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Burger_Time

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  1. Like
    Burger_Time got a reaction from Okamikurainya in Tool quality system.   
    So, recently I was thinking how can the crafting system be improved, and I came up with an idea of tool quality system. While it may not be a very hard thing to implement, I think it could make the crafting system a little bit more in-depth and allow to implement more complex crafts and tools.
     
    Firstly, how's it gonna look like?
     
    Every tool, or item that could be used as one, will have a quality of some sort. There will be five qualities: "awful", "bad", "normal", "good" and "excellent." So, for example, a simple stone would have a hammering quality of "awful", a club hammer — "good" and a proper hammer would have an "excellent" quality. 

    Here's a quick mockup of how you'd check the quality of an item.
     
    What is it gonna do?
     
    Firstly, some of the crafting recipes and building stuff will require tools with different qualities, and depending on how high the quality of the tool is, time required and quality of the crafted item will change.
    Example: Hypotetical Mister X has caught a rabbit and he wants to butcher it. Depending on his own skill, quality of his workplace and quality of the tool he owns, the results will differ. So butchering with, let's say, a hunting knife is going to be faster, yield more useful parts and less garbage than butchering with a sharp stone. Same with tailoring, hammering, screwing, bolting, cooking and many other stuff that you can do.
     
    Secondly, some of the crafting recipes will have the lower limit of the required tool, which means you will have to find better tools than you already have.
    Example: Mr. X moved into a new place and he decided that the first thing he'll do will be barricading. Now, while that one stone in his backpack might be good enough for denting stuff, cracking nuts and breaking windows, it's not the best tool for hammering, and he'll have to find a better tool for that. Or, perhaps, make a stone hammer, which is good enough.

     
    What good is it gonna do?
     
    Well, besides making the crafting system at least somewhat better, it'd slightly improve devs' ability to add new crafting recipes and tools, because instead of manually adding every possible tool to the craft, they'll just need to assign the required quality and set quality definitions for the tool.
     
    Fin.
     
     
    Thx to ma boi Vunder from discord for helping me with pics.
  2. Like
    Burger_Time got a reaction from MadDan2013 in Tool quality system.   
    So, recently I was thinking how can the crafting system be improved, and I came up with an idea of tool quality system. While it may not be a very hard thing to implement, I think it could make the crafting system a little bit more in-depth and allow to implement more complex crafts and tools.
     
    Firstly, how's it gonna look like?
     
    Every tool, or item that could be used as one, will have a quality of some sort. There will be five qualities: "awful", "bad", "normal", "good" and "excellent." So, for example, a simple stone would have a hammering quality of "awful", a club hammer — "good" and a proper hammer would have an "excellent" quality. 

    Here's a quick mockup of how you'd check the quality of an item.
     
    What is it gonna do?
     
    Firstly, some of the crafting recipes and building stuff will require tools with different qualities, and depending on how high the quality of the tool is, time required and quality of the crafted item will change.
    Example: Hypotetical Mister X has caught a rabbit and he wants to butcher it. Depending on his own skill, quality of his workplace and quality of the tool he owns, the results will differ. So butchering with, let's say, a hunting knife is going to be faster, yield more useful parts and less garbage than butchering with a sharp stone. Same with tailoring, hammering, screwing, bolting, cooking and many other stuff that you can do.
     
    Secondly, some of the crafting recipes will have the lower limit of the required tool, which means you will have to find better tools than you already have.
    Example: Mr. X moved into a new place and he decided that the first thing he'll do will be barricading. Now, while that one stone in his backpack might be good enough for denting stuff, cracking nuts and breaking windows, it's not the best tool for hammering, and he'll have to find a better tool for that. Or, perhaps, make a stone hammer, which is good enough.

     
    What good is it gonna do?
     
    Well, besides making the crafting system at least somewhat better, it'd slightly improve devs' ability to add new crafting recipes and tools, because instead of manually adding every possible tool to the craft, they'll just need to assign the required quality and set quality definitions for the tool.
     
    Fin.
     
     
    Thx to ma boi Vunder from discord for helping me with pics.
  3. Like
    Burger_Time got a reaction from buwaro in Tool quality system.   
    So, recently I was thinking how can the crafting system be improved, and I came up with an idea of tool quality system. While it may not be a very hard thing to implement, I think it could make the crafting system a little bit more in-depth and allow to implement more complex crafts and tools.
     
    Firstly, how's it gonna look like?
     
    Every tool, or item that could be used as one, will have a quality of some sort. There will be five qualities: "awful", "bad", "normal", "good" and "excellent." So, for example, a simple stone would have a hammering quality of "awful", a club hammer — "good" and a proper hammer would have an "excellent" quality. 

    Here's a quick mockup of how you'd check the quality of an item.
     
    What is it gonna do?
     
    Firstly, some of the crafting recipes and building stuff will require tools with different qualities, and depending on how high the quality of the tool is, time required and quality of the crafted item will change.
    Example: Hypotetical Mister X has caught a rabbit and he wants to butcher it. Depending on his own skill, quality of his workplace and quality of the tool he owns, the results will differ. So butchering with, let's say, a hunting knife is going to be faster, yield more useful parts and less garbage than butchering with a sharp stone. Same with tailoring, hammering, screwing, bolting, cooking and many other stuff that you can do.
     
    Secondly, some of the crafting recipes will have the lower limit of the required tool, which means you will have to find better tools than you already have.
    Example: Mr. X moved into a new place and he decided that the first thing he'll do will be barricading. Now, while that one stone in his backpack might be good enough for denting stuff, cracking nuts and breaking windows, it's not the best tool for hammering, and he'll have to find a better tool for that. Or, perhaps, make a stone hammer, which is good enough.

     
    What good is it gonna do?
     
    Well, besides making the crafting system at least somewhat better, it'd slightly improve devs' ability to add new crafting recipes and tools, because instead of manually adding every possible tool to the craft, they'll just need to assign the required quality and set quality definitions for the tool.
     
    Fin.
     
     
    Thx to ma boi Vunder from discord for helping me with pics.
  4. Like
    Burger_Time got a reaction from Geras in Pipe's max reach is too long for it's model.   
    Just decided to attach a screenshot of it's wild range. I could hit that zombie from this distance.
     
    Upd: it seems like some other new weapons have the same issues. E.g nightstick.
  5. Like
    Burger_Time reacted to lemmy101 in Like, sew cool   
    re: pocket sewing, this is totally planned but very unlikely to be in 41. It'll be part of our inventory system overhaul to remove the 'main inventory' and list everything in various clothing containers and would allow sewing to increase inventory capacity on various clothing items. Details here: https://projectzomboid.com/blog/2019/07/reloaded/
     
    I'd imagine it'll be in 42 but who knows...
  6. Like
    Burger_Time reacted to Livio Persemprio in Wood Axe using too much endurance   
    i never said you can't kill stuff in apocalypse, i'm currently at day 14 and killed more than 100 zombies. 
    it means that combat is often best avoided, and the game will be balanced more towards that direction. 
    the game is meant to be hard, and there are a lot of things people do on twitch to cheese as much difficulty away of the game as they possibly can. 
    try not abusing those mechanics and see if you are really safe and guaranteed. 
    nothing should be guaranteed in apocalypse so, again, move to survivor and ask the devs to make its combat more challenging, because apocalypse will keep getting harder and as soon as your cheese will be patched out you'll be back complaining about the difficulty.
    you have a mode all about combat, ask to make that one better instead of dumbing down the mode we like as dangerous. 
    just to clarify, all of my "you" 
    are generic yous, not You Zyggylata, i don't kbow you so i would never talk directly to you like this
  7. Like
    Burger_Time got a reaction from Livio Persemprio in Wood Axe using too much endurance   
    You can't. At least not supposed to. Otherwise shit like you've shown in the video happens.
  8. Like
    Burger_Time reacted to Livio Persemprio in Wood Axe using too much endurance   
    if your idea of good weapon is what you show in the video then i think apocalypse is not the mode for you. 
    this looks way more like what you should do in builder/survivor mode, and in there many weapon acts like this without exploiting a game's weakness. 
     
    anyone can enjoy the game as they wish, but please don't ask to buff the weapon even more. if anything, this axe requires your exploit to be patched out, so an indirect nerf. 
    most of us want the zombies to be as dangerous as possible, because, frankly, the moment we stoo fearing them is the moment the game becomes boring. 
    so, enjoy the game the way you like it most but i highly doubt they would allow such brokenness to be even buffed. we're the preys, not the hunters
  9. Like
    Burger_Time got a reaction from Livio Persemprio in Pipe's max reach is too long for it's model.   
    ^
    Especially noticable when you fight a Z while moving backwards. At some point the model won't even reach a Zombie, but hits will still register.
  10. Like
    Burger_Time got a reaction from Geras in IWBUMS 41.19 released!   
    And you just want it to be more powerful? No, no thanks.
  11. Like
    Burger_Time got a reaction from ilikecaterpillars in IWBUMS 41.19 released!   
    And you just want it to be more powerful? No, no thanks.
  12. Like
    Burger_Time got a reaction from Livio Persemprio in IWBUMS 41.19 released!   
    And you just want it to be more powerful? No, no thanks.
  13. Like
    Burger_Time got a reaction from Kuren in IWBUMS 41.19 released!   
    Wood axe is not supposed to be a very useful weapon. It's a tool to cut trees down after all.
  14. Like
    Burger_Time got a reaction from GoodOldLeon in IWBUMS 41.19 released!   
    Wood axe is not supposed to be a very useful weapon. It's a tool to cut trees down after all.
  15. Like
    Burger_Time got a reaction from ilikecaterpillars in IWBUMS 41.19 released!   
    Wood axe is not supposed to be a very useful weapon. It's a tool to cut trees down after all.
  16. Like
    Burger_Time reacted to ZombieHunter in Procedural Branching Event Stories   
    These are Special "Events" that has a chance of spawning that add an "ambiance" to the world.
     
    Essentially small little "mini stories" that have a chance to randomly spawn ( may or may not spawn in the current world ) 
    That let's you relate to "survivors" by having a skyrim-esque books \ letters \ notepads laying around .to read and find out about what happened. 
    They may even tell of hidden loot stashes that spawn and their location.
     
     
    For example the event, "Fisherman"
     
    A dead female body spawns randomly in one of the houses with a notebook. in her Inventory.
     
    A second male body can spawn randomly with fishing gear 
    Can either be next to the body, next to the lake, or somewhere between.
    In his inventory contains an ID card that says George
     
    Example of Text 
     
    First Entry
    "I don't know how long it has been since George and I were chased out of the house by those things, I no longer keep track of the days, to me it feels like an endless nightmare. I keep wishing it is just a bad dream and keep pinching my self to wake up my arm covered in red welts from fingertip to shoulder as if an army of red ants decided to climb across my arm. While George and I were scavenging I found this book in a little girl's bed room, the flowers the, bed, her little clothes, oh the horrors that little one has to suffer through. I hope and pray she is a better place now and not have to face life through this hell on Earth. Look at me, praying for some one elses death. I have never would have imagined a day when death would be better option than life. As my sanity wanes I decided to write once again, and hope one day someone, may look upon my words and be thankful that it has come to an end. That some one will remind others never to repeat the mistakes of the past to cause what ever did this. That some one will still be alive to read this when me and my George are gone.
     
    Second Entry.
    "It has been a while since I last wrote, we have to be careful anytime we move from house to house. Those.... those... things are everywhere, behind every shadow, around every corner, behind every door. I don't know how much longer I can do this. George though, god bless him, he tries to put on a brave face for me, giving me that somber smile telling me everything will be OK."
     
    3rd Entry:
    "It has been 1 day since George left. He found a tackle and pole in the last house we were at. The smile on his face when he found it, it was as if all the worries in the world just disappeared for him. He signed to me and pointed at the map where he was headed. A lake east of Malborough, he and his buddies used to go fishing there before the outbreak started. He refused to let me go, he said it wouldn't be safe. To be honest I don't even know if my legs could muster the courage to reach that far. I pray he will be OK, I have nothing left.
     
    4th Entry
    It has been almost 3 days since he Left. I ... ( pages too destroyed by water damage to make out the text )
     
    8th Entry 
    If you are reading this George, I am sorry. I am so sorry. I couldn't take the screams anymore. Night after night they claw on the doors, the howling the screaming, the howling and screaming. This madness will it never end? Why did you have to go? I am so sorry for what I am about to do, but i hope you were able to find peace. Know that my last thoughts were of you and only you. I am sorry, I truly am sorry.
     
     
     
  17. Like
    Burger_Time got a reaction from Okamikurainya in Disease Overhaul   
    Would be also good to have some antivirals to help treat viral diseases like flu and Anti-rabid vaccines.
     
    Other than that, all of this is pretty freakin' great.
  18. Like
    Burger_Time reacted to Okamikurainya in Disease Overhaul   
    Right now, the way disease is handled contrasts starkly with the overall complexity of the game...

    My suggestion is to remove the ambiguity and turn certain Moodles into Symptoms, rather than have them as the disease themselves.
     
    Symptoms:
    Congestion:
    Congestion replaces the Cold Moodle, becoming a symptom. It functions near identically, giving the player a chance to sneeze loudly, attracting zombies. Can be aided with an equipped tissue and treated with Antihistamines.
    "Runny Nose"
    "The sniffles"
    "Congested"
    "Severe Congestion" Fever:
    Fever replaces the current Sick Moodle, becoming a symptom. Each stage will increase your character's temperature by a certain amount and will cause damage on its' highest level while also lowering healing, strength and increasing the rate at which a player gets sleepy. Can be treated with Antipyretics unless it is a symptom of Zombification. Equipping a Cold Pack that has been cooled in a freezer or a bag of Frozen Peas can also help.
    "Bit of a Temperature"
    "Temperature"
    "Severe Temperature"
    "Terminal Fever" Nausea:
    Nausea is the other half of the current Sick Moodle becoming a symptom in its' own right. It lowers healing, strength and speed. It can be treated with Antiemetics.
    "Bit Sick"
    "Sick"
    "Really Sick"
    "Severe Nausea" Sore Throat:
    A Sore Throat is similar to Congestion, but may cause pain when eating with an increasing chance to loudly cough which may attract nearby zombies. Can be treated with Cough Syrup.
    "Scratchy Throat"
    "Painful Throat"
    "Rough Cough"
    "Severe Coughing" Shivers:
    Shivering which will lower the accuracy of the player. Can be relieved with Painkillers.
    "A bit Shaky"
    "Shaky"
    "Shivering"
    "Severe Shivering"  
    While those are direct symptoms, other Moodles such as Pain would also be symptoms, directly or indirectly.

    Medications:
    Painkillers:
    Relieves Pain and Shivers. Can cause Nausea if abused. Beta Blockers:
    Relieves Panic. Antidepressants:
    Relieves Sadness. Can cause Anger if abused. Sleeping Tablets:
    Helps you sleep. Can cause Nausea or loss of Health if abused or taken while Drunk. Vitamins:
    These should boost healing and help you recover some Immunity. Antibiotics:
    Speeds up healing of Colds, Pneumonia, Infection and Stomach Flu. Can cause Nausea if abused. Caffeine Pills:
    Relieves Sleepiness. Can cause Shivers if abused. Antihistamines:
    Relieves Congestion. Can cause Sleepiness if abused. Antipyretics:
    Relieves a traditional Fever. Can cause Nausea if abused. Antiemetics:
    Relieves Nausea. Cough Syrup:
    Relieves a Sore Throat, may also make you Drunk if taken in large quantities. Flu Vaccine Vial:
    A vial containing a Vaccine for the Flu Virus. Can be added to a syringe so that you can administer a Flu Shot. Each Vial can fill a Syringe 4 times. Taking a Flu Shot will cause the Severity of Flu to begin to decline and will provide you with a month of immunity to the Flu Virus. Common Infection Vaccine Vial:
    A vial containing a Vaccine for the Infection. Can be added to a syringe so that you can administer a Common Infection Shot. Each Vial can fill a Syringe 4 times. Taking a Common Infection Shot will cause the Severity of a Common Infection to decline and will provide you with a month of immunity to the Common Infection. Rabies Vaccine:
    A vial containing a Vaccine for the Rabies Virus. Can be added to a syringe so that you can administer a Rabies Shot. Each Vial Can fill a Syringe 4 times. Taking a Common Infection Shot will cure Rabies, provided you take it prior to the manifestation of symptoms, and will provide you with a month of immunity to the Rabies Virus.  
    There are a few others I'd like such as Morphine and so on that would have a chance to cause addiction, but the ones I've added are more to expand on what is present, rather than add too much new.
     
    Items:
    Pill Dispenser:
    A container with random pills inside. Water bottle with Dissolved Painkiller:
    As the name suggests. The Player can dissolve up to 4 units of Painkillers into a Water Bottle, allowing for Painkiller use to be stretched out, if a bit weakened. Surgical Mask:
    Surgical Masks (along with gasmasks) provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, as long as they are at least 50% clean with no damage. Hazmat Gear:
    A full set of Hazmat Gear will provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, so long as they are undamaged. Syringe:
    A medical syringe used for injecting yourself with a Vaccine. Maybe also for Addictive Drugs. Empty Vial:
    Garbage item left over when adding a Vaccine to a Syringe. Can hold water.  
    Traits:
    Strong Immune System:
    Chance of catching a disease is halved. Can go well with Iron Gut and Outdoorsman for a Robust Genetics build. Weak Immune System:
    Replaces Prone To Illness. Chance of catching a disease is doubled, more likely for a wound to be infected and faster Zombification. Iron Gut:
    Chance of catching Stomach Flu from food or water is halved. Weak Stomach:
    Chance of catching Stomach Flu doubled. Outdoorsman:
    Being wet does not weaken your Immune System. Immune to Hayfever. Allergy Prone:
    Very prone to Hayfever. Hayfever gained this way bypasses Immune System Variable with there always being a 10% chance of contracting Hayfever when moving through thick Vegetation in off seasons and a 25% chance in Spring. Resilient:
    Less likely for wounds to become infected and slows Zombification. Asthmatic:
    40% increase in running endurance loss, 30% increase in swing endurance lost and a chance to loudly cough when Exerted. Hypochondriac:
    May develop infection symptoms without being infected. Easily Amused:
    Slower rate of boredom and unhappiness. Depression:
    Becomes bored faster and gradually becomes sadder with time.  
    The Immune System:
    The Immune System, or simply just the Immunity variable, determines the chance of becoming ill.
    At 0%, you are fully healthy and won't get sick.
    But any activity while Sick, Dirty, Bloody, Wet, Sleepy, Exerted, Sad, Injured or Hungry will cause it to gradually rise. At 1%, you have a 1% chance of catching a disease and so on.
    Sleeping will help you recover your Immunity most of the time, however putting yourself to sleep with Sleeping Pills or Alcohol will prevent this recovery. Being well fed will also help you recover.
    This variable is invisible to the player, as it is to a real person.
     
    Severity:
    When catching a disease, it will gradually rise in severity, before reaching a peak and lowering again in severity until the disease is gone. During this time, all you can do is treat symptoms and rest until you are better. There are 4 levels of Severity, based on when the disease's variable is at 1%-25%, 26%-50%, 51%-75% and 76%-100%.
    Certain diseases, when treated with certain medications and the disease's variable reaches 0% will then be cured.
     
    Nutrients:
    There are many nutrients which a player will gain with a balanced diet. Lacking certain nutrients in your diet for too long will result in a Nutritional Disease. Nutritional Diseases bypass the immune system.
    Calories:
    Calories are the main weight determining nutrient. This value must be balanced with hunger consistently, or else obesity or anorexia may sneak up on the player.
    Maximum: 3700
    Minimum: -2200 Carbohydrates:
    Carbohydrates are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Carbohydrates, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Lipids:
    Lipids, previously called fats, are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Lipids, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Proteins:
    Proteins are a determining factor in the increase and decrease of the Player's strength stat. Without the necessary proteins, the player will not be able to level up their strength. If a player consumes more than 400 Protein units, they will increase their strength in the same way as in the same manner as B40/B41. If the player consumes more than 700 Protein units, they will gain a 1.5 multiplier for strength increase. If a player's protein units falls below -250, they will start to lose strength, and reaching the minimum Protein units of -500 will result in the loss of strength with a multiplier of 2.
    Maximum: 1000
    Minimum: -500 Salts:
    Salts can alter the rate at which a player becomes thirsty. This value is ignored unless the player has consumed more than 400 or 700 Salts resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Sugars:
    Sugars are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Sugars, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Vitamins:
    Vitamins are essential for keeping your Immune System strong. So long as the player consumes more than 400 Vitamins, their Immunity will recover as per normal while resting or sleeping. If the Sugar unit falls below 0, their Immunity will no longer recover.
    Maximum: 500
    Minimum: -500  
    Diseases:
    Diseases are visible in the Health tab when you have a certain level of First-Aid, but otherwise you'll have to guess by symptoms and circumstances.
    Flu:
    Sometimes, Zombies, Pigs (when added) or Chickens (when added) will spawn as infected with the Flu Virus. Being within 5 tiles from an infected zombie, the infected Zombie's corpse, an infected Player, an infected Player's corpse, an infected Pig or Chicken and an infected Pig or Chicken's corpse will make you vulnerable to catching the flu. Pigs and Chickens will also be at risk of catching it.
    Symptoms are Congestion, Fever, Pain and a Sore Throat.
    After catching Flu, there is a cooldown time before you can catch it again of around a month.
    Severity 1:
    The Flu is Asymptomatic at this severity, increasing the likelihood that you will spread it to other players unwittingly.
    Severity 2:
    Level 2 symptoms.
    Severity 3:
    Level 3 Symptoms.
    Severity 4:
    Level 4 Symptoms, risk of death without treatment.
      Cold:
    A cold is an ambient bacterial infection that can be caught when being wet, hot, cold or tired. Similar to Flu but far less severe but also far quicker to show symptoms.
    Symptoms are Congestion, Fever and a Sore Throat.
    Can be directly treated with Antibiotics.
    Severity 1:
    Level 1 Congestion and Sore Throat, no Fever.
    Severity 2:
    Level 2 Congestion and Sore Throat, no Fever.
    Severity 3:
    Level 3 Congestion and Sore Throat, Level 1 Fever.
    Severity 4:
    Level 4 Congestion and Sore Throat, Level 2 Fever.
      Pneumonia:
    An ambient infection of the lungs that can be caught while Hypothermic. Similar to a Cold but far more severe.
    Symptoms are Fever, Sore Throat and Shivers.
    Can be directly treated with Antibiotics.
    Severity 1:
    Level 1 Sore Throat and Shivers, no Fever.
    Severity  2:
    Level 2 Sore Throat, Shivers and Fever.
    Severity 3:
    Level 3 Sore Throat, Shivers and Fever.
    Severity 4
    Level 4 Sore Throat, Shivers and Fever. Risk of death without treatment.
      Hayfever:
    Can be caught by moving through dense vegetation during Spring.
    Symptoms are Congestion and a Sore Throat.
    Can be treated directly with Antihistamines.
    Severity 1:
    Level 1 Congestion, no sore throat.
    Severity 2:
    Level 2 Congestion, no Sore Throat.
    Severity 3:
    Level 3 Congestion, Level 1 Sore Throat.
    Severity 4:
    Level 4 Congestion, Level 2 Sore Throat.
      Stomach Flu:
    An infection of the stomach lining, can be caught by eating uncooked or rotten food as well as drinking tainted water.
    Symptoms are Nausea, Fever and Shivers.
    Can be treated directly with Antibiotics.
    Severity 1:
    Level 1 Nausea, no Fever or Shivers.
    Severity 2:
    Level 2 Nausea, no Fever or Shivers.
    Severity 3:
    Level 3 Nausea, Fever and Shivers.
    Severity 4:
    Level 4 Nausea, Fever and Shivers. Risk of Death if untreated.
      Bleach Poisoning:
    Bleach poisoning is a fast onset and fatal illness caused by directly drinking Bleach. It is always Severity 4.
    Symptoms are Sore Throat, Pain, Anxiety, Shivers and gradual loss of Health.
    Severity 4:
    Level 4 Symptoms. Death is certain.
      Food Poisoning:
    Food Poisoning is similar to Botulism but is caught by eating Poison Berries, Poison Mushrooms or food poisoned with Bleach.
    Symptoms are Nausea, Sore Throat, Pain, Shivers and gradual loss of Health.
    Severity 1:
    Level 1 Nausea and Sore Throat, no others.
    Severity 2:
    Level 2 Nausea and Sore Throat, Level 1 Pain and Shivers. No loss of Health.
    Severity 3:
    Level 3 Nausea and Sore Throat, Level 2 Pain and Shivers. No loss of Health.
    Severity 4:
    Level 4 Nausea, Sore Throat, Pain, Shivers and a gradual Loss of Health. Can be fatal even with treatment if health already low.
      Rabies:
    Caught by being Bitten by an infected animal. It is always Fatal if not treated with a Rabies Vaccine prior to Severity 2.
    Symptoms are Anger, Stress, Weakness, Sore Throat, Agoraphobia, Pain when Drinking or Eating and Gradual Loss of Health.
    Severity 1:
    No symptoms.
    Severity 2:
    Level 2 Symptoms, but no loss of Health.
    Severity 3:
    Level 3 Symptoms, but no loss of Health.
    Severity 4:
    Level 4 symptoms and gradual loss of Health. Death is certain.
      Infection:
    Caught by not properly treating a wound or spending a lot of time around corpses while your immune system is compromised.
    Symptoms are Nausea, Pain, Shivers and Fever. If playing as a Hypochondriac, the symptoms are identical to Zombification if contracted from a Zombie Scratch instead but not always fatal.
    Can be directly treated with Antibiotics or applying a sterilizing agent to the infected wound.
    Severity 1:
    Level 1 Nausea, no other symptoms.
    Severity 2:
    Level 2 Symptoms.
    Severity 3:
    Level 3 Symptoms.
    Severity 4:
    Level 4 Symptoms. Can be fatal if left untreated.
      Scurvy:
    Scurvy is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Vitamin intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Scurvy. Taking in the proper amount of Vitamins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Shivers, Pain and gradual loss of Health.
    Can be directly treated with food rich in Vitamins or Vitamins medication.
    Severity 1:
    Level 1 Shivers and Pain, no loss of Health.
    Severity 2:
    Level 2 Shivers and Pain, no loss of Health.
    Severity 3:
    Level 3 Shivers and Pain, no loss of Health.
    Severity 4:
    Level 4 Shivers and Pain and the gradual loss of Health. Can be fatal if left untreated.
      Anemia:
    Anemia is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Protein intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Anemia. Taking in the proper amount of Proteins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Sleepiness, Weakness, Decreased Spatial Awareness, lowered item transfer rate and the gradual loss of Health.
    Can be directly treated with food rich in Proteins.
    Severity 1:
    Level 1 symptoms, no loss of Health.
    Severity 2:
    Level 2 symptoms, no loss of Health.
    Severity 3:
    Level 3 symptoms, no loss of Health.
    Severity 4:
    Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
      Thyroditis:
    Thyroditis is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Salt intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Thyroditis. Taking in the proper amount of Saltss will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Sore Throat, Shivers and the gradual loss of Health.
    Can be directly treated with food rich in Salts.
    Severity 1:
    Level 1 symptoms, no loss of Health.
    Severity 2:
    Level 2 symptoms, no loss of Health.
    Severity 3:
    Level 3 symptoms, no loss of Health.
    Severity 4:
    Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
      Zombification:
    Caught by being Bitten or Scratched by a Zombie. It bypasses Immune system, with Bites always resulting in being infected and a 25% chance of being infected by a Scratch.
    Symptoms are Stress, Sadness, Nausea, Untreatable Fever and the eventual death and rising as a Zombie.
    Severity 1:
    Level 1 Stress, no other Symptoms.
    Severity 2:
    Level 2 Stress, Level 1 Sadness, no other Symptoms.
    Severity 3:
    Level 3 Stress, Nausea, Sadness and Fever.
    Severity 4:
    Level 4 Stress, Nausea, Sadness and Fever. Death is certain.  
    Abilities:
    Players with high First-Aid or medical related Occupations/Traits will be able to deduce illnesses and administer medication directly to another Player, so Doctors and Nurses will have even more use in Multiplayer.
     
    And that's that! Did I miss anything? What did y'all think?
  19. Like
    Burger_Time got a reaction from Okamikurainya in More RP Oriented Features   
    It's not overcomplication though. Pens and pencils are very easy to find, and I don't think anyone was ever annoyed by the fact that you need to have a pen in your inventory to write something.
  20. Like
    Burger_Time got a reaction from Okamikurainya in More RP Oriented Features   
    Sounds like not a good idea for me. Why making them absolutely useless if you can use them to mark/write something?
  21. Like
    Burger_Time reacted to lemmy101 in Far from the Zedding Crowd   
    "
    A big aspect in build 41 has been the combat balancing. We wanted to make the one on one combat feel a lot easier, where fighting with groups would be much much more deadly.
    This however has been too successful if anything, and we ended up with groups being SO deadly it was actually near impossible to survive a few fights with small groups, which ended up way too punishing even for ours, the most masochistic of gaming communities. (Sorry)"
     
    To reiterate, you haven't played build 41. You're comparing it to 40, but as we've stated repeatedly, the entire combat system has been 100% replaced, rewritten from scratch, from what you're playing already, so we're balancing based on that, not what you're currently playing. Where you can get grabbed and bitten at a moment's notice. Where if at any point three zombies get close to you they will right there and then drag you to the ground and kill you instantly? Where any zombie that sneaks up behind you is almost guaranteed to take a chunk out of your neck? Where basically ANY 1v2 fight are not only difficult but ends 99% with you getting a bite the moment you swing at one of them, are unable to move, and the other gets into range during your swing?
     
    Without the strafe moving, build 41 was literally about 10x harder than build 40 that you're playing, and everyone including extremely seasoned players in closed testing agreed it was way too punishing and would piss everyone off, and every one of them to a man/woman were celebrating the strafing combat as 'that's the last piece of the puzzle, and exactly what was needed', and you're making judgement calls on balance we're doing to build 41 based on 'it already being too easy' in build 40 - its kinda frustrating as I said above we're considering the ramifications of strafe moving on kiting etc to make sure it doesn't break the difficulty, just provides more scope for players to avoid certain death within their first few encounters.
     
    We already stated we're going to ensure that difficulty is not compromised by kiting, we're balancing hit damage, zombie reactions, chance of knockdowns, speed of backward strafing, all manner of things to make sure strafing is not OP. But the game being IMPOSSIBLE to survive for a decent playlength was not good balance either. Our end goal for the balance is it will be deadly to try and fight against 3+ zombies with a start character. But taking on a couple of zombies at once you'll have a chance of getting away alive, and killing a single zombie on its own will be not too bad providing it doesn't get the jump on you. We have a very specific plan for balance and the goal is that groups will be much scarier than they are in build 40, but if we go too far (how it was prior to this addition) it will turn off all but the most skilled players and even those may get extremely frustrated before long.
  22. Like
    Burger_Time reacted to Ziggylata in Far from the Zedding Crowd   
    Ooh, I dont much like that strafe thing you guys just did.
     
    I feel thats going to significantly dumb down the combat where I can just hold a direction and mash click the attack button and the horde will never get me and I will eventually chew through their health. A lot of the danger seems like itll be gone if this change is implemented and I feel you guys should immediately check this and make sure this isnt an issue. One of the things ive always liked about the combat is how you really have to commit to a swing, hordes cant be kited as easily because your swing stops your movement, with that gone I feel the games combat difficulty is going to decrease by a lot and I feel that guns are going to be even weaker as a result because now I dont even need a gun for big engagements (which only brings more enemies to me in the first place and has always been hard to justify) since I can just infinitely kite enemies so long as my melee weapon isnt broken. 
     
    Please dont make this mistake, assuming it is one. I hope you guys test it because I already saw glimpses of it in the video.
  23. Like
    Burger_Time got a reaction from Octopus in Door Overhaul   
    Lock complexity is absolutely fine. I can see nothing wrong with it. Potentially you'd be able to build doors which would be very hard to open without a key.
    And skill should affect chance of success too. You wouldn't know how to lockpick a door without any skill, would you?
    Why not? Bathrooms always have a lock inside, so why not using it?
  24. Spiffo
    Burger_Time got a reaction from GoodOldLeon in Door Overhaul   
    Lock complexity is absolutely fine. I can see nothing wrong with it. Potentially you'd be able to build doors which would be very hard to open without a key.
    And skill should affect chance of success too. You wouldn't know how to lockpick a door without any skill, would you?
    Why not? Bathrooms always have a lock inside, so why not using it?
  25. Spiffo
    Burger_Time got a reaction from GoodOldLeon in Door Overhaul   
    Firstly not every door would be locked. Not a lotta Americans lock their houses apparently.
    Secondly, why do you have to lock/latch a door when you enter a house? Even if zombies would be to open doors (which I really doubt), it will happen very rarely and won't be possible for zombie if you have to pull the door, not to mention you have to do it anyways in MP/Once NPCs come out.
    Thirdly, you don't have to pick a lock to enter your house, and if it's not your house, why'd you lock the door?
    And finally, when you exit the house, unlocking and unlatching can be done automatically, like it is right now if you have a key for a house.
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