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What I think would be awesome, is to have some lights be flickering. Not all of them of course, but sometimes encountering a flickering light. This youtube video illustrates what I mean. The actual flickering might not be so hard. It doesn't have to flicker from completely off to completely on, but I think an effect like these on some light sources would be cool. It would definitely add some eerie atmosphere to certain places and contributes to the feeling of decay. Imagine how much so little would add to the atmosphere in certain places. For example a flickering light in a mall (2nd video). And I would assume it would go well with the new lighting system. (Also pretty sure this doesn't already exist in PZ, I haven't seen any. If it exists, the chances of them appearing needs to be buffed, because I have never seen it)
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Add the option to turn on car lights inside so you can read/work inside a car. Possibly make the windows etc glow a bit/emit light which could attract a bit.
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Basically what the title says. I feel like having zombies with eagle vision and pinpoint hearing goes against the whole "Romero-style zombie apocalypse" vibe. It's also really frustrating when trying to loot an area stealthily, because even if you manage to stealth past the main horde in a location, you can't kill the one or two stragglers you encounter without the sound of it attracting a dozen more zombies from the next block over. It just produces a feedback loop of enter area>kill zombie>run from other zombies and lure them away>sneak back into the area>kill zombie>run from the other zombies and lure them away> get high exertion>die or abandon the loot. I enjoy the high risk/high reward style of B42 so far but having zombies swarm your location like you dropped a GPS beacon every time you swing a pipe wrench is too much to be fun.
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Since PZ will be moving more in to the late game alexandria/hilltop feel, with more emphasis on post-apocalypse I think some small additions to how the game looks late game could be needed. Currently (from what i've seen) vehicles only look "old" due to condition etc. I think this erosion/overgrowth would look better if it applied to cars as well. 1+ months = make some abandoned cars be inhabitated by racoons (lots of possibilities visually, living under hood etc) 3+ months = cars start to get overgrown, and needs to be manually taken off, or will automatically be removed if it drives. (or make it so you have to remove it to drive) 8+ months = a few overgrown cars far from the player will be swapped out with a variant that has a tree growing through it and turns in to a permanent wreck. (Extra) - Not sure if it's already in the game (I haven't gotten around to winter yet) but in order to make cars react more to the environment and feel dynamic they should get covered in snow when it snows.
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Hi there, Can we have an option to separate the space bar push from the targeting system so the character will push in the direction they are facing instead of where your cursor is positioned? I've had a number of situations as a new player where I'm running up to a zombie, pressing spacebar to push them and my character suddenly turns around and pushes to the side because my cursor isn't in the right position. This then results in the zombie grabbing me and biting or whatever. Considering space bar stamping works in the direction your character is facing I think it would be nice to have an option for the pushing to do the same so you can keep the uniformity of this space bar action as "separate" from the targeting system. Having this option would greatly improve my experience personally. Many thanks!
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I think it would add a nice layer of realism and difficulty to make it impossible to loot bodies and containers if it’s too dark. Just as I cannot read or look at my map when it’s too dark, so should I not be able to identify items in the kitchen or book shelf when the room is pitch black. I know there may be some that think this will make it too hard, so adding a toggle on and off in settings or sandbox so people can opt out.
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...and my life is yours. Seriously, geese would be funny animals and should have the ability to push you down if angered, they are also often used in the same role as watchdogs since they hate everything in existence, overall geese are funny and temperamental, easily taken care of and also a source of meat and eggs(?), they could also conflict with other animals and create funny interactions that way!
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I wanted to suggest an option to be able to wear different items on your head, like aviators with an eye patch, or a gas mask with eye patch, it think that as long as it makes sense to be able to put it on with something else, it should be possible
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When moving in the combat stance by holding CTRL, the movement is slow, jittery, and not consistent depending if you just hold a singular movement key among WASD. And overall the movement feels too sharp in contrast to how more smooth it is in B41 with having a sense of momentum/inertia. PZMovement.mp4
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Let me start this by painting a mental picture for you; it's 3 months into the zombie apocalypse electricity and power went out 2 months ago, alone down a dusty neglected gravel road sits a quaint farmhouse, it's doors and windows haven't been opened for almost 3 months, the interior of the house is covered by a putrid humid haze and a miasma of harmful gasses thanks to the almost complete lack of air circulation and the two undead people just listlessly breathing for 3 months (the zombies would have to breath for the virus to be airborne as they do not cough or sneeze) not to mention the pot of what once was presumably a stew is now nothing more but a foul unbearable putrid concoction, and an open fridge filled with rotten food A survivor on their way home decides to sleep in this house for the night They open the door, unfazed by the practically toxic air that has just poured onto them, they walk in, kill the two zombies, thoroughly shift through the entire place for an hour, steal a shotgun and some shells, somehow pour out the plauge pot, have a peaceful nights rest in the mould covered beds and then head back to their car and leave. There are no further repercussions for them despite the state of the house they just slept in, they aren't even queasy As it currently stands, decay outside of a zombie corpse and eating rotting food doesn't really affect the player and given we're getting SCBA gear along with more in depth respirators I feel now is the perfect time to note the absolute respiratory nightmare that would be perfect to force upon the poor player character in a zombie apocalypse, realistically coughing, sneezing, queasiness and vomiting should be frequent in these plauge holes created by the end of the world, they are the kind of places which would require a hazmat suit just to feel comfortable in (and I mean as a bonus you could add a mysophobia trait, as a zombie apocalypse isn't just absolute hell for the hemophobic)
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I am confident that the addition of different ambience and lighting effects at times of the day would make the game feel more "whole"; Adding a blue-ish tone mixed with orange hues and higher saturation in the morning and having it slowly fade away may very well help with the dramatic situations during that time and not just but especially for eye candy, this game has a beautiful vibe already, I couldn't imagine how much more beautiful it would be with this addition, imagine getting bitten and suddenly the sun is rising and that morning fog paired with the orange sun shine hits. I would imagine that with the upcoming indoor lighting update, this will be much easier to add and this simple addition would not have any down sides. Rough edited example below:
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From playing this game for a longer time now, I realized that there is not really a reason to cook food. Why so? Because you can shove an entire stick of butter down your throat and call it a day! Cooking and preparing food is a fun mechanic in Project Zomboid, but it is rewarded way to little. To be precise, cooking food is rewarded enough, but for example, eating entire stick of butter is not PUNISHED enough. Butter is extremely good due to its calories, I always take underweight or even super underweight traits, because I know I can easily bulk with foods like butter, peanut butter, etc. Most foods you can craft, like soups or stir-frys, etc are good because you can realistically have 3 meals per day. While that is not something you need when you can just carry butter with yourself and eat that. There needs to be some mechanic like vomiting or nausea to make cooking your own pancakes and stir-frys more justified and even rewarding
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Upon receiving a severe injury e.g (Bullets, 50% chance of scar upon getting laceration, no scars when getting scratched, etc.) Would be cool and not really that hard to code I'd imagine, I'll keep it short, please consider this!
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My girlfriend is a pyromaniac. (help me) Anyway, jokes aside. She is, and she’s burned down the Rosewood prison more times than I can count. All while the power was still on. But one thing I noticed is that it was pretty easy for her to just set the place alight and horde up the zombies without much of an issue. I thought, MAN! We should really have a system for that. So, here’s my thought— —fire alarms. - Allow me to explain how this could work: When you use a Molotov to, let’s say, clear up a horde in central Rosewood. Or, you attempt to burn down a house in multiplayer that your least favorite person happens to be living in. SUGGESTED MECHANIC #1: THE BEEP-BEEP AND FLASH FLASH. When this happens, the smoke catches an alarm! Usually, at least— I don’t think trailers have fire alarms?? I could be wrong. Anyways, regardless of where they are, what ensues is a beep beep and a flash flash from the fire alarm until it’s either manually deactivated, burns up or the fire is removed. MAIN ISSUES: Now, I am not a programmer, but I feel like it might be a pain to add this to every single house. Maybe like civic structures or public locations?? I’m not sure. I imagine it’d be sort of like a house alarm, just for fires..? Another issue is epilepsy. I am not a doctor, but adding a flashing white light may not be a great idea for those with epileptic conditions. Again, not a doctor, I could be wrong, but it is something to consider. SUGGESTED MECHANIC #2: HEARING ISSUES I’ll make this simple. HEARING PROBLEMS! When a fire alarm goes off in somebodies face, and they have a trait that deters hearing (Not deaf, obviously, but you know what I mean) the alarm could cause a ringing sound to play or something of the sort, in your ears. This can also apply to house alarms. MAIN ISSUES: It might be hard to simulate perfectly, since it’s hard to get a realistic ringing sound. But that’s just me thinking, I’m not sure how sound design works either. SUGGESTED MECHANIC #3: BALANCING I am so sorry about how long this has gotten, over fire alarms for gods sake. This is the last one, I just wanted to explain in further detail how I feel this could balance the game. Molotovs are very good, and once you find a bar or something they’re essentially cake to make. Let’s say, hypothetically, you're a silly guy and start lugging a burning horde around Muldraugh. Okay, cool! But, one of them stumbles through the police station or pizza place— now there’s an alarm going off. Suddenly, a bunch of zombies are coming in from all sides of the forest and city! You either move your entire horde and escape the oncoming encirclement, or you’ve failed. In this scenario, fire alarms present a new challenge for the player during Molotov burning and motivates players to learn a new type of skill— not an in-game skill— zombie horde control. Let’s say you’re a silly guy and leave the oven on while you take a fat nap. Well, now you’ve got a horde knocking down the walls of your cute cabin in the woods, and you gotta book it and come back to clear it later! It’s little mistakes like those that keep the game interesting, throw you in for a loop and keep you playing with motivation. Finally, let’s say you wanna burn down your friend’s base in multiplayer. Maybe you could do it, but you’ll also have to escape the oncoming horde! Then again, it fuels a feud between you and your friend and creates further interesting drama when the horde shows up to slap you into oblivion. But… they can also be useful, too. Maybe setting a fire to get a horde off your back using a fire alarm, or attracting a large horde to burn them— even if it costs your life— also produces mechanics that can be used by the player. Similarly to house alarms. It also may alert a player to a fire somewhere in their area. MAIN ISSUES: I’m not sure how much of an effect this would really have on molotovs or on the game. Everything I’ve said there is completely hypothetical scenarios, and maybe it will never happen ever. Or maybe it will. CONCLUSION: Overall, my suggestion here is the addition of fire alarms to the game and mechanics related to hearing issues to go along with it. There’s plenty of issues with this suggestion I stated above, I acknowledge, but I stand by my suggestion regardless. Any add-ons or constructive criticism would be greatly appreciated!! (I am so so violently sorry about how long this is.)
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Integration of a complete telephony system including features such as making calls, automated voicemail, and a telephone directory for an immersive virtual communication experience (VOIP). Adding an optional post-apocalyptic starting option, immersing players into a regular day before the chaos, offering a narrative and tutorial introduction to the game. Implementing a seasonal reproduction and migration system for neutral animals, in addition to the animal movement system planned in version B42, to enrich the game's ecosystem. Incorporation of an encumbrance management system for "large items" such as furniture and ovens, limiting their transportation in containers such as car trunks (occupying a passenger space, for instance). This addition will remove the ability to attack while carrying these items by hand or on the back. Additionally, adding a forklift system, a handling device designed to transport heavy items. Dynamic evolution of TV show content based on the progression of the epidemic, providing an increased immersion into the evolving global situation within the game.
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Hello devs! I not sure that someone suggest the same that I want to suggest to you, you already have 302 pages of suggestions and I think that it is... not so good )) I played pretty much in zomboid and every time I get in the problem with "For what I'm playing?". I like mechanics, I like the atmosphere, but after 300 hours I not feel that I want to return to the game, because I not feel that I need to do something I see no any goal to get Current goal of the game is to NOT PLAY into the game (Just enter the game, die, this is your goal, better just not to play, right?) And I want to suggest the reasons to play that I think can make the players as I'm want to play this game much longer, to spent another 100+ hours in zomboid, in the game that we all likes So, first things first, I write here goal that can be implemented in game and below the description of this goal I written about your "good suggestion" checklist The main goal - vaccine and the path to find the solution to stop zombie apocalypse From start we will not even know that it is ever possible, but further we investigate the Knox the more we will find. Finally we will find that some researchers already trying to solve this problem, military base or military camp can have notes about this, or just get information in police departments After that we will enable relay towers (one, few or all) and at the place where relay is, or if we come to some scientic lab or scientic camp, we will take conversation with scientists or so, and said that we will be ready to help them with investigation of zombie virus You goes to the world of zombies and trying to find some samples of zombie virus from specific zombies (or just from simple zombies but lots in numbers) across the world or do some field scientic job in specific zones to help the scientists develop the vaccine And finally you find the solution how to save the world of this zombie virus, the ones that already becames the zombie will left as they are, but new ones will be fully immune to the virus, so world will be safe because of our heroic deeds Mechanics that can be added for this suggested main goal: Zombie will have evolution during the time (just spawn new much stronger by deleting two or so) this will increase interest of the late game, also zombies in the points of interest will be much stronger than original ones, of course I can suggest zombies like brutes, bombers, runners or so, playing will be much interesting with the mutated ones (Later I will say to you about your love to "Romero" zombies in list of "good suggestions") Make virus less lethal, you can delay the time of your zombification, not for always, but with using of some antibiotics you can increase the time of zombification for few days, and maybe if you at the stage 4 (when you working with scientists) you can delay for the whole time that you inject the special scientic medicine (if you have no more left then, uhhh... poor you player :D) Maybe need to add new buildings like scientic base, additional relays (I know that game already have relays, maybe they will fits) and maybe need to add some scientic cars Add events when you get in special locations, or do specific actions at (for example spawn an horde of zombies near to relay station when you activates it) Yea, the all mechanics that I suggest is just - add few buildings (scientic lab, you already added louisville, it not hard for you ), few new types of cars, zombie evolving to few new ones (models, mechanics and animations), medicine to delay zombiefication and bunch of dialogues, and this is really not so much (I'm gamedev, I know) but it will add new breath to the game! Also I can suggest the animals zombies for more horrific atmosphere, animals zombies like dogs, bears, horses, deers and mooses (if you fear of greenpeace or etc. then why you even added ability to chop people in the face by axe, why? xD) The main reason that can stop you from add this is yours "Spirit of PZ" (Especially I can't feel your feeling of "Spirit of PZ", I'm just a player, not developer of PZ) and Romero/Brooks zombies, hope that this really will not be a reason to not implement this mechanics So lets speak a little about your "good suggestion" section Is it somewhat realistic? Yes, pretty realistic, if we count ZOMBIES is realistic then this is realistic too )) Does it fit with the spirit of PZ? I not know what you feel like spirit of PZ - if it is to NOT PLAY INTO PZ then no, it will not fits Would it make the game too easy? I think it can make game even harder, because currently game is pretty easy for me, I can even survive in world filled with runners, lol Would it require rewriting the entire game (like changing the camera view, for instance) No, absolutely not, only hard this that can be is to make new enemies types, that's all Would it add enough to the gameplay that it would be worth taking the time to add? Yes, as I said with that I can play another +100 hours in your game, in game that I love Would it be found in Muldraugh, Kentucky common enough to be added? Hummm I think more yes than no? It not so about my suggestion so I think it can be skipped For zombies: Does it fit at least somewhat into Romero/Brooks zombie lore (the basis for 'proper' zombies)? If you add the mutants - I think not, it will not fits, but as I said - Zombies is already something unrealistic, dead corpses can't walk, and they decays to bones just for few weeks, so don't be so boring and add mutated ones! (And animals zombies, just imagine to walk around forest and meet zombificated moose, uhhh, goosebumps!) They will make late game more interesting!
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Hi, I think that the addition of more instruments in the next build/patch would be very useful for the player, for example: a cello could be used as a great weapon (but it’d be very heavy!), a tuba, a bagpipe or a flute could be used as a distraction, A double bass/contrabass could be used as a barricade, a bassoon could be used to knock out a zombie (if you use it like a club) PS: It’d be nice if you made instruments a bit more common! I always like to have an instrument or two other than a guitar or bass guitar on my playthroughs! ~~~A committed player
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It isn't a very complex idea neither one that would change the game much but as farming is the main theme of build 42 it would be rather nice and would make players take more care of they're plants. Most or all vegetables & fruits would have different sizes between them. Bigger ones having better stats (more cal etc) and smaller ones less. The more you water your plant / add fertilizer / or have a higher farming level would increase the chance of getting for example a potato with better stats or even gather little bit more potatoes. Wouldn't really be needed to make new sprites could just do a name change between them "(small) tomato" , "(big) tomato" and change stats between them
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please move the gong sound from before the game starts loading to when the "Click to Start" text appears - ... and for good measure, make it audible even if the game is minimised. my personal reason for this is that, I usually leave the game loading in the background since it takes so long for it to load, due to the immense amount of mods I have in my game lol - needless to say, it takes a while to load, and I sometimes even forget that the game was loading, to begin with. having a sound play as soon as the game is ready would be a good quality-of-life addition that I'm sure would be appreciated by a large number of players.
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Hey there, guys! this is the first time I write on a forum and I am not English, so please excuse my spelling mistakes. I write this after some frustration in the fights in Project zomboid, the game since all time has always had this very "random" side but still calculate attack! What I mean by that is that an attack = has a hit or not and this one depends on lots of other variables like many other video games, and it works extremely well with zombies. But I admit to being quite upset about multiplayer, especially firearms. Let me explain myself! when you shoot with a firearm there is like a visible cut that breaks the dynamics and power of weapons, when you shoot a window for example it is instantaneously broken with the casing that instantly appears on the ground etc. When you shoot in full auto, there is nothing that indicates where you shoot or even what you touch, since also the game contains no impact! Except for the windows. Similarly when you shoot someone, the person targeted has no audio information that tells him where he gets shot and where the impacts appear. (like Audio impacts, or even crack) Here, I hope the firearms will be reworked because I think the game has a huge potential on the point of the PVP What you guys think !?
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I think it would be realistic to be able to sit not only on the floor but also on chairs and sofas. You could also read a book, relax or simply sit on a chair. If your seat is close to a TV or radio, your character could even listen to the radio or watch TV there.
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TRUCKS Since this is set in America, this should have one of the most iconic things America has, and it is its long nosed Diesel semi trucks. These trucks would have a lot of use for players that wants to live the travelling nomad life, they would be safe in a large truck with a Sleeper behind.(A Sleeper is a the part of the truck where Truckers sleep, eat and entertain themselves). It would also give a lot of utility to communities if the time ever comes to Multiplayer where large groups of players have banded together with NPCs. These trucks could be their lifeline in supplies themselves or blockading a street. The challenge in having a truck in the Apocalypse would be: Repairing it and up keeping it. Trucks have larger tires than normal cars, so after a while, finding replacement wheels would be extremely hard(Trucks usually have 22.5 tires). Refueling a truck could take a lot of effort. For example, a 1980s Peterbilt 359 with a Sleeper and 6X4 Chassis would need at least 300 Gallons per Football Field to be fully refueled. Maintenance would be a nightmare as trucks do not have usual parts that you could use on cars and you would need to find a Truck shop to get the proper parts for it. Space, trucks need a ton of space to be stored, so unless you have a warehouse as a Safehouse, you would have to park it in the open, for everyone to see. Lights, trucks have a TON of lights, from the roof of the cab to the sides of the Cab and Sleeper, some would even have Spotlights, old time trucks in the 1980s would have Spotlights and Long Reverse lights attached to the top of their chrome driver and passenger side windows. These bad boys uses 4 car batteries, good luck with that. Majority of trucks use 12 Speed or 18 Speed Eaton Fullers, so the player has a lot of shifts to do to get it up to speed. Some like logging trucks has High and Low gears for Hills and Mountain roads. There are different types of trucks too, Day Cab, Flat top, Cabovers, Logging, Military and Sleepers. Day Cab: A truck that only consists of the Cab, it is shorter and used for local trucking industries as it could fit in almost anywhere and has a smaller turn circle Flat top: One of the most famous types of trucks in the 1980s and early 90's. These trucks has sleepers that has flat roofs. Cabovers: A very old design of trucks used way back then in the 80s and 90s when road regulations on truck length wasn't harsh one many states. Logging: These are the types that could plow through large hordes with ease, they are city trucks equipped for the harsh muddy roads of the Mountains. Large bullbars and headache racks. Mostly seen in Day cab with the headache rack behind the cab to protect the driver from the Logs his hauling. Military: The military uses many types of Civilian trucks converted for military use like the M915A5. A Freightliner converted for Military transport. Day Cab 1978 Peterbilt 359 Flat Top 1984 Peterbilt 359 Cabover 1994 Freightliner FLA Kenworth T800 Logging truck, the thing you see behind the cab is what truckers call "Headache" rack. United States Military M915A5 with a M1015 Flatbed Trailer (If this is too modern, there is always the M35 Semi used way back in the 70s) The benefits would be great for anyone. A truck could travel a thousand kilometers in a single tank, large hordes would be nothing as you just plow through them with a trailer, and it would be good as an intimidation to players on the road or walking along it. But one should always remember that trucks have air brakes, so you cannot just be constantly be tapping the brakes since it would lock and would take a lot seconds of revving up the engine(It is to pump air into the brakes) to unlock. They would also be noisy, and more noisy with the trailer jumping on and on in tight turns or just from speed. TRAILERS In terms of trailers, the usual 48ft Fontaine Flatbed and 53ft Wabash Dry Vans and 48ft Refrigerated Reefers you see everyday should be scattered on Industrial areas, these are their Pros and Cons: They would have large utility, but are hard to use since if you do not have a Semi truck, they cannot be moved. Replacing their tires would also be hard after a Month into the survival since they also use the same size as the Semi trucks. Hooking up a trailer would also be a hard thing if you do not know which airline to attach and how to hitch the 5th wheel. Though the creativity that could spark if you have a 48ft Flatbed, you could turn it into a house, towed battlewagon, and car/parts/object carrier while the Dry Van would serve the same purpose just excluding the battlewagon but instead as troop carrier or a more enclosed house or moving storage facility. The Dry Van could be used as a temporary or permanent blockade since 53ft is a very long length and could block off Highways and entire entrances to towns. The Reefers(Basically large fridges) could be used to freeze captured players to death or store large amount of foods. But it has a Generator and would need to be attached to a Truck to work properly. These trailers has the ability to "slide" their axles to balance out the weight, but since this is the Apocalypse, they'd be just there as an option if you want to slide the Axles backward. Examples: Wabash 53ft Dry Van trailer Velocity Fontaine 48ft Flatbed. The one on top is a Dropdeck with Spread Axles Here is a link to how Axles slide on Dry Vans: Now for the more complex trailers like Bulk tankers and specialized trailers, these should only appear in specified areas like construction sites and Gas stations. There are multiple types of Bulk Trailers and you'd see. I'll just post a picture since it would be complex to explain it all. The examples I'll use are from a Tanker Company named Polar Tanks. I don't know all the liquids they carry but the examples I could give is: Petroleum: Used to store Diesel and other types of Gasses. Up to 80,000lbs. Dry Bulk: Used for Cement and other types of Construction materials that are in liquid form. Chemicals: Used to haul dangerous chemicals from factories and is often called as the most dangerous type of trailer as if one could leak, an entire town could die. I cannot explain the others as my American Truck Simulator knowledge on tankers ends there, you guys might have to ask actual truckers on what they do. Here are more types of trailers: Wilson 42ft Grain Trailer, these should be found in large farms. There is two types of Dump trailers, one that is called "Side" Dump trailer and "Full" Dump Trailer, here are examples: EAST Full Frame Dump Trailer JET Side Dump Trailer And here is an example of a "Lowboy" trailer: JET Tri Axle Lowboy trailer, these are used to haul Construction equipment or just heavy vehicles in general. Thanks for looking into my suggestions! Keep doing great Devs!
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I saw the dice on twitter and thought randomly if there was a comic book store, and since there is none heres my input.
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There's no vehicle icon for the mapping function. PLEASE add one! Pretty please with zeds on top.
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What if they added fire alarms to the game Most places at the time had them and if theyre triggered somehow it will set off an alarm and attract all those zombies and soak ur clothing plus it downgrades molotov cocktail use