Jump to content

AwesomeAlan1

Member
  • Posts

    1
  • Joined

  • Last visited

AwesomeAlan1's Achievements

  1. Right now, the Damage Constructions option in Zombie Lore has two options: Damage Constructions On: Zombies can attack player-built structures (of any kind.) Damage Constructions Off: Zombies cannot attack player-built structures (of any kind, including barricades, doors, etc.) Can there not be some extra options/variations for this setting so players don't have to rely on mod support? (And the fact that, after hours of searching, I've come to the conclusion that no one has made an invincible, normal wooden walls mod - not log walls, wooden walls.) My reasoning behind this is an issue I'm sure most players run into. They want to build a base, or house, or some kind of structure but zombies will always aggro on the walls of the structure, when every other wall in the world (rightfully) is invincible. Even if the player plasters the wall, or makes metal walls, zombies will beat right threw em'. I personally would prefer being able to adjust settings so that zombies can attack doors, furniture, barricades, things that should be targeted by the hordes barreling down on my base, because those aren't foundational type of structures, they're moreso obstacles. This allows the overall, definitive structure of the player's base to be safe, but gives the zombies weak points that you'll need to defend, and with multiple windows, doors, or entry points, you'll still be facing a challenging experience that won't force you to rebuild tedious parts of the base that, honestly, shouldn't be targeted at all if the reason for them being targeted is simply that it was built by the player. Below are a few simple Sandbox Option concepts that I've made to help paint the kind of picture I'm describing. I hope this could be considered as it adds a lot more to the quality of the gameplay experience in regards to the "fortify a location and try to survive" playstyle while letting players worry about actually surviving through realistic objectives rather than "Alright, guess I need to rebuild the walls of my living room and kitchen, should've just used a pre-built map location instead of utilizing the game's expansive building features to build a house from the ground up when it's just going to get torn down." I know I missed a few things, like gates for example. But I'm sure multiple other things can get added to the list and provide players with the perfect amount of control over how vulnerable their bases, hideouts, or bathroom bunkers are, and will go a long way. Thanks for reading!
  2. Here's just a large list of things that I'd like to see added in regards to the "late game", along with things that players can work towards as tangible goals. I understand that some of these have probably been suggested in some capacity, but these are how I'd personally like them to be implemented, along with scenarios that could occur should they be added: Restoring the Power Grid/Controlling the Power Plant - This is one that would require a lot of effort on the player's part. But let's imagine a scenario in the future where NPC's and factions have been implemented, or you're simply on a large multiplayer server with many different groups and you want to have a large project to work towards. Restoring and controlling the power grid could be an interesting late-game goal to work towards, but it also comes with many unique scenarios as well. Let's say one faction is in control of the power grid and is forcing other groups to pay tribute or else the power will be turned off for good. Power could be routed to each of the major towns, and with a flick of the switch, one of the towns now has no power. Different groups could band together in a combined effort to take back control of the power grid, or they could try and scavenge whatever fuel is left across Kentucky in order to power their own generators. It could also cause smaller groups to attack eachother, because if there are 4 small groups in say, Rosewood, and only one of them is refusing to pay tribute, maybe the other 3 like their current situation and don't want to lose power, so they wipe out the group completely and stay in the good graces of those in control of the whole grid. I know this specific suggestion has been suggested a lot, but I think there's a reason for that. People want to be able to do this, but I think the scope at which people have imagined this scenario is only scratching the surface with what the developers could come up with. NPC Military Convoys - When listening to the Emergency Broadcast System, it sometimes discloses certain information on the movement of military groups. In the current game, this does nothing. But for future updates and the implementation of NPC's, these could be actual spawnable events that players could investigate. When the player gets to the location, they could either encounter a large group of hostile soldiers, causing a massive shoot out. Or, they could discover that the military convoy has already been overrun, and all that's waiting is a massive horde. The vehicles could be filled to the brim with weapons, medical supplies, and food, but the player will have to fight for it in order to obtain it. These could be more prevalent early game but slowly dwindle as the months pass, creating an observable timeline of the collapse of the military. Any convoys that do appear in the later game would have even more soldiers/an even larger horde, but there would also be a much bigger reward for getting through it. Nuclear Detonation - I know that this is currently on the list of "No's" on the common suggestions thread, but I think that "Nuke" is a blanket-term for what most people would be expecting with nukes. Nukes should be a very specific, hard-to-obtain, and rare event. Not something that players could just throw around for no reason. It's also not one of the "Hard No's", so I think if done right, the developers would consider it. For my suggestion here, I'm taking inspiration from Fallout 76, which has a really interesting nuke system. In Fallout 76, you have to find eight pieces to a launch code that are scattered around the map, pick a target, and launch a nuke. This could work exactly the same in Project Zomboid, with "Military Officer/Scientist" zombies with a piece of the code on their person. Maybe 1-2 spawn in pre-determined places that never change (the secret military base, for instance), 3-6 are in completely random locations, and 7-8 are hidden somewhere in Louisville. Maybe they don't even spawn until x amount of days or months. But once a player actually acquires all of the codes, something that would be incredibly hard to pull off, they could then go to the secret military base and launch a nuke. They could choose a specific town to nuke, and the game itself chooses a few cells specifically within that town to be affected. When the nuke is launched and it hits the target after a certain countdown, all the buildings (along with player structures) within the chosen cells become burnt/caught on fire, all of the zombies within those cells die, any players caught in the area are killed, any plant-life (trees, bushes, grass) is lost, and most if not all loot is destroyed. It's a harsh, late-game threat to worry about, but it's never on your mind because it's so difficult to pull off. But then it's too late, and maybe your base is under the threat of nuclear detonation. Unlike Fallout 76, which uses "loot magic" to spawn end-game loot in the nuked areas, Project Zomboid's version would play on the "This is how you died" trend, with the nuke just being another way that you as the player can die. Maybe there was no reason, maybe someone just spent a few hundred hours trying to find the codes and picked a completely random town. Or maybe, maybe early on in the server's lifespan, you just really pissed someone off. Maybe they knew where your base was located and planned their revenge and then spent many in-game months or years planning your nuclear demise. There's no loot in it for whoever launches the nuke, there's no special reward for nuking a specific area, it's just available to those who want to put the effort in. To make this already hard-to-obtain event even harder, like Fallout 76, the code can be a scrambled bunch of letters that need to be placed in a specific order. Maybe there are more than 8 codes, maybe it's actually 16. Maybe it's random when the server is created or the amount can be chosen by the server owner. But either way, the code could be scrambled and the player would need to choose the correct word out of all the collected pieces, and if they chose incorrectly, the console could be locked for x amount of days. That way, it's more punishing and harder to successfully pull off. Expanded Meta Events - This one is a more obvious choice, but the addition of new meta events and the expansion of current meta events could bring a lot less repetition to the game. The mod "Helicopter Events Expanded" does this well enough, but a fully-fleshed out system of not just Helicopter events, but also horde-luring, noise-making, or just plain "spook the player" events could do wonders. I'd love to see a "kidnapped" meta event. This would naturally tie into NPC's and their quests already, but going to sleep one night and thinking you're safe - only to wake up in a completely new location and finding out that you've been "kidnapped" by some random thugs. You're handcuffed, your loot has been taken and set aside in a nearby container, and you're forced to break free and escape. Maybe this only happens if you piss off a certain faction, or kill certain NPC's and their friends come looking for you. This would also probably only happen if the player is alone, because if they're with a group/faction, there are a lot more eyes watching them and protecting them, so it wouldn't make too much sense to have been kidnapped. A random horde meta event would also be interesting. Maybe there's no sound indicator for this one, it just draws a bunch of nearby zombies towards your base if you have enough barricades/food/water stored. It doesn't just have to be zombies either, it could be a group of bandits trying to steal your stuff. But things like that are more suited towards the NPC side of things in general, and I don't want to stray too far into that territory with meta event suggestions. I think the opposite of some of the current meta events in the game could be good additions too, like town-clearing meta events that push a bunch of zombies into nearby cells for a brief window. This would give players a false sense of security before ultimately, the zombies would be pushed back in as the meta event ends, making it seem like zombies are entering the town/cell from all sides. Radio Towers - Similar to the Power Grid/Power Plant suggestion, there could be radio towers placed in key locations across the map. If the radio tower is powered (either by the power grid being turned back on or by a generator), then players could turn their radios to a certain frequency and be able to listen to messages from it. The radio tower could have a natural "NPC attraction" meta event tied to it, where if it's powered, you'll randomly get visited by some NPC's (good or bad) that either want to join you or rob you. The player in control of the radio tower could also send specific messages over the radio, sending far-reaching messages to other players in a multiplayer environment. In the late-game, however, with enough resources and skills, players/groups/factions could build their own make-shift radio towers at their bases, luring in NPC's to their actual base instead of the pre-placed radio towers mentioned earlier. These radio towers could be used in multiplayer environments to warn of horde movements, overrun locations, hostile enemies, the incoming of a helicopter, etc. There's so much possibility that can be unlocked by these being added. Exclusion Zone Events - This specifically would only serve to make the map borders a bit more interesting, but there could be some interesting scenarios that occur if players travel to the borders of the map. One event could be a group of news-reporter NPC's camped just outside, just barely visible to the player. Maybe they're still alive and currently broadcasting, or maybe they're already dead and all that's left behind are a pile of corpses. This would be more common during the early game, but maybe during the mid-late game the player can be shot at by military NPC's hanging around just outside the exclusion zone. Then, during the very late game, all the player gets to witness is wildlife roaming the area. The player could also find certain NPC's hanging around the outskirts/map border, finding thrill-seeking NPC's who wanted to break into the exclusion zone to "see what all the fuss was about". Tank Event - Similar to the Helicopter event, this event would spawn in and be a great annoyance to the player/one that strikes fear. Out of desperation or fear, a military soldier (or random hostile enemy) has stolen a tank and is driving through the streets firing like a mad man. Not only does the tank firing draw in tons of zombies, but this one can actually interact with the player as it's a visible vehicle. If the player is seen, the tank will target them and shoot at them, causing damage to any structures the player might be hiding in. The tank is slow moving, however, and the event will only "end" when it is surrounded by a horde, with the NPC inside shooting themselves. The tank, at that point, can be acquired by the player, but it has all the same drawbacks as mentioned before. Unlike the helicopter event, which spawns after around 5 in-game days by default, the tank event would spawn in a long time after the game's start, 6 months - a year. Ship Crash Event - Along the large river, at some point after 3-4 months, a ship can crash against the river banks when the player is nearby. A small horde spawns on the boat, it being either a party boat stuck at sea, or a military ship that's malfunctioned. You can find a small group still alive, either partygoers unaware of the outbreak, or military soldiers fighting off the horde. If you manage to save any, they have a chance to join your faction or run off in a random direction. Achievements - The last on this list and something I'm sure has been in the works for a while. In the current state of the game, you can live a long time but not have much else to do other than farm more food and live in a secure area. It can get boring, and while this type of playstyle may appear less often with the introduction of more and more things to do during the late game, it won't disappear entirely. There will always be the people who have "accomplished everything" and get bored, or there will be people who just farm and remain isolated, choosing that playstyle while also getting bored. It's their choice, but giving the player personal goals that they can obtain while still respecting those play-styles would be beneficial, and with achievements, it can also entice them to move beyond their current situation and explore for something more than just the thrill of fighting zombies (but also that too). The following are achievements I'd like to personally see that would compliment unique play styles: Withered Rose - Visit Rosewood. Internment - Enter the Knox Penitentiary, kill all the zombies in the area, and establish a base. We Didn't Start the Fire - Enter the Rosewood Fire Department, kill all the zombies in the area, and establish a base. Rosewood Tourist - Kill 1,000 zombies in Rosewood. Rosewood Veteran - Kill 5,000 zombies in Rosewood. Dreadful Muldraugh - Visit Muldraugh. Dying Star - Enter the Sunstar Hotel, kill all the zombies in the area, and establish a base. Elementary, My Dear Zombie - Enter the Muldraugh Elementary School, kill all the zombies in the area, and establish a base. Muldraugh Tourist - Kill 1,000 zombies in Muldraugh. Muldraugh Veteran - Kill 5,000 zombies in Muldraugh. Follow the River - Visit Riverside. Exclusive Club - Enter the West Maple Country Club, kill all the zombies in the area, and establish a base. Four Walls and a Roof - Enter the Riverside Church, kill all the zombies in the area, and establish a base. Riverside Tourist - Kill 1,000 zombies in Riverside. Riverside Veteran - Kill 5,000 zombies in Riverside. Out West - Visit West Point. Public Servant - Enter the Town Hall, kill all the zombies in the area, and establish a base. Tainted Meat - Enter the West Point Spiffo's Restaurant, kill all the zombies in the area, and establish a base. West Point Tourist - Kill 1,000 zombies in West Point. West Point Veteran - Kill 5,000 zombies in West Point. March of the Dead - Visit March Ridge. Show Time - Enter the Cinema, kill all the zombies in the area, and establish a base. Community Buffet - Enter the March Ridge Community Center, kill all the zombies in the area, and establish a base. March Ridge Tourist - Kill 1,000 zombies in March Ridge. March Ridge Veteran - Kill 5,000 zombies in March Ridge. Over The Valley - Visit Valley Station. The Shopping Dead - Enter the Mall, kill all the zombies in the area, and establish a base. Sharp Shooting - Enter the Valley Station Shooting Range, kill all the zombies in the area, and establish a base. Valley Station Tourist - Kill 1,000 zombies in Valley Station. Valley Station Veteran - Kill 5,000 zombies in Valley Station. Welcome to Louisville - Visit Louisville. Focusing on Your Zeducation - Enter the LSU Campus, kill all the zombies in the area, and establish a base. Thin Dead Line - Enter the Louisville Police Station, kill all the zombies in the area, and establish a base. Louisville Tourist - Kill 1,000 zombies in Louisville. Louisville Veteran - Kill 5,000 zombies in Louisville. Explorer - Visit every town. Don't Mess With This Guy - Kill 25,000 zombies as one character. The Zombie's Boogeyman - Kill 50,000 zombies as one character. I Am Legend - Kill 100,000 zombies as one character. Drunken Mess - Meet your end while being utterly shit-faced. Rule #1: Cardio - Meet your end while being extremely exhausted. Sweet Release - Meet your end while being severely depressed. Dozing Into Oblivion - Meet your end while being ridiculously tired. Starved for Death - Meet your end while starving. Desert Corpse - Meet your end while dying of thirst. Better Dead Than Zed - While infected, drink the only cure available. You know the one. I Want A Refund - While wearing a bullet proof vest, get shot in the head. Occupied - Get trapped inside of a bathroom with a zombie in hot pursuit. Pacifist Run - Survive for one month and not kill a single zombie. Kentucky Fried Zombie - Burn 1,000 zombies. Scorched Earth Tactics - Burn 5,000 zombies. Winter Is Coming - Survive the winter. Winter Is Still Coming - Survive two winters. Winter Just Keeps Coming - Survive three winters. Lone Wolf - Survive one year while not in a faction. Strength in Numbers - Survive one year while in a faction. Isn't That Ironic? - Burn down a fire department. Mighty Zeus - Control the power grid with a faction or by yourself. I Am Become Death, the Destroyer of Kentucky - Launch a nuke. I'm Sorry - Kill your spouse while they are infected. This Was You, Not Me - Kill your best friend. Mercy Kill - Kill a member of your faction while they are infected. You Seem Familiar - As a new character, find and kill your previous character if they became a zombie. No Turning Back - Kill a human NPC. Murderer - Kill 25 human NPC's. Butcher - Kill 50 human NPC's. Too Far Gone - Kill 100 human NPC's. Friend of the Dead - With a horde of at least 25 zombies following you, lead them to a faction's base. King of the Dead - With a horde of at least 50 zombies following you, lead them to a faction's base. You Are Not Safe - Sleep in a building with no barricaded windows. You Are Really Not Safe - Sleep outside.
  3. I think a main power plant/grid for each town would be really interesting to see. Zombie spawns could probably be very high for those locations, and the actual size of the power plant depends on the area (smaller for Rosewood, larger for Louisville). If you are able to somehow get through the hordes of undead in those areas, fortify them, and THEN manage to reactivate the power grid, it could be really interesting for multiplayer and late-game base/town building. Especially with NPC's on the horizon. Leading a faction to take over one of the power plants and providing power to an area would be really cool.
  4. Oh yeah, intertwining the system with fitness and strength would make a lot of sense. The system has the possibility of being super in-depth and so I'd love to see the game go in this direction.
  5. I'm sure there's been some form of this suggestion in the past, I couldn't find any post discussing these exact ideas, so I'll make this thread for it. This post is primarily dedicated to alcohol, but I think it could be expanded to drugs as well which is why I put it in the title. I think an updated alcohol system could lead to some really funny scenarios for players, especially those that are roleplaying as alcoholics/those who become alcoholics. To counteract some of the effects I'll be going over, there could also be a lightweight and heavyweight trait that affects your alcohol tolerance, but I'll get into those later. For starters, if you reach a certain threshold after drinking too much alcohol, your vision will get very blurry and you'll make a lot more noise when moving around. You also have a chance to drop any objects you're holding in your primary/secondary hand slots. There are also even harsher effects, such as the screen going dark, and you automatically enter a sort of "sleep" mode, similar to how you'd sleep regularly in game. Only this time, you wake up in a completely random location (somewhere nearby so it's not drastically unrealistic). You don't know how you got there, you were completely hammered, but you're here now and you need to deal with the consequences. You also get some debuffs from a hangover, making the situation even more dangerous. After all, drinking alcohol in the apocalypse to take some of the edge off is completely understandable. But getting completely wasted? Well, that's just not very safe. Don't you want to survive?! I'd picture the process being something like this: You have an alcohol tolerance that you can drink up to and be fine, but once you go past that, you start to see the dangerous effects. Certain traits could also adjust the tolerance level, so you could see these affects with more or less alcohol. Lightweight trait drops the tolerance level to 50. Heavy Drinker trait raises the tolerance level to 150. Let's just say that the max tolerance for a player without traits altering it is an alcohol level variable of 100. Alcohol Level at 110 - Slightly blurred vision. Alcohol Level at 120 - More blurred vision, you make more noise while moving. Alcohol Level at 130 - Vision is heavily blurred, you make even more noise while moving, and you have a chance to drop one of your primary/secondary held items. Alcohol Level at 140 - Everything from the previous level, but you now randomly let out shouts, attracting zombies. Your screen starts to dim black, making it even harder to see. Alcohol Level at 150 - When you reach this point, you pass out, entering "sleep" and waking up in a completely new location. Probably somewhere near where you passed out. There is also an 85% chance that any zombies within a very close range to you in the new area are removed, just so you aren't killed instantly when waking up. That 15% though... This is how you died. For things like multiplayer, it's tricky, but I suppose the player could just "lose control" of their character for a brief period while the blacking out effect is occurring. From a multiplayer perspective, it would simply look like your friend is wandering off in a drunken state and you can't stop them as they themselves have no control over where they're going. This could also utilize the upcoming NPC code to just turn one of the players into a simulated NPC for a brief period, having them go off and do something on their own while the actual player has no control, since their screen is black and they've "passed out". Or, instead of any of that, just check to see if the player is visible by any other player currently. If they aren't, then the black out occurs and they're teleported elsewhere. Just a few ideas on how to make it work, I'm sure the developers can come up with something more streamlined. This system could also be expanded further with things like drugs or medicine. Have very specific effects caused by taking something/too much of something. For example, the game has an unused sanity system that could be perfectly implemented into using too many drugs. Hallucinations start to appear if you take certain drugs, you hear noises that sound like zombies breaking in, etc.
×
×
  • Create New...