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MrZombifiedGamer

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Posts posted by MrZombifiedGamer

  1. I see a lot of "this is pointless" in this thread. If you want to go down that route, why do we have model changes at all? 

     

    THIS IS POINTLESS!!! (Kidding) But seriously, the reason for the other aesthetic changes is for customization. You don't need age for that, you can RP age using the traits function, c'mon mayne. 

  2.  

     

     

    I think that age is ok but it shouldnt change. 

     

    Umm... What? Best way to break immersion of 2015.... What if they do live through a year? They should either take it out or make it change and allow you to choose age. But ideally just take it out entirely. I already role play my characters age anyway and there's plenty of ways in game to do that too. Just add some traits like "old age."  Or ones that appropriately correspond with old age.

     

    As I said, 99% wont live through 1st year. I won't even try to imagine how many survive 2 years. My point is, that idea to make character visually change regarding its game-time is totally not worth it for the reason above . Other point is that that young or old age can't be a trait on the same lvl as high strength, etc. Age selection should be beyound traits, because age selection will determine traits price, avaliability, etc.

     

     

    I role play age all the time. You have yet to give me a reason why we need age beyond because. We can make things as dirt simple as possible by saying you're old and then choosing traits to align with your age. Yes, you can pick traits that are the same as old age, I know you say you can't but you're wrong. 

     

    Age doesn't need to determine trait price or availability. Traits manage the other traits. For example, if you have a frail character who is an old man you shouldn't choose the strong trait. Age is really just pointless.

     

    Now let me tackle this bit. 

     

     

    "My point is, that idea to make character visually change regarding its game-time is totally not worth it for the reason above ."

     

    I believe the devs talked about dynamic traits. In other words, your character will (theoretically) change visually anyway as you play and gain different dynamic traits unless the devs ditched that idea.

     

    Final Judgement  : Age is worthless, get rid of the number. That can be RP'd just fine. Instead, replace it with some traits that mimic old age. Not only will you not be allowed to contradict traits cause the devs will make sure you can't, it's as dirt simple as possible.

  3. I think that age is ok but it shouldnt change. 

     

    Umm... What? Best way to break immersion of 2015.... What if they do live through a year? They should either take it out or make it change and allow you to choose age. But ideally just take it out entirely. I already role play my characters age anyway and there's plenty of ways in game to do that too. Just add some traits like "old age."  Or ones that appropriately correspond with old age.

  4.  

     

    EA? Go home you're drunk.

    I meant Early Access, not Electronic Ass if that's what you thought. Which means I recognize the game is not finished, may contain bugs and may be unbalanced. Wait... there isn't any difference because both EA games tend to have that.

    Anyway, I made myself a mod that nerfs the weapons and pushing to something like I described, you can download it, I might tweak it further but just removing the ability to kill multiple zombies in one swing made the game much harder and hordes a lot more scary. 

     

    -snip-

    1: Then it's not conveyed well enough, tome, it really feels wrong and OP as it is, animations might fix it, we'll see.

    2: I do see a point but pushing zombies away does not so much create a domino effect which would be nice and understandable but it gives an extremely easy way to push away 3 zombies in three different directions at once and allow the player to pretty much escape the grasp of any horde.

    3. Well, a sandbox options that gives zombies that cannot be outwalked would be nice. And well, they are not really obstacles if you can kill them easily as opposed to being forced to distract and really avoid them.

    5. Shaders do work for me but I don't like the way the game looks when they are applied, admittedly, the nights do become much darker with them on but that's not really what I meant.

    -snip-

    Just because the game is not finished doesn't mean I don't get to criticize the difficulty as it is atm. Like I said, I recognize the game is not finished but why not add some placeholder difficulty before NPCs come in?

    Will NPCs make the game harder? Most definitely, they will make resources harder to find and will make fortresses not so safe but if things stay the way they are when it comes to living vs undead then it will be player vs NPCs with all undead slain long ago. Zombies need to be a threat, they can be a background threat but they need to be a threat of some sort. They aren't, and if NPCs will have good brains then we can take zombies out of the equation completely.

     

     

    (Sorry for the long quote idk how to delete the others without deleting yours.) Okay, fair enough. You can criticize the game as is at the moment. Didn't mean to imply you couldn't. What I meant was that it's counter productive. You're essentially criticizing something that is going to be fixed anyway or is planned on being fixed. 

     

    What I mean is this. If NPC's are released and the game still isn't difficult enough, then dig right in. But at least give it a fair assessment with everything that is planned in first. It's hard for us to criticize when we haven't even seen exactly what the finished product will have. That doesn't mean you can't, but do be more mindful. 

     

    However, I will say this. It would certainly be easier for us to criticize if we knew exactly how much the difficulty would change with NPC's being implemented. But I assume there is really no way of knowing such a thing. 

     

    Also, just a side note. I think being able to out walk a zombie fit the lore properly. That would be what PZ considers a 'proper' zombie and it would do absolutely nothing for difficulty except break the lore. In most zombie movies being able to out walk the dead is a common theme and the threat comes from large hordes moving up and surrounding you. Not the speed at which they move.  lol That's just my opinion though.

  5. Okay so basically when NPC's release we should all come together and reenact the walking dead. I'm talking totally scripted. From beginning until you die. You pick a character and you're placed in a location, pick Rick, start in the hospital get a quest to find your wife, story continues from there. 

     

    Pick Beth, start on a farm and wait til Ricks group arrives (if they survive.) 

     

    Pick yourself and get shot with Darryl's crossbow. 

     

    What do you think?? Anyone up for the challenge?!?!?

  6. -snip-

     

    I disagree. I always said you can't judge difficulty right now. The game isn't even in a finished state so for multiple reasons saying it's too easy right this second is irrelevant. We have no idea what impact NPC's will have and I vaguely remember devs stating zombies have always been just a background threat anyway. In other words, you're fighting against the elements while fighting against NPC's while surviving the zombies. 

     

    At the start it's insanely hard. As time progresses they're only a moderate threat and the occasional catastrophe. But one day you do get unlucky enough either due to laziness or just sheer desperation that you did get bit. I think you're coming at this from the wrong angle, it isn't that the game isn't hard enough. It's that the game isn't finished and the difficult part has yet to begin. 

     

    Lets see how calm you are when NPC's molotov that generator of yours that you think is keeping you so comfy. ;) Bet the game wont be easy then. lol

  7. What you could do for now though is just go into the Project Zomboid game folder, media, scripts, and find the items.txt file and just change the value for cigarettes to whatever you want. Normally the happy change is 10, could make it -10 to give it a happyness bonus, or -100, who knows~ whatever you want, depends on how much your character would like to smoke. :)

     

    I did not know that. Thank you very much. 

  8. No.

    Don't be rude. I know this was a while back but I'm more than willing to revive this comment just to take up for a new member to the community. Be polite, people in this world now days don't know how to treat other people. -.- Gah, seriously *just stop!* 

  9. Thanks mate! But I want to buy the game myself - and that is why I made my original post here - because I care about the game!

     

    I am attracted to it somehow and will most likely buy it in the end - just wanted to have some sort of ending screen with a summary telling me that I have completed (or not) most of Project Zomboid story/challenges/plot. 

     

    And my guts are telling me developers will provide something like that. :)

    There is something similar. A screen shows days lived, months or years and how many zombies you killed then it shows you the mode you played on. But are you referring to something similar to NeoScavenger? If so I could get into that, although, it might make it a bit too copy and paste if you ask me. 

  10. Okay, so this has been a gripe of mine for a long time. Why does smoking make you unhappy? It shouldn't, that makes absolutely *no* sense what so ever. lol

     

    Instead, here's what I'm suggesting. We making a 'smoker' trait and when you don't have a cigarette it makes you angry (however it negates the sadness portion of the cigarette) in other words removes it entirely. 

     

    The longer you go without cigarettes the more agitated you become now to avoid this you can optionally not take the smoker trait (however) then cigarettes would make you unhappy and even nauseous. 

     

    This has been bothering me for some time and essentially makes smoking totally pointless. But I love my cigarettes so when it's fixed I'll have something else to stock pile! :D

     

    Oh and the smoker trait should obviously be a negative not a positive. Since it's only partially severe on how it effects gameplay I suggest a negative 2 or 3 maybe 4 but no higher than that.

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