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LeoIvanov

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Everything posted by LeoIvanov

  1. Just add new item "Maggot" into the game, similar to the worm, give them the correct punishment for trying to eat them (Why would you even try?!) and let people experiment on what they can do with them, including the "applying to deep wound for disinfection". Obviously, those will spawn in huge clumps on every dead body that's been there for longer than a few days. Your character should feel "queasy" approaching those corpses (more reason to clean your base!), and an inexperienced character (Maybe add a new trait that makes people "more terrified of gross stuff") will probably feel sick even attempting to take maggots into their inventory.
  2. Russian translation updated for 30.8 http://theindiestone.com/forums/index.php/topic/1401-russian-translation/
  3. Updated for 30.8 https://www.dropbox.com/s/9y8fdug4ucr6rlp/RU%2009.12.14.rar?dl=0
  4. I'd love it if all those texts were stored in a single "journal" button, just in case you get more than 1 "text moodle explanation". Just put a little flashing "warning" icon for a few seconds when there is an update in your "journal" pad and let them read themselves what's happening to them. They could also describe in detail other problems within you, like when you have a "Pain" moodle, it doesn't describe much what's happening and what is causing the pain, or why they feel "queasy" suddenly, with the help of this journal they could know the details. Locate it near the moodles screen You can name it "character's thoughts" or whatever works.
  5. Wooden, Glass and Steel doors already exist within the map. http://pzmap.crash-override.net/#0.37062512575709655,0.23352760158065447,1020.6746999785311 (Cell door within police station) http://pzmap.crash-override.net/#0.37565040474137995,0.2334394417491477,2116.4710578754816 (regular, steel "anti-theft" door.) examples of a "Steel" door. http://pzmap.crash-override.net/#0.39656108240840504,0.23303409758438381,2116.4710578754816 Example of wooden door. http://pzmap.crash-override.net/#0.4170586422810642,0.20941154168923265,2539.7652694505778 Example of glass door.
  6. I've had a small idea in mind that could add up to this already formed list of your suggestions. Really sorry for necro-ing it, but that way I won't feel bad for re-starting the same issue that was brought up a month ago. Things to add for doors : - Categorize the doors. "Wooden", "Steel", "Glass", etc. - Doors in 1 category are easier to break than doors in other category. (For example - Steel door > Wooden door > Glass door.) - Make doors in certain category breakable by certain weapons. (Steel doors can only be taken down by the use of crowbar or sledgehammer, Wooden doors can only be taken down by sharp-long weapons, blunt weapons and shotgun, Glass doors can be taken down by anything.) - Each door category spawns certain item upon breaking it. ("Steel parts" for future crafting when breaking steel door, "Wooden planks" for wooden door, duh, "Glass shards" when breaking glass doors.) - Pushing/crafting furniture infront of a door increases it's durability, but blocks you from accessing through it. - Open silently/quickly. Quick opening is done by tapping E, produces noise, makes zombies go after you. Slow opening is done by holding E - An action starts, you have to hold E until it ends, but you manage to open door slower, making less noise. If you let go of the button earlier, the action is taken as "open quickly". If a zombie is standing right beside the door, quick opening knocks it back, slow opening is "Failed" and alerts the zombie on the other side. (if it opens inward). If the door opens outward and zombie is on the other side, quick opening instantly attracts it towards you. Slow opening will attract it only if it's staring in your direction. - Certain doors don't block sight. Doors like celldoors, glass doors, doors with windows can be seen through. Both useful and dangerous at the same time. Can be covered with a sheet to block visibility. - Running into a door automatically opens it (if unlocked). As with the case with "opening silently/quickly", running into a door automatically opens it for you, but you deal with a higher noise that is produced and attracts even more zombies to it. - Doors in weaker category (Wooden, Glass) can be broken by Strong/stout characters when ran into. When you make your escape from a horde you don't have time to access your crowbar or sledgehammer. If a door is weak enough, strong characters need fear not as they can run into a door and smash through it, even when locked. It will probably render it's ability to be locked again useless, but you don't have to worry about that when there's 50 zombies ready to gnaw at your feet if you don't do something fast. Make it a 0.5-1 second timed action so you can cancel it by turning away if you didn't mean to do it. Makes a huge f**king noise that can be heard in the whole neightborhood. Smart players will only use it in EXTREME conditions. Dumb players (Like me <3) will use it when it would be much safer to just open them loudly.
  7. The map has been updated to v2. New additions : - Pond outside of a prison for people to fish in. - Two Dining areas (One of them straight from the tv show, where SOMETHING happens to Herschel's leg.) - Reworked the grass/ground area on the outer perimeter. - New cell block (with it's own surprise waiting inside) - Map added to vanilla map! - Small fixes (being able to break and climb through walls as if they were windows.) - Harder access to the gun storage, higher reward if you succeed. The prison is located HERE on the vanilla map: http://pzmap.crash-override.net/#0.37192628933909155,0.18098743579565932,46.005119909369675 Download link Enjoy! Will see if I can make it work as a "MOD", meaning you'll be able to toggle it ON and OFF in the mods menu, for people who don't want to overwrite original files when playing multiplayer. Edit : Picture of an updated version added to the main post.
  8. New, late update for v30.4+. Had it ready for a while, just didn't get a time to post it here or link to Romain. https://www.dropbox.com/s/i5ydo57b74bgjmu/RU%2029.11.14.rar?dl=0
  9. Well, there's always the sandbox... Did you know if you set their speed, hearing, vision and smell to the maximum, they'll behave exactly like you want them? Give it a try
  10. "You survived for" message after you die in survival doesn't seem to support cyrillic letters, returning a couple of numbers and an awesome smiley face to me.
  11. He meant to ask whether or not you could make those, selected, items have unique translated lines, so that we can put a different last letters to them.
  12. Перевод обновлён для v 30.2 https://www.dropbox.com/s/488mq7bxmdjykxy/RU%2027.11.14.rar?dl=0
  13. С первым - согласен, а со вторым - разве уже не переведено так, как вы предложили?
  14. Yep, just in my recent post in general discussion, I found observing hordes after they killed me to be really fun, let alone any thought about watching my zombified self wander around to every gun shot and actually hunt survivors with other zombies. Playing as a zombie as a sandbox option, maybe, can end up fun and I, personally, would play the shit out of it, but it doesn't seem like the idea that sits fine with majority of this game's fans, so it's probably unlikely that this is going to be added .
  15. Just like someone has said above me, having to alt tab out of a game to check how to do/create something is more immersion breaking than having a tutorial of a certain game mechanic pop up when you read a skill book for that game mechanic. A traditional tutorial is fine, but with the game growing so fast, with a lot of new skills coming in with new update, you'd have to work on your tutorial even more, instead of teaching people the very basics of the game that are necessary for people to know BEFORE they start playing, and then let people learn and discover new things on their own, without throwing all the information on them at once and expect them to remember it. For example : I've seen people on youtube struggle with simple stuff like climbing through a window, or figuring how the fighting system works, or how to load/reload/fire weapons, or why they can't craft/use certain items when they are in their bags instead of main inventory. THOSE things I'm perfectly fine with having listed and gone through in a basic tutorial. People, however seem to get less frustrated when try to figure some game mechanics that are not immediately required for you to do. They take their time figuring how to build a wall, or how to make their garden, and most of the time they even alt tab (I know I do) when they can't figure it out or think it's too complicated to figure out on their own. I, for once, used to play for a long time without touching the garden mechanic, because at the time it looked way too complicated for me, and I didn't want to alt tab out of the game to learn how to do it. If learning how to do it was as simple as me finding the farming book for beginners and be able to read through it, then I would've started using farming much sooner.
  16. There is always an option to break those pesky small fences with your sledgehammer and build the wall without that "bulge" at the front.
  17. They "read" the book normally like you do right now, page after page, timed action, time-skippable (in singleplayer at least). The whole idea was to teach newer players how to do construction/cooking/fishing/hunting and etc by the use of already existing skill books. Let the tutorial, like the one you get by pressing F1, pop up when you click "read" the skill book. Then you can read it to understand game mechanics (You can skip/close them later on and just read the book as normal if you don't need them). Each book (for beginners, for intermediates, advanced, expert, master) has their own set of game mechanics to teach you, so even by the time you get to level five you still get to learn about something new. For example - "Did you know that when you reach level five you can poison your team mates by adding bleach to their soup, or you can detect the poisoned food?" For "Master Cooking" book could do the trick, but obviously more detailed and with more pictures.
  18. This is going to be pretty short one. So, what if the well known skill books not only taught our characters how to level up the skills faster, but also taught us HOW to use related skills? For example, a skill book level 1 of carpentry could have an information regarding the barricading of houses and building basic constructions, as well as teaching around the "how to"s. What do you need for it, what and where do you click, how long do you wait. With time, more advanced books will tell you about more advanced stuff you unlock, like better walls, or rain collector barrels... In short, this is going to be like a mini-tutorial for each game mechanic written in the books that help you level up the corresponding mechanic faster. This will help new players get familiar with how the game works (+ seeing importance in finding the skill books in the first place), as well as introduce players to the newly-added features that will come in the future, like medical skills.
  19. Recently after having another brainstorm, I've sat down and wrote a list of requirements for each existing skill in project zomboid and how it would, and should IMO work. I think that by implementing the restrictions this way you'll make having of NPC's/players hang around with you that much more important instead of sticking by yourself and becoming a superman in absolutely every skill. Dedicated enough people will still be able to learn their way to the "basic" requirements of each profession, but it will take them much longer to do that and will ALSO require them to stick with people. Carpentry : Can’t build anything until level 2. Can’t saw logs into planks until level 3. “Construction Worker” profession starts you with level 2 in Carpentry. “Construction” as a hobby gives additional level level to Construction skill (So you start with lvl 3 if already construction worker, or with level 1 if another profession.) Carpentry levels up by barricading + fixing + crafting stuff, as well as observing other skillful players/NPC’s building stuff. You stop gaining additional XP’s from observing after reaching level 2. Cooking: Can’t create complex recipes (with 3+ ingredients) until level 2. (Meaning can only do recipes with 1-2 ingredients only.) Recipes until level 2 don’t gain any boredom reduction buff, so all of your recipes if cooked under level two either have no boredom reduction, or gain boredom. “Chef” profession starts you with level 2 in Cooking. “Cooking” hobby adds an additional level to cooking skill. You gain XP from creating, cooking recipes and observing more skillful players/NPC’s cooking. You stop gaining additional XP’s from observing after reaching level 2. Farming: Can’t plant/harvest crops until level 2 in farming. (Meaning you’ll have to have a farmer NPC/friend to plant them). “Farmer” profession starts you off with level 2 in farming. “farming” as a hobby gains you an additional point in skill. You gain XP for farming by checking “Info” stats on crops, per change. (meaning it only gives you XP when the plant you’re checking shows you UPDATED/NEW info, to prevent people from spamming the “Info” for XP.) You also gain XP by observing other, skillful players harvesting/planting the crops. You stop gaining XP for observing once you reach level 2. Aiming: Can’t use weapons until level 1 in Aim. Can’t use shotguns until level 2. Can’t use rifles until level 3. “Police officer” starts you with level 2 in Aiming and Reloading. “Shooting” hobby starts you with an additional point in “Aiming” skill and “Reloading” skills, granting the right to shoot weapons if “Police Officer” isn’t chosen. Can acquire first 100 of XP (If you don’t have it) by having someone successfully shoot at targets in your vicinity. (So if you are on a supply run with a friend and he happens to shoot zombies, you learn your first XP from just observing it, eventually getting level 1 in Aiming and being able to shoot pistols. After gaining level 1 you stop gaining XP from observing people shooting.) Reloading: Can’t reload weapons until level 2 in reloading. “Police officer” starts with level 2 in Aiming and Reloading. “Shooting” hobby starts you with an additional point in “Aiming” and “Reloading” skills. You gain XP by reloading (If above level 2) or having people reload their weapons in your vicinity, by observing them do that. You stop gaining XP in reloading by observation after reaching level 2. Fishing: Can’t catch legit fish until level 2 in Fishing. “Fisherman” starts with level 2 in fishing, while “Fishing” gives you an additional starting point in that skill. You gain fishing skill by catching socks and other stuff from the lakes, as well as observing skillful players/NPC’s catch real fish. You stop gaining XP from observation after reaching level 2. Trapping: Can’t craft, place or interact with traps/skin dead animals until level 2 in trapping. “Hunter” profession starts you with level 2 in trapping, as well as “trapping” hobby giving you an additional point in that skill. When inexperienced at all, you gain trapping XP by observing the skillful players/NPC’s place, interact or craft traps, as well as skinning dead animals. You stop gaining additional XP points by observation after reaching level 2. Foraging: Can’t forage in the forest until level 2. “Outdoorsman” profession starts you with level 2 in Foraging, as well as “Foraging” hobby giving an additional skill point. You gain Foraging XP by observing players/NPC’s forage in forest area or by picking up up berries/corn from already existing plants on the map. Medicine: Can’t treat other people/NPC’s until level 2. “Doctor” profession starts you off with 2 points in medicine skill, as well as “medicine” hobby granting you additional 1. You gain medicine XP by treating your wounds/taking medication/being treated by a player or NPC/observing player or NPC treat another player or NPC. You stop gaining XP from observing after reaching level 2. P.S: I also haven't included the item usage restrictions, I'll probably get to it soon if people are still interested.
  20. Oh god... If Rathlord sees this...
  21. Couldn't have said it better myself I know that devs already stated that they are going to implement new "professions" and "hobbies" into their game, but I've never caught them talking on whether or not they wanted to limit the play style of certain profession to that profession only, instead of having it accessible to everyone from the get go. I mean, sure, it should always be accessible to other people, but they should work really hard leveling up their skills before they could be able to make basic work that the profession allows you from the start.
  22. So, me and my friend recently got into playing the game with the name of "System Shock 2". In a nutshell, it's a game about space marines going through space ship fighting aliens and figuring stuff out. What I liked about that game's coop system was that the characters that we created were really, really different from each other. His guy was trained in psi-ops combat and he used the special device mounted into your wrist to cast psiogenic beams and spheres that hurt the enemies, aswell as being able to hack certain systems so it's security cameras couldn't raise alarm after seeing us, or hacking the locked containers. While in my case, my guy was specialized in weapons and brute force, blasting through enemies with shotgun and pistols, aswell as being able to repair/upgrade stuff we come across. On our way through it, he found certain objects that were useful both to me and him, and he often came to me so I could repair his weapons, or having to repair the control pad after his failed attempt at hacking it so he could try it again. It felt amazing, because in our case HE knew stuff I didn't, while I had knowledge of stuff that HE didn't, making the cooperation that much more compelling. Whenever me and that same friend of mine boot up Project Zomboid, the sense of cooperation isn't there. It feels like we're playing a game as the same person with the same traits and skills. Both of us were good at building and constructing fortresses and sturdy walls, both of us were good at farming (We had a huge farm separated in two, with crops planted at the same time so we get farming skill as soon as they grow), The only difference in our characters was me having a greater cooking skill, and that was ONLY because he was too lazy to level it up. I want the game to give you a choice at the character creation screen of what traits you are specifically good at from the start. For example - if I want to be specifically good at looting houses and fighting off zombies with my melee weapons, I want to be given a choice to upgrade my starting skills that help you with doing it, like "Blunt Accuracy" or "Guard". That way I'll be able to reach high levels of certain skills faster than anyone else and waste less XP while doing so. What I'd also LOVE to see in the game is restricting the usage of certain items to certain perks and/or skills. For example, if you want to use sledgehammer to break a wall, you GOTTA be "Strong" and have atleast 1-2 level of "blunt" maintenance, or restricting the building of ANY kind of walls/fences to high levels of carpentry, only letting people do easy stuff like barricading windows with doors. Farming, Foraging, Fishing, give EACH trait a specific usage, and restrict that usage to the specific trait's level, so, let's say, a newbie that doesn't know ANYTHING about fishing wouldn't be able to catch any kind of fish until he's atleast leveled to 2 in fishing skill. In the meantime, he could practice by "catching" socks, shoes and any other trash that comes around in the water. I want the game to consider how valuable it is to have two people good at CERTAIN things, while being completely bad at the other, so when they combine their forces they actually feel like they CONTRIBUTE to the stuff they create, thus getting that much more attached to their characters when they, finally, and inevitably die. To avoid the unnecessary discussion of something I'm already aware of, read this last paragraph too. I know that "professions" are already planned, as well as some of them already being in the game. I know that certain new skills are coming in the future, accompanied with professions for people who want to be really good at it. What I'm asking about is not "adding" more new professions, BUT restricting the usage of certain activities to people that ACTUALLY CHOSE to do those activities. For example, leave base building to those who chose to play as construction workers. You'll still be able to barricade stuff, but to BUILD your own stuff, you'll have to either waste a LOT of XP into upgrading your construction skill, or start off as construction worker. OR leave "fishing" to people who chose to be "fishermen" as profession and upgraded their "fishing" skills in the character creation. I don't want EVERYONE to be able to do EVERYTHING. tl;dr version - restrict usage of certain activities (like breaking walls with sledge, or fishing, or construction) to certain levels of corresponding skills and starting professions that you can choose on character selection screen. Thank you for your time.
  23. Off topic : I can't find a better candidate for a "not newbie" forum tag On topic : as much as I'm aware (or have heard a couple of months ago), all of this is planned to be implemented along with when NPC's make their way into the game. So expect to run down into some unfriendly company if you decide to loot that awesome warehouse with a lot of stuff early on, or find it empty/burnt out/overrun with zombies later on into the game. Welcome to the forums!
  24. 24/7 roleplay servers are most likely harder to maintain, exactly because of the reasons you've described above - "questionable roleplay" and "often crashes" due to small activity of the moderators/admins. You have to choose one of the two - either you tolerate the "questionable roleplay" with "occasional crashes" but be able to play 24/7, or you tolerate the server being off most of the time, but when it's on it has a good quality roleplay with rare crashes bothering you.
  25. I could attempt it! If anything, if you know Russian language, and you wish to make sure I'm spelling things correctly, I could make most of the reading Russian for the builder. I might just help you out with this If you could kindly make a spreadsheet of words to translate and send it to me, I'll get it done in a course of couple of days.
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