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  1. First I'd like to state, yes I know this is the wrong forum to post in, however, the website was not letting me post to the proper forum (Suggestions){Box was grayed out and unable to be clicked on}. With that in mind I continue... I've had a couple of times where things just get a little to close together and need some distinguishing... i.e. Disassembling needs to be more specific. > https://i.gyazo.com/291fad73b24cc63a02e8f55cf65a736b.png This photo is just a simple example of what I'm trying to explain. Adding the name of what you are trying to disassemble would make it faster and easier to work in the game.
  2. So, I got to thinking of some things that would be awesome in regards to the chat system that I know that is being worked on. So here is my list of features I know I would really like to see. Name colors able to be assaigned by admin. - Preferably, this would work on a system much like how minecraft does it where it does it by groups. For example, default, admin, custom group 1, custom group 2 Font Colors able to be assigned by admins - much like name colors, only for the text itself. Ideally, it would be best if these colors could be assigned via a command and by a config file in a server Looks good and adds flavor to the game Allows admins to even assign their own name colors unique to everyone as well as chat color to be seen easier in a wall of text Chat types - whisper (pm), whisper very short distance, talk (normal distance), shout (longer distance, global Chat Windows - defined much like how in WoW you can define what you want to see in the chat window with tabs. ie - Tab 1 - whisper, talk and shout only, Tab 2 all chat types Chat type memory - with the addition of chat types by distance, the ability like many MMOs to do /s (say) /shout, /g, etc and have an indicator right before the text box to say what "channel" they are speaking in that remains as such until changed. Customizable chat box background opacity Admin - When an admin types in chat, it says "Admin" before the name Quick and dirty example of my thoughts....
  3. Hello, I am speaking for both the community and the Dev's, could you please add an Official Test Map for your latest updates ? For example a large parking lot with all vehicles having a place to spawn and such, different types of roads, terrain, etc. Zombies to roam a side of it, and a bunch more. Would love to see that kind of a test map. You could get a lot of information out of it and we could test all kinds of bugs and, fps decrease and other issues that pz needs fixed and as such I think it would be a good idea to be able to test the new features on a such said map. We could have trees to crash in or to chop, a mechanic shop filled with the parts you need to test out anything else and so on. That way it would be easier to test and see where problems arise. Below is a really poor example (really poor) but I think that everyone gets the idea. We can test houses, how the rendering will affect buildings and such and vehicles. We can have a dense area with a bunch of houses, a bunch of two story buildings and then just normal country road. Tight curves, intersections, etc. We could basically do a lot of stuff on it and it would be a fun way for everyone to test out new features before playing or if they are willing to make the game better and report anything unusual. This is just a suggestion but I hope it will come true. A cell or four at max would probably be enough for the car to accelerate, do leaps and anything like that. Please think it through and share your opinions with me and anyone else.
  4. Hello there, Indie Stone staff and PZ players. My suggestion is: lets boost the PZ development together, by giving TIS more money, so they could hire more programmers, and be more rewarded for their work and thus be more productive and happy while being productive. Explanation: PZ saw the light of day in 2013. It's been 4 years now, since i've bought this game. Since that time a lot have changed, but there's still a lot to be changed, and some of us (i've conducted a poll between me and my friend, and the opinions was 100% positive) think that PZ could use some extra developing speed, because, you know, it's been a year since the new 3d models was promised and all that... So i came to understanding that i would love to give another 15 - 20$ to support great developers team and one of the most unique games on the market. I mean, come on, 15$ for 4 years of playing (and ongoing development), that's just come on. Core: The Indie Stone, consider making a gofundme, kickstarter, or any kind of crowdfunding event, where players who want to do it, could express their gratitude for your work and boost the development of this great game. Disclaimer: please note that english is not my native, be forgiving.
  5. I begin thinking and wondering can we give your charachter the ability to tag the house . For example if you already looted the house you wont forget by tagging it( like grafity on the wall or on the ground. Because I think when NPC is (finnaly) released then we would have a hard to time to understand which houses are looted , stoked or used as a shelter . At least it's my train of thought.
  6. Hello all. First of all, sorry if this thread is being discussed somewhere else. It surely isn't the most original idea, I know; but I think, as the title says, that it would be really awesome if the game had this classic rpg styled inventory, when you could drag items and see their shapes in a lot of sizes (tiny sized items like rings or sugar, I don't know, or bigger items like a shotgun). It would be very fantastic. Please Devs make this thing real. The actual inventory is pretty dull.
  7. Hi, recently started playing again. Trying to sleep I lay pondering. Let me see if I can remember it all. Real time. How come this isn't default? There is the speed up buttons for those moment where it takes a long time. Item transfer delay would make more sense as well. (supported in sandbox) Not being able to carry almost anything without a container of sort. It would also be nice if you could use certain items from your backpack without the item appearing on you. Taking a pill for example. This includes fridges. More positive traits possible. Somewhere around the general guy would be nice. Whenever I make characters based off my friends, it usually ends up with them having too many positive traits to be able to play. Your body turns more food into fat when you sleep. Do you gain more weight if you go to sleep on a full stomach in the game? Temporarily feeling sleepy after decent meals. Decreased stamina after large meals. More strength makes sense. Feeling tired rather than sleepy after digging. Watering is such a bore. Garden hoses would be such a relief. At least when there is still water. Rotating sprinkler. (needs garden hose) Tall and short body perk. Metabolism. Your body will save more calories if you are not getting enough food. Extreme weight loss also turns down your body's metabolism for many years regardless of the amount of food eaten after. To be able to drop worn backpacks to the floor. (right clicking) Being hungry should decrease your ability to learn. Same goes with being tired. It feels like being full goes away too quickly. The ability to use spoiled and rotten food as fertilizer. I know you guys have said no regarding bathroom business, but have the topic regarding watering and fertilizing the fields with your wastes been brought up? Activity takes more calories, but you feel less hungry while in the midst of it. You feel more hungry after, though. Food after activity helps build muscles. Some food are more effective than others at this. Swinging melee weapons indoors would be unwieldy in rl. Buildings may be more suited for firearms. Buildings would also reduce the distance of the sound being heard. Weapon magazines. Useful for handling and maintaining weapons. The weak trait penalty is too great. It should be worse to be frail imo. I would consider myself weak because I have little upper body strength. Doesn't reduce my ability to carry heavy backpacks that much, though. Upper and lower body strength traits. Body type muscles traits such as strong and endurance. Most food should reduce thirst. The body absorbs a good amount of water from food. Allergies. Ash from biologic sources, such as wood, make fine fertilizer. Night owls and morning bird traits. I really miss seeing the ability to sterilize rags by cooking them. Filling pots or pans with certain liquids. If you for example put alcohol or disinfection on a bowl, then you could put rags and bandages in them multiple times. Staying warm by sleeping in bed. Keeping food cool by digging it down. Symptoms such as nausea and fever helps your body combat diseases. Being able to survive the zombie plague. This doesn't mean you are immune as the plague can create new strains over time like the flue. Cannibalism. Zombie meat might even be safe if you prepare it properly. However, prolonged cannibalism gives you brain damage. Weapon traps against invading survivors. Shotgun tied to door for example. Risking death by eating too much after starvation. More suggestions may follow.
  8. I have a suggestion. In the Pizza Whirleds there are big menu signs. I want to build a Pizzeria so I want to be able to take those menu signs and put them in another location, but you cannot currently dismantle them and carry them. I know they're bigger than one tile, but so were the drawings in the Kindergarten, and they were split up, so it could be done for the Pizza menu too. Any chance the pizza menu can be split up in three or two pieces (Depending on how many tiles it is) so that we can take it? It would improve my experience a lot!
  9. Here is a list of my suggestions... I don't really know if I should divide them into groups and make multiple threads. I would like to get lots of feedback - both positive and negative - as long as insults aren't included. I know its a very long list of suggestions, but in my opinion, some of them are pretty nice ideas for the current game. 1. Different character sprites for different body traits. (Obese, overweight, underweight.) - I understand this is too much work for too little outcome. (Because of different clothing and upcoming updates.) But it is one of my most wanted suggestion... 2. Changing primary/secondary hand to right/left hand. - During character creation, the player has an option to choose between right-handed and left-handed. - Depending on the player's main hand, a wound to that specific hand/arm will have more penalties than wounds to the other hand/arm. - Holding a weapon can be done in either both hands, main hand or sub hand, with best to worst weapon performance in that order. (This will affect gameplay during injuries/amputation.) 3. Ability to sit down - on the ground, on chairs, on benches and on beds. - (With a 1 second delay for both sitting down and getting up.) - Sitting down will replace resting and will have the same effect but with animation. - Sitting on the ground will have the minimum effect with beds having the maximum effect. 4. Ability to lie down - on the ground and on beds. - (With a 2-3 seconds delay for both lying down and getting up.) - Lying down will replace sleeping and will have the same effect but with animation. - Lying on the ground will have the minimum effect with beds having the maximum effect. - Waking up will make the screen blurry for about 5 seconds. (From the black screen) 5. Push-able objects - such as shopping carts, trolleys, strollers and wheelchairs. - Can carry lots of items with reasonable speed but with a lot of noise. (Loudness is proportional to the weight of items in the object.) - Wheelchairs can be used as a future vehicle for survivors with leg amputation or leg fracture. 6. Sprites for bags - for equipping on the back, in primary and in secondary. - Different sprites for each bag. 7. Sprites for carrying heavy objects - such as generators and corpses. - Different sprites for each object. 8. Sprites for character's injuries - scratches, bites, wounds and deep wounds. - Different sprites for each wound on each part of the body and a different moving sprite for fractures. (This helps in multiplayer for doctors/nurses to be able to immediately take action.) - Sprites for bandaged wounds and a different moving sprite for splinted limbs. - Sprites for dirty bandaged wounds. - Blood stains on clothes when worn above the wounds. 9. Sprites for blood stains on clothes. (Similar to blood stains on the walls and the floors.) - Blood stains on clothes from fighting zombies. - Blood stains can be removed from clothes in a similar way to removing them from walls and floors. 10. Craft-able and loot-able items to avoid getting wet. (From the rain.) - Umbrellas that can be found as a rare item and makeshift umbrellas. - Both umbrellas can only be used while holding in either primary or secondary. Holding them will reduce walking/running speed and have view penalties. - Raincoats that can be found as a rare item and makeshift raincoats. - Both raincoats can only be used while wearing. Wearing them will reduce walking/running speed and have view penalties. - All four items will reduce durability for time spent in the rain while holding/wearing them. The amount of durability from highest to lowest - umbrella, raincoat, makeshift umbrella, makeshift raincoat. - Umbrellas and raincoats cannot be repaired but makeshift umbrellas and raincoats can be. - All four items will only increase the time for each stage of getting wet. The amount of time increased from highest to lowest - raincoat, makeshift raincoat, umbrella, makeshift umbrella. 11. Decreased running speed while walking/running in the rain or on snow. - Rain boots can be found as a rare item to be able to walk/run at normal speed in the rain. - Snow boots can be found as a rare item to be able to walk/run at normal speed on snow. 12. Rename-able clothing. - Some of us like to collect different colors of clothing for cosmetic reasons, and being able to rename our clothing would be a nice add-on. - This feature would also remove the stacking of clothing, which would make it easier to see the color of each clothing. Thanks for reading, and again, any feedback is very much appreciated. Please let me know if there are any suggestions that have been mentioned before, and/or if they have been either approved or declined by the developers already. Cheers.
  10. It'd be nice if in one of the more urban areas you could find a plant nursery with seedlings, saplings, cuttings, and all the other sources of rare fruit you could want. The catch? You'll need to get there before the power gets shut off, because the automatic watering system will only last so long, and allll those rare plants will die without water. You'll never taste a banana, orange, pineapple, lemon, or avocado again...unless you can get in, get the sprouts and seedlings, and load them into your car before the zed get there. It'd also have big stocks of seeds, shovels, trowels, watering cans, spray bottles, fertilizer, pre-made mildew and bug spray, and everything else you could want to stock your little backyard garden. Planting trees would take a year before you'd see any result, and you'd need to plant the tropical trees inside a two-storey greenhouse for them to survive, let alone thrive. But you could stay a happy gourmand, with the last banana palms in the Continental US.
  11. Power Plant/Energy plant - I've noticed that, when the lights turn off, you can't turn them again in a house or in the city, not even with a generator and fuel, I don't know if it's a bug with the generator, it's supposed to generate electric energy to power a house or a place, but it seems that it didn't work that way, just for a fridge, T.V. etc. So my suggestion is, for example to create a new building like an energy plant, it's very common in all cities to have one that feeds all the electric energy in it city, it could be an objective for players as well, try to repair some generators in the plant to fix it and make it work as well, that could add as well new books, like some specialized to the plant control, add a new kind of zed (now with the new clothing/animation system) a plant operator. That could be a hard task, but worth of it in the end. Windows - When you start the game, all the world is completely untouched, but when you progress, practically all the city is totally destroyed, I'm particulary a hard roleplay fan, so we sometimes use to barricade a small fragment of the city and then populate again in our servers, like a safe zone, so, maybe the glass windows could be a great implementation to the vanilla game (since we have wooden window frames but we don't have any windows to put in them, so they are particulary useless) Magazines - The guns has a simple reloading, just press "R" key and if you have the ammo, it reloads totally. I've noticed that there's a 9mm magazine but it's just an adornment because it has no use in the real gun. I'm just suggesting a new and real reloading system, where you have 3 magazines (just for example), with a capacity of 15 bullets, so you need to fill it and go out, if that magazines get out of ammo, then you need to fill the magazines again. I know that using a gun is basically activate a dinner bell, but a new gun system could be great. Asphalt - When erosion starts, you can't get out of it, again, I'm a hard roleplayer so if we are living in a city zone that's barricaded, it's supposed that the community is giving maintenance to the asphalt and buildings, so I would like to see any way to repair that trenches in the asphalt or buildings. It could be useful for construction as well, for example if you're living in the forest, you can put asphalt to make roads (thinking in a big server with a safe zone populated), I've noticed as well that there's no way to reconstruct/remove floors from the ground level (I've set a wooden floor in the road accidentaly and that floor stayed there). Those are my suggestions, just a point of view.
  12. Please move - cant post in suggestions Defcon is a game by introversion (the guys who did prison architect). Players participate in cold war-like nuclear warfare on a risk-like map of the world. As time goes on the defcon level moves from 5 to 1 where different global rights become available. Players can adjust the game speed where the minimum speed between players is current game speed. So if Player 1 has speed set to 2x and Player 2 4x - the time will only go up to 4x when both players set speed to 4x. Vice versa - time will go back down as soon as any player lowers their setting. Two suggestions 1: as explained above everyone can "vote" are current game speed which will jump up and down based on common player setting within server 2: for a sleeping solution a player can indicate "ready to sleep / X hours" (admin can choose whether or not this shows up globally) where no one sleeps until everyone sleeps. as soon as one person wakes up so must everyone else fully rested or not. obviously there are challenges and drawbacks that arise in various settings might be something to consider nonetheless sorry for long post, wrong section, poor formatting cheers! Bensk
  13. What would a zombie apocalypse smell like? It probably wont be a very pleasant sensation to be honest, but I think a game like Project Zomboid could use a bit of realism like this! I feel as though the incorporating of a smelling mechanic would be pretty interesting to experience within the game. When I was thinking it through, it would be included as a moodlet that the player has. When in close proximity to rotten food in containers or on the floor, this example of a moodlet would appear: Stench: "smells terrible here" It could have varying amounts of severity depending on the level of rot: "smells a bit bad" "smells terrible here" "smells absolutely disgusting" These are just ideas of of what they could display. Being around something that stinks could also prompt the already existing "queasy moodlet" when staying in that area for a while. Of course, a very useful way to find out if food could be going bad. Another small and maybe a far out suggestion for food items to have an option to be smelled. This could also help in a way with the new nutrition system. Though this could be a bit primitive, zomboid is all about realism and when surviving in apocalypse, we will use all of our thinking ability, power and sensing to stay alive. Which leads me to another very important aspect that can add to the zomboid experince. Smelling zombies. You know that feeling when your raiding a house with your fire axe in hand, opening each door of this seemingly quiet empty house very carefully, and suddenly a zombie comes at you from a sharp corner without any sort or warning? Well what if you were alerted to its presence before hand with that beautiful thing between your nose? This could possibly take away from that absolute shock when raiding, but it will add much much more to the experience. In addition, as another suggestion, each zombie will probably emit a varied "stench zone". Perhaps the decomposition of a zombie will stink more as a fresh zombie will not. I was just thinking about how the recent addition to 3d sound to the game could also work as 3d smell. (which in retrospect sounds silly) Hordes, as you can imagine, will also smell terrible and probably emit a larger "stench zone", alerting you to their presence even if you can see them straight away. Imagine your on the first floor of a quaint home and you've cleared it pretty well, but you "smell something absolutely disgusting". this will give you an indication of something waiting upstairs, which in my opinion would make this game just a tad bit more immersive. In addition, this will give more insensitive to clean out home bases or general spaces that you need clean. In conclusion, smell will help overall with the zomboid experience in my opinion. Not sure though.
  14. Something I've noticed in the time being away from PZ and returning to it is that drinking water from containers has been substantially changed: 1) You can now no longer drink water from a water bottle (or other portable water source) unless you are thirsty. 2) If you have water in your main inventory, you will automatically consume it when thirsty. While this is good for reducing 'busy work', it feels very unintuitive and indeed counter-productive to the game's otherwise 'hardcore survival' feel and gameplay. With calories and such now being added, this ramps up the 'push for realism' even further, yet we have a very 'game-y' auto-drinking system in place. Of course, I'd not want to see this removed or changed back because I'm sure a LOT of folks prefer the new way of handling this, however I'd propose the following changes would be a big improvement and a good solution for those who would prefer something more realism-based: 1) Allow drinking manually from water containers even when not thirsty. This would IMO have no impact on the game except removing an artificial barrier that reduces realism and player involvement. 2) Make 'auto-drink when thirsty from water in main inventory' a setting toggle under 'Settings', the way we can choose how 'realistic' we want reloading, etc. to be. (TLDR: bold text is the suggestion, above is just reasoning for it) 1 can be done simply by removing the thirst check in 'ISInventoryPaneContextMenu.lua', I found. 2 would obviously need more code implementation, though I don't imagine it would be hugely complicated? I'd welcome feedback from the devs as to whether this is possible or not.
  15. I'm a bit confused why this isn't already in the game, given the point of Sandbox is to let us set things up however we like. We can set 'Instant' but not 'Never' for when water and/or electricity gets shut off right now. Would it be possible to please add a 'Never' option for water and electricity, so we could have them never shut off if we wish? Obviously this would *only* be a Sandbox option, not something for regular difficulty modes or challenges! Hopefully this would be very easy to implement and give the player more choice in setting up their Sandbox games as they wish (for roleplaying terms, it could be that your game area is in a 'quarentine' zone where power and water are suppied from outside since the rest of the world is uninfected).
  16. Currently, if you make a profession add a 'free' trait that isn't a profession-specific one, it can still be manually removed by the player (thus creating a second duplicate of the trait in the list). This is a problem when we want to mod in our own professions that add existing traits. While there could be other ways aroudn this, it requires modifying large amounts of code, and some that cannot be modded, so... Would it be possible to make it so that *any* trait added for 'free' by a profession was 'locked' in place and unremovable when added in this way? That way, manually adding - for example - the Graceful trait would allow the player to add and remove it during character creation, but a profession that added the same trait for free would *not* allow it to be removed unless another profession was chosen? This would be a big help too if someone wanted a profession to add a permanent 'negative trait' ("Pensioner" = low vision, for example) too. If this requires a huge effort in the game code, I understand not doing it, but if it's a fairly simple change, could this perhaps be implemented?
  17. It'd be pretty nice late-game to have a glass skylight to light up your house/room on sunny days and moonlight nights. Problem is, so far as I've seen there's no way to remove glass without breaking it. So why not change that? Bring knife, cut polyurethane/tar free, receive Glass Sheet ready for use. Maybe require more than one sheet for skylights like the one on the Convenience Store near the medical office.
  18. Basically, it'd be nice if you could actually sit in chairs. Maybe give an effectiveness bonus to resting, or add rest time to crafting and other tasks to remove Worn Out status faster.
  19. Namely, I'd like to see what a given player or zombie is wearing/carrying. Not everything, mind, but if they're carrying a bag, a weapon, et al; it'd be nice to have an indication. There'd be limits to this, of course. Weapons/items in hand, but only weapons and containers-there's no need to add a 'held' sprite for literally every item. Guns would be tucked into a pocket or holster, and shotguns with strap would be displayed strapped across the body. Various backpacks could also be rendered on the back. This'd make engaging the zed a more tempting idea; you see one carrying a duffel bag shuffling brainlessly in the middle of a small pack and go..."What's he got in there?" Early-game when finding a container matters, it'd be reason to engage the zed at all-because they've got a Big Hiking Bag, dammit! A little extra work, but not too much, I think; the code should be there, needing only a little tweaking...but then I don't know what the item display code looks like.
  20. Since I'm getting into PZ again, I thought I would make a suggestion. I have already seen all 3 of the things that I am about to suggest listed on this forum, I just thought I would back their ideas and show my support without resurrecting 3 separate threads. Keep in mind that I do not have knowledge of the entire change log, and since I have only recently started playing, I may be rambling on about things that may already be implemented into the game. Problem- I feel like the chef profession, along with the cooking skill in general are bad trade-offs in comparison to other skills such as carpentry. While it is nice to be able to maximize food potential, I don't feel the need to be a dedicated cook, since you can easily find foods in town, grow them in your garden, go fishing, or be a trapper. While being a chef isn't necessarily bad, I feel like there are many other professions which trample over the usefulness of being a dedicated cook. Solution- I would suggest giving a player with a high cooking skill the ability to create foods with certain perks or bonuses, with potency based on cooking skill. This would allow a dedicated chef to prepare his group with certain foods that would provide temporary buffs such as reduced panic, increased strength, better accuracy, and increased stamina. Problem- Foraging is a very nice, and welcomed addition to any survival game. I feel like foraging has its uses, but it could be so much more. I feel like alone, foraging isn't something that would make a man rich, however I feel like it should be a means of substitution for other professions to acquire certain products (Albeit diluted products) that are difficult to find otherwise. Solution- Foraging should be a skill that also benefits either the group, or another profession. Adding a few very basic herbs to the game (Such as Aloe, Chicory, ect.) would allow a high level first aid player to treat minor wounds, and make a diluted substitute for other medical items. This could also apply to other professions, such as cooking, fishing, and trapping. Let me know of your thoughts on this.
  21. Firstly, I realise there has been work done on zombies grouping together and moving about. It is really good, but there is still a problem, and this is it... The first part of the game is intense and challenging and fun. It is also great fun collecting supplies, hardware, etc. and building yourself an well defended base and trying to settle down into a livable, self sufficient lifestyle. That is fun for a while just surviving. But then what? Times goes by and the game becomes boring and monotonous. Plant crops, go fishing, set traps, eat, sleep, repeat. There really is no challenge anymore. You have built a carefully planned, well defended fort but for what? The defenses you spent all that time and energy planning and building are never actually tested. The odd zombie or three turns up once in a blue moon banging his head on the wall and that is easily taken care of. So, my suggestion is that later in the game, zombie hoardes start migrating out of the urban areas. Slowly in small groups at first, and as time goes on, more and more frequently and in larger groups. It can easily be explained. They have simply run out of food (as in people or rodents or whatever) in the urban areas. Everyone is dead. So they instinctively and mindlessly start migrating outwards looking for food. Especially once the power goes out. There are no lights or sounds left in the cities to keep them attracted to those places. But on a pitch black night, even a campfire casting a feint glow on the horizon a long way away may bring unwanted attention. So it works as far as the "story" goes, but I think it would also dramatically improve the gameplay and fun factor later in the game as the fort you built will actually get tested. I am not suggesting that you are under constant attack ever. The farming and trapping and surviving in the wild part of the game is great already and I am not saying turn it into a constant hack fest. I just mean that every once in a while a large hoard of zombies might stumble across your fort meaning you have to take time out a deal with the situation. For example, maybe they start migrating out in small groups once the power goes off. So maybe once a week you get a group of five to ten zombies stumbling across your camp. And as more and more time goes on, the groups get larger and more frequent. I am also not suggesting your fort gets over run (maybe really late in the game, as a year or more later, forcing you to flee and complete restart). I am just suggesting that it actually gets tested. You get to appreciate all the hard work you did when it successfully keeps out a large hoard of zombies.
  22. I posted this on Reddit's /r/ProjectZomboid Subreddit and was told I could post it here so I thought I would copy/paste my suggestion right here and see what people (and hopefully the devs) think about it. "Hello /r/projectzomboid[1] I came here today with an idea or suggestion for the sense of a more in depth game. A few days ago I sprained my wrist and honestly thought I could leave it alone till I realized that it made blue collar jobs a lot harder. I couldn't lift anything heavy due to the pressure that I would apply to it causing massive pain. I could barely grab certain things from drinks to large pieces of sheet rock, Glass panes, or cinder blocks. So I had an idea to possibly implement this in the main game. I figured that you can sprain your wrist from injuries while climbing or even falling (as you would a sprained leg.) Having this negative status effect would cause you pain (possibly random) while eating or drinking or even slower process of it. You can't carry more then your character can carry (18 if you use the Strong Perk) and barricading/building is impossible and it takes 48 hours to fully heal. . . you know, if treated correctly by wrapping it in a bandage or splint to help keep it immobile, applying ice (or coldpack that comes in the Hydrocraft mod) to the wound to help relieve swelling and pain. I know that it might be a stupid thing to include, but I feel that it could add a bit more depth and possibly have players be a bit more cautious. Then again it could just be a stupid unneeded feature that I can fantasize about. Thanks for reading my ramblings thus far hope you have a great day!" Again thanks for reading and I do hope you enjoy the idea
  23. I think the idea of a special blend of zombies, or having the option, would add surprise and jump scares and give all zombies a bit more of a unique personality - even if its randomly generated. Each zombie on the map would have a randomly generated set of variables set to them from the drop-down list when editing zombies. Some will have bloodhound in terms of smell, while others would have normal or very weak smell - others would be fast shambles while a small group could be sprinters. (for lag/management reasons) I believe this would add variety, make scenes and encounters more dramatic, movie-feel, and more surprising as you won't really know WHAT you might encounter other than zombies afoot. I believe this is also easy and quick to implement since it's just randomizing the zombie's stats to create a mixed bag of different "unique" zombies. Tell me whatcha think, or just "like" this post. Even if it doesn't get added, would like to see if the community thinks its a good idea regardless.
  24. So playing around and surviving for a little bit (2 months to be exact) got me to think a little bit about the area I was surviving in, that being West Point and after looting pretty much the whole city dry and seeing everything there is, I just thought of something that could be added, would fit in with the lore and make a survivor's life a bit easier, though it was a bit too obvious so I thought it must have been suggested before, but after skim-reading around a little bit I havent really tripped over it, but if its around I apologize for repeating it Hunting crossbows Yep, not very original I imagine, but hey I dont know why such weapon isnt really available already, the idea would be pretty simple, mid-range, silent firearm that would allow you to take care of those pesky deaders that are so inconviently in your way to loot and oddly close to a horde that you could just sneak past, if it werent for that one annoying strangler. As far as lore goes, West Point has a gun store specialized in hunting gear and in my personal experience these tend to have not just guns, but also hunting bows and crossbows if you are into that, so the loot spot would probably be only it or the shooting range a bit to the east or one of the few hunting cabins in the woods around if you wanted to make them really hard to get. Ammo-wise it would be pretty simple to craft together a stick and a sharpened rock (it would give use to those things aside some very basic tasks that you can use actual tools for anyway). And for the sake of balance it would be either a single shot weapon or you would have to rack each bolt after shooting with a relatively small capacity, lets say 4-6 bolts max. So efficient enough to take one or two guys out and be on your way, but nothing to be killing thousands with and it being silent it might just be your best friend once you find it. You could even be able to make a hunting bow after all, that would take just a few flexible branches and a bit of twine that could work the same way, but be just the poor man's choice instead.
  25. Soooo i'm curious about adding new skills. Or better said replace carpentry for more suitable skill like Builder, or Engineer, or... i don't know name that covers all the things player can made by himself... Maybe Handyman? There is a mod, where player can create almost any building that you can see in the city. But i don't really like mods that adding many things in this game, because of so many releases and mod compatibility, even one can be lost in many mods in some future build, where some mods would be added into vanilla. So why not add it into vanilla? I really, REALLY would like to see that player can made things out of metal(no more nails-hungry in survival mode), or making glass windows. And adding feature of making roofs(without making stairs build before, scaffold kit would be needed). And if making glass works are too much, so at last being able to disassemble windows from neibourhood houses and add it into your house/fortress. Oh yes, another idea just now popped out. Disassembling. Wooden walls, doors, floors... and destroying things with sledge into visible rubble, where something usefull can be, if lucky. Another idea is... TIME. And DATE. IRL human can't know, what time and date is now, without watches. I saw digital watches once in great mall, so... Why don't take out time and date from the upper right corner? It will be more realistic. And give watches a purpose. Wearable loot. If char find watches, from that point he can have his upper right corner back. Another thing... different looks of zeds. Bodies. Some skinny, some obese... even char. And more clothing types, like for example raincoats, jackets, necktie, uniforms/overalls...
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