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deprav

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Everything posted by deprav

  1. A lot of those have already been suggested and/or confirmed. 1. been suggested, I think devs said we will be able to dig secret stashs, not sure about long tunnels. But as you said sewers are planned, so why not. 2. been suggested, confirmed. 3. don't think i've read that suggestion before, I kinda like it but I dont know if it's doable. 4. not sure about that one, that would be pretty OP. 5. been suggested, don't know if confirmed, wouldn't be surprised 6. been suggested, I'd like that, but don't know where the devs stand on the idea. 7/8. being able to dismantle furnitures with screwdrivers to move them somewhere else is something that's been confirmed I think. 9. been suggested, I think it's confirmed. 10. been suggested, don't know about confirmation. 11. been suggested, maybe a future skill/profession (or something that will be attached to farming/growing plants?) 12. yep foraging is a bit OP right now, it's very likely to undergo some changes. 13. you can remove grass already ! and/or you can put sand/gravel on grass tiles. 14. at lvl 0 carpentry you can make log walls with logs and ropes. the tricky part is making a roof ;o 15. it's been recently said that books will have their own overhaul soon-ish !
  2. Yep agreed with Kajin, there's nothing complicated in using a bow & arrows. It sure is difficult to be a master archer, but basic archery is easy. Also, while I agree it should be hard to craft (maybe a collectible recipe for high level woodworker?), you can find bows, composite bows, or crossbows in sport-shops, gunstores and such, just like guns.
  3. Yes, they're slightly different, but they share the same proprieties (Cannabis sativa or something). Whatever you could do with hemp, you could do it with marijuana. But marijuana has been controlled and selected, and genetically evolved over the years to have a higher THC level and easier "femalization" of the plant. The "funny" thing is, it's one of the plant that has been used the most since humanity has been messing around with agriculture, and the interdiction to grow it (both hemp & marijuana) coincides with the development of an industrial machine that would have made its industrial exploitation A LOT easier, but on the other side, petrol and modern capitalism were booming.
  4. That'd be osum, you'd have to build a shed specially for the generator, or have a large base surrounded by walls.
  5. Well, I agree with Leo, let people put it inside and die, or outside and live ;D
  6. I like the idea, I think something similar had been proposed as well, like a slideshow of screenshots automatically taken during your day, might be less of a pain in the ass to code that a "video" footage you could rewind and all.
  7. I had an idea about what effect marijuana could have but I don't know if that's doable. Do you think you could add a multiplier to the anxiety/panic/sadness level modifiers, but in both ways ? Like, under the influence of marijuana, if you do something that causes panic/anxiety/sadness, the negative effect is multiplied, but if you do something to relieve some anxiety/stress/fear or something with a moral boost, the bonus is multiplied as well. Like it would intensify the character's reaction to the situations he encounters, or to its actions. And then you get hungry ;o Also, maybe the "painkiller effect" or the "sleeping pill effect" could be done by harvesting the weed at given moments of its growth. Like past X weeks, it makes you sleepy, before X weeks it kills the pain, and inbetween you have the psychoactive effect.
  8. There you go http://theindiestone.com/forums/index.php/topic/9891-marijuana-mod-cultivate-it-yourself/ The mod is mainly about the recreative use of marijuana, but I'm pretty sure you could suggest some ideas to the author. Like maybe medicines... But the rest either needs some industrial processing or some deep knowledge of the plant to be able to get fiber and oil out of it.
  9. Well, the more the game progress towards 1.0, the harder it will be to reach "late-game". That's the point of the whole "Operation Fixing Late Game By Killing You Before You Get There". The diversity and danger will come from actual entertaining challenges, world changing events, NPC or other players, zombie AI getting improved, better combat & such... I don't see nutrition being a real plus to the feel of the game, tho I'd sure like some hunger overhaul to have a deeper impact on the game, with long term consequences. The main issue should be the quantity of food, not its type.
  10. I think nutrition/malnutrition has already been discussed previously. I like the structure of your idea, it's well thought ! BUT, that's not what project zomboid should be about imo. Food issues should be "Will I find enough food to make it through this week?" or "Will I survive winter?" and not "Will I find veggies to eat with my meat? Shall I have a fruit for dessert ?" In short, the issue should be starvation, not malnutrition. Even tho I get that, for the moment, food shortage doesn't feel like an issue, I know for a fact devs have said that's what they were going for. They want the players to struggle to find enough food to survive, and they want the game to be hard enough so that kind of "long term concerns" [ie. malnutrition] are out of the picture : 90% of the players would most likely die before their bodies get any nutriment deficiency.
  11. I'm really against that idea ! Firstly because, as you said, it takes the "sneak attack option" away, but not only : you simply can't choose to go out by night anymore, which is too bad because zombies see less during night time. It also takes freedom of choice away from the player, you're not in control of when & where & how you want to sleep. And what would happen if a horde bangs on your door during the "forced sleep-time" ?
  12. That would be so boring and broken. If a dayLast 1h a sleep would be from 20-30 mins. Having 33%-50% of playing time as sleeping is just wrong Depends if you manage your sleep in long nights or if you fracture your day in shorter sleep cycles. Also you overshot the amount of time slept per hour a bit, it would be closer to 15-17mins, if you're not waiting to be completely exhausted and require 12h of sleep.
  13. As I agree "something to do" would be cool, I think being aware of your environment would reduce the risks big time when sleeping. Maybe having only the UI / HUD showing, inventory, health and such, but no world view, I'd like that. The ultimate veri besterest solution would be a community-made mod that would allow you to play the Challenges modes while asleep (mainly for the last stand one). Edit : Well, imo there should be a delay during which your character stays ingame when disconnect, no matter what. That would prevent wild disconnections when in trouble, or running into someone's base and disconnecting inside before they catch you... so you can come back later and do your dirty deeds.
  14. It's a problematic that has been discussed many times, and it is something I really care about as the lack of sleep in multiplayer is mainly what keeps me from really getting into it. Imo sleeping is as important as food or water and playing without it just feels weird ^^. Plus sleep would impact A LOT on the way players behave, not adventuring too far from their safe place, slower looting pace etc... Though, I think sleep multiplayer-sleep should have an option to be disabled, as I can understand some people don't want inactive game periods. I mainly see 2 totally different ways to play MP, each with different requirements for sleeping mechanics : Co-op with a limited amount of players/friends and massive PvP oriented servers with "uncoordinated" players. The first case is rather easy to deal with and it's already been done for the split-screen mode ; time accelerates when all the players are asleep, until the first one wakes up. But time warp isn't an option on massive PvP servers, and [imo] the solution I prefer would be the roughest one : you select the amount of time you want to sleep, you sleep, black screen until waking-up but there's no time acceleration and the rate of fatigue recovery stays the same as regular SP. You could be woken up by loud noises or friendly players warning you, or noise traps. The other solution is to accelerate the rate of recovery to be fully recovered after a way shorter sleeping period, a kind of compromise. But imo, when playing a game as deep & unique as PZ, might as well go for it and get the full immersion package and play with a realistic amount of sleep. Gameplay wise it would be a big plus for PvP as the longer players sleep, the longer their guard stays down/low. Which means they'd have to get an actual safe place to sleep, and organize a watch if playing in group, and that'd be osum. Whereas faster rate of recovery would make sleep a lesser concern, you could quickly take a nap anywhere and be fully regenerated, ready to loot some more. Also, the more time players need to sleep, the less time they have to care about their other needs, that would rebalance multiplayer's low-difficulty pretty hard. Edit : CatKaspar wrote faster ;o Edit 2 : Forgot to say, you could still chat in the global chat while sleeping, or PZ is easy to alt+tab anyway, you could check some other stuffs on the internet or do whatever you please. "Not playing when playing" is something I really don't have any issue with, and I don't think I'm the only one in that situation.
  15. Also, we need a new food recipe : Carol's Cookies
  16. and yet... STILL no cooking trait.. Cmon man, been waiting for this update for ages and you leave out the only one I was actually interested in :/ Ppppppfft... Ok... I'll add a "French" trait then... lelelele, make it so you have to get the french trait if you want to be able to cook frog legs ;D Edit : also, don't they have snails in KY as well? ;o
  17. https://www.youtube.com/watch?v=GN5oW62dEMg
  18. Well concerning the gameplay aspect, traits that cancel each other like fitness trainer & obese or hemophobic and doctor profession are not really bothering, it only requires a bit of logic from new players to think it's pointless to take both. Making players unable to choose both would add more clarity to the list for sure, but there is no "exploit" to prevent. So I don't mind either way ^^ As for the desensitized trait from the Veteran profession, i'm not sure but, doesn't it only applied to zombies encounter ? not being panic-ed when fighting zombies ? Therefore not "conflicting" with agoraphobic/clostrauphobic/hemophobic traits ? I'm really not sure tho...
  19. erh, I don't know how to express my point in a better way, but you didn't understand what I said at all. I invite you to re-read my post slowly.
  20. etc... While it sure is quite amusing, you guys need to understand that selecting Professions & Traits doesn't make those your character's background and history. They're just names because it would be a pain in the ass to have skills called "+2aiming,+2reloading,+1maintenance" and "slower rate of inventory transfer", so they've been given names. You select professions & traits because of their perks, not because of their names, that means you CAN take illiterate and doctor... maybe your character lived on a farm its whole life and cared for some injured animals, but never got the chance to learn how to read because its redneck family never sent him to school, hence the basic medical knowledge but no reading ;o An hemophobic nurse could be someone who have scholar medical knowledge, from books, but never got to apply his/her knowledge on real situation. The story of your character is up to you and you only, not to the perks you choose.
  21. While a great idea, keep in mind if you buff it too much, you'll simply force people to auto pick Veteran........ Edit: I may sound like I'm trying to be difficult, but I'm really not. The issue I have with Adrenaline Junkie is the fact that they get a bunch of free points by stacking negative traits that have no effect. I simply don't think Adrenaline Junkie should get a bunch of free points when they already have a perma speed buff at the cost of full time panic. Veteran is already a powerful class in its own right (and is currently enjoying a free +3 points because for some weird reason their allowed to pick up hemophobic). It's actually a problem class since you get to ignore one of the games main mechanics that helps aid zombies in being a slight threat. I perceive it as a non-issue. Imo adrenaline junkie isn't that good of a trait. If people want a speed boost they can just take runner/fit/athletic which cost less and do not depend on the panic level. It would be silly to take traits that makes you panic-ed at all time just to have a speedboost you could have otherwise. Tho panic sure could use a little Buff.
  22. Moodles need an overhaul in general, most negative moodles do nothing until they kill you. Effect of panic is completely invisible even with a gun if you're skilled enough and now traits come in that turn one negative moodle that had an effect into temporary buff. In extreme states of panic attacking should have a critical failure chance like having axe\knife\such to lodge in the zombie or something. I really don't see how animation overhaul could fix standard hit & run zombie massacres, even if zombies could grab you all you really need is for them to get within axe distance, hit, run, rinse & repeat. In my opinion Hordes should provoke only one reaction - RUN! If there is more then a dozen zombies there shouldn't be any real chance to solo them. To have such things as "critical failures resulting in lodged weapon" and such, you need new animations ;o That's the point of what's been briefly said on this week's mondoid : new animations (zombies and players) open the door too many new combat mechanics, so the whole combat aspect will probably see itself overhauled to make us unable to take large amount of zombies ; which is not something you can prevent only with negative moodlets buff, it's a deeper issue. If they had to fix this issue only with negative moodlets buff, it means they'd have to make the player unable to hit anything at all when panic-ed, which would be an infuriating mechanics for any player.
  23. My 2-bites-survived run feels trivial now Makes me wish even more that bandages and injuries showed up on our character's model.
  24. Does that mean panic got buffed in Build 31? Because back at 30 I axed a horde of ~80 zeds while severely panicked with hit & run tactics which adrenaline junkie makes much more effective. Even if the panic mechanics get buffed more than reason allows, we'd still be able to hit & run to slay large amounts of zombies. It's not something that can be fixed solely with panic. It has to be (and will be) done when the combat mechanics get revisited, which is going to happen in the future with all the new animation-work (source, this week's mondoid).
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