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Showing results for tags 'game mechanics'.
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So basically u can't add water from ground / backpack. U have to take them to your inventory or hand to be able to. Images are numbered: 1. Water bottle in hand, Bucket of water in backpack, can only add from water bottle. 2. Water bottle in hand and bucket of water in inventory, can add both. 3. Water bottle on ground, bucket of water in inventory, can only add bucket of water. Checked on water dispenser and water collecting barrel. When trying to fill empty water bottle it works from backpack and inventory, but not from ground.
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Can't add padding unless you have everything in your inventory. Its not working when materials are in containers or ground near / next to you. I used different Fabrics for this. Images are numbered : 1. No thread in inventory 2. No needle in inventory 3. No Fabric in inventory. 4. Everything from above in inventory
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You can be depressed, but never happy? You can be Bored, but never Entertained? (ARE YOU NOT ENTERTAINED?) You can be stressed but never Calm/soothed or relaxed? You can be Exhausted but not Energized? Seems a bit odd for a human to be so... Neutral or miserable yet still able to function in such a miserable place. I suggest adding the ability to have a bit more of a positive outlook on life with a little work. It may be the Apocalypse but it's not the end of the- well you get what I mean. Enjoy life while you can and such. When a character uses enough of something to get a net positive they should not ONLY get a positive moodlet but also a corresponding Resistance to loss (and in most cases gain) of that stat. Its easy to be slightly amused, hard to be completely enthused and harder still to hold onto that feeling for long. - HUNGER - Eating does a body good, over indulging though is another story... PROS: The fuller you are the higher resistance to loss of Hunger you gain, taking longer to become hungrier. You gain a boost to Strength as usual. CONS: Being Extremely Full can make you sluggish slightly reducing nimble and speed, Further eating actions are slowed down, When a large meal is eaten (One that over fills the hunger bar or reaches the largest positive moodlet) the PC gains a new Moodlet called -OVERSTUFFED- when the PC eats again with this moodlet they will vomit, becoming slightly queasy and becoming slighty hungry. The length of this Moodlet is determined by how 'full' the PC becomes, and is removed by vomiting. - -HAPPY- (A Little Happy, Good Mood, Happy, Very Happy, Enthusiastic) Reading a good book and watching a funny TV show alongside a Perfect cooked meal should let someone forget the horrors of the zomboids, even if only for a minute. PROS: Having a Happy buff should increase gains from rest and sleep, gain a minor improvement to healing speed and slow the loss of Happy and Boredom. CONS: Reduce the GAIN of Happy. Higher Unhappiness gain from bad food or other sources. The happier you are, the harder it is to boost your mood further. And it is easy to have your mood ruined. Being Panicked, sick, hungry, stressed, injured will slowly drain away Happy Buffs. - -ENERGIZED- (Picked Up, Energized, Wired, Jittery, Manic) Getting a full nights sleep alone isn't enough to be energized, but drinking some energy drinks or coffee when fully awake should give a spring to your step. This buff will give: PROS: Faster Endurance Regeneration and Limit, SLIGHT speed buff per level, faster Happy gain, Larger Awareness Cone and Fade(In/Out). However there is too much of a good thing. CONS: Faster Blood loss from bleeding wounds (Faster heart beat), can't sleep when under the effects of Energized Buffs, Faster Tired Gain, and loss of dexterity at high levels (Twitching) And the risk of overdose, which when mixed with even minor levels of fatigue or Panic can lead to a: HEART ATTACK- PC loses HP continuously until rescue medication is used (Pain killers in this case, in place of Chewing Asprin) then for weeks afterwards will suffer from the (Recovery Weakness) Debuff, reducing STR/FIT/Endurance by 50%. - -ENTERTAINED- (Enthused, Entertained) When you have cleared your boredom and become Entertained you gain: PROS: Minor gain of happy during entertained. Cons: Minor loss of Awareness cone (Distracted by entertainment) This should only really have 1-2 Positive levels, and should be quick to fade. Probably not lasting more than 1 in game hour after the Entertainment stops. - -SOOTHED- (Soothed, Calm, Relaxed, Very Relaxed, Completely Relaxed) When you have fully relaxed and let out your tension you gain: PROS: Increased Healing, reduced Hunger gain (Slight), reduced Boredom gain, reduced pain build up, higher ranged accuracy/speed. CONS: Higher chance of surprise and panic from enemies, increased Panic Gain, Loss of Awareness, faster stress build up, at higher levels actions are slightly slowed and faster Sleepy Build up. - Hopefully you enjoyed my suggestion! Feel free to reply to this topic if you think there is something I missed or if you like/don't like it.
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I did a quick and cursory search and found nothing much on these topics so I figured I'd suggest a few small ideas! Survivor Door Blocking - The concept is simple enough, right click the door and block it via leaning your back onto/pushing up against it which would keep the zombies from pushing it down for a short time. I assume this would make it take less damage over time, with the caveat that holding it for too long until the zombies break it would basically have you swarmed; maybe even knocking you down when it breaks. I've given this idea some thought and in my opinion the best way to balance it would be as an emergency procedure; scaling the reduced damage to the door with your characters strength, over time as the zombies bash the door down you would gain stress, and panic, as well as exert yourself. Maybe this is asking a bit too much, or asking for something unnecessary, but I legitimately think it's a cool feature and could also prove to be very immersion building in multiplayer if the idea was implemented. (On a side note, I'm sure someone's already asked but I second any suggestion to add in using chairs to put under doorknobs and block doors that way). Speed Bumps - I don't know about you, but in my residential areas and in some more urban city-like areas we have speedbumps all over the roads, almost every 200 feet. If placed correctly, those could act as a cautionary danger for those of us who tend to drive too fast in our cars while out looking for loot; damaging the wheels or suspension if you go over them too fast. May even make some people think twice about using their car EVERYWHERE they go, and change up the gameplay a little. Junk Distractions - A good concept for a bit more tactics in interaction with zombies could come from the use of junk items and other set pieces to cause noises or temporarily block areas. Being able to throw tin cans and empty soda cans once they're fully consumed to attract zombies with the clanging noise - throwing empty glass bottles for a bit of a louder noise - and knocking over trashcans/shelves of items could cause a larger crash that also spreads any items in them on the floor while also providing a new static object for zombies to have to traverse over; in essence giving you a bit of extra time to distance yourself from the pursuing zombies while they traverse over the object at the cost of MAYBE luring new ones to your location. Thanks for taking the time to read these suggestions, I'd love any feedback if possible. I mainly decided to bring these up since I had it in my head that the first and third suggestions would look really cool in the games art style and animation style - so there's that lol. Best of luck developing this great game! - Doc
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So as far as I can remember, Panic has remained unchanged. For those of you who are new or haven't played for a while, Panic is the "shocked" moodle which can narrow your cone of vision and reduce weapon accuracy. As far as game mechanics goes, it's decent though relatively unrealistic. I propose a future rework of the panic mechanic where stress levels take a front seat to driving many combat and other related mechanics. Higher levels of stress lead to both beneficial and adverse effects. Stress is caused by things like combat, tense situations with survivors, and general illness or lack of basic needs like sleep and nourishment. Things like drugs and food reduce stress as well as getting out into the sun. Hyper/Hypothermia can negatively impact stress. Low levels of stress promote a relaxed state of mind. This means you read faster and gain increased benefits from these activities (increased reading speed, slight xp multiplier). While relaxed you sleep better, eat consistent portions and are generally a less moody survivor which makes it easier to deal with other people. Health is consistent and you perform complex tasks with ease. Medium levels of stress can cause blurred vision, increased heart rate and breathing, and an increase in strength (making it easier to carry a heavy load if mildly overburdened and fight off one or two zombies). You are likely engaged in sustained combat with a zed. The longer you spend in combat, or running from things, the quicker your stress increases. If you try to sleep while in this zone of stress, you will suffer from mild insomnia which decreases your sleep and interrupts your circadian rhythm. Medium levels of stress can trigger the adrenaline moodle near the high zone which grants you bonuses to combat while exhausting you more quickly. Bleeding is lessened, and broken bones impede you less until it wears off. Better give yourself some first aid. Minor tremors prevent fluid lock picking and increases the chance of failing to open a window. Go out for a smoke, it'll calm you down. High levels of stress decrease cone of vision and shoots more adrenaline into your body. You're fleeing for your life by now, increasing your endurance and speed of climbing over fences and ascending/descending rope. Don't look back. Minor injuries to medium injuries (like scratches and bites) will not be noticed until you calm down some. You will not stay in high stress normally unless you are still in combat or have taken the brooding trait. You are quick to anger in this level. Massive tremors prevent timely lockpicking. By the time you have that door open, you're either being eaten, or back into the medium levels of stress. Spend your time running. Time to pop open that wine bud. Fatal levels of stress can cause heart palpitations and overweight players will likely suffer a heart attack. Your body is shutting down and needs rest, you are blacking out. You are distinctly aware of injuries, stamina recovers slowly, you're basically one of them. Very real chance of death unless you find a safe place to rest. Can't bring the stress down with alcohol or smokes. Both will make your situation worse. This is what I came up with. I think the panic mechanic is outdated and needs an overhaul or total rework. I think even encountering one zed and getting panicked is silly.
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- Game Mechanics
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So basically, we've all had that one time where we've been out scavving with a loaded shotgun and we clicked on a context menu believing that this could only result in picking up a bag of sugar on your quest for tea (in memory of Connall http://theindiestone.com/forums/index.php/topic/3227-whats-your-best-nooooooooooooooooo-moment-in-pz/), but all you did was fire off the loudest most unexpected shotgun blast ever. Not only did you not get your much needed sugar, you now have about 200 zombies shambling as fast as their little decaying legs will shamble and you have one less round in your beloved shotty. That sucks, implementing a manually toggled "safe mode" would make this a thing of the past, and though you may argue that this would be clunky you gotta admit, hitting a button to make sure you don't fire off a round into a wall is better than the UI bugging and you getting mauled to death. Your 2 cents is welcome. And yes I know this has probably been suggested just like every single other suggestion on this subforum.