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Posts posted by ZombieHunter
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Besides cosmetic - there really isn't any purpose to add so many guns \ calibers
Since the weapon combat system is essentially RNG. RNG whether you hit, RNG whether you kill
For example just using
Rifle \ Pistol - ammo no caliber but with;
AP Round -> HIgher chance of destroying limbs of zombies \ Goes through armored heads of zombies
JHP Round -> HIgher chance of killing Zombie due to severe damage
Normal Round -> No Bonus
Shotgun has
Slug -> Knockback + high damage
Buckshot -> Higher chance of Limb Dismemberment
Birdshot -> Plentiful \ Low damage
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On 2/3/2024 at 6:59 PM, Axiomatic said:
If I remember correctly, basements are randomly assigned to buildings. Or maybe I'm thinking the TYPE of basement is randomly asigned. Or both. Its in one of the thursdoid posts.
I don't think basement assignment is random, but which basement you find is.
So Building A has a basement - but it could be Versoin A \ B \ C \ D \ etc
But some buildings have Fixed basement so it will always be Version A.
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Personally my main issue with guns is there real no sound muffling in the game.
Sound travels fixed distance no matter if trees or buildings are in the way.
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They were working on a piping system - but I don't think it is coming in next update. It was more of a test if I remember right.
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I doubt they will do an official 3rd party server.
Simply messy legally.
( not same as licensing official 3rd party host )
They also have their own internal server for testing
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No legitimate way of doing it
You got to use debug mode.
or
Just keep shooting gun in area until they come to you.
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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.
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18 hours ago, Nowthere27 said:
Correction, zombies don't care about PAIN, they still get injured/damaged though. I supposed you could shock a zombie enough to kill it.
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"
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On 9/28/2023 at 4:47 PM, Zer0DusT said:
copied ber baitum from reddit:
............ verbatim
On 9/28/2023 at 4:47 PM, Zer0DusT said:minecraft failed because the team didn't understand it was an unfolding game.
Minecraft is now officially the highest selling video game in history at 300 million copies.
On 9/28/2023 at 4:47 PM, Zer0DusT said:it's what the mods capitalize on, but not the main team, and then need a person to help them focus on that.
it would be the same for PZ, if not carefully assessed.
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.
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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
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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
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Another solution
"Hide empty containers" checkbox on top of inventory.
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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
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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
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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.
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Turn Zombie region respawn off
Put Peak Population Multiplier high.
Should have same effect
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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.
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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
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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
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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 ]
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45 minutes ago, PoshRocketeer said:
And yet still worth the effort. If we dismiss every single suggestion based on "it'd take a long time" then why bother making a game at all? It takes a long time to make.
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? -
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
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Since you have to carry things differently based on every item.
There are hundreds of items.
Very long.
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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.
Steam Cloud
in PZ Suggestions
Posted
Going to guess that because it isn't a single file but a bunch of small files ( map zone data ) it doesn't work like a normal save.