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Snaiper

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  1. 456. Vision behind buildings is very problematic and annoying. The default way vision works is that every wall which is facing the opposite side of the camera is black, and when player steps behind it, there is a limited globe around the player in which he can see... why? It makes no sense, it's unrealistic and a poor gameplay choice. It means that the player can only see very little in front of him and only because the camera is set that way. The character should have a clear vision as if it's supposed to be his POV, not the camera's that matters. Just like everything that's behind the character usually fades darker and you can't see zombies where character isn't facing. Examples: In the first image, very little can be seen, all though the character should be able to see down that whole wall. In the second image, the player is a bit too far away from the walls, so his globe doesn't reach them and thus he is blind for that part of the walls. The third image is the best example. The player shouldn't be able to see behind him, but he should be able to see all the way in front along those walls. Yet, that isn't the case. Please, fix it ASAP. I haven't been noticing it that much, but as I began to play better and do riskier stuff, go into town/city more and got better feel of mechanics, this just feels broken. My solution would be to have this portion of the wall about 75%-85% transparent, and the color either gray, dark blue-gray or the color of the wall itself (other walls that the camera can see). EDIT: Sorry if this reply is too long and/or if the suggestion is not a "small" one, I just didn't want to make another thread just for this, but I will do it if you feel like I should.
  2. Just a small correction: Flu and cold viruses are two different viruses, dying from cold is nearly impossible (it would really take extreme lack of luck and extreme amount of talent to die from common cold), but from flu with a weakened immune system, then it starts to become likely. ----------------- However, that is not all, I would like to also add a few points to the original post: the more I play the more annoying I find the "wet = you get a cold", because I have no idea why it would be implemented in the first place. Lower body temperature is better for rhinoviruses to spread and attack, sure, and lack of vitamin D due to lack of sunlight (in winter times mostly) only benefits the development of symptoms, of course. But none of that can be without very close and direct human contact. Sure, you can say "Maybe zombies can spread it?". Fine, but then it should be implemented that way, but currently it isn't, far from it. All factors should be accounted for in the probabilistic equation, and level of wetness is just not one of them. So, uh, to finally put the factors in: Body temperature (lower = more likely to develop symptoms) Environment temperature (lower = more likely to develop symptoms, as the person will generally have lower body temperature) Influenza season (For the flu virus only; if it's the season, likelihood increases) Level of sunlight/Vitamin D (lower = more likely to develop symptoms) Close interaction with other humans/zombies (higher = more likely to develop symptoms) So, uh, if you don't feel like doing this, then you're better off having common cold or the flu as a random chance that, perhaps, increases with time alive (since last infection)... or not having it at all.
  3. 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.
  4. 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)
  5. ...there is some abuse to the sleep mechanic. So, apparently, sleep in multiplayer is to be added, which it should be, however, it is not there just yet, which means that anything sleep-related is irrelevant. That means you could take the 'Restless Sleeper' and 'Sleepyhead' negative perks for multiplayer and they would not affect you at all, they would just give you additional points you can spend. That is 10 extra points for a missing feature; I wouldn't call that something to be ignored and not a priority. Also, since there is no sleep, it makes some items, such as sleeping tablets, useless. So, my obvious suggestion is that you, at least temporarily, add the Minecraft-like sleeping - where if everyone goes to sleep, time passes fast, otherwise it's real-time. I know it has been suggested a multitude of times, but it still isn't here and it's desired by many! And my other suggestion is: either remove sleep-related perks from multiplayer, or in multiplayer make them add no points, as they are irrelevant. Till sleep is implemented, it should be this way.
  6. I've given you facts and I've given you credible sources. Not a single thing I said is untrue. Not a single one. I do not have time to take pictures of books for you to see them and the thread seems like it, for some reason, got some people offended, as if I was insulting someone by saying that some things are nonsensical in an early-development state game. So, if anyone wishes to carry on this argument, go on, but there is no need for hostility. Lastly, I will just clarify some things: Both honeydew and watermelon are very, very, very good representations of human skull. Honeydew because its crust is thicker and thus harder to penetrate, so it represents human skull better. Watermelon because it has a crust and soft inside, just like human skull with brain and inner tissue. Another good representation of human skull is coconut. Wine is not a perfect disinfectant, it not as good as whiskey, but people have successfully used it as such for thousands of years, best example I think would be Civil War and ancient Greece - it was very often used there to disinfect wounds and it was used very successfully. The main disadvantage it has is the amount of sugar that some forms have. Not all colognes and aftershaves have alcohol, but a lot of them do, and those that do have alcohol, have 80%+ in them, which makes them very good as a disinfectant. When we are talking about infections here, we are talking about bacterial infections, considering that the best remedy for viral infections is your own immunity system, and alcohol/disinfectant plays almost no role there. Talking about knives, there are a lot of different types. Usually hunting knives are superior to kitchen knives, but when I say "kitchen knife" I mean the more of a butcher kind knife, the one that is meant to cut through all soft tissue, but can also cut through bone. However, one thing to note about knives is that stabbing doesn't exert as much force on the blade as you'd think due to the fact that the surface is so small, that is basic physics and we all know that, the only hard thing can be pulling it out of not pulled out in time - vacuum force can be created by blood and air inside the skull that prevents it being pulled out. The softest part of the skull are the two sides right next to your ear; the unfortunate thing is that in Project Zomboid, currently at least, there is no way to simulate where we are exactly hitting the zombie, but usually, the ideal place for quick kill and minimum risk of breaking would be to the side. When knife breaks, it is going to break by it being jerked to the side whilst inside a bone. Knife can easily become dull with it hitting tougher material, so I wish in the game we could differentiate dull blade and broken blade (or broken handle) - take that as a suggestion, please! Bloody and dirty rag? Yes, dirty rag is the one that has dirt on it. Bloody rag is a rag that has blood on it. Blood is not the same as dirt. Blood from your body will only carry what you had in your body and puts your wound at no risk. Dirt, however, brings a lot of foreign particles and thus viruses, bacteria, fungi and other microbes that could infect the wound. That dirt can be all the way from microscopic to actual visible dirt. The smaller the wound, the smaller the amount of dirt - the lesser the risk of wound getting infected. Antibiotics help too. Your blood has nothing to do with it. Your blood from own wound won't infect own wound, that is nonsensical to even attempt to conclude. I've already brought scientific paper to prove one of my theses, and apparently that was ignored (by some), and I have no time for ignorance of scientific research. So, agree or disagree, feel free to argue, I've lost interest in this topic, this is my final input, but I might come back.
  7. Wine actually has lower alcohol content than all other common drinking alcohols except for beer. Rags with your blood on them definitely, definitely can and will get infected. Kitchen knives don't handle stabbing at all well. You seem to have forgotten that people have bones in them as well as flesh. You can't kill a zombie without at least winging a bit of bone. I broke a kitchen knife the other day cutting pizza. They aren't as durable as you think. None of these are far off the reality, to the contrary, these are based on pure realism. Wine can be used as disinfectant. I study biology and if you have a medicine or biology book about bacteria, look it up, in case you don't. The percentage of alcohol is exact equivalent of time it will take to destroy bacteria. Most wine has from 12%-15% alcohol in it, whilst some have over 20%. It was used as a disinfectant in ancient Greece even. On some forms of microorganisms it will act faster, on some slower, but it will definitely act. The higher the percentage of alcohol, the better. https://en.wikipedia.org/wiki/Health_effects_of_wine http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2122476/ Blood does not magically get infected just because it is exposed to air, this is human anatomy 101. Otherwise the blood in our system would be infected as well. Wounds get infected, not blood. Please, don't speak the topic you know little of. I am genuinely sorry if I sounded rude there, it was not my intention, but to make a point, however, what you were saying was simply not true. The knife we are talking about is a kitchen knife, made to cut through things. It won't break so easily from stabbing... how do you think people get over 40 stab wounds? Try stabbing a melon constantly and see the days go past before the knife breaking. I didn't say wine couldn't be used as disinfectant, now did I? Maybe before telling someone else they don't know what they're talking about, you should actually read what they're saying. I said it had less alcohol than other alcoholic drinks except for beer (unlike your claim in the OP). [1] The irony of you telling me I don't know what I'm talking about continues with the bloody rags bit. It doesn't "magically" get infected, it gets infected because it's exposed to all of the viruses and bacteria floating around in the air [2]. Hilariously, though, you're even more wrong; blood does indeed get infected in our system, it's called sepsis or a "blood infection" and is quite common [3][4][5]. This happens when the inside of the body is exposed to viruses and bacteria outside of it (sound familiar, just like the rag!). This is a common and life threatening condition with up to 3 million cases a year in the US alone. Cutting and stabbing is not the same thing. The forces exerted on a blade are completely different. Further, kitchen knives also frequently break at the hilt, not the blade. They're frequently attached with cheap molded plastic [6] (the metal pulls through or out of this easily) or with rivets [7] (also frequently cheap which snap when exposed to sudden pressure). You don't exert sudden pressure on things with kitchen knives- they're meant to be gently pushed through food. Kitchen knives are made for cutting, not stabbing, and it shows [8]. You can kill a living human being with a kitchen knife because you can stab them in fleshy areas repeatedly without putting too much pressure on the blade and handle. You can't do this with zombies, because you have to stab them in the brain, which is surrounded by one of the toughest bones in the body when exposed to piercing. Citations So, wine can be used as disinfectant. Why did you then say it has lower percentage of alcohol than other beer, as that is aside the original statement? My obvious and logical conclusion was that you mean to imply otherwise. --------------------------------------------------------------------------------------------------------------------- 1. Wound infections are are most commonly caused by bacteria, not viruses. Viruses are only destroyed by our immune system, not alcohol. 2. Aeromicroorganisms are rare and they are only found in open areas. We only know of one bacteria to have any form of airborne ability and it only can be so in the state of spore. And we are speaking of longer distance aero travel, not human-to-human transmission from 2m away. 3. Sepsis is not any form of magical infection of our blood, it is attack on organs, most commonly by bacteria. Sepsis is not cured by drinking a lot of alcohol. Our immune system is meant to deal with most of such cases, but when our immune system fails, then sepsis is caused. Sepsis is dealt with antibiotics, not alcohol. I fail to see any correlation whastoever. 4. My point stands. Bloody rag is not a dirty rag. Blood from wound will not infect the wound it came out of, therefore it would be healthy to differentiate that blood =/= dirt. I do not see how you can claim otherwise. Do you even know how bacteria gets onto the wound to infect it in the first place? Because it doesn't magically come from the same blood that was once part of your blood stream and that wound, it comes for outer particles as I already stated, which you probably didn't read. --------------------------------------------------------------------------------------------------------------------- Now, to stabbing. So you completely missed the ballistic gelatin and melon, didn't you? Yes, you are right, cutting and stabbing is not the same thing. Stabbing exerts less force due to the fact that less surface is used, surface is smaller. This is why people are stabbed, not cut. Try the melon and ballistic gel example, they are the closest things to human anatomy. And, no, human skull is very weak, our limb bones are the strongest. Again, take the melon and stab it. An average male skull can only take 1000 Newtons, whilst a boxer can deliver over 4000. And that is not even stabbing, that is blunt force. The smaller the knife, the easier it is to pull out - and that is the hardest part of skull-stabbing. The weakest part of the human skull is Pterion, and it is very easy to push the knife there and pull it out. In the video the only reason the knife broke is because the knife was twisted to the side. This only happens when you try to pull something out, such as piece of butter to separate it from the rest of the mass. So this is nowhere close to what we are talking about.
  8. Wine actually has lower alcohol content than all other common drinking alcohols except for beer. Rags with your blood on them definitely, definitely can and will get infected. Kitchen knives don't handle stabbing at all well. You seem to have forgotten that people have bones in them as well as flesh. You can't kill a zombie without at least winging a bit of bone. I broke a kitchen knife the other day cutting pizza. They aren't as durable as you think. None of these are far off the reality, to the contrary, these are based on pure realism. Wine can be used as disinfectant. I study biology and if you have a medicine or biology book about bacteria, look it up, in case you don't. The percentage of alcohol is exact equivalent of time it will take to destroy bacteria. Most wine has from 12%-15% alcohol in it, whilst some have over 20%. It was used as a disinfectant in ancient Greece even. On some forms of microorganisms it will act faster, on some slower, but it will definitely act. The higher the percentage of alcohol, the better. https://en.wikipedia.org/wiki/Health_effects_of_wine http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2122476/ Blood does not magically get infected just because it is exposed to air, this is human anatomy 101. Otherwise the blood in our system would be infected as well. Wounds get infected, not blood. Please, don't speak the topic you know little of. I am genuinely sorry if I sounded rude there, it was not my intention, but to make a point, however, what you were saying was simply not true. The knife we are talking about is a kitchen knife, made to cut through things. It won't break so easily from stabbing... how do you think people get over 40 stab wounds? Try stabbing a melon constantly and see the days go past before the knife breaking. As I said above: everything with 10% of alcohol and above works, it just takes more time to kill bacteria, depending on type of bacteria. During civil war alcoholic drinks were used to successfully disinfect wounds. Cologne usually has over 80% of alcohol in it. This game is absolutely about realism, and realism is fun. As I said, this is about inconsistencies in realism, where somethings just follow it whilst others for some reason don't. Melon is a very, very, very good representation of human head/skull. Try stabbing it with a knife and see how many days of constant stabbing it takes for knife to break. You can use ballistic gelatin too. Please, there is a clear difference between window blinds and curtains. I even explained that.
  9. There are a lot of things in the game that are not realistic, mostly that they disallow something that we would usually do in real-life, and on top of that some are inconsistent with others. If you cannot think of any examples right now, I do have a few which I will post below. Wine as disinfectant Why can't we use wine as disinfectant? Wine usually contains higher amounts of alcohol than regular alcoholic drinks and that makes it a better disinfectant than most. Cologne or aftershave with alcohol make a disinfectant I've noticed that in the game there is cologne, and I tried to use it as a disinfectant but simply couldn't. So I would assume that was an alcohol-free cologne, however most colognes contain alcohol and could be used as a disinfectant for smaller wounds. Same goes for aftershave, which I don't think is even in the game. A dirty and a bloody rag are a world apart Dirty rag is not the same as a bloody rag. Bloody rag, given that blood is your own, will not heighten the risk of wound infection and/or slowdown healing process. On the other hand, dirty rag does heighten the risk of infection and may slowdown the process of self-healing. Dirty rag would be created by particles not from our own body and bacteria found on foreign objects. Also, as a side not, I do believe that the rag gets dirty a bit too quickly, even when you're just standing and not doing anything. Zombies break glass in vacuum As the title suggest, seems like when a player breaks glass, it actually creates enough noise that it alerts nearby zombies, however, when a zombie does that, it seems like no one cares. This is also easily abused, due to AI, if you are trying to get somewhere, out or in, you can easily get a zombie to break that for you, since seems like when zombie breaks glass it creates vacuum around the particles so sound doesn't travel. Well, jokes aside, you get the point. Kitchen knife is made of plastic To put it simply; kitchen knife really breaks annoyingly fast. It has a metal blade, and anything metal won't break so easily just buy cutting into flesh, especially not by cutting into something; a kitchen knife is made to cut through meat and even bone. A golf club would break faster than a knife, for many reasons, such as the fact that knife has a blade and golf club doesn't. Unable to cross/jump over sofa, table, TV tablet, small cupboard, etc. More often than not some windows of the house are completely blocked by sofas, TV tables, tables or some other furniture. When realistically we should be able to squeeze in between or cross/jump over it, we can't. A lot of times I'd find myself jumping through the window and being completely blocked from accessing the rest of the house by 2 sofas or a sofa and a table. Zombies couldn't get me either. It is annoying, especially when that window is the only one that can open. Door windows should be windows Some doors have windows on them, the annoying thing is that those windows are only windows on the texture of the model; we cannot see through them. Nor can we close/open or remove curtains on said door windows. Window blinds are only decorative We cannot close/open window blinds on windows that have them, they just seem to be cosmetic part of the world. Closing window blinds would require you to peek to see through them and vision would be limited, but vision would be limited both ways and outer blinds would need to be broken first before the window if closed, or if inner blinds, then they would serve as additional protection after the window is broken. Immovable garage doors As the title suggests, garage doors are simply immovable. I believe that they should be movable, not simply because it's logical, but also because they can make many spaces less open and give additional protection, as it should be. There's probably a lot more that I could think of, but this is just what I got on top of my head.
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