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ZonaryQuasar

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  1. Like
    ZonaryQuasar reacted to Civillain in Project Zomboid Combat Tutorial!   
    Hello! I've made a combat tutorial that some people have found helpful, and hopefully people here find it helpful too!
     
    https://www.youtube.com/watch?v=4JduW2fEBzI&t=881s
  2. Like
    ZonaryQuasar got a reaction from Burger_Time in A new mechanic to improve late game: Skill specialization after lvl 10 (Crafting skills only)   
    Oh you mean why can't the player gets the two specs from one skill? My idea at first was that a person cannot specialize in two fields within the same area of study (for example a medic that can't be both pediatrician and dermatologist). But I see your point, it could just be "reach lvl 10 > read all specialization books of that skill > profit". Something in me just loves skill trees and games where I have to carefully think what I want from my character build. I played too much RPGs like this lol
  3. Like
    ZonaryQuasar reacted to providence1111 in A new mechanic to improve late game: Skill specialization after lvl 10 (Crafting skills only)   
    I have always liked the idea of skill trees, but I don't exactly know how this directly adapts within the game in it's current state.   
     
    A tree system could force players to make decisions during character progression which would end up with more specialized builds and combinations of skills and traits that would make gameplay very different between playthrus.  But skill trees in regards to say, crafting, it a lot less interesting.  For instance, choosing between woodworking and metalworking, or what kinds of autos you can repair doesn't necessarily make the game "more fun".  
     
    In this regard the only thing that makes sense in a skill tree would be to gain specific traits\attributes at certain increments.  For Instance, maybe at level 4 carpentry you can choose to either get a speed boost or a strength boost.  Maybe at level 4 Aiming, you can choose to have higher accuracy at short range vs long range (sniper build vs cqc).  With melee maybe you choose between knockback, strength or speed, and with blades you choose between stealth, speed or slower blade deterioration.
     
    This at the very least has the makings of producing more specialized builds over time, as long as it's well balanced and each attribute chosen makes and impact and none of them feel too overpowered.  

     
  4. Like
    ZonaryQuasar reacted to EnigmaGrey in This bug is ridiculous   
    Okay, I'm just going to lock this now.
     
    Don't know if it's a language barrier, where the idea of "melted" and "frozen" can't coexist when translated, but this isn't a bug. It doesn't need to be fixed.
  5. Like
    ZonaryQuasar reacted to dexa32 in Makeshift concrete   
    This would be really nice if it were added to the game.I tried this in real life and it worked,i crushed stone in to the powder and pot it in a sifter to remove bigger chunks of stone.Then i took ash and put it in a sifter too,to remove bigger things from ash,just powder.Then i filled one third of a bucket + one third of a powdered stone + one third of a cleande ash from bigger particles = Makeshift concrete that will dry after 3 days and become strong.
    This would be good idea for makeshift concrete walls that are stronger than log walls.
  6. Like
    ZonaryQuasar reacted to dexa32 in Towers with bell   
    It would be really crazy if game had towers with bell.Like in the game The Walking Dead where people figured out that they can ring bells on towers to attract zombies,so they can loot houses in other parts of Savannah (city).It would be nice to have bells on churches that you can ring with animations and sound,something that can help you with looting,but if you dont run away fast,you will end up dead.
  7. Like
    ZonaryQuasar reacted to pzfreak in Fridge Room/Food in winter   
    Hello,
    Will it be possible for food to freeze (or at least chill) when left outside during winter?
    It might be nice alternative to fridge when is -10 outside (plus most students does that during winter in real life. hang food outside in plastic bag)
    also (you know i really want basements lol - i can wait) - maybe it would be possible to - using shovel and concrete - "build" some hole in the ground as storage (something like hand made cooler - not to make stuff freeze but to keep it in lower temperature, expanding spoilage time) - plus this whole can be used later to build smoker to make beef jerky or smoked fish.
  8. Like
    ZonaryQuasar reacted to nasKo in Sort By Weight   
    I think when you can actually play the update that we call the Animation update/overhaul you'll find that a minor quality of life change in the UI was, in fact, less important than working on the base for the upcoming NPC mechanics.  I don't expect you to read through 4 years of blog posts, so I understand how the name of the update and quick glances over blog posts could leave the impression that all we're adding with this are a couple of extra animations.
     
    The animation update is the biggest update PZ has seen so far as it comes with massive changes to the game engine,  affecting combat and other gameplay mechanics while also adding a whole new mechanic with crouching for an actual sneaking mechanic, and later on in the animal update more expanded stealth options.
    It's easily 1/4th of the game's code completely rewritten, as it affects how the game controls players and zombies, including their AI. Of course, it also lets us add more animations that will be setting the mood for encounters, enhance the combat as well as the visual experience that players are getting by having actual animations represent actions instead of the character standing there staring in the distance, only an ounce less appealing than a flat out t-pose.
     
    I cannot stress enough how much more important this update is compared to a change to the UI that will be more fitting when the UI overhaul is being tackled.
    All of the changes and possibilities this update will bring are easily overshadowing the little comfort that a sort-by-weight option in the UI would bring.
    We're not dimwits and if trusting us with knowing how to prioritize is too much to ask, there's not much else to say.
  9. Like
    ZonaryQuasar got a reaction from lootedspiffo in A new "Transmission" option: Saliva only   
    In the Custom Sandbox mode, in Zombie Lore, you have three "Transmission" options: Blood+Saliva (the default), Everyone's Infected (TWD style), and None (never get infected by scratches/bites).
    What I suggest is a fourth option: Saliva only.
    This way means that the player can't get infected with scratches, only bites. This makes the game a little easier than the default, and a bit harder than None. You will still need to take care to not being bitten, but scratches will not kill you (specially those damn crawlers! ). 
     
    Why I'm suggesting this: I've always played with the default config and ended up frustrated every time my character died from some silly mistake, so I started playing with the "None" configuration. But with that I can only be killed if I get surrounded, and with vehicles around that is very unlikely to happen. So with Saliva only would be a mid term, I would still have my character when a zombie scratches me, but I have to always take care of not being bitten.
  10. Like
    ZonaryQuasar got a reaction from Geras in New game screen Simplified   
    I am aware that what I will suggest below is extremely unimportant and unnecessary and I'm totally OK if nobody agrees with me, but I'm gonna post anyway!
     
    Whenever I start a new game, I always play with the Normal settings the first time. Correct me if I'm mistaken, but that would be the setting the developers used throughout the development, so is how the developers wanted the game to be played, so to speak.
     
    When the user starts a New game in Project Zomboid (v40.43), this is what he sees:

     
    Obviously in PZ's case, the normal setting would be Survival, thanks to the "The Recommended Zomboid Experience" part.
    I worked as an UI/UX developer before, and for me, there's nothing wrong with this screen. It is all very detailed and well explained, in simple phrases.
    But I will suggest this not based on my personal preference, but thinking at the larger audience that is all the past and future Zomboid players.
     
    The three classics difficulties could fit like a glove in here (again, I don't know if would be the desired since the game targets a specific audience that probably doesn't care about this):
    Easy > One Week Later + Easy starting conditions
    Normal > Survival + Normal starting conditions
    Hard > Six Months Later + Hardcore starting conditions
     
    Instead of having the Tutorial as a different type of new game, it could be just a checkbox "Skip tutorial", not checked by default.
     
  11. Like
    ZonaryQuasar reacted to Batsphinx in New game screen Simplified   
    Good thoughts here - thank you.
  12. Like
    ZonaryQuasar got a reaction from Batsphinx in New game screen Simplified   
    I am aware that what I will suggest below is extremely unimportant and unnecessary and I'm totally OK if nobody agrees with me, but I'm gonna post anyway!
     
    Whenever I start a new game, I always play with the Normal settings the first time. Correct me if I'm mistaken, but that would be the setting the developers used throughout the development, so is how the developers wanted the game to be played, so to speak.
     
    When the user starts a New game in Project Zomboid (v40.43), this is what he sees:

     
    Obviously in PZ's case, the normal setting would be Survival, thanks to the "The Recommended Zomboid Experience" part.
    I worked as an UI/UX developer before, and for me, there's nothing wrong with this screen. It is all very detailed and well explained, in simple phrases.
    But I will suggest this not based on my personal preference, but thinking at the larger audience that is all the past and future Zomboid players.
     
    The three classics difficulties could fit like a glove in here (again, I don't know if would be the desired since the game targets a specific audience that probably doesn't care about this):
    Easy > One Week Later + Easy starting conditions
    Normal > Survival + Normal starting conditions
    Hard > Six Months Later + Hardcore starting conditions
     
    Instead of having the Tutorial as a different type of new game, it could be just a checkbox "Skip tutorial", not checked by default.
     
  13. Like
    ZonaryQuasar got a reaction from Bejasc in A new "Transmission" option: Saliva only   
    In the Custom Sandbox mode, in Zombie Lore, you have three "Transmission" options: Blood+Saliva (the default), Everyone's Infected (TWD style), and None (never get infected by scratches/bites).
    What I suggest is a fourth option: Saliva only.
    This way means that the player can't get infected with scratches, only bites. This makes the game a little easier than the default, and a bit harder than None. You will still need to take care to not being bitten, but scratches will not kill you (specially those damn crawlers! ). 
     
    Why I'm suggesting this: I've always played with the default config and ended up frustrated every time my character died from some silly mistake, so I started playing with the "None" configuration. But with that I can only be killed if I get surrounded, and with vehicles around that is very unlikely to happen. So with Saliva only would be a mid term, I would still have my character when a zombie scratches me, but I have to always take care of not being bitten.
  14. Like
    ZonaryQuasar reacted to Geras in Small but Important Suggestions Thread   
    983. Empty glass bottles should be added to loot tables. As of now, the only way to get them is to drink wine and whiskey.
     
    984. Reverse car lights with cone of light.
     
    985. Rear car lights should give red cone of light on the ground.
     
    986. Breaking car lights should give increased cone of light compared to above.
     
    987. Emergency vehicle lights should give cone of light of appropriate colour.
  15. Like
    ZonaryQuasar got a reaction from grammarsalad in A new "Transmission" option: Saliva only   
    In the Custom Sandbox mode, in Zombie Lore, you have three "Transmission" options: Blood+Saliva (the default), Everyone's Infected (TWD style), and None (never get infected by scratches/bites).
    What I suggest is a fourth option: Saliva only.
    This way means that the player can't get infected with scratches, only bites. This makes the game a little easier than the default, and a bit harder than None. You will still need to take care to not being bitten, but scratches will not kill you (specially those damn crawlers! ). 
     
    Why I'm suggesting this: I've always played with the default config and ended up frustrated every time my character died from some silly mistake, so I started playing with the "None" configuration. But with that I can only be killed if I get surrounded, and with vehicles around that is very unlikely to happen. So with Saliva only would be a mid term, I would still have my character when a zombie scratches me, but I have to always take care of not being bitten.
  16. Like
    ZonaryQuasar got a reaction from JonneKebab.com in A new "Transmission" option: Saliva only   
    In the Custom Sandbox mode, in Zombie Lore, you have three "Transmission" options: Blood+Saliva (the default), Everyone's Infected (TWD style), and None (never get infected by scratches/bites).
    What I suggest is a fourth option: Saliva only.
    This way means that the player can't get infected with scratches, only bites. This makes the game a little easier than the default, and a bit harder than None. You will still need to take care to not being bitten, but scratches will not kill you (specially those damn crawlers! ). 
     
    Why I'm suggesting this: I've always played with the default config and ended up frustrated every time my character died from some silly mistake, so I started playing with the "None" configuration. But with that I can only be killed if I get surrounded, and with vehicles around that is very unlikely to happen. So with Saliva only would be a mid term, I would still have my character when a zombie scratches me, but I have to always take care of not being bitten.
  17. Like
    ZonaryQuasar reacted to Viperel in Small but Important Suggestions Thread   
    1000. My suggestion would be to have more "hidden" radio stations as i know that only 4 exist in the lower part of the spectrum. The frequency band is quite large for HAM/Military radios and it would be immersive to see some extra communications going on, even random SOS morse code.
  18. Like
    ZonaryQuasar reacted to Burger_Time in Small but Important Suggestions Thread   
    999. Moodles explanation.
     
    I've often seen new players getting confused by appearance of some moodles, like "why am I sad?" Or "WTF why am I in pain?!" So I thought it would be cool to have some kind of explanation for certain moodles like Anxiety, Unhappiness and pain.
     
    Like, if you open description of the moodle, it will show you what affects character (Unattended injuries, Smoke withdrawal etc.) Will be very useful. Also that would allow to add new causes of mood changes (Alone, lost and other stuff) without player being confused.
  19. Like
    ZonaryQuasar got a reaction from trombonaught in Small but Important Suggestions Thread   
    1008. Being able to listen to music. Walkmans and such were a fever in the 80's and 90's, so it should be common to find them on Kentucky houses. Maybe find a "Music tape" here or there, with free-to-use music such as classic music, or even pointing to a "Music" folder where the player can put their own audio files there. Music of course would reduce the stress and boredom levels while close to them, or using earbuds/headphones to listen to music while killing zombies.
     
    1009. Blood on your hands. After some actions such as grab corpses, your hand would be bloody/dirty and you would need to clean them first before actions like eating or cooking.
     
    1010. If the character uses the same clothes for more than 5 days, it starts to sthinks and shows a new moodlet: "Dirty clothes". The player can wash the clothes to remove the moodlet. If the player ignores it, the character has a chance to become ill, the chance getting higher as days passes. 
  20. Like
    ZonaryQuasar reacted to pzfreak in Battery weight   
    Hello,
    I'm not sure if this has already been addressed - and maybe need to be moved to suggestions section - if so please let me know.
    Can you please change battery weight from 0.6 to 0.1 (at least).
    1 battery for 1 flashlight that weight more than half of the kilogram - is it some sort of power core?
    Maybe instead of using "battery" - just change this to "batteries" (like 2 batteries) - which is most common setup for flashlights, and change it weight)
    (for example 1 AA battery weight around 23 grams).
    I know it is really low priority problem, and there might be logic behind that, but it makes me wanna cry every time i see it
  21. Like
    ZonaryQuasar reacted to Enoahe in Car floating in the air upside down (Multiplayer)   
    Known bug, no solution at this point. You can nudge the floating car back on wheels with another car, though. Also, if server admin accessible - he can delete this floating car and create a new one.
  22. pillow
    ZonaryQuasar got a reaction from Legoland99 in Car floating in the air upside down (Multiplayer)   
    Exactly what the title says. When in multiplayer, I reproduced this bug two times in the same session. The two vehicles we found, after we drive them a little bit, when we're almost at out base, they simply turn upside down and floats in the air. You can still enter the car and start the engine, but it does not move. 
    This happened in my first multiplayer session, this weekend (latest build). While in single player mode, I played all month and never saw this happening, so I believe it's multiplayer only.
    I forgot to take a screen, but someone posted one on reddit, I'll attach it to this post.
    Sorry if this was already reported.

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