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Raul_

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  1. Like
    Raul_ got a reaction from Kappatao in Symptom of Depression   
    One of the symptoms of depression is INSOMNIA I don't know if they have already implemented this symptom but it should be something indispensable. It will make caring for sadness more relevant.
  2. Pie
    Raul_ got a reaction from Pandorea in wrong item spawn   
    Muldraugh
     
     


  3. Like
    Raul_ reacted to fnemec in Depression, sadness and stress moodles   
    Hi, guys. I'd like suggest something. 
     
    Some zombie media (comics, movies, books, etc) explore the psychological effect on zombie apocalypse survivors. 
     
    Maybe, Project Zomboid should explore that too. AFAIK, depression moodle just increase the time to complete some tasks. PZ could have a bar (like the health bar) measuring the character's mental stability. Each day that bar decays a little. If character is sad, bored, stressed or depressed, it decays faster. 
     
    If that stat is too low, the character may have outbursts, destroying items, food, spending ammo or just shouting, for instance. While outbursting, the player loose control over the character for a short time. It can be fatal if the outburst occur while surrounded by zombies, and it is another factor to consider regarding character's panic. 
     
    If mental stability drops to zero, the character goes insane and, for all purposes, he is as good (and dead) as a zombie.
     
    To make matters a little more complicated, increase mental stability gets harder as lower it gets and can only be increased a pinch each day (representing the longer time needed to fix mental issues, compared with physical wounds). 
     
    So far, panic, stress and depression are just an inconvenient. With an improvement like that, those moodles will get a high importance. 
     
    I could mod that, but I don't know if  that improvement can be made thru modding. I know a little Lua myself, but I think that will require messing with game's java files. Some dev can drop me a hint about that?
  4. Spiffo
    Raul_ reacted to Luxiser in New Features and new Items!   
    I wanted to make a list of new items that could be added, and some features! And I also apologize for my bad english and words I wrote wrong
     
    - Items -
    + Leather jacket
    + Leatherette jacket
    + Secateurs (The big one´s)
    + Sub-machine guns (In Police and military locations)
    + Lawnmower (To turn on, and attract Zombies)
    + Gas burner
    + MRE 
    + Chainsaw
    + More fruits (Mango; Lychee; Blueberries; Raspberries; bag of frozen fruits; etc)
    + More vegetables (Olives; Cucumber; Brussels sprouts; bag of frozen vegetables; etc)
    + More herbs (Bell pepper; Curry; Nutmeg; etc)
    + Energy drinks
    + Plate´s (To put food on it of course)
    - Features -
    + Peeking around a corner (Maybe with the mouse wheel)
    + Beeing able to throw almost every item (To attract Zombies to the spot where the item hit the ground, or braking a window to create even more noise)
    + Zombies see you much worse in the dark, when you wear dark clothes, but also see you much better in the dark when you wear light clothes
    + Open and close Jackets so you dont get to hot
    + Make zombies not follow you by walking around a fence when you jump over it. ( Its hard to explain, I try my best. When you jump over a high fence, they walk around the big fence to get to you, but I personaly think they should lean against the big fence)
    + Throw items over a big fence, when you have a item as secondary like a gas can
    + Using the toillet
    + Brush teeth (When you dont do that, you can get sick after some days)
    + Beeing able to bath
    + Hide under a bed or a closet when its almost empty-complete empty
    + Jumping out of a window (Look against a window, press the button that you use to sprint and then beeing able to jump out) It could be usefull if you need to make a quick escape
    + Beeing able to wrap barbed wire around a baseball bat
    + Able to play CD´s on the  CD player
    + Able to play with toys (Jojos; Board game; etc)
    + Beeing able to find DVD´s and put them in to those big boxy TV´s or in a car and watch/hear a movie or what ever is on that tape (To get rid of boredom)
    + Beeing able to sit on a couch/chair and eat something on the table
    + You eat faster when you eat with a spoon/Fork
    + Suicide (With a gun. And maybe even add the feature, that when you are brave you have a higher chance to kill yourself. And cowards dont want to suicide because they are to scared. And maybe have a higher chance to suicide when you know you will turn. And when you try to kill yourself with a knife or in general with something sharp, you have maybe like a 0%-5% chance of doing it, because your character is to scared of the pain)
    + Not beeing able to sleep when a TV is on near you (But you can fall asleep when you are extremly tired)
    + Get unconscious (Of Pain)
    + Some Zombies are bigger than others, or some are more fatter than others, and thus are slower, or maybe some are a bit thinner and thus easier to make them fall and maybe they have less health
     
     
     
    - Vehicles -
    + Motorbike (And maybe have a high chance to find a motorbike helmet in the trunk)
    + Bike
    + Scooter (Some maybe foldable)
    + More Civilian cars
    + Dirtbike (Especialy very loud, but good on off-road)
    + Trucks
  5. Like
    Raul_ got a reaction from Tails in Sound when filling pot in river   
    For some reason, the sound when filling a pot in the river is that of a water tap. I think you plan to change soon, but anyway, I show my discomfort in this topic.
  6. Like
    Raul_ got a reaction from Mkartush in Sound when filling pot in river   
    For some reason, the sound when filling a pot in the river is that of a water tap. I think you plan to change soon, but anyway, I show my discomfort in this topic.
  7. Pie
    Raul_ got a reaction from Pandorea in Sound when filling pot in river   
    For some reason, the sound when filling a pot in the river is that of a water tap. I think you plan to change soon, but anyway, I show my discomfort in this topic.
  8. Like
    Raul_ got a reaction from Nebula in Sound when filling pot in river   
    For some reason, the sound when filling a pot in the river is that of a water tap. I think you plan to change soon, but anyway, I show my discomfort in this topic.
  9. Like
    Raul_ got a reaction from trombonaught in Sound when filling pot in river   
    For some reason, the sound when filling a pot in the river is that of a water tap. I think you plan to change soon, but anyway, I show my discomfort in this topic.
  10. Like
    Raul_ got a reaction from ZonaryQuasar in Radio Translation Files   
    Translation into Portuguese Brazil
     
    Base:  https://www.dropbox.com/s/pk4ws5id0omf7nz/RadioData_0_PTBR.txt?dl=0
     
    Updates: https://www.dropbox.com/s/63u80stjmv4u2ww/RadioData_1_PTBR.txt?dl=0
     
  11. Like
    Raul_ reacted to bayonora in Put your jacket on your waist   
    An option to put your jacket or any top clothing on your waist so you dont have to put it at your inventory or throw it away when youre sweating.
     

  12. Spiffo
    Raul_ reacted to Masmassu in Weighers   
    shud say the boddy weight and the total Nr whit all armor alnd loot...
  13. Like
    Raul_ reacted to TrailerParkThor in Better Late Game Respawn.   
    Glad to see the expanded idea, I love it!
     
    I think this could be implemented as easily as adding a Sandbox setting called something like 'Survivor Classes'. If you check the box, it would allow for more customization of this system (similar to Proper Zombies settings). You could select which classes would be available and when. Survivor and Apocalypse modes would probably default to 3 months later, but this could be changed to be any amount of time. This way servers could opt into or out of whichever professions they want to allow players to use. Alternatively, anyone could just set the time limit to -1 days and access all the Respawn Professions from Day 1 character creation.
     
    I like the idea of progressing stats as well, but the RNG makes me a little put off and adding new professions on top of changing existing ones seems too complicated. I think the simplest way to go about marrying your ideas would be to simply replace each existing profession with a survivor class once the threshold of time has passed. Carjacker for Mechanic, Z Hunter for Veteran, Marathon Runner for Fitness Instructor, etc. Using this method, each occupation will get it's own advanced version with pros and cons. This way, starting over months later isn't just starting over. It would almost be like a new game mode! Maybe the sandbox settings would even allow us to set unique thresholds for each occupation. Farmers might take a year to become Foragers, but I'm sure most Lumberjacks would become a Wild Man in the first few weeks of the apocalypse.
     
    A step further, and we can bring spawn points into this system. I think a good way to go about this would be to similarly replace each existing spawn category with a later game version. Pillow's Spawns could really give the devs some inspiration here, like you said. Muldraugh should be replaced with Farmville, Riverside with the Country Club, etc. These could all come with their own list of random spawns so it isn't too repetitive. Under this system, it should be easy to add the special story spawns you came up with. A Carjacker spawning in Farmville might be in a broken down car outside the Pony Roam-O, a Wild Man in Dixie (a good Rosewood replacement) might spawn in one of the isolated cabins nearby there.
     
    All in all, I think something along these lines NEEDS to come to PZ. Currently, it's pretty fun to restart from a completely new save. If the devs were to add a version of the systems we've discussed here, no matter how simplified, it would definitely incentivize players to take on the challenge of a later start and reclaiming their past character's things.
  14. Spiffo
    Raul_ reacted to BentNose in Better Late Game Respawn.   
    This might be an involved Mod rather than a game suggestion considering the fiddling around involved. Pillow's mods do help to mitigate the problem, but there's another aspect that's taking the fun out of things. Still, even having mentioned Pillow's, I'm going to go through the whole thing here.

    So one of the aspects of late game death is the loss of all progress on that character.

    I'm fine with that honestly, it's what comes after that is the problem. I'm more peeved about the idea of starting a new character after this point because of the state of the new character. By all appearances, that character has apparently woken up from stasis a moment ago to discover a zombie apocalypse in full swing. It's this incongruity that bothers me, not having to start over or potentially find and recover the progress of the previous character.

    There have been some conversation in other respawning related threads, but TrailerParkThor asked me to expand on the idea of time advanced spawns. Character creation options and bonuses that open up when in game time has passed.

    On the topic of where and how the respawning happens, once enough time has passed the game should probably be very particular about where it puts people. Characters should spawn as a person who is already going through the motions of survival. And they should really not be placed into a home recently looted by a previous character if possible.

    Spawn a new survivor with a broken down or crashed car near a city. The survivor should have the key to this car.
    Spawn them at the edge of the map as if they are on foot and on the move.
    Spawn the player in a house that hasn't been visited in quite some time and if possible convert the house into a safehouse. Alternately, pick an unvisited safehouse to put them in.
    Spawn the player in the middle of the woods with a tent and campfire.
    An exciting Spawn that has a player in a home with some minor tools and a flowering garden but is being invaded by zombies.
    Spawn them in a well-stocked middle of the woods house, but you can hear the helicopter and see the first zombies coming in.

    What they shouldn't be is spawned into an unsecured, unvisited or looted home. This is immersion breaking. It's been months, there needs to be a good reason for that survivor to still be around.

    As for the character itself. Simply having been around for awhile suggests that they've learned to survive. They need something to signify they've had at least a little experience ensuring that they're still alive. I think it should be a matter of course that the character has gained skill points in the movement skills, Sprint, Nimble, Stealth and Lightfooted. How that is distributed can be semi-random, it would depend on what the character has gone through after all. To accompany this, the character should potentially get one or two weapons skills leveled based on time passed, with one corresponding weapon in their inventory. As for Crafting skills, well, for all we know the character could have survived on an excellent shopping trip, I don't think we need randomly assigned crafting skills.

    Instead, why not add points granted by hobbies and occupations based on how much time has passed? They've had to practice what they know. Every single occupation could just have a boost in skill points granted based on the advancement of game time.

    And then there is the idea of Late Game occupations. These don't have to be terribly complicated really. These would be things that appear a few months in, a natural evolution of having to figure out how to stay alive and well after society shuts down. At this point, these people probably have something that sets them apart from all those who have succumbed to the horde.

    "Carjacker"
    Has survived by hopping from one vehicle to another, learning some tricks as they go.
    Can hotwire vehicles, less chance of breaking window locks.
    Better chance for the car to start up, reduced fuel usage.
    Has skills in electrical, mechanics and metalworking.
    Spawns next to a broken car with the key in hand.

    "Scavenger"
    Survived by knowing where to look for what they need, then making the best use of those things.
    Comes with Lucky trait (may be nullified by unlucky).
    Uses less materials when repairing tools and weapons.
    Has skills in maintenance, metalworking and carpentry.
    Possibly spawns in a store or storage area, probably with a crowbar.

    "Wild Man"
    Went to the woods and only now has to come back.
    Has the Axe Man trait and Herbalist.
    Is able to forage more from a location before the area is depleted.
    Skills in foraging, carpentry and Axe.
    Spawns on a road at the edge of civilization.

    "Z Hunter"
    Does one thing and does it well, but until now they had companions. He can take care of the Zombies, but now he has to fend for himself without help.
    Has Hunter and desensitized.
    Has an easier time activating critical hits (knife stab, spear skewer, etc.)
    Improved fitness and movement skills.

    "Marathon Runner"
    If they aren't walking, they're running.
    Can still run at high exertion. Can still jog even when exhausted.
    Improved fitness, sprinting

    I'm sure there are other late game classes to come up with, but I think I've laid it out well. Whether or how much this applies to multiplayer is another question, but I'm sure having an enhanced character based on how much time has passed in game would help the longevity of PZ.
  15. Spiffo
    Raul_ reacted to Valentine in Character Customization +   
    With multiplayer coming for IWBUMS 41 I think it would be a good idea to add more character customization options such as different faces for each gender and perhaps a few more hairs and facial hairs. This is a good idea because it means not everyone in multiplayer will have identical faces if their gender is the same and will allow for more difference in player characters making each character more unique and memorable. Another addition to add to this idea would be different clothing to make your character look cooler, one small addition to do this would be to make a wear zipped or unzipped option for leather jackets and leather coats (similar to wear hoop up / down on hoodies) then boom stuffa.
  16. Like
    Raul_ got a reaction from Karin200 in immersive start for the "second" survivor created, after a while   
    I got this idea from my personal experience with the game.
    See, when I'm playing with my first created survivor, and he dies, I forgive that initial immersion in the world, because the second survivor is still inside his home, even though the apocalypse in his city has started more than 1 month ago! This is not immersive, nor does it make sense. After all, this game is a simulation of an apocalypse.
     
    The second survivor must, as the name he describes suggests, be surviving! Whoever reads this agrees with me? Because of this surreal reason, I came here to propose that you, developers, or modders, create a Zed Story for the second survivor (and later), which suggests that he lives in a city that is really going through an apocalypse, this way, maintaining the immersion of the city and the game.

    I got tired of deleting my game because I was not immersed in the second created survivor. I want him to have a story, like having just had a car accident, and having a cut on his leg, making you rip his shirt to stop the blood. Or you're camping out near the city, hungry for your food to run out.

    This type of story makes you immersed that he spent 1 month surviving and suffocating as his first character, however, he does not do as well as his first survivor, and you need to continue seeing a dramatic and immersive story of a survivor , controlled by you. That's all I'm asking for. Enough is inside the house as if none of the dead were walking in your garden or eating your neighbors for more than 1 month!
     
    I also suggest that Lore's story about the second survivor be told according to his chosen profession.
    Some got suggested:
     
    If he is a policeman, for example, a story that would fit with him could be an accident in his vehicle, he just got close to the chosen city of spawning, in a neighborhood, he is bleeding slightly due to a scratch caused in the accident , or cut, and it is necessary to tear your shirt to stop the bleeding.
     
    If he is a lumberjack or forest ranger, he may be surviving in the woods, at a camp, near the road to a store or gas station in the chosen city. The food he collected and that helped him survive until then is over and he is a little hungry.
     
    Other stories that suggest how the second survivor is surviving the apocalypse when you start to control it:
     
    Inside a house with sheets on the windows and doors.
     
    Inside the gas station store.
     
    Inside a supermarket with an empty backpack.
     
    Inside a car at the entrance to the city, but the fuel ran out.
     
    Near a campfire, with rice. This fire may have been built near a city lake. or not having any food, just the campfire warming the survivor, and he
    starts to sit next to him, warming up.
     
    Inside a hospital, with a bandage wound. (I know you have a mod with a similar start, it's a good idea to dive in yourself)
     
    And it can contain as many different immersive scenarios as you developers want to add.
     
    Thanks for reading.
    Sorry about my English.
     
  17. Spiffo
    Raul_ reacted to DiviChang in Noise when taking damage   
    Add the feature for the character to make "noises" when taking damage, and from what damage you get dictates how loud your character makes. It doesn't make sense for my character to be a silent badass and take a broken leg like a champ. At the least when taking any significant damage you should be screaming in pain. This adds one more level of consideration when fighting zombies, if you fight zombies you run the risk of getting hurt and potentially attracting more zeds to you.  This doesn't apply to exercise fatigue.
     
    This is how I'm planning this would work out.
     
    Minor pain/ scratches - Character gasps or grunts similar to a whisper range.
    Pain/ Laceration  -  Sound level should be higher than whisper but lower than yelling 
    Severe Pain/ Deep wound - Yell in pain
    Agony/ fracture & Burns - Scream in pain and continuous grunts until medical treatment
     
    Traits to accommodate the feature: Suggested by Furizu
    Positive: Stoic [-4] Able to endure pain more silently
    Negative: Wimp [+4] Doesn't like and can't stand pain.
  18. Like
    Raul_ reacted to TrailerParkThor in immersive start for the "second" survivor created, after a while   
    Well I definitely agree with that! And PZ is one of the worst offenders. I understand the devs have always stayed fast on the fact that they will never simulate the Day 0, but there should definitely be more to Day 1 than just spawning in 3 days after the evacuation with quite literally nothing but a belt, shoes, and the clothes on your back.
     
    For one, Character Creation should allow you to select all the clothing and accessories you wish. I never understood why we start with a Belt, but not a Watch? Both are equally useful in different ways and not having a Watch just makes it hard to immerse yourself at first. Either we should get both or neither. Maybe if they made it so we needed Watch Batteries to keep a digital watch going, that would be a better balance to starting with one? Classic ones could need rewinding everyday. Regardless, allowing us to customize more things like piercings and outer layers would just help engage you with the survivor sooner. I understand they don't want to allow every character to start with a Big Hiking Bag, Rain Boots, and a Welder's Mask, but we need more options for customization. Things wear down and break anyways, so it's just a matter of a slightly better start.
     
    It also bugs me that you can't start the game during the July 6th Evac day. I usually RP this by just starting that day at 5 PM through sandbox settings and pretend I slept through the army lol. However, this makes for a pretty unrealistic start as suddenly there are just hundreds of undead even though they just evacuated citizens. I understand the vibe they are going for by starting a few days later. You start the game as a survivor who is running low on supplies wherever they are and has finally decided they need to do something. Then you decide what that something is for them. It makes sense and it is a decent hook that doesn't force your hand on anything, but I wish there were more options that weren't just cosmetic date changes.
     
    Like I said in my last comment, NPCs will probably fulfill what you are requesting, but I think they could also fill in the gaps here a little too. At least with NPCs, your start could be a little more realistic. Maybe you start on the Classic 7/9, I can imagine that the game would simulate a few people nearby you watch get eaten on the streets through a window. Maybe it could give you a wife or roommate that could be boarding up windows and tell you to go find food maybe. Survivors that start on the Evac Day might encounter a hundred people in the spawn cell all trying to get on a bus or boat or something. Suddenly, zombies come out of nowhere and its pure chaos. Maybe that's why you didn't get evacuated safely! Things like 6 Months Later, or a future Patient/Tourist in Knox Country scenario, would lend themselves well here. Lots of fun story to tell that could get you immediately caring about the survivor you're playing as.
  19. Like
    Raul_ got a reaction from TrailerParkThor in immersive start for the "second" survivor created, after a while   
    GOOD, I liked that.
  20. Like
    Raul_ reacted to TrailerParkThor in immersive start for the "second" survivor created, after a while   
    This is one of those things on the backburner until we get to Build 44 and beyond. The devs plan to add persistent NPCs to the game after B43 introduces NPC scenarios and situations. I imagine this could actually even come as early as NPC stories since, as you say, we can just generate a story for the 2nd survivor in a save. However, this will be sloppy and sometimes still not make sense. A much more clean and beautiful fix would be to simply put you suddenly in the control of a persistent NPC who has been doing things to survive that has been tracked by the game. Imagine you are 6 months in and you die in the woods. Suddenly, you are in charge of a woman firing rounds down a dark hallway. You run out the back and discover you are in a hospital where you and your group has been surviving. Now all the sudden, it's overrun and it's on you to try and save everyone. Will you save your group and get out of dodge with your people? Will you round up the important supplies and dip solo? Will you hold up and defend a floor hopeful to secure this awesome base the AI built up for you. Barricades and supplies will already be here for you to use instead of being in an empty base.
  21. Like
    Raul_ got a reaction from TelegaOvoshey in immersive start for the "second" survivor created, after a while   
    I got this idea from my personal experience with the game.
    See, when I'm playing with my first created survivor, and he dies, I forgive that initial immersion in the world, because the second survivor is still inside his home, even though the apocalypse in his city has started more than 1 month ago! This is not immersive, nor does it make sense. After all, this game is a simulation of an apocalypse.
     
    The second survivor must, as the name he describes suggests, be surviving! Whoever reads this agrees with me? Because of this surreal reason, I came here to propose that you, developers, or modders, create a Zed Story for the second survivor (and later), which suggests that he lives in a city that is really going through an apocalypse, this way, maintaining the immersion of the city and the game.

    I got tired of deleting my game because I was not immersed in the second created survivor. I want him to have a story, like having just had a car accident, and having a cut on his leg, making you rip his shirt to stop the blood. Or you're camping out near the city, hungry for your food to run out.

    This type of story makes you immersed that he spent 1 month surviving and suffocating as his first character, however, he does not do as well as his first survivor, and you need to continue seeing a dramatic and immersive story of a survivor , controlled by you. That's all I'm asking for. Enough is inside the house as if none of the dead were walking in your garden or eating your neighbors for more than 1 month!
     
    I also suggest that Lore's story about the second survivor be told according to his chosen profession.
    Some got suggested:
     
    If he is a policeman, for example, a story that would fit with him could be an accident in his vehicle, he just got close to the chosen city of spawning, in a neighborhood, he is bleeding slightly due to a scratch caused in the accident , or cut, and it is necessary to tear your shirt to stop the bleeding.
     
    If he is a lumberjack or forest ranger, he may be surviving in the woods, at a camp, near the road to a store or gas station in the chosen city. The food he collected and that helped him survive until then is over and he is a little hungry.
     
    Other stories that suggest how the second survivor is surviving the apocalypse when you start to control it:
     
    Inside a house with sheets on the windows and doors.
     
    Inside the gas station store.
     
    Inside a supermarket with an empty backpack.
     
    Inside a car at the entrance to the city, but the fuel ran out.
     
    Near a campfire, with rice. This fire may have been built near a city lake. or not having any food, just the campfire warming the survivor, and he
    starts to sit next to him, warming up.
     
    Inside a hospital, with a bandage wound. (I know you have a mod with a similar start, it's a good idea to dive in yourself)
     
    And it can contain as many different immersive scenarios as you developers want to add.
     
    Thanks for reading.
    Sorry about my English.
     
  22. Like
    Raul_ reacted to Charlypizza in Death a more intense experience   
    *When dying to a group of zombies the character could lose pieces of skin just like the zombies.
     
    *When infected with zombi virus, last stage will make the skin pale and the character will puke blood (puke animation needed).
     
    Skin Pale effect could be also use when:
     
    -Having less than 30% hp.
     
    -Having fever caused by infected wound (please bring back fever).
     
    -Food Poisoning character will puke some green vomit. 

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