Jump to content

Search the Community

Showing results for tags 'heavy armor'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

Found 1 result

  1. Greetings, i'm a newcomer that became marveled at the potential of this game, so i came to leave some suggestion that i got from another game of the fantasy life genre, don't worry i won't add the fantasy elements but it might be too medieval along with some of my own, i also have suggestions like complementary/hybrid skills and some NPC concepts. Quality: Materials having different types of quality, an item, gear or object crafted will have it's effectivenes durability, boosted by 5% if it's crafted with the best materials Handicraft: Being the maintenance of the crafting skills, slightly increase the damage for crafted weapons, slightly increse defense and protection for clothes/armor/shields, slightly durability increase for everything crafted 5% at level 10 Carpentry: Slightly increase the damage for crafted weapons, slightly durability increase for everything crafted 5% at level 10 -Being able to craft: weaving loom, spinning wheel, rolling pin, potion concoction kit, wood sandals, fishing rod (crafted v2), lamps, googles, wood stocks, arrows, bolts. -Adding average wood, fine wood, finest wood Blacksmith: slightly increase the damage for crafted weapons, slightly defense and protection increase for clothes/armor/shields, slight durability increase, slightly heat resistance increase 5% at level 10 -Being able to craft: weeding hoe, sickle, leather/chain dog collar, hatchet, axe, wool shearing blade, blacksmith hammer, shield, helmets, bangles, gloves, gauntlets, boots, greaves, furnace, anvil, spear, wires, thin wires, swords, armor, maces, axes, katana level 10, high damage rate, low durability. -Shield: Buckler, kite shield, heater shield. -Being able to melt busted guns, blades, armor, gear and metalic junk into ingots to recycle them. -Being able to craft iron ingots, turn iron into steel, along with being able to craft copper ingots and turn copper into bronze. -Being able to craft rifle and shotgun canons Bundle of arrow heads, bundle of bolt heads: -Blunt heads: Being able to break bones -Thin head: Higher chance of penetration/cause deep wounds -Jagged head: Cause gaping wounds/high bleeding. -Being able to coat arrows with poison. Heavy armor: Their quality would be, cheap, light, chain mail, regular and plate, parry this you filthy casual depending on the tier it will give high to highest scratch/bite/wind defense, 5%-10% movement decrease, almost no insulation on extreme climates but good insulation against cold since they'll require leather, on more regular climate it will make you sweat relatively easily, it would overload you even at strenght 4 at strenght 10 you would be able to carry it, a 1-handed weapon and a shield or a 2-handed weapon, a few rations, a few healing items and nothing else, even a backpack would be too much, it would drain your stamina by just wearing it for a few minutes at physique level 3 at level 10 you can keep going for a few hours before you start to get tired if you're wearing full plate armor, the lower the tier the less taxing it is, but the less protection and durability it haves. Melee weapons: The variety will be fairly expanded -Swords: dagger, machete, short sword, saber, falcata, gladius, claymore, longsword -Hammer: Warhammer, iron ball mace, morning star -Hand-to-hand: claws small ones, not vega-tier, knuckles Tailoring: Less time crafting, less physical exaustion, less mood decrease chance for less material needed on certain recipes for tailoring, durability/defense/protection/insulation increase by 5% at level 10 for crafted gear. - Being able to craft hairband, bandana, caps, hat, eyepatch, skirt short/long, shirt, robe, suit, eyepatch, gloves, suits, underclothes, masks, dress', towels, leather/hybrid plate armor, gauntlets, belts, shoes, boots, bags and backpacks, and the leather equivalent of already mentioned things like hats, robes and gloves along with light leather armor and leather plated armor, ammo strap and sling. -Add common/fine/finest wool, common/fine/finest leather Waving: Allows crafting materials required for blacksmith, tailoring, carpentry, etc. recipes, requires a spinning wheel or loom to be used, for leather it also requires a small blade -Spinning Wheel: Braid, thick thread ball, thread ball, cheap/common/fine/finest quality leather strap, tough string, tough thread - Loom: cheap/common/fine/finest quality fabric, cheap/common/fine/finest quality silk. Harvesting: slightly increased odd of gathering herbs without breaking them, slightly increased resistance to getting poison/infections from plaints/plants scratches, better quality of items harvested, increased chance of harvesting one more item -Add four-leaf clover, ruined herb. Farming: being able to tell the quality of the land, better and longer crop quality which would lead to the plants producing more fruits/vegetables, composting, being able to increase the fertility of less fertile land. -Adding barley, bean, flowers, corn, wheat, wheat chaff, rice, corn/wheat/rice dough, Potion crafting: Being able to craft restorative items, antidotes to keep illness' at bay, poison and products for cleaning, developing resistance to poison. -Being able to craft, healing potion, blood replinishing potion, stamina potion, stamina increase potion, healing salve, sleep powder, antidotes, flamable liquid, flamable powder, paralizing liquid, handcrafted soap, handcrafted candle for light and scented candle for relaxation, handcrafted cleaning liquid. Animal husbandry: it would cover sheep shearing, cow milking, egg gathering cleaner eggs, less odds of breaking them, sheep/cow/pig/chicken cleaning, sheep/cow/pig/chicken feeding, being able to realize sooner if an animal is getting sick, being able to keep animals happy, at level 10 the capacity to keep an animal on optimal condition increase by 10% Liquor making: Being able to make liquor and liqueur, being able to tell when the alcoholic drink is close to turning into vinegar, being able to use liquor or liquieur to make more liqueur, being able to make liquor of different fruits. Metalworking: cheap knife, cheap machete, cheap axe, cheap hammer all level 2 since it would be mostly cutting either small or regular metal sheet , floor spikes, metal spikes, trap doors Along with skill complementing each-other for example, long blunt and blunt complementing each-other, by having them both at level 10, you get 1% damage increase by proficency, having long blade, long blunt, axe and spear at level 10, you get an extra 1.5% damage increase on long weapons, Other example, carpentry, axe, maintenance and possibly handicraft increase the durablity of crafted wood items, weapons and stuctures by 2% since the player managed to understand the strenghts and limitations of wood Maintenance, electrical, metalworking and mechanics would reduce 2% of the energy spent from crafted gadgets since you can craft them and use them more efficiently And unlocking recipes in the same way, for example at level 10 metalworking, mechanics, electrical and blackmsith the player will be able to craft the flame machete for those Parasite Eve fans or having level 10 mechanics, electrical and carpentry allowing you to build a noise-bomb mannequin with sensor/timer/remote controlled, or just mechanics, metalworking and electrical to create a remote controlled bot. Traits Workaholic: 40% faster time to complete an action, 30% chance of being bored from inactivity, 20% chance of being unhappy Slothful: 40% slower time to complete an action, -30% chance of being bored from inactivity, -20% chance of being unhappy NPC Personalities: Cannibal: Oddly enthusiastic, upbeat and eager to help, has a chance to kill you or other NPC's at night to eat. Psycho: Gun/Melee happy, moody, reluctant to help on anything but kill zombies, might kill you along other npc's if moodle remains on extremely bored, angry and stressed for a long period of time or the moment you meet if it gets angry too quikcly. Obsessed: NPC you helped on even minor things like giving a can of food or a bottle of water, overly helpful but extremely reluctant to leave your side, might kill you or your npc's if you stay away too long or the player attempts to leave the NPC the moment that was befriended. Workshipper: NPC that will follow you to the end of the earth after being saved from being attacked by a zombie, being given shelter while dealing with a nasty cold or fever, was healed while being severely bleeding, severely injured, might start a cult which will increase the odds of a cannibal, psycho or obsessed NPC to join your ranks. Overly optimistic: Fairly helpful and friendly, fairly difficult to get negative moodles, might despair and commit suicide if moodle remains at nevious wreck and severely depressed too long being sent to kill zombies too frecuently usually triggers this.
×
×
  • Create New...