Jump to content

Search the Community

Showing results for tags 'infection'.

  • 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 12 results

  1. This could be a simple and practical change to the way wounds and first aid looks. Currently, first aid remains useless outside of rank 4 for broken bones. Also, an infected wound only increases pain. These changes could make first aid more useful, while not making the game too easy or too much harder. The first change is the first aid skill could reduce the time for a wound to heal by 2% per skill level. First aid xp comes from removing a bandage from a fully healed wound. This stops the standing on broken glass technique for grinding first aid. A first aid skill can also reduce the chance of an infection by 2% per skill level. I don’t know if my math is right but putting a sterilized bandage on a scratch or laceration with a first aid of 10 should have an enormously low chance of an infection. A rank of 2 (or higher) in first aid could allow players to look at wound status without removing a bandage. Also, an infected wound should heal 3x slower and for each day an infection is untreated the character would become more sick. With no modifiers, 25% additively for each day with an untreated infection with the appropriate health declination. This would force players to change bandages, because currently the consequence of minor pain is too easy to deal with and many players will leave on the first bandage they use. All these changes would make first aid more realistic and more useful. The most important change in how the game is played, is players will need to change a bandage when it becomes dirty. This is likely what is intended. Here is a link to another thread with some similar ideas that I also think would be a good system or parts could be used for the system for infections.
  2. So I ve been trying to find definitive answers to a few infection questions, but I only found quotes and sayings with no 100% certainty, so I started digging through the Project Zomboid code and here are my findings. All of the game mechanics in this thread are true as of version 39.67.5 (No changes from 38.30) Spoilers here to avoid huge wall of text. Read the TL;DR if you dont care about details: TL;DR By default: Bites are 100% deadly. Scratches are 25% deadly. Both Thick skin and Blunt Guard skills (Blade Guard if wielding a blade weapon) adds in avoiding bites and scratches, and Thick skin further reduces the probability of a deadly scratch. Thin skin worsens everything. More game mechanics: Traits Lucky/Unlucky Prone to Illness/Resilient General Panic Sleep and related effects Melee damage mechanics If someone has suggestions, questions about parts of code and such, or found any errors/things I might have overlooked, feel free to post or msg me about it and I ll do my best to check.
  3. Well i'm sure this have been talked about alot but here is my ideas that would improve a bit the immersion : - Infections : should last longer (a week desinfecting correctly, twice a day with clean bandages) bad treatment would hold the infection longer. Can cause fever, weakness and tiredness. -Cold : can give fever and lungs infection. - Antibiotics : should be more commun; also helps against infections and cold (already ingame i think). - New item : morphine pills: remove fever and every pain even agony, boost of happyness but make you exhausted. -Boost of doctor skill, give a boost to the healing process if he cared about the injury. - Bleeding wound : bleeding wound without Bandage shared with zombie blood splatters give a high risk to be contaminated, disinfect within an hour reduce the risk to normal. hope you enjoy, i'm totally open to talk about balance as always ! thanks for reading !!
  4. I know that it isn't really in the game, but I never make bandages out of zombie clothes because of the risk of infection. You'd think that the clothing on a zombie would be both exposed to infected blood from the injury that infected the individual in the first place as well as infected blood splatter that may have happened while the individual was still alive and defending themselves before succumbing. what I mean is, for realism and lore, making bandages out of a zombie's clothes is asking to be infected unless the bandages are sterilized. And in situations when you are bleeding, and do not have any disinfectant or alcohol, you would be forced to chose between possible infection, bleeding out, or using your own clothes and risking illness from the environment.
  5. Is there a way to configure the server to modify the probabilities for infection (zombification). Because right now there's almos 90% chace yo get zombified (at least on my last 35 dead characters ) and I want to set it on like 20% for my server (an easy one). If there isn't a way... where should I change to make mod about that? is there a var in the code that set the probabilities?
  6. I don't really know if i did not understand it properly, or it simply don't working. Once i set INFECTION MORTALITY to NEVER, out of curiosity. TRANSMISSION was normal, BLOOD+SALIVA. In my opinion this have to work like you can be infected, but not killed by it. But it was the same story like set to 2-3 days. Once bitten, fever, zombified then death by huge health loss. Everyone noticed this too? Is it bug, glitch, or only misunderstood setting?
  7. 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 with a bloodied axe. Even if the arm came off, the blood on the axe would have meant the infection was still there. So basically I feel like it could be a nice little trick to add. Not sure whether it would make certain weapons OP though...
  8. Okay, so I heard this was a common thing back in the day. (No idea if there's any truth to it.) But this seems far too convenient. So here's what I'm thinking. Not everyone would know about this because I certainly didn't. But perhaps a skilled first aid worker could think of it. So my suggestion is once your first aid gets high enough you have the ability to learn how to use maggots to treat wounds in order to prevent infection. Eh? Ehhh? Ehhhhh? Or maybe stop infection entirely. What do you think?
  9. I feel that Zombie Migration system will be one of the most important elements in the game. The only problem is different players will have different opinions on what the best system is. I think sandbox mode should allow you to change your Migration settings to what you see fit. Easy mode would be for players who want zombies to stay relatively still, medium for people who want hordes to wander realistically, and hard for people who want to feel under constant threat from the zombie menace and always have to stay on the move. Easy Migration Hordes stay in there general vacinity but will wonder slightly if they hear a loud noise. (Prett much the current state of the game Medium Migration After a set amount of days, if a horde encounters no humans in there general vacinity (including npcs) they will start to migrate to an adjacent area in search of prey. Hordes prefer to migrate to areas they haven't been before. Hard Migration Zombies have an innate ability to sense humans from a mile away. Hordes will move (slowly) directly towards the player Game Progression I feel that game progression will be one of the factors that determine rather this game will become great and not just good. In it's current state there is no doubt that Project Zomboid will become at least a mild success but it has a way to go before people say things like "best zombie game ever" besides the rogue like oldie fans. First off progression should actually be progression instead of just random ill karma from the Sadistic AI director. Getting a flu because you stayed in your safehouse too long and the AI got mad at you is what i call bad design. There should be innate philoshpies and mechanics in the game that would make playing as such a bad tactic My belief is that the devs should change the philosophy they have toward the infection The Infection and Downfall of Humanity The infection should get progressively worse as time goes by. The devs seem pretty single-minded on the fact that they want the infection to work exactly like traditional romero zombies which is good at the beginning but pretty much is a bear trap waiting for them at the end. Essentially the game gets easier the further you get instead of harder and you pretty much never want progression to work like that. My suggestion for infection is that - It starts of exactly how it is - It starts affecting wildlife - It starts mutating zombies (faster, stronger, better senses, time of day affinity, ect) - it starts killing of plant life Essentially the infection will create different stages of the game just like how there is a "electrical" and "post-electrical" phase of the game. The above would force the player to continually adapt their strategies as the infection gets continuously worse. This would also be alot better for the lore, I mean lets be serious for a second: there is no way a traditional zombie apocalypse could ever bring the world to it's knee's, let alone even a single country. In the game's current state, even with the future addition of NPC's and Zombie Migration stagnation will happen rather quickly due to the unchanging world. Essentially after you build a safehouse and farm, your job would just become to fight of migrating hordes without ever having to adapt to anything else. For there to be actual progression I think a timeline would be good - Downfall of civilization starts - People start to band together in small groups - Power shuts off - Infection starts to mutate - Large groups such as Raiders, Bandits, and Panic Shelters start to form - Hostile Military action (bombings, kidnappings for experimentation, ect) - Plant-life starts to die By making the world continually evolve as time goes by, it adds longevity to it. Of course such an endeavor will take time. Which is why i wouldn't expect this to be implemented anytime soon but I think that the devs should start looking in this direction after they finish up with their current agenda (npcs, multiplayer, ect)
  10. Hey, So I was reading a thread and I came across someone mentioning the old zombie hallucinations which used to happen in older builds, I was wondering if the developers plan on re-adding this? For those who don't know, basically when you were infected by a zombie, during the late stages of your sickness you would start seeing/hearing zombies that weren't there. It was a really scary feature, I remember I would be in my house in the dark, and walking down the corridor I'd just see movement in the room as I walked past, seeing the outline of a zombie shambling towards me (which vanished out of my field of vision as I was walking past), so of course I turned to fight it only to notice it wasn't really there. This was an amazing feature, and should be reimplemented maybe as a form of insanity? This could be great if you start seeing things that NPC's and other players can't see, it would really drive the mental implications of a zombie apocalypse as a game feature. Thanks, -GodWaffle
  11. I'm hosting a small whitelisted PZ Server for just me and some friends. While so far it's been a huge amount of fun with few issues, the occasional, multiplayer-specific issue has made me wish I could modify the data for my users' characters. For example one user was mobbed and infected due to latency making his client unresponsive. After some digging I notice that the character data seems to be stored client-side in <USER_FOLDER>/Zomboid/Sandbox/<IP>_<USERNAME>/map_p.bin, and not on the server itself. Having looked at the file in a hex editor it seems fairly easy to modify existing data. Changing the name or body parts is pretty trivial, but the problem I've run into is figure out which bit to flip or values to modify to be able to remove an infection. I was wondering if any documentation exists for where that might be stored, or if someone with more coding experience than me might be able to figure it out and share the info? Just to clarify, my goal here is correcting issues for my users that occurred as a result of Multiplayer bugs or limitations. I am very much against changing a save to undo something that was a user's own fault - if your stupidity kills you them then that's how it should be, but when an issue with the server is responsible for them losing items or a character then It's my responsibility to try and fix it. Ultimately tools for that should be included for admins (and I know that build 25 is adding some fun admin stuff soon) but right now I'm just looking for a quick fix.
  12. Inspired by my friend Kajin I wanted to post a somewhat similar but different-enough-to-merit-its-own-post group of ideas. First (I think this has been mentioned in general before, but what better time to bring it up) the ability to randomize the type of infection you're having in your sandbox game. Why do we need that, you ask? Well, because when players know how the infection is going to work and when they know for sure their character is going to die they tend to entirely break immersion, carefully pack up their stuff for their next character, and commit suicide in a pointless way. So I think it would be neat to have a sandbox option that randomizes the before death effects of being infected upon the character. This plays into my next suggestion, which is: More options for pre-death infection! Here's a tentative list of possible "features" your infection could have: Kills infected instantlyKills infected after a short period of time (increased by food, rest, medicine but still inevitable)Kills infected after a long period of time (increased by food, rest, medicine but still inevitable)Can be fought off with rest, medicine, and food, otherwise kills infected after random amount of time. Always remain infected, but not sick.Can be fought off with rest, medicine, and food, otherwise kills infected after random amount of time. Always remain infected. Can relapse at any time.Causes the character to become extremely thirstyCauses the character to become extremely hungryCauses the character to be unable to sleep (except passing out from exhaustion)Causes the character to be sleepy constantlyCauses upset stomachCauses snifflesCauses weaknessCauses limited vision/hearingCauses hallucinationCauses paralysisCauses bad moodCauses fever/heatCauses lowered body temperatureCauses overexertionInfectious skin contactInfectious bodily fluid contactAirborne infection within short radius (As suggested by Kajin)Any other suggestions? Again many thanks to Kajin as this idea is largely an adaptation of his "Ultra Hard Mode Infection" suggestion, which I also support.
×
×
  • Create New...