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ZombieHunter

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  1. Like
    ZombieHunter reacted to Chriss22 in No electricity, no alarms please   
    Hi, I've been playing this game for a while and I still don't understand why the alarms go off in some houses after a blackout. And please don't give me the cheap excuse that they are activated by "batteries" because THERE ARE NO SUCH BATTERIES OR ANYTHING LIKE THEM NEAR THOSE HOUSES.
    Yesterday a zombie bit me in the back because of a fucking alarm that never had to be activated, so my character was screwed and condemned to die after more than 1 year of progress in the game. What was my solution? I had to use Debug to remove that disease.
     
    The point is that I love that the game is difficult and has its challenges, but I can't stand that it is totally UNFAIR, so I ask with all the respect in the world that the developers fix this FUCKING SHIT, since it completely breaks the mechanics that They supposedly simulate a "realistic" environment with respect to real life. But do you know what's funniest? That the alarms do not activate when there are zombies within the area! But of course, when you pass they do activate! Seriously, who the hell decided and allowed this stupid mechanic to be applied? Anyway,
     
    I suggest 2 solutions, either you get rid of that bullshit FOREVER, or you could design a small structure or object near the house so that it makes some sense when it comes to setting off these alarms. Think a little, if we continue with the logic of alarms going off without electricity, then ANY appliance could be used without using said energy, right? Well that's it.
     
    PS: If I write strangely in some sentences it is because I have used a translator to make this suggestion.
     
    Regards.
  2. Pie
    ZombieHunter reacted to TungstenX in House Alarms - Thank you so much   
    Just want to thank the sadist that came up with the idea of house alarms!
  3. Like
    ZombieHunter got a reaction from vek in Weapon Overhaul or Add new guns   
    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 
     
     
  4. Like
    ZombieHunter got a reaction from GodHatesHaloWaypoint in Defensive Structures   
    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
  5. Like
    ZombieHunter reacted to tgstyle in Backup file renaming should stop, use timestamp in the name instead   
    This is causing an issue when trying to copy backups off to another location, specifically a mirror of the folder. Instead of renaming every file 1-300 and keeping the most current one at 1, could it just be a timestamp? The issue is if you mirror the folder to another location off of the server, it re-copies every file every time because of the name change. When your backups are over 1GB each and you have 300, You are re-copying 300GB of data every time you want to sync off the server, instead of just the new backup files.
     
    Please consider this.
    Thanks!
  6. Like
    ZombieHunter reacted to Nowthere27 in Door Security Bar   
    You know those bars that block a door from opening when you lower them down?
     
     
     

    https://www.etsy.com/listing/161965679/see-safe-home-security-door-bar-lock
     
    Well that would be perfect for this game!
     
    You could build one with the carpentry or metal working skill (may require level 5 for either one). For the wood version you'd need a plank, some nails and screws and brackets. For the metal version the parts would be the same expect the wooden plank would be replaced with sheet metal.
     
    Anyways with all the right supplies on your character you'd right click a door and select "build door security bar" and your character would do so.
     
    To raise and lower the bar you'd either left click it directly or right click it and select whether to raise or lower it. Pressing "e" could get the game confused over whether you want to operate the bar or the door so the clicking options would be better.
     
    You'd be able to disassemble door bars from the door. 
     
    Door bars would strengthen a door without having to barricade it shut and stuck. This would keep zeds out for awhile as well as hostile NPCs and other players. It could be defeated with enough melee weapon hits.
     
    I think doors could use a huge overhaul but that's another topic for another day.
  7. Like
    ZombieHunter got a reaction from knightshousegames in Highlighting the already robbed zombies with color   
    Another solution
    "Hide empty containers"  checkbox  on top of inventory. 
  8. Like
    ZombieHunter reacted to PoshRocketeer in Medical overhaul + gameplay   
    This seems like mod stuff, way too complicated for players to actually have any kind of fun with.
  9. Like
    ZombieHunter reacted to WAX in Timed events like electricity and water shutoffs   
    thats the thing, you can make whatever you like to be. I made a mod that does that and can be edited so the World follows a set of rules, you can check it out. (still in testing btw) but feedback is appreciated.
    https://steamcommunity.com/sharedfiles/filedetails/?id=3011754608
  10. Like
    ZombieHunter got a reaction from getstoopid in 5 Small QoL Suggestions   
    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. 
     
     
  11. Like
    ZombieHunter got a reaction from GodHatesHaloWaypoint in Sadistic AI Director: Migrating Super Horde   
    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 
  12. Like
    ZombieHunter got a reaction from puppers in bad or somewhat good suggestion   
    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?
     
     
     
     
     
  13. Like
    ZombieHunter got a reaction from PoshRocketeer in 5 Small QoL Suggestions   
    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. 
     
     
  14. Like
    ZombieHunter got a reaction from bliss in Can we please Get Single Player Mod manager UI for Hosting Server selecting mods?   
    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
  15. Like
    ZombieHunter reacted to GodHatesHaloWaypoint in Zombies can run into you and push you down   
    I think sprinters can do this if I'm not mistaken. Pretty sure I've seen vids on YT where it happened. I do know that when a zombie flops over the fence they have a chance to crawl lunge at you which can knock you down.
  16. Like
    ZombieHunter reacted to Kiloku in Electrician Skill needs meaning   
    Even RC helicopter manufacturers couldn't get electric motors efficient enough and batteries with a good enough power to weight ratio until the mid 90s. No way a lone survivor could scrounge this up in post-apocalyptic 1993 Kentucky.
    Same goes for a live feed from a remote wireless camera. Those were possible, but definitely not light enough to attach to a drone or RC chopper.
  17. Like
    ZombieHunter reacted to KerikPlay123 in Can we please Get Single Player Mod manager UI for Hosting Server selecting mods?   
    Agreed, the current way of choosing mods in MP server's options is an absolute shit, the singleplayer mod-choosing UI is 1000X times better and easier/comfortable to use
     
    Just 1 patch would be great, wich might change this finally, after playing so long on my MP server with this terrible mod UI there...
  18. Like
    ZombieHunter got a reaction from GodHatesHaloWaypoint in Electrician Skill needs meaning   
    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
  19. Like
    ZombieHunter got a reaction from getstoopid in Electrician Skill needs meaning   
    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
  20. Like
    ZombieHunter got a reaction from Axezombie in Electrician Skill needs meaning   
    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
  21. Like
    ZombieHunter got a reaction from Ciber Ninja in Adding Cap to the respawn of Zombies.   
    Yes. That is exactly what Zombie Population multiplier does.
     
    Just use Zombie population multiplier using the settings listed above. 
    You will get exactly what you want. 
     
    Except for the stronger zombies over time, that isn't a thing.
     
     
  22. Like
    ZombieHunter reacted to Axezombie in Add/Weld armour to cars   
    They talked about it in 2018, check this: https://projectzomboid.com/blog/news/2018/09/beeverdoid/
    I guess it is still planned but it's not a priority to them (obviously...) maybe they'll surprise us with it in build42 when the new crafting system will be released, who knows?
     
     
  23. Like
    ZombieHunter reacted to Mr_Tonic in List of v41.78 non-conflicting community map mods   
    I made a list of non-conflicting map mods a while ago, to help people populate their ingame map with lots of interesting community-made maps (and possibly to help modders find unpopulated spaces on the map). I've recently updated that list and made an effort to only include functioning and complete maps in this list, with no bugs and that work with the new foraging system. I've gone for quality rather than quantity for this reason, which is why there aren't 100 maps on this list. If there are any problems, mistakes, conflicts, or if you think a map should be added, please comment.
     
    MAPS:
     
    Save Our Station
    Linden
    St Bernard's Hill
    New Ekron
    Raven Creek
    Little Township
    Blackwood
    Grapeseed
    Over the River (recently updated to eliminate conflict with West Point)
    Bedford Falls
    Lake Ivy
    Refordville
    Chernaville
    Blueberry
    Cedar Hill
    Weyhausen
    Orchidwood
    Wildberries
    Elysium Island

  24. pillow
    ZombieHunter got a reaction from Masood in Adding Cap to the respawn of Zombies.   
    I am having a very hard time following what you wrote.
     
    1.You can already Disable Zombie Respawning in Sandbox settings
    2. Even if Respawning is Disabled if a Meta event happens it already does pull zombies from nearby chunks into an "empty chunk" 
    3. Zombie Spawns increase in "unvisited chunks" over time making it harder in areas you haven't been to.
     
    Good video explaining Meta Events
     
  25. pillow
    ZombieHunter got a reaction from Masood in Adding Cap to the respawn of Zombies.   
    You can already do that by setting 
     
    Start Multiplier to "x"
    Peak Multiplier to "x"
    Peak population day to "1"
    Respawn hours to "0"
     
    x = number you want not the letter.
     
    If "x" are both are same number zombies do not increase - they stay the same distribution
     
    That way if kill zombies in an area they stay dead.
    There will never be "new" zombies created. 
    Also you can eventually kill all zombies on the map. 
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