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Irken Empire

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Posts posted by Irken Empire

  1. Alien (1/5) Movie CLIP - Acid Blood (1979) HD on Make a GIF 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. 9 hours ago, getstoopid said:

    Hell yeah, love the idea but then again I can already hear them "Why can't I use two wood axes akimbo style and spit fire by breathing in bourbon before to prevent getting eaten because my crowbar was stuck in a zombies head? Which is ridiculous btw given the shape and state of decay of said head and so on... rant... whine... the game was much better when I could herobrawl them zombie hordes down" *g

    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. 14 minutes ago, Bullet_Magnate said:

    I like the idea.  Maybe higher skill could mean a lower chance of bladed weapons becoming stuck.  

    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!)
    image.jpeg.f458676609955e5141f9c95e646c115a.jpegBartering 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
    Barter Services - History of Barter System - Historyplex
    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. On 11/28/2022 at 7:58 AM, knightshousegames said:

    This is like.....Galaxy brain level thinking. I bet you're the first person ever to reach Lv 10 Electrician or something.

     

    Maybe you could find guitar amps in the world, since there are electric guitars. Hook up an audio source to that, and blast that audio

     

    Or you could shred on the roof of your base with the guitar into the amp at full blast , while your buddies wait in the windows with rifles to take out the horde.

    Mmmhhhh ME LIKEY THAT!

  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.image.thumb.jpeg.83d3a0139c61041cf619d30fe75d9dc3.jpeg
    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 awayimage.thumb.jpeg.2cd92e5725e86eeed46519d1ec2429ee.jpeg
    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.
    image.thumb.jpeg.188b83318b29c2172c22338c9e04f701.jpeg
    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. 7 hours ago, Bred4WarZ said:

    Great news, I found it very strange how far my 'shout' was being heard from. It did cause a bit of chaos for a while.

    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. 7 hours ago, Hugo Qwerty said:

    I've heard two PZ streamers say that 41.78 has caused their ongoing games to change zombies to pinpoint hearing.

    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.

  14. I'd really want to have this, when you think about it it's not something you'd scream for, but they way this was handled is kinda sad. When you shove a zombie into the fence over and over, there's a chance that zombie will decide on their own to climb over the fence away from you, they the'll get up and come climbing over the fence towards you again which is a good what!? moment. This feature would fill up this sad "bump in the road" with a unique animation for pushing a zombie over the small fence with a modest chance of it happeni after 2-5 shoves to avoid just tumbling over a whole horde with a single shove.

  15. Unfortunately devs said that camuflage like this one and zombie guts camuflage like this one as in the walking dead that let's you walk among the dead will never be added, also they marked it as a BIG NO in thick red letters to symbolize how unwilling they are to add such for reasons beyond us and our understanding. (I know it'd be overpowered but I doubt that any regular citizen from Kentuckey or not would be willing or have an idea to do it, so I imagie it'd be a late late game thing to avoid that horde which respawned next to your base for the 1000th time, well once you character figures out that he can do that stuff/isn't grossed by it)
    image.jpeg.df1f5e8c5d875dca618a8b63dfd35d17.jpeg The Walking Dead: Top 10 times Glenn scared fans to death - Page 2

  16. Just find books, tools and 5-10 low - medium condition cars (save the 70%+condition parts) that's guaranteed level 6 maintance in a 1 game week, find those VHD for mehanic skill with those two brothers who repair cars, use it for levle 9-10 with 16x xpe multiplier. It's literally level 10 mehanics in under 15 days.
    Most zombie games have a way with first aid/zombie however dull it is, but in PZ right now it might as well not even exist (don't even think about that skill) it does barely anything woth noticing + 1 bite = ded/rip/goner

    Now for this passive leveling, It's thumbs down from me, I see what you mean but It's a far-fetched idea. I mean if I read a good book, odds are it would have entertained me, but if I just walked on Earth I don't think I would become an astronaut. People who drive a vehicle aren't familiar wih mehanics because they are simply in it driving it around, it's because at some time the certain part broke and they had to replace it, having no clue how they went to educate themselvs or ask someone who knew or just gave it to some who knows how to replace it and never learned how.
    In a nutshell you passive leveling is basically getting to know how this and that works without ever doing it which is kinda :I ... yeah 

  17. 22 hours ago, EnigmaGrey said:

     

    What's beyond understanding? Video games are simplified models of highly complex interactions. They'll always have conceits such as randomly applying damage to the vehicle vs. simulating every part that collides with a zombie and having a realistic damage model based on their physical characteristics. Games also attempt to balance things for the sake of gameplay (such as punishing players for wanton running over of groups of zombies).

     

    Thus there is always a game of tug of war between "realistic enough" and "it's a game."

    I took an hour to write a detailed explanation of how this logic of yours is poorly integrated with the game of Project Zomboid, with this "Video games are simplified models of highly complex interactions" being used more as an excuse to bend and interact with this "tug of war" where devs take a feature, say it's a game and modify it to screw and punish the  player for a little mistake real hard, life getting a scratch of the foot, no biggie in real life but it makes you temporarely disabled in PZ, then ther's a single zombie slaping his way throug a fridge and a an idustrial metal garbage bin in an hour which is beyond the tug of war thing (just doesn't make sene.). Now you have the ladders model, the actual sturdy ropse, but you have to resort to making SHEET rope out of socks and what not. I'm sorry you don't get the better detailed version, but clicking on steam and back to the forums in 7 sec deleted everything I worte so I apologise again, in a nutshell I tried to explain how most features lean towards the "it's a game" to punish you hard even thoug it make little sense and some are half-assed made with little care or idea.

  18. 5 hours ago, Pandorea said:

    Vehicle trunks lose their capacity as result of driving over multiple zeds in a short period of time or crashing a lot. This was done to counter cheesing of killing many zombies while safely in a car. 

    Uh huh, I get the high velocity crashes with other solid object would bend and utterly destroy your trunk video game or not, but for 1-5 organic zombies with no solid foundation standing on two feet barely keeping balance to walk as reanimated corpses can stop your 1 tone car in place, not fall and still bend your trunk as if you hit an fing concere pole. No sertiouslly you could just scrape a single zombie with your van at higher-ish seeds with you sides and it could lower you trunk by 5 storage units, in some fing way beyond our understanding.
    Have any devs considered how little this makes sense? It's as if zombies started cheesing the game by exploting the universal laws of physics to screw the player over, while we as the players get the middle finger from the same universe, this feature needs a rework asap, also ladders they exist for more then 10000 years, also why do I have to use my neighbours socks/skirt/t-shirt/pants to make the most unstable, riskiest thing ever called sheet rope, when you already have the sturdy more efficent itme called rope in the game.
    Not trying to be rude I'm just trying to make a serious conversation and also see how deep the rabbit hole goes, what and way are these features so inefficent, unrealisting, strange, lacking...

  19. 4 minutes ago, Jack Bower said:

    The sheet rope thing could be as easy as pressing W and S to direct going up and or down. It can be pretty horrifying when you are clearly climbing into death and there's no way to control your character. / Check where climbing will place you because of how the Z levels function.

    I thought of it to be something as this too, press w to go back up and s to go back down/slide back down, For me this seems to be sucn an undeveloped / badly made feature. I mean it's a thing, but it's a s if devs said "We'll leave this prototype to bait players into thinking that it's useful before we force their demise upone them because the feature sucks hihihihhi hhahahah hehheheh xoxxooxoxoxo."

  20. To those who don't know/have yet to experience this nonsense when you start climbing the sheet rope you can't stop and go back up nor back down, so in a nutshell once you start climing up you're frozen in a slow animation and if there's a zombie coming he'll evaporate the sheet rope with his eyes and you'll fall down to him/ if you were going down and the zombies were coming you'll have to watch your character slowly crawling his/her way towards the zombies with no way of saving them like for example tellig him to do the oppsoite and go back up the sheeth rope. Also, I know this game is supposed to simulate the colape of humanity and descent to cave man - iron age - medieval period, but there's NO WAY I'd be desperate enough at any point in time to make an unstable trash rope look alike made of my underwear, my neihbours socks and my deceased wife's skirt, I congratulate any "average" Kentuckian who can do this to make an actual working rope thingy able to hold their weight. Worst part is you have actual sturdy ropes in the game that could be 1000% more efficent and realistic with only one use as of now and that is bundling logs :I
    There are two things that don't add up and a rework would be appriciated.

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