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sprkng

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  1. Like
    sprkng got a reaction from gabriel rodrigues brandao in breaking of doors   
    How do you know what is "realistic" for a zombie, since they aren't real?  Different movies/books portrays zombies differently, and according to some zombie lore they are much stronger than humans. Project Zomboid is said to be heavily inspired by Romero's and Brooks' works and those aren't entirely realistic to start with.
     
    I assume you're talking about front doors btw, because interior doors are usually very flimsy and could be broken by even an unarmed human. Even side doors can be quite weak in modern houses so it's not that much of a stretch imagining a single zombie would eventually be able to break one. And looking at houses in Kentucky 1993 1 2 3 it seems like at least some had front doors that could realistically be broken without super human power.
     
    I'm not saying it's a bad suggestion though, I just don't think the only motivation should be realism. If you look at the how to write a good suggestion guidelines you'll see there are more important things than realism (or fitting the appropriate zombie lore). You'll also have to consider if it makes the game more fun to play, and that your proposed change doesn't make the game too easy. If you just make some exterior doors more durable I don't think it would have that much impact, since there are so many windows everywhere. But if you meant to make all doors more durable I think the game would be too easy unless you completely rebalance many other things.
     
    As for introducing different types of doors I actually made the same suggestion a few days ago.
  2. Like
    sprkng got a reaction from cat enthusiast in Small but Important Suggestions Thread   
    1112. Reduce field-of-view when wearing a helmet that covers your face. A small reduction for mc helmet and a big reduction for welding mask
  3. Like
    sprkng got a reaction from grammarsalad in Small but Important Suggestions Thread   
    1100. Different types of makeup allowing different patterns: Theater face paint (for clown, warrior, etc. Found in toy stores), camo face paint (found in army base and hunting stores) and makeup (smoky eyes, rosy cheeks etc.)
     
    1101. New equipment: clown wig and clown clothes. Found in toy stores. And a rare clown zombie of course.
  4. Like
    sprkng got a reaction from grammarsalad in Small but Important Suggestions Thread   
    1112. Reduce field-of-view when wearing a helmet that covers your face. A small reduction for mc helmet and a big reduction for welding mask
  5. Like
    sprkng got a reaction from NormalMan in Is late game forgotten, trivial and unrewarding?   
    I wrote a similar post a while ago. No proposed solution, just some discussion in case you're interested in what was said then.
  6. Spiffo
    sprkng reacted to ArcanumElite in Is late game forgotten, trivial and unrewarding?   
    they will NEVER add wolves to the game... period... for one simple reason... there are NO wolves in kentucky and havent been for hundreds of years... coyotes maybe but never wolves.
  7. Like
    sprkng reacted to TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    I agree with all of this except that zombies should become stronger. Zombies in PZ are Romero/Brooks lore. That means, they don't have a parasite in their brain or have any need to remain alive. They are dead as a doornail. They will survive years without any kind of food or anything. The only thing that kills them is decomposition, which is already in the game. I think, if anything, the zombies need to become more weak and die off in larger numbers. As you say, the apocalypse wouldn't be about zombies in long term play. Animals will be implemented as you have requested. I hope Wild Boars are added, but we can expect Bears and Wolves forsure. These will be a nuisance in many ways. I do think corpse removal should be more pertinent and deadly, but I wouldn't say that we would need gas masks. PCs are immune to the airborne strain of the virus in the lore. This means we need to treat corpses the same as if they weren't zombified. Enough rotting material will get you sick, but only in the IRL way. Maybe returning to a field of rotting corpses should require this, but idk about all the time.
  8. Like
    sprkng got a reaction from TrailerParkThor in Different tiers for windows, doors and walls   
    That's a good point, and if this "soft progression" should work you need to give players access to some houses so they can survive early game and find better tools to unlock other parts of the map. I also realized that I had only been thinking about the types of windows we have here in Sweden while I tried to come up with what you would semi-realistically need to break into a house. Our windows have solid frames and lock with a metal handle, so if one is closed you'd definitely need a crowbar unless you smash the glass. However all the windows in PZ are of the sliding type, which might be easier to force open without large tools. I assumed this was because they were easier to implement than windows that swing open, but maybe sliding windows were really common in USA in the 90's. If that's true, then maybe most houses, or at least the ones in poorer areas, should have windows that only require basic tools.
     
    One possible change to make early game easier could be to make some windows latched. You know how you usually can open a window a little bit and latch it with a piece of plastic or a small metal hook? These windows could be pulled open with a bit of force, making only a little noise. I think you'd need to represent this visually so the player can quickly identify what type of action/tool they need to open a window. I think it would also be realistic if you sometimes find a house with a fully open window. And you would also be able to get into houses where the door is unlocked or smashed by zombies.
     
    It might slightly change how you play early game, as you'd have to do more running around and trying to find a house you can get into, as opposed to immediately looting every building you see. So some people would probably hate it, but maybe it could be set in options as you said
     
     
  9. Spiffo
    sprkng got a reaction from TrailerParkThor in Different tiers for windows, doors and walls   
    I think it would be both realistic and good for gameplay if there were bigger differences between different types of windows, doors and walls. Right now it doesn't matter much if you find a key to some place, because you can almost always just open a window, and if that doesn't work you just smash the window and enter with very little inconvenience. There are a couple of security doors in the game but those don't offer much resistance either, as you can disassemble it using a blowtorch, whack it a couple of times with an axe or wait for the zombies to break it for you. When you find a sledgehammer just knock down any wall and you can go into any place.
     
    The sledgehammer is quite rare so it can take a while until you find it, but my point is that with very few items the whole map becomes accessible to you. IMO this is a bit boring from a gameplay perspective, but sinze PZ is primarily a sandbox survival game I don't want anyone to force gameplay elements just for the sake of adding progression and delaying "end game". However, I also think adding more depth to environmental destruction would be more realistic. I can't imagine someone being able to knock down concrete or metal walls with a sledge hammer.
     
    So my proposal is to add different tiers, for example something like:
     
    Simple windows (shed, trailers) that can be opened with common tools like screwdrivers, hammers, large knives.
    Standard windows (most houses) that can be pried open with a crowbar, or you can choose to break the glass.
    Reinforced windows (most stores) not possible to open, but can be smashed with the sledge hammer.
    Heavily reinforced window (police station weapon room, bank, weapons shop, etc) same durability as the wall it's mounted on.
     
    Doors could have similar durabilities as the corresponding window types, but without the glass-smashing option. And for walls it could be something like this:
     
    Wood, plaster and light brick walls can be destroyed with the sledge hammer just like before.
    Concrete walls requires you to get a gas powered cut off saw which would be a new item, perhaps as a rare spawn at construction sites and uncommon spawn at fire stations so you get a reason to check those out too.
     
    Keys would become more important, especially early in the game as the proposed changes would make it more difficult to get into many places, so drop chances for them might need to be increased. 
     
  10. Like
    sprkng got a reaction from sprqn in Small but Important Suggestions Thread   
    1177. Have sound events cause a bit of anxiety in the player character. Different amounts depending on the sound, i.e. dog bark = low, gunfire = medium, human death scream = high
  11. Like
    sprkng reacted to TrailerParkThor in Small but Important Suggestions Thread   
    1212. Metal Barrels should have a few purposes, since they are pretty useful IRL. Here are 4 I thought of off the top of my head:
            - Rainwater Collector made with Garbage Bags
            - Homemade Grill made with Metalworking
            - Heat Source and Safe Indoor Campfire for Urban Survival
            - Charcoal Maker
  12. Like
    sprkng reacted to MrCouper in Small but Important Suggestions Thread   
    1202 a) Rope or similar is needed to tow vehicles.
    1202 b) Variety of different Ropes, Towing Items and reciepes. I.e, "Tow Rope" + "Towing Hook" = "Hooked Tow Rope"
                                 (Add the hooks to apply tow ropes on vehicles faster)
    1202 c) Rope Condition reflects upon quality/strength 
    1202 d) Weight of towed vehicle + Rope Condition = X% chance for Rope to snap. 
    1202 e) Craftable T frame Towing Bar (Metalworking/Engineering Level 1 or 2 & Mechanics Level 1)
    1202 f) Craftable A frame Towing Bar (Metalworking/Engineering Level 2 or 3 & Mechanics Level 1)
                                 (The A frame would be more durable and stable at speed but make turning slow slightly more difficult)
    1202 g) Craftable Towbar (Metalworking/Engineering Level 2 or 3 & Mechanics Level 1)
                                 (Less durable then Standard Towbars, Requires a Standard Towbar from a vehicle to craft)
  13. Like
    sprkng got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    1177. Have sound events cause a bit of anxiety in the player character. Different amounts depending on the sound, i.e. dog bark = low, gunfire = medium, human death scream = high
  14. Like
    sprkng got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    1112. Reduce field-of-view when wearing a helmet that covers your face. A small reduction for mc helmet and a big reduction for welding mask
  15. Like
    sprkng got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    I agree about the problem but I think a mini game to represent reading would feel incredibly out of place in PZ.
     
    Anything time consuming is problematic to implement in multiplayer. I think that you don't need to sleep in MP removes a pretty big part of the survival horror feeling (i.e. looking for a safe place to spend the night).
     
    As for reading, what if you could equip a book as "currently reading" and it would automatically progress 50 pages during a day? We pretend the character reads a few pages every now and then when they have time even if you don't see it happening (just like we pretend characters find time to go to the toilet even though we never see it in the game ). Equipping a non-skill book or comic could give a bit of happiness every day instead of the weird speed reading thing that the game currently does.
  16. Spiffo
    sprkng got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    1088 In-game road atlases that you can find so you don't have to resort to out-of-game maps when driving between towns. Road signs would also help
  17. Like
    sprkng reacted to lemmy101 in Comment: Fanny in British English has a very different meaning than in the US....   
    Yeah a good few of us are British including 3/4 of the directors, so we were aware of this it's set in the US so US colloquialisms rule and it is just extra funny to be called a fanny pack anyway, it seems a rather tame thing in a brutal dark zombie apocalypse to worry about tbh. We've resisted renaming pop to soda still I guess though we'll get to it!
  18. Spiffo
    sprkng reacted to BentNose in Sprinters Harder Mode - Tackle.   
    The topic sort of speaks for itself doesn't it? Imagine a sprinter having a good chance to just smash into you with a big body tackle because they're too dumb to stop running. Knocking you both down would certainly make life even more interesting.
  19. Like
    sprkng got a reaction from TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    Personally I think early game is fine as it is, just trying to survive while looting for basic items is a full time job already. I agree with your reasoning that early game is important since it's the first impression for new gamers. But there's no downtime where the game gets boring during the first couple of days, so I don't think this part needs that much more content. For me this is the most fun part of the game
     
    I also think NPCs will bring more towards endgame content, not just from the rebuilding society perspective, but as in having built your zombie-proof base and filled it with loot, you might attract gangs of looters etc. which would provide more powerful opponents.
  20. Like
    sprkng got a reaction from TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    Share away!  I like talking about game design and theorycrafting
     
    And since you mentioned game progression in another comment, I might mention that I've written a suggestion regarding that too
     
    Pretty sure the devs have said that when everything else is done they're going to add stories (i.e. mini campaigns) that you play through, similar to how the first demos were. Of course things may change, but I don't think sandbox mode is meant to be the main game mode for PZ.
  21. Like
    sprkng got a reaction from WildCnt in Small but Important Suggestions Thread   
    1177. Have sound events cause a bit of anxiety in the player character. Different amounts depending on the sound, i.e. dog bark = low, gunfire = medium, human death scream = high
  22. Like
    sprkng reacted to Faalagorn in Small but Important Suggestions Thread   
    1200. Ability to jump in and out of these containers: https://map.projectzomboid.com/#5903x9869
  23. Like
    sprkng reacted to Sanctus in Accurate calorie counts for vegetables   
    FIrst off, sorry for the mini-necro, I've been on vacation.
    I was indeed wrong about the apple pie, I had the wrong quantity of pie.  When I look at an actual slice it is indeed closer to the number you gave here.  I thought it was low too but I was too focused on my point to confirm that, my bad.
     
    You also make a good point about the raw vs. baked potato so I checked the USDA calorie count for potatoes. Here is some data from a much more reliable source:
    https://fdc.nal.usda.gov/fdc-app.html#/food-details/170026/nutrients
    one hundred grams of potato is about 70 calories and one medium sized potato is about 160.
    This is indeed about 40 calories lower than the numbers on the other website so I think I agree with your assertion about the butter.
     
    If the vegetables are meant to be 100 grams in game it would be nice if some vegetables had their hunger rates changed, -18 seems a bit high for half a potato.
    The other option would be to keep the hunger the same but treat a potato item (or any vegetable) as a single item of that type with the calories of that item.  For example a potato in game would have the calories of a medium sized potato.
     
    I would like the random variations as well, maybe three kinds of each veg (small, med, large) and the higher your skill the better chance of the good ones?
  24. Like
    sprkng got a reaction from Faalagorn in Accurate calorie counts for vegetables   
    I'm pretty sure that article was talking about baked potatoes when they said that.
     
    Raw potatoes are around 70kcal/100g
     
    And if you search that database and find cooked potatoes that has magically gotten a significantly higher energy density (i.e. more calories per 100g) it's probably because they think "boiled potatoes" has butter in it.
     
    For reference a 25 year old male who's 180cm tall and weighs 75kg needs 2700kcal/day to maintain weight if they exercise daily (which I think is an appropriate exercise level for a PZ character who runs around, fights zombies and chops lumber regularly). He would need to eat 3.9 kg potatoes every day to get that energy. That's a lot of potatoes.
     
    The USDA database has a slice of apple pie as 363kcal, but this does of course depend on the size of the slice and exact ingredients. Your number of 67kcal for a slice is extremely low, I think you need to check your sources.
     
  25. Spiffo
    sprkng got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1112. Reduce field-of-view when wearing a helmet that covers your face. A small reduction for mc helmet and a big reduction for welding mask
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