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MrDeliberto

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  1. Like
    MrDeliberto got a reaction from Zorak in Small but Important Suggestions Thread   
    448: Bring the instant noodles back (ramem)
  2. Like
    MrDeliberto got a reaction from grammarsalad in Small but Important Suggestions Thread   
    448: Bring the instant noodles back (ramem)
  3. Like
    MrDeliberto got a reaction from DramaSetter in Small but Important Suggestions Thread   
    448: Bring the instant noodles back (ramem)
  4. Like
    MrDeliberto reacted to JonJon in Small but Important Suggestions Thread   
    I have some sugestions for cooking, I know this will not make great difference in the gameplay, but i like to think it will give a good flavor to the game.
     
    How about put the recipes of bread, cake and pie in just one Good cooking magazine (maybe call it bakery apretince magazine) and add a recipe for pancakes? (also how about some mapple syrup, honey and jam for the pancakes?)
     
    And add a Italian cuisine magazine (maybe call it Mama's Old Recipes) that contains recipes for pizza, tomato sauce (that can be jarred maybe?), fresh pasta (not the convencional pasta in game, but one tha spoils really faster if not cooked soon) and fresh lasagna noodles (like the fresh pasta)
     
    And add lasagna noodles in the way pasta is in game, so if you find the normal lasagna noodles in game you can make lasagna without reading the magazine?
     
    Also, this is kind of minor, but I like to think that you don't wanna toss a whole tomato or cabbage in a dish, you'll like add a chopped/diced/sliced tomato or cabbage into a dish, then maybe, if you don't want to put the whole item in the dish, you need to chop (in game, let's use just chop maybe) it first, than you can add just part of it, but it has a downwards, after chopped, an item will spoil really faster, as it will do IRL, how about make this for meats and vegetables that are not small like peas.
     
    Have some other ideas to put down the line, just need to organize them first.
  5. Like
    MrDeliberto reacted to Snaiper in Getting wet and catching a cold need to be reworked   
    Yes, Project Zomboid is not some uber-life-simulator, of course, however, making some things more realistic means that they also make more sense for the player and player feels more comfortable with their presence and how they operate, and most of what I have to suggest is not extreme either, so here comes this: getting wet & getting the cold.
    Facts:
    Getting damp, wet, soaking or drenched does not significantly increase chances of catching a cold (the increase in chance is minimal and due to other factors primarily). Human rhinoviruses require other humans to spread, so without human interaction there is no infection (if you want to add zombies here or not is up to you).  
    What to do?
    Getting wet should not directly affect chances of catching a cold in any way shape or form; only indirectly (explained below). Getting wet should affect player's speed, mood, agility, happiness, stress level, endurance and in extreme situations possibility to develop hypothermia. Levels of wetness should primarily affect mood, bad moods can make people's immune systems drop and they can get the symptoms due to that (implying they already have the virus). The Outdoorsman trait should minimize these effects, primarily on mood/happiness due to harsh weather conditions. The Resilient trait here should minimize the chances of developing symptoms.  
    What about the cold itself?
    Having a Cold and having a Nasty Cold should also affect mood/happiness of character, as it tends to in real life. The Resilient trait could help here. Affecting Precision, Endurance, Agility  should also be considered. Stress level could also be affected. In the end, the emphasis should not be on catching the cold, it should instead be on dealing with the cold. Common cold can turn into a serious fever and it can even help others diseases developer from weakened immune system.  Since it is a virus, antibiotics are of no help and primary way of healing is making your immune system be able to do it. Antiviral medicines can help, but only marginally and they're not very common and only against certain strains, if you ever decide to have them in-game.
  6. Like
    MrDeliberto reacted to nolanri in Zombie guards   
    Here is what I got so far:
     
     
    But then I admit I got distracted and ended up doing this:
     
  7. Like
    MrDeliberto reacted to Snaiper in Burglar alarms make no sense; should be reworked   
    In Survival house alarms are so often, too often I think, or maybe I'm just unlucky; and all of that would be fine if they worked as they are supposed to and as most of them do IRL. I think these are the two biggest issues:
    Alarms are not triggered by zombies, only by the player. Security/alarms are active even when there are windows and/or doors open or broken (all are motion-based).  
    Motion-sensor based alarms are generally not used in regular houses, only on per-room basis in places where something very valuable is stored. Most alarms are based on completing a circuit, so if a window or a door opens it breaks it and triggers the loud alarm. There are those which also detect a window breaking, not just opening, but there are also those that only detect opening/closing.
     
    Now, of course you don't have to go into the great struggle and detail of making sure all types of alarms exist and then deciding in which types of areas each can be, however, I think that the current one-for-all solution is not the best, it's mostly annoying because it defies common sense and reality, primarily due to 1.
     
    There is currently no way for the player to know if a house has an alarm, we can't go around the house and check to see if there is something potentially resembling a security system inside or outside + zombies being inside and/or windows or doors being broken or not also means nothing. This means it's 100% random whether you hit an alarm or not, and something random that can't be preemptively accounted for that changes gameplay in a significant way (and poses significant risk for failure) is 100% BAD, BAD, BAD.
     
    My suggestion is that you firstly decide what kind of alarms you want to have (so, that's 2.). For that my suggestion is detecting opening a door or a window and/or breaking it too, and that's what would trigger an alarm. Then just make zombies able to activate alarms as well OR make sure that alarms are disabled where zombies have broken windows/doors or places in which zombies are (in case you don't want zombies causing random alarms). All in all, this way player won't feel cheated and won't feel as annoyed by the burglar alarms which are quite often.
     
    This is all just ideas, but if I had to choose one, here's what I would do (TL;DR):
    Having 2 main types of alarms: Motion-based for high-profile places and breach/opening-based (e.g. opening or breaking a window would trigger it, but just being inside or outside wouldn't).
    The first one couldn't be activated by the player if there are already zombies inside the area.
    The second one could have zombies inside the area, but it couldn't be activated if the player walks through an open door or window.
    Zombies triggering or not is either way, I can see both arguments for and against that (annoyance that can't be accounted for VS adds an unexpected variable to make gameplay more intense/complex)
  8. Like
    MrDeliberto reacted to Magic Mark in Soup up our vehicles   
    Unfortunately anything close to Mad Max is simply not realistic and above all would make your car undrivable, heavy junk.
     
    I've been in over a dozen debates about this back in the Undead Labs forum so I already have my research organized, but here is my TL;DR since I don't want to just dump a wall of text.
     
    And I recognize that my opinions are not facts and am willing to converse, trust me I am not trying to strongarm here.
     
    Handling takes a massive impact, the cars become heavy and sluggish, visibility is reduced to the point that every average driver will run into things, and unfortunately you cannot simply weld things to cars and expect them to stay there.
     
    Mounted guns are probably going to be a no, and if anything should be inaccurate as hell when driving, not more accurate. Having the driver being able to shoot while the car is moving also probably isn't going to hit anything unless they physically take all their attention off the wheel and road.
     
    Having people in the passenger side and back seat shoot (at an accuracy penalty) would be the only realistic implementation of shooting from vehicles, and please, developers, do not include this if there is no way for passerbys to shoot back into the vehicle since the player models "disappear" into the car model with opaque windows.
     
    Ram Prow is just going to get stuck in potholes, small hills, and ruin the weight balance on the vehicle, and also are not designed to hit "deadites" if you are counting the real-life variations of this (snow plows).
     
    Extra armor would be reasonable to a point as long as it affects visibility.
     
     
  9. Like
    MrDeliberto reacted to xXxFANCYCAPYBARA36xXx in Animations will one day be released hype thread.   
    Im hyped to see if they have special kills for axes like the instant kills for kitchen knifes.
    Hope well see the player jamming the axe into the dome and then kicking the zombie off that would be so badass the last of us style!
    always disliked seeing the player swing a 3 pound axe into a half rotten skull like 19 times just to have the zombies stagger away a bit and grunt before simply falling over generically.
    Also can't wait for the visible backpacks, blood and gore, the clothing, and the shit ton of new weapons
     
  10. Like
    MrDeliberto reacted to Bilb0 in Occupation's and Trait's   
    Suggested Occupation's.
    Librarian
    Bonus xp
    Read's faster
    (original I thought that librarians should have all recipes, but decide it would properly be to powerful)
     
    Prepper
    Knows all recipe's
    Don't work well with others
    (probably works better when npc's hit)
     
    Technician
    +2 Electrical
    +2 Metalwork
    (knows metalwork and electrical recipes)
     
    Architect
    +2 Carpentry
    +2 Metalwork
    (knows metalwork recipes)
     
    Truck driver
    -2 Fitness
    Night owl
    +4 extra points to spend
     
     
    Suggested traits.
    Don't work well with others -5
    Randomly yells at other players and npc.
     
    Prepper +12
    Knows all recipe's
  11. Like
    MrDeliberto reacted to EnigmaGrey in Save Yourself a Post (Announcements, Info, NPCs .etc)   
    The Big Stuff

    ETA! When will . . .
    TIS has a strict no-ETAs policy, while they may have their own internal timeframes. Only features in a playable (and fun state) will be released to the stable branch. For those looking to live dangerously, there's IWBUMS.

    Where're the NPCS?
    tl;dr Perpetually slaved over by our dedicated founders, NPCs are in the works and likely won't be out for quite a while yet.  More information will likely be provided after the animation update.

    What are your priorities?
    Because TIS is a large (if small) team working remotely from one another, some features may be completed faster than others. This doesn't mean other highly requested features are being ignored; TIS has gone out of their way to avoid being side-tracked by hiring General Arcade to assist with MP development. Smaller stuff will be addressed when individual devs find time.

    NPCs remain the highest priority. Only things close to release are discussed in the Mondoids; this does not mean other things are being ignored or that the developers have changed their priorities.

    How often does PZ update?
    The IWBUMS branch can update anywhere from several times a day to once a week, usually, while the stable branch can take anywhere from one to three months for updates to trickle down. This timeframe depends on the complexity of the feature(s), the stability of the game, and how much polish is necessary, thanks to community feedback.

    What do Build Numbers mean?
    Not much. They're just a way of compartmentalizing features, bug fixes, tweaks .etc into manageable bites. If something is not ready for a planned build number, but the rest of a build number is significantly complete, that feature may be held back until it's ready for release.
     
      Everything Else
     
     
    40% Is as Low as We Go
    No, we cannot announce sales ahead of time.

    Rathlord's Commonly Suggested Suggestions
    A quick rundown of what is or isn't planned by the developers, as defined by community activity. Rather out of date now.

    BlindCoder's Massive Map Project
    Self explanatory. A huge interactive map featuring both vanilla and mod maps. Coordinates are accurate within the game!

    PZ Community Wiki Project - We Need Your Help
    The PZ Wiki is a community effort currently lead by Connall. If you have some time and would like to help out Project Zomboid, consider joining our wiki effort.

    General PZ FAQ
    A quick rundown of just what PZ is and frequent questions asked by our users, presented by our community manager, Nasko. Needs to be updated

    Easy Co-OP FAQ
    Multiplayer is changing - the old method of setting up a dedicated server is being eclipsed by Easy Co-Op. Find out more here. Needs to be updated.

    Survival Mode -- It's Too Difficult!
    Back in the early days, PZ was a much more difficult game. Since Build 30, PZ has tried to recapture that sense of danger in the optional Survival mode. Be wary of the hardcore description, it means it.

    Indie Stone Moderator Policy
    Be lovely, follow the forum's rules. Criticism and discussion thereof are welcome but abusive comments are not. Do not engage in personal attacks.
  12. Like
    MrDeliberto reacted to Blasted_Taco in Tired of waiting for NPC's? (SOLUTION)   
    That is the AI of an NPC from 2 years ago (Holy fuck i feel old, make time stop)
     
    From the looks of it, it has some flaws but still plays better than the normal new-mid player in MP, the idea of that AI from what i remember was that they would be able to survive on the 6 Months Later setting, if i recall correctly they made progress on that.
     
    Now we know that the NPCs have the skill to survive in the game without going full Rambo and shooting everyone with shotguns (like the good ol' days), but the important thing that i expect from the NPCs is when they are handicaped.
     
    Since they are going to have personalities, some NPCs are going to be more able to survive than others, some will leave the doors open, maybe others will be too noisy, not putting sheets on the window, panicking and screaming (this was in the old NPC code, i recall seeing a video of a NPC just saying "THERES TOO MANY OF THEM" running to the other side while leaving his team alone getting muched on).
     
    Here is the mondoid that caused the whole "No NPC in mondois allowed"
    http://projectzomboid.com/blog/2014/07/its-an-npc-related-mondoid1-no-hype-pls/
     
    The system is there now, the AI is there, i know that they can deliver, its only a matter of waiting.
  13. Like
    MrDeliberto reacted to EnigmaGrey in Tired of waiting for NPC's? (SOLUTION)   
    Oh no, how dare the guy taking most the flak for the  status of the game become somewhat cynical  and develop the attitude that his passion project is now a "job." After several dozen minor crises during the years and realizing your work is the underpinning for most of the criticism of the game, maybe you'd occasionally to feel the same way, too.
     
    It may be unprofessional to not have one's thoughts restrained by a PR team, but I'd be hoping honesty and human reaction is one of those things someone looks for in an indie company, otherwise what's the difference between indie and AAA? I know I certainly feel the same way on my darker days.
     
    It's been mentioned in the Mondoids several times the past few months and on the forums-- animations are part of the NPC code; we'll talk more about NPCs and start their release cycle once animations are out.
  14. Like
    MrDeliberto reacted to $SCREAMER$ in Tired of waiting for NPC's? (SOLUTION)   
    Ehhh, Not rly as fun, no one on my friends list wanna get the game, and most servers with people tend to have massive amounts of corpses. Sometimes I just like to play alone with computer AI  Dont judge me
  15. Like
    MrDeliberto reacted to Geras in Punishment for Dying   
    I always start a new world in SP after death anyway. It feels like cheating if I don't.
  16. Like
    MrDeliberto reacted to EllEzDee in I am starting to feel guilty about this game   
    You mean the little place with a park in the middle and Kate + Baldspot? Different demo.
  17. Like
    MrDeliberto reacted to CaptKaspar in Tombstones/Graves - Stress Relief/Grieving   
    We had the idea to honor our dead the other play session and started to build a cemetery outside our safehouse (not finished). Something to remember all the dead members of our community.
     
    http://imgur.com/PIn40gG
     
    We placed wooden signs, made skull and xbones on them, placed tilled dirt in front of the signs, and placed their key chains on the graves to mark the player's grave.
     
    While we realize that there is currently no benefit to doing this, we got to thinking it would be a nice social touch to the game once NPCs are in. If you have ever played 'Sheltered', characters in that game receive a strong emotional penalty when a family member/fellow bunker mate dies. Burying their body is not only a health must, but it also helps the grieving survivors.
     
    Right now if a player that you have been surviving with for weeks, months, years, and that could conceivably be the only other human on Earth dies, your character has no reaction! You don't even get 'A tad weepy'. I just watched the last human that I know about get eaten by zombies and now I am left completely alone and my character doesn't have the slightest reaction... psychopath.
     
    SO...I suggest adding three things:
    An emotional reaction to seeing players/characters die. Maybe only if you have spent X amount of time in the proximity of that character? Build graves/tombstones to allow players to grieve. (maybe) If a player who has been around another player for a long time and one of the players goes away for a while (few days maybe), that the remaining character would begin to get worried? (PS We had discussed going to the graveyard in game and taking the tombstones, but we collectively agreed that this was inappropriate.)
     
    I could see this being a slippery slope due to religious reasons, but there are already non-denominational tombstones on the map and churches with Christian icons. Most major religions bury their dead.
  18. Like
    MrDeliberto reacted to CaptKaspar in Slice Potatoes = Fries   
    Simple suggestion: How about slicing potatoes into fries (chips)? Potatoes and fries are already in the game. We just can't make fries from potatoes...
  19. Like
    MrDeliberto got a reaction from syfy in Mash's secret project.   
    Flying cars that shoot lasers and can travel back in time to prevent the infection and kill dragons (not NPC's) DRAGONS same!
  20. Like
    MrDeliberto reacted to Tyken132 in "Roof" option   
    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.
  21. Like
    MrDeliberto reacted to ethanwdp in Mash's secret project.   
    I'm sorry, what's that? Can't hear you through all of this hype.
  22. Like
    MrDeliberto reacted to lightiggy in Assault Vests and Socks   
    Just make socks useful because socks are awesome and reduces the chances of frostbite and foot conditions like trench foot
     
     
    Although body armor is not in the game(at least not yet), I dont think this would be too hard to add.
     
     
    Assault Vests
    Can be worn over clothing
    Provides a very small boost to temperature
    Can store only certain items like knives ammunition and pistols.
    Having an assault vest with ammunition loaded inside matching the gun being used halves reload time making it good for gunfights.
     
     
    Something like this

  23. Like
    MrDeliberto reacted to EasyPickins in RELEASED: IWBUMS 33.20   
    33.15
    Fixed rendering of usernames and radio/tv text in coop. Added translations for paint symbols. Fixed tv on/off/volume/etc settings not always syncing in multiplayer. Fixed short fence doors blocking sight. Doors with glass/portals don't block sight unless barricaded 3+ times. Made hoppable fences/walls less transparent when standing behind them. Bags on the ground show in the loot window's list of containers. Play door lock/unlock sounds from the player's square, not the door's square, so they don't sound muffled when the player is behind the door. Stop the heartbeat sound after death. Added Mod ID and Map Folder to item descriptions when submitting them to the Workshop to make it easier for server admins to add them to their servers. Fixed endurance recovery ignoring FPS and game speed. Fixed (?) game window getting scaled by High DPI feature on Windows. Fixed exception reading map_meta.bin if the world changed size. Fixed floor-tile stacking when moving floor tiles in multiplayer (won't fix existing moved tiles). Fixed missing words in building-menu tooltips. Fixed carpentry doors fading out and being unclickable when viewed from behind. Fixed fireplaces not having 'fireplace' container type so they couldn't be used for cooking. Fixed outhouse door sprite not being a door. Fixed (?) light-switch packet spamming in multiplayer. Fixed an extra window object being created when a window breaks trying to pick it up in multiplayer. Fixed Unemployed profession only having one spawnpoint in Muldraugh. Added exception handling around randomized building code to stop server crashes. Fixed (?) RDSGunslinger exception. Print a console message on Linux about xrandr possibly being required (in case creating the display fails).  LWJGL uses xrandr to get a list of supported display modes. Fixed sandbox settings not being set to default for new sandbox and challenge games. Limit gunshots, screams and dog barks to at most 1 per day. 33.16
    Fixed attacking zombies through closed "see-through" doors. Fixed issues removing/placing windows.  Ropes can now be attached to window frames without windows. Fixed disappearing posters/flags/etc after moving them. Fixed the tutorial telling the user to hold SHIFT instead of whichever key is bound to "Run". Fixed Deaf trait using Hard of Hearing's tooltip description. Fixed generator sounds not working in multiplayer. Added "clothingstore" alias of "clothesstore" in SuburbsDistributions to fix non-clothes spawning on some clothing racks.
  24. Like
    MrDeliberto reacted to chthonic in How are you supposed to build up a stockpile for Winter?   
    PROBLEM: no food in winter
    SOLUTIONS: multiple
    DIFFICULTY: from easy to hard
     
    SOLUTION 1: Dig for worms with a trowel, stockpile them for winter. Difficulty: easy.
     
    SOLUTION 2: Use foraging to find non-perishables. Difficulty: medium
     
    SOLUTION 3: Go loot the town ffs. There's enough food there to survive winter, unless you're surviving your third year. Difficulty: easy
    SOLUTION 4: Find a generator, some gas and connect it to your house. Start farming, stockpile your food in a fridge. Difficulty: hard
     
    SOLUTION 5: Use the game's food canning system. You need a lid, a jar, vinegar, salt and sugar. This method actually doesn't work, since those items hardly spawn LOL. Difficulty: close to impossible
  25. Like
    MrDeliberto reacted to vonVile in What the heck?   
    Gluten caused the zombie outbreak. Mystery solved!
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