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Fuzzy Wolfy

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  1. Like
    Fuzzy Wolfy reacted to Kaitel in Zombie speed scaling UP in sandbox option and/or as a ramping game mode?   
    So I enjoy tweaking sandbox options to get the exact type of game I want, and while this is largely achieveable there is one setting missing that I feel could add a lot of late game depth.
    Currently there is the decomposition option where zombies can slow and/or weaken as time passes, (which I always disable), while I can see the logic behind this, there could be a much more interesting reverse option, gameplay wise, of the zombies growing in strength and speed as they feed and "mature", eventually becoming super sprinters over a set period of time.

    Now I guess some of you are thinking why not just set them to sprinters from the start, with perhaps fewer of them with numbers increasing? Yes, that is the closest alternative at the moment, but the reason to have them scale up in speed/strength is because early game you have limited weaponry and no strong base or stats/skills, so you need a chance to get established and even a few sprinters could easily overwhelm you, but late game when you're sitting on an arsenal of weapons and ammo, a strong base with multiple escape routes, vehicles and not much need to venture very far, that's when youre ready for a greater challenge, plus it adds tension, dread and incentive to get to that stage ready for the impending zombie evolution.

    I see too many PZ streamers, with weapons mods and an army of super survivor NPCs inside fortress basses, while it's fun to get to that point, once you're there you have very little to fear, but this option would make for some insane late game base defense and spice things back up, because let's face it, you're not supposed to survive forever in PZ.... THIS is how you died.
     
  2. Like
    Fuzzy Wolfy reacted to Kaitel in Zombie speed scaling UP in sandbox option and/or as a ramping game mode?   
    That's fair enough, I'm not asking for anything that isnt already available, just the option to ramp up instead of ramping down the difficulty as the game progresses. I just meant evolving to strong sprinters that you can already select from the start, which I termed super sprinters.
  3. Spiffo
    Fuzzy Wolfy got a reaction from grammarsalad in If you get bitten.   
    That's already the case with the Sandbox settings. Granted, you can only really change whether or not you can get infected or are already infected, and how quickly the infection kills you.
     

     
    That said, if we're able to turn transmission off entirely, I feel it's not too much to ask for an additional, more soft-core option to be made available for more casual players. It'd make the game more forgiving which is against Zomboid's intended difficulty, sure, but it still wouldn't be as forgiving as just, as said, turning it off entirely.
  4. Like
    Fuzzy Wolfy got a reaction from Tibila in Crowbar / Forcing windows and doors open   
    Honestly speaking, I'm not sure why this hasn't yet been added in, since previous builds and even the current window-opening mechanic seems to imply it to be there already.
     
    That said, this isn't meant as criticism, just that I think this would be an easy and fairly widely appreciated addition.
     
    You could have it so:
    - Homemade Lockpicks can be made out of paperclips;
    Low chance to successfully open even basic doors and windows.
     
    - Professional Lockpicks that can only be found in hardware stores, or very rarely in houses;
    High chance of successfully opening basic doors and windows.
    Low chance of successfully opening Security Doors.
     
    - Crowbars /  Prybars;
    Really high chance of opening basically anything below Security Doors, but much more noisily—less so than outright just breaking the window, and safer, too.
     
    This isn't even taking into consideration a possible Lockpicking skill, as suggested in previous posts, but take it as an example of just how simple yet functional it could be.
     
    Edit: Worth mentioning, when I say that this could be easily implemented, I mostly mean you can piggy-back off of the current semi-RNG based system, but have items give you better odds, rather than create a whole new lockpicking system from the ground up.
  5. Like
    Fuzzy Wolfy got a reaction from TrailerParkThor in Pushing Zombies down stairs   
    I actually kind of like this idea, in principle. I think it would be fun and beneficial if pushing zombies down a set of stairs might cause them to stumble for longer, or until they reach the bottom of the stairs, if not fall over entirely. The Devs could tweak this to be as effective as they want, and if they're feeling especially generous, could do exactly as you said and have other zombies stumble or fall over as a result, too.
     
    It'd help turn stairs into an actual useful terrain, instead of a weird bottleneck that you can't really use effectively.
  6. Like
    Fuzzy Wolfy got a reaction from Moloch Horridus in Pushing Zombies down stairs   
    I actually kind of like this idea, in principle. I think it would be fun and beneficial if pushing zombies down a set of stairs might cause them to stumble for longer, or until they reach the bottom of the stairs, if not fall over entirely. The Devs could tweak this to be as effective as they want, and if they're feeling especially generous, could do exactly as you said and have other zombies stumble or fall over as a result, too.
     
    It'd help turn stairs into an actual useful terrain, instead of a weird bottleneck that you can't really use effectively.
  7. pillow
    Fuzzy Wolfy got a reaction from OxManZomboid in Pushing Zombies down stairs   
    I actually kind of like this idea, in principle. I think it would be fun and beneficial if pushing zombies down a set of stairs might cause them to stumble for longer, or until they reach the bottom of the stairs, if not fall over entirely. The Devs could tweak this to be as effective as they want, and if they're feeling especially generous, could do exactly as you said and have other zombies stumble or fall over as a result, too.
     
    It'd help turn stairs into an actual useful terrain, instead of a weird bottleneck that you can't really use effectively.
  8. Like
    Fuzzy Wolfy got a reaction from Faalagorn in Pushing Zombies down stairs   
    I actually kind of like this idea, in principle. I think it would be fun and beneficial if pushing zombies down a set of stairs might cause them to stumble for longer, or until they reach the bottom of the stairs, if not fall over entirely. The Devs could tweak this to be as effective as they want, and if they're feeling especially generous, could do exactly as you said and have other zombies stumble or fall over as a result, too.
     
    It'd help turn stairs into an actual useful terrain, instead of a weird bottleneck that you can't really use effectively.
  9. Like
    Fuzzy Wolfy got a reaction from pzfreak in Books rework suggestion   
    Might be a bit much to add, but I'm a fan of the idea.
     
    You could also boil it down to genres, which—while not as much fun to collect, would make the mechanic work just the same; your character has a random value attributed to them upon being generated, which means they'll enjoy a particular genre more and others less.
     
    I'd also say that you could probably find out the stats of a book or the genre of it by "inspecting" it rather than reading it entirely.
  10. Like
    Fuzzy Wolfy reacted to dary4 in Skills should improve speed of operations   
    Maybe it should be a bit of both where the lack of skill also makes it slower to do the action
  11. Like
    Fuzzy Wolfy reacted to pzfreak in Skills should improve speed of operations   
    Hello,
    I logical assumption (at least in my head) is that if you improve some skill it apart of making better quality items and from time to time give some perk it should also speed up things, maybe like 1% per skill or something - so at lv10 you make everything 10% faster?
  12. Like
    Fuzzy Wolfy reacted to pzfreak in Books rework suggestion   
    Hello,
    So this thread will be about books. normal red books that reduce boredom and stress from character.
    I have an idea which you might find interesting.
    So first of all change "book" item to 100 (or 20 or 50 or 1000- i like 100 because with book weight 0.5 kg all 100 books will fit to 1 big bookcase)) items with title and author (easy to get this either 100 best book or some fictional). Every title will be different - making it collectibles (is someone is bored or like to collect stuff).
    Every book will not give any reduction until is read (so it will have hidden values not seen until character will actually read this book). When first read it will reveal stats for this book (simple reroll of numbers - will give impression that character might like some books more that's why they have higher stats). Also add stat to 1 book (or give a chance of 1% to every book) to become "My Favorite book" - after first read it will give better than others stats (so imagine running away from home and grabbing just your favorite book).
    I think it might be interesting to slowly collect those books (they can multiply on map ofc not like 1 each) and see which book your character find as favorite (imagine lumberjack who likes the most some cheesy romance lol)
  13. Like
    Fuzzy Wolfy reacted to pzfreak in more food from veggies   
    Hello,
    I was planning to add it to small suggestions but it is actually new idea.
    So we already have ingriedients why not add new recipies to make:
    - jam - fron strawberries or berries (either more fruits either less and sugar) - to store for winter in the jar
    -soups - tomato, mushroom or veggie - similar to jam - keep a jar and make soup from it ( like can of soup)
    - baked potato - (btw potatoes should give fever or at least queasy  when eat raw )
    - dried tomatoes - to make on stove to be used as spieces
    - salted meat - that would require new item - bag of salt - but to be able to store for longer
     
  14. Like
    Fuzzy Wolfy reacted to Kappatao in A solution to not being able to see   
    A problem I've run into a couple of times is not being able to see underneath roofs t hat are out in the open. I'm talking about things like the roof over the fossoil gas station in muldraugh, or the awnings on some of the mall buildings. The problem begins when they don't cut away unless you're basically underneath them, meaning you're going in blind, not knowing what zeds are underneath said roof.
    The way I see it could be fixed are;
    Automatically cut away the roof if any zombies are underneath it (which could be exploitable)
    Cut away the roof if you're zoomed in far enough (probably the closest you can be zoomed in)
    Cut away the roof if you're in look mode (holding rmb and dragging the mouse)
     
    I think some system is necessary (my favourite being cutting away the roof if you're in look mode), as the with  current cutaways, though it's nice being able to see the whole building, you're at (in my oppinion) quite a disadvantage.
    Let me know what you think.
  15. Like
    Fuzzy Wolfy got a reaction from trombonaught in "Pull the Rope"   
    Just an update on my previous statement - closing your window does not stop people from climbing up a rope and entering a window, they automatically open it.
  16. Like
    Fuzzy Wolfy reacted to EasyPickins in [Build 34] Server Not Responding   
    It's the Steam ID of your account.   In the Steam window top-right, click your account name > View Profile, then right-click on the page and choose "Copy Page URL".  The long number at the end is your Steam ID.  Normally you don't have to mess with this unless you are copying player files around.
  17. Like
    Fuzzy Wolfy reacted to EnigmaGrey in [Build 34] Server Not Responding   
    Could one of your friends with this issue grab a screenshot of the terminal and the screen in which they're trying to connect? Probably wouldn't hurt to have them grab the console.txt file in %UserProfile%\Zomboid, as well. imgur.com and pastebin.com are good hosts.
     
    If the error with characters happens in multiplayer, set PlayerServerID to something blank, along with ResetID. That should let you load the older saves, though I can't promise there won't be errors. Not sure for single player, unfortunately.
  18. Like
    Fuzzy Wolfy reacted to EasyPickins in [Build 34] Server Not Responding   
    When you're hosting, your character is saved in Saves\Multiplayer\ServerName_player\
    You can rename your old player folder, which is something like IP_Port_UserName\  (127.0.0.1_16261_admin for example)
  19. Like
    Fuzzy Wolfy reacted to EasyPickins in [Build 34] Server Not Responding   
    For players joining a Steam co-op server, their characters are saved to Saves\Multiplayer\HostSteamID_ServerName_player
    HostSteamID is the Steam ID of the person that is hosting the game.  ServerName is the name of the settings you chose for the server.
  20. Like
    Fuzzy Wolfy got a reaction from EnigmaGrey in [Build 34] Server Not Responding   
    I'll do so as soon as possible.
  21. Like
    Fuzzy Wolfy got a reaction from Kuren in Outlands - Forest related suggestions   
    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 - Bears One 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 - Wolves Another 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, Coyotes This 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, etc These 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 Station It'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 Fires While 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 Vehicles It'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.
     
  22. Like
    Fuzzy Wolfy got a reaction from Lumbo 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?
  23. Like
    Fuzzy Wolfy got a reaction from Adamiks 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?
  24. Like
    Fuzzy Wolfy got a reaction from LeoIvanov 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
    Fuzzy Wolfy got a reaction from Benson in Movement Speed   
    I'm almost tempted to suggest using Don't Starve as a model for mobility.
     
    Almost all terrain leaves you with your base movement speed, depending on who you play as.
     
    Roads and other paved surfaces allow you to move faster, rightfully so.
     
    Particularly hazardous or uneven terrain, like mud or marches, slow you down.
     
     
    I would love to see players move a little slower on grass and dirt, but have their speed return to normal when using player-made roads or streets. Meanwhile, forest environments just slow you down altogether - maybe not gravely so, but enough for most players to find it inconvenient.
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