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ZombieHunter

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Everything posted by ZombieHunter

  1. Right now Medical skill is done by constantly injuring yourself through glass because every hit by a zombie has chance of infection. This is absolutely silly and not how doctors are trained anyway. A fast solution that can be implemented relatively quickly is - Corpse Practice. Which can just use same Mechanic as cars removing parts. Such as practice tying bandages on corpses. Practice Stitching on Corpses. Practice removing organs on corpses. This would make corpses beneficial to the player. So version 1 - would just be right click on corpse -> Practice Medical -> Options listed. Organs gives the most XP but only one time per corpse. Everything else can be done multiple times per corpse but for less xp after first time. Version 2 can be involved further if necessary.
  2. My statement was correct. They don't care about injury. Caring about injury and getting injured are two seperate things. "I don't care if I lose the volleyball tournament" vs "I lost the volleyball tournament"
  3. ............ verbatim Minecraft is now officially the highest selling video game in history at 300 million copies. Mods use the framework the developers setup. The developers are the ones who have to overhaul that framework. Creating the framework everything else is built upon takes time because a single mistake in thousands of lines of code can cause crashes, leaks or worst case scenario sentient rogue Ai that tries to take over the world ( security hazards for users by opening up parts not meant to be opened ) Games like Fortnite which probably is why people are confused have rapid content is because they have essentially 3 -4 teams working at various stages of content. You have your main development team and 2 - 3 content teams this is hundreds of employees. PZ has like 20 if not less and of that some are contract employees.
  4. It would probably need a heavy rewrite of weapons to accomplish it but if done probably would provide a powerful framework for weapon customization in the long run. Which can be applied to both Meele and Ranged One possible solution; Gun base define parts ( not damage ) Parts are tagged Magazine - Mag \ Bolt ( Bolt would be all single fire including crossbow \ arrow ) Stock - 0 \ 1 ( yes or no ) if yes change model part or if blank keep default [ 0 - means no variable options ] Barrel - 0 \ 1 ( yes or no ) if yes change model part or if blank keep default Accessories - # ( number possible to be added ) Accessory tags - which tags allowed in each group Then below that each Part is defined separately Could be made as an XML sheet to make it easier to add and modify weapons
  5. Electric fences won't have much effect. Most fences are not designed to kill but stun Farm and Park electric fence is 5,000 volts Military base fence is about 10,000 volts In comparison a cop taser is 50,000 volts As zombies don't care about injury - it will stun them but they will break through. Chain link fence deternt is injury. So it will more likely tangle them up then kill them. Most effective defenses will likely be more from ancient times Pitfall traps with spikes Cheval de frise etc
  6. Another solution "Hide empty containers" checkbox on top of inventory.
  7. Its a good idea - wouldn't be surprised if it is a thing in the future. I wonder if they will ever add animated objects Instead of just something like frame state objects
  8. That would certainly be useful. I would support it I think the main issue with First Aid is grinding it is absolutely comical. Which involves repeatedly injuring your self - mostly through broken glass. There is also very little benefit from first aid. In order for First aid to be meaningful it likely would need to be overhauled
  9. Yes and No. Since you can Choose the Peak Day That means the Horde keeps growing slowly over time. So Peak day 356. Zombies will keep "increasing" until day 356 upto the Multiplier amount. So yes - if you never visited the area for months it will have larger population But if you are in starting area it will only look like small number is respawning up until end of the year where spawns stops.
  10. Turn Zombie region respawn off Put Peak Population Multiplier high. Should have same effect
  11. NPC is planned but it will likely be 1 year + until we see them. Next major build is 42 - which overhauls crafting and adds animal husbandry + animal hunting. It also adds basements.
  12. It isn't a bad idea for those that want some casual play with some consequences But until then i suggest Skill recovery journal which does that. In the mod settings - you can adjust how much xp you gain back https://steamcommunity.com/sharedfiles/filedetails/?id=2503622437
  13. I think this was actually planed for NPC update They need 2 major changes for it to happen 1. Map Completion 2. New Map Layer Zoning The New Zoning actually will give them control of having special NPC events in a region. Which include things like zombie hordes They also mentioned the new zoning will change how black outs and water outage works. Instead of just 100% blackout everywhere - it can be regional blackouts
  14. While cars are great the current implementation does have issues Training mechanics in multiplayer is boring Issue: Since you really are just "swapping out parts" to constantly level up there is very little benefit to the player. Also in multiplayer is boring just repetitively removing and reinstalling parts. Suggestion: These are actions can be done by player on the car in mechanics screen. The Mintenance lines replace the previous when when obtained You get massive XP for doing thiese actions. But they are limited to how often you can do it. Basic Checkup ( level 1 mechanic ) - Can only be done once a day per car. Default takes 2 hours. This gives car 3 day buff to fuel efficiency Basic Maintenance ( level 2 mechanic ) Can only be done once every 72 hours - increases health of random parts health ( except glass ) by 1 - 5% Tune Up ( Level 3 mechanic ) - increases car horse power by 100 once but has chance to reduce engine hp by 1 -3% every time it fails. This becomes 0% at level 5 mechanic. [ Level 3 you can drive 35% max speed off road ] Advanced Maintenance ( level 5 ) - Repair effectiveness can no longer go below 50% on further repairs. ( Stops diminishing returns at 50% ) Once every 72 hours [ Level 5 you can drive 65% max speed off road ] Expert Maintenance ( level 7 ) - Repair effectiveness diminishing returns do not go below 75% Once every 50 hours [ Level 7 you can drive 80% max speed off road ]
  15. Infinite vs Limited resources. Since there is no infinite number of staff to do infinite amount of work. Game Developers pick what resources to best spend effort on. The more time you spend on one thing, less time you can spend on something else. They are already planning on converting all 2D sprites to 3D models - that was Mr. Rockstars job. Animators also are one of the most demanding jobs in that regard. They could use simple rigs and try to fit models fit one of 4 - 5 basic setups. But there are going to be many outliers. So it comes down to will showing every single item being able to be held - worth dedicating time into? Or are there better things better spent time on?
  16. I think that imight be where concrete might play a role in the future in making invulnerable walls. Who knows we may see it in build 42 when blacksmithing is added
  17. Since you have to carry things differently based on every item. There are hundreds of items. Very long.
  18. I think most common mistake people make is thinking it is the liquid that explodes. That isn't true. This a common misconception thanks to movies, tv and Michael Bay. Mostly Michael Bay. If you shoot a Full Can of fuel with a gun there will be no explosion if the bullet passes through the liquid. Instead you will just cause it to leak out. As the liquid it self isn't flammable but it is actually the gas released by the liquid that is burning. Gasoline releases the vapor at very low temperatures even at -40 F Higher the temperature the more gas that comes out.
  19. 1. Remove Pen requirement for writing and using maps Issue: Unnecessary clutter in inventory. You are adding 4 - 5 lines in inventory scrolling just for all the colors of the pens Pens have ink which makes it unnecessary micromanagement 2. Ability to use Map while Reading and exercising Issue: While reading, the player can do nothing but stare at their screen watching character read. By having access to the map at least, player can plan what to do after reading. Instead of just starring at the screen twiddling their fingers. Reminder - Multiplayer DOES NOT have fast forward. 3. Option not to Unequip Bags while Exercising or Automatically re-equip everything after. Issue: After exercising player has to manually re-equip everything including many of their hotbar slots. This is just tedious micromanagement. Suggestion: Make it a Gameplay Option on Client Side. Unequip Bags while exercising for those that want that "lore immersion" Or just make game save character equipment loadout before exercising then reload that loadout when done. 4. Decrease Trap Distance to 35. Issue: Currently there is no way to know how much 75 - 80 tiles away something is. So if you accidently walk in that circle it borks the trap for an entire day. 75 also being a massive radius which is 3x the generator. Suggestion: This will make it harder to accidently walk into the radius 5. Visual Show bait state of trap Issue: Currently you can only visually see if the trap is triggered or not You got to right click on it to see if its baited Suggestion: Instead just like how shelves show random items on it when it has things inside Have bait have image showing random food on it when its baited.
  20. There are very few options already for mass killing zombies As in the only option is literally fire. So no thanks.
  21. I meant more like a PIR Sensor Camera They had those back even in the 80s It didn't transmit visual images but recorded heat radiation movement In areas with high security - these were pretty common
  22. The Single Player UI for mods is over 9000x better than the Multiplayer host one when picking mods. First you got to pick the mods then go to 2nd screen to remove unncessary mods there is 4 - 5 extra steps. This would be a HUGE QoL feature to make mod selection when hosting easier for multiplayer Single Player one Shows Notes on all the Mods Shows mods with missing dependencies Can easily activate and deactivate Large UI Multiplayer Zero of features listed above Also requires to scroll down and select each one manually and keep rescrolling each time
  23. Electrician really doesn't have much purpose - with really rare materials to make the items such as Cold Pack and Sparkler Majority of the items are only useful against other players Only one useful against zombies is fire bomb Suggestion: Increase Generator Range - higher the skill better range you can modify generator Decrease Generator noise - higher skill lower noise Radio Motion sensor - you set motion sensor to frequency place it. Then it sends signal to device like a light or volume adjustable alarm on that frequency Camera motion sensor - sends signal to Light device tells you how many enemies are being picked up by motion sensor Self arming bear trap - rearms every 30s. Can kill or break legs of zombies Axe door way trap. Can insta kill zombie Self arming axe door way trap - resets in 30s Reduce power consumption of device by 30% + 6.5% per level etc
  24. Games have cheated this mechanic for decades To give an illusion you are inside they actually teleport you to a location ( usually underground ) to simulate the interior of something. Even mods that have this do something similar With that said the Cars could really use a code overhaul So it can support better car modding There was a plan back originally 2 major builds ago
  25. That was the article I actually was looking for earlier
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