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Anorak2023

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  1. Like
    Anorak2023 reacted to duh7 in Sewer Sub-Map   
    And ur wrong here. Devs said that they plan more layers on them map. I dont remember how much but we we will get sewers/basments and proper skycrapers. 
    Map update Got a strong kick last month and we Got new places to see. But npc update is more important right now.
  2. Like
    Anorak2023 reacted to Bullet_Magnate in Hand Torches / Firearm Magazines in Belt Slots   
    It'd be nice if both hand torches (flashlights, for us Yanks) and ammo mags could be placed in belt slots like weapons.  Should provide a reduction in access time.  
     
    For mags, maybe this could be enabled with a findable "mag pouch" item.  
  3. Like
    Anorak2023 reacted to Bullet_Magnate in Long Pushing Weapons   
    Certain long weapons not well-suited for outright clubbing (like brooms, hoes, and rakes) might be better used to push zombies down from outside arm's reach (by thrusting instead of swinging).  The user could then close in and more safely finish the downed zed by stomping, or with another weapon.  
     
    Maybe this could be added as an alternate attack with such items -- maybe by hitting the spacebar while within pole-pushing distance, but outside stomping / shoving distance.   
     
  4. Like
    Anorak2023 got a reaction from getstoopid in Upgrading Beds With Sheets and Pillows   
    I've always been bugged by the fact that nearly every bed in the game is just a bare mattress, even though you can collect pillows and sheets. This would give those items an extra use, while also encouraging the player to use higher level beds with more than just neck pain.
    Any bed can be upgraded twice by adding a pillow and a sheet. A Good bed would become Great and then Perfect. Chairs can't be upgraded, and couches can only receive a sheet.
    A Great bed will never cause your character neck pain.
    Sleeping in a Perfect bed for at least 6 hours will give the Well Rested moodle, which will give a 1.5x multiplier to all experience gains for 6 hours.
    After being used three times, the sheet and pillow will become slightly messed up, downgrading the bed once. After three more uses, the bed will be completely disheveled, returning the bed to its normal level. At any time you can use the "make bed" interaction to fix the sheet and pillow to give the bed its upgrades back.
  5. Like
    Anorak2023 reacted to Nazarito22 in Mods error popup messages   
    Well , will be cool if after enable of some mod and launching the game we will see full information of error popups which can be close or close automatically after 10 seconds for example ( can be change in settings ) about errors, not only code of error if this possible to do.

    - Name of mod
    - Code of error
    - Text of error

    etc.

    Is this possible to do ?
  6. Like
    Anorak2023 reacted to Nazarito22 in Sewer Sub-Map   
    Well I think developers never add this but it's cool idea for mod
  7. Like
    Anorak2023 reacted to Nazarito22 in Upgrading Beds With Sheets and Pillows   
    We need new textures for bed as minimum. I agree with author.
     
  8. Like
    Anorak2023 got a reaction from Nazarito22 in Upgrading Beds With Sheets and Pillows   
    I've always been bugged by the fact that nearly every bed in the game is just a bare mattress, even though you can collect pillows and sheets. This would give those items an extra use, while also encouraging the player to use higher level beds with more than just neck pain.
    Any bed can be upgraded twice by adding a pillow and a sheet. A Good bed would become Great and then Perfect. Chairs can't be upgraded, and couches can only receive a sheet.
    A Great bed will never cause your character neck pain.
    Sleeping in a Perfect bed for at least 6 hours will give the Well Rested moodle, which will give a 1.5x multiplier to all experience gains for 6 hours.
    After being used three times, the sheet and pillow will become slightly messed up, downgrading the bed once. After three more uses, the bed will be completely disheveled, returning the bed to its normal level. At any time you can use the "make bed" interaction to fix the sheet and pillow to give the bed its upgrades back.
  9. Like
    Anorak2023 reacted to DomG in Saves   
    The ability to save/load games added to sandbox settings rather than everything being auto save. I don't mind dying if it's my fault but when it happens because of a bug or an unrealistic interaction, it becomes very frustrating.
  10. Like
    Anorak2023 reacted to Axezombie in Pet Zombies   
    add a remote pipe bomb to the Horde Maker for more fun!
    I think the best way to use a zombie would be as a mule
  11. Like
    Anorak2023 got a reaction from doshskia in The Dam and the Water Purification Plant   
    The Dam and the Water Purification Plant would be on opposite sides of the map, the Dam in the river north of Louisville and the Water Purification Plant in the north western corner.
    These buildings would be filled with zombies wearing government suits with sidearms, military uniforms with rifles, and jeans, helmets and high vis jackets. The exteriors would be heavily barricaded, similarly to the military camps west of Louisville.
    Players would be able to restore and maintain these buildings to keep the electricity and water running, however this would be hard work, much easier with 2 players working in one building.
    The Purification Plant would require working electricity from the Dam, meaning that in order to have running water you would need at least two players, or 4 to make it much easier. To restore the buildings you would have to repair different control panels and machines, repair and replace pipes, and take care of zombie corpses in water reserves or pieces of corpses that are jammed in gears or other essential machinery. Once the building is restored maintaining the water and electricity would entail managing pressure valves, cleaning water reserves, keeping zombies out of essential areas, and replacing things like pipes and wires every so often. 
    These buildings would make large servers able to essentially reestablish society, almost making an end goal for any server with enough players. This would encourage players to band together in large communities to retake Knox County.
  12. Like
    Anorak2023 got a reaction from Teldae in Please add some sort of visual indicator for sound   
    I love playing this game, but I have a major issue with it, I'm deaf. In most games I'm able to just accept it and deal, but in PZ noise is such a major mechanic that I'm at a major disadvantage. It would be great if there was a  mechanic with a visual indicator that shows directions of sounds and how loud they are. Perhaps a kind of sonar?
  13. Like
    Anorak2023 got a reaction from bliss in Please add some sort of visual indicator for sound   
    I love playing this game, but I have a major issue with it, I'm deaf. In most games I'm able to just accept it and deal, but in PZ noise is such a major mechanic that I'm at a major disadvantage. It would be great if there was a  mechanic with a visual indicator that shows directions of sounds and how loud they are. Perhaps a kind of sonar?
  14. Like
    Anorak2023 got a reaction from desipalen in Please add some sort of visual indicator for sound   
    I love playing this game, but I have a major issue with it, I'm deaf. In most games I'm able to just accept it and deal, but in PZ noise is such a major mechanic that I'm at a major disadvantage. It would be great if there was a  mechanic with a visual indicator that shows directions of sounds and how loud they are. Perhaps a kind of sonar?
  15. Like
    Anorak2023 reacted to CannedRat in Capture Zombies   
    The post is about providing mechanisms for emergent gameplay with a small change to the game.    I guess this would be of more interest to late game players who might be looking for more challenging stuff to do. Anyway, the idea is to add some features to allow interaction with the zombies in more complex ways. Currently the only emergent trick the player has is to set a zombie on fire and lead it around.  My suggestion is to give the player a few more ways to interact with zombies.
     
    idea 1) The first is to access a zombies inventory while its still alive.  This would allow the player to add items such as noise makers, alarm clocks, grenades, bells etc to the zombie and then "release it back into the wild"...(i.e run)
     
    I visualise it like this.  The player knocks a zombie down and stands on it.  Then inserts some stuff into the zombies inventory. Then gets off and runs away.  The zombie gets back up and continues cruising around.  The alarm clock goes off or the noise maker goes off and draws a horde.  Perhaps the horde slowly wanders around or packs in so none of the zombies can move until the sound stops.  If the zombie could be rigged with some sort of timed explosive/grenade etc it could be even more spectacular. 
     
    Idea 2) The second idea is to give the player options to "capture" a zombie.  Think about knocking it down, then standing on it, while hogtieing and gaging it.  Then you can transport the zombie by carrying it like a corpse.  You could access its inventory while its hogtied.  Add stuff, remove stuff etc.  See above.  It would be useful to be able to put it in a vehicle (trunk or seat).  It would be good to be able to release their legs so they can amble, or make a straight jacket so they cannot scratch/grab etc.  Make a muzzle so they cannot bite. Hoods so they cannot see. Ear muffs so they cannot hear. They then have the capacity to be used for various higher order game play. 
     
    Obviously there is a chance of their restraints decaying or them escaping.  Or chances of failure when trying to capture them or release them.  There should be risk to do tricky stuff.
     
    This idea leads on to a bunch of possible "uses" for captured zombies. 
     
    a) Put zombies in a giant hamster wheel and use them as a power source. (Generator/electric fences/ water pumps/ saw mill/zombie grinder/zombie trap)
    b) Use them to pull a plow/vehicle/chariot. 
    c) Train zombies to fight other zombies (put a blindfold on them so they attack anything they hear) chain them to a post around the perimeter of your base with a bell in their inventory so any wandering zombies are attracted to them and either mob them or the captive zombie attacks them. Basically, guard zombies.
    d) Mount a noisemaker on a deaf/blind zombie and let it loose in a new area.  All the other zombies would horde around but not attack it. 
    e) Put uniforms on "your" zombies so you can identify them easily.
    f) Capture zombies so you can keep them in a pen and use them as labour/fuel/resources/compost at a later time.
    g) Make a sedan chair and mount it on some zombies.  Then lead them around with a bell on a stick. You could either travel in the chair or use it to carry gear.
    h) Make a sedan raft with a bunch of zombies under it.  Use it to carry bulk gear.
    i) Make a box with no floor. Put a zombie in it.  Attach many boxed zombies together to create a zombie powered bulldozer, control with a bell on a stick (or mount deck guns and you have Jabba's sail barge..:-)
    j) Use hogtied zombies to generate heat inside a base in winter.  What could go wrong?
    k) Use zombies to forage.  Attach a drag net to them and let them wander around with the chance of them snagging some random forage stuff. Drive a bunch of them through a wooded area using a noise maker on the other side of the forest, then gather what they have collected.
    l) Use zombies to hunt small game like rabbits. Just put a muzzle on it so it cant eat the rabbit/mice/squirrel.
    M) Put bells on zombies and release them locally so you know when the local horde has wandered near your base.
     
    Idea number 3) If you can capture zombies, can you cure them?  Imagine if there was a stash of a few doses of an "experimental serum" somewhere in louisville.  Potentially, you could find enough serum, hypodermic syringes, alcohol swabs etc to try to cure a couple of zombies back to NPC's.  If you could find and cure enough useful zombies and start a garage lab to reproduce doses of the serum, potentially you could cure a few more.  However, this would mean gathering supplies/security/transport etc to get this fairly elaborate project up and running.  This would potentially create a high level game arc for very accomplished players in late game.  Its not a cure, and the player can still get infected and become a zombie, because the serum only works on someone who has gone through the infection (so you still need to become a full zombie before you can get onto the serum... so the player still needs to stay uninfected or they loose control of the game. 
    The other idea is that the "serum" is just a managment medicine... it will not cure the zombie but it lets the NPC live with the virus as long as they get regular doses.  This would keep the player on the resource treadmill to keep their NPC's "normal" as long as they had doses left.
     
    Thoughts?
     
  16. Like
    Anorak2023 reacted to getstoopid in Skipping time in multiplayer by host   
    This has been requested in multiple threads, so you are not alone with this =) 
    I also hope this will be implemented sone day - as an addition to this request I would like to see this as some kind of "voting-system". If somebody wants to skip time all the other players get to see a timeskipping-request they can agree on or decline (maybe below the clock so it won't interfere much) -> if all agree time is flying.
  17. Like
    Anorak2023 reacted to TheUltiM8Guy in Skipping time in multiplayer by host   
    So let's say that you play with a friend and you are both performing actions that take some time (the progress bar shows up) and you would like to speed it up, but currently that's not possible.
     
    So the suggestion is that the host should be able to skip time BUT when somebody moves the time would immidiately go back to normal speed (just like in singleplayer).
     
    As an example let's say player 1 took wakeful trait and is currently reading a book and players 2 was tired so he went to sleep. Player 1 speeds up the time so that they would read faster and because of that player 2 would sleep faster. Player 1 then finished reading and time started to move at normal pace, after that they also went asleep with player 2.
  18. Like
    Anorak2023 reacted to Laker in Please add some sort of visual indicator for sound   
    I added the mod and played for about 5 minutes in MP.  It works as described.  There is a curved line near your body indicating the direction the noise is coming from and showing different colours depending on how close the noise is.  It appears to catch noise from a decent distant - if you are in a building,  you will be pick up on zombies outside or maybe next door.  
  19. Like
    Anorak2023 got a reaction from getstoopid in Please add some sort of visual indicator for sound   
    I love playing this game, but I have a major issue with it, I'm deaf. In most games I'm able to just accept it and deal, but in PZ noise is such a major mechanic that I'm at a major disadvantage. It would be great if there was a  mechanic with a visual indicator that shows directions of sounds and how loud they are. Perhaps a kind of sonar?
  20. Like
    Anorak2023 reacted to Laker in Please add some sort of visual indicator for sound   
    There is a mod that might help you.  It is in the Steam PZ Workshop under the title Sound Direction Indicator. 
    Workshop ID: 2560478285
    Mod ID: SoundDirectionIndicator
     
    Copied and pasted from the Mod page:
    This mod will give you a flashing arrow like indicator around your character to help you identify the direction and distance/volume of world sounds. The color and flashing is used to help indicate how close/strong a sound is. Faster blinking/Redder color equals closer/stronger sound.

    SOME Possible applications:
    - Playing the game muted or without sound could be a lot more possible.
    - Also does the same thing for hearing impaired players
    - Playing the game with a blind (or just poor vision) character that has good hearing to make up for that.

    Things to note.
    - Only WORLD Sounds are detected by this system. A WorldSound is what it sounds like, a sound that has a source/position (in the world) and a range and volume. Some more examples of worldSounds would be zombies banging against objects, radios, TVs, vehicle engine noise, breaking windows etc. Ambient sounds for example would not be detected.
    - Any sound that was caused by the player himself, will be ignored by the system
    - This system takes into account any hearing related traits. Poorer hearing results in lower detection range, keen hearing trait increases it. This mod will do nothing at all if you have the deaf trait.
  21. Like
    Anorak2023 got a reaction from Laker in Please add some sort of visual indicator for sound   
    I love playing this game, but I have a major issue with it, I'm deaf. In most games I'm able to just accept it and deal, but in PZ noise is such a major mechanic that I'm at a major disadvantage. It would be great if there was a  mechanic with a visual indicator that shows directions of sounds and how loud they are. Perhaps a kind of sonar?
  22. Like
    Anorak2023 got a reaction from Magondivel in Please add some sort of visual indicator for sound   
    I love playing this game, but I have a major issue with it, I'm deaf. In most games I'm able to just accept it and deal, but in PZ noise is such a major mechanic that I'm at a major disadvantage. It would be great if there was a  mechanic with a visual indicator that shows directions of sounds and how loud they are. Perhaps a kind of sonar?
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