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BentNose

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  1. Spiffo
    BentNose got a reaction from grammarsalad in Sprinters Harder Mode - Tackle.   
    The topic sort of speaks for itself doesn't it? Imagine a sprinter having a good chance to just smash into you with a big body tackle because they're too dumb to stop running. Knocking you both down would certainly make life even more interesting.
  2. Like
    BentNose got a reaction from Geras in New trait - Warrior   
    There is a problem of setting here. '94 was a bit more limiting in terms of niche's and general public knowledge. Warrior, Hema, martial artist, all of these probably wouldn't work so well in context.

    You are right in that we don't have a good focus on spear though.


    I'd probably give it to farmers though. Pitchforks, shovels, cattle prods. I think they have the most appropriate experience in this case to get them started on the spear path.
  3. Like
    BentNose got a reaction from TrailerParkThor in Rounded roads, railroads and trains   
    How about some roads set at 45 degrees from the usual selection? Grids end where the terrain begins.

    I understand there are some complications with angled roads in terms of where does the asphalt cut off, but frankly I think that's really not an issues for the common player, while anyone who begins driving around starts wondering very quickly why highway roads don't curve. Also, roads have shoulders, we could just graphically have a 'gravel border' that can be as jagged as it needs to be but functions as asphalt. If there's a complication, I imagine it might be issues with placement in the mapmaker?

    Curved Road barriers and corner rails though, well, that I can see them not being able to do within the system.

     
  4. Like
    BentNose got a reaction from nasKo in Redundant post, disregard.   
    Oh well, look at that.

    Thanks guys, I stand corrected.
  5. Like
    BentNose got a reaction from WildCnt in Sprinters Harder Mode - Tackle.   
    The topic sort of speaks for itself doesn't it? Imagine a sprinter having a good chance to just smash into you with a big body tackle because they're too dumb to stop running. Knocking you both down would certainly make life even more interesting.
  6. Like
    BentNose got a reaction from Karai in Driving - better Camera Focus   
    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.
  7. Like
    BentNose got a reaction from grammarsalad in [41.47] Exercising gradually helping with boredom and uhappiness / not making the character bored and unhappy   
    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.
  8. Like
    BentNose got a reaction from grammarsalad in Move cars by hand   
    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!
  9. Pie
    BentNose got a reaction from TrailerParkThor in Minor Suggestion - Cobblestone   
    Foraging can turn up lots of stone and chipped stone. Why not make a simple cobblestone path construction option to use up that stone? More durable than gravel although less durable than asphalt. It's certainly easy enough to come up with plenty of stone, let us put it to use.
  10. Spiffo
    BentNose got a reaction from TrailerParkThor in Sprinters Harder Mode - Tackle.   
    The topic sort of speaks for itself doesn't it? Imagine a sprinter having a good chance to just smash into you with a big body tackle because they're too dumb to stop running. Knocking you both down would certainly make life even more interesting.
  11. Like
    BentNose reacted to trombonaught in Sprinters Harder Mode - Tackle.   
    How can anyone in this game ever think to themselves "geez, I really wish sprinters were HARDER." I can't even imagine having this thought 😂  Good on you though if you find them too easy!
  12. Spiffo
    BentNose got a reaction from sprkng in Sprinters Harder Mode - Tackle.   
    The topic sort of speaks for itself doesn't it? Imagine a sprinter having a good chance to just smash into you with a big body tackle because they're too dumb to stop running. Knocking you both down would certainly make life even more interesting.
  13. Like
    BentNose got a reaction from TrailerParkThor in More Sound Dampening inside Walls + Zombie State Structural Damage   
    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.
  14. Spiffo
    BentNose got a reaction from TrailerParkThor in Driving - better Camera Focus   
    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.
  15. Spiffo
    BentNose got a reaction from Sedgwick in Small Suggestion - Tire Stacks.   
    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.

     
  16. Like
    BentNose reacted to Moloch Horridus in Trip & Fall opportunities   
    I feel like the roleplaying aspect on PZ would benefit from adding more ways for agility based skills to manifest in gameplay. You can already fall in various situations, but not in some that would be very probable in real life.
     
    How this could be done is to make movement through various special terrains more hazardous and demanding. First that comes to mind is of course the piles of zombies you've killed, isn't it kind of obvious you'd have harder time stepping on corpses. Add a bit of a RNG and pair it with player stats to create more dynamic, challenging and realistic gameplay.
    The more speedily you move, more exhausted you are and less skill points in nimble you have, more likely you are to trip and fall on obstacles on the ground.
     
    Adding a some sort of ease of traversal status for terrain types and then layering optional negative or positive modifiers to it would make everyday life just a little bit more interesting. Instead of running through rotting corpses of slain undead you'd need to slow down a bit - unless you're nimble sprinter. If you're clumsy enough you might trip on a sidewalk when backing onto it for example. My point is not to make all movements more hazardous, most of the time you would be fine and be able to play just like you can today, but sometimes you'd had move more carefully.
     
    This could be part of the erosion system also. Longer the undergrowth more chances you have to trip on something or just get tangeld up in the weeds. You'd need to think before you take risks, I think thats what the Project Zomboid is after. Falling down would have a probability of injuries, that promotes of using and upgrading your first aid skills.
     
    Proper shambling zombies are clumsy and dull minded creatures, so they'd suffer the consequenses too. All and all I feel like this could be a well balanced add on that also contributes to skill usage.
  17. Like
    BentNose reacted to Ergenta in Weapons With Flashlights   
    Shotgun/pistal/m16/assault rifle with working flashlights attachments 
  18. Like
    BentNose got a reaction from Pevetti in Helicopter event does something else   
    Flare or Signal Fire makes the Helicopter come back to drop stuff off maybe?
  19. Like
    BentNose got a reaction from 3lackrose in Driving - better Camera Focus   
    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.
  20. Like
    BentNose got a reaction from Faalagorn in Driving - better Camera Focus   
    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.
  21. Like
    BentNose got a reaction from Toshis in Driving - better Camera Focus   
    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.
  22. Spiffo
    BentNose got a reaction from TrailerParkThor in Move cars by hand   
    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!
  23. Like
    BentNose got a reaction from TrailerParkThor in Creeping Exhaustion - Suggestions.   
    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.
  24. Like
    BentNose got a reaction from TrailerParkThor in Funcional mall carts   
    Mallcarts, wheelbarrows and hand trucks.
  25. Like
    BentNose got a reaction from TrailerParkThor in Helicopter event does something else   
    Flare or Signal Fire makes the Helicopter come back to drop stuff off maybe?
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