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Irken Empire

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  1. POV: Your clothes became dirty and you didn't wash them! I agree on the mood part, dirty clothes start to bother me after a while idk how blood soaked clothes would feel in ever day life but this part makes sense, now this: IRL, clothing that is bloody and/or very dirty for a prolonged time will rot and fall apart. Makes little to no sense. Everything deteriorates after a long time
  2. XD I can already imagine that, problem is combat wise it's not science fiction, if anyone here had to prepear firewood they they'll be familiar with how wood axes gets stuck in a log, if they don't then the best we can do is have them the option to disable this feature in the sandbox menue, I'm familiar with the fact that someone prefers to have multihit on or off and so on, so sandbox is there for them to talior their desired game.
  3. Yes, as I've mentioned above weapon skill, overall weight and strenght as 3 main factors, 4th is the weapon mass as it would be harder to pull out heavy weapons that got stuck.
  4. - Hitting a zombie with a meat cleaver, hammer, machete, crowbar, axe, plank give you the same vibe, you boink them on their heads and it all feels like you hit them with a blunt objecte so yeah that could be improved too, the main thing is some of these sharp/bladed weapons should get stuck in a zombie just like a knife does when you do the jaw stab animation and you lose a knife because it's stuck in the zombies head, that is until you loot it back from the body. - Now with these weapons the odds are you're more likely to have your weapon stuck in a zombie if it's heavy and can pack a punch, the top candidates are wood axe, the axe, meat cleaver and a machete, this is mostly from the experience, I've used all four of them. - Working with large amounts of raw meat in restoraunts I've had the oppertunity to use a meat cleaver, they are really heavy and exhausting for the arm, the more body weight and muscle you have the easier it is to use, but they are still heavy and the whole design is made for cutting bones, if you used a meat cleaver on a zombies the odds are you won't struggle killing it, you'd stuggle with talking it out, a lot of weapons have these crit animations where your character violently swings a weapon, if you really did that you'd have your cleaver half way through the zombies but that's also where it would be staying if you didn't retrieve it from a zombie that's no longer trying to nible on you, and if you did strike it in the head it would be the almost the same story if you can't pull it out of a falling corpse. - Wood axe, the big red axe and machete would work in the same principle only one would he it better than the other, the wood axe would be really strong but there is no doubt that you'd be having trouble taking it out once you slash it through a zombie, pickaxe too, now the hand axe wouldn't be so much of a trouble, they are really light for their deadliness , but that still doesn't mean they wouldn't get stuck once in a while. -Obviously strenght, overall weight and level of the weapons class will affect this but 0/10 - Now why I think this fits the game and why it should be added. I've seen where the devs were/are heading with this game and quite frankly you're not a hero in this dying world, in this story, but you sure can take an axe with some moderate levels in it with maintance and clear a whole town like Muldraugh in a week, month tops, why have a cure to the zombie virus when it already exists, a beautiful high damage dealing no consequence to attacking axe and a machete with zombie's name on them, oooh right ther's that feature that teleports in new zombies every three days in areas unseen in the last 16 hours, that shure is fun! a Superman stuck in a world with ever spawning clash of clans skeletons (yeah not the best metaphor but it works). This would add some balance to the OP legacy of sharp/bladed weapons, even at level 0 they are 300% better and worth using over a hammer/crowbar etc. for clearing out places and general combat.
  5. Then it's useless, ther's no point in making a shooting target that gives you less exp then shooting at zombies, they are moving targets but they come at you in a straight line with no rapid movements like zombies in 7 DaysTD have so they're practically "moving" targets that are easier to hit with every step they come close to you. Even now training shooting/aiming skill with anything that's not a shutgun is absurd after the 3rd level especially without a boost (gained only with 2 occupations and hunter trait). Pistol/rifle hits give VERY little exp when you shoot a zombie, but being able to practive on a shooting target should give you much more xp, so for example since a defalut zombie shot (no boost or fast learner) gives around 1.5xp you'd need 50 rounds to get level 1 in shoting, 100 for lvl 2, 200 lvl 300 and then a giga jump from 300 exp to 750 which is 500 rounds then the numbers get more bitter. This is where shooting targets come in, it can be just emprty bottles or an actual targett made with a high carpentry skill, they'd give you 5-10 the exp if you change the range and position every other shot otherwise you'll have an exp drop off untill it's 50% less. This would be an absolute win win situation as you'd realistically have a chance to miss and learn through that, make aiming much less of a grind and remove the shotguns from being the meta ... in the sense of everything revolving around them with the addition of a new feature.
  6. I haven't seen it mentioned anywhere, lots of talks about NPC jobs and stories which is fine, but when?! I don't need human NPC's to be present in the game like zombies, I just want to interact with them in a lets call it a primitive way so... I believe that we won't be seeing actual living human NPC's in 1-3 years after build 42 drops, but in meantime what would be nice is to see the addition of trading like in the game called "Terminus: zombie survivors" well tehnically speaking it's bartering, but let me explain. 7 days to die has actual trade with traders that are located in outskirts of most big towns/cities that you visit, ther's the currency called Duke's casino tokens with which you buy and exchange goods - 2000 tokens for a shotgun, 750 for a pickaxe, 150 for a can of food, 50 for a bottle of water so there's an existing economy in the world as the game takes place "some time" after the WW3 and you can do quests for tokens. Now Terminus Zomombie Survivors game takes place in the early days of the apocalypse, the power went out but still it hasn't been long since fridges and grocey stores have fresh fruits and vegetables, now the games aren't meant to be long with victory achievableon in-game day 5 -15 100% or 2 real life hours, and you'll see that after day 7 most if not all food will be stale or rotten, after 12th day the winter will start, so it'll be hard to keep your character fed and warm, but during your journey to the terminus you'll find barricaded residential houses just like the ones you loot only they have boards and sheets over the windows, now you can't destroy them to get in but you get the option to "talk" when you click on the windows/doors and when you do you'll be greeted by a menue of a really hostile person telling you they can't accept anyone else or just tell you to stay away with -6 trust, you can ask them if they need help and the will say we need screwdriver, umbrella, radio etc. if you have and you give it to them, you'll be almost trustworthy with -1 trust which means you can barter for high value items or lots of low value items and the other way around, they will offer all sorts of stuff from tools and food to books and medicine and with every other morning the place on the map known as survivors house will have it's inventory reshuffled with a chance for new loot like random state food both canned or fresh-stale/new book/random medicine/new tools and minor stuff like matches, rags, planks etc. So in the end it'd be a really interesting concept, a preferably non raidable random barricaded house found in the world that you can barter with, found through annotated maps or just by accident, with different types of "attitudes" or stories, like crached car infront of the house with a small horde, someone panicked is seeking refuge inside, they beg for painkillers / alcohol / desinfectant / splint / a quest to clear the nearby zombies after some time they will let you barter with them and depending on what you did if youhelped or not, or you can just use sirens to draw hordes and if you're offscreen you can hear gunshots and screams, a new meta event (in a different sense there are gunshots already and screams) going back to the house will have blood everywhere/ 20 zombies inside and a zombie with backpack/ tools or a guy who did a suicide with a gun etc. (I can't believe how much potential this has for as single example to be this long!) Bartering system in a nutshell Also being able to borrow stuff would be very great with places that you have good relationships with, unless you killed them. Now besides items being able to barter for services would be 100% necessary, although I believe this could be realized somewhere in the futre with actual physical living and breathing npc's, though something could still be implemented in a primitive fashion too, like a person with a workbench could make you an axe etc. with required resources at the (certain) bartering price. Here's another image to give you a better representation of what I'm talking about in a nutshell, I mean What do you all think, does Project zomboid need a bartering system in a posta apocalyptic world or not and should devs add the example of bartering with barricaded housese for earlier interactions with upcoming NPC's?
  7. If that's fun for you just go max speed with a car into a tree regenerate and once you break all bones rinse and repeat there's even a chance for a deep wound!
  8. For those who don't know you can use "two-way" radios that are turned on with same frequencies to throw your voice, basically if you shout with a radio in your inventory then you'll get HEY YOU! on the other and, but it's mostly useful in multiplayer if you don't want to use public chat. Now I've been experementing and it works in herding zombies, but the radios are too quite and noise makers ironically make little noise, a bit more then radios but still it'd be cool if you could do it to make both of them as loud as some pistols. In this picture you can see 3 radios on the same frequency (4th is mine but I have headphones so it won't make noise/attract zombies) when I'm crouching I can press Q to wisper and it's okay at keeping the horde together with ocasional radio static like this wzzt fzzt only reinforcing the horde from moving away but being able to connect them to speakers to draw in zombies would be even better, this is just an example of how it would look like, also Automated Emergency Broadcast System is reall effective at herding as it is able to keep making noise every hour and draw the horde in a perfect triangle as seen below. Plz add much love would be great 100%
  9. There's 10 corpses mostly arnound the same tile but I can only tear clothing from the zombies that i'm looting/whose inventory is showed. I tried getting the bodies together but nothing changed. It's not a first timer but it got fixed once, and yes I have scissors. I'm currently on the most recent reliesed PZ update.
  10. I wish we had an option that when you right click on a corpse you get the "Move corpse to" option which is basically like walk to option but now you get a radius and a yellow tile wherever your mouse/cursor is at, and you can grow the radius by 1 - 10 / 100 tiles as to tell your character to automatically pick up move and put down corpses wherever you clicked with your cursor. For a game as grindy as PZ I think this feature, this tiny fraction of automatization whould be an update to be remembered, there's no need for burning pits or some other stuff, you can pile bodies on a campfire or any random 1x1 tile, 1 gas can + match/ligher for me the worst part is walk, get the body, walk back, drop the body then rinse and repeat all manually just after 10 corpses it becomes tedious as you had to do get and drop the corpse 20 times then go back and forth 20 times with ever increasing distance, do that to 50 corpses and you've already did this 200 times (if you haven't done the walk + fast foward lol) for how many real life minutes 15 - 30 I guarantee. Some advanced mehanics or just automatization to burning pits because to be honest beside burying it sounds like the most realistic way of mass disposing of corpses. But the key word is still automatization with or without fast foward in the example I mentioned above.
  11. A skilled tailor could and should be able to cut off a part of clothing that hasn't been damaged and use that part to repair the same part of another existing clothing of the same type. Basically salvage parts of other clothes (same type) to replace the damage on the ones you want to repair (again has to be the same type of clothes), but for this you have to have tailoring lvl 7+. I was playing six months later and every zombie has clothes damaged arond 50% or below, thankfuly stomping and blunt weapons saved some of the clothes condition, but still if it's not 100% it can still leave you prone on some places. Also I think this wound make it more grind worthy to reach those high levels of tailoring.
  12. Yeah, for me it was like every shout is a gunshot and every time I ran/hit a zombie they would be alerted in the radius of a default shout (a tiny bit smaller)
  13. When this update came zombies went from normal to pinpoint hearing, now sneaking behind a zombie is impossible, running alerts them as if you had the clumsy trait, shouting is loud as some 38. revolvers and shoving zombies alerts whole hordes.
  14. Idk about those streamers, but it seems the same way for me, shouting is 3x louder, it's loduer then some pistols and hitting a zombie attracts every zombie in your area, a bit smaller then the "default shouting radius", but yeah shouting now is like fiering a gund and hitting zombies is like shouting, also can't sneak behind zombies even with lightfooted and sneaking 5th level, it's as if I'm running instead of sneaking behind them.
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