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Crashdummy11880

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  1. Like
    Crashdummy11880 reacted to PoshRocketeer in Turning character voices off   
    I know that you've put a lot of work into it, but a sandbox option or an audio setting to bring back mute characters would be great. I'm really not a fan of the character voices, and I think it kinda overwrites some of the "roleplay" aspect the game has. With the player voices, you don't imagine your character as they are, the game will assign you a voice and you need to deal with it. 
     
    Also, inevitably, no matter how many voices you include, you'll start seeing repeats, or even have two players in the same server who have the same voice. I don't like that, personally.  
     
    Not asking for it to not be added, just to have the option to turn it off.
  2. Like
    Crashdummy11880 got a reaction from GodHatesHaloWaypoint in Zombies Avoid Fire   
    The Problem i think is more like that the fire in Project Zomboid is just broken.
     
    First of all i dont think a glass bottle thrown into a zombie horde wouldn't even break. To break a glass bottle you need to hit something hard like concrete etc.
     
    A work around would be to throw the bottle right infront of a zombie onto the floor.
    But to reallly get a molotov coctail to work you want to get the fuel (gasoline etc.) all over your target.
    Otherwise you would just have a initially big fire which would quickly decrease in size where zombies would just walk trough.
     
    Here a good example:
     
    You can see how fast the flames are getting smaller due to the cunsumption of the fuel.

    I also have doubt that a zombie soaked with gasoline and lit on fire would even get other zombies to start burning.
     
     
     
    So my fix to molotov coctails and similar weapons not being too powerful would be to make fire just more realistic which will be soon hopefully.
     
  3. Like
    Crashdummy11880 reacted to Addison in Winter Overhaul   
    I believe that winter should be something more formidable in the game cycle, somethings that the player needs to be concerned about and prepared for, helping to add to the challenge of the game in a way that makes sense, especially with the changes and additions upcoming over the next few months/years. I feel that the winter in the game right now is not any more than a visual change from rain to snow and a minor inconvenience when it comes to farming and clothing.
     
    Currently the winter only makes it cold, which has a hypothermic effect on the character and increases the chance of sickness, and also negatively affects your ability to farm. The snow that replaces the rain in the winter has no effect on things such as vehicle traction, creates no footprints, and does not collect in barrels (and there is a mod that has already does this).
     
    I believe that actual accumulation of snow would be helpful to make winter more challenging and it would make sense. It would makes cars harder to drive in the snow depending on accumulation levels along with making player movement somewhat slower while also leaving footprints and making more noise. These mechanics would pair well with the ability to shovel or plow snow with vehicles potentially, allowing players to walk and drive normally in areas they have cleared. Accumulation of snow should also fill barrels and other object than can already collect and hold water from rain. With the incoming addition of animals and hunting, the snow would give more importance to hunting during the winter months and the tracks of animals in the snow helping the player to find animals. The amount of snow that falls on average should be moderate, as it is Kentucky, though there should be some more wild storms and accumulation levels to keep things very interesting, or at least leave settings for accumulation in the server settings.
     
    Changes to how the cold and temperature in general work, insulation is something that needs to be looked at in Project Zomboid, currently the only way to heat a house is with an antique oven, which seems a little lacking in variety and limiting since its the only choice, adding things such as a craftable metal oven or fireplace would give insulation a new importance especially if there were greater consequences for not having fully insulated shelter such as broken doors or windows and the cold having an affect on the healing process quality of sleep and possibly making sickness a much more serious problem.
     
    This would add to the experience and importance of base maintenance, giving the player more to do and worry about as the game goes on. I'm also sure there is much more that could go along with this to help the game kept things interesting as I feel many players currently get to a point where they have spent much time preparing and when you're done preparing, there's nothing left to do or worry about.
  4. Like
    Crashdummy11880 reacted to Jack Bower in Megaphone   
    Allows you to yell way further and makes everything you say in /s count as yelling as long as it is in your main hand.
  5. Like
    Crashdummy11880 reacted to OxManZomboid in Hide number of players in your server from server browser   
    Would be nice on top of a white list for a server if there was an option to hide the current player count in a server from the actual browser.
     
    obviously an optional thing but I enjoy not knowing if there will be players online in the server or not
  6. Like
    Crashdummy11880 reacted to Irken Empire in Removing car seats gives you + 30/90 space to the overall trunk storage.   
    I mean that's it, why have 26 storage per seat when you can take them out and have a "merged" trunk which would be a lot more space efficent than having stuff on the seats and  you can put so much more, trust me or atleast trust my neighbour, he did it so he could put 30 heavy crates of raspberries, before that he could barely put 10 crates in the car. Also a buff to the trunks would be cool too.
  7. Like
    Crashdummy11880 reacted to Bullet_Magnate in Sheets Hung on Windows Should Start Down / Closed   
    Kinda trivial, but this annoys me ... seems like when you hang a sheet on a window, it should START in the down / closed position. 
     
    I think most people that do this are quickly slapping something over a window to prevent being seen, which means they would (and easily could) hang the sheet in this way. 
     
    It's annoying to have to take the extra step of closing the curtains *every time* I hang a sheet.  I honestly can't remember one time in 800+ hours of play where I hung a sheet and didn't immediately close it.  
  8. Like
    Crashdummy11880 reacted to Nerezza in "Cruise mode" for cars   
    First this isn't a "cruise control" function for the cars, the Discord came up with the name "Cruise Mode" for this suggestion 😜
     
    This suggestion is simple: While driving, holding shift would have your character limit the throttle so that engine RPM will stay in the quieter levels, somewhere between 1k-2.5k RPM with around 2K being ideal. The speed you'll end up going will be determined by what gear the car's in when you begin holding down shift.
     
    This accomplishes two things: You can cruise quietly when you don't want zombies to notice you as easily, and you can easily limit your speed if you're on a stretch of road you feel is too dangerous to drive fast on.
  9. Like
    Crashdummy11880 reacted to ZonaryQuasar in Revision of the Weight System   
    Last week I created a new character and started with the Very underweight trait (+10 points), one of the most negative traits there is along with Obese.
    The thing is... I managed to gain 25+ kgs in 13 days in game without even bothering, and I never ate until full, just until satisfied. It was VERY easy to lose one of the most negative traits, basically free points.
    This happens because the weight system is (and correct me if I'm wrong) based on one variable: calories count.
     
    You gain calories eating, but there's no way to burn them. They will simply decrease over time, but before they can decrease you are already starving and have to eat again, so the calories count goes up again. 
    I know that this can be avoided by eating wild berries and low calories type of food... But even in real life, one person doesn't simply gain +20 kgs in less than two weeks, even if they just eat fast food like McDonalds. 
     
    Maybe if there's a limit that you can gain/lose in one day? You can only gain or lose Xkg per day. (suggested value for X = 1?).
    Or even better, make actions such as running and chopping trees burn calories. 
  10. Like
    Crashdummy11880 reacted to MrTrololo in New location-junkyard   
    location that definitely should appear in game,it would be at least in theory paradise for everyone who wants to weld and level up in this,would contain wrecked cars,cubes made from scrap metal(can be dismantled with crowbar)tools in poor condition,severly degraded car parts,old fridges,old baths but also materials in good shape like small and big metal sheets,tubes,pipes,metal spikes etc.
    trailer that acts as office,and toolshed with tools required to dismantle metal things would also appear
    ah... and we shouldn't forget about junk crusher that would rather be just unusable object
  11. Like
    Crashdummy11880 reacted to wombatvvv in Sunlight & proper garden boxes (no more dirt on the floorboard gardens)   
    In my opinion, the ability to pour dirt on a concrete floor and grow tomato plants is both ridiculously unrealistic and makes the game too easy.
     
    The player should have to build proper garden boxes using several planks, nails and and a hammer. In addition, the garden boxes should be limited to "small" (1x1 square) and "large" (1x2 square, representing similar to in the picture below). That means if you want really big gardens or farms, you're going to need to do it the old fashioned way - in the ground. Players shouldn't be able to have farms on concrete building rooves. 
     

  12. Like
    Crashdummy11880 reacted to Blue001 in Allow Cleaning of Things DIRECTLY in Sink   
    For some reason you can't clean rags in the sink, you first have to fill a bottle, then use the bottle to clean the rags with that (at like 12 at a time). It's an annoying process.
    Could we please have a way to clean directly from the sink?
  13. Like
    Crashdummy11880 reacted to arkonten in Improvements to wounds and healing   
    Lately I've played extensively with zombie infections disabled which has showcased how it is to be wounded in PZ. Note that I only play in multiplayer, with sleeping enabled (and needed) which possibly could be relevant below.
     
    Being wounded in PZ is pretty unrealistic:
    As long as you keep yourself bandaged and not starving, your HP will remain full all the time, so you are in a good condition (except pain). I've had something like seven wounds (not all scratches!) at the same time, and my only problem was pain. In reality I would also be weak and bedridden! Running around like I did should hurt me or at least prevent any recovery. Fevers are... weird. Let me tell a story: by mistake I climbed through a window with broken glass and got cut. No big deal! I couldn't disinfect but made sure to have it cleanly bandaged, and I ate a lot of food and went to bed (remember: this was in a multiplayer game with sleep enabled). The time started to fast-forward towards morning, but then I died in my sleep. Yeah, the wound got infected and then fever hit and killed me. Since then I've learned to always go to sleep with the health info showing, and to quickly abort if I see the HP drop and then go and have an absurd late-nigh feast to save my life.  There's really no way to survive sleeping with a fresh wound (that might get infected) except to do this, which feels extremely unrealistic and silly. Also, it is too hard to get wounded and live to treat them! PZ has probably the best medical systems I've ever seen in a computer game, but you barely see any of it. This is especially true if zombie infections are enabled: most wounds you get will zombify you (since combat is the #1 source of wounds, by far, imho) so you barely get any interesting medical problems to deal with.  
    Here's a list of changes I think would make all this much more interesting and realistic:
    A nice fix for [1] (referring to the numbered list above) would be to make each wound reduce your max HP. That already fits nicely into the current system since having several wounds will then cap your HP so it will be low enough to give you one of the Injured-moodles until you heal, so now being injured actually makes you weak and slow. The severity of the wound should determine how much it lower the max HP, but when combining several there should probably be "diminishing returns" and some minimum cap so it doesn't get completely out of control so several smallish injuries that don't add up to being critically injured. But a single extremely bad wound should be able to bring you down so low you get the Critical injuries-moodle. We can do the latter half of [1] by making it so that the Injured-moodles prevents healing or even hurt if you are too active: Minor Injuries: you don't heal while performing heavy activities (running, farming, melee, climbing, being overburdened, carpentry and similar) but you start healing as soon as you stop. Injured: heavy activities prevents healing for the next hour. Severe injuries: heavy activities hurt you slightly and prevent healing to the next time you rest/sleep; light activities (walking, foraging, crafting) prevents healing for the next hour. Critical injuries: heavy activities hurt you moderately, light activities hurt you slightly, and both prevent healing to the next time you rest/sleep. You are essentially limited to still activities (idling, sleep, rest, reading, medical, cooking; I'm sure some crafting could be considered "still" but a lot of it is definitely "light" (or even "heavy") so we would have to add a flag for it to all recipes) until you heal. For [2] I think fevers have to be reworked a bit (unless it's just that they are weird with multiplayer sleep). I think it would be more interesting if fevers lasted longer (a couple of days, getting worse and worse so the high point will be in the middle) but were less severe. The Sick-moodles could behave similar to what I propose for the Injured-moodles above, and that activity even accelerates the sickness to move towards the next level of moodle, and if you are getting better activity halts any improvements until you stop. In addition, I think the Sick-moodles should add a modifier (that increases with the level of the moodle) to all fatigue costs, so you get more easily tired. For [3] I think we need to make it easier to get hurt outside of combat. I would love to get: cut by the saw while doing carpentry (or cut when crafting a recipe using a something sharp) and luck out and get an infection that forces me on a quest to Cormen Medical for some antibiotics or else I die within a week. Non zombie-infections that require antibiotics should be a thing (but let's make it rare for the sake of playability). a facture when cutting a large tree and having it fall on me by mistake. a bunch of scratches when running like a fool through a thick forest. a burn when failing miserably with the blow torch. a lodged glass shard when I try to pick up a huge mirror but fail and break it. wounded when running and failing to jump over a fence. This I actually saw in one of the videos showcasing the new animation system. More of this, please!
  14. Like
    Crashdummy11880 reacted to Enoahe in Game hours vs IRL hours in config files   
    Hi,
     
    There are a couple options that allows you to set up time: various timeouts, lengths and so on.
    Some of them are in 'game hours', some of them are in 'IRL hours'. Sometimes it's not that easy to understand which one is which.
     
    It would be awfully nice if there will be an option to specify 'game hours' or 'IRL hours' with a suffix (e.g., 24irl or 24game).
     
    Thanks.
  15. Like
    Crashdummy11880 reacted to arkonten in Replace static recipes with capability based recipes   
    I recently looked into PZ modding, particularly crafting recipes. Being familiar with how this works in Cataclysm: Dark Days Ahead, I realize that the current design in PZ makes the life of modders pretty awkward, and I imagine it's even worse for whoever at Indie Stone that is working on items/recipes. I think it is best explained with an example:

    The recipe for "Slice Watermelon" is:
    Watermelon keep HuntingKnife/KitchenKnife/Saw/Axe So whenever another tool that should be able to slice watermelons is added, it has to be added to this recipe (and all other relevant recipes), which is very prone to error and causes a maintenance nightmare.

    For instance, the Stone axe was recently added to vanilla; perhaps it was intentional to not add it to the "Slice Watermelon" recipe (the stone edge is considered to dull compared to a metal axe edge?) but I still think it demonstrates my point (a decision had to be made for this specific recipe). And as for modding, none of the knives added by Hydrocraft (e.g. the copper knife you can forge yourself) can slice a melon; to make that happen Hydrocraft would have to override the vanilla "Slice watermelon" recipe, and then start tracking when the vanilla game updates that recipe to not lose out on the changes next time something sharp is added in vanilla (e.g. swords). These collisions also occur between mods, often requiring mod compatibility patches between every pair of mods messing with the same recipes.

    I think a system where tools have capabilities would be much more practical (and intuitive!). For instance we could have the following capabilities for various tools (some new):
    Kitchen knife: Cutting, Fine cutting, Drilling Hunting knife: Cutting, Fine cutting, Drilling Pocket knife: Cutting, Fine cutting, Drilling Butter knife: Cutting, Drilling Sharp stone: Cutting, Drilling Hand drill: Drilling, Fine drilling, Metal drilling Axe: Cutting, Chopping Stone axe: Cutting, Chopping And then "Slice watermelon" simply requires a tool with "Cutting" and that's it. Next time a tool with Cutting is added, it that tool can slice watermelons. Next time a recipe that requires Cutting is added, the tool is automatically usable in it. Modders and Indie Stone devs, rejoice!

    To make tools more interesting we could expand this system with modifiers that allow more differentiation:
    Kitchen knife: Cutting, Fine cutting (Bad), Drilling (Slow) Hunting knife: Cutting, Fine cutting (Slow), Drilling (Slow) Pocket knife: Cutting (Slow), Fine cutting, Drilling (Slow) Butter knife: Cutting (Slow), Drilling (Slow, Bad) Sharp stone: Cutting (Bad), Drilling (Slow, Bad) Hand drill: Drilling, Fine drilling, Metal drilling (Slow) Axe: Cutting (Bad), Chopping trees Stone axe: Cutting (Slow, Bad), Chopping trees (Slow) "Slow" means that if the tool is selected, crafting time is increased (perhaps it should be parameterized, e.g. "(Slow=50)" for "50% slower"), "Bad" means the result is of slightly lower quality (lower starting condition; more waste => less nutrition when preparing food).

    With the above capabilities slicing a watermelon with a butter knife is slower than when using a kitchen knife, and if we use an axe we'll waste a little bit of melon in the process because the axe head is awkward to cut with.
  16. Like
    Crashdummy11880 reacted to Moloch Horridus in Replace static recipes with capability based recipes   
    Nice idea!

    I think it could be refined a bit more by giving a tool an "edge" value. "Edge = 0" means there is no edge, or the bladed item is too dull to do anything but be used as a rather useless blunt weapon. Bigger the value the sharper the tool. This would also mean the sharpness of a blade could deteriorate in use and require honing or resharpening.
     
    Accompanied with this there should be a "mass" value. For example an axe would have both high edge value and high mass value, thus making it a good tool to chop wood, whereas a kitchen knife with a low mass would be useless even though it's sharp. This could extend to damage value of blunt objects in general: a low mass hammer does obviously less damage than high mass sledgehammer.
     
    Couple these with a weapon wind up animation multiplier and one vs two handed multiplier and you should have rather nice way of getting base damage for all weapons, base game or modded. Then add buffs and debuffs like general condition and critical chance.
  17. Like
    Crashdummy11880 got a reaction from grammarsalad in Expanding the Sandbox Options   
    Befor adding more Options to Server Files i would like to see the already existing one's be better explaint what they do exactly.
  18. Like
    Crashdummy11880 got a reaction from Blue001 in Expanding the Sandbox Options   
    Befor adding more Options to Server Files i would like to see the already existing one's be better explaint what they do exactly.
  19. Like
    Crashdummy11880 reacted to Fortport in Footstep Splash/Kickup Particles   
    Dust could be kicked up behind as you move over certain surfaces. For instance, grass blades and dirt when running over grassy terrain and water splashes/mud in puddles. Perhaps you could kick up generic dust clouds on wood or concrete while you sprint outdoors? Nothing too dramatic, but semi-realistic when applicable. Something to further make you feel the texture of the world as you move through it, without being distracting or too gamey indoors. Perhaps add a toggle.
     
    EDIT
    Size of clouds and splashes increase depending on speed.
  20. Like
    Crashdummy11880 got a reaction from Blue001 in A Saner Loot Spawn System (SRC)   
    I remeber of reading about this in a News. And i just found it.
     
    This in written down in this NEWS: https://projectzomboid.com/blog/2018/12/zedlocation/
  21. Like
    Crashdummy11880 reacted to de_camper in Survivor in the trunk!   
    Greetings fellow survivors!
     
    Recently I played PZ with a couple of friends and as we were driving around Muldraugh doing shenanigans, one of my mates remembered us about an incident, were we had to drive to a party, but we only hat a five seater for seven lads. So we squeezed two of our mates in the trunk and drove off. As you can imagine, dumbass things like this are always fun. So why shouldn't we have this type of fun in PZ?
     
    My suggestions is as follows:
     
    The option to put players; dead or alive; inside the trunk of a car. It would be also fun to be able to squeeze like ten players in a van and rush a zombie infested area or whatnot.
     
    What do you guys think about my idea?
     
    Best regards,
     
    de_camper

  22. Like
    Crashdummy11880 reacted to Cyrrent Eiledoll in Workbench   
    I think an small placeble Item can be nice. Stuff like the Microwave or the Radio. A simple Item you can place on every Table or Desk so you can customize your Tables like you want.
     
    Just to show what i mean.

  23. Like
    Crashdummy11880 got a reaction from Cyrrent Eiledoll in Workbench   
    I dont like the Idea this way. Thats not how PZ works for me. 
     
    Why do we need an Item which is named "workbench" which forces us to just build stuff at that specific place?
     
    But i rly like the Idear of the need for a vice.
     
    Now my Idear: Implement the vice as a placeable item like the Microwave which maybe should need 4 bolts to place it.
     
    Whenever the character is in reach of a placed vice and has all other tools he needs in reach(like in cubboard or in inventory) he can go on and craft.
     
     
    This way we could transform any table or bench into a "workbench"
  24. Like
    Crashdummy11880 reacted to Geras in Disassemble cars   
    We should be able to scrap every car regardless of its condition imo.
  25. Like
    Crashdummy11880 reacted to nickodemos in Disassemble cars   
    It would be nice that once a car is below a certain damaged threshold you should  be able to take a torch to it and remove it from the world.
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