similarly, muscles atrophy if not used, and the weak/ feeble traits could even be gained by long periods of inactivity. Makes sense, right?
     
    -Short sighted trait. People have glasses/ contacts, do they not? Glasses/contacts would be fairly common. However, the chance of finding a set that match/ come close to your prescription would be extremely rare, but definitely possible after weeks/ months of searching. Maybe the glasses can break/ contact lenses pop out in an unlucky fight? That would add another element of risk in all fights (i.e, NOT MY GLASSES!!!)
     
    -Pacifist trait. They all turned towards him, the rusty squeal of neglected hinges alerting them the moment he opened the door. Dozens of them, standing in the aisle and between the pews, their rotten faces filled with a vacuous hunger. Taken by surprise, he barely got away in time; the closest was right in his face. Stumbling backward, almost falling on his face, he sprinted away a short distance, just ahead of the grasping, shuffling horde. Zeds were many but they were slow and none too bright. This many, though.... About a block away, he turned, and readied his lucky axe and his nerve. The rest descended into a blur of snarling, rotten faces, the thud of his axe, and the fear. The fear was always there, ignored but never forgotten. When his battle frenzy lifted, he was standing in front of the double doors to the chapel, standing in the midst of dead zombies. He was splattered with brains and black goo, although he himself was unharmed. Later, sitting beneath a tree outside, away from the reek of death, he took a rare moment of quiet and sanity to think. Once he had been a peaceful man, a pacifist, who never raised his voice in anger, and had never harmed another living soul. All that had changed, though. He looked back over the months of relentless killing, the hundreds of zombies slain by his hand alone. Violence had become his bread, his water, his very life. Pacifist, he thought bitterly. I am no pacifist.
  23. Like
    Dragonbahn reacted to Svarog in Toolboxes   
    Heh, If I didn't completely suck at making sprites from scratch I'd make one. (I tried but failed spectacularly one time)

    What I really wish we had is a Toolbelt where the character could keep a hammer, nails, screwdriver etc. at all times and use them when needed without having to unpack them (Like Keyring but for tools)

    And in a way, same goes for First Aid Kit, having it filled with stuff should be enough, unpacking stuff all the time gets really old really fast. I'm someone who considers PZ to be waaaay too easy but all this inventory management stuff is just straight up annoying.
  24. Like
    Dragonbahn reacted to Fuzzy Wolfy in [Wolfy's] Moodlet & Trait Suggestions   
    So, ever since Build 31's release, I've been extremely pleased with how many more traits and occupations there now are. Compared to earlier builds, this is a much more balanced and fleshed out means of creating a character who's pros and cons align themselves pretty accurately with their profession. I, myself, was guilty of choosing the Construction Worker or Ranger profession during the earlier builds due to Thick Skin/Builder and Outdoorsman being pretty overpowered, at least when compared to things like Night Owl - when Sleep was not even properly implemented, yet.

    So anyway, this is just a small list of things I've come up with. I've based the suggestions off of my own observations, so obviously they're far from perfect, nor do I think they're properly balanced. That being said, I'm not looking for these to be implemented as is, nor do I really expect anything to be done with these ideas-- I'm really just trying to give the Zomboid Devs some food for thought and ideas for future additions. I already love what they're doing, so I'm more than confident that - regardless of my input - the future bulds (like 32) will be equally as amazing.

    But enough of that. Onto the list!


    Firstly, some traits. These were the easiest to come up with due to how the game currently functions. Some traits have no counterpart, whilst other factors seem to have not been tapped, as of yet. There's a lot of potential, is what I mean.

    Moving on to something of similar note, I only have one new idea for an Occupation, as well as a suggestion for a pre-existing one;



    Lastly, some moodles... Simple stuff;
     
     
    What do you guys think?
  25. Like
    Dragonbahn reacted to BioS in Grass Seeds? ^^~   
    I think it would be a sort of fun addition.
     
    I'm taking over the mall and building myself a little house on the roof. I have made a small vegetable garden up there so I know growing food atop buildings is possible. I was just enjoying some refreshments when I thought, "It would be nice to be able to grow grass up here and cover up some of this tile." I thought about just spilling some dirt down but that is a whole lot of digging that I'd have to do for very little reward. All white tile seems much better than all brown. But grass, that seems like the ticket. ^^
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