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ZombieHunter

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Everything posted by ZombieHunter

  1. The good news is - they are starting to redo GUI \ Interactions with this update as well. So hopefully we are going to get a pretty big QoL changes in the coming months. For those who haven't read it already, the GUI changes coming. https://projectzomboid.com/blog/2019/10/thermal-expansion/
  2. Normal Viral diseases ( cold ) you don't give Anti Virals ( unless they are suffering from an immunicompromised state ) You generally only give it in cases like Herpes \ Encephalitis \ etc. Rabies requires hospitalization it isn't something you treat walking around. It is an unnecessary mechanic that has no game play value unless it was a management style game. General treatment for standard viral diseases is just supportive therapy.
  3. My definition of Luxury is not of time, but of computer resources. I am a person who always promotes more functionality than form. For example Animation update is great because it provides new functionality as well as form. It adds value to the game much more than visuals by allowing things which were not able to be done before. Puddles and Skyboxes adds nothing of real value. Just because something can be done doesn't always mean it needs to be done. In case of Shaders I think something far more functionally and visually pleasing would be the ability to use Spray paint on the ground and walls. Either using pre-set designs or allowing totally hand made ones - similar to how its done on the map ( this case though player made is probably not a great idea ) .
  4. That would be in a normal scenario when living people exist to cause water consumption. But in the end of the world when only you ( and or your friends ) are alive to use that water? The only issue would be underground leaking pipes that cause that water to slowly lose pressure.
  5. That was the problem I was mentioning earlier, if its perpendicular to the axis its fine, its when in an angle not perpendicular things go whacky. Realistically speaking you would naturally go for the head, there wouldn't be any "miss" involved. There really is no reason for a player to ever miss in this scenario. There isn't any sort of "fine control" in this game required similar to a First Person shooter. Which is why it would be better to create a different gameplay mechanic to compensate for the odd behavior of the player deciding to hit the chest instead of the head. Which means alternate mechanics such as damaging the chest and legs prevents the zombie from getting up and forces it to crawl.
  6. That is the thing - Rain water adds the challenge of boiling it or using a method of sanitizing it first. Tap water \ office water - has no inherent risks. Honestly speaking I don't think water should ever shut down. Most water pressure is maintained by water towers in these remote towns. It would be cool if they added a water tower + generator pump ( need to fill with barrels of gas ) to "restart" the water pressure. So for those people that do 6+ months you essentially have a "side objective" of restarting basic elements your self. Which would take significant amount of time to get enough fuel there to turn it back on. Or even having to repair the generator first.
  7. Actually it wouldn't be OP it is a skill check. It only would knock them during the animation of them getting up - would have no effect otherwise. Which requires timing in skill. That is one thing missing with Zomboid - there are very few skill based mechanics that require timing, its all RNG based. Knife use for example was Skill Based and still is - you have to time your attack as they lunge to get the kill. Otherwise it is just a meaningless stab. For me my issue is when the zombie is an angle. If the zombie lies perpendicular to the plane of axis 0 \ 90 it registers fine If it lies in an angle and I am at the chest facing the head, it either hits chest or head. I have to reposistion my self completely to the otherside only to where head hitbox is to make sure I hit the head only. Right now recording it isn't possible for me until my host gets a multiplayer version up.
  8. What I personally find funny with that ideology is when they added reflections to windows of cars of the skymap and puddles. That feels more like "luxury" unnecessary content that adds no gameplay value and eats up an unnecessary amount of resource.
  9. Balance wise it would be a tad overpowered because tap water is clean water. But incase you didn't know if you keep cooking pans and buckets outside in the rain it collects water. Also you can craft rain collection barrels. Just make sure to boil the water first.
  10. But if you want to "speak" freely - why not use global then for freely and local for roleplay?
  11. Not a fan of the new head stopping mechanic. Even being a pixel off means the player does no damage. Realistically speaking how does a person "not know" how to aim for the head? This whole "head" positional mechanic is not fun game play mechanic. Optional Solutions; 1. 2 separate animations based on what area is being targeted. If the player is able to "Target" the head - they do a head stomping animation like normal. If the player is not near the head - does a windup ( football ) kick animation instead - which "knocks them down" if they try to get up. This way the player gets "visual" feedback based on the animation if they are hitting the head or not. As well as different gameplay mechanics based on the location being hit. 2. Distance from head determines damage The closer you are to the head the more "head" damage you do. If you are ontop of the head or relative proximity to the head you do critical damage.
  12. Ya I am talking about light sources and craftable light sources. I feel like this would help players feel like they are doing everything in their power to survive by being creative.
  13. Slightly lateral to that, Cleaning should give first aid XP - considering cleaning wounds and the body is both sanitation.
  14. Dried Tabbaco leaves is what Cigars are made from.
  15. This also exists using admin mode by hosting a multiplayer game ( you can still play solo )
  16. I have to agree on the 2nd part, it was a really silly idea you need to move your body next to the head for "realism" Realism the player would automatically know to go for the head and not waste time kicking the body. Instead it should have been focused on gameplay, where the closer you are to the head the higher chance for a crit kill. Further you are away the less damage you do, but you still should do damage.
  17. I am already a modder - I have modded other games
  18. Build 41 is great but I do feel combat needs to be balanced to allow players to play smart. Player ARM Defense For example Being bitten vs Grapple. An Early form of protection should be Magazines + duct tape. Player wraps 3 magazines around their forearm and has duct tape holding it. This 100% prevents bites to their fore arm. The downside is it also causes a "grapple" The player is stuck in the grapple and 1 arm becomes "restricted" - so player is limited to 1 handed weapons. If the player has high strength - can push the zed down and do a finisher. This of course is a bad idea against a group as you are now much easier to knock down. Player with high strength can also push the enemy out of the grapple. Low strength players will have to repeatedly hit the zombie until it breaks its hold. The Durability of the Magazine armor is extremely low. Next tier level is double layered leather. Final Tier is crafted sheet metal but slow you down,, reduces accuracy if you are low on strength, also increase stamina drain. But has very little durability loss. This gives player a defensive option but also has negative side effect of it. Spears Should have a "Minimum" thrust distance. If you try to thrust a zombie within that distance the player should just push the zombie away instead. Clubs \ Blunt 2 handed - should have more knockback groups and higher chance to knock down, but less chance to insta kill when an enemy is standing ( but does insta kill when enemy is knocked down ) 1 handed - Has medium chance to knock down single target, causes prolonged knock down, takes 1 - 3 hits to kill when on the ground. Loses durability slowly Blades Has chance to instant kill Little to no knock back Loses durability faster Pellet shotgun Can instant kill groups of zombies at short range 2 -5 tiles away. Drastic drop off in damage after 5 tiles At 1 - 2 tiles player does push back animation Loud noise Slug Shotgun Can hit multiple targets in a line but more likely to knock them down instead of killing them. Medium Noise Automatic Rifle High accuracy medium range 4 - 10 tiles Low accuracy point blank 1 - 4 tiles Low accuracy long range 10+ tiles Bolt Action High accuracy long \ medium range 6 - 20 Low accuracy 1 - 6 tiles Slow fire rate ( by time you fire one shot normal zed can close gap 3.5 tiles - sprinter can close gap 6 tiles in the span of a shot.
  19. I think the reason mostly due to time. If you think 3 weeks to 3 months, cigarettes would be out in the rain for that period of time would have all gone bad. The only "viable" cigarettes" would be found inside houses \ stores that were already looted. I counter propose an idea that players instead be allowed to grow tobacco plants - allowing players to make cigarettes \ cigars. Kentucky is specifically famous for Burley ( Tabbaco ) and produces 70% of America's supply.
  20. And honestly, those are really unnecessary. It is fine if it were animations on interaction - cooking \ bbq \ smoking etc. But RMB actions in the current state of the UI - is only adding to the problem. After animation Update I honestly think they need to consider spending an entire update on a UI overhaul While somethings are fine like Car Gear Wheel - other things need serious work ( Crafting \ Inventory \ Equipping \ Switching Equipment )
  21. The game suffers already from a UI mess overload. Adding more to RMB for simple cosmetic effect that has tiny visual appearance seems like overkill Unless it is one of those casual animations that are run through server commands like /dance or /sleeve
  22. Not really sure what you are talking about but cars do not win against hordes unless you are using some mod. Cars actually cannot move inside a horde after a certain point it gets stopped completely. Also hordes can break windows of the doors and bite you, resulting in your loss. Also every time you run over a Zed you damage your engine \ tires. Poor condition engines make a lot of noise Poor condition tires have difficulty turning Essentially cars are a good tactic from going A to B - but not always a great idea to park it in the middle of an area as you are likely going to attract a horde to your car and will be hard to get out.
  23. I think in the new build 41 a lot of those issues are solved when it comes to clothing balancing
  24. I am personally not a fan of large explosive devices - it doesn't add much to the game in terms of usefulness. In more Combat Oriented games like World War Z - would be great.
  25. That is why you take negative traits, to get more points for positive.
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