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ZombieHunter

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Everything posted by ZombieHunter

  1. You probably don't want to cauterize a scratch - that would be insane. That would be like cutting your arm off because you got a papercut. Cauterizing though would be a nice idea for heavy bleeding. Put Metal Bar in Camp Fire - so its heated. Then use it to cauterize. Will stop heavy bleeding - ( Player does not lose HP when changing bandage ) Will decrease chance of infection from dirty bandage But player will be weak with that body part for 2 - 3 days ( based on site of wound ) Requires 5 - 7 day of bandages
  2. While the idea of Exercise is nice it does have some noticeable problems 1. The Biggest one being - You have to actually exercise ( Explained below ) 2. It doesn't count normal activity toward exercise Normal Activities such as; 1. Running 2. Carrying heavy loads 3. Running while squatting Even though they all are going to work the same muscle groups as "exercise" do not add to "Regularity" bar. Issue 3: The System currently is a new "AFK" system The game has enough AFK systems as it is - it does not need more. AFK \ Monotony Systems; 1. Reading - Player does nothing but stare at screen. 2. Healing - When you have a splint or fracture in multiplayer - you basically can't do anything but sit around base waiting for it to heal for hours on end. ( This could be fixed by reducing multiplayer healing times by 50% and reducing negative effects by 50% ) 3. Exercise - Press button wait 3 - 6 minutes for it to finish. ( Could be fixed by Rhythm minigame - amount of accurate hits you do more xp you gain - but endurance drain on every "complete" attempt. Arrow key minigame runs for 30s - example Rocksmith, beat saber, crypt of necrodancer, etc ) 4. Crafting Leveling up - While Crafting Technically isn't an "AFK" system" - the default values are a big monotony systems - where even if you reading the book the amount of activities you need to do to gain 1 level is quite insane. TV and Radio at least lets players do other things while gaining skill points.
  3. When players want to quickly move through the enviroment - it feels like a chore having to either Hold E or right click. It would be nice if simply holding shift and facing the object it wlil auto climb similar to how games like Assassins creed \ Division \ etc work. That way when players want to quickly escape from a dicey situation - they are able to
  4. I dunno why - but i feel bad for the character. Desperately looking for medical attention and dies before they can get there
  5. Video: Because of the color of the Barrier and Sidewalk are exactly the same and the way the cutaway camera works it makes it look as if there is no "wall" there at all. Also if you look at the crack on the top right you will notice that the amount of visual information the barrier actually "hides" is almost nothing. So it seems almost unncessary to have the barrier to be cutaway visually at all. Issue: Because the information is visually misleading - can result in players temporarily thinking an invisible wall exists when running away they will likely not be aware such a "structure" is there blocking their path Suggestion: Either remove barrier from cutaway rendering or Change barrier color to be more visually distinct from sidewalk
  6. Who is crying bad mechanics are bad mechanics. Your excuse is a classic cop out.
  7. Its been in Early Access for almost a decade.
  8. I agree its a really annoying mechanic zombies attacking your base for no apparent reason, I have been mentioning it for more then a year. I remember a Dev replied one time saying something along the lines as, "This isn't intentional behaviour - they are programmed just to attack destructible items as they randomly bump into it - the problem is zombies spawn around the player which causes a higher chance of them bumping into it. This "Bumping into it" is what results in a chain reaction since the noise a zombie bumping makes attracts more zombies resulting in a domino effect. ----- The solution I proposed at the time I believe was make various attack strengths of zombies So Regular bumping not only does no damage - but after 4 - 5s they stop and wander off if they get no response. So it still has the same "effect" of terror but not the annoying damage consequences. This also creates "counter-play" by shutting down all noise in the building to let the zombie "wander off"
  9. You should probably take a break from the game - play other games like Dying Light, Metal Gear Survive, State of Decay 2 Come back after NPC update drops
  10. Personally when it comes to Zombie Games my rating would have been Dying LIght 1 ( Haven't played 2 yet ) State of Decay 2 ( excited for state of decay 3 - and yes they fixed a lot of issues on SoD 2 ) MGS Survive - ( It gets a bad rap but has amazing mechanics ) Then Project Zomboid The problem with zomboid in my opinion it feels like it prioritizes realism over fun ( randomly - more on that below ) and quantity over quality. Combat is Essentially RNG Zombies randomly attack buildings you are in even if you make no noise. Inventory is basically an Excel Spread sheet Then Random applications of Realism For example so many kitchens have no knives ( Intentional? bug? oversight? no idea ) 54% of people from Kentucky in real life own a gun. Realistically speaking every other zombie should have a gun or bullet. Yet nearly 3,300 tons of fire arms are non existent. Basically Zomboid is a great idea - having a big open world survival. but I think its focusing on all the wrong places and need to focus on more creative solutions for the player to deal with zombie threat.
  11. Yes and it would be great to fix these issues before 1.0 Hits. Since I am giving them the exact location - it should be an easy fix.
  12. Location: https://map.projectzomboid.com/#0.5391728724312648,0.30166300326974493,190.7924332881379 Issue: The window on the left side of the House is Unpathable due to the Arm Char too close to the kitchen Cabinet
  13. Its still done by Fuel Stick. The reason being 1. Its 100% reliable. 2. It can be done immediately on drop off 3. It doesn't require having special truck and special hoses so there is universal standard The gauges you are thinking about is probably for Gas station owners to know if there is a leak There is also a an audio sensor for the Driver to know when the tank is full ( but in most cases the station owner orders a specific amount of gas, so its rare for it to spill.
  14. That's the thing, you really don't each individual item to have its own recipes. You can use a Smarter Efficient system by using simple tag ( backend ) For example any item tagged as "packed" automatically gets an unpack option. While items tagged with: packable have an option to be "packed" a separate line added to packquantity - to determine how many. This would cut down heavily on recipe lists.
  15. One thing that might be nice is Gas stations having a Fuel tank, You need to use a crowbar to lift the lid but once you do that right click to check gas level. Which reports how many barrels of gas remains in the gas station reservoir tank.
  16. One of things which really irks me is the GUI for crafting. It's just massive and not in a good way because of all the redundancy ( unpacking an item is "crafting " ) Crafting Tables - which can be made or found in garages of houses \ industries \ etc would help clean up alot of the crafting GUI. Especially if you had specific recipes for benches and improved efficiency recipes for said tables. For example player with a log + Saw can only make 2 planks for 1 log. If you use a Carpenter Bench you make 5 planks for 1 log.
  17. They are also against the idea of Solar Panels - so that's out the question.
  18. That is Slang British not Proper British. Proper British Fanny means butt also.
  19. Considering how the fuel system currently works in the game - you would run out of juice so fast it would be virtually pointless without a modded fuel system I am all for it mind you, just saying it wouldn't be viable in vanilla.
  20. Right now it feels Zombies are still way to attracted by players inside buildings. The reason being in real life there is a lot of ambient sound especially in the 70s - 80s. Crickets \ Frogs \ Birds \ Wind \ etc. When a Wall is involved there needs to be a bigger decrease in sound propagation beyond the wall. As well as improving it by Having 3 Zombie States. 1. Wandering - does no damage to structures 2. Curious - Minor damage to structures 3. Agro - starts damaging structures but on a cool down if it has no visual confirmation. After a specific period of time if it gets no stimulus goes back to stage 1. This kind of behaviour method would stop buildings look like a tornado passed through. While at the same time maintaining the "zombie aesthetic"
  21. Updating previous Cells Randomly to add "events" as opposed to adding events only in "non explored cells" would make the world feel more "Alive" As if other survivors unbeknownst to the player are also there. For example you loot a house and two weeks later you go back to the same area and you notice the windows boarded up. The player knows they didn't do it, and explore it to find an abandoned house with some supplies. It may result in a chain where they find a note with a map, as if telling someone they are expecting to go to "x" location. When you arrive you find dead body with a journal. These aren't exactly the "Traditional quests" but more of a way to "repopulate" visited areas more realistically while at the same time adding more life to the world.
  22. In a future update at an unknown time ( though still being worked on ) NPCs will be added to the game. So I am guessing that will be more Endgame focused where you can "Rebuild" humanity sort of thing.
  23. With the new animation patch hopefully coming out before December, I hope Build 42 does a UI overhaul. To put it frankly it is extremely inefficient especially crafting. Where you are looking through hundreds of recipes some with simple variations of actions. Using Flags as filters for recipes to hide irrelevant recipes and only showing them at the appropriate time would go a long way. Especially recipes only showing when interacting with a "Crafting table style objects" instead of simply being near it. The Hotslot system was a great improvement but again could be improved upon and fleshed out. Using something similar to the Defiance Loadout system using a Gear Wheel with some necessary time to "switch loadouts" with an animation of rifling through your backpack. Having Utility \ Ability Gear specific Equipment slots would also add toward the ingenuity of man. For example Backpack Strap slot that lets players "equip" backpack mods. ( Can only equip one - giving players choice how to "mod" their gear ) For example A Storage slot that increases weight carried A Small Weapon Slot - which lets you quick equip a small weapon like a Knife Flashlight Slot - lets players equip a small flashlight strapped to their backpack. Which is activated on special key press. There is a lot of cool possibilities of stream lining the UI and making it look less cluttery of a Microsoft Excel Sheet and more of a clean effecient game.
  24. Using Client \ Server prediction means there is always going to be a chance of Desync especially with authority is based on the server. One possible option in dealing with Desync instead is to treat pathing more like a Bullet hell projectile path based on velocity instead of a homing missile that constantly changes path. That way the faster the zombie is moving the more likely it is expected to "Overshoot" the target instead of making a drastic course correction. The Red Dots = Zombies The Blue Dot = Player In this model the Server gives A Shotgun Type Fixed Predictive points on where to travel The client announces if a "Collision" occured - so zombies will "Overshoot" often but that also gives players an advantage that constantly zig zagging and changing directions is one viable tactic to avoid zombies. That way you Zombies pretty much are always following server points and only making corrections when a collision occurs in a zone around the player.
  25. I am not saying the idea isn't necessary, I am saying there are unnecessary redundancies. Of course in Hypocrisy there isn't a better example than you is there? You complain my suggestions are not "realistic" - now you argue when I suggest corrections to make them realistic. You seem to want the cake and eat it too.
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