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Tyken132

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Everything posted by Tyken132

  1. As it stands, building any sort of roof is a massive pain in the butt. Plus it looks just like a floord. Would be nice to beable to build a roof from the floor below and possible have a different texture for it, as well.
  2. The downtown area of westpoint http://pzmap.crash-override.net/#0.6575647009300534,0.16884794868252162,114.47545997288273 Its a pain in the ass to clear at first but as soon as you knock out the stairs, you have tons to build with. Not to mention its fairly close to everything, including trees. https://docs.google.com/drawings/d/1rdLDxQYQr8qFuUTZo0JZYqUnGTTcqU3NSbhfR1DwMiU/edit?usp=sharing Is a picture of what i've done with the place so far. Descriptions Here is an unmodified map I made in google docs, incase you want to plan your own. (Starts at level 1, not 0) https://docs.google.com/drawings/d/1QBxxV7nh5vMnULwiHMPnnDWp9PTFostSDk0mAWD7sQM/edit?usp=sharing
  3. Long story short, I'm trying to run my own server for me and my friends. I can't seem to get the port forwarding to work, however. Project Zomboid 1 (UDP) 16261 - 16261 Project Zomboid 2 (TCP) 16262 - 16272 I also tried Project Zomboid (UDP/TCP) 16261 - 16272 http://www.canyouseeme.org/ can't seem to find them and I can't seem to connect, either.
  4. They don't take fall damage so I assume no. That and zombies don't need to breath, nor would it hurt them much even if it did. However, potentially great for pvp/mp. If not a waste of gas.
  5. I don't understand why the Devs want to kill people before they even get to late game or even why people seem to want it. Here's my thoughts. If they didn't want ANY sort of late game, they shouldn't of added the ability. For instance...Don't want people sticking around? Remove the ability to obtain new food (I.E. once you've scavenged everything, its over) Obviously, both players and Devs want some form of end game. Instead of improving it or adding things to do, they figure its a better idea to kill you off before then? The only way they're going to "fix" late game is by adding NPCS, as they'd likely be smarter and more capible than zombies. Meaning they could climb up your little base in the sky and loot your stuff/kill you or simply set it all on fire.
  6. Woah, so that means the amount of zombies nearby increases the amount of items or rarity of the items you find?
  7. oops, forgot to actually make them publicly viewable. Not all of them are "Done" in game, as I had to start over once or twice for updates. They are designed, however.
  8. I'm working on a fairly large survivor town that could potentially house tons of survivors in either Single Player(Npcs) or multiplayer. - Large "Dorm" area with multiple floors. - Helipad for potential rescue, on the roof of them. Which will then be converted to a large farm with rain collectors, once they've given up hope of rescue. - Large "Kitchen" Area, though outside on a rooftop, as campfires are an issue inside. - Trade district. Complete with a Doctors office, a Gun/ammo shop, A few mini stalls and a large indoor market. - "Government" building, which is used to look after the people and such. Need ideas for the inside as its a bit big, though. - Bar, no sense being sober in the Z-days. - Large courtyard area on ground floor, with tons of escape ropes incase of a breach. - Various look out posts Here's a G.Docs overview of what I have so far. Vs Unedited Map (Feel free to make a copy) Edit: oops, forgot to share them publicly
  9. Thanks! However I am reluctant to add anything on the "Trait Growth" issue. I've heard from many people its possible but I have little to no knowledge or offical resources on the matter. Thus I can't comment properly on the subject. The best I could do is add a side note.
  10. Hmm, so fast learner is a pretty hefty boost, then? According to the wiki its 30%? Which seems both small but big enough to make a diffference? Also, I keep hearing different things about resilient. I saw just reading through other threads and someone mentioned it only effects zombie rate, not chance. If that's true. I could drop it and possibly even take prone to illness and that'd give me more than enough. Otherwise for skills, if I dropped dextrous and took all thumbs, that'd give me sprinting. Or if I took claustrophobic I could take self-defense class. The only others I could take are Slow Healer, Restless Sleeper, or Asthmatic. None of which sound like its worth the trade off.
  11. Hell, I would have been happy with just a cart to pull around heavy loads of items. (Lumber, new items to a secondary base, etc)
  12. Hey, as long as you guys keep working on the game and improving it, I have no issue waiting.
  13. Thanks for the headsup on those skills. Deaf -really- isn't that bad, honestly. You bust down a door after checking the parameter. Sweep room from room, making sure to open the door and back away. Close any doors behind you while looting, just in case. Unless you meant alarms, which similar cases. Simply bust a door/window and keep an eye out before heading inside. Might even want to break into a few other houses while waiting to see if zombies head toward you. Once you feel its safe, simply begin to loot. Granted its a lot of extra effort but for 12 points? I hardly feel like its bad enough. Hmm, I did look at self defense and sprint, both of which I highly considered. The only reason I took dextrous was because I had 2 floating points. Though I suppose I could drop Resilience and take either of those hobby ones. I'd also consider dropping Fast Learner in favor to a skill boost to my primary skills, rather than general. What do you think?
  14. Alright, I revised my OP to reflect more accurate opinions and information. Thanks for all the help improving it. I'd love an opinion on the revision. As well as my current build: Lumberjack: +Axeman (+52) Claustrophobic, Clumsy/Conspicuous, Cowardly, Deaf, Disorganized, Hearty Appetite/High Thirst, Hemophobic, Short Sighter, Sleepyhead, Slow Reader, Weak Stomach (-48) Dextrous, Fast Learner, Fit, Lucky, Outdoorsman, Resilient, Strong, Thicked Skin Gardener, Handy (Carp/Farming would be primary skills as I plan on doing lots of construction and farming would be my only food source) I was also curious about a few traits: Agoraphobic. Most of the time, I tend to get fully paniced anyway, while fighting any sizeable group of zombies. Would this do anything more negitive, even without a panic build? Slow Healer: Healing is already a massive pain in the ass, even with fast healer. Does this make healing noticeably worse or is it not that bad? Faster Healer: First aid and injuries are a massive pain in this ass. Does this lessen the burden by any noticeable amount? Or is it simply not worth the cost, no matter how many extra points you have? Hobby Skills: Are there any that should be included in most general, not specific builds? As my lists above I took gardening and handy because I use both often.
  15. Ok, I've been toying around with occupations and traits more. Firstly, holy crap is it easier to level up skills with occupation/trait skills. Might actually be worth it, just from the time you save. Of course, only for the most primary skills you plan to use. For me its Gardening and Carpentry. Hearty Eater and High thirst aren't as bad as I thought, no idea what its like late game, though. However, High thirst can hit you hard if the water goes out too quickly. I did notice one thing, however. I'm not sure if its because I never noticed before or because of sleepyhead. When I get any form of exhaustion it doesn't seem to go away without resting in a bed (As opposed to just resting while standing for a bit) Also need some more insight on fast learner. It doesn't seem to do much unless you already have a decent bonus to a skillup, can I get confirmation on how good it really is?
  16. Oh I definitely agree that Thick Skin is better than Resilient, but to be fair, you could say the same thing about thick skin, that it may fail to roll a bite down to a scratch. Their valued fairly IMO, and are even better when stacked. As far as the hobby skills, you can test this yourself in game. It should list your XP boost at character creation, as well as in-game when you hover over the skill (although I believe at one point the developers didn't like the idea of hobbies stacking with professions/hobbies, so this may change in the future). So, I'm a bit curious now that we've discussed these traits a bit. Whats your ideal build look like and why did you chos ethe one you did?
  17. Not infection rate, just reduces your chance or even being hit. However I see your point. I still will argue slightly against it because thick skin helps prevent getting scratched in the first place, while resilient -may- help if you are. Though I can see it being useful, reguardless. Its also why I argue that traditional traits are far better than "hobby" traits, as you can raise them over time (Granted, painfully long time) However, you can't get the effects of potentially life saving/changing traits. Also, are you 100% sure hobby skills give an exp bonus to them as well? I can't find any offical sources that say they do.
  18. Well you don't spin around when they're right next to you or if one is sprinting to you. Either way, we can agree to dissagree on that reguard. As for prone to illness, I had lucky as well. No idea if that helps but popular opinion says yes. I'm also quiet good at avoiding situations where I'll even get scratched. That play thought I mentioned lasted about a year. Restless sleeper - Really? huh, that does seem -really- lame and makes no direct mention of stamina. I toyed around with it briefly but I thought the asthma trait was not letting me recover. That's extreme teir bad.
  19. Some things need some further clarification Hard of Hearing - Affects the very small radius of vision behind you, making it even smaller. Combined with panic and you can't see a zombie sneaking up behind you until its already biting. Can be pretty fatal if your already dealing with one in front of you, especially if you were near some trees or an area that you thought was previously cleared. Prone to Illness - Try it out yourself. I've noticed it through playing, and I honestly can't remember where I've dug up the info before. You will get a zombie infection more often from scratches. Short Sighted - You can already zoom your vision off into the distance further than a screen even with short sighted. Definitely free points, and I would consider this before Hard of Hearing. Resilient - Zombie infection, not regular infections (not sure if the 2 traits have even been changed to work with those). Combo with Thick skin and you'll very rarely ever get a zombie infection from anything short of a bite. Its definitely useful to reduce the chance of scratch infection, with thick skin in tandem reducing bites down to scratches. Sleepy Head vs Restless Sleeper - Tried both. Restless Sleeper is by far the worst, since you don't fully recover while sleeping, requiring you to stop to "rest" way too often. Sleepy Head on the other hand basically lets you sleep WHENEVER you want, which is extremely useful. You don't necessarily have to sleep more often, just simply for longer periods. Edit: As a side note, if you really want to increase close-combat survival, Weapon Guard + Thick Skin to reduce chances of Scratches/Bites and Resilient will go a long ways. Hard of Hearing - As I mentioned, provided you're constantly aware off your surroundings (Ctrl+360 spin) you'll be 100% fine, I've done this in the middle of combat dozens of times, even when it wasn't possible for something to sneak up behind me. It is a -great- habit to learn, even with improved hearing/sight. However I can add that to the post to warn others. Prone to Illness - I find that very unlikely, as it mentions just increasing the speed, not the chance. However, I believe I mentioned in another reply that I -have- tested it for a long while. Maybe it was sheer luck/chance or just my ability to avoid damage, but I've never gotten infected from anything short of a bite. Short Sighted - I'll test this out myselff and further edit the original post. Resilient - I already rarely get infefcted, short of a bite. Again, maybe just luck but I had "Prone to Illness" at the time as well. Sleepy Head vs Restless Sleeper - What do you mean you don't "Fully recover", fully recover from sleepiness? I tested it out and it worked just fine. Although I did very limited testing so I can't say for sure. As for Sleepy Head, sleeping longer is the problem. You're essentially wasting time that could be spent doing useful things around your base and such.
  20. That explains it. Hmm. I wouldn't specificly say thats a massive issue, as I tend to do the "Ctrl Spin" even in the middle off combat to make sure nothing is flanking me.
  21. Still, late game when you have no plumbing or access to a well, sterlizing is a bit of an annoyance. As for Athletic vs Fit, in game they show as +4/+2, respectivly. I've noticed the wiki is largely out of date and has a lot of issues explaining things. For instance, the other day I was trying to figure out how strong log walls were, verse high level carpentered walls.
  22. I respect youre dissagreement and submit my own below.
  23. Didn't see that thread while looking about and I posted my own almost a year ago Here and figured it was time to update. either way, useful to have more than one perspective. The wiki wasn't specifically clear that the traits that give skills also gave the same bonus that skills from occupations gave. Simply stated how it is make it seem like it only give +1 to a skill and thats it. Reguardless on what it or the occupations give in terms of a bonus, I simple argued that the particular bonus wasn't worth it, entirely. Reason being, Sure it levels your skills faster but you have all the time in the world to increase them. Meanwhile, many of those traits either increase your survival, make life easier in the long run, or do things that you can't replicate, otherwise. However, I will update my post about the varies effects of the hobby skills. I'll update that bit as well, then. I do believe that even though it doesn't balance out fully, you're not hit nearly as hard by it, either. Giving it a very minimalistic effect in comparison. As for your personal list below:
  24. Thanks. I remembered as a newer player, how hard it was to find resources on character building. So I figured I'd pass on what I know.
  25. Occupations: In this selection I'll broadly cover all the Occupations and go into a bit more detail of the more unique ones. Unemployed: After doing more testing this more, it isn't nearly as good as it could be. However, it's perfect if you have a specific build in mind that the current occupations don't fit. Skill Occupations: While some jobs aren't entirely worth it, picking one that fits your skill focus in a god send. Otherwise leveling up core professions are a nightmare, even with books and/or fast learner. "Unqiue" Occupations: These give you unique traits that are occupation only. Namely: Security Guard: Night Owl - According to mutiple sources, this is currently broken and a waste. Veteran: Desensitized - I feel like this could be hit or miss. Unless panic became much more of pain or you plan on using nothing but close ranged guns, panic won't be much of an issue. Lumberjack: Cutting tree's faster isn't that great but axes are the best melee weapon in the game. Hitting things faster isn't as amazing as you'd think but its helpful. Otherwise not overly amazing. Positive Traits: Adrenaline Junkie(-8): Holy cow, look at that cost. Not to mention its very situational. However, if you combine it with Panic traits and Athletic/Fit, you'll be running for days. Avoid, otherwise. Athletic/Fit(-10/-6): These are awesome. First of all, faster running is straight up amazing for early AND late game. You'll be traveling long distances and carting back heavy loads. The fact that you can run longer helps, too. Myself and many others believe that the extra +2 fitness isn't worth the cost for Athletic, however the 6 points for the extra speed/length is. Brave(-4): Panic wasn't much of an issue last year and It doesn't seem to be that big of an issue now, either. It might get in the way of gun play but if you're worried about panic, go with Vetran. Cat's Eyes(-2): Personally? I'd avoid this. As far as I can tell it only increases the sight cone and not brightness. You can also increase brightness in video settings, so no big loss. Dextrous(-2): Transfering items is a massive pain when you have a bag full of stuff you're trying to throw into a box. However, if you're in a safe location like your base, you can simply speed up the clock. Useful but definately not "Priority" Eagle Eyed(-6): As far as I can tell this only increases sight distance and not cone size. Sort of useless as you can "view" further out with ctrl, anyway. Fast Healer(-6): I feel like this trait could be great or terrible as first aid is a massive pain in the butt and lets face it, you're going to get hurt no matter how careful you are. However, unless you're very prone to damage or aren't very good, chances are this isn't going to be used much. However, may be more useful late game when medical supplies are scarce. Also keep in mind that you can get "very well fed" for a large healing boost as well, provided you have plenty of food. If you're playing MP, though. You might want to consider taking this skill as you can't speed up time. Fast Learner(-6): I feel like this has the potential to be a "core" ability. This would make leveling non-book skills much easier. I see no real downside to this trait, even the cost. Howver, the extra 30% isn't noticed very well unless you already have other skill boosters. Fast Reader(-2): For 2 points this isn't terrible, however you'll have -tons- of free time on your hands once you hit mid-game and are fairly established. Not really worth picking up unless you have 2 points laying around and nothing else looks appealing. Graceful/Inconspicuous(-4): I've lumped these together as they go hand in hand. If you plan on sneaking around? Perfect for you! However, I find "Sneaking" is very dangerous in most cases and is largely easier to deal with the threat. Iron Gut(-3): Don't eat raw/rotten foods and save 3 points. Keen Hearing(-6): Do you want to hear a zombie banging on a window 3 blocks down? Even if you did, the cost is a bit high for what it gives. However it should increase your "Vision Bubble" and help you "detect" threats that may be coming up around you. If you aren't normally aware of your surrounds, it could help. Light Eater(-4): A tad high for what it does and doesn't effect you at all early game. Even late game, food shouldn't be too much of an issue, provided you only eat when hungry. Low Thirst(-4): Early game? Fill up empty/condiment bottles, pots, bowls, etc. With water from the tap and store them somewhere safe. Should be perfectly fine while saving 4 points. Lucky(-4): The wiki says it doesn't effect infection chances but from what I hear, it does make you less likely to get bit/scratched, which is amazing if it does. Even if it doesn't? Increased rare loot is AMAZING, I'd pay 6 points just for that alone. Suck it up because this is basically a core ability. Ontop of that, it also increases your repair chances. Organised(-6): Normal container space is 40, this bumps it up to 65! Kind of nice, if you want to put a lot of things in one place. However, not very useful late game when you can build as many containers as you like. Also pricey. Outdoorsman(-2): Core ability. There is only 3 things that can make you sick now, bites, infect wounds, and rotten food. For 2 points, this ads TONS of survival. This was also the main reason park ranger was one of the best occupations. Resilient(-4): There aren't a lot of things that are going to make you sick, even less if you avoid bad food/water and take outdoorsman. However, this skill apparently reduces the risk of a scratch causing a zombie infection. Not to mention it reduces the chances of regular infections. Its not core by any means but it could save your butt. Strong/Stout(-10/-6): Strength isn't very well explained but chances are you hit harder with melee weapons and higher carry capacity. Unless its changed, you can still carry up to 50lb total, but this will allow you to carry more before being slowed down. The extra push back is nice if you're melee but isn't nessicary. Unlike Athletic/Fit, Strong is the much better choice, as the extra 2 damage is what matters most. Also more carry is always so nice. Thick Skinned(-6): Yes, Shut up. This will save your ass so many times. Less chance of bite, lower damage IF damaged, harder to be wounded. Its basically Core. Wakeful(-2): Eh, not so great. You'll want to spend your nights sleeping, all this will do is give you more book time. Hobby Traits: Angler, Baseball Player, Brawler, First Aider, Former Scout, Gardener, Gymnast, Handy, Hiker, Hunter, Runner, Self Defense Class. All of these skills give a +1 in one or more skills, as well as an aparent bonus to EXP when leveling them, naturally. However, given that you have plenty of time to level them. I don't feel like many of these are even worth taking, minus few expections. (I.E. a specific skill build) While none of these are core, having atleast one in your primary skills works wonders while leaving them up. Otherwise, avoid any you can't spare. Negitive Traits: Agoraphobic/Claustrophobic(+4): Panic is -rarely- an issue unless you're using guns and even the, not so much. They're a tad annoying hearing the "panic" heartbeat sounds while doing nothing dangerous, but otherwise no big deal. Claustrophobic is going to effect you least when you're out doors and none at all if you have an outdoors base. Feel free to take both for +8. However, While Panic doesn't really hurt anything, it is damned annoying.. All Thumbs(+2): Only 2 points for something fairly annoying throughout the entire game. I'd say avoid but if you need +2 points its not so bad. However, as mentioned with dexterous. You have all the time in the world while in your base. Asthmatic(+5): This one is iffy for me. It can be taken with Fit/athletic but it only makes you lose endurance faster. I'd say avoid as the main reason for taking fit is the ability to run longer without getting exhaustion. Take last if needed. Clumsy/Conspicuous(+2): Unless you're intentionally going for sneaky, this is actually a boon. As the easiest way to clear out large amounts of zombies is to round them up and set them on fire. These help with that. Cowardly(+2): Simular points as the phobia's. Panic is going to happen, its unavoidable. However, panic can always be annoying. Deaf(+12): Holy crap have we hit the holy grail of negitive traits. Like seriously, holy crap. Ok first, let me explain why its bad. You won't hear zombies, at all. If one's behind you? Oh well. However, if you're careful and keep an eye out like you should ALWAYS do, then it does nothing. The only other bad thing is that you can't hear alarms or other noises that attract zombies. Besides from that? Straight up amazing for what you give up. Infact, I like it as I hate hearing the constant zomboid noises. Note: Keep in mind, this is my opinion on the ability and many disagree. However you get a ton of points for something that barely efffects you, provided you're aware of your surroundings and careful. Disorganised(+4): You only give up a wopping 5lb of inventory space, which isn't that big of a deal. However it is incredibly annoying, even late game, when you have the ability to make as many containers as you like. If you need 4 points, go ahead. Feeble/Weak(+6/+10): I say no, even if you don't want Strong/Stout, you shouldn't take something that negitivly effects your melee/carry cap. If you want to focus on guns, this isn't terrible. However, its going to be a massive pain in the ass throughout the game. However, if you have a specific, non combat role in MP, its not that bad. Hard of Hearing(+2): Basically?, free 2 points! It also reduces the radius of zombie noises while still allowing you to hear loud, important noises. Can not be taken with Deaf. Hearty Appetite/High Thirst(+4/+6): Originally I disliked this but food and water should be readily available, even late game. Provided you're good at rationing and stock piling, it should never be an issue. However, High Thirst can be difficult to deal with if water goes out before you can stockpile some. Hemophobic(+3): Who seriously cares about panic and if you're on single player, the other part doesn't matter at all. Hypochondriac(+2): This is a massive pain in the ass to deal with and for only 2 points at that! Avoid. Illiterate(+8): Please tell me you weren't seriously considering this one. Not being able to read skill books makes leveling those skills just as painful as the others. Avoid. Obese/Overweight(+10/+6): Nope, same reasons as Feeble/Weak but more so. Avoid. Pacifist(+4): What are you, a hippie? Pass! On MP, this isn't so bad if you have a non-combat role. Prone to Illness(+4): With Outdoorsman, this is basically 2 free points. However, potentially makes wounds more infectious. Also potentially increases your chance of a scratch causing zombinisim. I personally never had a problem with it but I may be lucky. Restless Sleeper(+6): According to multiple sources, it also effects exhaustion, meaning you need more rest to get rid of it. Extremely bad if so. Avoid. Short Sighter(+2): Apprently, this doesn't reduce your sight cone, only range. Which is easily overcome by using Ctrl to "scroll" out. Sleepyhead(+4): Apprently, this isn't bad at all. Simply makes you tired more often, which can be great if you need to sleep for whatever reason. Just make sure not to oversleep too much. Slow Healer(+6): Even without this, healing is a massive pain in the butt, if you're unlucky enough to get hurt. Healing is a massive pain in the ass, even with fast healing. I'd say avoid unless you really need 6 points. Slow Learner(+6): Avoid at all costs. I mean it. Leveling skills is slow enough. Slow Reader(+2): Its honestly not that bad, as you'll have plenty of time to read all the books, ever. Many people agree that its basically "free" points. Thin-skinned(+6): Do I even need to explain why this is bad? Avoid it. Unlucky(+4): See lucky but oppisite. This is TERRIBLE trait to have, even for 8+ points. Weak Stomach(+3): Unless I'm mistaken. The only way to get food based illness is to eat raw or rotten food. Fairly easy to avoid for basically 3 free points. Conclusion: These are all based on my educated opinion from ingame experience. If you'd like to correct any mistakes I've made or make points I may not of seen, feel free to post below and I'll consider and/or correct this post. Occupation:Traits are your bread at butter so try to save some points for that. However, occupations are the only way to raise your fitness/strength besides traits. Also, the "skill" occuptations aren't terrible if you plan on focusing on some specific skills that have no books. Park Ranger: Forage/trapping is great, plus a minor bonus to carp isn't bad. Lumber Jack: Axeman itself isn't worth it but the bonuses it gives makes you a literal axe murderer. No utility skills, though. Combined with Handy isn't bad, either. Carpenter: If you plan on doing a lot of building, it isn't bad by any means. You already start fairly high and leveling it is a breeze. A bit -too- focused but not bad by any means. Handy exp boost doesn't stack. Traits: What's ideal for me and what's ideal for you are likely very different, however if my opinions above aren't specific enough, here's a few of my favorites to take. Pro: Fit, Fast Learner, Luckly, Outdoorsman, Strong, Thicked Skin Con: Claustrophobic, Clumsy/Conspicuous, Cowardly, Deaf, Disorganized, Hard of Hearing, Hearty Eater/High Thirst, Hemophobic, Short Sighted, Sleepyhead, Slow Reader, Weak Stomach Honorable Mentions: Adrenaline Junkie, Dextrous, Fast Healer, Graceful/Inconspicuous, Organised, Resilient, Skill focused Traits Agoraphobic, All Thumbs, Asthmatic, Prone to Illness Self-Defense Class, Runner Personal Build: Lumberjack: +Axeman (+52) Claustrophobic, Clumsy/Conspicuous, Cowardly, Deaf, Disorganized, Hearty Appetite/High Thirst, Hemophobic, Short Sighter, Sleepyhead, Slow Reader, Weak Stomach (-52) Dextrous, Fast Learner, Fit, Lucky, Outdoorsman, Resilient, Strong, Thicked Skin Gardener, Handy (Carp/Farming would be primary skills as I plan on doing lots of construction and farming would be my only food source)
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