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Brandon

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About Brandon

  • Birthday 11/01/1997

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  1. That is what they are aiming at for NPC's, complicated to the point of near humanity.These systems merely simplify what the devs may or may not have planned for them in the long run
  2. Haha I come back in the morning and everyone is talking about a sexual relationship rather than the 3 systems.
  3. This is a quick list of different systems that, I will admit, I have no clue if the PZ developers have even thought of, although I assume they do because they are a rather intelligent bunch. Anyway, this collection of systems plays off of one another to make much more advanced NPC's. Sure, it might make them take even longer, but if they come out, I want them to blow every other NPC in any game out of the water. Let's begin. The Trust System Every relationship builds foundation upon trust. Whether you are asking to borrow some sugar or a shotgun, if someone doesn't trust you, things tend to not go over too well. Here is how I imagine it: There are several interactions that I believe should play off of trust, they include Trading: If an NPC doesn't trust the player, they will refuse to do trade with them. This could include asking an NPC to give you some food in exchange for bullets on your first meet, but they decide against it due to a trait regarding trust issues with strangers. Grouping Up: Pretty much the thing everyone is waiting for is grouping up. Everyone wants a set of extra eyes watching their back, but they need to gain the trust of said NPC first before they will happily join you and possibly others in your endeavors to survive the end times. Speaking: This refers to more meet and greet type of situations. Trust issue NPC's may simply run away all together, or they may threaten the player. Speaking with someone in a friendly manner is the quickest way to gain their trust. Convincing: To get an NPC to do an action you need to convince them. Being forceful is one way to do it, but another way is to persuade them. The more the trust your decisions, the easier it will be to get them to do something. This could be scavenging, clearing out nearby zombies, or ditching the current group all together. Leadership: Being a leader is tough, so if people don't trust you, you are bound to have your authority removed. I believe being a leader, or a figure like one in a group, should make it so that people trust you much more within the group naturally unless you start making poor decisions. So basically like a double whammy, you gain trust twice as fast and lose it twice as fast. Gossip: This is a more interesting action in my opinion. Depending on how much an NPC trusts you, you can spread rumors or even lies about other NPC's to play around with their trust in others. If they were to find out you lied to them however, they will not be happy. The Relationship System No matter what anyone says, you didn't magically appear out of nowhere. Your little survivor is going to have friends and family, and I feel like this could be a game changer in how realistic Project Zomboid is. Currently Depression and Sadness don't really do anything to players, but just imagine how an NPC might react if their friend dies compared to some stranger. Family Relations: Everyone has a family. I feel like it should be in single player character customization that a player can choose whether or not they have family or friends in the local area. Having them in said areas would add a sort of goal to finding them before things get really bad. Maybe even have the possibility of choosing if you start with family. However, family is fun and all, but it is dangerous to be around family. If a family member is to die, it will immediately thrust the depression moodle onto a player or NPC upon learning of their death (Depending on traits.) Losing someone nowadays is painful, but losing someone when you have very little left to lose can crush a person. Friends: Unlike family, friends can be chosen. Having friends before the apocalypse helps, but you can still form friendships during it. Once a friendship is formed, the two friends will immediately have an always positive trust level towards each other, while family members don't always necessarily trust one another. Banditry System Some people are mean nowadays, but when shit hits the fan, they will turn from just "mean" into full blown psychopathic murderer or highway robber. Not every NPC will just be dicks who don't trust you, oh no. Put the right traits into a pot and what you cook yourself up is a bandit. Bandit NPC's want to survive, and they don't care who gets hurt along the line as long as it gives them a few more days. People with these types of personalities tend to come together as a group so that they may further there own goals. Through encounters with other NPC's, these bandits can start to build a reputation. Talk to the right person and they will most certainly tell you about the bandit/bandits they encountered. Here are a few ideas on key features this would present: Being a Bandit: If the life of a peaceful farmer doesn't fit you, then go to your neighbors home, bust down the door and steal his cans of beans. I mean, who is there to stop you now? This isn't without risk though. Whether you kill them or let them live, someone is bound to find out about what you did. Through the new doctor system coming in build thirty, it could be implemented to check corpses (Specifically NPC and player corpses, for multiplayer) for the cause of death. If doctoring skill is high enough, they could identify things like dehydration or starvation, but anyone can clearly see a gunshot or a knife wound. If you get found by these NPC's, and they suspect you to be the murderer, they will defiantly want to ask you some questions. There is no reward without risk, keep that in mind all you bandits out there. Learning about Bandits: For all the honest people out there, I did present the option previously to learn about them through talking or checking bodies, but this doesn't really present a threat to the bandits themselves. Learning about them from NPC's can be crucial for confronting them. People who survived a robbery will most likely remember their robbers face, where they were robbed and how. This information could give you clues as to what they are like. If they robbed the person with a gun to his head, confronting them might not be the safest idea, but, if they were being threatened by some guys with baseball bats and an ax, you can deliver some justice if you have a gun and a steady aim. Ridding the world of bandits will almost always give people a positive outlook about you... right? Murder in the early days: While murdering a bandit does seem like the most reasonable and quickest action, it is not always rewarding. Sure, down the road of the apocalypse when people realize how bad things are, they will most certainly thank you for getting rid of some pesky bandits, but in the early days it is all still a new concept to them. Murdering anyone, no matter what they did, will cause people to look at you weird. If you go back to your group, they may be horrified and appalled at what you have done. Your family could distance themselves from you and your friends may not talk to you for a while. This applies to bandits too. If a bandit has family and friends that aren't bandits themselves, they will think his/her actions are absoulutley repulsive. Edit: Added the Bandit system. Will add more in the future, keep that feedback rolling in guys.
  4. "Watch where you are pointing that thing" Sorry bud...
  5. Hey man don't worry, all you have to do is right click Project zomboid in your library, go to properties, then go to betas and scroll the thingy to onlinetest- after that just wait for that to be installed and launch the game!
  6. So I was able to succesfully join but I had the black screen error, gonna try to fix that, but other than that, thank you for making the first server I have ever joined on PZ.
  7. Brandon

    Delay Errors

    If you can't connect to a single server, then it's most likely something attributed to your side of the connection. I've had vague words like firewall thrown at me, but in what context I don't know. There's no definite fix as of right now, so unfortunately you might just be out of the game for now. Sorry. . Man that really sucks. I was so excited to be joining a server. Well I won't give up hope, and maybe I will meet you on a server sometime. See you later, and thanks for the info.
  8. Brandon

    Delay Errors

    Ahh, what servers seem to work for you because I haven't found a single server I can join yet.
  9. Brandon

    Delay Errors

    Hey, so I just loaded up Project Zomboid multiplayer for the first time yesterday, and I have been super excited for this. However every server I have tried to join so far repeats only one simple error in the command console. Delay (Number) If anyone knows how to fix this, and or how to receive help with this please post a reply. Thank you
  10. Hey man, your server seems pretty awesome, although I can't find the IP, either because I am having some trouble finding it. I haven't been able to join any servers due to these "Delay (Number)" errors, so if you could also tell me what those are all about that would be sweet. Hope to see you on the server soon!
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