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  1. When creating a method for the player to craft their own ammunition, it should ideally be implemented in a way that avoids the ability to create an excess of disposable ammo while also not making a firearm totally useless for the rest of a run once you've expanded your entire reserve of that gun's specific caliber. This ammo problem caused me to think back to an ammo crafting system that I felt was reasonably in-depth, but lacked any incentive to interact with in actual gameplay - the one implemented in Fallout 3 and Fallout: New Vegas. In FNV, each gun uses ammo on a per-caliber basis, meaning you could have an excess of 9mm bullets, but still be lacking in fresh .45 ACP rounds for your favorite pistol. In these situations where the player holds an excess of ammo that fits the gun type they use, but not the caliber, the ammo crafting system comes into play. The system itself is based on a handful of rules: Upon firing a weapon, a casing matching the fired weapon's caliber may be deposited into the player's inventory. All ammunition can be disassembled to obtain gunpowder, casings, lead, and a primer specific to a weapon's type (rifle, pistol, shotgun, etc.) Ammunition components can be recombined at a specific workstation using these 4 main components to convert ammo of one type into another caliber. These three rules form a system wherein the player is given a small amount of freedom to sacrifice ammo that is useless to them in order to create new ammo for the gun they actually need, while also barring the player from making any unbalanced trades (such as converting 9mm pistol ammo to M16 rounds), since the new ammo will require a primer that fits the gun it's designed for; This keeps ammunition as a reasonably scarce and quickly consumable resource. I believe that this system could be expanded upon and tweaked to fit into Project Zomboid's overall crafting system as a new "conversion" category, allowing ammo to be recycled if a player has a sufficient skill in reloading. This would logically give reloading more of an effect on the gameplay outside of pure gunfights while also giving more options to level the skill besides sitting on the floor and loading magazines on repeat. Players in a survivor group would be able to find use in gun skills even after a large sum of ammo is expended, since players built around reloading would logically be proficient in recycling spare ammo. Additionally, a player proficient in metalwork would be able to melt down excess calibers (and some musical instruments) to be reforged into shiny, brand new casings (provided the proper tools to do so). So even if the local M16 purist in your party tosses all of the valuable 32. casings in your storage, you can still logically replace them so long as you're willing to put in a decent amount of effort. Looting runs with the goal of obtaining firearms would also become more varied as a result - you could raid a police station or military base for new assault rifle rounds, or you could play it safe and loot some garages or warehouses for spare containers of gunpowder and primers for later recycling, re-using the casings you've already spent or foraging around local firing ranges for new ones.
  2. This feedback is based on my 100 hours gameplay, no mods, single player and "HoboHaven PVPVE vanilla server (" with no weapon mods. Benchmarked with a character with 6 aiming stat. Handguns Magnum Damage 1.2-1.9 => 1.6-2.3 Maximum range 11 => 12 Knockback 0.3 => 0.4 Knockdown 2 => 4 D-E Pistol Damage 1.0-1.9 => 1.2-2.2 Noise radius 100 => 90 Maximum range 10 => 11 Knockback 0.3 => 0.4 Knockdown 2 => 3 M9 Pistol Damage 0.6-1.0 => 0.5-0.85 M36 Revolver Damage 0.7-1.2 => 0.6-1.0 M625 Revolver Noise radius 70 => 60 .44 Ammo box Amount of ammo 12 => 20 User experience .44 handguns are one of the most disappointing things in the game in my opinion. The ammo is insanely scarce, the guns are loud and attract a lot of zombies, the skill requirement is high. In most cases, when you find ammo in the game, it will come in the form of ammo boxes. And .44 ammo boxes provide 12 ammo VS 30 ammo for all other pistol types. So when you grab a .44 pistol with the rarest ammo in the game, high skill requirement and loud yet cool sound - you expect that it will be POWERFUL. And the disappointing thing is that it is not. In fact it is slightly more powerful than other pistols... but not even significantly. M9 pistol has 2.5x the ammo capacity of Magnum, 3x more ammo from boxes, 3x higher "accuracy". A commonsense suggests that with these stats M9 must spend 3 bullets to put down something that Magnum can oneshot. This is just to have EQUAL total damage output on M9 and Magnum... not to mention that Magnum has higher skill requirement so you might expect it to have HIGHER damage output in total. In reality M9 does 0.8dmg on average VS 1.55 Magnum. And the most important thing here is that DAMAGE DOES NOT DIRECTLY DETERMINE THE CHANCES TO KILL THE TARGET i.e. a weapon with 3x higher damage will not necessarily kill targets 3x more often because of hit RNG. You can still oneshot a zed with M9 in 50% cases at 6-level aim so there is no point in picking other weapons with higher damage as this "higher damage" is sometimes an overkill and sometimes still not enough to ALWAYS kill a target with one shot. So, it looks like I spend an average of 1.7 bullets per kill with M9 and an average of 1.3 bullet per kill with Magnum while aggroing more zeds and total availability of .44 bullets is 3x less. At the other hand, starter pistols M9 and M36 seem to perform too well when compared with their "advanced" counterparts. I found that M9 is the best weapon in the game outperforming even shotguns / auto rifles in some cases thanks to its high firing rate and very high magazine capacity. And M36 is just a silent killer - not that powerful but reliable enough. I have developed a google spreadsheet where I wrote the stats of all handguns taken from https://pzwiki.net/ (hope it is relevant). I did some "score calculations" by multiplying the average_damage * ammo capacity(magazine size) * ammo_per_box and divided it by noise_radius as these are the most essential stats for a handgun. The results correlated with my in-game experience to a significant degree so I'd like to share it here: https://docs.google.com/spreadsheets/d/1N4AwBXB9YV59WhYFXo9oxM3Y-MEsCLl6lJCKxfWkFj0/edit?usp=sharing Rifles MSR700 This rifle is the most disappointing thing in the entire game. One of the worst damage outputs in the game. It almost never kills stuff. It's hard to aim and unusable at close range while it occupies the "back" slot of a large weapon. Feels more like an air-pumped rifle rather than a gun. I did some research on Remington 700 that fires .223 rounds and its energy is ~1700 Joules. This is at least 2x higher than 600-800 Joules of .45 ACP. The point of having a rifle is that you should carefully aim... and if you do - it should deliver a powerful punch. Damage 0.6-1.3 =>1.2 => 2.0 Aiming time 30 => 90 Default max range without scope 10 => 15 Noise radius 70 => 90 (why the hell a .44 pistol is more loud than a long-range rifle? from balancing point of view) MSR788 Well, this one is better. But still barely usable if you are dealing with high number of zombies or if you have running zombies on your server and how fast you can kill them determines whether you will survive or not. And it's still too quiet for a RIFLE that fires .308 cartridges. It would be reasonable for such a rifle to have the highest damage per shot outputs in the game. Even if it will almost always one-shot its target - it will be still quite hard to use efficiently. With 2.0-2.8 damage double-barrel shotgun does not always one-shot its target. Damage 1.2-2.0 =>1.7-2.7 Aiming time 40 => 100 Default max range without scope 10 => 15 Noise radius 70 => 100 Scopes The point of a scope is that you can see EXACTLY what you are looking at and you don't see anything around. So, it would be reasonable to make "scope" narrow down the vision cone of the rifle owner dramatically while he is "aiming" (he can still look normally while not aiming through the scope of a rifle). The scope should also increase the aiming time as it takes time to aim carefully if you want to deliver a perfect shot. At the other hand, the well-aimed shot with a scope must be almost a guaranteed kill. Damage multiplier 1.5x with a scope Aiming time multiplier 1.5 for 2x scope / 2.0 for 4x scope / 2.5 for 8x scope The higher the magnitude of a scope - the narrower the vision cone while aiming through it It would be nice to allow players to shoot further than 35 tiles. 50 still looks reasonable. 35 tiles is not that far for zombies to travel especially runners can cover this distance faster than you will kill 3 of them.
  3. i like to saw a 9mm ammo or any hand gun projectile with a saw and increase his stopping power and deadly by any factor increasing 75% a chance of critical damage, 2 of 3 shots getting maximum damage, would be awesome for handgun use and combat, mainly against armored foes. a handgun could finally face a strong well armed enemies, and balance pvp on close combat. inside buildings on a handgun range. and plant wheat, and make flour and cook fresh bread, to eat a sandwich with fish or any meat .. just nut wheat and salt, would use garlic too remember bread can be made without yeast, that taco thin bread, all this on vanilla.
  4. Is it somewhat realistic? Having more crafting ocupations specialized for diffrent tasks is realistic. We know u plan to give us blacksmith that will probably make metal melee weapons and armors meaby arrowheads but is not specialized in gunsmithing to make ammo or simple black powder guns. Does it fit with the spirit of PZ? A lot of ppl know how to make black powder or have that type of gun as museum exponate at home. Would it make the game too easy? Depends. Black powder can get easly wet it do lot of smoke around and its not easy to find stuff to make gunpowder or blackpowder. Would it require rewriting the entire game (like changing the camera view, for instance) Meaby some more models. Would it add enough to the gameplay that it would be worth taking the time to add? Well it depends how u play. There are gunnuts that love historical weapons like muskets from american civil war and lots of guns, suits or even bagnets are in museums or at homes. Would it be found in Muldraugh, Kentucky common enough to be added? Yes there are Frazier History Museum and Kentucky Historical Society | Kentucky Military History Museum For zombies: Does it fit at least somewhat into Romero/Brooks zombie lore (the basis for 'proper' zombies)? Yep
  5. Hyzo

    Ammocraft B41

    Adds ammocrafting to Project Zomboid Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2245813444 GitHub: https://github.com/AccountHyzo/Ammocraft To make any one round of any weapon caliber you will need a bullet tip, a casing of corresponding caliber and an amount of gunpowder depending on the caliber and then bring it together with a Reloader press. You can find boxes of both tips and casings scattered around Knox county, but you can also re-use your old casings and make your own gunpowder as well as cast your own bullets if you find the right book with the knowledge to do so! Gunpowder runs out quite quick so I added Jars of gunpowder that hold 10 regular gunpowder so this mod might make the game unbalanced for those who like to use pipe bombs. -Adds several magazines with the recipes for dismantling ammo. -Adds new icons for all magazines and ammo types. -Two new tools with icons and 3D models: Reloading press and a pair of pliers. Any feedback is appreciated! It's hard to get spawn rates to be balanced.
  6. I think many already about the need to fix the weapon, but I still did not see the answer of the developer about whether they know about this problem and whether they will fix it. There is no word about this in the news posts, and it seems to me that this does not go beyond the discussion of the players themselves. If you combine all the requirements, you get something like this : 1) accuracy. It doesn’t even immediately hit (With a police officer perk). 2) Ammunition weight. Huge, 100 grams in a game versus 4 in reality. 3) Speed recharge. With the same policeman perk, he barely reloads his weapon, as if he lacks the strength to insert ammo. I just want the developers to highlight either : -"yes, we know about this problem" or -"no, we did not know about this problem" or -"no, we will not fix it" (This is overloading my old post because I created it in the wrong category.)
  7. TommyGuns extra weapons mod! Created by Tommysticks 3-D Models Added! Read README for installation. Guns Melee Details Old Installation tutorial can be found here: Youtube! Watch and reminisce! This Mod was inspired by the following Mods: GunMod 0.2.0 by Austin Fletchery 0.4.1 by Austin Meal Ready-to-Eat by The_Real_Al Download Link: http://pz-mods.net/weapons-items/TommyGuns/
  8. I think that they need some different variations of ammunition, the list of ones I can think of are as follows: FMJ-Full Metal Jacket BB-Ball Bering JHP-Jacketed Hollowpoint JSP-Jacketed Softpoint MAG-Magnum AP-Armor Penetrating HPBT-Hollow Point Boat Tail Im sure there are others that I didn't mention, but I figured a small list of variations would be nice.
  9. Ammo reloading would be a great way to get extra ammo your low on and manage to get your ingame reloading skill up a bit! When reloading a round it requires a bullet, primer, casing, and gunpowder! It would be nice to ingame maybe get this so like i said we could get more ammo easier or maybe have it to where you have to have maybe level 5 reloading to start doing this? Maybe even having a certain level in the new smithing to do this? It's just a suggestion but feed back and comments on this would be great to tell me if i left something out.
  10. "37% of Americans say they or someone in their household owns a gun" according to a Pew Research Center survey conducted in February, 2013. A 2007 study by the U.N.'s Office on Drugs and Crime found that the United States, which has 5% of the world's population, owns 50% of the world's guns. Another Pew Research Center study found that people living in a rural area were twice as likely to own a gun as those living in an urban area. I'm just saying, while searching through houses in a rural area of Kentucky, it doesn't feel like I'm finding a proportionate amount of 50% of the worlds guns.
  11. Hi, I am very noob with all this coding thing and Lua files. I tried to do some things for adding to the game, some of them asked before in Suggestion forum. The thing is I managed to do some of them, but find a BIG BUG when I made a Ranged Weapon. At first couldnt shoot with it. Then I thought I fixed some things but instead the weapon became endless ammo. It shoots, it does what was supossed to do in the rest of things, but the ammo don't decrease. Then I messed all up in the ReloadUtil file and ... well, I am a bit lost. At first I tried to make the weapon use the same pistol clip as the default gun, but couldnt do it to reload, so I made a new item, SBerettaclip (it is almost the same as default but with a change in name and I get it from Necroforge spawning by this moment). Here are the Items as part of WeaponsGuns txt file in the folder scripts: And here is the CompilationReloadUtil lua file put in the folder lua/shared/Reloading: Can somebody pleazeeeeed help me with this mess?
  12. Ability to pull bullets from weapons. I can see people might complain about this because you could increase your reload skill without expending any ammo, but practicing mag changes is a real thing that people do to become more proficient at it. Body armor - would decrease damage done from bullets. This would help out in MP.
  13. Dunno if it's just me, but I seem to find pistols WAY more often than ammo, for corpses at least. And I think that'd be fair to have guns spawned with a random quantity of ammunition inside the mag.
  14. Is it possible for you guys to add different types of ammunition like hollow point and incendiary rounds? I know, these are rare stuff but they do give us extra options & fun when dealing with zombie hordes. Also, there should be rare occasions that stripper clips can spawn inside gun stores & firing range containers so it'd be faster for us to reload the rifles.
  15. I apologize firstly for the small book below, and if this has been suggested previously, as I am new to the forum. I've been playing PZ for a while, and have thought that a reloading system (similar to "Fallout: New Vegas") would be a major addition to the game. As an avid shooter in real life, I understand the advantage of having the tools required to reuse my spent shell casings. It isn't a hobby EVERY shooter does, but I'm sure every shooter appreciates. In the game, I understand that we are trying to survive, and not scrounge on mall parking lots looking for little brass shell casings (hard enough to find when you aren't looking over your shoulder for zombies) but if the player were able to find occasional small and rarely large caches of used, empty brass (or hulls, for shotgun...of course) and able to find lead fishing weights or tire weights, BBs or anything that could be melted and poured into a mold (nails for a shotgun shell...picture it...you know you want to), it would add to the atmospheric realism, as in a war-torn suburban region (especially in Kentucky) these would be fairly common. Regular smokeless gunpowder would have to be scavenged, but blackpowder can be made from natural materials (no, I'm not familiar with what exactly they are, but it is something a lot of preppers talk about doing). The only other element would be finding primers (the part of the cartridge that ignites the powder...makes it go boom). These come in sleeves of 100 in real life, and if a cache of reloading supplies were found, they would likely be in the mix. The best example i can give is to check out "Fallout: New Vegas's" reloading system. You can find the brass and hulls in the world, and for every round fired, theres a percent chance (i don't know what, maybe 20%) that you will recieve an empty case. The powder is found in jars, and cannot be crafted. The bullets are constructed from a parent materieal simply referred to as "lead." Primers are also found in the world...there are different sizes but i wont go into that for the purpose of this post. An example cartridge would require 1 case (of respective cartridge, since PZ doesnt deal with cartridge, it would simply be 'pistol' or 'shotgun shell'), lets say 5 powder, 1 primer, and 7 lead. Bigger cartridges would take more powder and more lead and so on. In F:NV the player must use reloading stations that cannot be moved...however in PZ, the use of single-stage, hand presses could be used to allow hauling back to base camp. The other advantage this could allow...again pointing at Fallout...is the ability to craft different types of rounds. Although armor piercing (until you have the military to deal with) wouldnt be practical, the use of hollow-point (HP) and jacketed-soft-point (JSP) would grant some combat bonuses. Maybe I'm getting too deep with this, I just know it's a valid skill. I'm aware it would really take some doing to do it right, but it would give an extra dynamic to the shooting element of the game. The use of smokeless vs blackpowder would cause some grief in real life, and would demand constant cleaning of guns...so it would be a matter of where do we draw the line. It would also possibly open up a new 'profession' for participants in a role-playing server. Someone who can keep you in ammo is as important as your botanist and your doctor.
  16. This is something really simple that's bugged me for a long time. When using your gun you don't know how many more shots you have left. I know it is like real life but you should be able to click a button and have you remove the mag and count the bullets. it would save a lot of wasted shots and unneeded reloading. The second idea is being able to unload guns. *drops mic.
  17. I know there are no grenades. But it seemed like a cheeky title. I've been enjoying the game so far (though I've been unable to get the online beta to work so it's very lonely) and have manages to survive for a maximum of ten whole days! After burning down my first home base after a botched attempt to cook a salmon, I ended up in another house surrounded by zombies. I had a ton of 9mm rounds and no pistol, so I turned the oven on and stuffed it full of ammo, then ran upstairs. And... I don't know what I expected to happen, but nothing did. I ended up jumping out the window, busting a leg, and limping away. The house probably eventually burned down. But it got me thinking about the ways you could use some of the stuff already in-game to spice up home defense. What if the stoves (some) were gas? You could turn on the gas, grab a lighter, and go out on a bigger blaze of glory than bleach allows. You could (if there were grenades or gas cans) pop those in the oven and turn the house into an unpredictable time bomb. Adding a junction box or sockets and some wire could allow you to electrify doorknobs to keep other players out. A junction box could also allow a way to turn off a foe's electricity before you raid their base. Or disable those pesky alarms before you trip them. That being said, it'd be great to have wind-up alarm clocks or some other way to purposefully create a zombie distraction. I guess what I'm saying is... traps. Yeah.
  18. Wouldn't it be cool to see airdrops in the mp? They could contain food, water, tools, ammo and possibly weapons. The point of this would be to force survivors out of there bases for the valuable supplies sadly it would attract a horde of infected and also attract other survivors.
  19. I would like to suggest changing the pistol ammo box size from 30 to 50 rounds and the shotgun ammo box size from 24 to 25 rounds to more accurately reflect real world quantities.
  20. I think it would be cool if given the proper equipment we could craft ammo. Something like collecting used shells or finding them randomly then finding gunpowder and maybe a chunk of lead. I've seen it in person and its fairly simple to do. I think it would be especially fun in multiplayer stocking up and having a small army of well equipped friends as long as it is quite time consuming to gather all the resources to do so.
  21. The zombie apocolypse. A very rough senario that can be difficult to go through, and you have to try your best to survive. But let's be honest, you can't always be looking for bullets, and your gun isn't always going to be at tip-top shape. Ammunition Crafting and Gun Maintenance: Weapons are crucial in the zombie breakout. They protect you and make the scary things go away with a bang. The bang being your gun. However, guns aren't the same as a baseball bat. You can't just cover it in duct tape and say it's good. You need to use bullets and take care of it. This being you: -Getting shells, gunpowder, and components to make the bullets and -Knowing your gun's problems, fixing them, and maintaining them The problem thou, is not everyone is a gun nut or gun smith. This is where a learning tree comes in. Overtime, you learn, adapt, understand, maybe even find a book to inform you more. Not to say this is how you will always find bullets, but you it's unreliable to rely on luck. And no, this doesn't mean you have to start mining for lead and steel to make bullets. I'm sure you'll figure a way to get the metal and powder. Maybe illegal fireworks and smelted down scrap metal, who know's?; and at least know what your shooting so that it doesn't blow up in your face due to lack of oiling. It's hell out there, and you want to live as long as you can. Every second counts, so make sure you know your safe for at least another night.
  22. Can someone make lua for me that will only run when my recipe in the pistol whip mod that changes the gun to blunt weapon? This lua will need to run when the crafting recipe is started and will empty the gun of it's bullets, shells and/or magazine placing them in your inventory. So user clicks crafting recipe, lua keeps ammo, starts crafting recipe. And add disable recipe if durability is depleted. Edit: Ya know, Tumblr is going to lose a-lot of bandwidth because of us.
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