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ZombieHunter

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Everything posted by ZombieHunter

  1. If it were a zombie corpse I would just be dragging it on the ground, wouldn't bother picking it up.
  2. It would be a nice feature and quite feasible to make a DIY Fuel Tank expansion for generator. It wouldn't even need much new coding as it could use same code as Rain water collector and sinks. Barrel + Hose + Generator + Wrench. It would just drain barrel through gravity straight into the generator tank. One less task for player to constantly worry about is always a good QoL feature. This compensated by the amount of time and trips it would take player to fill up the barrel. Yes it is realistic Generator External Tanks - are not uncommon though they use a Vacuum Pump instead of Gravity.
  3. Yes because it would require making assets for every single car individually right now. Which would take a considerable amount of time. Though they said they will look into adding it - but no ETA
  4. Your character can't carry more than 50 lbs total. So unless your friend is a kid - there isn't much hope.
  5. Right now First Aid - is just a 2nd thought in gameplay mechanic and Zombie Infection is flip of the coin Mechanics ( For game that requires massive MMO level grinding even with boosters some respite is needed for players ) What would be interesting is if Zombie Infection was more of controlled and more diseases were prevalent as compensation. First Aid Changes: ============== Player now gets XP for "Identifying" the disease + Identifying Progression of disease ( medical checkup ) + Treatment of Disease. Zombie Infection using something similar to State of Decay 2 Blood Plague Mechanics ============ So a single bite isn't going to kill you But each bite \ injury inflicted by a zombie does randomly increase the the infection chance. Scratch ( 1 - 5% ) Laceration ( 5 - 15% ) Bite ( 40 - 60% ) The infection meter will slowly decrease over time by maintaining good health ( Ranging from 0.1% to 5% per day - based on Fittness, First Aid, Nutrition ) Once it reaches 100% there is no hope. What does this Do? It respects player time and investment. So they can have some respite and a way to save themselves. There can always be a server option for HC players - one bite one death. Parasites =========== Zombie Attacks now have chance of giving Parasites Which result in Increased Food Consumption Treated with Anti Parasite \ Herbal Remedy Will leave by it self after 7 days if untreated Uncleaned wounds chance of Bacterial Infection ============ Making Disinfectant and Clean bandages important Antibiotics - 100% Chance to remove infection single use Herbal Remedy - 50% Chance per day to remove infection Disinfectant - 40% Chance per day to remove infection Soap and water - 20% chance per day to remove infection Bacterial infection causes minor weakness to area affected + minor pain Viral Fever ============ Increased Water Consumption Temperature increased ( Heats up more easily ) Suffers moderate hit to Stamina Herbal Remedy decreases Temperature Pain Killers decreases temperature Recovery time based on Fittness + First aid of player affected ( 2 days to 5 days ) Sprain ============ Running with heavy load \ tripping - Depends on fitness level of affected and First aid of player applying bandagel Decrease movement Speed + Pain Treated with Ripped Sheets + pain killers ( Based on first aid skill recovery time from 1 day to 5 days ) Herbal Treatment reduces recovery time by 25% Toxic Gas =========== Use Mask to Prevent Toxic Gas in anywhere with many dead bodies - or military combat areas Results in Vomitting ( Temporary stun + Water loss ) + Decreased Vision Recovery 24 - 48 hours based on persons Fittness and First aid Skill level of person affected Summary: I think such changes would not only improve First Aid - But make death less flip of a coin and will respect players time and investment into the character.
  6. I think he means allocate points how they want to allocate - instead of having to choose traits like Gymnist \ Nimble \ etc that gives +1 to skills
  7. One thing that might add more life to End Game is certain buildings have not only specific operations but unique features to them. This adds more things for players to do Endgame that might take a lot of gear and creativity to accomplish Meta Game facilities =============== The other thing is adding a whole gameplay questline with major facilities like Water Towers \ Water Pumps \ Power Stations \ Sub Stations. Once the player has gained enough skill level - they can go toward these facilities to reactive the resources through a quest chain. Take for example ->>> Mill Creek Generating Station ( Coal Plant is Louisville Opened in the 70s ) Once the player arrives they are encountered with a large horde they need to deal with. Once they are able to clear the area enough to enter they need to discover what is wrong with the plant by locating the control center. They may find a panel when interacted with will find a bunch of red lights ( randomized issues ) This requires them to solve those issues by going to those areas and finding a manual. They may instead may find out that a manual is missing but a note is left by the Engineer that took it. They will need to go to the location get the manual to find the exact inputs they need to "fix" the device. Some machine may need certain scrap parts with certain amount of skill After all is said and done can bring temporary power back. The power may go out in the future for different causes - or a substation near a nearby town could be acting up. Requiring the player to first find the location and solving the issue there. Backup Generators for Large facilities ============== Large Buildings like Police Stations \ Hospitals \ Fire Stations \ Malls \ etc should have massive generator backups. Not only could these be potential fuel sources for the player the other option is player if they rank up their electrical skill \ Mechanics skill - could repair and turn them on. Bringing backup power to that facility. So not only would it take time to do ( grind out skills necessary ) could be used for locking out areas through mechanical locks that can only be activated after the generator is repaired. Closing Comments: ============= Such gameplay could make the Game World Feel more living and breathing. Where your actions can influence the game world. Even PvP game servers people may even take over such facilities to control power distribution.
  8. While Tailoring does let you repair clothes - it is a very limited skill that requires tearing up hundreds of cloth to get a few thread. Giving tailoring other useful benefits as you level it up would make it more meaningful to the player. Level 0 - Patch basic clothing with Cloth Level 1 - Patch basic Clothing with Denim + Leather Level 2 - Make Sheets from ripped cloth ( needle ) Level 3 - Make Bed Spread ( Right click on bed with 10 sheets ) upgrades bed to give +10 happiness +Minor Pain Relief Level 4 - Chance of getting thread from ripping clothing increased by 3% Level 5 - Trim - reduce clothing weight by 0.2 per item ( Right click on clothing with scissors ) Level 6 - Padding - reduce sound made by shoes by 25% ( right click on shoes with 2 sheets + nail + hammer ) Level 7 - Comfort Grip - Lowers endurance consumed by meele weapon by 20% ( right click on weapon with 4 sheets + 2 ripped leather ) Level 8 - Insulate Pack - Right click on Backpack adds Temperature insulation to keep things cold \ hot 50% longer Level 9 - Water Proofing - makes clothing resistant to getting wet by 90% and dries 3x faster ( right click on clothes with plastic and rubber scraps ) Level 10 - Repair Degradation removed Combination Skills Tailoring 2 + First Aid 1 = Craft Bandages Tailoring 5 + Electrical 4 = Insulate Room - Reduces noise by generator by 20% ( Right click on Generator with 30 sheets choose insulate room ) Tailoring 5 + Forging 5 = Chance of bugs spawning during investigative mode increased by 5%
  9. It would be nice if there was some setting to control how much the car gets slowed down by erosion growth offroad. Currently I feel it is a bit too much later in the game cars can move to a crawl, I got to get out every 20 feet and cut down baby trees with an axe Also would be nice of Undergrowth gets destroyed by cars but leaves no resources. After all 3 ton car vs Sapling Tree - the car is most likely going to win.
  10. Currently Electrical is one of the least meaningful skills in the game, since more than half the recipes require Engineer Profession to be even be used - which makes no sense. With Smoke Bombs being near useless in larger crowd, uses very rare materials ( ice pack ) also large crowds makes it useless as long as 1 zombie spots you, they all spot you making it ineffective. The Electric Skill Tree could use a Refresh so it is meaningful even without Engineer. Base: Level 0 - Dismantle Small Devices ( Walkies \ Watches \ Radios ) Level 1 - Dismantle Large Devices ( Tvs \ Computers ) Level 2 - Move Industrial Devices Level 3 - Create Noise Maker Level 4 - Radio Autotune - will find stations for you. Level 5 - Increase generator max output by 15% Level 6 - Upgrade Device energy Effeciency - Can upgrade house hold devices like Tvs and Lights to use less energy by 33% Level 7 - Upgrade Large Devices to use less Energy - Big Devices ( Refrigerators \ ovens ) by 10% Level 8 - Increase range of Generator by 25% Level 9 - Upgrade Devices level 2 - increase energy efficiency by a further 10% Level 10 - Electric Fencing ( stuns zombies when they attack and does minor damage also makes a small spark noise ) - requires dedicated generator to be attached Combination Electric 4 + Mechanic 4 = Reduce Generator noise range by 33% Electric 4 + metal working 2 + Carpentry 2 = Generator Shaft ( place near wall - right click on it add exhaust shaft ) - removes poison gas but causes 5% faster durability loss. Electric 10 + First Aid 5 = Lethal Electric Fence - Kills Zombies on attack Electric 3 + Mechanics 2 = Wide Beam - increases width of headlights Electric 4 + mechanics 2 + Metal working 2 = Wide Beam Spotlight tower - uses Car headlights on wooden pole powered by car batteries weighs 10lbs - lights up large area ========== I think such a Skill Tree would not only add independence to Electric Skill but drastically improve its meaingfulness to player for the amount of grind they spend ranking it up
  11. ITs just RNG - it took us about 30 hours to find our first one We found it in the Lumberyard North of Maldorough The Good news is a future update to Zomboid is adding Lock picking - which means you won't need Sledge hammers to open doors
  12. It could be solved by having "debug empty invisible nocollision" tiles It is a cheaty workaround but should fix it - if the actual issue is lack of associated tiles It would just mean painting in debug tiles - anytime in the building there is an "empty" space When player builds something on it - would just replace the "debug invisible tile" with a visible tile.
  13. If what you are asying is true about the outside - then I am 90% sure the reason is because of the Gaurdrails on the catwalk. I broke all the gaurdrails - and only after that this occured.
  14. Pretty sure it is a scripted event, one of those "mini" randomly generated stories
  15. So that floor there is made by me - it wasn't there originally. That entire area is now a Blue Rectangle at night. This is the Big Warehouse in Maldrough https://map.projectzomboid.com/#10634x9313x1280 Update 1: After further testing the bug seems to have a lot more issues than I previously thought it is not purely visual. 1. The area is not considered Outside ( see video ). After standing in the area with heavy rain - note I did not get wet. It does render the area as outside. 2. Through the Roof is not rendering - Might be part of the cause 3. This area is considered as a "Seperate" building. ( The Fridges in the area are not powered - while rest of Warehouse is ) Video:
  16. I have a zombie body problem and moving one at a time is taking forever. Is there a cart mod that is currently working? Thanks
  17. Thanks but to be fair it isn't really my solution. It is a solution that has been implemented in quite a few games in the past - so you need to thank Parkour games that made it more convenient for moving around the map. The Key to the system is the delay Though some games have implemented a Double Up method instead as an activator. Run to object holding Shift then tapping forward key a 2nd time to go through to maintain momentum as well as having confirmation to jump over
  18. Cars should have 360 vision when sitting idle With reduce and limited vision on rear when moving. It is odd that you can't see behind your car. one of the most fundamental and important aspect of driving a car and thing you learn in driving school before starting the car is to; Check Sideview and Rearview Mirrors.
  19. The problem actually is E is used for both opening and going through. So you can inadvertently close a window instead of going through it. Having a seperate set of keys removes that possibility ( and maintains player momentum running away ) - Simply being next to a window isn't enough you have to face it. So unless your constantly running into windows and walls like a blind mouse in a maze you should be fine
  20. Ah then ignore what I said ( though the history part is accurate ) All the cars and houses looked so old school I figured it was the 70s
  21. If they are standing behind the door - they will be breathing heavily and shuffling around.
  22. Most games solve it by adding a small Delay So it basically is run into window and if shift + forward is still being pressed goes through window. That way if you let go a bit earlier only thing that happens is you run into the window. Game can also check if window is open or closed - and avoid running through closed windows
  23. So I looked up a little history for it The First Welding Inverter ( Hilrac 400 ) was shown off in Essen Welding Fair in Germany 1977 Edit Zomboid is set in 1970s So it wouldn't have actually been in the U.S until probably 1980s.
  24. Investigative mode is basically "Heightened" senses. So it would only make sense you would hear things like Rumbling and moans behind trees more "easier" This could be demarcated by a red orb saying there is a suspicious "sound" source coming from that area
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