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Found 8 results

  1. In my recent game, I died two times and had to restart. Both times, it was because I opened a door that had a zombie behind it, and it immediately jumped on my character and bit him. I had no chance to retaliate before it was too late. I feel like this might be a realistic game mechanic, since you would be using one hand to open the door and therefor be vulnerable, but there should be a way to jump back or block, when you know there is a zombie there. Because otherwise, I feel like the mechanic is just unfair. The first time, I tried to push it back the moment the door was opened, making sure my character was facing the zombie, but it did nothing to help prevent it from biting me. The second time, I tried walking backwards to get some space, still making sure my character was facing the zombie, but this didn't help either. Furthermore, this was a custom game with weak and fragile zombies in build 41. Am I doing something wrong, or do people agree with me that this should be changed?
  2. My friend and I are playing on P2P server that I'm hosting (build 40.43). He has been bitten by a zombie and it has been 10 in-game days and the wound still hasn't healed. It doesn't say 'Bitten' anymore but the bleeding effect is still there and won't go away, the bandage on it goes dirty on regular basis, but even when he leaves it on for longer, he still doesn't develop infection there.
  3. Hi, Your work on this game is awesome. i search on other suggestions before, but found nothing, sorry if i talk about a thing an other time. I post electricity and plumbing separated to not to shuffle discuss. Openable mailbox (type container/bag) Implemented(plant on a crossroad with letter to be find by survivors or for "village" communication) Record and play sound (Mic) with tape player or phone. add to transmitter radio to diffuse audio message. infos/menu on other players, already discussed but : "visible items" on mouse over (cloth, bag, handed and apparent wounds or infection) exchange (and whisper chat) window capacity to bite players when infected All opinions and comments are welcomes !
  4. I want to address the time it takes to heal and the rate at which cloth strips become dirty. It is seriously off in the game as it stands. I rock climb IRL and I do it freehand and through brush and thorns (I'm a bit crazy like that) The amount of scratches I've got (ones that actually break the skin and bleed) is into the 100s if not the 1000s. 1) A scratch that doesn't draw blood requires no first aid and you'd have to be crazy unlucky for it to get infected. 2) A scratch that does draw blood can be staunched by wrapping it in cloth and it will stop bleeding after about an hour, the body is awesome like that. After the bleeding stops you have about a day or max 2 till it is at no risk of reopening. You'll use either one or two bandages for that. One will probably negate all risk of infection (also note that infections are usually minor and just cause swelling and a tiny bit of strain on the immune system). From a resonably superficial scratch 1-~3 mm you'll be left with a scratch mark for about a week but it is totally safe from infection or reopening 3) Deeper wounds (ones that completlety open the dermis i.e. 1cm in) are more tricky. Bleeding will probably take a day to fully staunch and you'll have about 3 days with risk of infection and have to change bandages once or twice daily. The wound will probably take a week to be completley free of risk of opening These can leave scars. (this approximates a zombie bite) 4) Much larger wounds: ones that rip into arteries or organs can obviously kill you. These would take professional medical attention. For the sake of argument (and gameplay) unnatended you could surivive these but good luck without surgery and anesthetic. Maybe if you're blessed with a superhuman immune system you'll mange (I've heard many stories). Stitches, microsutures, sealing with a flaming metal rod... pretty much a nessesity. Start praying your organs are intact. 5) and this one is fun: As you get infected via the blood and suffer through it, your risk of infection goes down. You pick up all the vanilla ones first and the first cuts you get in your life will swell and hurt intesley. Subsequent injuries of this nature will eventually not swell or even hurt. Your body has just leaned to fight small quantities of the common infectious organismns out there. To be honest I wouldn't even dress a superfical cut now. I just wrap whatever napkin or whatever I have in my backpack round it for a little while till the bleeding stops and cary on, making sure to keep whatever digit or bodypart it is away from contact with the rock. However I still wouldn't dip it in a can of 1 mounth old rotten food. Though likley if I did that I wouldn't die. Anyway, this is real data from firsthand observation and I know how much shorter healing times are in real life to how they are in the game at the moment. It kind of spoils it for me to see the body being depicted crapper than it really is. In conclusion : More zombies: yes! lower healing times: A must. If you guys agree (or just believe me) please like the post and bump it
  5. I'm very confused about how zombie attacks work, and am very curious about the exact code involved here. The wikis don't answer this at all, and I'm not sure how to find the code involved here... 1. Is every zombie hit a chance of a punch/scratch/bite? If so, what are the percentages of each? And how do the body parts work for that, are they random? 2. According to this wiki page: http://projectzomboid.wikia.com/wiki/Zombie guard skill can limit the chance of a scratch, so can max 10 levels into guard prevent scratches? It's annoying that wiki only lists up to level 5, so I'd love to find out the values all the way up to level 10, because it doesn't seem to always be incrementing by 2. Or, with the thick skinned trait, can it prevent scratches? 3. Also on that wiki page: > There is always a 25 percent chance of being bitten. Wtf does that mean? Just some basic testing of this, there definitely isn't a 25% chance of being bitten on every zombie hit. So either that fact is entirely false, or it's missing a lot of info to it here. ------------- I just started this game with some friends, and so far I really like it. It's kinda slow (seriously cabbages take 14 IRL hours to grow?), but it's a great survival game. But if I spent a ton of time getting to end-game, and die due to a single misclick that makes me take a single zombie hit, which ends up killing me due to pure RNG, I think that's ridiculous. I really would like to know if that's the case before I continue playing this game.
  6. I wanted to point out that it is too obvious to the player when you are infected from a zombie scratch or bite. When you are not infected from a scratch, you notice right away because: 1. You are not gradually losing health 2. Your character does not become anxious My suggestion is that a scratch or bite should be less immediately obvious and should be more of a mysterious outcome until one is sure that they are not infected. Whenever one gets scratched or bitten, they should become anxious regardless if they are infected or not.
  7. BASIC POINT: Hello! This is my first suggestion and I believe I would like to see well... Wounds. See if the zombie you hit is having your hits spread around or just in the same area, seeing the gunhole on their corpse, or seeing yourself bandage your leg, waist, neck, head, etc and the bandages still stay. Basic body damage to the sprites is basically what I want to see. Like Kate in the story! Her leg was bleeding and you could see it. You also saw the bandaging after you got her healed up. I am just wanting that for our little dudes and the zombies so I can keep note of their damage. I know this would be loved for just a bit of effects or for the hardcore dudes and dudettes that want to plan out what to hit and when. So... comments?
  8. Adds a few tags for food and drinks to add sound effects while eating. This sound effect with start as soon the item is started to be eaten or drunk. If it is looped it will continue until the food item is depleted, this will allow for looping sounds such as chewing, crunching, gulping etc.. One time sounds like the pop top will only play once. The primary sound plays at the start of eating or drinking and the secondary sound plays right after that and loops until the food or drink is depleted, this loop can be made to run once by setting the loop tag to "FALSE". To make it so it only does the gulping sound, both primary and secondary sounds would be "WaterGulp" with looping "TRUE". The Loop only applies to the second sound. It would always play the first sound, then the second, then loop second if true. Sounds like the "SodaCanPopTop" will have a radius. This makes eating with zombies close by dangerous, as I would imagine it would be in real life because let's face it, eating is really noisy. I'll use an item from the beer mod for the example: This will make the can open sound, then gulp sound until gone item Beer{Weight = 0.6,Type = Food,HungerChange = 0,ThirstChange = -70,DisplayName = Beer,Alcoholic = TRUE,Icon = Beer.png,OnEatenPrimarySound = SodaCanPopTop,OnEatenPrimarySoundVolume = 15,OnEatenPrimarySneakSoundVolume = 5,OnEatenPrimarySoundRadius = 20,OnEatenPrimarySneakSoundRadius = 6,OnEatenSecondarySound = WaterGulp,OnEatenSecondarySoundVolume = 5,OnEatenSecondarySneakSoundVolume = 1,OnEatenSecondarySoundRadius = 5,OnEatenSecondarySneakSoundRadius = 1,OnEatenSoundLoop = TRUE,UnhappyChange = -10,}This will make the can open sound, then gulp sound onceitem Beer{Weight = 0.6,Type = Food,HungerChange = 0,ThirstChange = -70,DisplayName = Beer,Alcoholic = TRUE,Icon = Beer.png,OnEatenPrimarySound = SodaCanPopTop,OnEatenPrimarySoundVolume = 15,OnEatenPrimarySneakSoundVolume = 5,OnEatenPrimarySoundRadius = 20,OnEatenPrimarySneakSoundRadius = 6,OnEatenSecondarySound = WaterGulp,OnEatenSecondarySoundVolume = 5,OnEatenSecondarySneakSoundVolume = 1,OnEatenSecondarySoundRadius = 5,OnEatenSecondarySneakSoundRadius = 1,OnEatenSoundLoop = FALSE,UnhappyChange = -10,}Edit: Added sound radius. Edit2: Added volume. (duh) can't believe I forgot this. Edit3: Added OnEatenPrimarySneakSound tag suggestion (and poll) ***SodaCanPopTop sound is royalty free from SoundFXNow, converted and edited to ogg by me.*** ***ChipBagSoundEffects sounds are royalty free from SoundGator, converted and edited to ogg by me.*** SodaCanPopTop Ogg.zip ChipBagSoundEffects.zip
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