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Walther

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  1. Like
    Walther got a reaction from Reveson in Zombie traps / Defence   
    Dont forget the old rake trap.
     

     
    sorry
     
    but seriously, those are some good concepts and ideas. I'd maybe add something that alarms you (even though this might lure more of them there...) like empty cans that chime when a zombie trips over a wire
  2. Like
    Walther got a reaction from Hobbes in Wiki :-)   
    yeah, there is a lot going on, new stuff's being added, new recipes etc. we should start a wiki mob and edit the hell out of this
  3. Like
    Walther 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
  4. Like
    Walther reacted to deprav in RELEASED: Build 30.12   
    The medical overhaul is one of the thing I've been waiting for the most ! This is going to be brilliant ^^

    A little thought about wound infection :

    Irl, cleaning a wound - ANY wound - BEFORE it gets infected is one of the first reflex someone with a minimum of medical background will do. There should be a higher probability of wound infection if you didn't get it cleaned asap.
    If it comes to wound infection, you sure needs to keep disinfecting it, but what you really want is find antibiotics before your wound infection becomes a blood infection and kills you.
  5. Like
    Walther reacted to IronCoffins in TIS Community Halloween Costume Contest!   
    we must find the tan army's base
     

  6. Like
    Walther reacted to Strang in TIS Community Halloween Costume Contest!   
    representing the payday gang
     
     

  7. Like
    Walther reacted to Gammlernoob in TIS Community Halloween Costume Contest!   
    Ok, than lets start this ^^ ( inspired by The Purge/Hotline Miami )
    http://imgur.com/nsP4fUM

    Edit: Also 300 posts , woho ;D
     
     
    EDIT by Mash: put the picture in the thread
    EDIT by Me again: Thx alot
  8. Like
    Walther reacted to EnigmaGrey in Auto Save, please...   
    Then back up your save files when you hit your personal milestone.

    It's just copying the save file, found in %username%\zomboid.
  9. Like
    Walther reacted to Rathlord in Auto Save, please...   
    Being able to save scum will never be a part of vanilla Project Zomboid. Sorry mate, it's just not that kind of game.
  10. Like
    Walther reacted to EnigmaGrey in Mad Games Tycoon   
    I . . . hate to be that guy, but how is this not Game Dev Tycoon? http://store.steampowered.com/app/239820/
  11. Like
    Walther got a reaction from Packbat in What type of clothing do you want to see?   
  12. Like
    Walther got a reaction from Some Clever Username in Build 30 wild speculation thread   
    hmmmmm, zombie strippers.
  13. Like
    Walther reacted to LeoIvanov in Combat re-think for the announced big rebalance [OFLGBKYBYGT]   
    I'm up for this idea as long as these things are considered in :
     
    - While you're in "defense" mode with holding down the right mouse button, a single zombie would actually "continue" walking towards you and push you backwards (not stopping to play "biting" animation), while having  a low chance of scratching you, and a minimal chance of taking a bite. It all could crash down to zero if you are being grabbed by more than 1, of course, but holding 1, maximum 2 zombie mouths away shouldn't be a big deal, just grab em by their necks, or hold your wide handle of a weapon by their throats and push back.
     
    - While in "defense" mode, you can ALSO press LMB to deal a slight damage to the zombie. It will be a much smaller (about 1/6th of it) damage rate than a weapon normally has, and you are probably going to be better off just pushing a zombie away, but sometimes there's moments where you CAN'T "just push them away", and you NEED that zombie who is lunging at you to be KILLED for your maneuver to succeed.  (More on this below)
     
    - Weapons should completely be rid of the ability of "pushing" enemies away, making it more about "firing couple of careful shots at those who get too close and continue fleeing", than "walk back continuously while shooting, reload, push zombies back, repeat until run outta ammo/zombies to kill". Once you're stuck in the "defense" mode with your weapon, while a zombie is pushing you back, you'll need to press "LMB" to shoot a zombie's head with a high critical chance, or continue pressing LMB to "hit" it with a handle, in case you ran out of ammo. That way you can put it down, although it'll greatly damage your weapon's durability, forcing you to count your rounds carefully and make sure not to get caught off guard. Releasing RMB while in defense mode will immediately skip to zombie's "biting" animation, in that moment you'll also be "pulled in" or "held from moving" like you normally are during those encounters. The problem with this is that you'd have too small of a time to get away without getting ANY damage.
     
    - Small tweaks regarding the pushing. If you push a zombie into a zombie, both zombies have their chance of: 1) falling down 2) getting shoved back 3) getting slowed down. It all depends on the momentum of an impact of that particular zombie. That way - if you forcefully pushed a zombie back (normally it would fall down if nobody was behind), it will send the second zombie behind him stumbling back and falling (if nobody is there), or pushing a third zombie away stumbling. A third zombie will have an even smaller momentum, so the only thing he could do with the fourth zombie is slightly slow him down. (More on this "momentum" idea below)
     
    - Each zombie has momentum behind them, depending on their walking speed. A standing zombie has minimal momentum (zero), so if you push another zombie into it, they are both likely to fall. However, a zombie walking towards you has a bigger momentum because it's moving forward, so pushing a zombie into him will have very mixed, very different type of results with each try. If a zombie's momentum is greater than the force of opposite momentum, then the zombie that was originally shoved away will produce zero results on impact, and you'll likely end up with two zombies chasing you simultaneously. However, if a zombie's momentum is lower than the momentum of  the opposing, shoved zombie, then the chance of falling/slowing down/getting pushed away are calculated on the spot.
     
    tl;dr - ADD PHYSICS BEHIND "DEFENSE" MECHANIC OF THIS SUGGESTION!!
  14. Like
    Walther reacted to EnigmaGrey in Combat re-think for the announced big rebalance [OFLGBKYBYGT]   
    The game isn't Mario and it doesn't provide you with a series of lives and the ability to replenish them. Instead you invest in a character and try to grow them during their final days in the zombie apocalypse. It'd sort of knee-cap that vibe if simply getting close to a zombie, any zombie, was instantaneous death.
     

    You cannot. If you let the zombie complete its animation, it's bitten or scratched you. In multiplayer, the lack there-of could be lag, unfortunately. Hopefully, the default animation will one day be replaced with something of varying length, but it's not 5-10 seconds.
     

    Three should be immobilizing you (or reducing your speed to anguishing crawl) in the current game unless you shove them and fight them to get away (and even that isn't often possible). The door thing itself seems to be a bug: while zombies "fade in" they don't appear to react to the player.
    Having a dedicated melee shove would be great, assuming it isn't as powerful as the current version (or if it's relatively random in its power). You can see this has already been added to some weapons as an automatic trigger, if a zombie is too close, but having it be controllable could make for some interesting situations.
    Edit: Rereading what I've wrote here it looks like I'm against the majority of your post, Deprav. I'm not. Your combat suggestions themselves are pretty good. It's the justification for them that I disagree with.
  15. Like
    Walther got a reaction from Drious in Tumbleweed.   
    Howdy folks!
     
    I've been playing some zomboid in a newly started sandbox yesterday and had some scavenging and some clearing of roads to do.
     
    while I was wandering down the blood-covered streets, I stopped to ponder the looks of it. and then I felt that the scene needed some tumbleweed, that just rolled down the street with that little sound it makes (out of the movies of course, there is no such thing in the region where I live in).
     
    Now, first of all question number one: does tumbleweed grow in kentucky?
    Number 2 heh  could tumbleweed be used as part of the meta game, because zeds would maybe "hunt" it a litte and grab it?
     
    thats it for now. have a good one! I'm starting to work now...
     
    edit:

  16. Like
    Walther reacted to MickyPain in CCCP - Consolidated Culinary Community Project - BETA   
    *** More than 140 new food items and dishes ***

    *** More than 120 Unique New Recipes ***

    *** The most comprehensive Food Mod thus far ***

    *** Merges the amazing work by Kinyoshi and Shivster with Community suggested and new items and recipes ***

    *** Simplified but believable recipes (No 5-step, 10 item recipes with exotic, single-use ingredients) ***

    *** All recipes organized into themed modules - You choose what you want to use [in final release]***

    *** Disable or Enable any module without having to start a new save game [in final release]***
    This Mod is currently in Open Beta and has been tested up to version 23.Recipes and items should all work by now, but there are still several balancing issues.If you are participating in the Beta, please provide feedback which item spawns needto be addressed or what new recipes an/or items you would like to see added.What's in CCCP?:


    Install:


    FAQ:


    Version History:


    Compatibility and Known Issues:


    Credits:


    Permission:

  17. Like
    Walther reacted to syfy in Vitamins   
    you are aware that Vitamins are already in the game, right? they will be found in bathrooms, on zombies, at Pharmahug, Cortmans Medical and the drug store in the mall...........
  18. Like
    Walther got a reaction from Some Clever Username in Build 30 wild speculation thread   
    Mexican Wrestler Masks.
  19. Like
    Walther reacted to Some Clever Username in The Legend Lives On   
    Just a quick thought but,
     
    What if when you die and you load that world up again, and you meet survivors that knew you they might mention your previous character? Just some quick dialog like, "I knew this guy, he saved my life. His name was (Insert Old Character's Name Here)" Or like, "(insert old character's name here) was an asshole, I'm glad you're not like that."
     
    It'd just be a quick fun thing to hear. So, yeah I just had to let out my idea.
    See Ya!
  20. Like
    Walther reacted to nasKo in Mondoid Reposts   
    Hello Survivor! A Mondoid of dev-nuggets this week, but hopefully you’ll find them to be nuggets of gold rather than… other substances that are occasionally found in nugget-form.
    There’s quite an important note for Linux PZ server hosts at the foot of this Mondoid too, by the way, so please scroll down immediately if you’ve just realised that we’re talking directly to you!
    For everyone still on this paragraph though, let’s Mondoid!
    BLINDCODER’S MARVELLOUS MAPPAGE
    First off a super-quick mention, amidst sighs of adoration and love, for Blindcoder’s amazingPZ map.  It’s pushed a remarkable 9.65 TB of data SO FAR this month, and he’s currently hard at work generating build 29′s map. It’s on track to be released later this week. Thanks Blindcoder, TIS and the community all thank you for your travails!
    LOVELY MARTIN
    As you might recall, a while back a chance meeting in the new office building reunited Lemmy and Binky with a long-lost colleague from their distant AAA past. Martin the lovely Animation Man is currently on-board with the PZ team, and has now gone over all the current anims in the game on a polish/tweak run.
    His task right now is on the stealth anims. These include movements like sneaking along walls, crouch sneak movement (instead of just aiming weapon/walking), peeking around corners and others of a crafty ilk.
    This is all a part of our overall plan to make the looting game a lot more built around stealthing around the town and trying to avoid attention. We’ll show a few examples of his work and its integration, as well as badgering him for a bit of a Q and A in future Mondoids.
    NPC MANEUVER TOOL
    Binky’s been busy finished off a lovely tool to help toward NPC movement, to further make characters move in a believable way. It’s functionality that was once upon a time coded directly into the NPC build of the game, but this proved way too cumbersome to use and maintain. Now it will be a nice external tool that will allow us to create a library of maneuvers that a character can do to move from one location to another. These can then be pieced together, and chosen based on personality or possible military training of the NPC in question.
    We did actually do a video long long ago of the results of the early in-game tool, which you can witness once again here. YES, we’re finally doing re-runs! Fear not though. we have a new video for you too!
    https://www.youtube.com/watch?v=fVMR4pcvtAA
    FMOD SOUND SYSTEM
    For the longest time our sounds have been put through OpenAL, which unfortunately led to a fair few incompatibilities on a lot of people’s systems in which they couldn’t get directional sound working properly. This has been a long-term irk that has rankled, and as such we’re looking to move to the much more AAA FMOD sound system. This is totally funky, and offers us a lot of extra things into the bargain that should make the sound in Project Zomboid a ton better. Here’s a little video of our experimentation:

    It’s not ready to go yet, and we have to license the library before we’d be able to distribute it, but this will provide a much more immersive soundscape in Project Zomboid. It’ll make distant sounds much more realistic and atmospheric, provide reverb and other effects such as having the world geometry affect the attributes of the sound, as well as to provide much better supported 3D sound and more consistent volumes, and hordes will really sound like hordes with many many groaning voices creating a sea of unsettling sound as you approach a densely populated area. Helicopters will also be less likely to burst eardrums.
    IMPORTANT THING TO READ FOR PZ SERVER HOSTS
    There’s been a really nasty security bug announced in Java over the weekend, of note to server hosts.
    Windows Server Hosts:
    We’ve sent an update out via steam, please make sure you update and then restart the gameserver.
    Linux Server Hosts:
    An update has not yet been released by Debian or Ubuntu for all of the bugs.
    Debian server hosts can check here to see when an update is released: https://security-tracker.debian.org/tracker/CVE-2014-6519
    Ubuntu server hosts can check here: http://people.canonical.com/~ubuntu-security/cve/2014/CVE-2014-6519.html
    Server hosts can update OS via the command “apt-get update && apt-get upgrade -y”
    Server hosts like Nitrado should already be aware of this, and will apply upgrades without prompting, only those hosting ProjectZomboid servers on VPSs or dedicate servers should upgrade.
    This security vulnerability allows the remote modification of java code, those hosting Project Zomboid gameservers on Linux should watch the link for the OS they’re running, and apply the patches immediately. You should restart the gameserver after you’ve applied the patches in order to bring the patch into effect.
    Everyone else:
    Due to the nature of the way these bugs work, issues only mainly affect server hosts. We do recommend that you keep your computers patched anyway, but you don’t need to worry about Project Zomboid, this is preventative maintenance to make multi-player servers safer for everyone.
    Today’s image courtesy of Coolflat Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.
  21. Like
    Walther reacted to Madigari in Operation Fix Late Game By Killing You Before You Get There   
    Darn you, Monsanto. 
  22. Like
    Walther got a reaction from Packbat in Operation Fix Late Game By Killing You Before You Get There   
    that would be great, yes please. It would stop in the middle if you run out of water tho, right?
  23. Like
    Walther reacted to explorator in Operation Fix Late Game By Killing You Before You Get There   
    I like the idea of crops taking longer to grow as long as the crops last longer before going rotten.  Potatoes in particular really last a long time if stored correctly.
  24. Like
    Walther reacted to Suomiboi in Footwear, blisters and the need for good shoes   
    This seems to me more like a great mod than anything else. I really think it's a bit too micromanagey to need to find different size shoes. Different types however, I might agree on. Clothing in general should have effects on your well being, but to concentrate this much on socks is a tad too much imo.
     
    If the devs don't even want to have to make you shower once a month, I don't think they're going to require you to patch up blisters which would occur in a daily basis.
  25. Like
    Walther reacted to ApolloDiaspora in Footwear, blisters and the need for good shoes   
    TL;DR - Adding in a few varieties of shoes and socks, each with their advantages and disadvantages, would give the player a realistic (and essential) piece of equipment to scavenge, repair, or craft during the zombie apocalypse. If the medical overhaul allows foot trauma such as blisters, fungal infections and trenchfoot, acquiring good footwear becomes essential, but could be ignored for the most part by beginning players.
     
    ==========
     
    Had a thought today, inspired by the idea of a character wearing high-heels in another suggestion post.
     
    Footwear. We all need it, but not everything you put on your feet would be suitable to wear on a hike, let alone a life-and-death survival situation. Heels could snap under the duress of sprinting over broken ground, steel-capped boots might be too heavy to let you vault over fences easily, and even the best pair of shoes wear out over time. Socks are important too. You could be wearing the best pair of hiking boots in the world, but if you're wearing some thin business socks, you can forget about walking around for too long.
     
    Where am I going with this? Allow the player to scavenge and wear different types of shoes, boots and socks. Each with differing characteristics, each with different benefits and disadvantages. Suddenly, finding or crafting the right equipment to wear on ones feet could mean the difference between life and death. Wear shoes that are the wrong size, wrong type, or don't wear socks, and suddenly you could face painful blisters, ingrown toenails, or even trenchfoot. All conditions that make it painful, if not impossible, to walk, let alone jog away from the horde rumbling up the street.
     
    Suddenly, crafting or repairing socks/shoes/boots could become a hobby, profession, or skill the player could select at character creation.
     
    Here's some examples of footwear ideas, and some effects. Keep in mind these are examples only. I wouldn't expect (or want) dozens of types of shoes/socks to wear, but breaking them up into classes could simplify things immensely.
     
    Bare feet - Sometimes, necessity makes a fool of us all. Possible buff to sneaking around (less noise), offset by the high chance of foot trauma if walking/sprinting long distances, blisters are no fun. Stepping on something sharp would certainly ruin your day. Perhaps a small happiness buff when you first remove your shoes indoors. After all, everyone likes to kick off their boots at the end of the day. Sandals/Thongs - A wild and varied bunch. Better than wearing nothing on your foot, light weight, and reasonably easy to make/repair using scavenged materials. You could luck out and find some hiking sandals, or be stuck with a $2 flip-flop from the local supermarket. Either way, lower durability on average compared to other types of footwear, but most types don't require socks, and could provide a bit more comfort in warm weather Business/Formal footwear - Quite poor for running and sprinting around in, let alone walking long distances. Low durability, high chance of getting blisters from wearing thick socks. Possible buff to interpersonal relations (Everyone likes a man with good shoes), or relations with the opposite sex (high heels?). But is that little buff worth the risk of being unable to escape when the horde comes a calling? Might good as a source of raw material for shoe repair Casual/Common shoes - Sneakers, sandshoes, runners, and all that. The average shoe the average Joe wears when out and about. No real downsides, unless you have to wear the wrong size or have poor socks. Decent durability, but better for moving around in urban areas instead of the wilderness or farm country. Boots - Steelcaps, hiking boots, combat boots, things like that. The holy grail in terms of footwear for a survivor. Fantastic durability and comfort, at the expense of a bit of sneaking ability and rarity. Might have a 'breaking in period', Stupid durable, but tricky to fix if they break or wear out.  
    And let's not forget socks. The best pair of boots in the world mean nothing if you're wearing a crappy pair of socks.
     
    No socks - Welp, you dun goofed. Depending on the size and quality of your footwear, blisters and chaffing are a forgone conclusion. Unless you're wearing sandals or thongs. But what if it's cold. or wet? Freezing feet are as painful to walk on as overheating, blistered feet. And lets not forget the possibility of infection or frostbite... Business/formal/cheap socks - Something's better than nothing. Thin, unpadded, and made of flimsy material. Provides little warmth to your feet, and likely to have holes worn through them after a few days of constant use. Bound to be plentiful in supermarkets, but there's always something better. Being made of poor material, darning or repairing may be impossible. Casual/Everyday socks - Much the same as everyday shoes. Average, nothing to write home about. Good durability, common, and you can darn them a couple of times. But, eventually, you'll have to toss them when you wear too many holes in them. Hiking/Thick/Military socks - Rare, but comfortable as hell. Extremely durable, so patching the inevitable holes would be an extremely worthwhile way to extend their usable life. Only downsides are their rarity, incompatibility with certain shoes (especially tight ones), and their sensitivity to moisture. After wading through knee-high water you'd want to change into dry socks quickly, to avoid chaffing, blisters, and some of the nastier mosit-foot ailments such as trenchfoot over the long term. Footwraps/Portyanki - Nothing more than a square of good cotton or flannel wrapped tightly around the foot, ankle and shin. Extremely easy to make, only slightly harder to repair. A survivalist's dream, and a staple of the Russian Army since the 17th century. Great durability, but most likely impossible to find in Kentucky, so you'll have to make your own from bandages, sheets, any good fabric you can appropriate and tear up. Takes time to wrap and unwrap your feet, and you have to know what you're doing. Fail to wrap your feet good and tight and it's blisters ahoy.  
    Toss in the medical overhaul in the future, and the treatment of foot ailments can be a major deal, as it is in real life. Fail to look after your feet, wear the wrong size shoes, thick socks, keep them moist... Suddenly, every step is agony. Tracking down antifungal creams, antibiotics, applying bandages to blisters... There's plenty of things there to play with.
     
    Is it realistic? Yes. Proper footcare and footwear are major issues in a survival situation, and have been important in military conflicts since time immemorial. Just look at trenchfoot in World War One, or the differences between German and Soviet footwear in World War Two.
     
    Does it fit in the spirit of Project Zomboid? I'd say yes. Zomboid's aiming for a realistic survival scenario. Cutting up car tires to make crude sandals, or prying the boots of a corpse would certainly fit in with the atmosphere of the game. Besides, it'd give us a use for all the shoes we find in containers or on bodies.
     
    Would it make the game too easy (or difficult)? A bit of a tough one here. Foot trauma, blisters and the like, would certainly fit into the upcoming medical overhaul. Even if it's a case of the shoes and socks in game taking durability damage over time, and the odds of a blister rising as a result. Having a handful of 'classes' for shoes and socks (i.e: Poor, Average, Great, Homemade), like the examples I've given above, wouldn't complicate the game immensely, and would just add another class of loot for players to search for. We already have several classes of torso and leg coverings (i.e: Sweaters, vests), why not expand this to include shoes and socks? The beginner player could bounce from house to house, using and discarding the typical shoes over time, but an advanced player would keep an eye out for better footwear, and keep said footwear in peak condition by repairing it.
    And remember, the durability on even the poorest pair of shoes is still quite high. Sure, you might need to replace the inner lining of the shoe and the laces a bit frequently, but the shoe itself isn't going to wear out for a least a month. A player wouldn't need to replace their shoes that frequently, but darning a sock could soon become a favourite way to pass time in the safehouse.
     
    Would it add enough to the gameplay? I think it would. The key would be limiting the amount of shoes/socks to a few 'families', similar to the examples I've given. Then it's simply a matter of placing any new shoes, etc. into these families as they're added to the game. This would allow for a huge variety in the appearance of the footwear (and admittedly, we do need more and varied clothing, even if it's cosmetic), but avoid an excess of coding. As for adding something to the gameplay... During the apocalypse, what would be more valuable to you? A thick paperback book or a good pair of thick woollen socks? An extra handful of bullets, or a pair of boots without a hole in them?
     
    Okay, that's it, post over. Apologies for rambling on for so long
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