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colorfastnewt7

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  1. Like
    colorfastnewt7 reacted to ORMtnMan in Player Death and Future NPC Interaction   
    My suggestion is on how to deal with player death, "reincarnation" and interaction with NPCs.
     
    So I have been pondering this,
     
    Having died many times in the Sandbox mode and loading up the same map to go find my stuff lying around; the concept of NPCs as part of this seems like it might become an issue.
     
    If the player dies and he has a large posse hanging around his base, if he comes back as a new character, the NPCs would have no idea who he is. He would have to develop all new relations probably be kept out of the base "he built" (in another life).
     
    My suggestion would be instead of starting out a new character every time you die, if you have a group of NPCs, could there be an option to take control of one of them instead? That way it makes a more  contiuous story of your group survival.
     
    This could lead to awesome situations where you lead a team into an infested area, get swarmed by zombies but only one of the NPCs manages to get out before the horde turns everyone into horderves.
     
    I realize this may qualify under the "ending other than death category" but I would argue it does not. Your character still dies, you just get to choose whether to continue on with the story of your group or start a whole new character.
     
    Let me know what you think on this... and sorry if someone else already suggested this.
     
    EDIT:
     
    Also, there could be an "ironman" check box option at game startup that prevents you from being able to respawn on a map at all. This way, everyone can be happy.
     
    EDIT EDIT:
     
    It should also be noted that this would only be a Sandbox setting as the other modes would be more hardcore and you can not change settings in Survival anyway.
  2. Like
    colorfastnewt7 reacted to Some Clever Username in Burials For Survivors (NPC's)   
    I'm new here but I've played the game for awile and I've read disscussions on the thread. Nobody seems to have thought about this and I'd love to see it in game.
     
    Burials/Burnings
    When NPC's are out, I'd love to see something about how the group(and your charater) will feel. What if...
    When an NPC survivor dies, and you have the body, you can bury them. In the game, we will be able to burn corpses of zombies so when survivors are added we should be able to do that to their body's too.  
    For a burial, we can dig a hole in the ground (like with farming) and if we have the body in our inventory, we can put the body in the hole as a sort of grave.  
    Then, for a headstone, you could get a plank or something to put by the grave. If it's wood, you could carve in a few words for your fellow survivor. Example, "R.I.P. Billy Bob You were a jerk" or whatever you want really.  
    For burnings, you will hold a ceromony and burn the body there. I'll talk about ceromonies in a bit.  
    These can help other survivors move on depending on personality. Ceromonies
    If you are in a group, you can hold a ceromony for the dead survivor. You and your group would go and say some kind words about the dead victim at a the grave or before you burn the corpse.  
    At the ceromony, survivors can talk about the fallen, depending on their relationship with them and events that took place even (That's a stretch) they will say different things. Example, Survivor 1 hated Billy Bob so he says "Can't say I'll miss him." or something while Survivor 2 loved Billy Bob and says stuff like "He saved my life, he will be missed" Wishes
    Another interesting feature would be that some charaters will want to be buried or burned in death. You could come across this in conversations and stuff or a survivor might be in a graveyard and say "I'd hate to be buried in a cold dark coffin." And you may remeber that if you want to bury them and decide to burn them instead.  
    This would depend on personality and maybe if the survivor has a certain religion. Wrap Up
    Overall, I think this would be a great feature for role playing in a group. You could have a small (or large) graveyard at your base of fallen survivors. This would add some depth to charaters and I think it would be great.
     
    This could be added after survivors have been released too.
     
    Note: All these options to do with the dead would all be optional (You may just want to leave the bodies where they are or you might not even have recovered the body... Who knows?)
     
  3. Like
    colorfastnewt7 reacted to archerj2010 in Better reloading   
    I agree. I understand in the heat of battle, it's easy to lose count of ammo, and frankly - the spartan idea of not having a persistent counter is more life-like. But you should definitly be able to do a round count when you're safe. I have had my hands on a large swath of makes/models of handguns, the likes of which would be found in suburban kentucky, and all of them have holes (some even stamped labels to save you from counting) so you can get a quick glance of your situation. ...from that point forward, i could see enhancements to where you have to have magazines in order for the pistol to function (much like DayZ, if i understand correctly?) with a revolver implemented so you dont have to have magazines...but then you'd want to find speedloaders...I'd better stop
  4. Like
    colorfastnewt7 got a reaction from Jsnazz in Better reloading   
    This is something really simple that's bugged me for a long time. When using your gun you don't know how many more shots you have left. I know it is like real life but you should be able to click a button and have you remove the mag and count the bullets. it would save a lot of wasted shots and unneeded reloading.                                                                                                               The second idea is being able to unload guns.  *drops mic.
  5. Like
    colorfastnewt7 reacted to mrwaddell in HUD Ideas   
    My Mitts
     
    1.  If you are BUTT naked. You shouldn't even be allowed to access your inventory.  Meaning if you have absolutely NOTHING on, and you're indoors, in the darkness (and I'll get into "indoors" and "darkness" later).  But assuming you still have two arms at least.  The very LAST things you could POSSIBLY have left in your hud, is obviously Primary and Secondary. 
     
    Although I guess if you lost an arm it would just be primary by default. 
     
    My Eyes
     
    1.  I feel everything for your hud (that I can think of), just like your inventory menu, should be able to be moved around as much you want. 
     
    2.  Allowed to be resized vertically, horizontally, and diagonally. 
     
    3.  I feel ALL of the things that can be in your hud can ONLY be shown if it is in your character's direct eye sight.
     
    Now bear with me.
     
    Clocks
     
    1.  I love it, but I feel the "default" should not be the digital clock.  To me, always having the digital clock kinda feels like cheating. There for, I lose appreciation for the value of time. 
     
    2.  You only should see the digital clock; which should be a whole seperate icon apart from the "default" mind you, if you're holding and/or wearing, and/or just simply looking at one on the wall, and/or maybe even a big town clock that you can see from farther away, useful if it even works, and if there are any, in the towns we're in of course.
     
    3.  Same goes for analogue clocks as well, obviously meaning you'll have to animate an analogue clock for the hud. 
     
    4.  We should be able to see multiple clocks on the screen too, so as to easily compare them to one another.  Because SOME will be alive, and showing the right time, while most will either be dead, or need to be rewound or reset.  Such as the state of the human population and economy at this point. 
     
    The "Default" of Time
     
    1.  The "default" should be a seperate thing all together.  But I can only call it the "default" because you see it most of the time, you cannot bring it up at will, and it was here first (before clocks). 
     
    2.  Now, the game is isometric, so we obviously won't ever actually be able to see the sky.  But don't worry, I'm not talking about a literal first-person view, that would be way too much.  I'm just talking about a basic-easy to understand-representation.  Only the basic things your character would see, that the player can do with this as far as their character is equipped for.  But obviously, still relying on what the player can ultimately understand. 
     
    The Representation of The "Default"
     
    The Sun.  It should shine really bright sometimes, and other times, not so bright, through out the potential years to come.
     
    The moon.  Maybe you could make a rough idea of how much of the sun is actually reflecting off of the moon at different times of the year.  Or even an eclipse and a blood moon, for flavor.
     
    The Clouds.  Maybe you only wanna show a few clouds.  Or maybe it's so cloudy that you can't even see the sun on this thing, hindering your ability to tell time without a proper clock.
     
    The Transition of The Sky.  My basic example would be like, from black with stars to red to orange to yellow, and then strangely-suddenly to blue or grey depending on the weather, time of year, and the part of the world you're in.  And it goes on like that for like, half of the day, and then back to yellow to orange to red and to black with stars again (and any other colors I missed).  Maybe that could better help to figure out what colors to shade the landscape at different times of the day and year.  I think that would help us better to feel apart of this planet.
     
    A Box.  A box to put it all in.
     
    Directions of The Sun.  On the Left then Right of the box you should put East then West.  That will make a compass more meaningful as well, but we'll get to that later.
     
    Weather.  To allow for better planning through out the day, add some basic weather effects that will be easy to understand.  And people can eventually learn the patterns of these effects.  That way, people know to get indoors ahead of time.  But I'm not talking about an exact forecast, just the basic stuff you would pick up from simply looking into the sky.  For example, if you know the temperature is warm, but the sky is grey, the clouds are packed, and the sun is covered, but you know there's still daylight up there above the clouds.  You can probably guess that it's gonna rain.  All of this in a box of allowed variant sizes. 
     
    Indoors
     
    1.  Now I said you would see this "default" time indicator MOST of the time.  Assuming most of our characters would be outside mostly. 
     
    2.  So if you're indoors and too far away from any open shade window, the "default" would disappear.  That way, being indoors with the shades closed for long periods of time, can really make you lose track of time if you don't have a proper clock. 
     
    3.  You would lose happiness faster. 
     
    More HUD Items
     
    Maps. They obviously NEED to be in your hands to be looked at.
     
    Compass.  In hands, got a strap?  You can where it.
     
    Step counter.  These are supposed to be worn around the waist, so they always come with a clip, so I guess you could just always wear them. But a step counter makes it easier to learn when your feet are going to get sore as well. Oh yeah, and sore feet. . .  that should be a thing. 
     
    Thermometers.  Thermometers and any other hand-held weather measuring equipment you could think of, you should add into the game. 
     
    GPS.  It should be like a map, a compass, a clock, and maybe even a thermometer all in one.  That, would be a sweet use of batteries.
     
    Books.  You hold books, you SEE the books (on the screen), you read books, you write in books, blah blah bl-blah blah.  I'm not gonna tell you how to use pens or pencils.  I'm sure I'll love whatever you all do.
     
    Player Knowledge
     
    1.  Again, able to be solely reliant on the player's knowledge of how to use these tools.  Some of these items would really help to find distance. And knowing distance related to time can help plan out trips. 
     
    Darkness
     
    1.  When it comes to the darkness, we all know the darkness likes to hide things.  So the darkness should make your hud harder to see.  Unless the tool has a screen that lights up, glows in the dark, or you have a flash light on. I don't know, could be cool.
     
    Some Extra Things
     
    Shade.  Even on sunny, blue sky days, clouds should still be able to block the sun sometimes.  A little shade can be the difference between depleted stamina and death. Especially, for people with asthma, on really hot days. Or making it colder in winter days with blue skies as well.
     
    Trees.  Unless that's truly ALL the trees the state has, there NEEDS to be more trees besides pine trees.  It is a real pain in the fracking arse to push through all of those damn pine trees. Maybe some trees where the bristle or even leaves are actually above your head. And instead of having to push through the bristles all of the time, you could just maneuver around the stocks of some oak trees or something.  Plus, I wanna climb a tree. . .  I wanna climb a tree. . .  I really really REALLY wanna climb a tree (in the game).
     
    If some of the stuff you're already doing is the same as some the stuff I mention, sweet.  But that's all I got for now, I still love this game like it's my first time, every gruesome death I endure, will allow me to enjoy the pleasant death I will earn in due time. I love you all, peace.
     
    P.S. Did I do the right punctuation for "You only should see the digital clock;" in number two about Clocks?
  6. Like
    colorfastnewt7 reacted to Svarog in Zombie Variants   
    I like the idea of a Hider, some dude got bit, hid under the bed, died and turned. Bonus points if it would have a chance to come out when you sleep and eat you. Just add an option "Look for monsters under the bed" and nobody will be able to complain. 

    As for the rest, yeah, something needs to be done about safety on the 2nd floor but Climber sounds too weird if you ask me. And as for Howlers, hordes should be much easier to aggro overall, if one zombie moves, the horde should follow, the possibility to pick them off one by one should be made a lot less easy.
  7. Like
    colorfastnewt7 reacted to Jatta Pake in Zombie Variants   
    I know the idea of "special" zombies is verboten, but I wouldn't mind seeing a bit more variation among the glorious hordes we face. And I like touching third rails of forum topics so here goes.
     
    I offer for your consideration several additional zombie variants. These zombies are not "special" in that they conform to standard lore, but like the Crawler have some specific differences that add to the challenge. No tool using or exploding zombies, just regular old walking dead with some clever twists...
     Climber - A zombie like the Crawler but missing its entire lower torso. The lower mass allows the zombie to climb things like sheet ropes and rough surfaces like player built walls. Slow like a turtle but determined as fuck.Game-play issue addressed: Safety players feel from hiding up on a second story. "Jim, did you remember to pull up the sheet rope and barricade the window when you came in? You didn't? Ahhh! Kill me now!" Howler - A regular zombie that hasn't lost its full vocal functions yet and howls more loudly when prey is spotted, attracting additional zombies to an area. An upgrade from the current aggro sound that rarely pulls the entire horde along when a player is spotted. The loudest recorded human voice is around 117-119 decibels. A zombie who doesn't give two shits about blowing out its vocal cords should be able to match this volume at least once.Game-play issue addressed: Counters player tactic of approaching a horde just enough to peel off a couple of zombies at a time to dispatch (Rope-a-dope). These could be rare. But the psychological torture inflicted upon the player encountering a lone zombie would be delicious. "Not only do some houses have alarms, but now some zombies do to? Ahhh! Kill me now!" Floater - A regular zombie that spawns out of lakes and rivers.Game-play issue addressed: The safety players feel around bodies of water. Adds suspense to fishing. Island safety? I don't think so. Imagine a graphic that plays of the water rippling and a zombie slowly emerging from the water when a player gets close. "What do you mean it's not safe to fish at night anymore? They can come crawling up out of the water? Ahhh! Kill me now!" Hider - A regular zombie that lays down like a corpse in tall grass or under beds, but stands up when a player is detected close by.Game-play issue addressed: Lack of urine in player's shorts after gameplay and looting becomes routine. "They can hide under beds now! Ahhh! My pants!" Dragon - A dragon.Game-play issue addressed: Lack of dragons. "Ahhh! Huh?!?!" Thoughts? Disagree? 
  8. Like
    colorfastnewt7 reacted to Hetachi in One missing part, that ALL zombie games are missing.   
    without further a due I present to you a quote from "FrankieOnPCin1080"
     
     
    I really hope at least one dev reads this, as if this kind of game came out I think people would play it alot. 
     
    You could just add this to server configs.
     
    Ps.
    This person is playing zombie games quite alot so I think he knows what he is saying.
    Also anyone is interested in the full video where he is discussing this matter link is: here
  9. Like
    colorfastnewt7 reacted to Hilrof in Zombies occupied / Hanging around   
    Hi every body !
     
    I've been trought a few games in Insane option, and when i get out to find supplies, i always see zombies waiting in streets, just waiting to move after the first sound...
     
    I mean, zombies still are "living" ! So here is my little suggestion :
     
    - Implement a few behavior for zombies, like eating a corpse, follow an other zombie, scratch walls, not intelligent or logical behavior, but something to make zombies more "alive", and by these occupations it could be easier to be invisible for them, they are concentrate and making some noises !
     
    - The second behavior i'd like to see is just zombies to be able to hang around, independantly from any sound. Maybe just after a little time in a place, the zombie move around, a stop somewhere, with any logic ? And by moving, the zombie drags some other zombies who just have seen him move and so follow him by instinct ! I'd love to see some hordes, just one or two per city, "leading" by a small group of zombies always moving around, and draggind other zombies to create a big horde, also dropping little groups of zombies in it track. These hordes could follow sounds and survivors, but when there is any of them, they just follow their instinct, leading them to places all around the city.
     
    (Max Brooks in his survivor guide said that zombies are attracted by the places which attracted humans before : church, schools, community centers, malls... Maybe these places are soak by human odors, and a horde can smell it ?)
     
    Just an idea to make zombies more than waiting in the streets, and more terrible !
    I hope this was clear, i really apologize for my english !
     
    EDIT 24/02/2015 :
     
    Here are some of the ideas you give me :
     
    - When wildlife be there, zombies are of course attract by its move and smell. Especially in city, i'd really love to see dogs and rats. They are the only animals who will stay in town :
    _ rats survive pretty easy to zombies and will have more food and space than ever.  And of course, those little mooving snacks will attract zombies in buildings, sometimes really deep in them.
    _ dogs are the saddest remains of this world : their owners are dead, and dogs wasn't ready to deal with a life without man. But they still are very dangerous beasts, more when hunger come to them... That's why you'll find some dogs, looking together in town, on an opposite neighborhood of the great horde, spreading is rotten smell all around.
    If this animals will left when a horde come around, they'll stay in town, and kind of accustom to this danger. So they won't be afraid by a few zombies hanging around, of course, until one of them see his meal and run after it. That could drag zombies on a long distance, or deep in a building, and zombies will keep looking for it until they forgot. And that could be a pretty long time, enough to get in higher buildings or in a weak point of your fortress...
     
    - Of course zombies are aggressive because of the virus, trying to spreading as much as possible. But after the higher point of contamination, the possibilities to spread just go down, so this organism work on the "health" of his host. According to Max Brooks, zombies in temperate climate (as USA or EU) can live 3 years with a minimal eat. Zombies in cold climate will live longer, and tropical about one year less. But it is still an organism, ruled by a virus who naturally try to live as longer as possible.
    So if zombies will always run after a human being, all the other time they will try to feed themselves, with small animals and rest bodies.
  10. Like
    colorfastnewt7 reacted to Bullwinkle in Different Death Animations   
    And you should get a message stating WHAT killed you.
     
    I mean, at its core, this is supposed to be HOW I DIED, not "Wait... how did I just die?"
  11. Like
    colorfastnewt7 reacted to GambitedFate in Make duct tape more useful   
    I would like duct tape to be more like what it is irl. It should not just be for repairs, but basic building (like curtains and hammocks), making new weapons and items (like bolas and flails.), using it to bind people ( and zombies) up, and even first aid. There are a million uses for duct tape irl, and its weird that in pz it only has one. Thanks
  12. Like
    colorfastnewt7 reacted to Some Clever Username in Npc Basic Relationship Guidelines Suggestions   
    I want family and friends! That would rock!
  13. Like
    colorfastnewt7 reacted to Brandon in Npc Basic Relationship Guidelines Suggestions   
    This is a quick list of different systems that, I will admit, I have no clue if the PZ developers have even thought of, although I assume they do because they are a rather intelligent bunch. Anyway, this collection of systems plays off of one another to make much more advanced NPC's. Sure, it might make them take even longer, but if they come out, I want them to blow every other NPC in any game out of the water. Let's begin.
     
     
    The Trust System
    Every relationship builds foundation upon trust. Whether you are asking to borrow some sugar or a shotgun, if someone doesn't trust you, things tend to not go over too well. Here is how I imagine it:
         There are several interactions that I believe should play off of trust, they include 
    Trading: If an NPC doesn't trust the player, they will refuse to do trade with them. This could include asking an NPC to give you some food in exchange for bullets on your first meet, but they decide against it due to a trait regarding trust issues with strangers. 
         Grouping Up: Pretty much the thing everyone is waiting for is grouping up. Everyone wants a set of extra eyes watching their back, but they need to gain the trust of said NPC first before they will happily join you and possibly others in your endeavors to survive the end times.
         Speaking: This refers to more meet and greet type of situations. Trust issue NPC's may simply run away all together, or they may threaten the player. Speaking with someone in a friendly manner is the quickest way to gain their trust.
         Convincing: To get an NPC to do an action you need to convince them. Being forceful is one way to do it, but another way is to persuade them. The more the trust your decisions, the easier it will be to get them to do something. This could be scavenging, clearing out nearby zombies, or ditching the current group all together.
         Leadership: Being a leader is tough, so if people don't trust you, you are bound to have your authority removed. I believe being a leader, or a figure like one in a group, should make it so that people trust you much more within the group naturally unless you start making poor decisions. So basically like a double whammy, you gain trust twice as fast and lose it twice as fast.
         Gossip: This is a more interesting action in my opinion. Depending on how much an NPC trusts you, you can spread rumors or even lies about other NPC's to play around with their trust in others. If they were to find out you lied to them however, they will not be happy.
     
    The Relationship System
     No matter what anyone says, you didn't magically appear out of nowhere. Your little survivor is going to have friends and family, and I feel like this could be a game changer in how realistic Project Zomboid is. Currently Depression and Sadness don't really do anything to players, but just imagine how an NPC might react if their friend dies compared to some stranger. 
          Family Relations: Everyone has a family. I feel like it should be in single player character customization that a player can choose whether or not they have family or friends in the local area. Having them in said areas would add a sort of goal to finding them before things get really bad. Maybe even have the possibility of choosing if you start with family. However, family is fun and all, but it is dangerous to be around family. If a family member is to die, it will immediately thrust the depression moodle onto a player or NPC upon learning of their death (Depending on traits.) Losing someone nowadays is painful, but losing someone when you have very little left to lose can crush a person.
         Friends: Unlike family, friends can be chosen. Having friends before the apocalypse helps, but you can still form friendships during it. Once a friendship is formed, the two friends will immediately have an always positive trust level towards each other, while family members don't always necessarily trust one another. 
     
    Banditry System
    Some people are mean nowadays, but when shit hits the fan, they will turn from just "mean" into full blown psychopathic murderer or highway robber. Not every NPC will just be dicks who don't trust you, oh no. Put the right traits into a pot and what you cook yourself up is a bandit. Bandit NPC's want to survive, and they don't care who gets hurt along the line as long as it gives them a few more days. People with these types of personalities tend to come together as a group so that they may further there own goals. Through encounters with other NPC's, these bandits can start to build a reputation. Talk to the right person and they will most certainly tell you about the bandit/bandits they encountered. Here are a few ideas on key features this would present:
        Being a Bandit: If the life of a peaceful farmer doesn't fit you, then go to your neighbors home, bust down the door and steal his cans of beans. I mean, who is there to stop you now? This isn't without risk though. Whether you kill them or let them live, someone is bound to find out about what you did. Through the new doctor system coming in build thirty, it could be implemented to check corpses (Specifically NPC and player corpses, for multiplayer) for the cause of death. If doctoring skill is high enough, they could identify things like dehydration or starvation, but anyone can clearly see a gunshot or a knife wound. If you get found by these NPC's, and they suspect you to be the murderer, they will defiantly want to ask you some questions. There is no reward without risk, keep that in mind all you bandits out there.
        Learning about Bandits: For all the honest people out there, I did present the option previously to learn about them through talking or checking bodies, but this doesn't really present a threat to the bandits themselves. Learning about them from NPC's can be crucial for confronting them. People who survived a robbery will most likely remember their robbers face, where they were robbed and how. This information could give you clues as to what they are like. If they robbed the person with a gun to his head, confronting them might not be the safest idea, but, if they were being threatened by some guys with baseball bats and an ax, you can deliver some justice if you have a gun and a steady aim. Ridding the world of bandits will almost always give people a positive outlook about you... right?
       Murder in the early days: While murdering a bandit does seem like the most reasonable and quickest action, it is not always rewarding. Sure, down the road of the apocalypse when people realize how bad things are, they will most certainly thank you for getting rid of some pesky bandits, but in the early days it is all still a new concept to them. Murdering anyone, no matter what they did, will cause people to look at you weird. If you go back to your group, they may be horrified and appalled at what you have done. Your family could distance themselves from you and your friends may not talk to you for a while. This applies to bandits too. If a bandit has family and friends that aren't bandits themselves, they will think his/her actions are absoulutley repulsive.
     
     
     
    Edit: Added the Bandit system. Will add more in the future, keep that feedback rolling in guys.
  14. Like
    colorfastnewt7 reacted to King jjwpenguin in Tiny suggestion about taking down and putting up curtains on windows.   
    Well when you turn a empty whisky bottle into a water bottle it is different looking, hold different amount, and can stack so i believe its possible but i don't see much of the need for it besides decor or ocd. I mean i am all for the idea but i rather have NPCs and cars instead of this.
  15. Like
    colorfastnewt7 reacted to RobertJohnson in RELEASED: Build 30.12   
    If you experience weird bugs, please first reinstall the game properly, Steam seems to mess with the files because we do a lot of updates these days, thanks
     
    [NEW STUFF]
    New sandbox stuff !You can now save/load sandbox presets and share them ! Files will be saved in C:/Users/YOU/Zomboid/Sandbox Presets New sandbox options : Starting Erosion, Characters stats decrease (hunger, thirst and fatigue), Locked houses/Alarms rarity, XP Multiplier and more ! Little screenshot to show you
    Spoiler

    The big return of the COOP ! Still need to do some things for the joypad but you can now play again in COOP ! (understand 2 or more players on a same splitted screen) EasyPickins rules! <3   The Erosion mod is integrated in the vanilla game with several new things!
    TurboTuTone's awesome Erosion mod is now part of the game. Erosion introduces seasonal changes to the look of the world, as well as increasing the growth of vegetation over the environment as time passes.
    Stuff you can expect to see includes:11 types of tree. Each tree comes in 4 different sizes. Some trees lose their leaves in the fall. 11 types of bush. 17 types of plant. Some plants have flowers that bloom depending on the season. Wall vines creep up some outside walls, sometimes growing over windows. Wall cracks appear on some outside walls. Cracks in street pavement slowly appear. Some cracks will have grass growing out of them. Snow covers the world on below-freezing rain days. Snow slowly melts away on days when the temperature is above zero. It's Kentucky though, so only expect about 12 days of snowfall per year. All the new objects will appear over the first 100 days, although some may continue to develop after 100 days. There is a sandbox setting that allows you to choose the initial amount of growth (from Never to 100). Each world has its own erosion configuration file that can be edited to change the rate of growth (more or less than 100 days) as well as other variables. Added a "only server that match your version are shown" text on public server list. New cyrillic fonts. Reduced heal time a lot. Added a debug file for translation, add a -debugtranslation options to have it (http://theindiestone...files/?p=147525) New farming tile by Mash. Added remove grass/bushes. Tweaked brightness and colours to make it a bit more realistic. Fixed flickering shadows bug. Changed endurance system, it now take longer to get exhausted, but take longer to recover from it. Added auto zoom on joypad. Zombies now clump together into groups more. You can now add/remove curtains on self made windows frame [Farming] Increased time needed for a plant to grow [Farming] Decreased water/health point loss for plants Potatoes will now last longer but give a bit less hunger reduction. Added a "Beginner" mode (it take the sandbox presets "Beginner") Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar + Jar Lid (lost when reopened), cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now:Tomatoes Bell peppers Red radishes Leeks Eggplants Potatoes Carrots Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes) Scavenging for food during winter will be impossible, or really hard in cold months Plants now loose health during cold temperature The new health system!
    Spoiler Note: when I say treat wound infection it does not mean treat zombie infection.
     
    1. A new health panel
    The health panel has changed so that it now displays every new wound on your body.
    You can also right click on it to reveal a menu that will let you treat your injuries.
    Wounds fade in and out depending on their level, and someone with a high medical skill will spot ailments a lot faster than someone with no grounding in doctorhood.
     
    2. New wound varieties
    A variety of new wounds and injuries are being added to the game.
    Several of them will impact on gameplay: a heavy wound on a hand will mean you won't be able to use it, for example, while injuries to the legs and feet will force slow movement. Likewise a busted arm will make your melee attacks and weapon aiming less effective.
     
    Remember: Blood is your life fuel! Your first reaction to any injury will be to stop the bleeding at any cost, and only then then to find somewhere safe to treat your wounds.
    Wound infection Cause: This will happen randomly, although it will be less likely with clean bandages. Leaving open wounds won't be clever.
    Symptoms: Pain, and a quicker degradation of health.
    Treatment : Alcohol, and disinfectant/alcohol wipes. You can disinfect a bandage or cotton balls to prevent wound infection. You'll quickly discover that proper disinfectant works better than whiskey...
    Deep wounds How: Many and various ways of injury, from smashing windows with bare arms to axe strikes, to zombie attacks etc...
    Symptoms: Heavy blood loss. Lots of pain.
    Treatment: This will have to be stitched - either with twine and needle, or a looted suture needle which will cause less pain.
    Fractures How: This will be the result of taking a running jump from the second floor, but will be more severe if you're carrying a heavy load. The impact of a blunt weapon could also cause breakages.  
    Symptoms: Pain, and lots of it. Leg injuries will slow you down, while arm injuries will hamper combat.
    Treatment: You can create a splint with a ripped sheet and a straight wooden items like branches and sticks.
    Burns How: FIRE!
    Symptoms: Huge amounts of pain, and severe health loss.
    Treatment: Burns must be treated with a clean bandage, then bandaged again - and regularly kept clean. The recovery time is lengthy.
    Lodged bullet How: Get shot!
    Symptoms: Major blood loss, major pain and severe health loss.
    Treatment : Bullet must be removed with a suture needle holder or tweezers, disinfected, stitched and bandaged.
    Lodged glass shards How: Break a window without using a weapon or tools, or climbing through a broken window
    Symptoms: Severe pain, and a wound that cannot be instantly bandaged.
    Treatment: Tweezers must be used to remove the shards. If you choose to bandage a wound that still has glass in it then it will cause extra pain.
    Scratches How: You already know how to get scratched, right?
    Symptoms: Some blood loss and pain
    Treatment: Well, bandages obv.
    Bites How: ...
    Symptoms: *evil laugh*
    Treatement: *loud evil laugh*
     
    3. New medical-related items
    Many and varied new items added, from tweezers to cotton balls. Alcohol and disinfectant can be used on bandages and ripped sheets in most the prevention and treatment of wound infection.  First Aid kits will be lootable, and will contain items and implements to help you survive. Tweezers and suture needle holders can be used to remove glass shards, antibiotics will be available for you to take to treat infection etc. The use of proper medical equipment is strongly advised, but home-made alternatives are available. Using suture needles and holders when putting in a splint, for example, will be far less painful. When you find medical supplies, take them and prepare for any and all eventualities.  Painkillers - a work in progress, but these will clearly be required! 4. A new First Aid skill
     
    Governing all of the above, is a new skill that will help you a lot during your rollercoaster journey towards death. Improving this skill will let you treat wounds faster, make better bandages, understand more ailments and spot infections on your health panel and much more besides. To level up in First Aid you'll just have to treat yourself and those around you, but advances will only come when wounds are healed - not through the initial treatment.
     
    5. Medical Multiplayer Functionality
     
    As is the way of the world, a good doctor is vital to any survivor group. All treatments can be performed on another character in multiplayer - just click on your wounded chum and select 'Medical Check' from the menu. Stand still for a while, wait until the patient's health panel pops up and then play doctor. Whether or not an experienced doctor tells the injured party exactly what's wrong with them, though, is pretty much down to you. Playing Doctors and Nurses has never been quite this intense and depressing, ever before...
     


     
    [bUGS FIX]Can't add infinite item in an evolved recipe anymore Can't add cooked food to a trap anymore Fixed player getting cooking XP when another player cooks food. (Issue #001005) Fixed player corpse not being created in singleplayer. Fixed bug which caused black screen after death. Fixed still gaining some blunt xp while bare handed Fixed "put into 2/4 bowl" for soup/stew not returning the cooking pot Fixed the "Soap" item (it was a Rubber Duck.. Hence why you found so much Rubber ducky ) Fixed allowing a broken sledgehammer to be used to destroy stuff. Fixed a bug when barricading something with a stone hammer. Fixed fertilize and shovel farming actions not stopping when player walks/runs. Don't add ping time to GameTime.geTimeOfDay() in GameServer.syncClock(). Fixed Core.bLastStand not getting set to false after backing out of a Last Stand game. Fixed sandbox options resizing. (Issue #001067) Fixed 3D corpse texture background not being cleared due to stencil test. (Issue #001016) Fixed mod clothing item icons not loading. Fixed farming problems (translations issues) (Issue #001053) Fixed barricade issues. (Issue #001030) Give the bowl back when you put a cake batter in a baking pan Fixed some farming bugs. Fixed some loot distributions (like books in the fridge in the motel) Full bug list fixed so far via our Bug Tracker
  16. Like
    colorfastnewt7 reacted to Jatta Pake in More (Useless?) Stuff   
    I found the Cube yesterday for the first time and I was really excited.  I know there isn't a use for it now but it got me thinking...
     
    1. Part of the fun and challenge of Project Zomboid is sifting through loot.  Sometimes you have to make interesting decisions on what to take and what to leave behind.  I suspect the Cube, Playing Cards, and Yoyo will eventually have Boredom reducing properties but I enjoy finding them anyways even if they don't have a purpose.  
     
    2. It adds humanity to the game and reminds the player that regular people used to live there.
     
    My list of "More (Useless?) Stuff" that would I think would be cool to see in game:
     
    * Chess
    * Board game
    * Cologne/Perfume
    * Soap
    * Compact Mirror
    * Boots
    * Magnifying Glass
    * Whistle
    * Fishing rod
    * Ant Farm
    * Toy Robot
    * Camera
    * Skateboard
    * Tuxedo
    * Evening Gown
    * Vacuum Cleaner
    * Feather Duster
    * Oil Paints and Canvas
    * Kite
    * Shampoo
    * Paper Money
    * Brown Paper Bag
    * Lip Balm
    * Credit Cards
    * Pliers
    * Cordless Drill
    * Light Bulbs
    * Soccer Ball
    * Basket Ball
    * Blender
    * Toaster
    * File Folder
    * Thumb Tacks
    * Car Keys
    * Framed Photo
    * Cardboard Box
    * Oil Can
    * Pair of Skis
    * Boxing Gloves
    * Porcelain Knick Knacks
    * Potted Plant
    * Garden Gnome
    * Can of Tennis Balls
    * Tennis Racquet
    * Pair of Slippers
    * Iron
    * Ironing Board
    * Cowboy Hat
    * Lifejacket
    * Paddle
    * Rat Poison
    * Bug Spray
    * Stapler
    * Kazoo
    * Harmonica
    * Birthday Candles
    * Flowers in Vase
    * Globe
    * Pair of Glasses
    * Bicycle Pump
    * Laundry Basket
    * Dog Leash
    * Cat Litter Box
    * Stamp Collection
    * Rare Coin
    * Antique Lamp
    * Baseball Cards
    * Crocheted Pillow "Grandma Loves Me"
    * Flute
    * Bean Bag
    * Chopsticks
    * Mouthwash
    * Chewing Gum
    * Cigar
    * Bowling Ball
    * Roller Skate
    * Hockey Stick
    * Jump Rope
    * Kaleidoscope
    * Clown Nose
    * Rubber Chicken
    * Umbrella
    * Piece of Pipe
    * Ship-in-a-Bottle
    * Length of Chain
    * Video Collection
    * TV Remote Control
    * Baseball Glove
    * Salt and Pepper Shakers
    * Belt Buckle
    * Fly Swatter
    * Box of Crayons
  17. Like
    colorfastnewt7 reacted to Dragonbahn in Define "Beginning the game before the infection"   
    I have nothing to say on this topic. Like Suomiboi said: "You get to imagine and speculate that part, just like in any good zombie movie."
    And FYI. The walking dead (the game) showed the sudden start of the end too...
  18. Like
    colorfastnewt7 reacted to Some Clever Username in Define "Beginning the game before the infection"   
    Yeah but the 50% is a bit much because that means the survivors have a chance of over powering all the zombies! Other than that, I really do want to watch the world go extinct in the first couple of days!
  19. Like
    colorfastnewt7 reacted to mrwaddell in Claustrophobia   
    I feel like you shouldn't get completely panicked from simply going indoors. 
     
    It should vary depending on the amount of room you actually have. 
     
    For example, a living room or kitchen (etc.) could make you slightly panicked. 
     
    Where as, a closet or a skinny hallway (etc.) could make you extremely panicked. 
     
    If this is something you can eventually do, that would be awesome, if not, I love you all either way, peace.
  20. Like
    colorfastnewt7 reacted to migulao in Player Death and Future NPC Interaction   
    I don't like it, it would take away the tension.
     
    Imagine every other game ever:
     
    ''Oh, I died? it's fine, I'l just respawn :D''
     
    No tension what so ever.
     
    The best thing about project zomboid is, if you are dead, you are dead, no checkpoints, no respawning, no nothing.
     
    That's what I love about these kinds of things, for example in xcom:
     
    You customize a soldier, and name him after your friends, you keep him along all the way, but then he died because a FUCKING SECTOID WENT UNNOTICED AND FLANKED HIM, THAT LITTLE SON OF A-
    *ahem* excuse me, got a little bit carried away there...
    (I miss colonel Jackson... )
     
    But the best thing is the shock you get, and the tension of knowing that at any moment, all this could just end, with one.
    single.
    scratch.
     
    And giving a respawn system.
    ANY.
    Kind of respawn system, will absolutely ruin it.
    I want them to actually REMOVE the respawn system with another guy, because you know you will still have everything.
     
    I want project zomboid to be a hard, brutal, unforgiving game, where the only xp you get, is of trial and error, and learning, and getting better at the game, not leveling up your character, but yourself aswell.
  21. Like
    colorfastnewt7 reacted to Tproffitt in Sling/weapon carrying systems   
    I was playing the other day and had my shotgun with a sling on it and it made me think that the slings should have more use than just giving a weapon a flat weight decrease.
     
    My thought was that instead of a sling reducing the weight of a shotgun or rifle, the weapon would maintain it's regular weight while being wielded or stored in a container, but having the sling on would give you the option to carry the weapon on your shoulder or across your back so you can keep it on your person in case of emergency. On top of this, adding the option to tie a sheet or rope to a weapon as a crude sling would be easy enough thing to do in reality..
     
    Only while the weapon is over your shoulder would it give you the weight reduction and depending on if it's a cloth sling of an actual weapon sling can dictate how much weight is reduced and how quickly it can be drawn or put away
     
    As for melee weapons, being able to craft a sling out of sheets for melee weapons like the bat or axe and have them function the same as the gun slings would be simple enough to do. Even the frying pan wouldn't be hard to do in reality like threading the cloth through the loop in the handle and tying it to a belt or backpack loop.
     
     
    Finally, pistols and knives can have holsters/sheathes be lootable objects most commonly found in areas like the police station and be worn be the character. A pistol holster could be essentially programmed like a backpack, but instead of a "put on back" option be "tie to belt", "tie to leg" or "wear on shoulder" depending on what type of holster it is. The object could then be set up as only allowing storage of 1 item - the weapon it's designed for- and have a right click option for "holster" on a pistol or knife and "draw weapon/equip primary" on a filled holster on the character menu. 
     
     
    Just some ideas I think would help help out and fit in pretty well into the game
  22. Like
    colorfastnewt7 reacted to Ontogenesis in My random ideas   
    I like all of these except the grapple hook - which I imagine are totally awkward and impractical in real life.
     
    Masks to remove the name above your head is a fantastic idea. Simple, but with big gameplay implications.
  23. Like
    colorfastnewt7 reacted to jamesfett in My random ideas   
    Grapple hook that you can throw through windows to climb up too the 2nd floor, or a placeable ladder so there are ways to get upstairs without using the stairs (would be able to re use ladders and grapple hook) the only difference between these items would be you can remove ladders from the bottom and top but weigh alot more than the grapple hook, which once its through the window wont move, grapple hook should also have a chance to fail and make noise so ladders even though alot heavier would be safer
     
    fire extinguisher for when arsonist punks set your base on fire online
     
    the ability to play dead, appear as a lootable corpse that can be moved around and all that jazz
     
    masks, to hide that name above your head online, but give servers the option to spawn these in as some servers will have people who wanna know who killed them, but odds are if you see someone with a mask on they are a bandit, but who knows you could always legit use it for heat
     
    ability to heal other people, maybe even a first aid skill
     
    traps for people, like when you open a door get an axe in the face, or at least bear traps to break legs
     
    more variety of clothes and somthing to keep you from getting wet even if its really rare or somthing, because in real we got waterproofs i also think guns should do slightly more damage than they currently do and add armour into the game, so that they do less, also if armour should have durability that goes down fairly fast
     
    sorry for long post hope you like my ideas!
  24. Like
    colorfastnewt7 reacted to ORMtnMan in Inventory slots instead of weight?   
    However with the slot system you could also simulate how deep in a bag an item is. So the lower on the panel, the longer/noisier it is to retrieve.
     
    It would make you want to plan to put the most used stuff on top.
  25. Like
    colorfastnewt7 reacted to Viceroy in Zombie Body Wall.   
    I'd rather go for corpses making you slower when you are on a tile that contains one. Maxing out at like -50% speed perhaps (or something). For instance each corpse lowers speed by 10%
     
    And then you can add a 'nimble' trait that reduces this to 5% per corpse.
     
    Building a wall out of bodies is gonna catch major flak.
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