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BoogieMan

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Everything posted by BoogieMan

  1. When zombies are knocked back and shoved, they seem to be invulnerable during their backwards staggering animation, you can swing at them but it never connects, it just whiffs right through them as if they aren't there. When they are shoved when they are right up against a wall, they just stagger backwards in place for the full duration of the animation even if there is no room for them to do so. During which they are immune to melee hits. Would it be possible to remove the frame-based invulnerability or whatever it is that causes this? A nice bonus would be an extra effect of them being knocked against the wall would stop the animation all together(instead of awkwardly stumbling in place) and stop them for a moment while they regain balance. Even better yet if there is a chance for them to be knocked down, modified by strength.
  2. Well there is a setting that mentions decomposition. The default sandbox setting for "proper" zombies says decomposition slows and weakens them, so if that happens it's not much of a stretch to believe that they'd end being a bit stinky as well. Maybe not in the first few days though, when they are more fresh. Older zombies, stinky. New ones, not at all or very little.
  3. I remember making a post much like this on the old forums, it would be nice to see some psychological effects make an appearance. Maybe even hallucinations for the particularly unhinged. Hear a sound of a zombie coming up behind you, a footstep around the corner, a glimpse of a zombie though the window of a building across the street.. Things like that would be pretty nifty.
  4. Exactly, after putting many thousands of rounds down range I'm a pretty good shot but I don't know a thing about hunting or the be places to put rounds into certain beasties and such, they really are different skills even though they both utilize firearms.
  5. Pretty strait forward. Similar to the Police Officer profession, but is a skill. Firearm Training: Lots of practice at the range and a general familiarity with firearms usage and maintenance. +2 aiming +1 reloading and slower gun degradation due to better care. (do guns degrade like melee weapons? never thought to check) or slightly faster learning of the skill. Why would it work? Well, it's a real skill and like anything else, practice makes you better. I'm sure there are some other players who also frequent firing ranges that would appreciate a simple little addition that has to do with one of their hobbies. And of course more variety is usually better.. Especially with NPCs on the horizon.
  6. I didn't think anything affected zombificiation chance other than a trait or two. I don't think first aid is particularly useful now, most of the time when you get injured you're doomed anyway. I imagine on PvP servers though it's more use. And even more so yet once NPCs are implemented and you and those with you suffer human-human violence.
  7. As much as I am impressed how much the game has evolved from what it once was, and really I am, if I am being honest my biggest sore point was what hooked me was the STORY it had, dialogue and such. It gave it an emotional touch and a more focused purpose that the current game lacks entirely. I really wanted to see more of that, specifically Kate and Baldspot's story. That's why I bought it within minutes of playing the first demo. I thought that was what I was signing on for. I still would have bought it in short order even if I never saw the potential as a story driven game, sure.. But it would be nice to see it reclaim some of that potential. Project Zomboid is a good Sandbox game, and is shaping up to be a good multiplayer sandbox game.. But it could be a good story game as well. That's the kind of NPCs I hope make a come back.
  8. Nice, thanks. If you don't see it on the in game mods selection it's probably because it has a redundant folder structure if your extractor uses exact extraction rules. If so it will be mods/PumpPower/PumpPower instead of just mods/PumpPower.
  9. I agree. I've searched literally *every* warehouse in West Point, Muldraugh, and scores of tool sheds and simply cannot find one. They are far too rare.
  10. At one point in time, around build 29.3 or something, I'm almost certain that sawed off shotguns all were the same regardless of what mods it had prior, and prevented the addition of any more mods. I mentioned it on the bug tracker along with an issue that was causing weapon weight to be miscalculated. They fixed the weight issue, but I've not tested modding sawn offs yet. EDIT: I made a sawn off shotgun that had ammo straps and it kept the upgrade, however, once I removed it I was unable to re attach it. So mod your shotgun before you cut the barrel and hope the mod bonuses actually apply.
  11. I don't think it's just carpentry. My current character has fast learner, and they all seem to be raising very slowly. Combat skills seem to be raising at a fair pace - not to slow or too quickly.. But all the others do seem just a tad too slow - at least for low levels in the skill. Personally I don't think 1-4 should take quite as long as they do. For real mastery, yes, 4+ should be slower than it was. But getting basic competence shouldn't be too bad.
  12. In my current game, (first since like 28?) I found a few kitchen knives early on and went on a head stabbing rampage, discovered it on accident. It was fun. I didn't know they were so rare or dangerous for some people, I saw them nearly every zombie I killed that didn't get knocked down and ground stabbed once I discovered how to do it. I'm thinking that perhaps I got uncharacteristically lucky after reading the posts here.
  13. I sometimes like to create a character that is more like me in reality, selecting traits and penalities I would have. Before recently, I just used cheat engine to hack my available points but they seem to be more slippery now, and I can't find them, probably due to multiplayer I guess. But I'm playing single player so no harm no foul. I can't quite pull it off, as I end up with something like -4 points. Be it editing a file or some other way, how can you change the cost of traits and how many trait points you have? I find the current system very restrictive and a bit heavy handed with either bonuses or penalties, there needs to be be more in between traits instead of most of them being one side of an extreme. EDIT: I found the way to adjust available points. For anyone else who finds this, you want to edit "self.pointToSpend = 0" in the file "CharacterCreationProfession" file located within \Steam\steamapps\common\ProjectZomboid\media\lua\client\OptionScreens Just change the zero to the number of points you need.
  14. How about the ability to add a tiny bit of bleach to tainted but contained (barrels, pots, etc) water souces for purification? That's possible in reality if the right ratios are used.
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