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masoud.saadatfakhr

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  1. Like
    masoud.saadatfakhr reacted to bpdlr in Cigarettes etc.   
    - drop rate from zombies is nil as far as I can tell. 50% of corpses should carry between 1-20 cigarettes each, if this is 90's rural America. 
    - also, if they have cigs on them, they will also have a lighter, although probably not a full one, or matches.
    -  cigarettes should come in boxes (20 max) and there should also be cartons (10 boxes) but I guess they'd have to be ultra rare.
    - if there are a more realistic no. of cigarettes in the world, then the "Smoke" action should realistically consume between 1-5 cigarettes each time, based on your stress levels. If the player has fewer cigs in their inventory, then their stress levels won't deplete as much.
    - it would be cool if you could add rolling tobacco pouches and rolling papers
    - it would be even cooler if you could add weed plants  Now that would be a good way to reduce stress levels...
  2. Like
    masoud.saadatfakhr reacted to GrumpyTheClown in Cash & Its Uses   
    This is my first PZ suggestion in this forum. So this has probably been suggested before or the developers are planning to add cash which would make searching wallets off dead zombies useful?
    I believe the game could be modified to make cash useful. Perhaps vending machines and gas pumps.
    Cash could be looted from containers or zombies? Maybe cash could be obtained from atms using an ATM card or disassembling if you have high enough electrical.
    I found it weird how you could grab everything in a vending machine without even tampering with it or inserting cash. I propose that to get snacks/soda from vending machines you have to pay cash or disassemble it to get all the cash and snacks inside if you have high enough electrical.
    Maybe implement a pay at the pump system at some gas stations so whenever trying to obtain gas you would have to use that cash[or use a credit card maybe?]
    I hope people like this suggestion and I hope others can add some ideas to this topic.
  3. Like
    masoud.saadatfakhr reacted to Body Builder in Snow DaZe   
    Amazing! You are the best, Pz's staff!
  4. Like
    masoud.saadatfakhr reacted to bpdlr in car batteries   
    Just remember, the game is set in 1993 when battery technology was far less advanced than it is now. Most people back then wouldn't have a clue about solar setups, using inverters and how to set up a battery pack, and if they did it wouldn't be half as efficient (or widely available) as it is now - you'd basically need to build it from scratch and the panels themselves would be expensive and rare. So even the idea of setting up a household battery pack and inverter probably wouldn't cross their minds back then - most people's go-to solution would be a gas generator.
  5. Like
    masoud.saadatfakhr reacted to bpdlr in Farm animals   
    I read a while back that the devs were thinking about adding deer to hunt, not sure what the progress is on that. I was thinking, there's all these farms around Redwood with chicken coops and other animal enclosures, wouldn't these animals still be around? It would add so many levels of gameplay.

    - zombies could attack the animals initially, chasing them out of their enclosures and also causing more noise and disturbance. This could make for great early-game distractions for those who like more zombies but want a slightly easier start.
    - the animals would mostly die after a couple of in-game months for lack of food, and they'd get skinnier and provide fewer calories over time. Maybe some could find food and live longer - for example, some could find the corn field near Muldraugh. [This reminds me, why are there so few crop fields like this one? And why do they go rotten so quickly? But that's another suggestion for a Farming overhaul...]
    - taming should be an option, depending on Farming skill
    - cows will be easy targets for zombies and many won't survive, but those who make it can live off the land forever. They could be easiest to tame but harder to find, and you won't want to slaughter them unless it's an emergency, so they'll only be good for milk. You could "tame" them just by attaching a rope to them, but you'll them have to lead them all the way back to your base...
    - chickens could provide meat and eggs but attract zombies in the morning. Breeding would be easier (but eggs are already pretty plentiful). Cereal or popcorn to tame, leave a trail into a wire cage. There'd be fewer chickens in the world initially, but they can't be caught by zombies, just chased away. However they won't last long in the wild (maybe natural predation?)
    - pigs would be hardest to find, hardest to tame (you'd need fresh apples or something) and would take longer to breed and then rear, but could potentially have a big litter of piglets. 
    - to hunt these and wild animals, you'd have to be either great at sneaking and use a spear, or use a bow and arrow (please add!), but this wouldn't kill them outright. You'd have to track their blood trail, which along with the noise would attract zombies.
    - also, future potential for using animal skins to make warm clothes.
    EDIT: oh, also - horses?
  6. Like
    masoud.saadatfakhr reacted to grammarsalad in car batteries   
    There should be an electrician recipe to convert a car battery to a short range power source (like a generator but more limited). It should require a battery charger at various intervals
  7. Like
    masoud.saadatfakhr got a reaction from grammarsalad in car batteries   
    guys if we can charge car battereis so there must be a way to use the their electricity for house(kitchen at least).like gathering some car batteries and charge them then connet them to kitchen.that is a good idea what u think?
  8. Like
    masoud.saadatfakhr reacted to Bejasc in hygine and bathroom   
    I would really love to see this feature, I can only hope it might be able to be modded in some day. 
     
    To expand on this;
    You could progress through sick moodlets if you are dirty for too long. Would include washing clothes, but also some sort of personal 'hygiene' meter - that one would need to shower or bathe every so often. 
     
  9. Like
    masoud.saadatfakhr got a reaction from Mamlot in hygine and bathroom   
    im a real fan of the game i see every thing is settled its great but i bleave for a living game and survival game the hygine an bathroom even washing the infected blood after a day of killing zombies is realistic and needed to be added to the game(we got soap guys :D)
  10. Like
    masoud.saadatfakhr reacted to Mamlot in Barricades   
    Hello. I didnt played for a bit time and dont know IF it was added or not, so my sugestion is to make barricades more real. When u barricading a window/door from the inside, u should be able to take off that barricade Only from the inside. How u can take it off from the outside if its nailed from the inside?
     
  11. Like
    masoud.saadatfakhr reacted to Batsphinx in RELEASED: WEATHER TEST BUILD   
    This week we’ve been connecting the wires on the improvements and features that didn’t make it into the initial vehicles release, but have hit a few MP snags that have prevented us from putting them out into a new IWBUMS beta today.
     
    With that said, Turbo does need to get some feedback on the new weather/climate/storms/fog system, so we have decided to put out a time-limited new Steam beta of Turbo’s recent work for people on the forum to try out. This is not an ‘official’ beta, and won’t be around for long, but will be very helpful for us to hear reports on. The details are below:
     
    Steam beta password: weathertestbranch
    Steam beta name: weather
     
    Please note that MP functionality is not currently in-game, the debug windows described below are currently a system hog and you should not consider your savegame sacrosanct.
     
    This is a one-off beta that we’ll turn off once Weather is part of the usual IWBUMS testing process. Please put any/all feedback on bugs and your experiences playing with the build in this thread.
     
    You can play PZ as you would normally, experiencing the weather as it occurs on a daily and monthly basis, but for this build (and this build only) we have also included Turbo’s debug panels – details of which can be found below.
     
    So what feedback will be helpful for Turbo to hear back on?
     
    The overall experience of it, and any general bugs The feeling of starting the game in different seasons, and surviving through each. Autumn will generally have higher chances of extreme weather, while late summer moving into autumn will also see a good chance of the generation of large/tropical storms. Winter clearly will see more snow. Player opinions on the new shaders that give a better feeling of the time of day, and the time of year. Any issues with rain/snow/fog appearing strangely when you are inside a building. Any issues with rain/snow/fog around player-made buildings. A player-constructed building with walls/doorframe/windowframe/fences should fully mask fog – and if it doesn’t then please provide a screenshot of your base.  
    Please note that this is a 'realistic' climate system. Not every summer will be a scorcher, and not every winter will see snowfields.
     
    As mentioned, this is a debug build - so it also comes with a suite of (unoptimized) UI windows and functions for you to play around with.
     
    FX PANEL

    This is opened with SHIFT+BACKSPACE. Here you can play around with various values such as fog intensity, precipitation levels and precipitation type. Please note that to play around with these you will need to disable the ‘Climate’ manager or the simulated daily climate will overrule your changes.
     
    Please also note that fog enable through this method is for testing fog masking around buildings, and won’t look as good/varied as the fog generated by the virtual climate system – as it won’t take into account colour or desaturation.
     
    CLIMATE VIEW PANELS

    These both open with SHIFT+PLUS, and provide a stockmarket-type graph of the current/recent weather over hours (H1), days (D1) and months (M1)
     
    To see what values are running under the bonnet use the legend/panel on the right, and values turned on will be green. The panel below, meanwhile, displays additional info about seasons, cloud cover, etc.
     
    These panels are overall for the provision of information, but that said when you toggle "airMass" on, when it crosses the 0 middle line you will see weather generated when airmass switches from hot/cold.
     
    THUNDER PANEL

    This is opened with SHIFT+MINUS, but is only useful if there is a storm active. A geographical indication of where the storm is over the PZ map can be seen, as well as lightning locations.
     
    ISOREGION DEBUG SCREEN

    This is opened with SHIFT+0, and is being used by Turbo to detect when player-made buildings are fully closed off from the PZ map – and as such will allow fog/precipitation to surround structures, but not appear within them. PLEASE NOTE: this is a real performance hog, so may well slow down the game when turned on.
     
     
  12. Like
    masoud.saadatfakhr reacted to nasKo in Weather Test   
    This week we’ve been connecting the wires on the improvements and features that didn’t make it into the initial vehicles release, but have hit a few MP snags that have prevented us from putting them out into a new IWBUMS beta today.
    With that said, Turbo does need to get some feedback on the new weather/climate/storms/fog system, so we have decided to put out a time-limited new Steam beta of Turbo’s recent work for players to try out.
    This is not an ‘official’ beta, and won’t be around for long, but will be very helpful for us to hear reports on. The details are below:
    Steam beta password: weathertestbranch
    Steam beta name: weather
    Please note that MP functionality is not currently in-game, the debug windows described below are currently a system hog and you should not consider your savegame sacrosanct. This is a one-off beta that we’ll turn off once Weather is part of the usual IWBUMS testing process.
    You can find full details of the weather build here on our forum, and any/all feedback on bugs and your experiences playing it should also be deposited in this thread.
    You can play PZ as you would normally, experiencing the weather as it occurs on a daily basis, but for this build (and this build only) we have also included Turbo’s debug panels – details of which can be found on the forum release thread.
    So what feedback will be helpful for Turbo to hear back on?
    The overall experience of it, and any general bugs The feeling of starting the game in different seasons, and surviving through each. Autumn will generally have higher chances of extreme weather, while late summer moving into autumn will also see a good chance of the generation of large/tropical storms. Winter clearly will see more snow. Player opinions on the new shaders that give a better feeling of the time of day, and the time of year. Any issues with rain/snow/fog appearing strangely when you are inside a building. Any issues with rain/snow/fog around player-made buildings. A player-constructed building with walls/doorframe/windowframe/fences should fully mask fog – and if it doesn’t then please provide a screenshot of your base. Please note that this is a ‘realistic’ climate system. Not every summer will be a scorcher, and not every winter will see snowfields.
    As mentioned, this is a debug build – so it also comes with a suite of (unoptimized) UI windows and functions for you to play around with. You can find details on these in the test build thread on the forum – giving you opportunities to turn on different effects at will, as well as look at graphs showing the different climatic forces at work and the movement of thunderstorms. Let us know what you think!

    A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  13. Like
    masoud.saadatfakhr reacted to Brex in Zedlights   
    Me when animations finally come out:
     

     
     
     
     
     
    (only joking, don't get your knickers in a twist)
  14. Like
    masoud.saadatfakhr reacted to Telkir in Zedlights   
    Although this is my first post, I've been a lurker following PZ news for... heh, well, too many years now. Despite the rest of this post I honestly appreciate the huge amount of work everyone at TIS, and now also TEA, is putting in to create something special. From the number of hours that many people have already spent in your game, it's clear the work is paying dividends for at least for a portion of the fans.
     
    That said, I can't hold back any longer from saying how disappointed I am to see animations shoved yet further into the dev cycle again. I'd been waiting patiently throughout the development of MP, then vehicles, with fingers crossed that finally - surely - there wouldn't be anything to prevent anims from coming next. Here we are, though. The wording of "Zedlights" says they won't be in B40, so that's maybe another 2 months or more until we get an idea of what'll be in B41. At this point my patience as a lurker has worn thin enough to say something.
     
    I know you as a dev team are following the best path you can see, but you've been talking about the new animation / clothing system regularly for 3 years, often in a way that suggested it'll be the next thing added. Come on, guys; from any viewpoint you have to see this is ridiculous. Please show some sanity and don't continue to do this. Respectfully, "put up or shut up."
  15. Like
    masoud.saadatfakhr reacted to TurtleShroom in Cannot Remove Diner Table (and I Can Sleep On Diner Table For Some Reason)   
    Good evening.
     
    I am writing because I am experiencing a serious problem with some of my home inprovement projects in my current game. Please see the attached image below.
     
    As you can tell, I am simply unable to remove the Diner table. Both Fifties Seats were easily lifted from their bearings with the Carpentry Skill, but the table would not move. I tried using the Pick Up function, right clicking the table, and even drawing out a Crowbar, a full Propane Torch and Welding Mask, and so on.
     
    Funny enough, despite the seats being removed, I was still able to Rest and Sleep by right-clicking the unmovable table. What am I doing wrong? I really wanted to make my home base more comfortable, and I was going to add a Bed there. Is there anything I can do to move this table?
     
     
    Thank you for any assistance.
    -TURTLESHROOM

  16. Like
    masoud.saadatfakhr got a reaction from grammarsalad in car shild and windoes metal work   
    its good to close the car windows by metal using metal work and also make shield using metal tube to improve car MP and the strike power.
  17. Like
    masoud.saadatfakhr reacted to TheWraithPlayer in Motorcycles   
    With the addition of cars, I'd be excited to see motorbikes, or even just plain bicycles. Here are my ideas on the subject:
     
    Bicycle- a human powered vehicle that simply requires human endurance and occasional maintenance, though most of the time even slightly rusty bikes with serve you well, as long as the teeth on the chain don't bust. Has increased mobility over cars but decreased speed. Motorcycle- combines the speed and noise of a car and the mobility of a bicycle. The only negatives with these are noise and the amount of practice it takes to be any good with one. (which brings me to my next point) Riding skill- someone who has ridden a motorbike will tell you, it is a skill. Someone who has never rode before won't be able to just hop on a bike and run away with any speed or grace. It takes practice. Lower skill should cause lower speed and maneuverability, possibly (though as it would aggravate players would be better served as a sandbox setting) stalling out your newly acquired 'iron horse' Riding gear- these are the ideas I have on clothing added along with bikes Motorcycle helmet- offers head protection and negates head bites and scratches, but would make everything a little bit darker, making it difficult to use at night unless you had a light of some kind (headlights, flashlight, outdoor porch light, street lamp, etc.) Bicycle helmet- as above, except less protection and no drawbacks Leather jacket, legs, and boots- all offer protection against bites and scratches, as well as some armor Saddle bags- not always in bag form (the ones I've seen are thin metal crates strapped onto the bag and side) the offer storage, usually for tools or other equipment  
    This is what I've got. If you have any other ideas or concerns, please comment below. And as always, thanks for reading.
  18. Like
    masoud.saadatfakhr reacted to MrCouper in Plaster + Doorframes   
    Ah yeah, I can't plaster doorframes? My carpentry level is 7, however if I need it higher then the GUI is a lie.
    I have everything I need to plaster, I know I can't make level 3 walls and yet plaster walls. but yeah the GUI says frames can be plastered so uh yeah is this a cake or ... ? lmao

  19. Like
    masoud.saadatfakhr reacted to TheWraithPlayer in solar system(making electricity)   
    I could get behind finding solar panels, but not making them. Solar panels are fairly complex, and the average joe or jane has no clue how to make one.
  20. Like
    masoud.saadatfakhr reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    About the batteries in 6 months after the apo:
     
    What's taking in calcul is the time since apocalypse sandbox option + the world age hour, what I first did was close to the reality, I had to change the battery on my car 2 times 'cause i didn't used, it last approx 5-6months if I don't start it, so that's what I did in PZ.
     
    Now thing being: even if i have an old car, there's much more electronics in it than back then, so battery should be drained faster (imo... i'm far from being an expert on car.. Heck i had my driving licence at 30 :D) but also it wasn't that fun (even tho, i think 6 months after apo should be tough, not giving the player cars easily in this mode, it's meant to be hard...).
     
    After 39.67.3, you should approx have 50% chance of finding a working battery on a car, even if the car is trash, you could always take off the battery and put it on another car.
    If people find this too easy i'll lower it again (before it was like 5% chance of finding a working battery in 6 months after the apocalypse :D), remember you have a car battery charger now
     
    I'll add possibility to start the car via jump cable in the future (tough to decide what to do if you drive the car with cable attached etc... Not a high prio for now I think)
  21. Like
    masoud.saadatfakhr reacted to myhappines in Driver proffesion and skill.   
    Hi all. I thought that driver proffesion could be a good adittion to the game and make it little harder.  First, about driving skill. While driving a vehicle you gathering experience,  the more experience you have,  of it depends driving style, for example faster braking, acceleration, faster engine start, and of cource driving on different surfaces, including off-road, asphalt, and snow and ice, if the last one is planned. Also turnig, if driving skill is low it requies more space and taking more time, and if you have advanced driving skill, it should be faster.  This can also have an impact on gear switching, and engine stalls. Shortly to say, just like in real life,  more you drive you feel more confident on the road. And the last one,  unexperinenced drivers can feal panic when driving at high speed  in contrast to the more experienced persons. 
     
  22. Like
    masoud.saadatfakhr got a reaction from Vaileasys in milk   
    sorry for the many suggestions.promise its the last one.one thing im always thinking to its the limit of milk.because its needed for farming deseases.and it is rare thing.maybe we shoud change it for fighting with deseases with some thing else like i dont know ashes of burning woods or make more milk like with the zombies like ciggarets with them.or making some cow
  23. Like
    masoud.saadatfakhr got a reaction from myhappines in milk   
    sorry for the many suggestions.promise its the last one.one thing im always thinking to its the limit of milk.because its needed for farming deseases.and it is rare thing.maybe we shoud change it for fighting with deseases with some thing else like i dont know ashes of burning woods or make more milk like with the zombies like ciggarets with them.or making some cow
  24. Like
    masoud.saadatfakhr reacted to myhappines in standing on the cars   
    i think this should be real, when anims finaly come out
  25. Like
    masoud.saadatfakhr got a reaction from alexandrb in car parts(tire-doors.etc)   
    as the parts of cars are limited to the map one day the will be needed(the game needed to be perfect)maybe oe time in the 30 days one car from no where maybe out of city should enter the city (like zombies entering from woods and bringing loots with them)and a survivor with it so we can take parts of it.
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