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WrittenInBlood

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  1. Pie
    WrittenInBlood got a reaction from Gimbo in Shooting targets   
    I wouldn't say it will be useless. I'd vastly prefer practicing in a cleared and fortified neighbourhood, without a need to watch my back, using less efficient weapon and ammo. Now my go-to shooting practice is dragging horde behind the car and shooting from the window. Time consuming, still risky and wasting valuable shotgun shells. 
     
    XP multiplier should be based on the chosen target, and watermelons should give the most 
  2. Like
    WrittenInBlood reacted to Sharp-Shark in Corpses should attract zombies   
    Zombies with their unending polyphagic hunger, and enhanced sense of smell, should be attracted by the smell of rotting flesh (perhaps an explanation to why zombies seem to be attracted to each other), and as such, the corpses of killed zombies should attract them, and maybe they could even feast on them if they feel hungrier than usual, that is, if they can even feel anything at all.
     
      The disease caused by the rot and the recently added fake dead serve as incentive to remove the dead from your home, and I think with this change you would be incentivized to either burn them, or bury them, as to avoid attracting more zombies to your locale.
     
      An addition that would compliment this quite well would be if zombies could smell the blood of injured survivors, thus making getting injured even more threatening. Imagine trying to stay indoors to recover your wounded leg, but the scent of blood ends up attracting a massive horde that, eventually surrounds and eats you alive. Such a brutal, and quite fitting feature for this game.
     
      I'd like to say I envision that if this was added, it would affect zombies from far away. Maybe each corpse in a cell could increase the odds of zombies migrating to it, but the effect should still apply to zombies in your play area, and perhaps even especially so (and with this I mean physically existing zombies should be attract to defunct - and blood if my bonus suggestion was to be added - like they are to sound).
  3. Spiffo
    WrittenInBlood reacted to GG Cannon in Glasses are important - An overhaul suggestion by a short sighted person.   
    I'm kind of surprised by how short sighted is considered a "free trait point" currently when the need of glasses can be such a huge issue IRL.
    As such, I thought up a few suggestions that not only would make the short sighted a much more meaningful negative trait that could even be increased to +6 trait points or even +8 but are a lot more interesting in game and make it something that is actually a huge choice to make.
     
     
    1- Your screen should literally blur if your character is without glasses with the exception of things within a certain range of your character getting gradually worse the farther from your character it is. Very similar to how the "fog" works outside, but near the character it should barely be noticeable while it should get stronger the farther from your character it is until things are indistinguishable from a certain distance.
     
    This means that your character wearing the glasses on their face is extremely important since without it, you as a player won't be able to see things far from your character as well as if there was a permanent fog in the game.

    Also it should give CRAZY negative accuracy that gets worse with the distance your character is from the target.
    This means that without glasses, you won't be able to hit enemies with a gun that are far from you AT ALL.

    Even though you can start with glasses (which is very important that you do), there are many situations in the game that make the character drop the glasses, like tripping or being brought to the ground by a zombie that caught your foot and so on. More to come with the NPCs update for sure.
     
    This also mean that you don't get to wear facemasks to protect you or full head helmets that cover your face or any sort of mask that also takes up your eyes.
    In runs that have the zombie virus be airborne, this means no wearing gas masks or any seriously protective masks.
     
    2- Glasses should have a hidden "durability" that shrinks as they fall to the ground or whenever they are stepped on while on the ground.
    This is huge because you never know when your glasses will break, which means you need to get spares from zombies.
    I won't even get on the matter of prescriptions not to make this overly complicated, lets just say everyone magically has the same prescription, but if your glass breaks because a zombie tripped you and stepped on your glasses and you don't have a spare, you are very screwed.
     
    3- Being without glasses should give stress by the hour, since it is extremely stressful to not be able to see things properly.
    It should also give a permanent first level of panic if without glasses outside since you can't properly see if there are zombies in the distance that can already see you.
    Similarly, it should reduce the boredom reduction effect of televisions if you are without glasses since you can't perfectly see the TV unless you are very close to it.
     
     
    With all this, short sighted would still be a pretty good negative trait to get, since you can just start with the glasses to counter its effects from character creation, but it would be a serious negative trait that properly portrays the effects of being short sighted and how important glasses are to you, being the difference of life and death in a world that not seeing things can quite literally get you killed.
     
    As someone that needs to use glasses every day or else I can't even properly see my computer screen while sitting on my chair I can tell you that being without glasses in a zombie apocalypse would be a death sentence and the game should properly portray that.
  4. Like
    WrittenInBlood got a reaction from Bullet_Magnate in Snakes, Venomous and Otherwise   
    I wonder if it's possible to have some creatures visible only in foraging mode. Would be good not only for snakes, but also rats, frogs and other small meat sources. 
    I think two kinds of snakes will be enough - regular snake, that can be found, killed and eaten, and rattlesnake, that will be able to hear without going in forage mode.
    Imagine this - you run from the horde through the filed, and hear a rattle. Do you risk running further, or slow down and search for this damn snake, when zombies are closing in? Events like this is why I keep coming back to Zomboid. 
     
    +1 for snakes in game.
  5. Like
    WrittenInBlood got a reaction from Bullet_Magnate in Risk of Falling Asleep at High Fatigue Level   
    It was featured in some much earlier builds, around 36 IIRC? Could even happen on the walk, if you got tired enough. It felt tense, when I was getting out from overrun city, along the highway, wondering if i can find a spot for rest before I fall, and maybe never get up again. I miss this much, please bring it back!
  6. Spiffo
    WrittenInBlood reacted to Sum Do0d in New Injury: Bruising   
    Bruises in different places will affect you in different ways.
     
    Bruised head? Lower awareness. Headaches hurt.
     
    Bruised shoulder, arm, hand? Slower weapon swinging, overall weaker.
     
    Bruised torso/groin? Assume it's exercise fatigue, you're overall clumsier.
     
    Bruised legs/feet? As mentioned later, no sprinting, slower walk pace. Jogging is fine.
     
    How does this happen?
     
    So, you're sprinting away from zombies, and run face-first into a wall. You fall over. Chance of a bruise in a random spot of the body, most likely head.
     
    You jump from a window to escape zombies, and land hard from a height. High chance of bruising on leg(s) or hand(s).
     
    Vault over a fence to escape zombies, and stumble a bit. Chance of bruises on ankle(s), or forearm(s).
     
    Get into a scuffle with another player, and they kneecap you with an iron bar, baseball bat, crowbar, pretty much any blunt weapon. Depending on the attacker's weapon skill, chance of bruising in random part(s) of your body.
     
    Sprinting and tripping over trees/zombies/pretty much everything that can trip you. Chance of bruise on ankles, hands, or face. Face bruising chance is increased should you fall on concrete, a wooden floor, or something of the like.
     
    If you are wearing a bulletproof vest and get shot where the vest is protecting, there is a high chance the area will bruise, as a vest  doesn't 100% stop a bullet, but it saves you from a lodged bullet or bleeding.
     
    How do you treat this?
     
    Ice. No bandage needed. Medicine bags have cold packs. Or equip something cold, that'd help Apply them to speed up recovery, although they aren't necessary. You can just wait them out, they aren't too bad an injury. Speaking of which;
     
    How serious an injury is this?
     
    It is not as serious as a scratch, but more serious than exercise fatigue. Think of it as the poor man's scratch. Not gonna kill you, unless it is on your legs. Even then, probably not.
  7. Pie
    WrittenInBlood reacted to Bullet_Magnate in Risk of Falling Asleep at High Fatigue Level   
    Might be interesting if being Very Tired or Ridiculously Tired created a small chance of falling asleep if you Rest or sit on the ground (or sit / lie on furniture if that eventually gets incorporated).  It would definitely be realistic.  Chance of falling asleep could be reduced by appropriate moodles (fear / anxiety / pain / etc).  
     
     
  8. Like
    WrittenInBlood reacted to Bullet_Magnate in Peeking Through Doors / Around Corners   
    Would be nice if there was a function that would allow you to:
     
    (1) crack doors open just a little and peek through without opening them fully ("flashing" them), and
     
    (2) peek around corners without moving fully out into the open.  
     
    Seems realistic, and like something people would reasonably do.  
     
  9. Like
    WrittenInBlood reacted to Bullet_Magnate in Snakes, Venomous and Otherwise   
    Inspired by a comment in another wildlife-related thread.  Figured this deserved its own discussion.  
     
    One form of wildlife that would definitely be relevant, but that I haven't seen in future content discussion, is snakes.  
     
    Snakes are definitely relevant from a realism perspective because there are four types of venomous snakes in Kentucky, which cause a significant number of bite injuries each year.  
     
    In addition, even non-venomous snakes could certainly be included as a source of meat. 
     
    EDIT:  Apparently one of these snakes (the pigmy rattlesnake) is NOT found in the part of Kentucky where PZ takes place.   So, that's 3 types of venomous snake that could appear in-game.  
     
     
  10. Pie
    WrittenInBlood reacted to Eddy63 in Zombies eating corpses   
    I would like to bump this idea because I think it could be an interesting game mechanic, if it was implemented a little differently ...

    At the moment zombies eating corpses is rather a "first contact" thing almost like a scripted event. 
    However they never do it again on their own, like deciding to sit against a wall.

    Imagine if they do would eat even dead zombie corpses. Hey the bodies are not moving anymore so they wouldn't be considered as "fellow zombies" anymore,
    but as the only low grade flesh source around. Better this than nothing ey?
    This could lead to lots of dead bodies lying around attracting even more zombies to that location by smell for a feast.
    Making it even more critical to remove dead bodies from your base than just sickness, but also to not lure any more Zombies to your location.

    This of course should be an optional setting in the zombie lore for those who want it.

    On the other hand this way zombies could even assist with the "garbage collection" in the game world, by stripping bodies to the bones, making the decomposing time faster "naturally".
    Of course this could also be done once wild animals get introduced.
  11. Like
    WrittenInBlood reacted to swordofheaven in 41.71 UNSTABLE released   
    - Higher level carpentry crates now have more space.
     
    Stuff like this is the worst. Having to replace/rebuild items/structures/etc once your level gets higher is a huge pain in an already grindy game. Hate needing to grind skills to high levels on new characters every time just so I don't have to worry about those things. Door and wall durability is one thing, but container space too?
  12. pillow
    WrittenInBlood reacted to Nardasia in A few things that need to change.   
    One of the main goals of this game seems to be a consistency of reality, but there are several things that clearly don't meet that goal.
    Another complaint I have is that there's too much RNG. Too much RNG is bad game design (I am a game designer, having studied game design for over 10 years).
     
    The first complaint I have (currently at 175.3 hours played) are things like zombies beating down doors, or randomly attacking doors or windows without hearing noise or seeing anything. This seems completely inconsistent. If zombies randomly attack things then they should attack everything from the walls of a house to cars to fences - everything. They should slam their bodies against brick walls until the organic material of the zombie fall apart. The zombies cannot feasibly have enough "sense" to understand in their zombified mental state that a door is easier to smash than a brick wall.
     
    I could punch a solid door until I'd broken every single bone in both my hands, my wrists, my forearms, and my biceps and I'm not going to break that door down - not unless it's a poor quality door. And if a window is reinforced it should be fundamentally indestructible.
     
    But a larger gripe I have is with zombies randomly attacking doors and windows. Again, if the mentality of these creatures is to destroy anything impeding their destinations, then there are a few contradictions here: Like I stated, one is that then the zombies should attack literally anything in their way, and 2, zombies shouldn't know any better so as to go around anything, and they do.
     
    If a zombie knows it can smash a window or a door down and move through then it doesn't understand it can just move around the building, and if it doesn't understand that then literally anything you lead it to - a car, a wall, a light post, a tall fence, anything - should cause the zombie to not understand it can move around it, but zombies move around obstacles all the time.
     
    Clearly you developers have coded it so that the zombies are making checks for "breakable" objects, causing a potential path where the AI can cause the zombies to stop their initial track so as to stop and attack these objects. This removes the realism as it's cherry-picked considering what you've coded as "breakable".
     
    A hugely frustrating thing with this is that you can be sleeping only to have zombies beat the door to the room down in the middle of the night and surround you so that once your character wakes up they immediately die.
     
    But this doesn't make any sense within the confines of the world. The zombies don't hear you - and if they do, that's inconsistent with your sneak mechanic being as it is, or with the multitude of things you can do in game that even make an audible sound that won't attract zombie attention.
     
    And this is an issue with RNG because it's completely random if the game decides a hoard of zombies moved in the night and then beat the door down to the building you're sleeping in and surrounded you. The only sure-fire way to avoid this is to only sleep on the second floor of a building after destroying the stairs, which is very easily argued to be a form of an exploit and another deviation from reality.
     
    You ever take apart stairs?
     
    And why is it that zombie hordes can't smash your doors down to your first floor and destroy all your things? Or smash apart your cars? Well, because you're cherry-picking.
     
    I'm completely fine with the permadeath nature of the game - but that nature must come at the hands of player mistakes, not RNG. What you're just going to do is ensure that the majority of your player base manipulates the game in some way to ensure they mitigate as much of that RNG as possible, which defeats the purpose of your own coded mechanics. Why code it for an explicit purpose if doing so is only going to motivate players to alter settings to negate it, or to use the debug mode to offset the poorly-managed mechanics?
     
    And that's how you know when a mechanic is poor - when the fundamental player base "cheeses" them or out right disregards them/mitigates them by way of soft or hard exploitation, file editing, mods, and debug mode.
     
    The GAME needs a foundational set of rules and those rules should be consistent. You're going to push away a huge swath of your players and potential players by being too stubborn about some of your core dynamics you're unwilling to change.
     
    My recommendation is to be consistent in zombie behavior and always, always, always give players the tools necessary to alleviate RNG. If zombies can break down a door while your character is sleeping, the fix to that shouldn't be every player destroys their stairs or lives in the woods.
     
    Alter the way zombies respawn. Every single zombie is a potential for perma-death, so there is no reason to make unrealistic spawn cycles. Make them realistic - give the player a REWARD for taking a huge risk. Risk vs. reward is a massive element in good game design. The player feeling as if they are completely safe because they spent 3 days clearing hordes of zombies around a gas station should ensure that the area IS in fact safe with no superficial "magical teleporting spawned zombies" suddenly appearing from thin air and killing them in their sleep.
     
    The answer shouldn't be (and I'm sure you've heard this from many of your customers already) to sandbox the hell out of the game. Too much sandbox changes the fundamental dynamics of the GAME ITSELF, rendering it not the same game. It'd be like playing Chess with checkers pieces that move in ways you arbitrarily decided - that's fine and all, but you're no longer playing Chess.
     
    So what game ARE we playing? Because once we've modded and debugged the hell out of the game, it's no longer Project Zomboid, but something completely different. It's like watching these streamers talk about surviving for 1,000 hours only to note that they're so heavily modded and likely file manipulating/debugging that they're likely full of crap.
     
    The core game needs a core, and that core needs to be FUN to play or it shouldn't exist.
     
    The problem with a mechanic like allowing zombies to smash a door down and surround you while sleeping is it takes 100% of the control (or even preparation) away from the player. The player has NO tools at their disposal to stop this short of an exploit (destroying stairs is an exploit).
     
    You might as well just have the game make a check every time the player sleeps and if the check succeeds, just roll a game over screen and kill their character. That's how superficial that mechanic is.
     
    And it also creates a complete inconsistency with multiplayer where there's no sleeping, creating a direct discrepancy in the game itself.
  13. Like
    WrittenInBlood got a reaction from friedmandesigns in 41.69 UNSTABLE released (nice)   
    Well, regarding corpse health impact: I did some experiments, and although on "High" setting is it in fact stronger than on "Low", I still can't say it is anywhere near dangerous levels. On "Low" I had about 500 corpses around and not a single fly, so it could be set as "None" as well. On "High" flies appear with 15 corpses, but it still take 11.5 hours to develop first Sick moodle (also, Resilient and Prone to illness do nothing with that). 
     
    Too bad, because that feature has a lot of potential for players that like to make game harder for themselves. With sickness kicking in aftre1.5-2h, it would add a lot on the strategic level, e.g. forbidding static clearing from fortified positions, preventing long loot runs in corpse-filled area, or forcing to leave the base you just defended from horde, because you will die long before you dispose of the dead zeds (regardless crazy short time of grave digging). Or even using bodies as a bio-weapon in MP.
     
    I assume it's not easy, as the corpse sickness code is somewhere deep in the game core (couldn't find it in the scripts), but is worth looking into it, IMHO. That would be a nice touch of dpeth to the gameplay.
     
    (PS Also, sometimes the game window minimizes randomly, never did on stable version).
  14. Pie
    WrittenInBlood reacted to iuridosanjos in Improvement on how condition of items are shown in UI on primary/secondary/hotbar   
    I've already posted it on reddit, but I was in doubt if it would reach the devs there, so I'm posting it here.
     
    How I think the condition of items in primary/secondary/hotbar should appear in UI to be easy to see the condition of the items on hotbar and primary/secondary slots.
     


    Note: today (build 41) the game use a Star next to the item to represent the condition on items (I removed that on the image above). I think it's not a good way to represent that, it's not easy to see nor obvious for some players. The suggestion is to replace the "Star" with the above a "colored circle" around the item.
    Image of how it is today: 
     
    What do you think?
    Remember to react/like if you would like to see it in game!
  15. Like
    WrittenInBlood reacted to MrMarcinQ in Breakable Map Fences as a Sandbox option   
    Hey Everyone here is me suggestion to make the game harder:  Breakable Map Fences
     
    1. Why 
    There is a bunch of high fences that zombies can’t destroy this gives a advantage to the player. These high fences make some homes overpowered. I mean 3 tiles to defend is op. So, my suggestion is to make high fences next to the player destroyable this would increase difficulty of the game and remove this overpowered places 
     
    2.Why Sandbox option 
    I'm almost concern that some old players would be angry that is why is optional.
     
    3. How would it work 
    the mechanic would work like the burned walls that zombies can climb through And player would be allowed to repair them.
     
     
     
     
  16. Pie
    WrittenInBlood reacted to Loskene in Gun parts and more realistic way to repair guns   
    Honestly the guns are about as complex as I'd like them to be already. Futzing around racking them and having reload split into two actions with mag weapons is enough, and I have never repaired a gun in this game, not sure if I've even broken one from heavy use. If we want the repair mechanism to be less silly I'd say just go with a generic lootable "weapon cleaning/repair kit" the likes you'd get in DayZ. Replacing gun parts sounds like replacing car parts again. Fun in theory, tedious in practice, only cars get away with it by being so useful they need that level of complexity just to balance them. Plus we could do with less "non gun things" taking up valuable limited spawn spaces in gun containers, I've already begun to loathe seeing the recoil pad and the tactical walkie talkie. I would not like to walk home with nothing but 3 spare barrels and a firing pin for rifles I don't have, magazines are already worth their weight in platinum.
  17. Like
    WrittenInBlood got a reaction from Shnider in Accidents - self inflicted wounds   
    Self-inflicted wounds, that can happpen when using a tool. Cuts from knives, saws (hands or arms), screwdrivers (hands only), and hatchets (legs or head), burns from welding torch (limbs), bruises - new kind of injury, not needing any treatment and healing quickly - from hammers (hands or arms) and sledge (legs or head). When sleepy, ill, drunk, panicked, heavily stressed, and having "All thumbs" or "Unlucky" traits - chance of accident increases. Staying home away from zombies will not guarantee you not seeing any blood anymore.
  18. Like
    WrittenInBlood got a reaction from Bejasc in Small but Important Suggestions Thread   
    736. Context menu on right-click on "main" and "secondary" equipped items
  19. Like
    WrittenInBlood got a reaction from Faalagorn in Small but Important Suggestions Thread   
    736. Context menu on right-click on "main" and "secondary" equipped items
  20. Like
    WrittenInBlood got a reaction from Faalagorn in Small but Important Suggestions Thread   
    727. Circles for main and secondary item could show their durability or other relevant bar - little star is not very precise, and checking it in item list is unhandy, espeically in combat.
  21. Like
    WrittenInBlood got a reaction from Faalagorn in Small but Important Suggestions Thread   
    569.
    It's weird that books and gazettes disappear after reading. I think they should be treated as canned food - read a bit, or a whole if you like, and then be left with paper block that won't give you fun anymore, so you can throw it in the fire as well.
     
    570.
    Any crafted electric device should need a battery to work (and they are kinda too quick to build).
     
    571.
    Zombies are better at dismantling doors than a player - they always leave a perfect set of hinges, doorknob and boards. That amazes me.
     
    572.
    I totally dont get how I can pass the zombie in the window. It should be a guaranteed bite, or just block ability to go through currently used window.
     
    573.
    How does one disinfect internal broken bone and how exactly does it help? Weird.
  22. Like
    WrittenInBlood got a reaction from DramaSetter in Small but Important Suggestions Thread   
    736. Context menu on right-click on "main" and "secondary" equipped items
  23. Like
    WrittenInBlood got a reaction from DramaSetter in Small but Important Suggestions Thread   
    727. Circles for main and secondary item could show their durability or other relevant bar - little star is not very precise, and checking it in item list is unhandy, espeically in combat.
  24. Spiffo
    WrittenInBlood got a reaction from trombonaught in Small but Important Suggestions Thread   
    727. Circles for main and secondary item could show their durability or other relevant bar - little star is not very precise, and checking it in item list is unhandy, espeically in combat.
  25. Like
    WrittenInBlood got a reaction from Geras in Small but Important Suggestions Thread   
    727. Circles for main and secondary item could show their durability or other relevant bar - little star is not very precise, and checking it in item list is unhandy, espeically in combat.
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