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Found 5 results

  1. Actually, it's not really a mistake. Maybe I just made a few mistakes in the game myself. I just want the developers to pay attention to it. I play without mods on 41.78. Fight in the forest. A zombie is coming towards me, a tree is between us. He is alone, nothing distracts me, I know the range and range of my homemade spear. So I calmly wait for him to hit when he is in range and calmly go on. A zombie enters the crown of the tree that separates us. I stop seeing him, but I know that he is there and that he is walking slower than he walked before. I wait a second and hit the crown of the tree with a spear, while according to my calculations I have to hit a zombie, but I don't hit a zombie, and after another half a second he will attack me, appearing from the crown of the tree where I just hit. It should be noted that I have played PZ for several thousand hours, I am quite good at killing zombies in this game and have killed many tens of thousands of zombies with different weapons all the time. In this regard, the question. Does a zombie lose its physical properties by disappearing from view in the crown of a tree? Am I still not calculating the impact time correctly?
  2. Hi, as you know forage areas are very limited. once I started a very long and tough journey to a lake far west of muldraugh and OMG there was nowhere to forage no matter where i went, so i decided to make a map of foraging zones and share it with others so no one lost in the woods with nowhere to forage. Foraging Map Red Highlighted areas are Forage zones. I used "PZCarto_v1" that i found in this forum for drawing map. Map is 1:1 scale, means the coordinates on the map is the same of the real world in the game (you can use Photoshop or Paint to find the coordinates) and the empty space in the top left corner is because of correcting the coordinates. please tell me if there was any mistake. Enjoy Edit: Unfortunately "imgur" changes the scale of the map, so i uploaded it somewhere else. now scale is correct.
  3. When vehicles will be added, it would be really neat to have a plane crash somewhere near the town (in the forest area). It can be civilian, cargo or maybe even military. You could find luggages and crates (civilian,military, or just the usual cargo tipe) there, along with the usual Zed population. ( The place would be like a lottery win, with food crates, and who else knows ^=^
  4. For most, when asked about a Zombie Apocalypse, many are quick to answer that they would find somewhere remote to hunker down and survive. Whether this be on a deserted island, in the mountains, under the sea - don't ask how, or in the forest, the answer usually involves seclusion from the general newly-zombified populace. Fortunately for us, Project Zomboid has us covered for that! ... But as any experienced outdoors-man (or woman) would undoubtedly know that, despite the absence of any 'human element', the forest would not be any safer than the city. Especially not now with hundreds, if not thousands, of people who - much like you - seek the remoteness of a farm or cabin, one that you might have already claimed... But we'll leave the role of 'bandits' up to the players themselves, for now. What am I talking about? Well, it's simple, I already know that animals and wild life are being prepared for a future build - and quite frankly, that alone is enough to get me hyped for some hunting/trapping... But it also worries me. Why? Because, having grown up in the Northern parts of Canada where forests and wild life are abundant, I know that the forest - while lovely and peaceful in comparison to the city - is not in any way shape or form 'safer' than a zombie infested town may be. Bears, wolves, Coyotes, Mountain Lions, these are just a few of the many things that can make a camping trip go from delightful or horrifying in a heartbeat if you aren't careful and constantly aware of your surroundings. it would be a shame if this wasn't reflected in the game. Now, I know for a fact that the Zevelopment Team wouldn't just cut us a break - surely they have something up their sleeves, I know better than to trust the creators of a Zombie outbreak! But here's my own suggestions on how to make our hike in the woods just a little more interesting; So, what am I suggesting? Animals Aggressive Wild life - BearsOne of the most obvious suggestions I have - and one I'm sure is already in the works, or on the to-do list, is animals that won't hesitate to attack if given the opportunity. Bears, in my opinion, are the best for such a role; they're highly unpredictable, and unbelievably dangerous even to someone carrying a gun. They will not hesitate to charge you down and kill you, either because they are hungry or simply because they have cubs - they will tear the ever-living-hell out and there's very little you can say about it. Imagine yourself tending to your crops, or possibly scavenging an overgrown city - as cities can already become deteriorated and overgrown - only to see a Bear in the distance, likely moving from trash can to trash can and eating the spoiled food you, or others, have left behind. Now imagine if, unlike a single zombie, said animal cannot be dispatched very easily... In fact, imagine if the mere sight or sounds of a Bear sends you running indoors. This is the kind of 'threat' the forest needs; something big, and more importantly, something scary. Persistent Wild life - WolvesAnother idea I really liked was the inclusion of animals that could stalk the player - or at least, follow the trail of spoiled/abandoned food, or corpses, they may leave behind. A pack of animals that could very easily out-number and out-run a player if prompted to. it would certainly give more reason to keep zombie corpses neatly piled a safe distance away from your camp. Unlike Bears, wolves are actually quite picky about what they choose to attack; they won't attack if the need to isn't present... The only real need that coaxes them to do so is hunger and the defense of their territory. Now imagine if you, or your group, unknowingly set up camp near a Wolf den only to hear or see them stalk the forest near your camp... Or - for simplicity's sake, because Script writers have it rough - you hear them howling in the distance, prompting your group to immediately pack up and leave before a bunch of wolves spawn from the forest and hunt you down. Neutral Wild life - Deer, Buffalo, CoyotesThis is pretty straight forward - while trapping and foraging may be excellent ways to get food, they're also quite slow and not very efficient in comparison to farming - which is even slower, but far more rewarding. If one was living out in the woods for months, if not longer, and had nothing to eat but canned goods and whatever food they can get to grow out of the ground, I wouldn't be surprised if they'd be willing to spend a few precious bullets to shoot down a Buck or a handfuck of shotgun shells to bag a Buffalo. While I think these animals should be quite rare and extremely evasive of the player, I also think they should yield a lot of raw meat - make finding and killing one a rewarding, albeit rare, occurrence. It would give ability to preserve food a lot more value for end-game scenarios where normal goods are long gone. Passive Wild life - Raccoons, Rabbits, Fish, etcThese are already implemented - at least, some of them are. Still, they bare mentioning; these are the bottom of the food chain competitors, but ones with their own means of survival as well. While it's quite easy, in theory, to trap a rabbit or to shoot a raccoon for food... If one isn't careful, and leave their doors open, they may find one of said creatures raiding their fridge - or worse - carrying unwanted pests and diseases into their very home! While this might be a little advanced for the current medical system, even for the new system being developed for the 30.0 release - can you imagine acquiring a new hatred for urban pests and scavengers? Suddenly hearing an annoying 'Scratch Scratch' sound every few minutes because - oh dear, you've gotten fleas... Or worse, rabies. Other suggestions Radio StationIt's been discussed that radios and TVs will now have channels which will deliver exposition and a story which will develop along with the game's timeline. This alone is brilliant. I love the idea that there could be people out there still hanging on - just like you, and are trying to communicate to others, even if said 'others' can't communicate back. -but I'll be blunt; Someone had brought up the idea of having a Broadcasting station on the map - or on one of the new maps, one who's doors would be locked shut and the building would be inaccessible whilst the people broadcasting are still inside. The story, either through TV or Radio broadcasts, would continue until their stories end. When ended, the station itself becomes unlocked - or atleast, accessible - and the player would then be able to enter it and further investigate what happened to the people within it. Whether or not they died depends on the Dev team, but with the broadcasting station freed, Players might be able to send out messages of their own. I can already guess that, if the power is still on, every TV will be shouting "DICKS DICKS DICKS" non-stop. Forest / House FiresWhile this is an easily abused concept already, fires are a constant threat to those who use it. Whether this be a house fire which renders an entire building to rubble, or a forest fire which destroys a large chunk of trees and anything within it, the concept alone would make using campfires and stoves a lot riskier and require a much more cautious approach - such as not leaving them on, or not stuffing flammable objects within it. This could also be a good way to send a daunting threat to other players; if they find a building near their base, or their own hideout, burnt down... Again, easily abused, but an interesting idea - I would think. Derelict VehiclesIt's already been confirmed that Vehicles are in the works, but why not add non-functional vehicles as well? Why? Well, when me and a group of 8 other players were traveling from city to city in search of more supplies, we found the travels exceptionally fun due to our own comradery, however the journey itself was... Well... A little underwhelming. While the vast expanse of emptiness and endlessly stretching road gave me a sense of immersion and a realistically grim sense of seclusion, there wasn't very much to make me feel like the world truly was alive; there were no hints of population other than occasionally wandering Zeds. Why not spruce the roads up with derelict vehicles; trucks which have burnt down or tipped over, blocking portions of the road - ones that can be searched. Cars that have been destroyed due to riots, or simply broken in. Their only use would essentially be window dressing and possibly a spot for loot to be found, nothing more than added details to the world. "Nah man, we can't go down Barker Street. A truck's blocking it, we gotta' go around." Anywho, that's really all I have for now. Stay safe out there.
  5. Hey Guys, This isn't my game - but I feel like I need to mention it here since the game look extremely good, even more so considering it's an indie game. Basically, you're the only survivor of a plane crash on an island, and the idea of the game is to survive and thrive on this island, however it's already inhabited by a mutated tribe of cannibals that lurk underground and come up to hunt during the night. You need to eat, drink, and sleep, keep warm, etc. You can chop down any tree, and use the logs to build a shelter, and to craft tools and weapons out of sticks and stones. Oh and it has Oculus Rift support! Sounds a bit like Minecraft, but watch the two trailers: Here's the description from the official website: Build, explore, survive in this terrifying first person survival horror simulator. The world Enter a living, breathing forest with changing weather patterns, plants that grow and die. Tides that roll in and out with the day/night cycle. Below ground explore a vast network of caves and underground lakes. Complete player freedom Chop down trees to build a camp, or start a fire to keep warm. Scavenge food to keep yourself from starving. Find and plant seeds to grow food. Build a small shelter or a large ocean side fortress. decorate your home with found items. Lay traps and defenses to keep a safe perimeter. Gameplay Explore and build during the day. Defend your base at night. Craft weapons and tools.Bunker down during the evening or bring the fight directly to the enemy. Fight or Hide Use stealth to evade enemies, or engage them directly with crude weapons built from sticks and stones. A new type of open world, survival horror experience Defend yourself against a clan of genetic mutant enemies that have beliefs, families and morals and that appear almost human. So, what do you guys think? Are you excited for this game? Personally I cannot wait for this, I felt I should post this here to spark some more interest in the game as it seems to currently be quite unknown to most and I think it deserves more attention. -GodWaffle
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