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Jericoshost

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  1. Like
    Jericoshost got a reaction from Witchzell in Additional Moodlets And Effects!   
    You can be depressed, but never happy?
    You can be Bored, but never Entertained? (ARE YOU NOT ENTERTAINED?)
    You can be stressed but never Calm/soothed or relaxed?
    You can be Exhausted but not Energized?
     
    Seems a bit odd for a human to be so... Neutral or miserable yet still able to function in such a miserable place.
    I suggest adding the ability to have a bit more of a positive outlook on life with a little work.
    It may be the Apocalypse but it's not the end of the- well you get what I mean.
    Enjoy life while you can and such.
     
    When a character uses enough of something to get a net positive they should not ONLY get a positive moodlet but also a corresponding Resistance to loss (and in most cases gain) of that stat. Its easy to be slightly amused, hard to be completely enthused and harder still to hold onto that feeling for long.
     
    - HUNGER -
    Eating does a body good, over indulging though is another story...
    PROS:
    The fuller you are the higher resistance to loss of Hunger you gain, taking longer to become hungrier. You gain a boost to Strength as usual.
    CONS:
    Being Extremely Full can make you sluggish slightly reducing nimble and speed, Further eating actions are slowed down, When a large meal is eaten (One that over fills the hunger bar or reaches the largest positive moodlet) the PC gains a new Moodlet called
    -OVERSTUFFED- when the PC eats again with this moodlet they will vomit, becoming slightly queasy and becoming slighty hungry. The length of this Moodlet is determined by how 'full' the PC becomes, and is removed by vomiting.
    -
    -HAPPY- (A Little Happy, Good Mood, Happy, Very Happy, Enthusiastic)
    Reading a good book and watching a funny TV show alongside a Perfect cooked meal should let someone forget the horrors of the zomboids, even if only for a minute.
    PROS:
    Having a Happy buff should increase gains from rest and sleep, gain a minor improvement to healing speed and slow the loss of Happy and Boredom.
    CONS:
    Reduce the GAIN of Happy. Higher Unhappiness gain from bad food or other sources.
    The happier you are, the harder it is to boost your mood further. And it is easy to have your mood ruined.
    Being Panicked, sick, hungry, stressed, injured will slowly drain away Happy Buffs.
    -
    -ENERGIZED- (Picked Up, Energized, Wired, Jittery, Manic)
    Getting a full nights sleep alone isn't enough to be energized, but drinking some energy drinks or coffee when fully awake should give a spring to your step.
    This buff will give:
    PROS:
    Faster Endurance Regeneration and Limit, SLIGHT speed buff per level, faster Happy gain, Larger Awareness Cone and Fade(In/Out).
    However there is too much of a good thing.
    CONS:
    Faster Blood loss from bleeding wounds (Faster heart beat), can't sleep when under the effects of Energized Buffs, Faster Tired Gain, and loss of dexterity at high levels (Twitching)
    And the risk of overdose, which when mixed with even minor levels of fatigue or Panic can lead to a: HEART ATTACK-
    PC loses HP continuously until rescue medication is used (Pain killers in this case, in place of Chewing Asprin) then for weeks afterwards will suffer from the (Recovery Weakness) Debuff, reducing STR/FIT/Endurance by 50%.
    -
    -ENTERTAINED- (Enthused, Entertained)
    When you have cleared your boredom and become Entertained you gain:
    PROS: Minor gain of happy during entertained.
    Cons: Minor loss of Awareness cone (Distracted by entertainment)
    This should only really have 1-2 Positive levels, and should be quick to fade. Probably not lasting more than 1 in game hour after the Entertainment stops.
    -
    -SOOTHED- (Soothed, Calm, Relaxed, Very Relaxed, Completely Relaxed)
    When you have fully relaxed and let out your tension you gain:
    PROS:
    Increased Healing, reduced Hunger gain (Slight), reduced Boredom gain, reduced pain build up, higher ranged accuracy/speed.
    CONS:
    Higher chance of surprise and panic from enemies, increased Panic Gain, Loss of Awareness, faster stress build up, at higher levels actions are slightly slowed and faster Sleepy Build up.
    -
    Hopefully you enjoyed my suggestion!
    Feel free to reply to this topic if you think there is something I missed or if you like/don't like it.
  2. Like
    Jericoshost got a reaction from Witchzell in Better Health System - More Depth   
    Currently it's just a bar that drains from any injury and when it empties you die.
    There are injuries and treatments but it really boils down to just that at the end of your life.
    Basically it's dangerously close to the Critical Existence Failure Trope.
     
    I envision a better more in-depth system that is still decently straightforward, with: a Blood meter, a Condition Meter and a Life Meter.
     
    SECTIONS: (CTRL + F)
    Blood/Condition/Life (Next area)
    !RECOVERY!
    !New_Items!
     
    =Blood (Max 100 Points) tracks how much blood you have lost, as you lose blood you will be affected in the following ways:
     
    Moodlet: Bleeding As the Moodlet progresses effects similar to drunken Moodlets will be applied such as lack of coordination, poor aim, etc.
    If your blood meter empties, you will rapidly gain exhaustion and then pass out when it (Tired Moodlet) maxes out.
    You can be awoken by recovering enough blood or temporarily by administering a powerful stimulant (Adrenalin as a game example).
     
    When your blood meter drops your Condition will also drop by a smaller amount, but when Blood is empty continued blood loss will rapidly drain Condition and then Life.
    Most importantly, blood loss is Damage Over Time.
    This means that even after bandaging, a small amount of blood loss will still continue to represent blood being absorbed into the bandages/
     
    =Condition (Max 100 Points) Tracks your characters overall body condition, it should take into consideration general health, diet, sleep, injuries and pain.
    A person in peak condition will heal faster, last longer and be much harder to take down. But like in real life being in peak condition is a very difficult thing to maintain.
    Injuries will take chunks out of body condition, while illness and/or unhealthy lifestyle will slowly reduce it.
     
    Low Condition will also reduce max endurance and if allowed to reach 0 will put the character into a Coma and begin losing life, which can only be recovered by getting Condition and Blood back to 1 or higher.
     
    The higher your Condition the slower Life and Blood Loss will be as a result. When Condition gets very low the characters Life meter will be reduced below the maximum down to critical levels.
     
    =Life (Max 100 Points) is your ability to continue existing despite other conditions and debilities. Your 'Will to go on' so to speak. Once this reaches 0 you will rapidly begin to die by losing Condition and Blood quickly, and you will fall unresponsive.
    This is indirectly effected by Blood and Condition, but directly effected by severe levels of pain, depression, exhaustion and unhealthy activities. This bar can ONLY be depleted by the effects of other bars dropping at least partially. This ain't Stir Wurs where you can die from the big sad alone. "I literally can't even..." *Flatlines*
     
    The effects that directly cause Life to drop will only bring it down to 10/100, combining it with the effects of the other bars dropping below 50 it can then drop to 0. It is extremely unusual for an otherwise healthy person to have their body just shut down, but if someone has very little will to live then even mild maladies can become life threatening.
     
    When all 3 bars reach 0 you die.
     
    This feature would see it's best use in Multiplayer, where a Doctor could Identify why someone is suffering and figure out a proper treatment. This would give Medical Classes a HUGE boost to their usefulness. Once a character falls into unresponsive/unconscious/coma state they need someone else to revive them, otherwise they need to pray they aren't discovered before they can recover on their own- assuming they don't die from their condition.
     
    !RECOVERY!
    Now you may be under the impression that once you lose the ability to move you are dead if alone. This isn't necessarily true but it is difficult to survive alone just like IRL.
    It all boils down to your overall state, whether or not you are taking any more damage and if you can survive where ever you ended up falling down.
     
    If you pass out in a field in the middle of winter you are likely to die from exposure regardless of if zombies stumble on your vulnerable and prone form.
     
    If you are bleeding badly but bandage all your wounds and pass out safe in your base you may recover as long as you are healthy enough to recover enough blood to regain consciousness before dying of dehydration.
     
    Otherwise direct intervention by a doctor will lead to quick recovery (Mainly due to not wanting players to play 'Watching a blank screen' Simulator for hours in MP or SP once Dragons are added)
     
    The method to quickly bring someone awake is to administer a stimulant (Adrenalin or Narcotics with clear negative effects) this is temporary and may lead to a worse situation so should only be done in the most dire of situations.
     
    For full recovery the method would be pretty straight forward: (PC = Patient Character)
    1. Diagnose to determine what is causing the problem. This will give info based on the Players First Aid Skill.
    Okay skill gets complicated:
     -1-2 only physical surface injuries, bones if PC is conscious,
     -3-4 Broken bones of unconscious PC, Illness if PC is conscious,
     -5-6 can determine if PC's injuries were caused by zombie, can determine Illness even if PC is unconscious, If PC is awake can determine Diet and Lifestyle issues,
     -7-8 Can determine Diet issues of Unconscious PC's, can give an estimate of Zomboid Infection via stages (1-25% first stage, 26-50% 2nd stage, 51-75% 3rd stage, 76%+ Final stage)
     -9-10 Can determine lifestyle issues of Unconscious PC's, and can give an estimate of the progression of an awake PC's Zomboid infection (10% guesstimates, if infection =28% they will either guess 20% or 30%)
    As well skill level speeds up Medical check speed and application of treatment speed.
     
    So to recap and continue:
    1.Diagnose
    2.Treatment
    3.Aftercare
     
    For example: Someone has bled out and fallen unconscious.
     
    1. DR diagnoses, shows that PC is out of blood and unresponsive. No sign of infection, gunshot wound.
     
    2. DR brings PC to bed or treats on spot. Connect Blood bag (Requires Blood bag, disinfectant material otherwise chance of infection), remove bullet, disinfect wound, stitch wound, bandage wound.
     
    3. Once patient regains consciousness, feed them, water them, give vitamins and allow to heal. Administer other medications as needed.
     
    Straightforward, but with some depth.
     
    !New_Items!
     
    So some new items for this system would be needed.
     
    Blood Draw Kit
    Can be crafted from syringes, tubing and sterile plastic bags.
    Can be used on others (Finally, a use for bandits)
    creates Blood Bag when used on someone by draining their blood.
    Requires Medical Draw Bags to create Blood bags.
    Can make 10 bags at full charge, then needs to be disinfected via boiling or disinfectant, otherwise risk of infection for the donor and risk of making Blood Bag (Reused).
     
    Blood Bag
    Perishable, does not handle freezing well.
    Takes 20 Blood to make, but restores 8. Only restores 2 if frozen and thawed.
    For ease of use, blood type can be ignored. Assume everyone who survived the first wave (AKA the AB strain) has the same blood type.
    expires in 36 hours at room temp in sealed sterile bag. A week in a fridge, and loses effectiveness when frozen.
     
    Blood Bag (Reused)
    Similar to the Blood bag, but has a chance to cause Illness and wound infection.
    The result of filling with a non-sterilized Medical Draw Bag or Blood Draw Kit.
     
    Blood Bag (Tainted)
    Zombie Blood... Why would you use this? Good question.
    Cause rapid Knox Infection Progression, rapidly drains Condition and Life. Restores 1 Blood.
    Anyone who sees the bag will be able to identify the chunky coagulated blood of the dead, best to use discreetly.
     
    Sterile Medical Draw Bag
    Used to create Blood Bags, Medical Hydration Infusion, Vitamin and Carbohydrate Infusion and Saline Infusions.
    Can be created with high level crafting and plastic material, or by boiling Used Medical Draw Bag. Looted from Medical Facilities, only from fridges.
     
    Used Medical Draw Bag
    Can be used to make Blood Bag (Reused Bag), at the risk of wound infection.
    Can be sterilized with boiling.
     
    Medical Hydration Infusion
    Gives +1 Blood, +1 Condition, +1 Life and provides 75 Hydration and 15 Hunger.
    Very rare and hard to craft, but stores very well and can be frozen.
    Requires 8+ First Aid Skill, 3 Units of Vitamins, 3 Units of Painkillers, 8 Blood worth of Blood bags, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment (Like a pot, funnel, sieve and realistically a device for blood separation but trying to keep it simple.)
     
    Vitamin and Carbohydrate Infusion
    Gives +3 Condition, 50 hydration and 15 Hunger
    Stores well, freezes well. Semi-rare, semi difficult to craft.
    Requires 5+ First Aid Skill, 3 Units of Vitamins, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment
     
    Saline Infusions
    Gives +50 Hydration, Slows Blood and Condition Loss.
    Semi-Common. Craftable. Stores at room temperature forever.
    Requires 3+ First Aid Skill, 3 Units of salt, Water, Sterile Medical Draw Bag and Chemical Equipment
     
    Adrenalin
    Found in Hospitals, rare
    Can be frozen, stored in fridge.
    Can be crafted if you possess 10 First Aid Skill, and have a non-infected human or animal kidneys (Fresh) to make a less effective Adrenal Extract.
    Temporarily suppresses unresponsiveness for the recipient, but reduces the patients resistance to Blood and Condition Loss.
     
    Adrenalin Extract
    Crafted from animal or Human Kidneys, not used in modern medical practice due to the better effects of Synthetic Epinephrine (AKA Adrenalin)
    I couldn't find all the exact ways it could be used, but it seems able to be used for Allergy Reaction Suppression and I say have it be a shorter effect of the Regular Adrenalin.
    Doesn't store as well as Adrenalin, will expire even in fridge after 3 months.
     
    Narcotics:
    Crafted from Vitamins and Coffee to make a Concentrated Stimulated for use in place of Adrenalin.
    Requires 7+ First Aid Skill, 6 Units of Vitamins, Water, 1 Unit of Coffee or Tea, Sterile Medical Syringe and Chemical Equipment
    DISCLAIMER: The recipe is fake because the game obviously doesn't want to instruct people on how to make drugs, its believable enough to work in the game and that's what matters.
     
    The Adrenalin, Adrenalin Extract and Narcotic should cause stress and anxiety to skyrocket temporarily and cause panic on use. These are common side effects of Adrenalin.
     
    Vitamins
    New effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery.
     
    Food Moodlets
    New Effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery.
     
    Also I think alot of these changes would work very well if the Moodlet system was changed as well:
     
    Okay I think that is everything.
    Let me know what Y'all think
  3. Like
    Jericoshost reacted to Damano in Playing Guitar   
    Function to play the Guitar, the character perform a pre-prepared melody on the Guitar.
    + Reducing Stress and Boredom
    - Attracting Zombies
     

  4. Like
    Jericoshost reacted to Bullet_Magnate in Sheets Hung on Windows Should Start Down / Closed   
    Kinda trivial, but this annoys me ... seems like when you hang a sheet on a window, it should START in the down / closed position. 
     
    I think most people that do this are quickly slapping something over a window to prevent being seen, which means they would (and easily could) hang the sheet in this way. 
     
    It's annoying to have to take the extra step of closing the curtains *every time* I hang a sheet.  I honestly can't remember one time in 800+ hours of play where I hung a sheet and didn't immediately close it.  
  5. Like
    Jericoshost got a reaction from Axezombie in Better Health System - More Depth   
    Trust me, I understand the game is still in development.
     
    Which means now is the best time to propose ideas, before anything is set in stone and becomes unchangeable.
     
    I am super looking forward to upcoming content!
  6. Like
    Jericoshost got a reaction from Marauder29 in Better Health System - More Depth   
    Trust me, I understand the game is still in development.
     
    Which means now is the best time to propose ideas, before anything is set in stone and becomes unchangeable.
     
    I am super looking forward to upcoming content!
  7. Like
    Jericoshost got a reaction from Marauder29 in Better Health System - More Depth   
    Currently it's just a bar that drains from any injury and when it empties you die.
    There are injuries and treatments but it really boils down to just that at the end of your life.
    Basically it's dangerously close to the Critical Existence Failure Trope.
     
    I envision a better more in-depth system that is still decently straightforward, with: a Blood meter, a Condition Meter and a Life Meter.
     
    SECTIONS: (CTRL + F)
    Blood/Condition/Life (Next area)
    !RECOVERY!
    !New_Items!
     
    =Blood (Max 100 Points) tracks how much blood you have lost, as you lose blood you will be affected in the following ways:
     
    Moodlet: Bleeding As the Moodlet progresses effects similar to drunken Moodlets will be applied such as lack of coordination, poor aim, etc.
    If your blood meter empties, you will rapidly gain exhaustion and then pass out when it (Tired Moodlet) maxes out.
    You can be awoken by recovering enough blood or temporarily by administering a powerful stimulant (Adrenalin as a game example).
     
    When your blood meter drops your Condition will also drop by a smaller amount, but when Blood is empty continued blood loss will rapidly drain Condition and then Life.
    Most importantly, blood loss is Damage Over Time.
    This means that even after bandaging, a small amount of blood loss will still continue to represent blood being absorbed into the bandages/
     
    =Condition (Max 100 Points) Tracks your characters overall body condition, it should take into consideration general health, diet, sleep, injuries and pain.
    A person in peak condition will heal faster, last longer and be much harder to take down. But like in real life being in peak condition is a very difficult thing to maintain.
    Injuries will take chunks out of body condition, while illness and/or unhealthy lifestyle will slowly reduce it.
     
    Low Condition will also reduce max endurance and if allowed to reach 0 will put the character into a Coma and begin losing life, which can only be recovered by getting Condition and Blood back to 1 or higher.
     
    The higher your Condition the slower Life and Blood Loss will be as a result. When Condition gets very low the characters Life meter will be reduced below the maximum down to critical levels.
     
    =Life (Max 100 Points) is your ability to continue existing despite other conditions and debilities. Your 'Will to go on' so to speak. Once this reaches 0 you will rapidly begin to die by losing Condition and Blood quickly, and you will fall unresponsive.
    This is indirectly effected by Blood and Condition, but directly effected by severe levels of pain, depression, exhaustion and unhealthy activities. This bar can ONLY be depleted by the effects of other bars dropping at least partially. This ain't Stir Wurs where you can die from the big sad alone. "I literally can't even..." *Flatlines*
     
    The effects that directly cause Life to drop will only bring it down to 10/100, combining it with the effects of the other bars dropping below 50 it can then drop to 0. It is extremely unusual for an otherwise healthy person to have their body just shut down, but if someone has very little will to live then even mild maladies can become life threatening.
     
    When all 3 bars reach 0 you die.
     
    This feature would see it's best use in Multiplayer, where a Doctor could Identify why someone is suffering and figure out a proper treatment. This would give Medical Classes a HUGE boost to their usefulness. Once a character falls into unresponsive/unconscious/coma state they need someone else to revive them, otherwise they need to pray they aren't discovered before they can recover on their own- assuming they don't die from their condition.
     
    !RECOVERY!
    Now you may be under the impression that once you lose the ability to move you are dead if alone. This isn't necessarily true but it is difficult to survive alone just like IRL.
    It all boils down to your overall state, whether or not you are taking any more damage and if you can survive where ever you ended up falling down.
     
    If you pass out in a field in the middle of winter you are likely to die from exposure regardless of if zombies stumble on your vulnerable and prone form.
     
    If you are bleeding badly but bandage all your wounds and pass out safe in your base you may recover as long as you are healthy enough to recover enough blood to regain consciousness before dying of dehydration.
     
    Otherwise direct intervention by a doctor will lead to quick recovery (Mainly due to not wanting players to play 'Watching a blank screen' Simulator for hours in MP or SP once Dragons are added)
     
    The method to quickly bring someone awake is to administer a stimulant (Adrenalin or Narcotics with clear negative effects) this is temporary and may lead to a worse situation so should only be done in the most dire of situations.
     
    For full recovery the method would be pretty straight forward: (PC = Patient Character)
    1. Diagnose to determine what is causing the problem. This will give info based on the Players First Aid Skill.
    Okay skill gets complicated:
     -1-2 only physical surface injuries, bones if PC is conscious,
     -3-4 Broken bones of unconscious PC, Illness if PC is conscious,
     -5-6 can determine if PC's injuries were caused by zombie, can determine Illness even if PC is unconscious, If PC is awake can determine Diet and Lifestyle issues,
     -7-8 Can determine Diet issues of Unconscious PC's, can give an estimate of Zomboid Infection via stages (1-25% first stage, 26-50% 2nd stage, 51-75% 3rd stage, 76%+ Final stage)
     -9-10 Can determine lifestyle issues of Unconscious PC's, and can give an estimate of the progression of an awake PC's Zomboid infection (10% guesstimates, if infection =28% they will either guess 20% or 30%)
    As well skill level speeds up Medical check speed and application of treatment speed.
     
    So to recap and continue:
    1.Diagnose
    2.Treatment
    3.Aftercare
     
    For example: Someone has bled out and fallen unconscious.
     
    1. DR diagnoses, shows that PC is out of blood and unresponsive. No sign of infection, gunshot wound.
     
    2. DR brings PC to bed or treats on spot. Connect Blood bag (Requires Blood bag, disinfectant material otherwise chance of infection), remove bullet, disinfect wound, stitch wound, bandage wound.
     
    3. Once patient regains consciousness, feed them, water them, give vitamins and allow to heal. Administer other medications as needed.
     
    Straightforward, but with some depth.
     
    !New_Items!
     
    So some new items for this system would be needed.
     
    Blood Draw Kit
    Can be crafted from syringes, tubing and sterile plastic bags.
    Can be used on others (Finally, a use for bandits)
    creates Blood Bag when used on someone by draining their blood.
    Requires Medical Draw Bags to create Blood bags.
    Can make 10 bags at full charge, then needs to be disinfected via boiling or disinfectant, otherwise risk of infection for the donor and risk of making Blood Bag (Reused).
     
    Blood Bag
    Perishable, does not handle freezing well.
    Takes 20 Blood to make, but restores 8. Only restores 2 if frozen and thawed.
    For ease of use, blood type can be ignored. Assume everyone who survived the first wave (AKA the AB strain) has the same blood type.
    expires in 36 hours at room temp in sealed sterile bag. A week in a fridge, and loses effectiveness when frozen.
     
    Blood Bag (Reused)
    Similar to the Blood bag, but has a chance to cause Illness and wound infection.
    The result of filling with a non-sterilized Medical Draw Bag or Blood Draw Kit.
     
    Blood Bag (Tainted)
    Zombie Blood... Why would you use this? Good question.
    Cause rapid Knox Infection Progression, rapidly drains Condition and Life. Restores 1 Blood.
    Anyone who sees the bag will be able to identify the chunky coagulated blood of the dead, best to use discreetly.
     
    Sterile Medical Draw Bag
    Used to create Blood Bags, Medical Hydration Infusion, Vitamin and Carbohydrate Infusion and Saline Infusions.
    Can be created with high level crafting and plastic material, or by boiling Used Medical Draw Bag. Looted from Medical Facilities, only from fridges.
     
    Used Medical Draw Bag
    Can be used to make Blood Bag (Reused Bag), at the risk of wound infection.
    Can be sterilized with boiling.
     
    Medical Hydration Infusion
    Gives +1 Blood, +1 Condition, +1 Life and provides 75 Hydration and 15 Hunger.
    Very rare and hard to craft, but stores very well and can be frozen.
    Requires 8+ First Aid Skill, 3 Units of Vitamins, 3 Units of Painkillers, 8 Blood worth of Blood bags, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment (Like a pot, funnel, sieve and realistically a device for blood separation but trying to keep it simple.)
     
    Vitamin and Carbohydrate Infusion
    Gives +3 Condition, 50 hydration and 15 Hunger
    Stores well, freezes well. Semi-rare, semi difficult to craft.
    Requires 5+ First Aid Skill, 3 Units of Vitamins, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment
     
    Saline Infusions
    Gives +50 Hydration, Slows Blood and Condition Loss.
    Semi-Common. Craftable. Stores at room temperature forever.
    Requires 3+ First Aid Skill, 3 Units of salt, Water, Sterile Medical Draw Bag and Chemical Equipment
     
    Adrenalin
    Found in Hospitals, rare
    Can be frozen, stored in fridge.
    Can be crafted if you possess 10 First Aid Skill, and have a non-infected human or animal kidneys (Fresh) to make a less effective Adrenal Extract.
    Temporarily suppresses unresponsiveness for the recipient, but reduces the patients resistance to Blood and Condition Loss.
     
    Adrenalin Extract
    Crafted from animal or Human Kidneys, not used in modern medical practice due to the better effects of Synthetic Epinephrine (AKA Adrenalin)
    I couldn't find all the exact ways it could be used, but it seems able to be used for Allergy Reaction Suppression and I say have it be a shorter effect of the Regular Adrenalin.
    Doesn't store as well as Adrenalin, will expire even in fridge after 3 months.
     
    Narcotics:
    Crafted from Vitamins and Coffee to make a Concentrated Stimulated for use in place of Adrenalin.
    Requires 7+ First Aid Skill, 6 Units of Vitamins, Water, 1 Unit of Coffee or Tea, Sterile Medical Syringe and Chemical Equipment
    DISCLAIMER: The recipe is fake because the game obviously doesn't want to instruct people on how to make drugs, its believable enough to work in the game and that's what matters.
     
    The Adrenalin, Adrenalin Extract and Narcotic should cause stress and anxiety to skyrocket temporarily and cause panic on use. These are common side effects of Adrenalin.
     
    Vitamins
    New effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery.
     
    Food Moodlets
    New Effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery.
     
    Also I think alot of these changes would work very well if the Moodlet system was changed as well:
     
    Okay I think that is everything.
    Let me know what Y'all think
  8. Like
    Jericoshost got a reaction from ridai in Player Stunlock   
    I would suggest some kind of "Tearing myself away from them" animation instead of flailing.
    The animation would be like a forward or backward stumble followed by a short crawl away to feet.
     
    This would ensure that a player who struggles successfully can escape as long as they aren't completely surrounded or dragged down.
     
    These are Zomboids, not martial artists who know how to grapple people perfectly. They are supposed to be animalistic not well trained.
    Their advantages are supposed to be sheer numbers and mob tactics combined with an inexhaustible single minded focus.
     
    Alternatively when a character shrugs off a zed, force the zed to take a knee like when they get shot sometimes or even fall down. The long stun should give the player a high chance of escaping small groups of zeds.
  9. Like
    Jericoshost got a reaction from TrailerParkThor in Better Health System - More Depth   
    Trust me, I understand the game is still in development.
     
    Which means now is the best time to propose ideas, before anything is set in stone and becomes unchangeable.
     
    I am super looking forward to upcoming content!
  10. Like
    Jericoshost got a reaction from TrailerParkThor in Better Health System - More Depth   
    IT's true, it will make SP much more difficult. Ensuring you pass out somewhere safe is the key when you get heavily injured while alone, though avoiding getting THAT injured is the best case.
    Perhaps having the option to disable Passing Out in Sandbox options would be the best so Solo players don't have to deal with it.
     
    Once NPC's are added (AKA Dragons lol) then there will be more options for treatment.
  11. Spiffo
    Jericoshost got a reaction from TrailerParkThor in Additional Moodlets And Effects!   
    You can be depressed, but never happy?
    You can be Bored, but never Entertained? (ARE YOU NOT ENTERTAINED?)
    You can be stressed but never Calm/soothed or relaxed?
    You can be Exhausted but not Energized?
     
    Seems a bit odd for a human to be so... Neutral or miserable yet still able to function in such a miserable place.
    I suggest adding the ability to have a bit more of a positive outlook on life with a little work.
    It may be the Apocalypse but it's not the end of the- well you get what I mean.
    Enjoy life while you can and such.
     
    When a character uses enough of something to get a net positive they should not ONLY get a positive moodlet but also a corresponding Resistance to loss (and in most cases gain) of that stat. Its easy to be slightly amused, hard to be completely enthused and harder still to hold onto that feeling for long.
     
    - HUNGER -
    Eating does a body good, over indulging though is another story...
    PROS:
    The fuller you are the higher resistance to loss of Hunger you gain, taking longer to become hungrier. You gain a boost to Strength as usual.
    CONS:
    Being Extremely Full can make you sluggish slightly reducing nimble and speed, Further eating actions are slowed down, When a large meal is eaten (One that over fills the hunger bar or reaches the largest positive moodlet) the PC gains a new Moodlet called
    -OVERSTUFFED- when the PC eats again with this moodlet they will vomit, becoming slightly queasy and becoming slighty hungry. The length of this Moodlet is determined by how 'full' the PC becomes, and is removed by vomiting.
    -
    -HAPPY- (A Little Happy, Good Mood, Happy, Very Happy, Enthusiastic)
    Reading a good book and watching a funny TV show alongside a Perfect cooked meal should let someone forget the horrors of the zomboids, even if only for a minute.
    PROS:
    Having a Happy buff should increase gains from rest and sleep, gain a minor improvement to healing speed and slow the loss of Happy and Boredom.
    CONS:
    Reduce the GAIN of Happy. Higher Unhappiness gain from bad food or other sources.
    The happier you are, the harder it is to boost your mood further. And it is easy to have your mood ruined.
    Being Panicked, sick, hungry, stressed, injured will slowly drain away Happy Buffs.
    -
    -ENERGIZED- (Picked Up, Energized, Wired, Jittery, Manic)
    Getting a full nights sleep alone isn't enough to be energized, but drinking some energy drinks or coffee when fully awake should give a spring to your step.
    This buff will give:
    PROS:
    Faster Endurance Regeneration and Limit, SLIGHT speed buff per level, faster Happy gain, Larger Awareness Cone and Fade(In/Out).
    However there is too much of a good thing.
    CONS:
    Faster Blood loss from bleeding wounds (Faster heart beat), can't sleep when under the effects of Energized Buffs, Faster Tired Gain, and loss of dexterity at high levels (Twitching)
    And the risk of overdose, which when mixed with even minor levels of fatigue or Panic can lead to a: HEART ATTACK-
    PC loses HP continuously until rescue medication is used (Pain killers in this case, in place of Chewing Asprin) then for weeks afterwards will suffer from the (Recovery Weakness) Debuff, reducing STR/FIT/Endurance by 50%.
    -
    -ENTERTAINED- (Enthused, Entertained)
    When you have cleared your boredom and become Entertained you gain:
    PROS: Minor gain of happy during entertained.
    Cons: Minor loss of Awareness cone (Distracted by entertainment)
    This should only really have 1-2 Positive levels, and should be quick to fade. Probably not lasting more than 1 in game hour after the Entertainment stops.
    -
    -SOOTHED- (Soothed, Calm, Relaxed, Very Relaxed, Completely Relaxed)
    When you have fully relaxed and let out your tension you gain:
    PROS:
    Increased Healing, reduced Hunger gain (Slight), reduced Boredom gain, reduced pain build up, higher ranged accuracy/speed.
    CONS:
    Higher chance of surprise and panic from enemies, increased Panic Gain, Loss of Awareness, faster stress build up, at higher levels actions are slightly slowed and faster Sleepy Build up.
    -
    Hopefully you enjoyed my suggestion!
    Feel free to reply to this topic if you think there is something I missed or if you like/don't like it.
  12. Spiffo
    Jericoshost got a reaction from TrailerParkThor in Better Health System - More Depth   
    Currently it's just a bar that drains from any injury and when it empties you die.
    There are injuries and treatments but it really boils down to just that at the end of your life.
    Basically it's dangerously close to the Critical Existence Failure Trope.
     
    I envision a better more in-depth system that is still decently straightforward, with: a Blood meter, a Condition Meter and a Life Meter.
     
    SECTIONS: (CTRL + F)
    Blood/Condition/Life (Next area)
    !RECOVERY!
    !New_Items!
     
    =Blood (Max 100 Points) tracks how much blood you have lost, as you lose blood you will be affected in the following ways:
     
    Moodlet: Bleeding As the Moodlet progresses effects similar to drunken Moodlets will be applied such as lack of coordination, poor aim, etc.
    If your blood meter empties, you will rapidly gain exhaustion and then pass out when it (Tired Moodlet) maxes out.
    You can be awoken by recovering enough blood or temporarily by administering a powerful stimulant (Adrenalin as a game example).
     
    When your blood meter drops your Condition will also drop by a smaller amount, but when Blood is empty continued blood loss will rapidly drain Condition and then Life.
    Most importantly, blood loss is Damage Over Time.
    This means that even after bandaging, a small amount of blood loss will still continue to represent blood being absorbed into the bandages/
     
    =Condition (Max 100 Points) Tracks your characters overall body condition, it should take into consideration general health, diet, sleep, injuries and pain.
    A person in peak condition will heal faster, last longer and be much harder to take down. But like in real life being in peak condition is a very difficult thing to maintain.
    Injuries will take chunks out of body condition, while illness and/or unhealthy lifestyle will slowly reduce it.
     
    Low Condition will also reduce max endurance and if allowed to reach 0 will put the character into a Coma and begin losing life, which can only be recovered by getting Condition and Blood back to 1 or higher.
     
    The higher your Condition the slower Life and Blood Loss will be as a result. When Condition gets very low the characters Life meter will be reduced below the maximum down to critical levels.
     
    =Life (Max 100 Points) is your ability to continue existing despite other conditions and debilities. Your 'Will to go on' so to speak. Once this reaches 0 you will rapidly begin to die by losing Condition and Blood quickly, and you will fall unresponsive.
    This is indirectly effected by Blood and Condition, but directly effected by severe levels of pain, depression, exhaustion and unhealthy activities. This bar can ONLY be depleted by the effects of other bars dropping at least partially. This ain't Stir Wurs where you can die from the big sad alone. "I literally can't even..." *Flatlines*
     
    The effects that directly cause Life to drop will only bring it down to 10/100, combining it with the effects of the other bars dropping below 50 it can then drop to 0. It is extremely unusual for an otherwise healthy person to have their body just shut down, but if someone has very little will to live then even mild maladies can become life threatening.
     
    When all 3 bars reach 0 you die.
     
    This feature would see it's best use in Multiplayer, where a Doctor could Identify why someone is suffering and figure out a proper treatment. This would give Medical Classes a HUGE boost to their usefulness. Once a character falls into unresponsive/unconscious/coma state they need someone else to revive them, otherwise they need to pray they aren't discovered before they can recover on their own- assuming they don't die from their condition.
     
    !RECOVERY!
    Now you may be under the impression that once you lose the ability to move you are dead if alone. This isn't necessarily true but it is difficult to survive alone just like IRL.
    It all boils down to your overall state, whether or not you are taking any more damage and if you can survive where ever you ended up falling down.
     
    If you pass out in a field in the middle of winter you are likely to die from exposure regardless of if zombies stumble on your vulnerable and prone form.
     
    If you are bleeding badly but bandage all your wounds and pass out safe in your base you may recover as long as you are healthy enough to recover enough blood to regain consciousness before dying of dehydration.
     
    Otherwise direct intervention by a doctor will lead to quick recovery (Mainly due to not wanting players to play 'Watching a blank screen' Simulator for hours in MP or SP once Dragons are added)
     
    The method to quickly bring someone awake is to administer a stimulant (Adrenalin or Narcotics with clear negative effects) this is temporary and may lead to a worse situation so should only be done in the most dire of situations.
     
    For full recovery the method would be pretty straight forward: (PC = Patient Character)
    1. Diagnose to determine what is causing the problem. This will give info based on the Players First Aid Skill.
    Okay skill gets complicated:
     -1-2 only physical surface injuries, bones if PC is conscious,
     -3-4 Broken bones of unconscious PC, Illness if PC is conscious,
     -5-6 can determine if PC's injuries were caused by zombie, can determine Illness even if PC is unconscious, If PC is awake can determine Diet and Lifestyle issues,
     -7-8 Can determine Diet issues of Unconscious PC's, can give an estimate of Zomboid Infection via stages (1-25% first stage, 26-50% 2nd stage, 51-75% 3rd stage, 76%+ Final stage)
     -9-10 Can determine lifestyle issues of Unconscious PC's, and can give an estimate of the progression of an awake PC's Zomboid infection (10% guesstimates, if infection =28% they will either guess 20% or 30%)
    As well skill level speeds up Medical check speed and application of treatment speed.
     
    So to recap and continue:
    1.Diagnose
    2.Treatment
    3.Aftercare
     
    For example: Someone has bled out and fallen unconscious.
     
    1. DR diagnoses, shows that PC is out of blood and unresponsive. No sign of infection, gunshot wound.
     
    2. DR brings PC to bed or treats on spot. Connect Blood bag (Requires Blood bag, disinfectant material otherwise chance of infection), remove bullet, disinfect wound, stitch wound, bandage wound.
     
    3. Once patient regains consciousness, feed them, water them, give vitamins and allow to heal. Administer other medications as needed.
     
    Straightforward, but with some depth.
     
    !New_Items!
     
    So some new items for this system would be needed.
     
    Blood Draw Kit
    Can be crafted from syringes, tubing and sterile plastic bags.
    Can be used on others (Finally, a use for bandits)
    creates Blood Bag when used on someone by draining their blood.
    Requires Medical Draw Bags to create Blood bags.
    Can make 10 bags at full charge, then needs to be disinfected via boiling or disinfectant, otherwise risk of infection for the donor and risk of making Blood Bag (Reused).
     
    Blood Bag
    Perishable, does not handle freezing well.
    Takes 20 Blood to make, but restores 8. Only restores 2 if frozen and thawed.
    For ease of use, blood type can be ignored. Assume everyone who survived the first wave (AKA the AB strain) has the same blood type.
    expires in 36 hours at room temp in sealed sterile bag. A week in a fridge, and loses effectiveness when frozen.
     
    Blood Bag (Reused)
    Similar to the Blood bag, but has a chance to cause Illness and wound infection.
    The result of filling with a non-sterilized Medical Draw Bag or Blood Draw Kit.
     
    Blood Bag (Tainted)
    Zombie Blood... Why would you use this? Good question.
    Cause rapid Knox Infection Progression, rapidly drains Condition and Life. Restores 1 Blood.
    Anyone who sees the bag will be able to identify the chunky coagulated blood of the dead, best to use discreetly.
     
    Sterile Medical Draw Bag
    Used to create Blood Bags, Medical Hydration Infusion, Vitamin and Carbohydrate Infusion and Saline Infusions.
    Can be created with high level crafting and plastic material, or by boiling Used Medical Draw Bag. Looted from Medical Facilities, only from fridges.
     
    Used Medical Draw Bag
    Can be used to make Blood Bag (Reused Bag), at the risk of wound infection.
    Can be sterilized with boiling.
     
    Medical Hydration Infusion
    Gives +1 Blood, +1 Condition, +1 Life and provides 75 Hydration and 15 Hunger.
    Very rare and hard to craft, but stores very well and can be frozen.
    Requires 8+ First Aid Skill, 3 Units of Vitamins, 3 Units of Painkillers, 8 Blood worth of Blood bags, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment (Like a pot, funnel, sieve and realistically a device for blood separation but trying to keep it simple.)
     
    Vitamin and Carbohydrate Infusion
    Gives +3 Condition, 50 hydration and 15 Hunger
    Stores well, freezes well. Semi-rare, semi difficult to craft.
    Requires 5+ First Aid Skill, 3 Units of Vitamins, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment
     
    Saline Infusions
    Gives +50 Hydration, Slows Blood and Condition Loss.
    Semi-Common. Craftable. Stores at room temperature forever.
    Requires 3+ First Aid Skill, 3 Units of salt, Water, Sterile Medical Draw Bag and Chemical Equipment
     
    Adrenalin
    Found in Hospitals, rare
    Can be frozen, stored in fridge.
    Can be crafted if you possess 10 First Aid Skill, and have a non-infected human or animal kidneys (Fresh) to make a less effective Adrenal Extract.
    Temporarily suppresses unresponsiveness for the recipient, but reduces the patients resistance to Blood and Condition Loss.
     
    Adrenalin Extract
    Crafted from animal or Human Kidneys, not used in modern medical practice due to the better effects of Synthetic Epinephrine (AKA Adrenalin)
    I couldn't find all the exact ways it could be used, but it seems able to be used for Allergy Reaction Suppression and I say have it be a shorter effect of the Regular Adrenalin.
    Doesn't store as well as Adrenalin, will expire even in fridge after 3 months.
     
    Narcotics:
    Crafted from Vitamins and Coffee to make a Concentrated Stimulated for use in place of Adrenalin.
    Requires 7+ First Aid Skill, 6 Units of Vitamins, Water, 1 Unit of Coffee or Tea, Sterile Medical Syringe and Chemical Equipment
    DISCLAIMER: The recipe is fake because the game obviously doesn't want to instruct people on how to make drugs, its believable enough to work in the game and that's what matters.
     
    The Adrenalin, Adrenalin Extract and Narcotic should cause stress and anxiety to skyrocket temporarily and cause panic on use. These are common side effects of Adrenalin.
     
    Vitamins
    New effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery.
     
    Food Moodlets
    New Effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery.
     
    Also I think alot of these changes would work very well if the Moodlet system was changed as well:
     
    Okay I think that is everything.
    Let me know what Y'all think
  13. Like
    Jericoshost reacted to prøxima in Manhattan map, i need you !   
    Hi guys !
    already, sorry for my english, i'm french and i use google trad.
     
    I am embarking on a map project with a mod pack to recreate the movie "I am a legend" in PZ. I'm going to make a reduced version of Manhattan (3km x 6km) but I still need a lot of different buildings. I would therefore like to know if some of you would be interested in making some buildings and then sending them to me so that I can integrate them into the map.
     
    Go on google maps, in a street of Manhattan and redo the buildings you want. you can tell me the address of your buildings so that I can place them as best as possible on the map. I hope some people are interested. I have already started on my side.

  14. Like
    Jericoshost reacted to LostMikely in Waffles vs Pancakes   
    Waffles are better than pancakes
  15. Like
    Jericoshost reacted to OffitMan in Add to existing stacks button   
    Anyone who has played Stardew Valley in the last few years will know about the "add to existing stacks" button. It is an absolute life saver when organising. For the uninitiated, when you click the “Add to Existing Stacks” button, it automatically tops up any item stacks you have in a container using items from your inventory.
     
    Zomboid needs something similar to this, purely to save people dragging and dropping so much. In SV, the transfer is instant but I think having a cool down like PZ has now would still work best.
     
    Just my two pennies' worth.

  16. Like
    Jericoshost reacted to Kallvin in Streamer Privacy Options   
    Hello Indie Stone and community!
     
    I have been checking out this game with the latest build and I must say, job well done so far!
     
     

    Our little group has brought some awareness to the game in our niche community and I was surprised at the turnout for a stream I did with the game.
     
    One minor issue I seem to have is privacy of IP data being displayed on the join window and the message of the day if you are hosting the game.

    Anywhere there is data available to the public the streamer must constantly check and balance their broadcast to ensure private data is not available, which can be a very dicey move.
     
    For instance, I happened to know beforehand that the message of the day displayed your IP address due to being lucky and watching a closed broadcast with another friend. Had I not known these things I would have run into an issue.
     
    Secondly, imagine a scenario where the player is disconnected from the server and scrambles to rejoin the game, not remembering the join menu clearly displays critical information for all eyes to see.
     
    If we could find a way to obfuscate this with additional layers of protection I would be very pleased.
     
    Such as but not limited to:
     
    1. Remove the IP address from the default message of the day window.
    2. Create a secondary window for login information on the join and or host screen of the game.
    3. Perhaps make suggestions 1 and 2 optional by selecting "Streamer Mode" somewhere in your user configuration settings.
     
    Thank you for hearing me out and if anyone has advice on obfuscating this information easily I am more than happy to hear you out.
  17. Like
    Jericoshost reacted to Zhenja1 in Shooting prone or kneeling   
    I'd love to have different firing stances incorporated into PZ, for instance shooting prone gives you the best stability and probability for a successful hit, while Kneeling is still better than standing if your skill is low when it comes to shooting, this would also be great for PVP or AI interactions as creating a smaller silhouette of yourself could reduce your chance of being hit in a gun fight.
    Just something simple like hitting Z to go prone and using the default crouch function with a rifle in hand already puts you in a low ready before aiming to shooting.
  18. Like
    Jericoshost reacted to GrandParzival in Possible Story Interaction: An NPC trying to get their braces removed.   
    I've always been fascinated with the idea that during the post-apocalypse, a character would be on the lookout for an Orthodontist to remove his braces. The fact that he was a week away from getting his metal-mouth spark generator out, when suddenly, zombies plagued Kentucky and now he's on a journey to survive, fight the undead, and find a dentist. 
  19. Like
    Jericoshost reacted to TheGreenFoxy in Jam and marmalade   
    these where recently added into the game and for some reason you can't use it to make a sandwich but you can with peanut butter?

    anyone else feel like this should be fixed.

    I know some of you guys been wanting to make the fabled PBJ
  20. Like
    Jericoshost reacted to UdderlyEvelyn in Per-Cell Spawn Rate Control   
    Creating methods for granular spawn controls for modder use, as well as for dedicated server and sandbox config tie-in, would be really useful for customizing how dense the zombie population is at certain places. Ex. the Crossroads Mall modded map is really packed with zombies when it spawns because they are placed manually on it (if I understand correctly), but once it's cleared out that's that. It's literally empty forever. It'd be nice if we could turn up the spawn rate in those cells to make it always likely to be jammed with zombies. For that matter, it would be nice if the spawn rate of loot or the rarity of loot could be configured in this way too. If that were the case, the mall could be made with a higher spawn rate out of the gate for zombies and for loot, so it would feel more worthwhile to fight through said zombies. Could do the same to other locations for a more custom sandbox or dedicated server experience. Maybe you want military bases crawling with zombies? Maybe you want to remove zombie spawns from an area or turn them down? Maybe you want to make it so that military base loot doesn't respawn as fast as residential? All this would be possible with per-cell spawn rate controls.
     
    While I'm on this note, it would also be nice if the rarity of each item (including modded) were configurable, with whitelist and blacklist of containers or zombie types it can spawn in for similar reasons.
  21. Like
    Jericoshost reacted to Blake81 in Can we have TV Tables be Containers?   
    These ones specifically:
     

     
    Because believe it or not, people born after the 2Ks, that's what those shelves under the TV were usually for. Holding VHS Tapes and the VHS itself.
     
    So it'd be great if they actually functioned as they look like.
  22. Like
    Jericoshost reacted to EnigmaGrey in Leave the "UI Offscreen Rendering" option unchecked by default   
    About half the framerate, depending on hardware.  Khalua2 is a lua-like system implemented in Java (and worse, relies on reflection to work), which provides scripting for the ui. It’s one of the worst performaning systems in the game. So having it run every frame is generally not a good idea.
     
    Most people aren’t going to be able to play the game at 165 hz and aren’t going to have the same frame of reference, so turning it off by default doesn’t make very much sense. PZ’s majorly played on toasters and potatoes, after all.
     
    If the UI ever gets redone in a different manner than this won’t matter anymore, but it’ll limit modding.
  23. Like
    Jericoshost reacted to Modin in Double click to use any item, not just some   
    What can be used by double-clicking right now:
    - Food
    - Clothes
    - Weapons
    What should also be able to be used by double-clicking:
    - Books (to read)
    - Medicine (to take)
    - Boxes (of ammo, of nails, of candy... to open)
    - Canned food (to open)
    - Cigarettes (to smoke)
  24. Like
    Jericoshost got a reaction from Guicsr02 in Better Health System - More Depth   
    Currently it's just a bar that drains from any injury and when it empties you die.
    There are injuries and treatments but it really boils down to just that at the end of your life.
    Basically it's dangerously close to the Critical Existence Failure Trope.
     
    I envision a better more in-depth system that is still decently straightforward, with: a Blood meter, a Condition Meter and a Life Meter.
     
    SECTIONS: (CTRL + F)
    Blood/Condition/Life (Next area)
    !RECOVERY!
    !New_Items!
     
    =Blood (Max 100 Points) tracks how much blood you have lost, as you lose blood you will be affected in the following ways:
     
    Moodlet: Bleeding As the Moodlet progresses effects similar to drunken Moodlets will be applied such as lack of coordination, poor aim, etc.
    If your blood meter empties, you will rapidly gain exhaustion and then pass out when it (Tired Moodlet) maxes out.
    You can be awoken by recovering enough blood or temporarily by administering a powerful stimulant (Adrenalin as a game example).
     
    When your blood meter drops your Condition will also drop by a smaller amount, but when Blood is empty continued blood loss will rapidly drain Condition and then Life.
    Most importantly, blood loss is Damage Over Time.
    This means that even after bandaging, a small amount of blood loss will still continue to represent blood being absorbed into the bandages/
     
    =Condition (Max 100 Points) Tracks your characters overall body condition, it should take into consideration general health, diet, sleep, injuries and pain.
    A person in peak condition will heal faster, last longer and be much harder to take down. But like in real life being in peak condition is a very difficult thing to maintain.
    Injuries will take chunks out of body condition, while illness and/or unhealthy lifestyle will slowly reduce it.
     
    Low Condition will also reduce max endurance and if allowed to reach 0 will put the character into a Coma and begin losing life, which can only be recovered by getting Condition and Blood back to 1 or higher.
     
    The higher your Condition the slower Life and Blood Loss will be as a result. When Condition gets very low the characters Life meter will be reduced below the maximum down to critical levels.
     
    =Life (Max 100 Points) is your ability to continue existing despite other conditions and debilities. Your 'Will to go on' so to speak. Once this reaches 0 you will rapidly begin to die by losing Condition and Blood quickly, and you will fall unresponsive.
    This is indirectly effected by Blood and Condition, but directly effected by severe levels of pain, depression, exhaustion and unhealthy activities. This bar can ONLY be depleted by the effects of other bars dropping at least partially. This ain't Stir Wurs where you can die from the big sad alone. "I literally can't even..." *Flatlines*
     
    The effects that directly cause Life to drop will only bring it down to 10/100, combining it with the effects of the other bars dropping below 50 it can then drop to 0. It is extremely unusual for an otherwise healthy person to have their body just shut down, but if someone has very little will to live then even mild maladies can become life threatening.
     
    When all 3 bars reach 0 you die.
     
    This feature would see it's best use in Multiplayer, where a Doctor could Identify why someone is suffering and figure out a proper treatment. This would give Medical Classes a HUGE boost to their usefulness. Once a character falls into unresponsive/unconscious/coma state they need someone else to revive them, otherwise they need to pray they aren't discovered before they can recover on their own- assuming they don't die from their condition.
     
    !RECOVERY!
    Now you may be under the impression that once you lose the ability to move you are dead if alone. This isn't necessarily true but it is difficult to survive alone just like IRL.
    It all boils down to your overall state, whether or not you are taking any more damage and if you can survive where ever you ended up falling down.
     
    If you pass out in a field in the middle of winter you are likely to die from exposure regardless of if zombies stumble on your vulnerable and prone form.
     
    If you are bleeding badly but bandage all your wounds and pass out safe in your base you may recover as long as you are healthy enough to recover enough blood to regain consciousness before dying of dehydration.
     
    Otherwise direct intervention by a doctor will lead to quick recovery (Mainly due to not wanting players to play 'Watching a blank screen' Simulator for hours in MP or SP once Dragons are added)
     
    The method to quickly bring someone awake is to administer a stimulant (Adrenalin or Narcotics with clear negative effects) this is temporary and may lead to a worse situation so should only be done in the most dire of situations.
     
    For full recovery the method would be pretty straight forward: (PC = Patient Character)
    1. Diagnose to determine what is causing the problem. This will give info based on the Players First Aid Skill.
    Okay skill gets complicated:
     -1-2 only physical surface injuries, bones if PC is conscious,
     -3-4 Broken bones of unconscious PC, Illness if PC is conscious,
     -5-6 can determine if PC's injuries were caused by zombie, can determine Illness even if PC is unconscious, If PC is awake can determine Diet and Lifestyle issues,
     -7-8 Can determine Diet issues of Unconscious PC's, can give an estimate of Zomboid Infection via stages (1-25% first stage, 26-50% 2nd stage, 51-75% 3rd stage, 76%+ Final stage)
     -9-10 Can determine lifestyle issues of Unconscious PC's, and can give an estimate of the progression of an awake PC's Zomboid infection (10% guesstimates, if infection =28% they will either guess 20% or 30%)
    As well skill level speeds up Medical check speed and application of treatment speed.
     
    So to recap and continue:
    1.Diagnose
    2.Treatment
    3.Aftercare
     
    For example: Someone has bled out and fallen unconscious.
     
    1. DR diagnoses, shows that PC is out of blood and unresponsive. No sign of infection, gunshot wound.
     
    2. DR brings PC to bed or treats on spot. Connect Blood bag (Requires Blood bag, disinfectant material otherwise chance of infection), remove bullet, disinfect wound, stitch wound, bandage wound.
     
    3. Once patient regains consciousness, feed them, water them, give vitamins and allow to heal. Administer other medications as needed.
     
    Straightforward, but with some depth.
     
    !New_Items!
     
    So some new items for this system would be needed.
     
    Blood Draw Kit
    Can be crafted from syringes, tubing and sterile plastic bags.
    Can be used on others (Finally, a use for bandits)
    creates Blood Bag when used on someone by draining their blood.
    Requires Medical Draw Bags to create Blood bags.
    Can make 10 bags at full charge, then needs to be disinfected via boiling or disinfectant, otherwise risk of infection for the donor and risk of making Blood Bag (Reused).
     
    Blood Bag
    Perishable, does not handle freezing well.
    Takes 20 Blood to make, but restores 8. Only restores 2 if frozen and thawed.
    For ease of use, blood type can be ignored. Assume everyone who survived the first wave (AKA the AB strain) has the same blood type.
    expires in 36 hours at room temp in sealed sterile bag. A week in a fridge, and loses effectiveness when frozen.
     
    Blood Bag (Reused)
    Similar to the Blood bag, but has a chance to cause Illness and wound infection.
    The result of filling with a non-sterilized Medical Draw Bag or Blood Draw Kit.
     
    Blood Bag (Tainted)
    Zombie Blood... Why would you use this? Good question.
    Cause rapid Knox Infection Progression, rapidly drains Condition and Life. Restores 1 Blood.
    Anyone who sees the bag will be able to identify the chunky coagulated blood of the dead, best to use discreetly.
     
    Sterile Medical Draw Bag
    Used to create Blood Bags, Medical Hydration Infusion, Vitamin and Carbohydrate Infusion and Saline Infusions.
    Can be created with high level crafting and plastic material, or by boiling Used Medical Draw Bag. Looted from Medical Facilities, only from fridges.
     
    Used Medical Draw Bag
    Can be used to make Blood Bag (Reused Bag), at the risk of wound infection.
    Can be sterilized with boiling.
     
    Medical Hydration Infusion
    Gives +1 Blood, +1 Condition, +1 Life and provides 75 Hydration and 15 Hunger.
    Very rare and hard to craft, but stores very well and can be frozen.
    Requires 8+ First Aid Skill, 3 Units of Vitamins, 3 Units of Painkillers, 8 Blood worth of Blood bags, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment (Like a pot, funnel, sieve and realistically a device for blood separation but trying to keep it simple.)
     
    Vitamin and Carbohydrate Infusion
    Gives +3 Condition, 50 hydration and 15 Hunger
    Stores well, freezes well. Semi-rare, semi difficult to craft.
    Requires 5+ First Aid Skill, 3 Units of Vitamins, Water, Sterile Medical Draw Bag, Sugar and Chemical Equipment
     
    Saline Infusions
    Gives +50 Hydration, Slows Blood and Condition Loss.
    Semi-Common. Craftable. Stores at room temperature forever.
    Requires 3+ First Aid Skill, 3 Units of salt, Water, Sterile Medical Draw Bag and Chemical Equipment
     
    Adrenalin
    Found in Hospitals, rare
    Can be frozen, stored in fridge.
    Can be crafted if you possess 10 First Aid Skill, and have a non-infected human or animal kidneys (Fresh) to make a less effective Adrenal Extract.
    Temporarily suppresses unresponsiveness for the recipient, but reduces the patients resistance to Blood and Condition Loss.
     
    Adrenalin Extract
    Crafted from animal or Human Kidneys, not used in modern medical practice due to the better effects of Synthetic Epinephrine (AKA Adrenalin)
    I couldn't find all the exact ways it could be used, but it seems able to be used for Allergy Reaction Suppression and I say have it be a shorter effect of the Regular Adrenalin.
    Doesn't store as well as Adrenalin, will expire even in fridge after 3 months.
     
    Narcotics:
    Crafted from Vitamins and Coffee to make a Concentrated Stimulated for use in place of Adrenalin.
    Requires 7+ First Aid Skill, 6 Units of Vitamins, Water, 1 Unit of Coffee or Tea, Sterile Medical Syringe and Chemical Equipment
    DISCLAIMER: The recipe is fake because the game obviously doesn't want to instruct people on how to make drugs, its believable enough to work in the game and that's what matters.
     
    The Adrenalin, Adrenalin Extract and Narcotic should cause stress and anxiety to skyrocket temporarily and cause panic on use. These are common side effects of Adrenalin.
     
    Vitamins
    New effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery.
     
    Food Moodlets
    New Effect: Boosts recovery of Blood and Condition. Does not give it just boosts natural recovery.
     
    Also I think alot of these changes would work very well if the Moodlet system was changed as well:
     
    Okay I think that is everything.
    Let me know what Y'all think
  25. Like
    Jericoshost reacted to WhiskeyTangoFoxX in Digestive system is needed (and reproductive system)   
    Yeah lets leave those ideas to the realms of modding, shall we?

    Project Zomboid is *not* trying to be the most realistic game possible. PZ is a story generator, following the doomed experience of your player character. Realism factors in at a lot of places, but TIS has, on numerous occasions, opted to go for more game-y systems over realistic behaviour because the truth is: Realism isn't fun. It's possible to enjoy realism, but it's not fun if you take it to those frankly ridiculous extremes.
     
    As for the idea of a "reproductive system": There's so many reasons why this is a bad idea that listing them all is impossible, but here are a few anyways: 
    Ratings: A lot of countries restrict the sale of games with sexual content. Either they get banned entirely (Australia is a common example for this) or their purchase restricted to platforms with age verification. Having the content be hidden behind a toggled setting is not good enough to satisfy those rating boards. Player behaviour: Players are assholes. You have to always keep that in mind when designing games with multiplayer. Every feature you add needs to be thought out in particular regard to how easily it is exploited to ruin other player's fun. I don't think I need to elaborate too much on how a "reproduction" system can be used to abuse players. It's pointless: On the time scale the game runs on, seeing any possible child being born is already unlikely. Few players survive 9 months, and even fewer actually play that long before rerolling out of boredom. Let alone the decade+ it would take for that child being anything more than an annoying burden. Violence & Children: This one plays a bit into the ratings issue as well. Having children in this game also automatically implies the possibility of violence against children, and death of children. This is something that a LOT of people are not comfortable with, and that most ratings boards do not look kindly on. (Ever wonder why if there are kids in a violent game, they're almost always immortal?)  
    There's some other points I won't elaborate on, it doesn't take much thought to come up with more reasons why this isn't a good idea.
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