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Fuzzy Wolfy

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Everything posted by Fuzzy Wolfy

  1. Can I also micromanage whether I bottle cold or warm water? I like my water warm.
  2. I actually had an idea some time ago involving the possibility to upgrade or craft a waterproof tent out of tent material and garbage bags... I think it'd be a tad OP, but maybe if you make the rain-cover a temporary addition - as in, every hour it spends in the rain degrades it...
  3. Toilet water is actually not that tainted, believe it or not. Oh- don't get me wrong, I wouldn't dunk my head in one and start drinking from it, but it won't kill you unless you're drinking from an improperly cleaned public restroom. Don't get me started on the potential for staff-infection if you have an open wound. I think it'd make more sense for some toilets to remain a water source after the water-works shut off, each one offering maybe one, or two, water bottle's worth... But due to the water-works being shut down, the water's become stagnant and therefor tainted. That'd make more sense seeing as there'd be very few people cleaning them, leading to a build-up of bacteria and... Fecal matter.
  4. I think Age would be a mostly aesthetic addition, if anything. A pseudo-detail of your character that has no impact to the game other than giving you a lil' more immersion.
  5. I don't think there's a reason to flame or aggressively argue against such an opinion, but one of the main appeals to Project Zomboid - at least, to me - is the fact that it lacks an ending. It's a continuous, largely futile survival simulator who's only end is your inevitable and timely death. One could argue that building a fort and maintaining a large farm is the end-game already, though.
  6. I may be wrong, but I think that falls under the 'special zeds' suggestion that's already been denied. Regardless, I think NPCs wearing armor might be a good idea. But... Ammo types still give me a weird feeling.
  7. 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?
  8. I've stated this in an older thread, but I like the way DayZ currently handles its weaponry; very basic means of violence that doesn't outshine the zombie threat. It's already really easy to stockpile ammo and rid yourself of zeds, even if you're on a sandbox server with zed-numbers bumped up. Unless you're talking about PvP scenarios, to which I strongly and heartily say "Please God, NOOOOOOOOOOOOOOO, H1Z1 and DayZ have enough of that"
  9. I can see that working hand-in-hand with circumstances that causes a character to be in a state of high panic for long enough. Longer lasting effects caused by extremely stressful scenarios that either hinder sleep, cause shock, or just renders your character essentially crippled from an emotional/psychological stand-point. I wouldn't want this to become something overly burdening, of course.
  10. As far as gardening goes, that's kind've the point. Its hard work, and its tedious, but often times very rewarding if you put effort into it. I'm not a HUGE fan of farming but I have to admit that its one, if not THE, best way to survive a lengthy period of time. And food providing unhappiness is also something that's currently plaguing me. Maybe I just suck at cooking. I get that the older a food product is, the less satisfying it'd be to eat, but I think -10 happiness is a lil' bit of an expensive trade-off when eating something that gives you 7 hunger. Now-... Stuffing a full bar of butter in your face, I can DEFINITELY see why you'd be unhappy with that.
  11. I'd love a 'I'm feeling lucky' option in the character creation menu. Random appearance, random traits, random starting location. Hell. Random sandbox settings, too, if you're ballsy.
  12. This is a pretty perspective-heavy topic, to be honest. Personally, I prefer it being based with time and exposure. Becoming desensitized by seeing, experiencing, and tuning-out the apocalyptic world around you. I can't imagine your first, or second, or even third kill being the milestone that makes you into a braver soul. Some people don't handle combat very well, period - see; Pacifist trait. But even those people might become more level-headed when faced with a horde chasing after them if they've been around for a year. As far as trauma goes... -And this is a long-shot suggestion. But I can see characters suffering from night terrors or acquiring the Insomnia perk if constantly exposed to Zeds on a day-to-day basis.
  13. This is just my own personal view on things, but I hate the idea of automated or high-grade weaponry being implemented in Project Zomboid. Before PZ, I was a huge fan of DayZ, and you relied quite heavily on finding the best possible weapons in that game to defend yourself against players. More often than not, the game boiled down to 'who has the best weapon' and it got very boring when a pack of heavily armed goons were camping the airfield. My point; I adore Project Zomboid for what it currently is. I rarely use firearms, I usually keep a loaded pistol in my safehouse's bedroom for extreme circumstances, but I usually stick with melee or avoiding conflict altogether. Even in MP, firearms are my means of DEFENSE, not offense. I would hate for there to be a plethora of weapons that'd essentially turn a Zombie survival game into a PvP arena with zeds sprinkled into the mix - see; H1Z1 or the standalone DayZ Again, just my personal view. I'm clearly biased towards PvE, but I still think that there's more value in there being not many firearms to begin with.
  14. No no, I don't mean L4D style evolution. For those of you who survive long enough, I'm sure you've noticed just how trivial zombies become when you've wiped the vast majority of them out, especially when - after some time - they become slower and weaker due to decomposition. Now I don't have a problem with that, in fact, it reminds me quite a bit of the Walkin Dead and how the cast of the show, over the period of the series, stop noticing the zombies in the background as they adapt to the post-apocalyptic lifestyle. However, for people looking to maintain that zombie-fueled terror and make things a little more challenging, I suggest this; In the 'Zombie Lore' category, specifically under Decomposition, why not add an option which causes zeds to increase in difficulty? Becoming stronger, or faster, or more adept at tracking you down - or all of the above. Something that causes individual zeds to become a bigger threat when the overall population of the undead begins to decline.
  15. A nice simple red-tinted border around your screen might help some of the less attentive players realize that damage is being taken, of course, I'd also suggest it to have a toggle option as well.
  16. Hah, yeah. My bad. French-Canadian, so my perception of English vocab isn't really perfect, but thanks for the feedback.
  17. For most, when asked about a Zombie Apocalypse, many are quick to answer that they would find somewhere remote to hunker down and survive. Whether this be on a deserted island, in the mountains, under the sea - don't ask how, or in the forest, the answer usually involves seclusion from the general newly-zombified populace. Fortunately for us, Project Zomboid has us covered for that! ... But as any experienced outdoors-man (or woman) would undoubtedly know that, despite the absence of any 'human element', the forest would not be any safer than the city. Especially not now with hundreds, if not thousands, of people who - much like you - seek the remoteness of a farm or cabin, one that you might have already claimed... But we'll leave the role of 'bandits' up to the players themselves, for now. What am I talking about? Well, it's simple, I already know that animals and wild life are being prepared for a future build - and quite frankly, that alone is enough to get me hyped for some hunting/trapping... But it also worries me. Why? Because, having grown up in the Northern parts of Canada where forests and wild life are abundant, I know that the forest - while lovely and peaceful in comparison to the city - is not in any way shape or form 'safer' than a zombie infested town may be. Bears, wolves, Coyotes, Mountain Lions, these are just a few of the many things that can make a camping trip go from delightful or horrifying in a heartbeat if you aren't careful and constantly aware of your surroundings. it would be a shame if this wasn't reflected in the game. Now, I know for a fact that the Zevelopment Team wouldn't just cut us a break - surely they have something up their sleeves, I know better than to trust the creators of a Zombie outbreak! But here's my own suggestions on how to make our hike in the woods just a little more interesting; So, what am I suggesting? Animals Aggressive Wild life - BearsOne of the most obvious suggestions I have - and one I'm sure is already in the works, or on the to-do list, is animals that won't hesitate to attack if given the opportunity. Bears, in my opinion, are the best for such a role; they're highly unpredictable, and unbelievably dangerous even to someone carrying a gun. They will not hesitate to charge you down and kill you, either because they are hungry or simply because they have cubs - they will tear the ever-living-hell out and there's very little you can say about it. Imagine yourself tending to your crops, or possibly scavenging an overgrown city - as cities can already become deteriorated and overgrown - only to see a Bear in the distance, likely moving from trash can to trash can and eating the spoiled food you, or others, have left behind. Now imagine if, unlike a single zombie, said animal cannot be dispatched very easily... In fact, imagine if the mere sight or sounds of a Bear sends you running indoors. This is the kind of 'threat' the forest needs; something big, and more importantly, something scary. Persistent Wild life - WolvesAnother idea I really liked was the inclusion of animals that could stalk the player - or at least, follow the trail of spoiled/abandoned food, or corpses, they may leave behind. A pack of animals that could very easily out-number and out-run a player if prompted to. it would certainly give more reason to keep zombie corpses neatly piled a safe distance away from your camp. Unlike Bears, wolves are actually quite picky about what they choose to attack; they won't attack if the need to isn't present... The only real need that coaxes them to do so is hunger and the defense of their territory. Now imagine if you, or your group, unknowingly set up camp near a Wolf den only to hear or see them stalk the forest near your camp... Or - for simplicity's sake, because Script writers have it rough - you hear them howling in the distance, prompting your group to immediately pack up and leave before a bunch of wolves spawn from the forest and hunt you down. Neutral Wild life - Deer, Buffalo, CoyotesThis is pretty straight forward - while trapping and foraging may be excellent ways to get food, they're also quite slow and not very efficient in comparison to farming - which is even slower, but far more rewarding. If one was living out in the woods for months, if not longer, and had nothing to eat but canned goods and whatever food they can get to grow out of the ground, I wouldn't be surprised if they'd be willing to spend a few precious bullets to shoot down a Buck or a handfuck of shotgun shells to bag a Buffalo. While I think these animals should be quite rare and extremely evasive of the player, I also think they should yield a lot of raw meat - make finding and killing one a rewarding, albeit rare, occurrence. It would give ability to preserve food a lot more value for end-game scenarios where normal goods are long gone. Passive Wild life - Raccoons, Rabbits, Fish, etcThese are already implemented - at least, some of them are. Still, they bare mentioning; these are the bottom of the food chain competitors, but ones with their own means of survival as well. While it's quite easy, in theory, to trap a rabbit or to shoot a raccoon for food... If one isn't careful, and leave their doors open, they may find one of said creatures raiding their fridge - or worse - carrying unwanted pests and diseases into their very home! While this might be a little advanced for the current medical system, even for the new system being developed for the 30.0 release - can you imagine acquiring a new hatred for urban pests and scavengers? Suddenly hearing an annoying 'Scratch Scratch' sound every few minutes because - oh dear, you've gotten fleas... Or worse, rabies. Other suggestions Radio StationIt's been discussed that radios and TVs will now have channels which will deliver exposition and a story which will develop along with the game's timeline. This alone is brilliant. I love the idea that there could be people out there still hanging on - just like you, and are trying to communicate to others, even if said 'others' can't communicate back. -but I'll be blunt; Someone had brought up the idea of having a Broadcasting station on the map - or on one of the new maps, one who's doors would be locked shut and the building would be inaccessible whilst the people broadcasting are still inside. The story, either through TV or Radio broadcasts, would continue until their stories end. When ended, the station itself becomes unlocked - or atleast, accessible - and the player would then be able to enter it and further investigate what happened to the people within it. Whether or not they died depends on the Dev team, but with the broadcasting station freed, Players might be able to send out messages of their own. I can already guess that, if the power is still on, every TV will be shouting "DICKS DICKS DICKS" non-stop. Forest / House FiresWhile this is an easily abused concept already, fires are a constant threat to those who use it. Whether this be a house fire which renders an entire building to rubble, or a forest fire which destroys a large chunk of trees and anything within it, the concept alone would make using campfires and stoves a lot riskier and require a much more cautious approach - such as not leaving them on, or not stuffing flammable objects within it. This could also be a good way to send a daunting threat to other players; if they find a building near their base, or their own hideout, burnt down... Again, easily abused, but an interesting idea - I would think. Derelict VehiclesIt's already been confirmed that Vehicles are in the works, but why not add non-functional vehicles as well? Why? Well, when me and a group of 8 other players were traveling from city to city in search of more supplies, we found the travels exceptionally fun due to our own comradery, however the journey itself was... Well... A little underwhelming. While the vast expanse of emptiness and endlessly stretching road gave me a sense of immersion and a realistically grim sense of seclusion, there wasn't very much to make me feel like the world truly was alive; there were no hints of population other than occasionally wandering Zeds. Why not spruce the roads up with derelict vehicles; trucks which have burnt down or tipped over, blocking portions of the road - ones that can be searched. Cars that have been destroyed due to riots, or simply broken in. Their only use would essentially be window dressing and possibly a spot for loot to be found, nothing more than added details to the world. "Nah man, we can't go down Barker Street. A truck's blocking it, we gotta' go around." Anywho, that's really all I have for now. Stay safe out there.
  18. I'm not sure if this is a thing yet, as I've not yet been able to reach any of the higher levels of Carpentry, but improving the skill causes what you build to appear more 'professional'. I.E; Level 0 - 1 allows you to build very rudimentary and crudely put-together things such as walls, fences, etc. They're obviously weaker than average walls, or average doors, but serve their purpose none the less - and are ugly as sin. Level 2 - 3 allows you to build stronger and more visually appealing structures, things begin to look as though you know what you're doing and which end of the hammer makes the nail go into the wood. Level 4 - 5 enables you to create fortified doors, stronger windows, possibly even a wider variety of structures that have both functional and aesthetic uses - at the cost of more resources, of course. For example; metal doors instead of wooden ones. It's a very basic idea that I have yet to flesh out, but I'm sure it'd add some form of reward to specializing and focusing on acquiring certain skills over the rest. So far, carpentry only really appears to help you build faster... Which is great, but not incredibly useful. This may also apply to Masonry or Electrical Engineering that seems to have already been suggested.
  19. I honestly see no reason not to add this, usually the pro's to a multiplayer game where the objective is to survive, usually through your own craftiness and decisions, you would want to come back to said game in the last place you'd decided to hunker down. Is there some cons to this, such as the possibility for griefing or exploiting? Yes, of course, as you've said, Rust is a prime example. But honestly, if persistent characters are a problem in some but not all servers, then I suggest making it an option instead of forced so that some servers might just disable it altogether. But, just to make it clear, I'm not saying that I want the beds to be where the player spawns, I'd like for where the player last was to be the place he or she spawns in when they rejoin.
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