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Found 6 results

  1. Hello again, it's been a while! I've been keeping tabs on the Mondoid posts and the IWBUMS forum for some time, eager to see what new additions are coming and getting sneak peeks at content being worked on (anims and VOIP!). Largely, I've been happy with recent developments. However in this week's Mondoid, RJ made some comments in regards to save files that I found slightly concerning. I'm looking to get some clarity and open a discussion here about what the pros/cons of copy/pasting saves are. Whether or not there should be any punishments on players who do this or restrictions on the ability to do so. Are people largely against it, supportive of it or simply indifferent at large? Thanks in advance for your input! ---------------------------------------- Now with all that being said, let me present my viewpoint. As a player with a less-than-standard piece of equipment (laptop from 2012), I have issues at times with overheating and occasional crashing while playing video games. I've taken apart and reassembled this laptop at least four times, and I have the extra screws left over from my mistakes to prove it! Each time was to fix an issue with the heatsink or fan ventilation, one time being for faulty keyboard wiring. When my laptop crashes or overheats while playing Zomboid, there is a chance that my world is corrupted. It seems to happen more often than not. As a preventative measure to save myself from losing weeks worth of work on a character I have fought to keep alive, I will copy and paste my save after every few play sessions to ensure that I have a backup to go to in the event that my save file is corrupted. It gives me much ease of mind to know that I can play without worry of losing progress unfairly due to technical failure and not any fault of my own as a player. I spoke with a friend whom I play this game with about this topic, and we came to many of the same conclusions about copy/pasting a save file. When a player copy/pastes a save, it is probably for one of the following reasons: A player wants to cheat and revert death A player wants to make a backup of a world or move it to a new location (HDD transfer, file share, etc) A player wants to share their world with others (which essentially is an extension of the above) While I think it's cheap for a player to cheat and revert death, I think they should be allowed to do that if they want. There is already a creative mode and there are options to turn the player into an information sponge (exp rates) with the stamina and endurance of a Terminator with sandbox customization. There isn't a ranking system, and this game isn't competitive like titles such as DOTA or CS:GO. A player can even download a mod to give their character godlike abilities or change the game in any number of ways. So if a player wants to revert death, well, okay. Personally though, it would sour the experience beyond acceptance. A player who wants to make a backup of a world or move it to a new location should completely be allowed to do this. People make backups of work all the time: writing, coding, images, music, nearly any form of content oo media you can think of. If a player wants to ensure they don't lose their progress due to unforeseen complications, I see no reason why they should be restricted from doing so. Sharing is what we do on these forums. A player who wants to share their world with others via file transfer is simply sharing their creations and efforts with others. I see no issue with this. Put my drama in a spoiler if you're not interested in reading it.
  2. So post your PZ lore snippets caught while listening to the radio and watching the TV in-game
  3. Here I go... "I banged the door. Others saw me doing it and we... gang- group-banged the door and broke it" I moved my safe house because of them T__T -----> Clarifications here <----- ... It's a discussion... It's not a game... ... or is it? O__O Your turn... not your turn... not a game... O__O
  4. What is your craziest Project Zomboid experience? Were you looting a grocery store when you heard glass break behind you and turned only to see a horde funneling inside? Did you walk across the city only to find that your destination is overrun? Whatever the case may be, tell me your craziest Project Zomboid experience. It would be awesome to hear how you survived, if you did. Here's mine, for example. My craziest experience was when my brother and I were looting a few houses on a rich neighborhood. I had already spotted enough zombies packed into the streets to be a horde, as there's always a LOT of zombies in those rich neighborhoods. My brother was inside looting the fridge and I was in the garage of the house next door looting tools. When I opened a window to that house itself, an alarm went off and I calmly and instinctively said "Dude, run upstairs...NOW", and ran to regroup with my brother in that house. Oh, and our characters were too sleepy to fight through a horde, so when we ran upstairs and closed ourselves in the smaller bedroom, all we could do is sleep, and hope. As we slept, all we heard was breaking glass everywhere, countless moans, and zombies banging on doors. When we woke up at about 1 in the morning, we found that none of that banging (thankfully) was on our bedroom door, but that didn't matter. It was time for our escape plan. Downstairs was a no-no, I mean, we could hear why that was the case. Jumping out of the second story window in the room was a no-no; who knows how long we would last against a horde of zombies down there with a broken bone. So we settled on sheet ropes, which we had never used this way before. So I fumbled around in my inventory until I had found my ripped sheets, and I nailed two of them, one for each floor. I looked out the window for a second and looked at my brother irl, then took the slide of faith. There were about 30 zombies at the bottom around where the rope was, but every last one of them was focused on the house and somehow didn't see me, so I told my brother to come quickly, and he slid down and we ran until we were out of the neighborhood (the houses we searched were by the entrance). We made it back home safely, and without a scratch. Now that's smart planning! The End (<---lol). There's mine. I've only got about 50 hours on the game and about 40 of those were spent noobing around and learning the game, so hopefully I'll have something even more epic later on.
  5. Disclaimer for the devs -- Indie Stone devs, your game is excellent. Please feel free to take these ideas on board as if they were your own for inspiration sake, These ideas are donated as fan service and compensation isn't necessary or expected. If you think this works for your game, take and keep any and/or all ideas to implement into the game. Thanks in advance for reading! Please leave your thoughts/feedback in comments section!!! Table of Contents------ 1A. Introduction 1B. Your involvement in this thread 2. NPC Content - [+Add your own, and you'll be credited in this post] 2A. Faction list - Different Factions/types of NPC survivors 2B. NPC Trust - An Important Mechanic 2C. Faction Ranks - Roles/Jobs [And what they do] 2D. Faction Inventions - New items you can make! 3. NPC Event(s)/Behaviours - Kidnappings, Raids, Zombie Herding, Faction interaction. 3A. Events NOT Involving YOU 3B. Events Involving YOU - 1A. Introduction: This is a community post brainstorm which means you can contribute ideas toward it (and you will be credited in this original post). This post is open to subject to change course and modification. In this post, it explains varying ideas that could help create interesting gameplay and basic objectives with NPC survivors which don't divert you from how you play, and may possibly offer new ways to play the game as well. You could (if you wanted to) interact with NPCs through trade or neutrality (3), or systematically wipe them out one by one, the choice would be up to you. If developers find this thread feasible, I'd like to hope that our ideas could be implemented so that interaction could lead to rewards (2D) in some way which could help benefit confirmed future content updates. 1B. Your involvement in this thread: First things first - Please don't expect or feel entitled to compensation in any form if the developers take inspiration from this thread and use these ideas even if they're identical upon implementation, I'd like to make that very clear. How you view this threads idea comes down to personal interpretation, so that means if your interpretation of this sort of idea and/or opinion on it is different to anyone elses e.g it being good enough to implement in the game or not is appreciated and respected if you choose to have your say (Even if you hate the idea so much it makes you miserable) it's still fair enough to have your say, however it'd be nice to see some constructive criticism toward this sort of thing instead of abuse! Please feel free to join in the discussion and add your own thoughts and ideas! Thank you very much. - 2. NPC Content - [+Add your own, and you'll be credited in this post] 2A. Faction list - Different Factions/types of NPC survivors Note: Faction/types of NPC survivors may/may not exist at all during a game or certain map, and may spawn at different times during a game depending on player movements. Certain factions may or may not work together. Factions should be enabled/disabled by player choice in custom options prior to a game. For the most part, each faction won't trust you at all unless you prove to them you can be trusted, and some may carry default moods/agendas set by their Faction Leader toward anyone that isn't part of their faction - Could result in kidnappings, killing on sight, or warning shots/calls. Type 1 - Civilian: Exist in urban areas. These are the last remaining shred of civilisation, and are mostly helpless and not used to being thrown out of their standard way of life. Civilians are usually armed with light firearms and various melee weapons, depending on rank. How well armed they are depends on rank, as their rank dictates what they usually do. May work alongside Military. Type 2 - Survivalists/Hillbillies: Can exist in both outer-urban and wilderness. How well armed they are depends on rank, raider rank is heaviest armed, utilizing long ranged weapons and heavy melee weapons. Usually works on own, without need of Civilians or Military. Type 3 - Military: Can exist anywhere, but mostly in large contained facilities such as prisons, and fenced guarded areas. Some may patrol in organized groups in the map on their own accord. Moderately to heavily armed depending on rank. May work alongside Civilians. Type 4 - ?? Type 5 - ?? - 2B. NPC Trust - An Important Mechanic Depending on what you do, you can impact factions depending on what action you make toward them. Trust is gained over time, and word can spread around to different ranks within factions about you. If you help defend individuals against zombie hordes, make trades with them, don't kill them on sight - Then you can gain trust with them. On the other hand, if you do all you can to let them die, raid them, steal their stuff, the opposite occurs and can carry consequences toward how they interact with you. That will result in increased hostility and nasty tactics toward you and your base (3). ---Factions may even choose to not trust you at all regardless of what you do, this comes into equation based on the Faction Leaders agenda--- - 2C. Faction Ranks - Roles/Jobs [And what they do] Civilian and Survivalists/Hillbillies NPC survivors can share some same 'ranks' and behaviours depending on trust toward you, or their purposeful demeanour. Traits listed are as a guide to explain their purposes. Traits listed in each rank are varying possibilities and may/may not all occur. The following ranks shared between Civilians, Survivalists/Hillbillies/Military which should usually stay within their base are: Faction Leader - Have a purposeful goal/agenda set for their faction. This can vary depending on how you interact with each faction. Some leaders may choose to enforce friendly or hostile actions toward you and other active faction(s) at the start of the session, and they can also enforce what types of ranks spawn depending on where they are located. Their demeanour in their agenda also applies to what faction they are in. Killing a leader can topple the entire faction which can be a useful game mechanic/purpose. <Don't expect that to be easy though!> | Traits- Lucky, Strong, Brave, Hearty Eater, Resilient, Athletic Workers - Produce food, build, create/combine items, repair items (vehicles in future), treat heavy/major injuries etc. | Traits- Handy, Feeble, Cowardly, Light Eater, Clumsy, Agoraphobic The following ranks shared between Civilians and Survivalists/Hillbillies are: Scouts - Usually spots and locates and reports back to their factions. You can kill them if you don't want to be seen&known at all providing you witness them near you/your base-. Scouts can offer remote bag trades (bag containing notes of Trade for Trade items), orienteering, locating, can mark environment with messages/diagrams, treats their own basic/light injuries. | Traits- Athletic, Eagle Eyed, Graceful, Feeble, Night Owl, Outdoorsman, Patient Raiders - Dispatched usually if scouts/workers don't sustain to loot surrounding areas to replenish faction supplies, can kidnap you, can also raid houses you don't own, can mark environment with messages/diagrams, treats their own minor/light injuries. | Traits- Stout, Axe Man, Short Tempered, Brave, Hearty Appetite, Thick Skinned Loners - For the most part they're just like you. They can be anti-social. May not be part of a faction, may be aggressive, may be highly threatening if surviving mid-late game. If part of a faction, they're usually a Sniper/Self sustaining Hunter type, and some may resort to Cannibalism. They like to hoard so if you locate their base/stashes you're in for a good time. | Traits- Eagle Eyed, Athletic, Cowardly, Marksman, Outdoorsman, Patient, Light Eater, Resilient Ranks which only occur in the military are: Soldier - Protects their base at all costs, only grant access to players that have gained trust, conduct rescue missions for their faction and in some rare cases based on trust -you-. Can treat light/minor injuries. | Traits- Athletic, Marksman, Light Drinker, Stout, Brave, Keen Hearing, Night Owl, Eagle Eyed. Field Medic - When Soldiers leave their base on a rescue mission, a Field Medic can accompany them to treat major wounds. | Traits- Athletic, Graceful, Hard of Hearing, Handy, Short Tempered, Stout, Light Drinker Elite Soldier - Protects Military Leader, heavily armed, calls in Helicopter reinforcements if possible (This includes emergency supplies, or Soldiers). | Traits- Strong, Thick Skinned, Athletic, Marksman, Night Owl, Eagle Eyed, Keen Hearing. - 2D. Faction Inventions - Each faction has a small number of inventions that they use to their advantage in some way, which you could learn to craft if you gain enough trust. Here are some examples (along with items needed if not pre-made), if you can think extras or better then please add: Civilians: -Two Way Radio: Battery + Baby Monitor/Walkie Talkie -RC Racecar Noise Distractor: RC Racecar + Battery + Walkie Talkie + Use of 'Taunt' Button -Breakable Lockpick: Paperclips, Nail/Tent Peg, Tape [Makes 3] Survivalist/Hillbillies: -Bear Trap -Crossbow: Planks, PVC pipe, String/Wire, Nails -Basic Compass: Needle, Paper Clip, Fridge Magnet, Bowl of Water, Razor Blade Military: -Scope -Makeshift Protective Armour -Claymore 3. NPC Event(s)/Behaviours -writing in progress- Depending on what NPC factions are present, how they interact with one another and also your trust gained/lost with NPC factions, certain events/behaviours may trigger. 3A. Events NOT Involving YOU Factions would be able to have interactions between each other: -These include territorial disputes, trade altercations, and caravans. -Contributed by forum user 'Ryfar' -If a Faction member comes back to their base wounded by a Zombie which could make them turn, they may be ordered to be killed by their Faction so they don't turn on them. 3B. Events Involving YOU Any of the following may occur if YOU have no trust, or are hostile to a faction and i) Your base discovered by that faction: -You may have Scouts shepherd zombies/hordes to your base (Small chance it could backfire on Scout). -Raiders may ransack your base of valuables, and your base wrecked/disassembled. -You may have a chance of being kidnapped as a hostage when you sleep in an unfortified/unsecure base. This will mean your base looted and disassembled. Items removed from you and possibly distributed between faction members, or stored somewhere. -Military may surround your building, and order to imprison you if you commit crimes (Theft/Murder) against them. Or they may choose to just try and kill you. ii) You are located in a temporary location: -You may have a small chance of being kidnapped as a hostage when you sleep in an unsecure/unfortified location. Items removed from you and possibly distributed between faction members, or stored somewhere. Any of the following may occur depending on the level of good trust YOU have with a faction and the Faction Leaders agenda: -You may be offered the opportunity to capture or kill an opposing Faction Leader if they're causing issues for the faction you're supporting. -You are allowed sanctuary within a factions territory but you must perform duties/jobs to assist the faction in order to keep that benefit. -You are offered a job of your choosing within the faction, much like a worker. You get food in your belly and a roof over your head so long as you meet daily/weekly quotas for the job. I'm planning on updating this when I've got more time to over the next few days. Thanks for reading! Please leave your thoughts/feedback in comments section!!!
  6. So I took a little time out from my safehouse construction to read the Mondoid and I'm super happy to see the guys are working on fixing the 2nd floor building and stairs bugs, good luck to Chris on dealing with that "really big mess" direct quote from RJ! In the meantime, i'm working on ideas, interiors and getting my carpentry up to lvl4 for those all important rain barrels. This all in aid of my plan for a new fort nicknamed "Skybridge"! The plan is to have the warehouses linked by a bridge, with 2 entrances to each building and effectively making each one an independant safe house with it's own garden/water/food. The emergency exit at the back of the south (left) building has been converted into a staircase, and the shack on the roof will eventually become my main residence, provided I can get up the stairs once the bugs are fixed! What plans do you guys have for forts, engineering works and crazy builds when we can once again reach for the skies?
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