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Everything posted by grammarsalad

  1. Love it. This would also allow us to 'see' beforehand if some aspect of our planned build doesn't work. Like, I recently tried to create a 'fishing house' only to find out that I could not create a wall on the south (east?) facing floor edge. I had to have this ugly extra 'appendage' sticking out on that side. I wouldn't have wasted the nails had I known that was going to happen ahead of time.
  2. I like the idea, but tbh, you should be able to pull the sheet rope up
  3. I'm digging just about all of these suggestions. Also, the first one, with randomized zombies, is also my favorite
  4. Agreed, but the can't drive trait probably gives too few points. I'd give it 12 points.
  5. Yup, we need more ways to die. From the lets plays, it looks like there are more ways to get hurt, but regular old infection should be a Big deal if there is limited access to antibiotics. The fact that antibiotics are actually in the game gives be hope for the future....er, maybe "hope" is the wrong word, but you know what I mean
  6. It seems to me that there should be mental attributes in the game that work similar to strength and fitness in that they interact meaningfully with the skills and activities of project zomboid and that get better with use. I'm thinking specifically of 3 right now: Smarts: Smarts affects how well one uses certain "brainy" skills like medicine as well as xp gain. Grit: Will power. Influences certain 'Mental' moodles like fear and depression: how likely one is to be affected, and for how long. Also, affects perception, the likelihood of noticing a zombie in your periphery while otherwise occupied. Charm: (when npcs are introduced). Influences (possible)social and animal skills and helps you get along with others (i.e. resolve disputes, get people to join you, etc).
  7. Even so, the devs are also quite concerned with 'realism'. From potato batteries, to ethanol to wood gas, I think the industrious people of the great state of Kentucky can get er done. Also, we're going to get npcs at some point, and you know what that means: Raiders and thieves. An obvious power source is going to be a very tempting target for both zombies And raiders.
  8. Great ideas. Another one: Helmet/Hat light Recipe: hat or helmet + duct tape + small flashlight. Small beam of light where you look. Has a chance to fall off your head when you run.
  9. grammarsalad


    Yes, please release sp first!
  10. Yeah, personally, I can't make heads or tails of the weight system. I would think that they should have the basic formula of (calories consumed - calories burned) + weight = current weight or something like that. It would be kinda weird if you just 'lost' a certain number of calories per time period. You should be more likely to lose weight if you are eating light and working hard and more likely to gain weight if you are eating heavy and slothing around watching tv
  11. Yeah, this makes a lot of sense. Technically, your house is a "professional" house. That is, for example, if you are an electrician, then your house should be an electricians house, no?
  12. It would be great if you were able to create 'family trees', say, via your saved characters index. Like, when creating a character, you could have the option of 'linking' that character to other created characters. The options might be: parent, child, sibling, friend. BUT, there should be no guarantee that any given character is Alive at game start. And, if you encounter a zombified version of a friend or relative, your character should be affected by some serious long lasting and penalizing moodles (especially if they kill one of these 'familiar zombies').
  13. Yeah, my sense is that this is more likely to appear as a mod than as part of the core game. That said, this seems like an excellent request as an add on to the existing defecation mod
  14. grammarsalad


    I really like the (I understand, possible) plans for inventory. +1 for a sewing skill. Now, I wanna make a sewing, cooking grandma!
  15. Agreed. There should be some reasonable and realistic benefit in the winter months
  16. I like. Something similar: it would be nice to have a pocket system to make cloths more functional. That is, regular pants should slightly increase your carrying capacity in your main inventory, but even dress shirts (I.e. those that have breast pockets) should do the same. Cargo pants would be even better, etc. You should also be able to sew pockets-- even holsters, etc.-- in your cloths to increase carrying capacity.
  17. grammarsalad


    I really want collapsing roofs under certain conditions (e.g. too much stuff and a lot of rain, or maybe having a ton of zombies on the roof, etc.). Oops, now you have a broken leg and the noise has attracted a nearby horde. Actually, it should be necessary to maintain buildings occasionally, including the roof. The more erosion, the more vulnerable they are to collapsing. Heck, it should be possible to damage property in a way that makes them less stable. This totally needs to happen.
  18. I would like to be able to have a mix of shamblers, fast shamblers, sprinters (and, perhaps these runners) and crawlers. That is, I would like to have 4 or 5 different zeds based on speed, and be able to set the percentage of each. For example: Shamblers: 40% Fast Shamblers: 30% Runners: 20% Sprinters: 5% Crawlers: 5% It would be cool to have the same for the other lore settings, so you could always get really unlucky and run onto a group of sprinting, bloodhound, eagle eyed, genius, strong, tough zeds without having to set it so that they are all like that.
  19. Maybe actually using the skill or ability could also increase retention time. So, if you actually start building a bunch of metal boxes, you get the hang of it for longer.
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