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3lackrose

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Posts posted by 3lackrose

  1. I could be wrong, but i remember reading something about the character progressively getting more resistant to panic and eventually reaching the Desensitized trait. It would take a decent amount of game time and zombie kills to reach that though, and personally i've never played long enough to experience that, but you could also eventually nullify your coward trait if surviving for enough.

     

    It's mixed memory i don't really remember where i've read it, maybe it was something in previous builds of the game or it's still a feature, i don't think it was a mod.

     

  2. That's an interesting perspective, in particular modeling a smell sense "stat / value" on the player character that interacts with the game environment. I'd expect it to require a significant amount of work to implement if ever considered appropriate but nice idea nonetheless.

     

    This is something that generally games don't even consider doing other than from a narrative standpoint (a text description or a particular cutscene explaning what the character is experiencing)

     

    *on a small note, smokers tend to generally have a diminished perception on their smell and taste compared to non smokers.

  3. If someone has been starving to death i don't think eating dog food would be that big of an issue, on contrary perhaps it would be a welcome sight. Bear Grylls ate much "worse" stuff and he always seemed to maintain a positive/happy demeanor.

     

    Granted, not everybody is like him and in Zomboid i guess player avatar resembles more an average citizen.

     

    Maybe make a survivalist based trait to choose for a player (doesn't mind eating certain food or has less negative effect), i guess there is an attitude/mentality/personality component to it that not everybody possess or is able to get into, at least not easily.

     

    And opposite effect trait as well, so you would have something similar to iron gut/weak stomach but affecting the character's happiness.

     

  4. After this is fixed, could keep as a secret cheat code / easter egg, like in the old doom game you'd type iddqd for invulnerability, here in Zomboid you could type something like flyofthezumblecars (just very random idea) )or something like that and for all vehicles it would enable this behavior / bouncy physics ahah

     

  5. So i rolled a new obese toon and used a mod called Minimal Display Bars and there is an option that lets you monitor the "calories" intake, assuming it works fine (seems to be):

     

    -Exercising (squats, burpees, pushups etc) does already accelerates calories consumption, very mild, so basically 41.48 already features what i'm asking in the beginning of this suggestion post.

    -Running does also accelerates calories consumption, at a faster rate than exercising.

    -When you reach negative calories intake you start losing weight. Can get as low as -2200 value, don't know if there are other hidden values but even at this point the character is still only losing "<" (slow loss of weight).

     

    Before doing this test, I assumed the toon in my other save wasn't burning calories because i didn't see the "<" dropping to "<<" (i wasn't using this mod  to monitor calories either). TrailerParkthor says you can reach that state so maybe something happened among the patches or there is some other hidden stat / or have something to do with food. I'll update post if i manage to reach "<<" though.

     

  6. 8 days (almost 9) ingame, started with zero stats (fitness, strength, sprinting) and ran around by foot all the time. Basically going back and forth the roads around the lake west of westpoint to give an idea, clearing houses etc. All the time with a "<" on weight, drank little wine (small doses, when starving) and eaten only lowest cal food i could find and rarely. Most of time with starving moodlet on screen, a few times eaten bait fish thanks to a fishing net found near lake, (don't know how much calories that would be, but weight loss was always active).

     

    Then exercised pretty much non stop until filling the regularity bars for all exercises. Started the game weighting 105 and it's 101 so far, all the exercise didn't seem to do anything to help accelerating that.

     

    I'll keep trying to run to see if it eventually reaches "<<" but tbh i think i've been running plenty all the time, gained 3 sprinting levels starting from zero (1x exp multiplier from sandbox options, and fast learner trait to give an idea on how much it would take).

  7. Upon some inspection looks like losing weights is harder than gaining it?

     

    When character gains weight, can have a ">>" icon (facing upwards) meaning they are gaining weight fast.

    But seems like the character is already at it's limit and stuck at "<" icon (losing weight, arrows facing downwards) and can't get to "<<"? I don't know if this is intended, it causes weight loss to be very slow and i assumed exercise and other activities weren't taking effect. I'm not sure if slow weight loss (only one "<") is intended, or i'm doing something wrong,  haven't found any info about it yet.

     

  8. Exercising burning a small amount of calories on each repetition or overtime. This idea came after playing with an obese character.

     

    To help lose weight for obese/overweight characters -- but may backfire for underweight characters as they'd need to eat more to avoid losing weight! Talking about a small amount, don't want to suddendly turn skinny from exercising a lot :)

  9. This is very minor suggestion, add a confirm prompt "Are you sure you want to quit to main menu" sorta when selecting quit (to main screen) when ingame. Like a double confirm.

     

    Of all times i've played i only happened to misclick once while i was trying to rush in the options menu and accidentally hit the quit button, that's why i raised the suggestion.

     

    But it's not an huge issue and no harm was really done even if mistakely quitting.

  10. Thanks for the update! Spears are super strong, now you can also move while performing stabbing animation with spears :) (you could only move with the side swing attack before) they also improved the ground attack, faster and more effective animation (it was an huge wind up before and you had to position in a weird manner over a zombie).

     

    I haven't noticed much difference in their durability, they broke easily even before but my character is still low skill on them. Crafting and carrying a bunch was something i was already doing before, they are a bit heavy so you tend to lose speed/mobility in doing so, it's a trade off. Yea due to their low durability i tend to not consider them a main weapon, as much as good as they are.

     

    Since they break easily, another usage could be to mass craft them (from planks or foraging branches) and store many near defense barricades. Then use them when needed to pick the zombies from behind the fence or crate walls, or other uses.

     

    If low durability is too much of an issue, there could be mods for it..

     

    I will take some time to get used to left alt for ground attack (to really master it / become second nature), but i think it will pay off over time.

     

    That's all i've noticed from the patch for now. Keep it up!

  11. I never handled guns, so i wouldn't know (only bb rifle). But i thought maybe using the thumb power would be enough. Out of curiosity i checked a couple of videos, at least from the looks there is some resistance applied when inserting the 9mm (i assume that's the caliber used for the handguns used) but also it seems harder to load than some other calibers. If you read the youtube comments on the video you can definitely see people have been actually struggling to load these, at least from beginners or those who got older and stated they lost the required strength to load properly, hence the technique. And that's in a safe space on a table and from someone who seems proficient with guns, I can see having quite some difficulties loading these while standing and moving/ running away from zombies :) If you check other videos, the 9mm / handgun  in particular looks harder than others (rifle, sub machine gun..) tho

     

     

  12. Sounds like a perfect solution to the ground / push behavior!

     

    It is also very interesting (and educational i'd say) to see the various steps needed to implement and improve multiplayer!

     

  13. Not sure if this is considered  a bug, but i've noticed sometimes being unable to hear the sound of glass or windows shattered by zombies etc approx in a 10 meter proximity or behind a door / wall. I'm also playing a character with Keen Hearing trait.

     

    I remember being able to hear the windows/glass shattering in the general area on previous versions of the game, it was a good way to mantain a certain degree of situational awareness, but as is now i sometimes see zombies tapping on a window, i turn around the corner to do something, come back and they've already broke in but i didn't hear them breaking the glass.

  14. I noticed the character getting bored (which leads to depression if stacked for too long) when exercising, like the game counts this activity as idling - so i opened this suggestion.

    As title says, generally speaking physical exercise does help to soothe these irl -- perhaps even anxiety.

     

    Some individuals may disagree or naturally not like physical activity, or have other side effects from it, in such case this could be represented by one or a series of selectable negative trait(s) in the character creation.

     

    As complete opposite, some people can be fitness lovers so there could also be a positive trait (exercising increase happiness/boredom).

     

    This could be a gradual, overtime effect (requires to exercise for quite some time), that way it won't be always preferred over smoking / drinking and other methods  which are otherwise more immediate, but come with their side effects.

  15. Camera shifting forward would perhaps work well, at least on paper: starts at the center of screen, and as the vehicle accelerates the camera shifts gradually forward. And returns back when slowing down. Or if you hold right click you could pan the camera like you normally do when on foot, maybe this one is not the best option when driving though.

     

  16. I thought to suggest something similar at some point, i was thinking maybe to add pants of a length in between the long ones and and the long denim shorts, but the option of tucking pants would also work!

     

    In the meantime the long denim shorts with long socks and boots look quite well paired together, it's not the same but they get a bit close (but they don't have the camo pattern).

     

  17. In a few too many occasions where i'm trying to stomp zombies if they are too close to each other, one is getting up or is getting close while i'm trying to finish off the one(s)  on the ground, my character happens to perform the "push" action which wastes precious time and as a result it could lead to the rest of zombies being able to recover and get up and worsen the situation.

     

    This happens especially when there are 2 or more zombies close to each other, some on ground some not. It happens because the action is sort of context based and detects if a zombie is nearby or on the ground before deciding to stomp of push, i couldn't think of anything else for the moment to address this so my suggestion would be to separate these keys so the player can decide themselves if they prefer to keep stomping or push.

     

    **I forgot to add i've been playing in the 41.47 patch and so i'm modifying the title accordingly to reflect that as well.

  18. So i was watching a video and this idea popped up.

     

    What i mean is it would be cool to find other player's corpses along the "story / lore corpses", the closest i could describe it would be like a mechanic similar to the Dark Souls games, where you can find blood stains created from other players in your gameplay.

     

    In zomboid, this could be other players corpses, when the player dies they could write a last note/message on their death and their corpse with the paper/note can be found from other players in their gameplay. Of course not the loot/gear they were carrying because that could be unbalanced. An additional feature could be that you could see what caused their death: how many injuries and what type they suffered, if they were zombified or died for other causes, things like that.

     

    Also i know due to map mods it would complicate things, their coordinates could be approximative. Also of course it would need some sort of server that players connect to to receive this information. Anyway, just leaving this idea here.

  19. This was played with a character with close to zero strength, fitness and skills.

     

    (With a broken leg)

    Movement:

    When standing, the limping/impaired movement looks and feels okay.

    When crouching, the character moves faster than when standing normal. They can also jog and move fairly fast (while crouched), the movement looks like it completely ignores having a broken leg (it doesn't feel right).

     

    So basically you are better off moving crouched to be able to move around faster with a broken leg. Overall i feel the crouched movement shouldn't surpass the speed that the character can move at while standing normal.

     

    Depending on the healing stage the character can also perform sprints, this doesn't feel right at all with a broken leg.

     

    Low Stamina & Movement:

    When getting below around 5% stamina (pretty much running out of stamina), the character will suddendly stop freeze/moving and gets "stuck" in a running pose (the animation won't move though). This seem to happen if the character is attempting and able to jog, but out of almost out of stamina. (Note: For this part i had around 2-3 points in sprinting) It doesn't feel seamless/organic when transitioning  from running super tired  to a complete freeze/stop, also can be dangerous when running and having an hungry horde behind your back.

     

    Exercising:

    Exercising seems to be something to do if the player wants to stay sheltered in a safe place and completely avoid taking risks. The stength/fitness gains are rather slow, perhaps it's a decent way to build some initial fitness or even strength if there are no other options at the beginning.

     

    The character cannot exercise when in pain, i think this is okay. However, you can ignore that and still go chopping trees to build strength or melee zombies, the gains seem actually better than exercising and you can do it while in pain. Chopping trees also gives some good maintenance points.

     

    To build sprinting skill and some fitness, you can make the character jog in a wall/corner, they won't move anywhere and you'll still get the skill and some very mild fitness. This can be done while in pain. So it's something you could do if you want to build some fitness level while in pain and can't use the excercise feature as well.

     

    Perhaps squats and jumping jacks/burpees should't be and option when having a broken leg (seeing the character doing these exercises with a broken leg doesn't feel right).

     

    Melee stomping & getting grabbed:

    I happen to miss a bit too often stomping zombies heads or in general, it's a bit of not positioning rotating correctly, but it's also difficult to tell if i'm in a good position and where the kick will land.

     

    I'm not sure if it's considered a bug, but mostly for feedback:

    In a couple of occasions i also happened to get "stunlocked" by getting grabbed from zombies, this happens when there are 3-4 around the character and you are trying to get away from them; basically a zombie locks you in the grabbing animation, when you get free from that the next zombies grabs you, so you almost can't move at all and this can result eventually in a death.

     

    Perhaps would be nice to have an action to forcibly snap away form the zombies, at the cost of more stamina; or even as a bonus with a related custom trait, or even perhaps an additional bonus when in panic if you have the adrenaline junkie perk.

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