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  1. My fellow zombie killers, PZ is a great game. The risk of getting an infection from a scratch even when you are geared up and cleaned most of the map is always keeping you on your toes. The hardest part of the zomboid is the beginning of a new game. With no decent weapon, low weapon skills and no pre-cleaned corner to back up can seal the deal even on your first day. Using fire to clean an area was a viable method, before the IWBUMS branch hit build 31, example https://www.reddit.com/r/projectzomboid/comments/2a78he/i_love_the_smell_of_burnt_zeds_in_my_first/ As you see, fire did a quick work of a horde in previous versions. You could even loot the corpses after the fire was over. But the change; Build 31 -> Reduced a lot the dmg of fire on zombies has made this approach obsolete. In my current tryouts, zombies take minimal damage from fire. I've even seen ones burning, went to a 6 hour nap, went to check and seen them still standing there, burning Also in earlier builds, finding a frying pan or rolling pin did save your life. Unfortunately, those weapons are not "that" good in the new versions, because of the new skill/stamina system and zombie behaviour. Build 30.12 -> Zombies now clump together into groups more. In other terms, zombies now not only react to the player made sounds, but also to the other sounds zombies make. The sounds they make while chasing you, when detecting you, and while being killed by you can quickly gather a horde around. A group of 2-3 zombies can easily ruin your first day, if you are not wielding an axe / nailed bat. The hard-part here is; while dealing with multiple zombies, you cannot deliver high-damage ground hits, simply because there is always some zed on their feet chasing you. And longer the process goes, more zed are attracted to the point. So, with the fire out of the question, and the inferior swing weapons (plank, nailed plank, frying pan, hammer, baseball bat) not closing the deal fast and effective enough, what to do? The answer is; butter knife, kitchen knife, screwdriver and hunting knife These weapons are risky weapons to use indeed. They have no knockback, even inferior damage compared to swing weapons. But they have an alternative attack, called in the game code as ** "CloseKillMove = Jaw_Stab" **. This is an instakill move, and performed appropriately, is even more effective then wielding an axe in the beginning of the game (low skills, low stamina). Long story short, here is my "how to" and "rules of engagement" while using those closekill weapons. 1-) Stand still, hold aim. Let the zombie approach you. When the zombie attack animation begins (the zombie head will bob towards you) , hit your attack key while facing the zombie. DO NOT MOVE BACK, AND ONLY ONLY ONLY BEGIN YOUR ATTACK AFTER THE ZOMBIE STARTED TO ATTACK YOU. There is a half a second window you need to attack, before you take damage. Check your health panel afterwards. When correctly performed, you stab before the attack is complete, and you shouldn't be damaged (health=OK). After you get the hang of it, you can start to practice on multiple adversaries or while on the move (move in & stab). Thick skinned and construction worker (previous versions) will help you during your practices. 2-) Kitchen knife = approximately 15-20 zombie kills, butter knife = 5-6, screwdriver = 50-70 and hunting knife = 150-200. Plan your cleaning accordingly. 3-) When engaging multiple adversaries, do not attempt to stab unless there is "at least 1 body length distance between adversaries". That distance will allow you enough time to prepare for the next zed in the queue. 4-) Do not sneak in and stab one, if there is another zed next to it. Instead, try to seperate them by your footstep sounds, or getting yourself in the desired target's cone of vision. 5-) Beware of the change of motion speed some zombies have. While walking towards you, they may raise their hands towards you and have a speed burst. This type of zombie can catch you off guard, if they are next in the queue. If you are not sure about the following zed's speed, try to have at least 2 body length distance between adversaries. 6-) In some point, you'll have 2-3 zeds clumped together, and they have the same movement speed. In this occasions, try to seperate them. Jam them around a tree to slow some of them down, get close and check if one of them is the "arms ready to grab, speed burst" type, sneak around the corner of a house and approach from the other side. Usually, letting them chase you a bit will spread them in a nice, stabbing queue. 7-) Another tactic may be equipping your swing weapon with "1" key, take a swing to pushback / knock down some of them, in order to seperate groups. You can equip your stabbing weapon back with "3" key and contine the fun. 8 ) Collect every butter knife, kitchen knife, screwdriver and duct tape you can. Hunting knives are very rare. You cannot repair screwdrivers. You can repair kitchen knives using duct tape. Only repair when the kitchen knife is broken (for max durability restoration), and do not repair a knife 3rd time, if you are not desperate. 9-) Feel free to ask anything if you didn't understand something I've mentioned here. English is not my native language, so there may be some grammar issues TL;DR: Common blunt weaponry lack the effectiveness to deal with zeds in the beginning. With a little practice, results of using butter, kitchen, hunting knives and screwdrivers with "closekillmove" is an effective and easy to reproduce method. Note to game producers: We need some craftable/forageable Jaw_Stab weapons. A wooden stake comes to mind PS: I made a mod that adds crude stake, wood stake and fire hardened stakes in the game. Feel free to try/give feedback or suggestions about it Link updated for my wooden stakes mod. Here you go! http://theindiestone.com/forums/index.php/topic/13355-wooden-stakes/
  2. I'm currently watching Cry play The Last of Us on youtube right now, and since the second game may have been revealed I thought it would be a cool idea to make the zombie skins look like Clickers and regular zombies. Jut a thought I had that I thought would be cool.
  3. Hi guys I've spent 2 days playing and I love this game so I thought I could make something for you so here it is (I'm pasting the URL) http://s5.postimg.org/dy2qet0qv/Zombi_01.jpg
  4. Zombie Life! (24/7 US PvE Server) *Now with the Walking Dead Prison!!! Server Status Status : ONLINE (the server is whitelisted as of now! Please join teamspeak or message me to be added) Address: 198.12.65.34 Port: 16261 Teamspeak 3: chi-voice2.fragnet.net:10069 Website: www.zombielifepz.enjin.com The Walking Dead Prison Get ready for some serious excitement. Community member Leolvanov did an excellent job at creating TWD Prison so I have added it to the map. It is located just north of the logging company in Muldraugh, KY. The players now spawn at the prison. This is a safe zone and PvP is not allowed unless an event has been created. This area will be dense with zombies so it is best to stay inside if you spawn here. You can always venture out, but don't say you weren't warned! Please feel free to join us in the fun. Thanks and take care!
  5. 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.
  6. Hello, now I was sure this would be suggested at some point or another, but I haven't really seen it around in suggestions anywhere, if it was I'm sorry I did look through the list somewhat. Anyway, I was thinking, anyone who survived for decent amount of time currently probably would feel the same. So right now once you get set up, build or secure your safe house, stack up food, get a farm going, the game really loses a lot of its former tension and gives you very little reason to go out there again, instead people just hunker down and enter sleep/wake/sleep/wake/harvest/sleep/wake cycle. And there is really no in-game event that really prevents the player from doing that, the threat is suddenly gone. So here is the actual idea, world in the game actually every now and again spawning a horde out of the view of the player or just on the edge of it, that would wander in the general direction of the players safe house and as time went on the hordes would get bigger over time and more resource consuming to deal with, I think it would give people who have survived for extensive periods something to do, something to worry about, something to have to constantly deal with instead of simply hiding in their cubbyhole and never coming out of it, also it would be a reason to get back out there and look for resources to fight back the horde. After all, the game always begins with "There is no hope of survival, this is how you died". Or a little bit less invasive version would be having several hordes on the whole map constantly wandering from place to place randomly, having big numbers(most likely several hundred at a time) it would be something you cant just deal with by picking of one zed at a time, but rather it would be a threat that would exist with a chance of one day arriving at your door, where you would have to sit behind barricaded windows and pray they don't know you are in there. Now feel free to tell me if you like or dislike the idea, I just thought as someone who have survived for months on end and didn't have anything to do, it would be something to spice it up a little bit. And to add last, I did try to play with High/Insane amounts of zombies, to me it really makes the game more of a chore where you have to get out bash a few, rest, bash a few, rest etc. etc. I like the base normal amounts of zombies/survival mode, that you can dodge and avoid instead of having to go rambo every five steps just to get to another house.
  7. Hello. This is a request for a sandbox option. I would like to gather resources, build a safehouse and test it with a horde. Now I can set a starting zombie population. When I set it to low, it will always be low, so I'll get bored fast. If I set it to insane, I won't have an occasion to build anything. Could you add an option, that I could start a new game with lower population and it would increase over months? I think that would be cool. Cheers.
  8. I have an idea for a zombie alarm system (so you can tell if a zombie is near). It would be something like you craft wooden stakes, sort of like what you do with barbed wire only instead of using barbed wire you use some rope or twine and have something like a bell on the end so that when a zombie walks through it, you hear the bell ring. Just a quick idea i thought of, i think it would be a good addition to the game thanks
  9. Maybe be able to pile zombies so that you can form a makeshift wall, but if you keep it around too long (particularly in summer) you are more prone to illness? I.e. 5 zombies = small fence that slows zombies down 10zombies = same as shitty wall/ a little less 'life'? Sorry if this has been posted before!
  10. Greetings Survivors! How do you guys think about putting Zombies in a kind of two states? Let me explain: When you kill a Zombie by weapon, they should be dead for days, weeks.... After that, they should reanimate as state 2 Zombies as bloodless, rotten carcasses. The only way to kill Zombies eternally is to burn them bodys down with fire. Maybe this is a way to make the migration system obsolete and you can do some new sandbox experiments as well. Like carrying lots of corpses into buildings and wait for the horde to awake again. So you can create your own Zombie-Hotspots, create huge graves or turn a whole City into a (true) Safezone. Also: May rain wash away the blood on the streets?
  11. As more of a lore-type question, and a question about zombies in general (not just in Project Zomboid), I just had a thought: Why do zombies bang on doors and windows? Now firstly, just gonna rule out any of the 'smart zombie' stuff, I would never watch any zombie film that has memory-retaining or tool-using zombies in it simply because I find it stupid, it doesn't and will not make sense to me no matter what anyone tries to say. So let's look at the zombies in Project Zomboid, where they will see you inside a building and walk towards the windows or doors (why don't they all push up against the walls?), but they will stop at the window/door and stand there, repeatedly bobbing back and forth trying to smash through the window, however doing this seems like it would require some extent of thought processing: See foodChase FoodWalk into invisible wall (window)Lean back and then headbutt window to create force to smash through Surely a zombie's thought process should simply be to see, chase and eat people, they shouldn't have the ability to know that there is a window in front of them, they should simply attempt to walk through it, effectively pressing themselves up against the glass. Windows would still smash, however I'd imagine that a single zombie wouldn't be able to break through a window by himself, there would need to be a few pressing against it, using their body weight to break through, rather than them consciously doing it. Now this may just be due to the animation they have when breaking in, but it does bug me a bit. The same applies for zombies that vault over fences and through the windows, I don't see how this would be possible, they need to trip/stumble over an obstacle if it is low enough, or get stuck against it until their sheer weight breaks through it. I don't like how they seem to posses the same motor skills as you do. Just my thoughts on this, would like to know how you guys feel about these things! -Ben
  12. fat zombie, athletic build zombie, meat-head zombie, ,skinny zombie, and no legs crawler zombie. Each having its shortcomings and advantages: (in the following descriptions when I say regular zombies I'm referring to the current regular zombies from 'Survival Mode'). - The fat zombie is slower but its footsteps are louder/clumsier (attracting nearby zeds possibly), its attacks do more damage than regular zombies (so its better to keep your distance). It can also take more damage than regular zombies. - The athletic build zombie is faster than regular zombies, slightly stronger and tougher than regular zeds but not more than the fat one. - The meat-head zombie is as fast as a regular zombie. stronger than the fat zombie. And tougher than the fat zombie. - The Skinny zombie pretty much a regular zombie just weaker and more fragile. - no legs crawler zombie, could be the reason they're crawling in the first place (maybe its legs were blown off or it was a handicap before turning), they're stationary so could be placed where you least expect it or on the side of roads...etc. I think such zombie variants are reasonable considering nothing of what I've suggested dwells into the realm of superhuman zombies. There is fat, athletic, overly muscular, and skinny people all over the world. Such variants not only would add more immersion into the game but much needed difficulty.
  13. So I have another topic in the PZ suggestions called "Neat Little Ideas". (Found here: http://theindiestone.com/forums/index.php/topic/10095-neat-little-ideas/ ) Here is one of the ideas I suggested to be implemented into the game, and more, in case anyone would like to make it a mod. For reference, humanoid characters or characters are NPCs, Players, and Zombies. Is sorta shorter for me to write. When a zombie, NPC, or player dies, a blood puddle slowly forms around the body, suggesting they are bleeding on the ground. The size of the blood puddle and how fast it forms would depend on the type of weapon used to kill them and/or the severity of injuries on the body at the time of death. Which one is added, should depend on the games limits. (List of blood puddle size to weapon killed with: Fists: None/Very Small. Fork: Very small. Bat: Medium. Kitchen Knife: Large. Axe: Large, and so on.) Maybe a humanoid character stepping on the blood puddles or other blood textures would give that character bloody footprints for a short time, resulting in interesting player, zombie, and npc tracking. Another cool idea, is that the blood textures should look different, depending how much damage is done. Ex: The blood textures should look gorier if hit with an axe five times, than hit with a fork or bat. Characters should show better blood particles when being hit instead of chunks of meat flying out and blood magically appearing on the ground when hit. Blood particles look somewhat like this: (But it should look more... Realistic, than this example. ) Well, that's my mod request. Get your brilliant coding minds working, and I hope at least one of these suggestions become a mod! I appreciate feedback. Thanks for reading!
  14. I like little interesting things in games that you have to be paying attention to appreciate. Here's a list of some that I will update. Ideas: Comment on this topic with an idea, and I can add one of your ideas. CheezeIsGouda: When a zombie, NPC, or player dies, a blood puddle slowly forms around the body, suggesting they are bleeding on the ground. The size of the blood puddle and how fast it forms would depend on the type of weapon used to kill them and/or the severity of injuries on the body at the time of death. Which one is added, should depend on the games limits. (List of blood puddle size to weapon killed with: Fists: None/Very Small. Fork: Very small. Bat: Medium. Kitchen Knife: Large. Axe: Large, and so on.) Maybe a humanoid character stepping on the blood puddles or other blood decals would give that character bloody footprints for a short time, resulting in interesting player, zombie, and npc tracking. CheezeIsGouda: When a player or NPC has a bleeding debuff, they slowly drip blood onto the ground. Oops, bleeding onto ground from bleeding debuff is already added. -snip-: Have the weapon in your hand slowly break in appearance as the quality goes down. -snip-: I think you should change the amount of blood dripping depending on weapon, into amount of blood dripping depending on the severity of the cut, you could kill someone with an axe, but there is no guarantee it will be a large cut. malankatank: ...It would be cool when you swing the axe and one shot kill a zombie with a head blow, that there is a possibility the head could be lopped off. Also along the lines of that you could hack off a leg (making a crawler (we shall call him Stumpy)) or take off an arm. INoEmo: I think it would be pretty cool if, with some weapons, when it breaks it leaves you with something sharp (golf club stick with a pointy end where it broke, baseball bat handle that is sharp, etc) that you can stick in a zombies face for an insta kill, but you don't get it back. It would be like one last "fuck you" to the horde as they start chomping down on you. Thanks for reading, and please leave some ideas of your own, or any comments.
  15. In a recent discussion on this thread, the topic of whether or not zombies eat only fresh human bodies came up and I made a suggestion for sandbox. I thought I'd ought to put it here to so people can discuss any aspects of it without derailing the other topic further. New sandbox setting: Pickiness! Picky - Only eats fresh human corpses Less Picky - Eats any human corpse it can find, fresh or stale. Not Picky - Eats any corpse or meat it can find, human or animal, fresh or rotten. Omnivore - Will eat any food it can find, vegetable, human, or animal, fresh or rotten. Progressive - Starts Picky, but later becomes Less Picky, then stops at Not picky. Sounds nice?
  16. Sound draws zombies, and since rain causes sound maybe they would be much more active during rain. Moving about almost constantly and being much more alert to stimuli (other than sound of course which would be slightly dulled). I think this would be a really cool addition and increase immersion, difficulty during rain storms, blah blah (insert excuse for putting it in game here).
  17. Hey everyone, i find it really annoying that when i finally have got my new base i have all these dead bodies of the zombies i killed inside the house. I think it would be a really good feature that you can drag, drop and even burn dead body's (for example with gasoline and a lighter/matches). and also a way to clean up blood. To some pleople this might sound unnecessary. But i think that would be pretty awesome. Thanks for paying attention and hopefully some people like my idea
  18. My suggestion/idea came up when I read the thread bout the new cooking related stuff. And then I thought of fish. Dried and smoked fish exactly. And that is the thing PZ needs! A way of preserving food for a really long time. Dried beef (beef jerky) can last up to one and a half years! Kinda OP, but who cares. No more perishable foods going to waste in the first days of survival!
  19. Hello PZ-Community In this post i only want to ask, how i can costumize the zombie spawns in my map. I made the smallest German island as a map in PZ and at this island do only live 11 people, so i leave the zombie_spawn.png complete black, but there are still spawning zombies, and a lot more than 11, so my island becomes very unrealistic. Did anyone know if i can edit the spawns better as example in lua? Thanks for your time reading my post And i hope you understand me, because my native language is german so my english isn't that nice. MrGoldenLP
  20. I have been playing Project Zomboid since the continued smothering of bald spot's wife. When i first started playing zombies were a bit intimidating at first but after a few hours i would be fighting off hordes. Several updates later the new combat system came into play and i though this would bring me a scare or two but hasn't. I haven't been worried or afraid to enter a house or building with more than three zombies in it. I just fight them off simply enough and grab the loot and leave. I never get bit or scratched unless i am on multiplayer and alt tab quick or get hit while typing in chat. I am pretty good at the game but that can't be a reason for the game to be easy or at the least not scary, right? Is anyone else having the same or similar experience as me? Start off looking for bags and an axe, then once you have those you pick a safe house and just loot till you have enough supplies to fortify it way more than really necessary. Once you have your non-impenetrable safe house you either start leveling all your skills or just loot till you own everything. Then you just save/quit and never load that save again. I never really play till i die, i just play till i get to the point where anything else would just be a waste of time. If zombies were a bit scary just a bit this wouldn't happen like this, you would be made to rush out of places like alarmed houses. What do you do to keep things scary or challenging, besides taking all the negative traits to gimp yourself or giving them super strength/speed?
  21. I was going to build a wall around my place and then realized that it would be more beneficial to just create a bunch of doorways, place doors in them, and barricade the doors (except one, of course). Now you might ask why! Here's the kicker! Zombies will only try to break through doors and not walls (at least what I have experienced so far). So if I build all walls around my one door, when a horde comes they will only attack this one door and easily break it down. If I build many doors, the zombies will be more evenly spread out, making it harder for them to break through. Also, this would cause me to have to maintain my walls (an idea, if not one already) or else the next time a horde comes, I will have weak spots in my walls. TL;DR - Zombies should attack walls so you don't have to create a wall of doors.
  22. I'm think this has been mentioned before but just incase... Who thinks it would be cool when reanimation is reimplemented you could control your undead self. Because in the older versions with Baldspot if you reanimated in a house you would be stuck in there. I thought it would be cool if you could smash on doors and windows. Eat some tasty NPC flesh. Just an idea like I said if someone already suggested it a mod can lock or delete this.
  23. THE LEGENDS GAMING COMMUNITY -------------------------------GAME SERVER INFO------------------------------- BUILD : 25B IP ADDRESS : THELGD.NO-IP.ORG SIZE : 1,000 PORT :16261 ---------------------------TEAMSPEAK INFO--------------------------- 512 SLOT VOICE SERVER IP ADDRESS : 107.150.4.215 ------------------------------Server Settings------------------------------ Zombies: Normal Zombie Distribution: Urban Foxcused Survivors: None Day Length: 12 Hours Start Month: July Start Time: 9:00am Water Shut-Off: 0-2 Months Electricity Shut-Off: 0-2 Months Loot Rarity: Abundant Temperature: Normal Rain: Dry ------------------------------Zombie Settings------------------------------ Speed: Shamblers Strength: Weak Toughness: Normal Transmission: Blood+Saliva Infection Mortality: 0-12 Hours Reaninmate Time: 0-30 Seconds Cognition: Basic Navigation Memory: Short Decomposition: Slows+Weakens Sight: Poor Hearing: Poor Smell: Poor -----------------------------------NOTE------------------------------------ This is a SURVIVAL server not PVP or PVE based. Just fight to stay alive. ------------------------------------RULES------------------------------------ 1: Don't Spam Chat. 2: Don't Hack. 3: Don't Be THAT!!! Guy.
  24. Other Worlds Software presents Necromancer You are the Necromancer trying to bring about the end of days, Summon hordes of undead creatures, from the shambling zombie to the unstoppable revenant!Take out those pesky, self righteous heroes who try to stop you!Boost your minions or curse the heroes using your diabolical magic!Spread the dominion of your mausoleum across 50 unique levels!Your success depends on how you manage your campaign, so choose your minions and powers wisely!DRM and micro-transaction free.We are currently looking for play testers to help find bugs and test the game on a range of PC and Android configurations. If you are interested in play testing or would like to review, Lets play or cast footage of gameplay then contact me via PM or contact@otherworlds.co.uk. Please include a brief description of your previous gameplay/play testing experience as well as your current hardware configuration. Follow us on Facebook http://miniurl.com/6t81 The game is still in its beta stage of development, and as such many of the art and sound assets are currently placeholders and may not represent the final product.
  25. Hey Everyone, Me and a team of 5 people are creating a zombie survival game ( how original ). Well, may the idea isn't that original, but the game play will be unique. It's called UndeadSolitude. I won't be a shoot em up, hack and slash game. This game must give the player an ultimate survival experience. A feeling of loneliness and humility. The goal is to survive as long as possible and to choose your own death. Will u give up and dive from the tallest building? Will u fight until the bitter end? Zombies are hard to kill, guns and ammo are scarce, so it is basically running and cry in a little corner for the first hours of gameplay. Once the player has looted some houses and shops, he will feel prepared enough to fight the zombies back. Build a "safe" house. Block doors and barricade windows. Stay alive as long as possible! Dead will come, But how? Eat, sleep, drink and do other things to stay alive! Developments screenshots: Features: - All buildings are 100% enterable and exploreable. - Crafting - Drugs - Multiplayer - Co-Up - and many more Like us on facebook: https://www.facebook.com/UndeadSolitude Add us on twitter: https://twitter.com/UndeadSolitude1 Follow us on IndieDB: http://www.indiedb.com/games/undeadsolitude Watch us on Youtube: http://www.youtube.com/channel/UCMU40A48dr77Xa9ceh8Sk_A I am open for criticism. So, let me know what u think of it? Bryan de Jong Head-Developer UndeadSolitude
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