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GeneralRambler

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  1. Like
    GeneralRambler reacted to MadDan in More Last Stand locations.   
    Simple suggestion really. It just gets a little boring holding off in Last Stand in the cabin after a while, what about having multiple choices? Just like, in the mall/theater (empty) and the dead coming from the outside would be pretty neat. Spiffos, warehouses etc...
  2. Like
    GeneralRambler reacted to Libertine in Malnutrition   
    Been playing the same character for a while now and after eating nothing but chips and chocolate for close to 2 months it got me thinking that having malnutrition play some kind of role would be kinda cool.
     
    was thinking along the lines of scurvy
    http://en.wikipedia.org/wiki/Scurvy
     
     
  3. Like
    GeneralRambler reacted to crowmium in Salt, Food Preservation and more Purified Water   
    Salting meat is going to be difficult because of the large quantities of salt required, but smoking meat is certainly possible. You would have to build a smokehouse though. I suggest:
     
    Planks (20) + Nails (50) + Door hinge (1) + Door handle (1) + Campfire Materials (1) = Smokehouse
  4. Like
    GeneralRambler reacted to sireniti in Spiffo comic strips on loading screen   
    'Nuff said.
  5. Like
    GeneralRambler got a reaction from TheMightyJohnFu in Graphically Represented Seasonal Changes [Improved Weather System]   
    The Problem
    Seasons and changes in weather patterns in Project Zomboid are currently only noticeable by the player feeling either hot or cold. During the summer/hotter months the player feels hot. During the winter/colder months, the player feels cold. However, there is no graphical indication whatsoever to visually indicate these shifts in seasons and weather.
     
    How Can the Game Improve in Respect to this Problem?
    A system should be implemented that would make the visual environment and temperature of the world change depending on what time of the year (in-game) the player is currently playing in.
    Ex.
    Leafless trees, occasional snowfall and snowy grounds during winter. Multicolored leaves floating around and covering the grounds during autumn. Full, leafy trees and bird formations during the summer. More intense storms during the spring, etc.  
    Does it Make Sense for the Game?
    The game takes place in Fort Knox, Kentucky and the areas surrounding it. This region of the USA would experience such changes in weather and seasons, with the exception of frequent snow, however seasons in KY should still be cleary differentiated.
    A realistic atmosphere is important for Project Zomboid. An improved weather system would bring the game world to life.
     
    Is it worth the time and effort to develop?
    An improved weather system should give the player new challenges to consider that should be incorporated in a survival game. Weather is something a survivor should always consider. It can mean life or death if it is not properly considered.
    Snow and heavy rainstorms would slow the play down significantly and could destroy their crops and low-tier structures. Loud thunder and lighting could make the player less noticeable to nearby zombies. [Edit: I think this is already implemented] Winter months would have short days and longer nights, while summer months would be the opposite. Autumn leaves on the ground would cause the player to make significantly more noise while moving.
  6. Like
    GeneralRambler got a reaction from Narri in Lawn Movers   
    Out of all the things you would use to distract a zombie horde... a lawn mower.
    Wasting fuel and a perfectly good lawnmower to pull a few zombies. How about something a little more effective.
     - An airhorn (tape down the trigger to make it constantly blast). 
  7. Like
    GeneralRambler got a reaction from Necromatic_Corgi in Graphically Represented Seasonal Changes [Improved Weather System]   
    Yeah, I was just thinking about posting about clothing. Thanks for checking out my threads!
     
    But, what exactly would you like to see from clothes. Just give me an idea.
  8. Like
    GeneralRambler reacted to Necromatic_Corgi in Graphically Represented Seasonal Changes [Improved Weather System]   
    I really like you're idea's, It would be awesome to see leaves change color and have them drop to the ground, But first we need more tree's, All we have right now is pine and as far as I know, They don't drop they're pine needles. You should make a clothing thread next
  9. Like
    GeneralRambler got a reaction from Narri in Graphically Represented Seasonal Changes [Improved Weather System]   
    The Problem
    Seasons and changes in weather patterns in Project Zomboid are currently only noticeable by the player feeling either hot or cold. During the summer/hotter months the player feels hot. During the winter/colder months, the player feels cold. However, there is no graphical indication whatsoever to visually indicate these shifts in seasons and weather.
     
    How Can the Game Improve in Respect to this Problem?
    A system should be implemented that would make the visual environment and temperature of the world change depending on what time of the year (in-game) the player is currently playing in.
    Ex.
    Leafless trees, occasional snowfall and snowy grounds during winter. Multicolored leaves floating around and covering the grounds during autumn. Full, leafy trees and bird formations during the summer. More intense storms during the spring, etc.  
    Does it Make Sense for the Game?
    The game takes place in Fort Knox, Kentucky and the areas surrounding it. This region of the USA would experience such changes in weather and seasons, with the exception of frequent snow, however seasons in KY should still be cleary differentiated.
    A realistic atmosphere is important for Project Zomboid. An improved weather system would bring the game world to life.
     
    Is it worth the time and effort to develop?
    An improved weather system should give the player new challenges to consider that should be incorporated in a survival game. Weather is something a survivor should always consider. It can mean life or death if it is not properly considered.
    Snow and heavy rainstorms would slow the play down significantly and could destroy their crops and low-tier structures. Loud thunder and lighting could make the player less noticeable to nearby zombies. [Edit: I think this is already implemented] Winter months would have short days and longer nights, while summer months would be the opposite. Autumn leaves on the ground would cause the player to make significantly more noise while moving.
  10. Like
    GeneralRambler reacted to tosayu in Money to burn   
    I mean the title quite literally. It would be really cool to be able to find money in increments of, $1, $5, $10, $50, $100, and maybe the super rare $2.
     
    They stack according to amount and weigh almost nothing, BUT you can use 10 bills of any combination to make kindling to start fires.
     
    A cool end of the world scenario would be to show how useless money has become.  There would be nothing more sad to drive home this apocalypse then to be sitting around a firepit you started by burning 10 twenty dollar bills ($200) and eating dog food. 
     
    It would be a nice flare to highlight the breakdown of society and add to the general mood.
     
    It would also give you something to put in the Bank vault with all the file cabinets, registers in restaurants, and in smaller amounts on zombies and in houses.  If you ever do steam achievements you could totally do a chain of achievements for how much money you either collected or destroyed.
  11. Like
    GeneralRambler reacted to Kamin in Varied Terrain   
    I'd love to see some variation in the terrain, too. If the heightmap would be as simple as this http://i.stack.imgur.com/E7wic.jpg there almost shouldn't be any problem with a hidden player model.
  12. Like
    GeneralRambler got a reaction from MadDan in Varied Terrain   
    I truly hope that wilderness 2.0 comes soon. If hunting is one of their immediate priorities, I think Wilderness 2.0  should be along side it.
     
    By the way, would a 2D-iso to 3D-iso revolution be a complete overhaul to the map and/or the game itself? 
  13. Like
    GeneralRambler reacted to AlphaArBar in Champagne, trains and automobiles   
    So I've been watching these forums closely for a long time now and never felt like I needed to comment. I was always happy to read what others suggested for the game. But recently with the news of things to come, be it far or near have made me want to make a suggestion.
    So here is what I was thinking. Wouldn't it be cool if the track had some sort of use. A train that allowed quick but noisy transport up and down the track. With news of the city map expansion in the works, I think it would be something interesting to look into. Considering the map will double in size. Instead of having anyone able to operate the train maybe you could start off with a profession or find a rare instruction manual. I know the devs want to make the game realistic (which I think is awesome, too many arcade shoot em' ups out there) but there would have to be some way for players to acquire the knowledge to operate the train to make the game balanced. I haven't really thought about it too to much but I thought it would be a cool idea to throw out there.
    Secondly about cars. It's just a suggestion about the placement of cars more so than anything. What I would like to see is the highway densely populated with cars and maybe less, but still many in urban areas. While suburban areas would be less populated with cars. I'd imagine in a zombie apocalypse everyone would be trying to escape in a frantic hurry all at once and highways would become congested while the suburbs would be more or less evacuated or clear of cars.
    Thirdly and lastly. I couldn't find a word that rhymed with planes for a more clever title for the thread and then I thought, why not add some fancy champagne to the game. No better way to get drunk in a zombie apocalypse than some classy champagne. Add a little more variety to the games alcohol and another role play aspect for the players. Something small but it would be cool to pop a bottle of the stuff with your group after clearing out the town of zeds or whatever the occasion.
    So I'm not sure. I'd like to hear what you guys think of my suggestions. Like I said, my main suggestion is the addition of a train to the game. I personally think it would be cool. But I'd like to hear what others have to say on the suggestions.
  14. Like
    GeneralRambler reacted to RobertJohnson in Released: Build 28.3   
    Hey survivor !
     
    RELEASED Hotfix #1

    Spoiler [NEW STUFF]
    Added a mouseover tooltip for the plants to quickly check the water lvl of your plants, need at least farming lvl 2, picture You can now close kill jaw stab the zombies with a screwdriver (act like a kitchen)  
    [bUG FIX]
    Fixed save compatibility problem (when loading a build 27 saved game). Fixed the marksman trait (police officer) not taking in calcul. Fixed crafting bug : when you have only 1 bowl you had the option to split the soup into X bowls, making the bowls disapear. Fire can start from stove again. No more automatical fire start when puting a campfire inside a house (but a lit campfire will burn the house down). Remove the world filler when burning the item. Fire lighting are back. Fixed the "spill gravel/sand/dirt" on ground not working when not having a hammer in your inventory.  
    [bALANCE]
    Slight decrease of the time needed to aim with every guns. Slight increase of the pistol base hit chance.
     
    RELEASED Hotfix #2

    Spoiler Various bug fixes/code improvement.

     
    RELEASED Hotfix #3

    Spoiler [bUGFIX]
    Issue #000716 Fixed Issue #000115 Fixed Issue #000702 Fixed Issue #000700 Fixed Issue #000704 Fixed Issue #000735 Fixed Issue #000690 Fixed Issue #000736 Fixed Issue #000668 Fixed Some network packet improvement. Can't type '' as name. Client can't send commands before full authentication. Fixed some multiplayer chat abuse. Fixed climb over player made fence/windows. Framerate fix for blood splatter. Stopped zombies thumping crafted wooden fences. Fixed 3D Aim_Rifle reverse animations not playing. Cowardly/Brave traits had no effect on the increase in panic when seeing new zombies, unless the player had already taken Beta Blockers. Panic increase due to Agoraphobic/Claustrophobic traits wasn't affected by framerate or game speed. Panic reduction wasn't affected by framerate or game speed. Pain reduction wasn't affected by framerate or game speed. The effects of Antidepressents, Beta Blockers, Painkillers, and Sleeping Tablets wasn't affected by framerate or game speed. Various other fix (wrong name, missing icons..) Fixed hunger increasing too quickly in "real time" when sleeping.
      [NEW STUFF]
    Smooth the camera transition when climbing through windows or over fences.
     
    Video explaining some of the upcoming features :


    [NEW STUFF]Weapon overhaull (more things in the info post will come). Multiple text lines editor. You can now write a note and read them (more of a multiplayer thing), you can lock them so they'll be editable only by you. Semi-3D Sound ! Sound will now go left to right, fade away, etc.. Burn zombie corpses ! It'll need some petrol and a lighter/matches. Windows can now perma lock if you try to open them for too long. Bandages will now be removed after a certain amount of time. Disabled the corpse decay. Added experimental population management: after an area is abandoned by the player, new zombies will migraite slowly from this point. I'll need feedback on it. [MP] Added experimental loot respawn, you have to setup the serverOption "HoursForLootRespawn", if you set it as 48, it mean the zone will have to be unseen for 48 in game hour before loot respawning, same as zombies respawn, I'd LOVE to have feedback on it I'm also working on (idk if it'll be done for this build tho..) the ability to paint letters/text on wall. New crafting : Bookcase, shelves, bed... Map fixes (no more falling through Mall stairs, etc...). Weapon upgrades (fully moddable), they'll come alone at the gunstore, or directly mounted on some weapons, you need a screwdriver to put them in/out. Firearm need to be held with 2 hands (except pistol). [MP] You will be now instant disconnect if trying to join a server with a different build version than yours. Added paintable signs (skull, arrows..) over wall or post sign (new crafting) for every in game painting color (you need a paint brushe and the color you want). Zombeis who die by fire will now continue to burn/spread fire after their death. [MP] If you have a dice you can now do /roll 6 (number up to 100) to roll a random number, this will be shown to every near players. Picture [MP] If you have a card deck you can now do /card to draw a random card, this will be shown to every near players. Picture The zombie migration have also a server option : HoursForZombiesRespawn, same as the one for loot respawn. [MP] Chat is now locally logged : you can press up or down while in the chat text entry to review your last entered message (saving the 20 last messages), then you can enter them again or modify them. Some new items :Thread Needle Tarp ... Tent will now require a tarp (instead of the sheets) to be crafted. You can now craft a mattress with some sheet, pillow, thread and a needle. Another server option for the loot respawn : MaxItemsForLootRespawn = 4 // For the loot respawn, if a container have more items than this number, it won't respawn loot (use it to limit respawn in safe house for example..) You can now type admin commands directly in the console, no need to log as admin, for example do a : additem "rj" "Base.Axe" directly in the console to add this user an Axe, more admin commands are coming (probably for this build, will do it while testing), like broadcasting message and.. Well.. Idk yet (I'll update the "how to administrate your server" post today) You can now add game meat (I mean rabbit, birds, squirrel.. from trapping) inside soup and stew. Loot respawn can't happen in a zone where the player have built (or barricaded) stuff (to avoid spawning in/near safe house). This is for Serrate Bloodrage (aka combat-medic badass ) : You can now make your own bread ! Make a bread dough from flour, yeast, salt and a bit of water, cook it : become a true French today. Cleaned the server console a bit (less messages). [bUGFIX]
    Fixed some incorrect map zone. Fixed some incorrect loot distribution. Fixed tent/campfire couldn't be build on tall grass. Fixed some world filler. Map exported with multiple fixes from Mash. Zombies can't jump over closed/barricaded windows anymore. Hammer will now correctly be equipped (if required) before crafting something. [bALANCE]
    Increased the difficulty to open windows when you're not strong. Increase a bit the spawn of twine (specially inside the sewing shop). Bait for trapping will now use only 5 hunger reduction from the food you use as bait, also fixed minors things on trapping. Lowered a lot the time required to cook bacons.
  15. Like
    GeneralRambler reacted to Narnobie111 in Vehicles: Variety?   
    I know there will definitely going to be cars and I'm pretty sure bicycles too. Not sure about trucks vans and motorcycles but you never know. If not some people can make a mod of them.
  16. Like
    GeneralRambler reacted to BrandonTheHero in Gas Stations and Limited Gas.   
    They do need electricity to run the pumps and would run out very quickly. I think it would be pretty cool to have to siphon gas from the pumps for a very short while, something like you can use a pump a few times then it no longer works. Also another way to get gas would be from wrecked cars on the roads, so pumps would really only be a use in the first week or so. 
  17. Like
    GeneralRambler reacted to Narnobie111 in Gas Stations and Limited Gas.   
    I had this Idea since corpse burning and cars are coming up. There are some gas stations around Muldraugh, West point and some other maps I've seen. So I had this idea your player could go to the gas station with a gas can and use the pumps to get some gasoline to burn corpses or fuel your car. I am not sure if pumps need power to run (I've never driven or used a pump). Anyway it's just an idea I had whether or not it is good is up to you guys.
     
    *EDIT* Of course eventually the pumps would run out of fuel.
  18. Like
    GeneralRambler got a reaction from Dtrahan12 in Improved Bodies of Water   
    Thanks for the update. I have been following the dev progress for a while and I am aware of that the tasks on the development forefront are, as you said, NPCs, vehicles and hunting. I just wanted to bring up the issue of water textures because it was the only thing that really truly bothered be in the current builds. Just wanted to make sure the have it on their list is all. Glad to hear it is!
  19. Like
    GeneralRambler got a reaction from Dtrahan12 in Improved Bodies of Water   
    The Problem
    Bodies of water are dull and almost unrecognizable as water. They are static, produce no ambient noise and have no glint or shine that differentiates it from the land around it.
     
    How Can the Game Improve in Respect to this Problem?
    Better water textures. Give water a flow and current. Maybe even a subtle shimmer. Waves. No matter what size, waves make bodies of water instantly recognizable. Audio and proximity. Allow players to detect when they are near a body of water by slowly fading in the sound of flowing water .  
    Does it Make Sense for the Game?
    Bodies of water would become important for the player to be aware of. The sound of flowing water can muffle or block out the sound of an approaching zombie.
    Trash and useful items would wash up on the shores of rivers and lakes. 
     
    Is it worth the time and effort to develop?
    The game seems severely lacking in giving movement and "life" to the game world. More dynamic and visually appealing bodies of water would give the game world more "life" and would also make the player more aware of them.
  20. Like
    GeneralRambler reacted to Dtrahan12 in Improved Bodies of Water   
    The game is a WIP, the developers are currently working on bigger projects. Like, NPC's, vehicles and hunting. I'm sure they will fix the minor details when they get the big things out there.
     
    As for the SFX
    I was already told by Mash that there will be more of it in the future. 
  21. Like
    GeneralRambler got a reaction from PhantomWarlock in Graphically Represented Seasonal Changes [Improved Weather System]   
    The Indie Stone should just rebuild the game and call it Project Geesoid. I think it would be an interesting game. but anyway, thanks for the info about the snow.
  22. Like
    GeneralRambler reacted to PhantomWarlock in Graphically Represented Seasonal Changes [Improved Weather System]   
    Man, it was cold last year.(I live on the border of Kentucky and Indiana) But back to topic!!!
    I think they plan to implement snow, but I don't think they said anything else about it. I like the idea of bird formations. Geese are crazy as hell down here. They don't shut up. Zombies aren't the threat, geese are. There seems to be millions near where I live.
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