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undeadryker

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Everything posted by undeadryker

  1. IMO first aid is already quite useful on its own. It's how you need to level it up that's the issue especially when it comes to singleplayer. That's why thin-skinned is so useful, because no one should be looking to get injured to begin with. There should be another way to get First Aid experience. Your solution for Problem 1: Increasing the effects of thin-skinned is definitely necessary to make it riskier. But as for randomly getting damaged in every day tasks? Not a good idea. If anything, that specifically should be for the clumsy trait and the panic and tired moodles. Your solution for Problem 2: For bandaging and staunching the flow, that's "already in the game" to a degree. Bandages get dirtier faster and risk of infection is higher (combine that with the bandages being dirtier faster and you can see how bad that is). IIRC dirty bandages also fall off/expire faster which leads to exposed wounds, although that is just a personal anecdote. Not a fan of your solution, as even someone with no basic first aid experience will know that "blood out of body = bad. Stop blood coming out = good". I'm 100% on board for the sewing wounds restriction though. Your solution for Problem 3: Being infected by the "I wanna eat brains disease" should be reworked in general. Your character feeling anxious after getting bitten (duh) or scratched is a huge indicator that they're doomed. That's certainly an interesting idea/concept. I can see it being more useful in multiplayer if they make infection less obvious and deadly. But even then if you see someone keel over, you can expect them to get up near instantaneously. Your solution for Problem 4: 100% on board. I'd be fine with it never actually suppressing panic if it makes it too powerful, but at least allowing Hemophobic players to perform first aid on others when they have plenty of experience would be useful.
  2. Eh, I disagree and I'd say it's more natural. From a first person perspective, holding the gun down provides a visual advantage over to someone holding the gun up. When you hold the gun pointed up like pic related (great series btw), you're basically obscuring one side of your view which is detrimental. For realism: no thanks. For taticool though?: sure.
  3. I support #2, but instead of controlling the camera for the player, the player should be able to enter combat mode to pan similar to how combat mode is on foot, perhaps even pan further away than normal. This should only work when panning in the direction the car is moving obviously.
  4. Even just the option to automatically hide all walls that are in front of the player would be nice, even if it does make maps feel emptier than they should be. Players approaching from the bottom up will have less blindspots than a player approaching from the top down which is unfair and doesn't make sense. Edit: I should clarify about the option: all walls that face to the north-west and north-east that the player is behind (at the top), regardless of distance, should be hidden/transparent.
  5. That sounds like an interesting concept, but using "lightning and thunderstorms" in the same sentence as "helicopter events" makes me think that the thunderstorm follows the player in some way. Also, it could severely displace the horde and inadvertently make mid-late game easier if certain areas of the map tends to be stormier than others especially with its advanced weather system. Especially since storms travel, it can just group up all the zombies and carry them to the edges of the map where you can easily avoid them all. There should absolutely be something as drastic and impactful as a helicopter event mid-late game though. I initially thought of a singular bomb dropping that could wipe out an entire area from the outside world to try and clear out the infection. Just one huge single bomb that can be predicted through the use of a radio that can periodically go off (typically in cities and maybe rarely near the player) which not only causes a huge boom but a loud noise that will draw more zombies to it.
  6. I agree, which is worry #1, that it might be too overpowered. I do want the minigun to be somewhat of a late game weapon if the player manages to survive that far, let alone find the ammo to load it (that it would absolutely CHEW through, don't forget) and transport it to their desired location of choice. I can't really see it being used outside of a REALLY defensive playstyle, and even then if you use it you're a sitting duck with how loud it would be and you can easily get sniped in a player vs. player scenario. I'm hoping for the mounted weapons to be a situational weapon that just excels at one single purpose but sucks at everything else. I don't think there's anything wrong with a powerful tool on it's own as long as the player really works for it. If it's really difficult to get, I don't see why they wouldn't deserve it!
  7. Hey! This is my first suggestion post and I already looked to see if there was an elaborate suggestion of the idea of mounted weaponry but I wasn't able to find any on this forum. I even looked into the most commonly suggested ideas thread and I haven't found anything like what I had in mind either. Regardless I'm still a bit nervous that maybe there was already such an idea suggested so please bear with me! This idea was born from me talking with my friend who is a fan of Factorio, maybe looking to get Zomboid in the future. Just pretend that's a zombie. Or a bandit coincidentally dressed as a baseball player. Or a zombified bandit dressed as a baseball player. Ka-POW! Why? Base building in Zomboid is an underrated mechanic of the game. However currently, base building in general seems to not be worth defending especially in late game with the tendency of zombies grouping up into overwhelming hordes and soon with the introduction of NPCs/bandits. Not only that, but you'd think there would be more evidence of certain attempts at containing the infection to certain areas and cities before getting overwhelmed. But outside of base building, it's rare that you can have creative and fun ways to kill hordes outside of throwing a molly on them and calling it a day. And also, isn't it weird that you walk into a sports store in America, a country proud of baseball as its historical pastime, not even a pitching machine can be found? Introducing: Mounted heavy weaponry! And no, they aren't automatic turrets. I'm talking about big, bulky pieces of machinery that you would have to deploy down in the world, load, and then mount to fire. That includes, but doesn't have to be limited to: baseball pitching machines, tennis ball machines, and the good old fashioned zombie fan favorite, the mounted minigun. For the purpose of this idea, I will only be concerned with baseball pitching and tennis ball machines, and the mounted minigun. There are many benefits and caveats to each of them and for the purpose of this post I don't want to be writing an essay. Implementation: Outside of Zomboid stories, they will typically be found in areas you'd think to find them. For example the baseball pitching machines and the tennis ball machines would be found inside sports stores and even out on a field/court, and schools. Heavy mounted firearms like the minigun would obviously only be found in military bases. Operating all of the weapons have three things in common: They must be placed on the ground pointed in a direction beforehand. With ball machines it's stricter since they can only fire straight (but amount of force can be adjusted somewhat to preference to cover desired distance). With the minigun can fire to roughly 70 degrees each side, but still optimal placement is required. The second thing they have in common with each other is that they are a royal pain to load and often take strenuous and tedious work (and not to mention planning, to make the most efficient use out of them). And lastly, moving/repositioning them is a hassle. All of those things they have in common is fitting as if added, because they'd be drawbacks as potentially the most powerful tools the players will have at their disposal. For the miniguns, no, you cannot embrace your inner Rambo and fire the damn thing from the hip. It's literally impossible to do that even as a bodybuilder who sprints 10 miles a day and benches 150lbs. I mean, I guess the game could still technically allow that for muh realism, but with realistic drawbacks that fits roleplaying as an idiot. IIRC the force of the weapon firing can be well over 200lbs (not including the weight of the weapon AND ammo) and not only would you pose a danger to yourself and EVERYTHING around you, you can easily injure your arms and hands which is the obvious. Speaking of minigun ammo, it's hard to say EXACTLY how much ammo would be available for the miniguns at a base. I'm not familiar with that. They may be stockpiled for all I know but at the same time, would the military really be expecting sieges from its own civilians? I feel like that can get complicated and debatable and I'd love to hear what you guys think. But for stories that involve miniguns at checkpoints and holdout zones, they could most likely be in poor condition, out of ammo or VERY low ammo for story and balance reasons. As for the ball machines, they can be a viable alternative that not only have plenty of baseballs and tennis balls available, but they are also silent! And adding the balls into Project Zomboid provides loads of other opportunities, such as stealth where you'd throw a ball to force it to make a noise or break a window or as an improvised projectile to get a single zombie's attention from afar. Maybe that same system could also be used for throwing rocks foraged as well a la Far Cry 3. Hell, you could probably even have something to pass the time and reduce character boredom by playing baseball with a machine or sending a baseball at a zombie's head with a bat? This idea has many possibilities that it can serve as the foundation for other mechanics! Conclusion: I clearly only want this idea added so I can see Spiffo in his infamous plank pose waiting for a baseball pitching machine to launch a baseball at him. Would make for a cute update image IMO. So what do you guys think? Anything you want me to elaborate on? Any ideas for balancing the minigun ammo so you aren't set for life if you find a military base or luck out with a story?
  8. I just did a lot of changes to the Survival Guide (probably more than what's considered healthy in a timespan). I'll look over it more another time but in the meantime any more feedback or changes are welcome. But its translated versions definitely need updating, especially with the new list and all for the UI, since English is my only language I feel I'm even remotely okay at. Expanding the furniture menu feels a bit strange since it's supposed to be an introduction to the user interface but I'll probably segregate it into its own little section about working the furniture menu. Not to say I didn't change anything about it, but I think it's looking much better now. See for yourself! Working great for me now!
  9. Looks great! I noticed that the information is repeated from the infobox in the article itself such as it being a 6-seater. Are those leftovers or placeholders? Here's a new version of InterfaceGuide.png I wanted to upload on the wiki since it was missing the Furniture Options icon on its interface but I didn't have permission to overwrite it: Because of the ordering of the numbers and new addition, I have a new list that can be copied and pasted over the old list in the Interface section of the Survival Guide. 1) [[Player|Player character]] (you!)<br> 2) Primary equip, usually for weapons or tools<br> 3) Secondary equip, either for carrying [[Items#Baggage|portable containers]] or two-handed weapons<br> 4) [[Inventory|Inventory menu]]<br> 5) Character status menu<br> 6) [[Crafting|Crafting menu]]<br> 7) [[Controls#Build.2FMove_Mode|Furniture move/build mode]]<br> 8) Current time. Only shown when carrying a device that shows time ([[Alarm Clock]], [[Digital Watch]])<br> 9) Time controls, for pausing or accelerating time<br> 10) [[Moodles]], which shows any modifiers on your character
  10. I am definitely not responsible enough to handle all of those changes but I did some miscellaneous quality-of-life changes like fixing redirects, adding/updating some pictures, and rewording. However I tried to make the General game tips page a redirect to the Survival Guide but I got my privileges removed temporarily by an automated system for trying to "blank out" that page. I was hoping to move all the information from that page to a technical-related page. Whoops!
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