Fortport

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Everything posted by Fortport

  1. These would be marvelous things for setting the mood, and also giving the zombies something to do; eat corpses! It would make you feel like you jump into an apocalypse, not a world that suddenly had all human life stripped away, and zombies thrown in. I want to walk outside, take a deep breath in.. smell the ashes, see some zombies munching on corpses, distracted.. sneak past 'em while stepping over bodies to check crashed cars for loot. Some windows could already be smashed, just a few, besides the ones NPCs break. More garbage could be littering the floors of buildings and stores, to give that looted/run down/closed look. Everything looks like it's still open and ready to go, even with erosion. Maybe over time, alongside erosion, buildings could get dirtier or start missing floor tiles. Worn out walls, etc.
  2. READ THIS POST FIRST BEFORE REPLYING! DO NOT SKIM OVER THIS, PLEASE; READ EVERY DETAIL. I made a similar post to this in the "exhaustion feedback" topic. This mechanic has always been vague and difficult to understand unless it was explained to you via a text document. This almost means, every time, that if someone new doesn't known about the tutorial they'll consequently miss out on this mechanic. There's no visible representation of this, in-game, audibly or visibly of the science happening. It's no wonder everyone doesn't understand. Your character stands and attacks the same regardless if he's "charged" or spam-attacking. So here are my suggestions. There are numerous ways we can accomplish this without having text notifications in the corner of your game, or some immersion-breaking gauge-bar on the side. More or less your character visibly winding up with their weapon, and becoming slightly rigid when it's "charged." When you attack from this stance, and connect, the screen jerks and the hit-sound is more crunchy and audible, thus voicing its effectiveness.. and ultimately making this technique more satisfying and easy to notice. The cursor could also have a reticule around it that, when charging, fills to the edge and pulses when ready. When wound up with your weapon, the character can begin rotating his weapon subtly in a batter fashion, looking more ready for that perfect, solid swing. Zombies, when hit by a charged attack, could recoil with a different animation. Like they got hit really hard, compared to your standard swing. For example, their head snapping to the side on impact, with their torso rotating. Anything to let the player know that this is working more than erratically spam-clicking.
  3. Fortport

    Firearm overhaul!

    BEFORE RESPONDING, READ THIS BEFORE POSTING. Currently, firearms are really dangerous to fight with and are not very useful compared to melee weapons. Guns are not practical in-game; they're loud, difficult to reload, and ammunition is scarce. They're also very rare to find modifications for that make them more manageable. The only pros I can think of for using these weapons, is their raw power and ranged attacks. They also do not require any exertion of energy to use. On the other side of the spectrum, melee weapons are more quiet, easier to repair and maintain but at the cost of eating up energy. So what's the problem here? In my opinion, guns are too much trouble to even want to use despite the satisfaction. Everyone is going to use melee, and ignore the guns unless they have extremely rare/hard to access modifications. The result is a lopsided sort of balance here. Everyone uses melee, and guns are for people who want to get killed, usually. I wish there was some other way to do this, but I don't know what exactly to suggest, other than fixing this somehow. What do you all think?
  4. Having a bit of difficulty navigating to this file. Where's it at, exactly?
  5. You can just walk away. It'll break the action. Not applicable to every situation, good sir! What if you're taking ammunition out of your bag, from a pile? Walking will not stop you, you take out everything.
  6. It's pretty simple. Just have an option in the menu pop up as you're grabbing multiple units of the same thing. Something like a "stop picking up" switch, that goes away when you've picked up all the items of that type, i.e a pile of 9mm bullets.
  7. Fortport

    Less blood.

    I'm starting to think that zombies bleed way too much. After killing just a couple close together, it looks like there should be one or two more corpses laying with them, given how much blood is there. Depending on the length of the fight, there can be a large amount of blood for just one zombie. Is it this just me?
  8. Fortport

    Firearm overhaul!

    I'll agree to disagree with some of your points. I just feel like they lack purpose, or are not as applicable. It's common sense that shooting can be difficult, but at a close distance with a human-sized target? Unless you're convulsing like mad, it's just pointing and pulling the trigger. Add some distance, and it becomes a lot more difficult. That's where skill comes in; anyone can pick up a gun and shoot something big in front of them.. but can they do that again, when they're forty yards away? The thing about zombies, is that once they've bunched up in front of you, and all you have is a gun, you had better leg it. No matter how many times you pull the trigger, someone inexperienced and nerved up like insane is not going to headshot them all. I'm not disputing that, but to say that shooting is super hard unconditionally is bogus. I've fired weapons before. I'm not great, but I'm confident I can hit something without standing still and taking forever to aim at anything within ten feet of me. The thing about zombie apocalypses though, is that standing in front of them and shooting them is a bad idea. You want to have some distance, and that's what separates common people from marksmen, in my opinion. I also like to think that someone who's in their mid twenties would have fired a gun before in their life, at some point.. or at least be given the option of a trait that helps it slightly. The human body may be large but you seem to forget that zombies can only be killed with a shot to the head. Therefore their size is irrelevant. Unless their head is as large as their abdomen then it does you little good how large their abdomen is. xD I didn't forget. If you shoot at a zombie, you should either A, hit them in the head, B, hit them in the torso, and finally C, miss. A should depend on skill and angle/circumstances. B could depend on circumstance as well, but be what happens when you should hit them, yet cannot get a headshot due to lack of practice or skill.. well, maybe. It's better than missing in my opinion, and is applicable to humans and animals nicely. C could be less likely than it is now, but not unheard of. It should depend on distance and skill. If your target's close, I don't want that to be an automatic headshot. I want it to be a successful hit to the body, instead of just outright missing, which is kind of silly in hindsight. You're rewarded for practicing this skill on enemies, with more critical hits and not missing at greater distances as your pay-off at higher levels. But at low levels, your attacks won't hit at great distances! When they're close however, you will hit your target, provided the angles are right. It just won't be a critical hit everytime. So you would have to use more ammunition to get a kill, whereas a skilled gunman will make short work of that zed. This system would make novices struggle to get kills, however still get use out of the weapon, and eventually get good. I absolutely think that a skilled gunman could handle some zombies with a gun, but it should take effort to get that, to make use of this ranged weapon. Right now, a novice will struggle to hit a zombie, let alone kill them. Imagine using this system to shoot at humans, you'll just miss most of the time when they're in front of you, at the beginning.. whereas in real life, shooting someone point blank is fatal, regardless where you hit them. Makes guns more threatening to other people, like they are in real life. Whereas against zombies, at low levels, it's not too good, compared to melee, but you're rewarded for it later on. But this could all depend on the firearm in question. For instance, an assault rifle? A novice might struggle to hit as much if they just hold the trigger, or even do bursts.
  9. Fortport

    Less blood.

    A hidden point I didn't make very well. I concur.
  10. Fortport

    Lighting!

    I'm leaning for thunderstorms making the lights flicker. As in lightning flashes, thunder rumbles, and lights blinking in and out before stabilizing.
  11. This-this, this-this-this, THIS, THIS! THIS!
  12. Fortport

    Less blood.

    Blood in the game is amazing. People must not think the blood in the human body is miniscule. You ever kill a squirrel? You know how much blood comes out of one? Enough let me just say that.Upon killing a human or "the walking dead" the victim or zed would lose a lot of blood depending on type of injury and how it was caused. For it to be less blood in PZ,we would lose some of the realistic and atmosphere this blood and bodies create us. If you want a game that has less blood play 7 Days To Die or something like that. Project Zomboid is known for it's realistic approach to situations and i hope the Devs plan to keep it like that. I guess I thought this way because it all lies in the fact that everything looks blunt when you start bashing them. Their head doesn't explode, and you don't tear their stomach out. It's not like you're butchering them when you fight. You don't stomp on someone's head, and blood squirt out seven feet from their body like a fountain. Stuff like that is not realistic, and that's what it's like everytime you hit any zombie with anything. Even a frying pan. In real life, if you broke somebody's head open, outside, on the pavement.. sure, there's be a lot of blood. But not that much. Sure, a big, wide pool.. but not something like what I see. It's not perfect in my eyes, but the suggestion is gentle at best.
  13. Fortport

    Wringing out wet rags.

    When I use a wet towel, and it basically becomes wet forever, never drying out.. I kinda just scratch my head and eventually throw it away for more space. Highly unrealistic and not practical.
  14. Easy-peasy! Just drag their body like you do zombies, and remove them. Blood a bother? Bleach it up. Sweep the garbage off the floor, similar to removing tall grass from the ground. The severity of it could also depend on how much time has passed, too. And the car that is rolled onto your lawn or that carpet stain on the carpet. (The horror!) It's inevitable that some things won't be able to be moved. But a car in your lawn? Might make more sense if it was in the back, and rusted over a bit. Old. I'unno, something. The world's too perfect and pretty, in my opinion. I don't feel like there's anything wrong, other than the zombies stumbling around. The disease is fueled on by violence. They have to bite someone to infect, and they feast on the living. My suggestion is that we give some scenery sure, but have it be generated in a way similar to erosion. Again with the worn down buildings, missing floor tiles, and possibly (rarely) blinking lights. Dirty windows, garbage, dead bodies, things that are broken and twisted, gruesome scenes. Of course you can fix these if you want to inhabit the place, but only to an extent that makes sense and is feasible. The towns should look different depending on how many months has passed since the start.
  15. Easy-peasy! Just drag their body like you do zombies, and remove them. Blood a bother? Bleach it up. Sweep the garbage off the floor, similar to removing tall grass from the ground. The severity of it could also depend on how much time has passed, too.
  16. Fortport

    Less blood.

    You are all silly. I am happy I have this trash-bin to protect me.
  17. Again, like I said, you can add everything but the cars. Cars aren't the main suggestion, just wreckage, wear, and corpses. right. so what would be littered in the streets? like plastic bags and such or could you find things like survivors gun surrounded by a horde or canned food outside of a market? The odd, half-eaten corpse laying on the ground.. or a deformed body being munched on by a couple undead. Plastic bags, dried blood.. shattered glass, bodies piled up against the walls, possibly. Shopping carts in parking lots. Y'know a lot of those trash-cans? Turn those over on their side, with their contents spilled out on the sidewalk. Crows pecking on the bodies the zombies aren't messing with currently, on and on. All sorts of things could be added. Something that tells the player that this isn't a normal town; it's been ravaged by the disease, and that can be told not only from worn out, broken down buildings.. but other signals illustrating the bleakness of the situation. Throughout the streets and interiors. You could walk into a house and find some guy who hung himself. Office building with dead people seated in chairs, head thrown back with a torn out throat, or on the desk.. head bashed in. Files could be scattered all over the floor with papers and spilled coffee on them. Disturbing, violent scenes should be everywhere. The possibilities are endless.
  18. Fortport

    Wringing out wet rags.

    I am for it both the sticky and the idea! Three's a crowd.
  19. Get me out of here, already.

  20. Fortport

    Firearm overhaul!

    I never wanted them to be overpowered. I want them to be useful. Balanced with melee, in terms of use, but for different situations. It's a no-brainer that guns breed more zombies, but there have to be ways to temporarily offset this, or have something else to shoot besides the undead. Animals, bandits, enemy factions.
  21. Fortport

    Firearm overhaul!

    Sniping zombies with a silencer from your apartment would be nice.
  22. Fortport

    Firearm overhaul!

    I'll agree to disagree with some of your points. I just feel like they lack purpose, or are not as applicable. It's common sense that shooting can be difficult, but at a close distance with a human-sized target? Unless you're convulsing like mad, it's just pointing and pulling the trigger. Add some distance, and it becomes a lot more difficult. That's where skill comes in; anyone can pick up a gun and shoot something big in front of them.. but can they do that again, when they're forty yards away? The thing about zombies, is that once they've bunched up in front of you, and all you have is a gun, you had better leg it. No matter how many times you pull the trigger, someone inexperienced and nerved up like insane is not going to headshot them all. I'm not disputing that, but to say that shooting is super hard unconditionally is bogus. I've fired weapons before. I'm not great, but I'm confident I can hit something without standing still and taking forever to aim at anything within ten feet of me. The thing about zombie apocalypses though, is that standing in front of them and shooting them is a bad idea. You want to have some distance, and that's what separates common people from marksmen, in my opinion. I also like to think that someone who's in their mid twenties would have fired a gun before in their life, at some point.. or at least be given the option of a trait that helps it slightly.
  23. Fortport

    Less blood.

    Less blood doesn't make the game more realistic, to me; I still want some! I might also be saying this because, after killing one zombie, and there's this ridiculous amount of blood.. you can never clean it up. It's there, forever. I know this will probably change in the future, but it drying up soon after it is spilled, or much later on would be nice. A corpse outside in a bloodstain is exposed to the elements, after all.
  24. Fortport

    Removing glass from windows

    What, really? Window cuts have never been life-threatening to me.. nowadays though, you need tweezers, disinfectant, and a bandage.
  25. Fortport

    Visual representation of "charging" attacks.

    Get me out of here, already.