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valkyrienyanko

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  1. In sandbox mode under zombie lore, zombie speed can either be "Sprinters", "Fast Shamblers", "Shamblers" and "Random". This provides 4 possible playthroughs, one with all sprinters, all fast shamblers, all shamblers or a mix of all of them. I propose that the "Random" setting is removed and instead all the remaining options have percentages that the user can set ranging from 0 to 100%. This will allow for some unique playthroughs, for example a playthrough with 1% sprinters, 9% fast shamblers and 90% shamblers. Perhaps this could be taken a step further by adding more speed options. The user could specify the exact speed and chance a zombie has to spawn. For example, a playthrough with 3x speed zombies have a 2% chance to spawn, 1.5x speed zombies have a 3% chance to spawn, shamblers have a 95% chance to spawn. If there are limitations to the game engine by adding zombies that are too fast to handle then add a hard coded speed limit. Having the option to spawn zombies that move 3x slower than "Shambler" speed would also provide for some really unique playthroughs. I realize that converting each option to percentage values may not be enough as everything should add up to 100% in the end. So for example lets say zombie speed chances for shambers are at 50% and sprinters are at 50%. You change sprinter chance to 75%, shambler chance should be automatically changed to 25%. Note that all the sandbox settings could be overhauled to allow users to specify chance percentages ranging from 0 to 100%. Settings such as zombie sight, hearing, memory, car spawn rate, player rear vulnerability, ammo loot rarity to name a few.
  2. When your character has a small amount of blood left, they should gain the following effects - more prone to tripping over things / falling randomly - chance of dropping items held in primary and secondary - drowsy moodlet - running / exercising / any other intensive activity causes extreme pain and has chance of opening up the bandaged wound - the effects of negative traits chosen at the beginning of the game will be amplified - the effects of positive traits chosen at the beginning of the game will be lowered
  3. I have seen several mods do this. It would be nice if this was a toggle setting in sandbox settings. Zombies do not like being in tiles lit with sunlight and will seek darker tiles. That's it. This would make zombies horde up in houses / buildings during the day and have them come out during the night like in the legend movie.
  4. The idea is you get to pan around this map in the sandbox settings and change the zombie distributions however you like. This however would require making a map for the sandbox settings just for this.. An alternative to this would be to allow setting the zombie distributions around key points via dropdown radio buttons (for e.g. maybe insane pop in rosewood, and low pop in westpoint or 16x pop at the prison or mall)
  5. 1. Farming can be tedious when you have to right click on each tile to do X task. Suggestion: Add a right click option (that only appears when you right click on a farming tile) that will find all nearby farming tiles and do them all from nearest to farthest. (e.g. pathfind to A, then do A, then pathfind to B and then do B, etc) 2. Sorting loot across several containers can be tedious from times. Suggestion: Allow players to tag containers by categories (e.g. Food, Literature, Ammo, Guns, etc), and add a right click option that will allow a players character to pathfind to all these nearby containers and drop off all their loot in the respective containers marked by their tags. 3. Disassembling furniture Suggestion: Add a right click option (that only appears when you right click on something that can be disassembled) that will disassemble all nearby props that can be disassembled (will pathfind from nearest to farthest) 4. Hauling corpses to a specific tile / area Suggestion: Add a right click option (that only appears when right clicking corpses) that will automate pathfinding hauling all nearby corpses to a specified zone 5. Hauling loot to a specified container Suggestion: Add a right click option to automate hauling all loot from one container to another (player will pathfind between points A and B until A has no more loot and B has all the loot from A) 6. Driving to a location specified via in-game map Suggestion: Player marks a location on map, they will drive to this location automatically. Any of the above tasks could be cancelled at any time if the player moves around on their own. The above tasks could also be integrateded with NPCs in the future. Perhaps the above tasks could be combined into more advanced multi-tasks. (e.g. a combination of hauling loot and driving between 2 zones)
  6. If I recall correctly all the death screen shows is your kill count, it would be nice if it showed the skills and other stats you had up to this point.
  7. Lots of people die in multiplayer and respawn leaving their keyrings behind and sometimes we loot our previous bodies and get extra keyrings we don't need. I suggest to add the option to add "Merge all keys to current keyring" when you right click a keyring and you have more than 1 keyring on you. This would also destroy all the useless keyrings on you and you end up with only 1 keyring again.
  8. PZ Suggestions Generic - Lower the spear fishing sound volume (and or add the option to adjust the volume of each individual sound in the game -- see this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2609849923&searchtext=advanced) - Merge Manage Containers mod into base game (https://steamcommunity.com/sharedfiles/filedetails/?id=2650547917&searchtext=manage+containers) (maybe go even a step further and add optional UI bubbles above each tagged container to indicate what category this container was set to) (also take a look at what the dev of the mod said, they said they plan to add "walking to nearby containers") - Merge Players on Map mod into base game (https://steamcommunity.com/sharedfiles/filedetails/?id=2732804047&searchtext=players) - Add option "Auto loot this item", to the dropdown menu when you right click an item (someone created a mod for this https://steamcommunity.com/sharedfiles/filedetails/?id=2577903374&searchtext=auto) - Merge AutoMechanics and AutoSewing into the base game (https://steamcommunity.com/sharedfiles/filedetails/?id=2588598892&searchtext=auto and https://steamcommunity.com/sharedfiles/filedetails/?id=2584991527&searchtext=auto) Sandbox - Add option where zombies "fear the sun" (zombies will always go indoors during day and come out during night) (someone made a mod that does this https://steamcommunity.com/sharedfiles/filedetails/?id=2182855819&searchtext=zombies+fear) (This would make more people aware of this awesome mod and would add a lot to different playstyle runs) - Add value slider to change how fast zombies move (from speeds starting from something like 2x slower than shamblers and up to speeds 1.5x faster than default sprinter speed) - Add specific XP multipliers to each skill you can obtain (e.g. XP multiplier setting for how fast you get the nimble or cooking or strength or althletics skill) PZ Mod Ideas Sandbox Add setting where a random chance of events will occur where x zombies will spawn in XY ways near you (e.g. large horde spawns in somewhat far away, walks somewhat near your base, continues constantly walking (they never stop) until they are out of the players view range and then they all despawn) (e.g. 50 zombies spawn all around you in a circle outside of your view range, then they all close in, if you get away, and the zombies are outside of your view range, they will despawn after x time)
  9. I did /save and /quit like you said but next time I load up server and login my map data still gets reset. (3rd time this has happened now)
  10. Nvm I was doing /stop and /exit but I didn't realize /quit was the actual command by bad.
  11. Try walking outside of the house (if you're in a house that is) (about 20 tiles away from your house), then walk back into the house and make sure everything is unequipped before pressing the excercise button, then do your excercise.
  12. I can't interact with anything in any inventory anymore. Here's what I did in order 1. Accidentially set off a house alarm 2. Ran back to house 2b. Placed a few 3D canned food items in the world 3. Grabbed Electricity for Beginners with no issues from bookshelve 4. Tried to unequip duffel bag to do excercise 5. Realized I could not unequip or drop or move duffel bag 6. Realized it wasn't just the duffel bag but every item in every inventory Update: I walked outside of my house, and I could interact with items in my inventory again. I walked back in my house and I could still manipulate items in my inventory. Note that my house is not a safehouse. I did not touch any faction settings or anything like that. I think the game thinks my house was a safehouse for some reason. Update: The issue appeared again when I tried to excercise. I clicked excercise for 60m Squats and it looked like my character was putting the crowbar from both hands on to the back of the character and failed. Now I can't interact with anything in the inventory. Update: When I walk far enough away from the house (like 7 tiles) everything is fixed once again. Update: I went back into the house and manually took off my duffel bag and unequipped the crowbar in both my hands and now I can excercise squats with no issues.
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