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BentNose

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Everything posted by BentNose

  1. There's a potential indicative trait that could be implemented here. If a player spends enough time exercising, perhaps they would gain a trait called 'Gym Rat' or something similar. While possessing the trait, exercise will lower boredom, but if the player is unable to maintain their fitness regime, they actually slowly gain anxiety or depression. The trait could be linked to possessing a high regularity of fitness workouts over a relatively long period of time. The trait might also grant a better endurance regeneration as a reflection of the character's constant self improvement, making it an ideal trait to earn and maintain.
  2. I've definitely seen them fall when attempting to stop or turn, but yeah, they should fall down more often.
  3. For the devs or for the modders. Every tire/mechanics place is positively missing a furniture class that is just stacked tires. Tires could be somewhat decent, but are usually really not. This could make an interesting little impromptu wall or storage option and would be a fun addition to the environment.
  4. When a vehicle is in motion, the driving is often looking far ahead of themselves when driving at high speed. There should be a way to simulate this within Project Zomboid, yet there isn't, and accidents are painfully easy to create because every driving player is near-sighted, almost entirely by accident of design. I don't see why it has to be this way, but things I can't see are the whole problem here. So right now in game, you can shift the camera around when your character is walking around by holding the right mouse button, so there is a mechanic in game for shifting camera focus. Would it be possible to apply an automatic forward focus when driving? When getting to high speeds push the camera in the direction of travel to give the player a better chance to see what's coming up. When stopping or turning, create a delay to avoid throwing the camera around at the moment the player is acting to a new stimulus. Turning or braking, the character is coming to a slow anyways, have the game gradually return to a central focus until they get moving again. A player *has* to brake at most turns and the angled roads are highly uncommon and always short, so there is no need to whip the camera around. This would be a huge quality of life update and make players much less afraid of driving fast.
  5. I'm now imagining a spin-off change where characters who are panicked or have the coward flaw shout out loud when they are surprised and stumble directly onto hidden zombies. To be used when the Zombie hasn't given themselves away by groaning (multiple zombies nearby so it can't reasonably be pinpointed) or this zombie in particular wasn't banging on a door or a window.
  6. As an addition, make characters throw up when sick enough. Get Katrina bombed heavily enough and it's a near instant "hey what's up chuck?", and now your character needs more food. Fun!
  7. I disagree that curiosity isn't a thing that zombies would have. Curiosity is tied to wanting and Zombies want food. But I do agree that there needs to be something to trigger it because there's just not much going on upstairs in a zombie head. Otherwise though, I do play with reduced zombie hearing and memory because that makes more sense to me. They are creatures acting without conscious thought. Only hunger drives them. I can understand them tracking smell since smell lingers. I try to keep my character clean because I'm suspicious of how well zombies can find you by scent. But sound is to a large extent ambient, not something the average human can use to pinpoint locations. It needs to be a sustained sound, like a generator. But it is worth asking, who in their right mind slams doors during an apocalypse? Maybe when exhausted, perhaps they aren't lucky and accidentally slam a door occasionally. Otherwise, I do have a hard time believing that doors make that much noise when exploring a house. It also has the downside of zombies hidden in buildings noticing the player and announcing themselves by banging on doors. Sure I get the jumpscare sound scratch... but I already knew the zombie was there. If you really wanted doors that had sound, give them a random chance to squeak and give the player the option to carry some oil. The older or cheaper the house, the more chance any of the doors inside will squeak.
  8. I'm actually somewhat surprised that this isn't a skill within the game, although perhaps it was tested and disliked? Primarily the suggestion is about making a new character skill called "Organization." The suggestion works in two parts. With both parts improving as the character's level in the Organization Skill goes up. 1.)Stack weight reduction. 2.)Speed of transfer. Seriously, packing is an underappreciated true-life skill. Being able to move things efficiently and put them quickly in their place a talent not everyone has. And it is one that truly escapes some poor individuals. This strikes me as a high order skill in the same vein as Strength or Fitness. The relevant Traits, Dextrous vs. All Thumbs and Disorganized vs. Organized could have their inherent effect weakened, but also apply an appropriate xp modifier. I'm aware that Strength raises basic character capacity, but having a bonus weight reduction to stacked items (up to a point) would be a very nice perk and reinforce the idea of a skilled organizer. You could also have some new related character creation traits that have trade-offs or specific targets. Crammer: increases transfer speed while reducing container capacity. Meticulous: Lowers transfer speed while increasing container capacity. Pockets: Add a hotbar slot, gives a fanny-pack. Half-dressed: May accidentally shed clothing when exhausted or highly panicked. Haphazard: Unable to increase container storage or personal capacity. Occupation, Mover: Reduces furniture size and can pick-up or place items faster. That transferring items takes visible time is a genius move on the part of the devs as far as I'm concerned, but it also draws attention. Having to watch that bar move means that some players are going to wonder why they can't make the bar move faster. Perhaps someone could attempt a mod to see if a new skill and traits around it would be ideal, but this is beyond me I'm afraid.
  9. There is an MRE mod in the workshop. It's overpowered frankly, and you can find them on literally any sort of zombie, but it's thematically very nice. If they could be de-tuned and made to drop in thematically applicable situations they would be great. Military outposts. Cabins in the woods. Soldiers and outdoors-men. Vehicle trunks and glove boxes.
  10. You've gone quite deep on this, but I agree that there should be something that also prevents a player from just functioning on caffeine instead of ever sleeping.
  11. There is actually a tool that can be used for moving a vehicle mostly by hand. An old farmer and/or mechanic trick. Ye' olde jack-all can be used to lift one end of the car, you then push the jack-all and the raised end of the vehicle over to shift the vehicle a bit out of your way. The jack-all can kick, you can't be sure how far the vehicle is going to move and it makes a good thud when the vehicle lands! It's a misuse of the tool, it's noisy and the technique prone to damaging the vehicle with a chance for personal injury. This sucker is also really heavy! Perfect for Project Zomboid!
  12. Imagine a crafting speed bonus for certain tasks for being at a counter or table, and bonuses being applicable for other crafting tasks or reading for being seated at a table or just on a chair or couch.
  13. Flare or Signal Fire makes the Helicopter come back to drop stuff off maybe?
  14. Mallcarts, wheelbarrows and hand trucks.
  15. Hello! I have enjoyed this game muchly, therefore I have an opinion that I wish to share! It is, after all, my duty as a person who exists on the internet. I'm aware of the idea that being absolutely exhausted is being worked on to have the character fall unconscious after a period of time. Well that's fine, but there are a few other things to do that might help add a bit of realism and also give the player some small concessions here and there as well. Suggestion #1: Circadian Rhythm The circadian rhythm is the tendency for the human body to adhere to a schedule of sleep, being wide awake in the middle of the day and having the body naturally wind down when it gets dark. Have the character's tired status be augmented by the clock. It progresses very slowly during the height of day, and very quickly during the dead of night. Right now it feels like the character becomes too sleepy too quickly during the day. Having sleepiness build up faster during the night also makes it even riskier to attempt to do things during midnight. This could be augmented further with a drug item that drops sleepiness (with potential after effects) or character perks/flaws that flip or alter the cycle. 'Early Bird', ''Night Owl', etc. Suggestion #2: Micro Sleeps A lesser problem with being extremely sleep deprived tends to actually go unnoticed due to the nature of the problem. People who are exhausted tend to have 'micro-sleeps', moments where they sort of flatline. They stop thinking or acting, asleep, even though their eyes are still open. Anyone who drives a lot has that experience of waking up halfway through the commute and realizing they can't remember the last five minutes. Micro-sleeps are kind of like that, except you don't realize you weren't there anymore. This could be duplicated in game by removing sight for a short period of time. Treat it as a temporary blindness that indicates that the character's eyes have closed during the micro-sleep. This would make driving while exhausted very dangerous... as it is in real life. I've driven through the night, this is a serious problem for anyone who considers doing such a thing, it would make sense for Zomboid to have this too. Suggestion #3: Panic and Adrenaline Adrenaline is a thing that the game doesn't seem to consider and is a key part of panic. Adrenaline is the fight side of fight or flight and is really important for our survival mechanisms by giving us a burst of strength and energy when it is most needed. When panicking, the character should have a rise in strength to accompany the loss of accuracy. It would also be realistic to have a momentary endurance recovery, with an appropriate penalty when the danger passes. This would be the most ideal spot for an exhaustion induced period of unconsciousness too. Here more than anywhere else, the character would probably fall straight to sleep if the panic ended while they were fully tapped out. They'd also be very likely to wake up early and still fatigued with a nightmare though. It would also be realistic to find a way to allow Veterans to benefit from adrenaline since they know how to act without letting their panic hurt them, but I don't know how easily that could be to implement.
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