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  1. So I have been playing PZ for a few years and enjoy it very much. It is an awesome and unique game and the last 4.1 update made it much better. That being said the zombie crawl attack is way too strong ATM. I have lost a number of runs because of that animation and it is way too OP. I understand that this was added so it is harder to kill zombies crawling through fences and windows, but come on. On my last run, one of these attack made me fall and injured my leg while losing my weapon! (I wasn't over-encumbered or injured or anything). How can a zombie crawling to you make you fall just by tri
  2. I was thinking this would be a neat idea for an unlockable skill or some such. It would not be without consequence (You lose the whole car) but it would be a GREAT "Oh, this situation isnt looking good!" tool/ weapon. Imagine the carnage, Imagine the usefulness, imagine the FUN!!!!!!!!! KABOOOM
  3. This going to be a slew of ideas, I'll group them with similar ideas This is going to be very long so if any of this seems too far fetched/ game breaking, just skip it. I don't mind I'm also sorry if this any of these ideas were addressed somewhere else Loneliness and Bonding —Add a loneliness moodle (e.g. lonely<isolated<feeling desolate<desperate for attention) causes unhappiness similar to boredom —Can name items for different effects (e.g. naming a weapon can slightly increase resistance to panic [you are more confident with the weapon], tools can be name
  4. Ever since I first used the spear I've noticed a discrepancy with the animations. Two of the animations are a straight stab and the remaining one is a sort of sweeping slice attack. I always thought it was odd how I could stab two zombies standing about a meter apart with the same spear thrust. Hitting two zombies at once with the sweeping attack makes sense, but not with the stab, unless it's the critical thrust and the zombies are standing in a line. I'm not sure what the best way would be to execute this, as weapon swinging has only ever belonged to the left mouse button, but it
  5. I've just about clocked my 24th hour on the current IWBUMS build, with 100+ prior plus a handful more from the Kate + Baldspot versions. I'm really enjoying the new mechanics and features so far; the following is a bunch of things I hope to see changed/added. Beyond the list of commonly suggested suggestions (Some of which I will be reiterating), I'm somewhat ignorant of currently planned features and content, so I apologise if any of this already is. Likewise I'm going to ignore developmental constraints and engine limitations for the time being and present everything as I'd like to see it. W
  6. So I've gotten used to the new combat mechanics and I find the walk speed while aiming to be painfully (usually gets you killed) slow and I think that adding the ability to hold shift to speed up would be great. Also if this does get implemented, I think that if the player speeds up while moving backwards could actually fall over if they bump into furniture.
  7. first of all, i can't use both my hands and so i use a gaming mouse, which 7 customizable buttons. 4 are for movement, 1 for crouch, 1 for Interact and 1 for run now, i really dislike that i have to use spacebar to stomp, especially when i have to quickly go back to using the mouse. please let there be an option to let the "E/Interact" key stomp zombies below our feet. also, the aiming: i often miss because i have to get close to the head and when i have to react quick to other zombies, it's quite annoying. sure it's more realistic but i bet there are real people who could stomp lik
  8. Rather self explanatory in attachments. Only equippable after putting in left hand then right clicking and equipping on both. It wasn't caused by any mods too, since I don't got any on. It's quite gamebreaking since when you need to re-equip a certain weapon (and it's two handed) then you might be screwed.
  9. Looking at the newest blog post, I'm a little confused. Why is 1-1 combat being made easier? Zombies are already so much easier than they were a few years ago. Their animation's been slowed down and their hit registry feels off to the point I can stand in one place, let one keep doing its thing at me, and not get "hit" for a good 2 or 3 seconds. Especially on higher strength or speed settings zombies should be dangerous. If anything, they should be buffed. More pulling, clawing, punching, and tackling with the new animations, better hit responses to where if they do their animation, you get hi
  10. Hello! I've made a combat tutorial that some people have found helpful, and hopefully people here find it helpful too! https://www.youtube.com/watch?v=4JduW2fEBzI&t=881s
  11. A suggestion for improvement of Human vs. Human combat. As we saw in the bloody massacre video, now there is 3 different attacks - swing from the left to the right, direct hit to the head and uppercut. I suggest to add an option to block an attack from 1 of 3 directions - slightly similar to like Mount and Blade did (that's one of the best fighting systems, imo. Link). If defender is blocking wrong direction, while attacker hits him - he will still take damage. One thing I don't sure is how it would work. I can think of 2 ways: Manual. Determines by the direction
  12. I made some posts in the Hydrocraft mod thread showing the java behind melee combat and some quick thoughts on it. See here and here I am going to use this thread to summarize my findings, so others can use them as a reference. Firstly: Skill modifiers and weapon categories. What do they affect? By how much? If the weapon has the category "Unarmed", no perk related. The only calculation for unarmed is that it is capped at 0.7 damage per hit. NOTE MODDERS: This means if you categorize a weapon in your scripts as unarmed, putting max damage higher than
  13. We all know that they plan to change combat system in PZ. Here is my view about how the combat system should look like in ver 1.0 I don’t want to go much into detail as I have faith in devs so ill just point main things with some explanation why I want to see them. Gear 1) weapons: more weapons to choose from is obvious thing. Machete, wrench, katana and many more but also different qualities of the same gear worn leather jacket, fine quality leather jacket, old rusty axe, sharp axe etc. You can use both of them to chop trees but the have a b
  14. Fight with your friend or a random opponent in Multiplayer mode or complete six challenging levels in Single Player mode. Get it from Play Store:https://play.google.com/store/apps/details?id=com.thoughtshastra.kungfufightinggame Game Features:Single and Multiplayer game modes Choose and customise your fighter Create your own combo moves Complete 6 challenging levelsGame Trailer:https://www.youtube.com/watch?v=4n2xTVV-o1Y Be part of the kung fu community on Facebook:https://www.facebook.com/kungfuglory/
  15. I think melee weapons should have more durability. (I know there is a post about this) Because, if you think in IRL how many times your knife or axe brokes after being used 10-30 times... I mean are there really so bad axes or baseball bats or knives which do get broken after being used for a while... Yeah, I know how weak those kitchen knifes are what you buy and so on... But if you think about hunting knife, should the name already tell that the knife is made to withstand cutting flesh and bones ? And axes.. I have one in my garage which has been used for 6 years now, and every year I us
  16. How is this possible, after IP banning, kicking, closing the server open option to false for a few hours, and banning at least 60 times and trapping him in a brick box (Shoutout to Extended Buildings mod ), killing him over and over again, I log on to see this from a player named "Alice". It's a lot worse around the map, but this is just an example around West Point of what I just woke up to. I'm super stumped on what to do. How are people able to mod stuff this serious for results like this? Is there a lua checker/cheater system? Is it really that easy? I'd like to know some informat
  17. Hello everyone, I had this idea that, as far as I can tell, doesn't appear in the "often suggested" or "definitive no" lists. It goes as follows: When using a bladed weapon, the player has the possibility of lathering it in zombie blood, making it "infectious". Hitting another player (or NPC) would mean contact with zombie blood, and thus risk of infection. The chance wouldn't be as high as being bitten, but it could still be substantial depending on the damage done. I actually got this idea while playing the walking dead game. There's a scene where a character hacks another's arm off wi
  18. So! Another idea popped in the old brain of mine! Adrenaline trait- When in combat for a course of time, your adrenaline would pump! (YEAH BABY!) So you run faster for escapes for a short period of time and last a little longer before high exertion... nothing to major and this trait should be very costly being so its not over powered. I think puttin it in the game all together it would ruin it because the effect after it wore off would be your tired increases dramtically, which i wouldnt like but would have fun with this trait as a option to try. Creams loot- Im not sure if this would work o
  19. Just a few suggestions that I think are much needed 1. Crouching: for me this is a must. No one in any real situation would just walk down the street past a zombie and it wouldnt notice them. Put in a crouching feature that lets us sneak about around town un noticed without looking like were just strolling down the street. 2.Stealth kills, its nothing like walking up to a zombie that banging on a door and doesnt notice you. But when you try to swing and kill it you either end up hitting the door or just lightly hitting the zombie or push it away. Having the ability to kill unexpected zombies
  20. Well as of now all your character does without a weapon is push zombies down and stomp on there faces. So I think it would be a good idea to add unarmed melee combat against humans only. This means you would use your fists and perhaps even your feet when fighting other players/npcs. So you would be using your fists against npcs and players and pushing zombies down and stomping on there faces as you always have without a weapon. (Perhaps make and unarmed combat skill to go along with it?)
  21. So, after a bunch of stopping, aiming, clickng, and running, I realize that the waay in the game is not at all how I would kill zombies. As of now, the only real factor determining whether you live or die in combat is timing. No one would never fight in real life like it takes place in game. I say new options should be added for combat. So lets start off easy with strike position. Scroll on the mouse to poise your weapon for a high (Instant kill chance and lowest chance for knock back), mid (High Chance of knock back, medium chance of tripping, no kill potential), and low (Chance to cripple, h
  22. Sap guys ! I already made one of these on the old forums, I sadly didn't keep any trace of it. We might have lost some good suggestions/discussions in the process. Why a massive thread instead of multiple "unique suggestion" threads ? Simply because I don't want to spam threads and make some other interesting ones go down the list ; better have 1 thread I'll update than 15 new threads in which I'll get lost. I'll try to keep it as clear as possible and use a color code to point the importance of each suggestion (from "Distant future" to "needed ASAP" and "Confirmed"), keep in mind is all su
  23. So we were having this discussion (that is semi-related to this suggestion) about how right now the fighting mechanics seem a little unbalanced (too easy). My suggestion to help balance this would be to have weapon maximum damage and a weapon minimum damage. No, I do not think that you should deal a random damage between these ranges. Instead, I think as your weapon condition decreases the damage it does decreases. You wouldn't have constant damage from an axe as it is used more and more. Instead, the axe blade would begin to become dull and deal a little less damage. The only weapons I could
  24. In project zomboid a rather large amount of emphasis is put on crafting. Craft a molotov cocktail to thin out a horde before going in with a bat, craft bandages, craft food. This has probably been suggested before in part and is in the game in part. But I think that more craft-able weapons would be really cool. for example: Stick + kitchen knife + duct tape = Improvised spear Sock + pool ball = Flail (maybe even two of each for twice the smashing (flails are sometimes misnamed maces)) metal pipe (sticks would be too flimsy) + "insert vaguely large round metal object here" = mace These
  25. I'm wondering why shoving a zombie over prevents it from grabbing you and pulling you down (NEO scavenger <3) and/or biting you. Any thoughts?
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