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turkler

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  1. Like
    turkler got a reaction from Razorwings18 in [Noiseworks] Bring Advances Sound Settings back   
    title. I used to love being able to easily adjust the volume of most sounds just through a menu, and now it's gone.
  2. Like
    turkler got a reaction from QHarek in Clothing balance needs a rework, so here's a concept   
    This is a bit of a long one as it covers everything from how clothes work to related features like tailoring, so strap in!
     
    If you've ever looked at the Project Zomboid wiki, you'll notice how wack some of the choices the developers have made. It is understandable that the game breaks realism in some areas to ensure clothing balance, but sometimes this 'balance' is quite poor...
     
    https://pzwiki.net/wiki/Items/Clothing
     
    ...For example, the Police Trooper Pants offers no defense of any kind while the Police Deputy Pants offer 10% scratch resistance. Mind you that they are almost identical in all other stats. The Ghillie Suit Pants offers 10% bite defense and 20% scratch defense with a hefty movement speed debuff, while Denim Jeans offer the same protection with a much smaller movement debuff. Why is the more rare, more hard-to-acquire equipment actively worse compared to what you can get out of a zombie or two? I could go on for hours comparing pants but I think you get my point. What should be rare, end-game equipment is quickly discarded as it's simply much worse compared to your ordinary gear. So what's the solution?
     
    Core Ideas
     
    First of all, we need to establish a few key ideas for the rest to make sense.
     
    Almost every piece of clothing has a few stats, even if very minor. Of course, this excludes things like jewelry and other minor vanity items. A basic shirt might provide 2-5% scratch protection and 1-2% bite protection, but it'll provide some protection nonetheless. Mind you, this isn't the only stat that clothing can have. Some clothes might also provide bonuses like increased movement speed and reduced stamina usage. This is again a vanilla feature that vanilla Sneakers have, but they're not used anywhere else. If a part of your body has 65% protection, it becomes immune to scratches. At 75%, that part of the body becomes immune to lacerations and at 100%, it becomes immune to all damage to the body. Mind you this doesn't apply to natural damage, things like breaking glass with bare hands. This only applies to zombie attacks. This might sound overpowered, until you consider... Zombie attacks still damage your clothes. This is actually a vanilla feature, where the protection goes down as clothing becomes more and more damaged. This means that, while a properly-dressed survivor might be able to shrug off an attempt bite or two, eventually their equipment will get damaged enough to leave them vulnerable. This also ties in nicely to the extension of the sewing mechanic we'll get onto shortly.  
    Now that we've got some basic ideas down, let's begin.
     
    Bulkiness
     
    Every piece of clothing you put on will incerase your bulkiness depending on how heavy those clothes are. Of course, rarer pieces of clothes will have more benefits and less drawbacks at the cost of higher upkeep. We'll get to that in a minute.
     
    First of all, the positives. Being bulky means that you're somewhat more likely to push zombies down. Your pushes are slower since but they have more force behind them simply because you're heavier. And for the negatives? Well, almost everything movement related, especially things that the current system doesn't cover. For example, imagine a scenario where two people are vaulting over a fence. One of them is wearing sports gear and a light satchel, while the other is dressed in many layers of bulky clothing, from a bulletproof vest to a firefighter's uniform. If both of them fall at the same time, which do you think is likely to get up first? You would think the person in the sports gear would, but Zombid says ''Nope! They both get up at the same time.'' and so they do.
    This stat would have an effect on most everything related to movement. You would take more stamina to sprint per tile with bulky clothing compared to going light, so on. The core idea here is that you're effectively trading movement speed for toughness. This makes armoring up less of a dice-roll compared to the current system. This system also ties into current vanilla systems. Strength affects how much being bulky affects you as stronger people can simply walk around comfortably with more gear on, while Fitness affects the aftermentioned stamina loss.  
    Agility
    Let's visit the other end of the spectrum.
    Clothing items like Sports Shorts and related gear make you more agile. This has the opposite effects of wearing heavier, bulkier clothing. You get up faster, you perform certain actions faster, you move in combat faster, so on. In exchange, however, you are much less protected. Remember, outfits like the firefighter's might be bulky and heavy, but they also offer a great deal of protection compared to what is just sports gear.  
    Agility vs Armor
     
    These features create some distinct gameplay styles. A player might choose to put on as many layers as possible for the protection or they might choose to put on very little for the extra agility. If we take this idea to it's logical conclusion, we might need to make a few additions to the game. At one hand, extremely bulky but very protective gear like riot gear. In the other, things like running sets that you can wear on the under layer that make you more agile,
     
    Tailoring
     
    In a recent development blog, the developers mentioned;
     

     
    And to be honest, I love this idea and I want to build on it. So, let me introduce you to...
     
    Sewing Machines
     
    This will exist alongside the current basic tailoring system, though being able to reinforce clothing definitely needs to be moved to the sewing machine. While you can repair basic apparel using just a needle and some thread, you will need a sewing machine for anything more complex. Things like sports gear, non-standard apparel like high-visibility vests and ghillie suits, and overall anything more end-game will require a powered sewing machine to repair. This is a somewhat mid-to-end-game goal, essentially being a better way to repair and reinforce clothing in the mid-game, while filling the role upkeep for high-tier gear in the end-game.
  3. Like
    turkler reacted to Tomsweep in Let us pour maple syrup on pancakes   
    The key word there is 'should'.
    I have 2 fresh-out-the-oven pancakes, and an entire bottle of the good stuff, but the crafting menu insists I have no pancakes on me!
    Is there no justice in this zombie infested hellscape?! The only option right click gives is to eat them as they are, which is CLEARLY intolerable.
    Signed,
    A concerned citizen of Rosewood
  4. Like
    turkler got a reaction from undeadryker in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  5. Pie
    turkler got a reaction from Pandorea in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  6. Like
    turkler got a reaction from captainstank in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  7. Like
    turkler got a reaction from Sugar in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  8. Like
    turkler got a reaction from HEL City Survivor in Let us move and place more stuff from the game's world   
    Now, I understand that not everything should be craftable. You shouldn't be able to just build a microwave, you should have to find it and bring it to your base. That's a good concept, it's genuinely fun hauling things like chairs to my base because I know it'll pay-off in the form of, well, having a nicer base. I gain essentially nothing from bringing more than one chair or building a pretty big mansion for myself except the sentimental one, but that's what this game is about.
     
    ...Which is also why it baffles me that there are some arbitrary restrictions on what can be picked up or be built. I can pick up counters, sinks and even set up plumbing systems powered by rain water, but I can't pick up a door. I can build myself a three floor mansion, remove the floor boards from several houses and use them in my mansion, even build and plaster walls, but I can't pick up a garage door for a garage. I can build stairs, but I can't either move or build guardrails for those stairs . I don't understand how I can install and uninstall windows but not doors.
     
    Can you let us move the things like garage doors (Which you shouldn't be able to build, fair enough, but at least let us move existing ones.) and let us both grab, place and build things like guardrails because you'd think ''Building guardrails'' would be the logical conclusion to ''Building a house with several floors.''
  9. Like
    turkler reacted to ajzoo04 in Disable spawn of weapon loot.   
    Well hello there! It's been over a year but just in case you were STILL wondering (And for those who happen upon this sub as well.)
    Within the sandbox settings you are able to change the spawn rates of certain things. I can only presume the devs have heard your question in the past because they made ranged weapons different from melee weapons. So if I'm not mistaken you can out right disable the spawn rate of ranged weapons if not make them even more rare. Making only a single ranged weapon here and there.
     
    Hopefully this helped, I'll load into PZ soon to get a screenshot in order to show you the settings menu.
  10. Like
    turkler got a reaction from CaptKaspar in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  11. Pie
    turkler reacted to EnigmaGrey in [41.60] A Few Things   
    Lol, what? Noiseworks was released to get feedback and we incorporated that feedback. Most of it was stuff we already alluded to being knowm before release. What pushback was there?
     
    We have a trello with thousands of things that need to be done by only a handful of people, while trying to get major features and bug fixes out the door. So if an issue that affects you doesn’t get fixed on your schedule, it’s because of that. Not like we enjoy having bugs in the game.
     
    I wish you wouldn’t keep trying to wind people up, Turk. Encouraging people to take away our agency and force us to do what they want is not appreciated.
  12. Like
    turkler reacted to EnigmaGrey in [41.60] A Few Things   
    All good feedback there, Jim. We knew about the gnome, at least. Little guy now has an icon, so once RJ has time (and enough new items to process all at once), he’ll be moveable. :p
  13. Like
    turkler got a reaction from Tails in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  14. Like
    turkler got a reaction from gabriel rodrigues brandao in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  15. Like
    turkler got a reaction from Zorak in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  16. Pie
    turkler got a reaction from Pandorea in b41.60 [Multiplayer build] Minor issues on new map   
    for locations, I will be providing the coordinates to as close as I can get on the old map. the online map isn't updated yet but it should be close enough to pinpoint where it is.
     
     

    location: https://map.projectzomboid.com/#0.551074738917214,0.29100723843161663,410.18627024600187
    car spawns in this area seem to be wrongly offset by 1 tile
     

    I couldn't find where exactly this so I've attached a full screenshot as location reference
    the flamingos here seem to render under grass
     

    location: https://map.projectzomboid.com/#0.625401970152403,0.2971402889606899,284.8515765597235
    sidewalk corner tiles don't seem to have proper inner textures
     

    location: https://map.projectzomboid.com/#0.6242612378632417,0.296972443553009,708.8018749850911
    the wood boards here seem to insist on rendering above vehicles
     

    location: https://map.projectzomboid.com/#0.5618080776621834,0.286551503753925,197.81359483314137 (not certain if this is the exact spot as the map isn't updated)
    one part of this sign is visible from a distance while the other isn't for some reason.
  17. Like
    turkler got a reaction from Pandorea in 3D items bugs (visible through walls and staying in air) 41.56   
    adding onto this thread as a comment since I don't see the need to make a new thread for the same bug. this issue seems to happen indoors/outdoors as well.
  18. Like
    turkler reacted to Phoenix0Danger in [b41multiplayer] - Military Post Unusable Gun Cabinets   
    Row of gun cabinets that are non-interactable. The same map error appear at a similar post directly west of the shown location.
     

     
    Location
     

  19. Like
    turkler reacted to Phoenix0Danger in [b41multiplayer] - Military Post Unusable Gun Cabinets   
    Its going to annoy me if I don't mark the other location I mentioned.
     

     
    Location
     

  20. Like
    turkler reacted to EnigmaGrey in non-compliant temperature 41.56   
    Fair enough. Thats a bug. You’re no longer in the house, so you experience outdoor temps. The car doesn’t inherit the house’s value.
  21. Like
    turkler reacted to Pandorea in 3D items bugs (visible through walls and staying in air) 41.56   
    Yeah, those are known. The team are working on fixes
  22. Like
    turkler reacted to Aiteron in Add possibility to add parts to vehiclescript dynamically like attachment + Access to rotate and offset model of part   
    Add possibility to add parts to vehiclescript dynamically like attachment + Access to rotate and offset model of part (now you can only change visible of model)
  23. Like
    turkler reacted to Headshotkill in IWBUMS 41.56 released   
    - Added "Pan Camera While Driving" display option. This will move the camera in front of the car to give better vision of things ahead. nasKo
     
    And for this addition alone this is one of the best updates to drop along with sounds and animations, I never gave cars the attention they deserved after this feature was removed because you could never drive safely at high speeds. Thanks for adding it back!
  24. Pie
    turkler got a reaction from Proago in IWBUMS 41.56 released   
    Hey, when are we going to get the new apparel like the bunny suit we saw in the recent devblog?
  25. Like
    turkler got a reaction from DresdenBBQ in Well Ztocked   
    no way
     

     
    VANILLA BUNNY SUITS LET'S GOOO
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