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Lightning Flash

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Everything posted by Lightning Flash

  1. I've lost count of how many mods exist out there that allow you to flat-out cure the infection. It's cool depending on your gameplay, but what if you don't want to outright cure it and remove any and all threats related to zombie infection? What if you want to do whatever you can to stay alive, and at the same time, give medicine more of a purpose than the usual cleaning of wounds? That's where Zombrex comes in! In the SLIM chance you don't know what it is, Zombrex is an anti-zombie drug introduced in the first Dead Rising game. While it doesn't cure the infection altogether, it retards or delays it by 12 hours in the first game, and 24 hours in the sequel. With a Zombrex mod, once bitten/infected by a zombie, if you have the available resources, you will be able to craft a single dose of Zombrex that can be "consumed", similar to that of taking vitamins or other medicine. Depending on the version of mod you have (12hr or 24hr), you won't have to take it for either 12 hours or a whole 24 hours after the last dose. Once the drug wears off, you will have an hour to take a new dose before the zombification process continues as normal, though you can still take a dose even after the last one wears off. For example, if you take a dose exactly at 9:00 AM, you will have between 9:00 and 10:00 AM the next day to take it and keep the process paused in its current state, otherwise, it will continue to progress. If you're hours away from zombification, and you take Zombrex, the drug will work as intended and you'll feel better, but once the drug wears off, and you don't take more, and the infection is allowed to continue, you will be at the same stage as you were when you first took the shot: You'll have hours left. It doesn't reset the clock, it just stops it. Crafting a single dose of Zombrex will include: - Antibiotics. Though they don't permanently fix the problem, some chemicals within them assist in development. - Bottle of disinfectant. Same with antibiotics, some chemicals in the substance will assist. - Vitamins (TO CREATE IN PILL FORM). This will keep the immune system functioning, and the Zombrex circulating as intended. - Magnifying Glass. Zoom zoom. - Developing solution. This can only be found in the mod. - Coffee filters. Can only be found in the mod (though it'd be nice to have these in the base game). - Camp stove. Can only be found in the mod. - Perfume. This can be found in houses and on zombies in the base game. - Sample of infected blood. Only found in the mod, this can be extracted if you have a jar and knife on hand. Right click / press X near a zombie and select "extract blood." - Syringe. Can be found typically in medical areas, such as pharmacies and clinics. Crafting the dose will use up a lot of the supplies on-hand, though if you have enough of the materials, you'll be able to create more than just one dose. After crafting a dose, you will keep the basic supplies such as the stove and magnifying glasses. CONSUMPTION There are two different ways of creating and consuming the Zombrex. SYRINGE FORM: Creating the drug in syringe form requires a syringe that can be found in most medical areas, such as pharmacies and clinics. The downside to using the syringe form is that it's only one shot, meaning you will have to go out and find more supplies to craft more of the drug. However, if you don't have vitamins, then it's the way to go until then. PILL FORM: If you are able to find vitamins, you will have the ability to craft a pill variation of Zombrex. The advantage over the syringe form is that you have more access to Zombrex for a longer period of time than a shot. Of course, don't get too carried away and forget to make more, just in case! --------- OVERDOSING Like typical drugs, you can overdose on Zombrex if you take more than is recommended. However, there is a chance that if you don't die from an overdose, you allow the infection to become resistant to the drug, and even causing the zombification process to accelerate dramatically. What would usually be zombification in 2-3 days is now 6-12 hours. -------------- FINDING ZOMBREX While crafting is one of the more known ways of obtaining Zombrex, it's also possible to find some out in the world, whether on dead zombies or in pharmacies and clinics. But of course, like every basic supply, the Zombrex will run off the shelves with time, and when you scavenge the last dose on the shelf, you better hope you've got enough materials to create more. Now I'm aware of one issue: There's so much medicine in the world, it'd be easy to make Zombrex, right? Sure, that's true, but making Zombrex, regardless of the variant, is so extensive that it may cost several bottles of disinfectant, vitamins, and antibiotics to create even just five. So if you have enough Zombrex to treat yourself, what about your other injuries? You can't exactly create those, and if you run out of the treatment for an infected arm, Zombrex isn't going to do much for that. It's extensive enough that you could use up good portions of your medical supply just to create even a few doses of Zombrex, and now instead of having six months worth of medicine, you might have two months, or lower. That being said, this mod would honestly be pretty fun to play in. Zombie infections aren't completely curable, but they're not a death sentence either. Just don't be careless, and conserve your supplies, and you'll do fine, bite or not!
  2. ... I had no idea you could use a blow torch to destroy wrecks. I'm an idiot. lol Thank you for telling me about that! Now I can go destroy some wrecks that need destroying.
  3. I can't believe it's taken me years to even consider suggesting this, and it surprises me that nobody in this forum has seemed to suggest it either. So assuming I'm the first one to properly introduce it front and center, here it goes! As you explore the world of PZ, you're going to come across a lot of wrecked vehicles, whether burnt or vehicles that take up space on the road that can't be moved because you either have no key or can't hotwire. Either way, wrecks cover the road, and unless you have an available vehicle and constantly push on drivable cars, there's no proper way to quickly and efficiently remove cars from the road. So why not bring in tow-trucks? Tow trucks will typically found in industrial areas, and can be driven like an average vehicle. When backed up to a vehicle you want moved, you are given an extra option in the vehicle wheel to attach the tow to the vehicle. It's a process that takes a few seconds, but once the process completes, the car will be attached to the tow-truck and will move along with said truck. The same can apply to burnt-out wrecks or wrecked vehicles (if using the replacement mod). This will allow the player to clear out areas of road that have a large congestion of cars, at least enough to create a path to drive through.
  4. I suggested an idea like this in the Discord, but figured it would get more attention here... maybe. The idea of this challenge is that it does the opposite of Winter Is Coming. Instead of a permanent monster winter coming in 3 days time, you have to worry about an apocalyptic storm of fire that will destroy Knox County in 30 days. The concept is simple: Set one year after the zombie apocalypse (loot is rare), you learn of a monster "death-wave" of fire that is making its way towards Knox County and will destroy the entire region in roughly 30 days. Most known structures will burn down or become incinerated, leaving very little trace of its existence. It's speculated this is from an asteroid impact or perhaps the meltdown of the nuclear power plants on Earth. Either way, it's real, it's coming, and you're running out of time. In this challenge, your goal is to find enough food, water, medicine, and other supplies for up to two months, and stockpile it in the High School in West Point. There is very little loot left in Knox to the point where gathering two months worth of supplies will be a challenge in its own. But that being said, you do have thirty days. There is no limit as to how much food is needed, but you need to be sure you have at least enough food in order for you to survive two months. On Day 30, a windy storm will appear at one of the edges of the map, during which fire will appear. This fire and wind storm will slowly engulf the entire map over the course of Day 30. Assuming this is impossible to code, an alternative method is that on Day 30, August 8th at 9 AM exactly, the entire map will burst into flames, killing everything outside in a matter of seconds. Anything and everything outside the school that is vulnerable to the storm will be incinerated. This includes vehicles. For the sake of this challenge, another building that will survive the fire is the garage in the abandoned racetrack. Only one vehicle can be stored here. Anything that survives the fire, which will last and continue to burn from Day 30 to Day 60 and quickly snuffs itself out on Day 60, will still stand afterwards. Zombies will eventually repopulate the map. The river north of West Point will dry up on Day 30 and will stay dry. The only way to get water is from rain, which will not come until Day 80. The only way to plant crops after the fire passes is by seeds. If you didn't gather enough seeds, you won't get a great yield, and there's a high chance you will die a lot sooner than you'd expect. This challenge is meant to force players to prepare and conserve their resources, ration their food, and ensure they last long enough to bless the rains down in Kentucky. It's based off the idea of Praimfaya from The 100, which consisted of a global mega-nuclear meltdown that engulfed the planet. This idea is meant to represent a similar idea, and since these challenges aren't exactly canon, it would be relatively fun for people to play. I would definitely and totally play this.
  5. Even though this isn't an official thread, I feel like we should have a place for people to suggest buildings that need to be added. So why not in one place for the devs to find them easily? This thread is for any major buildings (hospitals, police stations, fire departments, clinics, etc) that haven't been added to various locations around the map as of yet. Muldraugh, Riverside, West Point, and March Ridge all lack a fire department, and all locations in the map lack a hospital. There is one known Clinic, Cortman Medical, and pharmacies scattered across all available towns, but there aren't more clinics, and hospitals don't exist. There are elementary schools and one high school, IIRC, but the region is severely lacking in more of them, including colleges, universities, and so on. If you guys have any other suggestions for major buildings and locations, SUGGEST THEM HERE.
  6. There's nothing more tense than hiding in a vehicle or under a vehicle while a herd of potentially a thousand zombies shambles on by, and you're just hoping they don't see you and start crawling under to get you. Depending on the type of vehicle, you'll be able to crawl underneath it. This will more or less conceal you, as long as you're completely still and also not in an open area. This is extremely helpful if your car happens to be right next to a pileup, as there is less chance of you being spotted. If you hide in your car, you will appear in the backseat of the vehicle or may lay down between both front seats. You will be able to see outside, but doing so may risk you getting spotted. In the case of a large passing herd, this is dangerous, and so you'd be better off relying on the sound of them passing by, and hope the sounds go quiet soon. Here is a perfect example, from The Walking Dead's season 2 premiere, in which a walker herd shambles along the highway and the main characters are forced to hide under vehicles.
  7. The infection, if the radio transmissions are any indication, is supposedly airborne. That would mean contact with anyone who was infected would mean you would get sick too, even if you weren't bitten or scratched. This could still apply with zombies. The zombies are constantly wheezing and snarling with open mouths. The virus could travel that way with a single zombie. This is amplified with hordes or herds of zombies, who will infect you just by getting close to you, and it may happen when you're further away. If a horde is outdoors, and you're indoors, the chance of infection is incredibly low air-wise. How would this be tackled? With the inclusion of gas masks. The majority of a time you're not encountering zombies, you won't have to wear one. But if there are zombies all around you, you'd put the mask on. Use of a filter lasts about 1 in-game day, after which it becomes useless. Unless it's impossible to do so IRL, you could keep dirty filters and clean them with soap and water. Because gas masks are sometimes used by Riot Police and SWAT, you would be likely to find gas masks and filters in police stations, possibly even fire stations. The masks would slightly shrink your cone of vision, but in most cases, it can save your life.
  8. Last week, I came across a comic series called Crossed. It's about a pandemic that causes people to act on the most despicable instincts, rape and murder being a few. They are capable of thinking and intelligent planning. They will carry out suicide attacks or self-harm to get their satisfaction. They spread the infection by lacing their weapons or bullets with the infection, or by biting. Infection takes at most a few hours, and at least a few minutes. If it's possible, something like this in Project Zomboid as a mod would be really cool. With NPCs and Vehicles in the eventual mix, Crossed would be able to carry out suicide attacks with vehicles of all shapes and sizes, and NPCs would be able to contract the infection. When you contract the infection, the time between contracting it and turning will vary. When you turn, you won't die, but will become Crossed. Crossed are able to use weapons, including firearms and handheld explosives like grenades and landmines, and can set traps for survivors. If you want to read more about how the Crossed generally act, here is the first issue. It is a great story, though edgy (but I guess that's supposed to be the point). Of course, seeing as how the Crossed use weapons, this would probably not be feasible for the game as it stands until NPCs make it in, or unless it's based off Super Survivors' NPCs. But it'd be a cool idea if feasible, period.
  9. This was a discussion on the Discord, and it came to the realization of a few that there's literally only one fire department in the entire map, in Rosewood. Are there plans to add fire stations to the other towns, too? Also, is seems that March Ridge is lacking a police station, as well.
  10. While the zombies as they are currently give me the spoops, the one thing that bothers me about them is that, unless provoked by noise, all they do is just stand still. While it's creepy in its own way, I've grown up with the zombies always shambling around randomly with no purpose, just walking aimlessly forever until a sound draws them, and then they just wander to that spot until they forget, and then just wander some more. To me, zombies always just seemed restless, like they would never tire and never stop for anything. It says that the zombies are mostly based off the dead of World War Z and Zombie Survival Guide, but I don't recall the zeds ever really standing about (then again, I haven't read very far yet). It'd be cool to have this be a feature in sandbox. I usually just prefer restless zombies over standing zombies. There was a mod called Restless Zombies that does this exact task, but it unfortunately doesn't work for IWBUMS, so that's why I'm requesting it to be an official feature.
  11. Which is why I said, "I know there's the map from You Have One Day." I mean, I would like to see a current, up-to-date remake on the town. Same layout, but a new, fresh look that works with the game's current assets.
  12. I'd really like to see pre-RC3 Muldraugh make an official return as an added section of the town. I know there's the map from You Have One Day, but I'd like to see a current remake of the first map. Unless there's already one, of course.
  13. Hopefully we can get storms powerful enough to blow in doors and windows.
  14. I was talking in the Discord a few days ago and a lot of people were suggesting ideas for more varied zombie speeds. Right now there are: Shamblers, Fast Shamblers, and Sprinters. A lot of people would like to see more options like: Slow Shamblers, Joggers, Slow Joggers and Very Slow Shamblers. Slow and Very Slow would resemble the zombies from films like Dawn Of The Dead (1978) and shows like The Walking Dead. Slow Joggers would also resemble TWD zombies from seasons 1 and 2. Joggers would make be a zombie that isn't necessarily faster than you in running speed, but faster than you in walking speed. AS for the timeline, I'd like to see more variation in how long we can set the game after the outbreak. The furthest we can set it is 12 months, but honestly, I'd like to see more options such as from 1 year to 20 years after the outbreak. Early versions of Erosion from when it was still a mod shows the erosion resembling almost twenty years of overgrowth, or rather looking pretty overrun with nature, which I thought was honestly really cool. While most people generally won't play long enough to make it to twenty years, I believe it should be there for the people who DO want to see how long they'd make it in a world where everything is pretty much rotten, even the cans of food (though cans and MREs implied to be found by survivors would still be found). https://i.gyazo.com/1a4575554dafe0131aefb8809f3d85a8.png
  15. I did. Got bored and decided to set a Spiffo's on fire.
  16. I would love to see Trumbull be made for PZ. And once the second game comes out, I'd love to see those maps too.
  17. I looked just in case this was already suggested and couldn't find any thread on it, so I figured I would make this suggestion here. It would be really useful if we could use zombie guts to disguise ourselves among the dead and maneuver our way through crowds without being spotted. Rubbing the guts will take at least ten seconds of real time. Standing still, it will wear off after roughly 6 in game hours. Walking, it will wear off in maybe 3. When it rains, it will wear off in a matter of thirty or so real-time seconds. Better hope you're not in a horde by then. Now I know people are going to say that it would make the game relatively easy because people would do it all the time. Of course, there will be repercussions or heavy risks. For example, if you have an open wound or scratch at the time you rub the guts on your body, you will instantly contract the disease. If you make a sound, you will gradually increase the risk of blowing your cover. If you were to have a cold, sneezing would immediately give away your location. If you have no wounds and rub the guts on you, every time you do so, you will gradually increase the risk of contracting the infection by 2% the first time, then 4% the second time, and it will gradually increase by 2. So yes, you could potentially contract the virus by rubbing that corpse's guts on you, but there's a horde banging on the door outside and is about to come in any second. Is it worth it? Of course, this in its own is probably not a great description for it. In this scene of The Walking Dead, Rick and Glenn shamble through the streets of Atlanta covered in zombie guts, while surrounded by a horde. In the same scene, the smell washes off due to the rain and the zombies notice they aren't dead, and begin to give chase. While useful, it could be dangerous because you never know when they will suddenly just realize you're living.
  18. I always felt that the zombie moans were too short in the sense that they would moan or groan once every ten seconds or so unless you interacted with them. It always seemed like the zombies would be moaning silently or groaning more commonly. For example, in this scene from The Walking Dead, you can hear walkers constantly giving rattled moans and gasps as they wander. I'm not sure if it would be similar for the zombies in Project Zomboid, but sometimes it seems a bit quiet. Then again, that's probably because I haven't encountered a massive herd. On the time counter, it'd be cool to see how long in total it's been since the Knox Event itself started. For example, my current character has survived 21 days, while I had another character survive for roughly 9-11 days. However, the Knox Event I don't remember how long it has gone on. It'd be cool to see that. With cars, there is one problem - you can get stuck somewhere. My game crashed and I reloaded it. I found myself in a garage with a van blocking my only way out. I could open the back, but I couldn't go inside it. It would be cool if I could go into the back and switch seats so I couldn't get stuck. If not that, then perhaps I could push the car out of my way slowly.
  19. I was saying it in the sense that NPCs were "hyped," then led to disappointment, and it happened again with the animations. Hype, then disappointment. I'm not saying this in a rude manner, or not trying to. Hopefully this is taken more carefully now, and it seems that way with vehicles not being announced until very close to their first release. I still enjoy the game very much. It's just hard for some people to be patient after so long for so many things. I just don't want people to get pissed at you even more. I've had that problem a few times in the past with stuff like stories. I know I'm nowhere near the kind of thing you guys do, but still.
  20. The problem is that they did this anyway by showing off the AI of the NPCs that they had at the time going through a house, grabbing supplies, and moving on. If they didn't want it happening, they shouldn't have showed anything. I'm not trying to sound like an ass, but if you show something and make a predicted release date that you KNOW isn't accurate and may potentially be several more years off, DON'T TELL PEOPLE. While not game-related, I've done this plenty of times as a writer in fanfiction sites and such. I've promised a bunch of stuff, couldn't deliver on it in time, and people were disappointed. The devs need to stick to their guns and be quiet in terms of large-scale information. Tell people, "Yeah, we're working on it, and we plan on releasing it," but don't say, "Yeah, we're gonna release it in six months," but realize you might be ten years away. That will kill off a lot of trust from someone or several people. Don't get me wrong, I love Project Zomboid. But they really need to plan these things ahead of time. I know they're doing that, but even after the mistake with showing NPCs a decade early, they did the same thing with animations. Those might be another couple years away at this rate.
  21. Really hoping they finish the vehicle build either before the end of Q1 2018 or before the end of Q2. Hopefully animations won't take more than a couple of months. Personally, I feel like the reason it's taking so damn long for all this stuff is because you have them constantly going back and forth working on the animations, then the NPCs, then the vehicles, then back to the NPCs, then back to the vehicles, and then move over to the animations, and now you're getting updates that take several years to push out. They need to focus on one thing and one thing only. The entire team needs to devote their resources into getting the vehicles integrated entirely into the game. Then after that, devote their resources into the animations, and then when that's done, the NPCs will be the final piece of the puzzle. If they did that from the very beginning, I'm pretty sure PZ would've been finished two years ago. Then again, I'm not a developer.
  22. I was gonna make this a small suggestion, but I'd actually like to see other suggestions people might have themselves, but I'm going to post mine here as well. One thing I'd like to see is an expansion on the sandbox options. I know there are now options like being able to choose random options and such, but I'd personally like a more detailed system for the zombie lore, specifically the zombie mortality and reanimation. Right now, it stands at 0-30 seconds, 0-1 minute, 1-12 hours, 2-3 days, 1-2 weeks, or never. I'd like to see more options for it for people who might like a certain set to play with. For example, I'm playing around with the sprinters and roleplaying something like 28 Days Later, with infection mortality set to 0-30 seconds, and reanimation instant. The thing though, is that infection mortality seems to lean more towards 0 seconds, meaning the moment you are bitten or just infected in general, you instantly die. I'd like to see more emphasis in the sense that we could choose a specific setting for perhaps 10 seconds or 30 seconds. Also, it seems that reanimation seems to occur 10 seconds after death, rather than instant. Though I assume this is done so the game can properly code and render that the character is now dead and will become a zombie. Either way, it would be nice to have more options in terms of time for mortality or reanimation to take hold. Another suggestion I had is for a different type of random option for the zombie lore, where instead of it randomly choosing a single option (randomly chooses sprinters or walkers), it will create a random setting that plays out all settings and characteristics in all zombies, meaning in a single game, you will actually come across groups of zombies that will have sprinters, walkers, or joggers; some of them may have superhuman strength and are fragile, or are weak and thick-skinned. In the case of infection, it could also work in the sense that some zombies could randomly give you a "strain" of the sickness that kills you in 20 seconds and reanimates you 24 hours later, while another one gives you a "strain" that kills you 2 days later and reanimates you instantly. Creates a sense of further chaos because you're dealing with all kinds of dangers and never truly know.
  23. Lightning Flash

    SirenZ

    Hopefully once the vehicles are properly and fully integrated into the game, we'll see progress on the animations and see those finished. THEN we can finally see the NPCs get some attention. I feel like the entire team should hold off on the other features and get the vehicles done. That way, the team isn't split up into several different parts trying to tackle every feature at once, which seems to be one big reason for the huge time span between features.
  24. I've always been curious as to how people have been able to create their own maps. I remember TIS was originally going to release an official map creator for the game, but abandoned it soon after. But I've still seen people talking about and showing their progress on their maps. How do you create a map and how can I start? How complicated is it to create your own map? I've been thinking about creating a small map based on the Fallout series; perhaps locations that can be found in the original game, such as Shady Sands, The Hub, Vaults 15, 13, and 8, as well as other locations like Junktown and Necropolis. Also thinking about potentially making my hometown, or at least part of it to get started.
  25. The reason I made this thread was not only from sarcasm, but also a way to talk about this. I'm not exactly saying that the NPCs should've been done by now, but what I'm saying is that TIS should work on one thing at a time. The way I see it, rather than do that, they are proceeding to work on everything all at once: vehicles, NPCs, animations, creation mode, map maker, etc. They keep trying to do everything all at once, and that seems to be the clear reason why nothing is out yet. Though we know the first priority out of the clump is vehicles, they need to put all of their resources into the one thing they're working on or want to work on FIRST. Vehicles are a good example. Had they done that, the vehicles might have been released months ago instead of potentially months from now. After the vehicles drop, they need to stop putting effort into thousands of tiny little things and work on what they think is the most important, not everything that is or will be important at the same time, because with that mindset, the game will still be in development 10 years from now and still nowhere near finished. I say this not as a disgruntled fan, but someone who has been in the same boat; not necessarily game development, but I've been in the same situation where I'm trying to work on millions of things all at once, and in the end, I never get any of them done. Indie Stone, please put everything down and work one at a time. This is an amazing game and I'd hate to see people turn away from it because it's taking too long for one thing or the other. One foot (project) in front of the other.
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