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ApolloDiaspora

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  1. Like
    ApolloDiaspora reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    I won't deny there's been an element of the NPCs needing to grow to fit the expectation. It's kind of unavoidable to an extent after such a delay. However, the truth of it is is that the NPC system we're building now is the NPCs we talked about in the really early days. We gave an example in really early interviews of a clumsy kid in your survivor group who keeps leaving doors open and making noise, and you finally choosing to take him out and put a bullet in his head, go back to the safehouse and claim they were got by zombies. Dark moral choices, deceit and safehouse politics. That in a nutshell described our vision for the NPCs, and instead we implemented a quite shoddy implementation that didn't really even register on the chart of where we wanted it to be. that was our attempt to get a version in there and expand and improve, and it was a disaster. rotten at its core because it was just implemented in a naive way, and needed ripping out. And it turned out the vision of NPCs we had early on was a big ask. Bigger than we imagined. Then people were confused as to why NPCs would be removed. You can't build on shaky foundations.
     
    I've had to learn a lot to be able to reapproach the NPCs from scratch, built upon a proper framework. It's been a tough job expanding my knowledge to be up to tackling what the NPCs need to be to complete that early vision. It's why it's been difficult to give a time frame, since a lot of the work is pretty experimental. And it's difficult to find good resources/libraries on the subject on the internet (considering a search for behaviour trees on google yields an article about Zomboid's AI code as the first result  but hopefully this should inspire confidence too)
     
    It'll take as long as it takes. I know enough to know it can be done. There's enough of the system there to be proof of concept x 1000. It's just very very ambitious and with a high bar it needs to be reach before it can go public.
  2. Like
    ApolloDiaspora reacted to Socia in Famous Last Words   
    Why is my guy panicking? There's no-one around.
  3. Like
    ApolloDiaspora got a reaction from Mrxbath in Porn Store   
    Mrxbath: Now the flowers will grow...
  4. Like
    ApolloDiaspora got a reaction from migulao in Payday2   
    >I should pull out my silenced weapon
    >Reach for 2
    >Hit 3
    >"GRENADE!"
    >Heist goes loud/Host drops the game back to lobby
     
    Everytime
     
    Seriously though, Payday2 is GREAT fun with friends. Pubby games are... a bit more erratic after the Steam Summer Sale however. Don't get it on consoles. You miss out on, well, everything.
  5. Like
    ApolloDiaspora got a reaction from archerj2010 in The Sims 1 UI mod?   
    Only if there's Simish cries of pain, one liners, and sobbing when the fridge is empty/there's a bladder malfunction
     
    Having a character freak out in Simish when a horde is rumbling up the street? Would be priceless
  6. Like
    ApolloDiaspora got a reaction from uberevan in Suicide option when severely depressed.   
    I'll avoid getting into a discussion about depression effects for now, but, I have the solution, nay, the elixir that will help you in-game:
     
    BLEACH.
  7. Like
    ApolloDiaspora got a reaction from eaglescout666 in Suicide option when severely depressed.   
    I'll avoid getting into a discussion about depression effects for now, but, I have the solution, nay, the elixir that will help you in-game:
     
    BLEACH.
  8. Like
    ApolloDiaspora got a reaction from syfy in Preventing Zombie Bites   
    Sounds like a nifty little anti-feature to stick in the game. Buckets are kinda rare (but useful) as-is. Being able to melee-thonk one down tight over a zombie's head should prevent it from being able to bite you, provided it's wedged on tight enough and doesn't come loose. Would be interesting to see how much that would affect a Zed's ability to track and pursue you though.
     
    Also... You've only made one zombie a little less dangerous than the others. Not too good of an idea from a survival standpoint, but, I love it. Find a zombie, call him Frank, cram a bucket over his head and listen to those muted, echoing moans. Over the weeks you'd see Fred every now and then, stumbling around with the bucket still on his head.
     
    I like it. I wish it was something you could do in-game. Could even help relieve your character of depression a bit. After all, who couldn't help but laugh at the absurdity of a mostly impotent zombie lurching around with a bright plastic bucket crammed over his noggin'?
  9. Like
    ApolloDiaspora got a reaction from SailorWolf in Do you spawn in Muldraugh or West Point?   
    Haven't played Zomboid for a while, but the last couple of times I played, I played in West Point. Sure, finding building supplies is a bitch, but there's generally more loot and !!FUN!! to be had given the building density.
     
    I tended to set up a base about here. Build walls between the three buildings, barricade the downstairs windows/doors and hang sheet ropes out every window. Plenty of space, and you don't need to fortify everything from the ground up. As an added bonus, given the parking area to the north, it's easy to follow the road east into the centre of town and back again without getting lost.
  10. Like
    ApolloDiaspora got a reaction from Gustav 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
  11. Like
    ApolloDiaspora got a reaction from spyjack 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
  12. Like
    ApolloDiaspora got a reaction from SpaceJunk 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
  13. Like
    ApolloDiaspora got a reaction from Woodwose 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
  14. Like
    ApolloDiaspora got a reaction from Guille 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
  15. Like
    ApolloDiaspora got a reaction from Packbat in What type of clothing do you want to see?   
    Aaaaand then you need to start sprinting and parkouring through houses to escape hordes and you do something nasty to your ankles.
     
    That said, it -could- be an interesting mechanic. Wearing sexy(ish) clothing, including footwear, to gain some small buff interacting with NPCs. Of course, you'd need to change into something more appropriate when heading into combat or running away.
  16. Like
    ApolloDiaspora got a reaction from Walther 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
  17. Like
    ApolloDiaspora got a reaction from Viceroy 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
  18. Like
    ApolloDiaspora got a reaction from syfy 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
  19. Like
    ApolloDiaspora got a reaction from Packbat in What type of clothing do you want to see?   
    Military-style caps, hunting/fishing vests with lots of pockets (some small buff to accessing your inventory? Purely cosmetic is fine though), and messenger bags/satchels would be nice things to see. Especially if you can swing a satchel as a melee weapon
     
    Hell, thing I want to see the most at the moment is the ability to strap bedrolls and tents to the outside of a hiking backpack. Nothing screams survivor like a person with camping equipment strapped to their bag and a weapon slung over a shoulder.
     
    Oh, and don't forget the boonie hat. Wilderness classic right there.
  20. Like
    ApolloDiaspora got a reaction from 956Texas in The Sims 1 UI mod?   
    Only if there's Simish cries of pain, one liners, and sobbing when the fridge is empty/there's a bladder malfunction
     
    Having a character freak out in Simish when a horde is rumbling up the street? Would be priceless
  21. Like
    ApolloDiaspora reacted to lemmy101 in Zombies need to be "meatier"   
    This will all be addressed now the animations will start flowing - zombie grabs etc will make zombies feel a lot more 'solid' as you say and involve much more interaction between player and zombie. For e.g. we can have zombies pulling you to the floor before death, so there's a way to get absolutely torn apart without having to take sufficient damage on your feet to 'die'. This will make running through hordes practically suicide as 6 zombies around you would likely drag you to the floor within a second and start munching irrespective of your health situation. As they would in the movies/tv shows.
     
    re: collision however we'll have to think on this but to be honest if there's a massive horde then doing proper physics collision on them will be a bit CPU hungry. Atm they just sort of emit a force to push them apart, but maybe we could put extra code in for zombie -> player collision, we'll look into that but yeah I totally agree with the main points / criticisms in this thread and it's not something the dev team aren't aware of.
     
    The bit at the start of TWD ep 1 (in Clem's house) already made me itch for a panicked trip / clambering to feet / pushing self back across floor away from zombie stuff, but was always too scared to ask for such specific and long anims  esp when there was much higher priority stuff that needed to go in like sneak / cover anims, now we'll feel less so worried about asking for more fancy pants anims and there will presumably come a point where we're inventing new anims out of vanity more than necessity, which will be a nice state of affairs. It's our hope to have a lot of lovely purely cosmetic anims (say for e.g. looting anims) that make every aspect of the game feel more 'real'.
     
    But yeah zombies and players interacting will have the lions share of attention very soon.
  22. Like
    ApolloDiaspora got a reaction from Kajin in Transformer Station   
    Been multiple discussions about restoring power to the map after it goes down. In short, you're not going to repair and operate a power plant without an army of trained people. A rag-tag group of survivors simply won't cut it.
     
    However, the plant itself would be a veritable goldmine for a survivor group. Think about it. A coal fired power station is going to have coal, heavy machinery, tools, and vehicles scattered all over the place, not to mention the security barriers in place around the facility. Plus you can cannibalise the plant itself for parts. High grade steel cable, copper wiring, and so on.
     
    I'm all for trudging through an abandoned power plant. Brings back Stalker memories <3
  23. Like
    ApolloDiaspora got a reaction from Realmkeeper in Transformer Station   
    Been multiple discussions about restoring power to the map after it goes down. In short, you're not going to repair and operate a power plant without an army of trained people. A rag-tag group of survivors simply won't cut it.
     
    However, the plant itself would be a veritable goldmine for a survivor group. Think about it. A coal fired power station is going to have coal, heavy machinery, tools, and vehicles scattered all over the place, not to mention the security barriers in place around the facility. Plus you can cannibalise the plant itself for parts. High grade steel cable, copper wiring, and so on.
     
    I'm all for trudging through an abandoned power plant. Brings back Stalker memories <3
  24. Like
    ApolloDiaspora got a reaction from TheGmork in Why do zombies bang on doors/windows?   
    I've brought this up in another topic. About intelligent zombies too I think... Anyway. Why are the zombies in the mall? Two choices. One, people died and reanimated in the area, were pulled to any survivors in the mall, they died, bam. Zed city. Two, the zombies travelled to the mall as a result of some memory or desire. Essentially, they moved due to an external or internal stimuli.
     
    In my little-idea-head-canony-thingie, people who die and reanimate while experiencing strong desires have that desire applied to their shambling corpse, albeit faintly. So, a survivor is desperate to get to the mall. They know supplies are there. They -really- want to get in, get the goods, and get out. They get bitten en route, and die. The resulting zombie still feels a faint urge to 'go in that direction'. Not enough to move, but enough to be pointing in the direction of the mall. Through various random movements, chasing of birds, survivors, etc. the zombie ends up in the vicinity of the mall. At this point the zombie is close enough to see a survivor or two, and in he goes.
     
    As for zombies banging up against windows and doors repeatedly? Similar kind of thing. The short memory of a zombie coupled with external stimuli. The zombie is staggering along. It's not too aware of it's surroundings, doesn't pay attention to the fine details. What the zombie is used to seeing is what it's been seeing for however long it's memory lasts. For example, a zombie has been staggering along the highway for five minutes, it's got a memory that holds information for five minutes. To this zombie, 'normal' is moving forward in a relatively quiet landscape, with very little motion seen besides the moving scenery. So, it keeps moving forward, after all, that's what it's always done, right? Why would it do anything else? Suddenly, thump. The zombie walks into a door or window. This is not normal. That sound. That's never happened before, this means something has made that noise. That something... Something is food! So, the zombie tries to walk towards the noise. Thump. Thumpthump. The food must be behind here! That noise keeps happening. This noise isn't normal. Normal is quiet, normal is moving forward...
     
    Eventually, the memory of walking forward in the quiet is forgotten, replaced by a thumping noise and the banging/scratching of the odd brown slab in front of the zombie. 'Normal' has become the repetitive head butting of the door. Eventually, the zombie forgets that normal is banging into the door. Normal is standing around and listening. So it does that. This explains why zombies will eventually loose interest in attacking a door/window, or stop moving once the obstruction is destroyed. They're dumb, forgetful little buggers
     
    On an unrelated note, this is one of the things I love about the Zomboid community. Zombies behave a certain way in the game/the game's lore. Why do they act the way they do? Everyone's got an opinion, and all those opinions are equally valid. The discussions are quite fun <3
  25. Like
    ApolloDiaspora reacted to Comrade Crimson in Chain Mail   
    I think the problem with this is that you won't find any competent chainmail in Kentucky.
     
    And then add in the problem of: They aren't adding OP items ingame...
     
    Now what I'd like to see- Firemen suits. Thick, would be able to be found in a fire department.
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