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PoshRocketeer

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Posts posted by PoshRocketeer

  1. 7 hours ago, Grote said:

     

    It's perfect for the game mechanics, though. It's not Romero for Romero's sake, it's something that I think would improve the game and I appeal to Romero to support the idea that it fits the zombie lore PZ is aiming for.

     

    I think zombies showing even the most primitive intelligence is so far out of our psyche that people wouldn't even think of zombies avoiding fire. I watched Dawn of the Dead, saw the scene where the zombies avoid fire and thought "oh ya, that'd work". I wouldn't be surprised if even the Zomboid devs just didn't think of it.

     

    Some think it isn't "zombieish" but obviously it must be if it's part of Romero zombies. It's also an arbitrary line to draw, that zombies are too stupid to avoid fire, considering that they're smart enough to pathfind, know to break a barricade/door rather than a concrete wall, even know how to climb up a stairs without falling.

     

    PZ is very customisable, anyway. It can't really copy Romero when there's options for sprinters and such. I doubt PZ devs will add the ability for zombies to use tools to break windows etc because it doesn't really add anything to the game. Zombies opening doors isn't a default option despite it being Romero, probably because organising your keys and doorknobs so you can lock doors would just be tedious.

    Tbch it seems pretty deliberate that zomboids in this game just walk through fire to me. 

     

    As far as not being "zombie-ish", there's so much 'zombie' media out there, then ofc if you consider the voodoo origins of the word you could even consider any kind of brainwashed character under control of someone else a "zombie", so there's a pretty wide range of things that can be "zombie-ish", I just don't really want to see particularly intelligent zombies in Zomboid. If zombies could avoid fire, then why include it as a method of attack in the first place? (molotovs, for example)

     

    This, to me, feels like mod content, it contrasts the way zomboids are currently presented, that being that they're pretty much just thoughtless and feral with no self preservation. However, I wouldn't necessarily be opposed to zomboids moving a little bit faster while they're on fire, maybe not enough or just enough to catch up with a player who's walking, but easily able to be lost by jogging, and thus expending extra energy.  I'd also be open to them moving in a way that's a little less predictable/more erratic while they're lit up, to make it harder to easily just loop around them. 

  2. 5 hours ago, trombonaught said:

    I've never had this thought before but now that you say it, I am 110% on board. Romero lore is a guiding force behind PZ I would absolutely love to see zeds fear fire in this game. Maybe someone will make a mod one day

    I mean this is true, but they can't steal everything from Romero, even Romero himself was against that.

  3. Unfortunately, this isn't a problem that Indie Stone can do anything about. Mods automatically update in the background, or if you have automatic downloads disabled it will force it before you can open the game. This would also mean that Steam would force mods to update when opening a launcher, as Steam won't let you open game launchers until any downloads for the game are completed. As far as I know, there is no way for Indie Stone to allow for selecting older versions of mods either, unless the mod author specifically uploads an old version.

  4. 8 hours ago, optimusprime said:

    It was during January 2023, when I first saw this game. Watched the videos and came to know how in depth this game really is. Its been 6 months, and I really love the game. My friends play it together in their own server. But I don't have the game and sadly can't really afford it.

    Buddy it's a $20 game, if you really can't afford it wait for a sale, on really deep sale it can be like $6.99 USD (6.23 Euros). Sell some steam items or get one of your friends to buy it for you. 

  5. A big complaint I have about PZ's default music is that there is never any kind of silence or peace, no quiet moments to allow the tension to build. There's always some music, and it makes the emotional effect of the music less impactful for new players, and a little annoying for veteran players.

     

    The new dynamic music system definitely looks like an improvement, and I've gotten some dev feedback when discussing silence in dynamic music, so we may all get our wish in some way.

  6. 2 minutes ago, Nowthere27 said:

     

    Why does it seem like a bad idea?

     

    I mean I should be able to do more than just push these guys over. Punching and kicking them should do some damage and knock them over better than pushing.

    Getting your fist anywhere near their face does not seem like a good idea to me

  7. 50/50 on this. People do often grunt while lifting heavy objects and lifting weights. Very overweight or underweight people or those with muscle atrophe may grunt on a jog once their legs get tired enough. It just depends on your technique, what kind of shape your body is in, etc. 

     

    Interestingly, grunting while lifting weights can actually be beneficial for your set, as it allows to you to exert more force.

     

    This could be tied to fitness, where having higher fitness/strength makes you grunt and make less sounds of exertion in general. 

  8. One thing I've really struggled to get over is the fact that many items that are about as tall or even a little shorter than short fences cannot be hopped or climbed over. A vaulting system for players and zombies interacting with certain objects could add a lot of depth to the game as a whole. To give an example, I got stuck in a trailer home as I clipped inside of a booth behind a table, but was totally unable to free myself. If I could have climbed over the table, scrambled under it, I might have been able to loosen the grip of the familiar horror of abyssal seating arrangements.

     

    Here's how it works in my head, including some minor tweaks to how fence vaulting works now:

     

    Many objects like tables, dressers, and drawers for example, can be clambered over by holding E, just like fences. You can also select "Climb Over" in the context menu. Longer objects like tables require characters to climb along them until they reach the other side. Characters with high fitness/nimble climb over faster, and when vaulting long objects will get further on the initial mount as well as climb faster.

     

    Long objects can be dismounted by pressing E so long as there's an open tile where you intend to dismount. You can control the direction of your dismount by holding a movement key. If you are stopped at a window, holding E will open it.

     

    Fitness 1-3: You slowly mount objects one leg at a time, including fences. This increases the time it takes to vault fences and objects compared to modern zomboid by about 30%

     

    Fitness 4-6 OR Nimble 2-5: You vault in the same way vanilla characters do now, with decreased chance to trip, faster animations, and better mounting of long objects depending on levels in those skills.

     

    FItness 7-9 OR Nimble 6-9 (nice): You vault faster than vanilla characters with very little chance to trip (before factoring in Clumsy and moodles), your character no longer has to stand still to vault, and can vault with a little bit of momentum in the direction you were traveling, meaning you can vault "diagonally" over fences and objects. You scramble over long objects much faster, and when sprinting you can dive over/onto climbable/mountable objects, gaining good distance. You scramble up in a similar animation to a trip-but-no-fall.

     

    Fitness 10 OR Nimble 10: You do not slow down at all when vaulting, you can roll a short distance after diving by holding E or simply scramble up quickly by letting go before you hit the ground, are able to jump over small fences with ease without stopping when walking and running with little to no chance to trip even when factoring in Clumsy so long as your moodles aren't completely out of control. 

     

    Additionally, it'd be nice if we could crouch through holes in fences, underneath tables, and through similar small openings, with zombies able to follow us.

     

    I think these suggestions would add a lot of fun tools for map developers and Indie Stone alike to play around with, increase the amount of variables in the stories that the game can tell, and would just make the exploring more fun overall. Whether or not this is feasible in the engine is not my expertise, though I don't imagine crawling under objects would be impossible as zombies can already do this with cars.

  9. It's fair to say that having a great soundtrack really elevates a game independently of the game's other qualities. It's not uncommon to see lackluster games remembered for their soundtracks, and even when it comes to major hits the same is true. Think about games like Hotline Miami, DOOM 2016/Eternal, and Undertale. All of these games are great on their own merit, but their music works with the gameplay to create an unforgettable experience. So naturally, I'm here to talk about silence.

     

    A very important aspect to truly dynamic soundtracks is knowing when to lay off the player and let  them be alone with their thoughts. In games like Project Zomboid, coping with the quiet can be more impactful than any music sting or ambient crawl. In Project Zomboid, there is rarely any silence in the music. It almost gets a little tiresome after you've played for long enough. 

     

    Let's say your car breaks down on the side of the highway as you're passing by a massive herd of the dead. You turn the key, but the engine stalls. With every flick of the key the dead draw nearer, finally your friend in the front seat breaks the tension;

     

    "Bail! Bail! Bail!"

     

    Your measly group of three clamber out from each side of the car, running to close the gaps between the infected, shrinking with your chances of survival. You make a break for a hole in the crowd, bumping the freaks as they reach out for a hug. You stumble, but catch yourself and escape by weaving through the stragglers. You hear the screams of your boys, but you never look back. 

     

    The groans of the dead permiate the air for hours as you pace your way down the main road. The further away you get, the more the intense music shrinks into nothing. You see an exit road to rolling farmland, and you take it, no longer able to see the dead undoubtedly following far behind. 

     

    Wind blows harshly through the trees like a funeral horn as the sun begins to set. For the first time in what feels like forever, you hear nothing. No busy streets,  no TVs or radios, no gunshots, no backing track to mourn for your friends, and you almost forget you're playing a game, walking down the road with not even the soundtrack to keep you company. 

     

     

  10. 4 hours ago, ZombieHunter said:

    Zombies already stumble and fall based on meele

    It is more dependent on your strength 

    This is not true. Zombies stand in place or fall when damaged, they don't stumble about, and definitely not based on the direction of the swing animation.

  11. I like the idea of the head/blade and edge being able to be damaged/dulled repaired/sharpened independently, and being able to make new handles. It might be a bit overcomplicated to include 3 separate forms of condition that only 3 weapon types would really use, but I'm all for it being added.

  12. I really like the idea of being able to use bags in the trunks of cars to reduce weight slightly, allowing you pack just a bit more stuff into the trunk and seats than you could before. It looks a little something like this in my head:

     

    Bags placed in trunks or seats can be looted or filled with loot from the loot/containers menu, similarly to when they're equipped on your person. When bags are in trunks or seats, they only give 10% of the weight reduction provided when equipped on your person. With the Organized trait, the weight reduction is 20% of what it would be when equipped on your person, 5% with Disorganized. The name of bags can be seen in the loot menu when hovering, making it easier to tell which is which at a glance. The number of bags that can be fit inside a trunk at once has two limiting factors: The size of the bag, and the size of the trunk. For example:

     

    In a 4-door sedan, (<50 weight maximum) you can fit 5 satchels, 4 schoolbags, 3 duffels, 2 hiking/big hiking bags, 1 large backpack/military backpack.

     

    In a 'medium' sized trunk (greater than 50, less than  80), you can fit 6 satchels, 5 schoolbags, 4 duffels, 2 hiking/big hiking bags, 2 large backpacks/military backpacks

     

    In a large van or truck bed (>80 weight maximum) you can fit 10 satchels,. 8 schoolbags, 6 duffels, 4 hiking/big hiking bags, 2 large backpack/military backpack

     

    I do not think this would be unbalanced. It would give a real purpose to finding bags that are the same size or smaller than your player's bag, and would fit in well with the upcoming B42 changes to the nomadic lifestyle. Additionally, it would give some neat new attributes to existing traits. It rewards players for keeping their stuff well organized if they choose, and can be ignored if they don't wish to engage with the mechanic. I already organize my loot with duffels in trunks, it'd just be extra cool if it made a difference.

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