Fortport

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About Fortport

  • Rank
    Clawing at the Walls

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  • Gender
    Man
  1. Dust could be kicked up behind as you move over certain surfaces. For instance, grass blades and dirt when running over grassy terrain and water splashes/mud in puddles. Perhaps you could kick up generic dust clouds on wood or concrete while you sprint outdoors? Nothing too dramatic, but semi-realistic when applicable. Something to further make you feel the texture of the world as you move through it, without being distracting or too gamey indoors. Perhaps add a toggle. EDIT Size of clouds and splashes increase depending on speed.
  2. Fortport

    Groggy Moodle(sleep quality)

    Though the first stage of grogginess does nothing to you, the second stage is supposed to happen the second night you've done it in a row. It's meant to get worse as it drags on, until you really need to find a better place to sleep.
  3. Fortport

    Groggy Moodle(sleep quality)

    If you have a sleeping bag or something, a tent can be halfway comfortable or very, depending on that. But if it's just a haphazardly constructed sheet tent with pegs...you're essentially laying on the ground.
  4. Fortport

    Groggy Moodle(sleep quality)

    This is just a thought I had, and I wanted to discuss it here. To my knowledge, there's no difference between sleeping on a couch, bed, tent, or chair. What if there were drawbacks to sleeping on an uncomfortable object? There could be perks that negate or worsen these effects. Add a pillow to your chair or tent to lessen the chance of this happening, if you've got one. This could tie in as well with insomnia, giving you this moodle when you wake up in the middle of the night. How you get it, and every stage of grogginess. (GROGGY) Slept in a chair, or tent? After a rough night of sleep, you wake up feeling groggy. Your back aches and you're pretty sure there's a crick in your neck. It'll take you a couple of hours before you shrug that off, that or a nice cup of java or tea. Going to have to blink the sleep out of those eyes. Maybe tomorrow you'll rest somewhere softer. (HEADACHE) Those zombies just won't give you a break. You've got no bed to lay in, and this chair is your only place to rest. This morning, you've got a pounding headache. Too many nights crumpled up against wooden furniture has ruined this morning. It's hard to concentrate on what you're doing, but some painkillers might knock the edge off. (Lasts as long as STAGE1, with a hit to your vision. Similar to being shortsighted and hard of hearing, but not as bad. Acquired through repeated sleep on either a chair or inside a tent.) (MIGRAINE) How long have you been sleeping like this, a week or two? Your head's in a vice, and all you can do is obsess about your migraine every time it throbs. You need painkillers. Maybe some coffee or tea, too. will dull this horrible sensation pulsating in your skull. Without that, this could go on for hours. (Just like being shortsighted and also hard of hearing at the same time. If treated with painkillers, will still take an hour to go away. If treated with coffee AND painkillers, the moodle will go away in less than an hour. (MISERABLE) Welp, you're the zombie this time around. You've got a migraine, your body is sore, and you can't think of anything other than how horribly you slept. How miserable you are. (This is the most severe part. You can only get this if you don't sleep anywhere halfway decent for more than a week. If migraines are uncommon, this one is rare. You were asking for it, by not heeding the warning. It's like a migraine, but cannot be cured completely. Taking medication and drinking coffee will only regress its severity for an hour or two, back to the headache state. It will disappear the next time you sleep.)
  5. Fortport

    Tablecloths (More Sheets)

    This suggestion is for making an odd chance/guarantee that a table will spawn with a tablecloth, which could be removed and used as a sheet. Most homes in real life have a dinner table, and most dinner tables have tablecloths. In Project Zomboid, a lot of tables don't have one or simply don't have a sheet that can be removed from it. At the beginning of most of my playthroughs, I have to run around a bit before I have found curtains for my windows at a base. I'm not sure if this would make the game too easy because there aren't exactly a million tables per home, and it would help me cover four or five windows earlier than the game lets me currently. Hardly a game-changing suggestion, but it might make things easier for starting out. You could cover all your windows as soon as you begin within the first day or so, which isn't too terribly unrealistic if you're in the middle of a zombie apocalypse and that was your priority. Sheet ropes aren't really OP either.
  6. If I were sneaking, I'd bend slightly to reduce the amount of noise I made as I walk. You know, at the knees. Keep my legs apart so that they don't brush together. A creep. Nonchalantly walking around doesn't look that sneaky to me. And it wouldn't sound sneaky, either. A zombie could hear you coming, heck, anything would if you weren't even trying. While it's not visually implemented, it will be, and the sneaking that we've got now is placeholder(I hope). That's the realistic side of things, though. I think the current posture for sneaking is too conspicuous, but the developers know that. I wouldn't suggest this because it's already being worked on, right? The cover system. Sneaking with a weapon would also be fine, but you'd need good posture to sneak without being flexed constantly. Something fluid and comfortable, but also careful and quiet. You wouldn't want it held out, ready to swing...because it might bump into stuff, and it'd make more noise. Maybe right BEFORE you're actually attacking something.
  7. Fortport

    RELEASED: Build 33

    Sometimes this happened to me, but not repeatedly. Develops might be aware.
  8. So, the suggestion's to implement throwing objects. Things like rocks, tools, or even forks could be used to make a couple zeds turn around. It should only work when they don't know you're there, and only if it's close enough for them to hear it pretty well. For example, you could shatter a window with some stone that you found in the woods, and zeds around it walk towards the sound. A fork clanging against pavement might also do the trick. That's pretty much the gist of it. Throwing could be made precise, in that you see an arc on your screen that's projected to where your mouse is. This makes it possible to do this on the fly, in real-time.
  9. Like, I have no arms, and you expect me to fight zombies? Please.

  10. Fortport

    RELEASED: Build 31

    Okay, well. I'll start with an annoyin' one off the top of my head. Stand a good distance away from a door which you have the key to (ten to fifteen tiles. Walk further if necessary.) and lock/unlock it. If the bug happens, you'll automatically walk to the door, lock or unlock it, and then walk outside. This is very dumb if you just wanted to unlock or lock the door, and could get you killed if your house is surrounded by hostiles. I cannot access it. ( Delete the original post. Flubbed up, and made a double. )
  11. Fortport

    RELEASED: Build 31

    Okay, well. I'll start with an annoyin' one off the top of my head. Stand a good distance away from a door which you have the key to (ten to fifteen tiles. Walk further if necessary.) and lock/unlock it. If the bug happens, you'll automatically walk to the door, lock or unlock it, and then walk outside. This is very dumb if you just wanted to unlock or lock the door, and could get you killed if your house is surrounded by hostiles.
  12. Fortport

    RELEASED: Build 31

    I do not think this is the appropriate place, is it?
  13. Fortport

    RELEASED: Build 31

    I am just a little sour that I won't be able to play anything but axeman! Waitin' for it to be fixed. There's already a couple bugs I want to report that are still in this build (they weren't listed as fixed in the update), probably, but I still cannot go on the tracker page. I'll just stick around and see if it's fixed today or tomorrow; it's pretty bad, but probably minor.
  14. Fortport

    RELEASED: Build 31

    Basically, when you begin making a character.. the occupation gets stuck. You cannot change from axeman to veteran, axeman to burglar and so on. It's just fixed on axeman.