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  1. Getting My Fix I'm back with more hyper-real ideas. But, I don't feel like fucking around with an intro today. So let's just get into it. Complicated Healing There should be more to it than just, slapping on some bandages, and choking on some chicken. Bandages. I feel, different body parts, should have different healing requirements. Like Bandages. . . for example, maybe you'll only need around 2-3 bandages for your arms, but for your body, you could need anywhere around 5-10 bandages (depending on the specific locations and your size of course). But, if you don't have any tape, or safety pins, etc., then you should have to tie the bandages together. But, no matter how you apply the bandages, you should always be able to add more tape. For more durability (that, we'll get in to later). Health & Infections. Food's healing ability should also differ on different parts. And as a matter of fact, we should have health indicators on each and every body part (that you are willing to do). Full health meaning: Healthy, and No health meaning: Infected. However, if it's a Zombie infection, or just simply, a Bad Wound infection, both will kill us the same way. By spreading to our heart, lungs, and/or brain, but the Zombie infection always does it faster, plus, it can't even be treated, it only gets worse (that's how we'll know). So, even if it's just ONE, of your hand's (or even finger's (depending on how far you go)) health indicators that has completely depleted, that, will start depleting the next connecting indicators, and so on and so forth. So, if the infection is in your arms or legs, you're savable with proper amputation. But, if the infection is in your body, neck, or head, you're fucked. More Complicated Healing Now, unlike the Zombie infection, Bad Wound infections are obviously treatable. So let's dig into that. Step 1. Wound Cleaning. Rivers, streams, pools, baths, showers, sinks, and even toilets, should all be able to be used to clean your wounds at least, assuming they are all clean of course. But if not, you can boil it. That is, if you can't find any alcohol, good enough for sterilizing. Application would involve, pouring the water or booze all over the wound, and/or pouring it on to a rag, bandage, or whatever, then wiping down your wound. Step 2. Stop Bleeding. If you're Bleeding BAD, and you have a belt or something, you can just strap on the pressure, easy peasy. But, if you have nothing that can handle wound applying pressure, then there should be two options. One, put a bandage in one, or each of your hands, as in, put a bandage in either the the Primary and/or Secondary slots. Then allow us to apply one, or both hands with pressure on to one or two wounds, max. Only what's doable obviously, I wouldn't ask to be able to apply that kind of pressure with my left hand onto your left arm or whatever, wouldn't make sense. But when it comes to option two, it's the same as one, exept it's just your bare hands instead. But, with your bare hands, it can be more unsanitary. Step 1 & 2. Cauterize. Got a fire? Got a sturdy piece of metal? Good, then you can go ahead skip Steps 1 & 2. No need to clean it and squeeze it, just sear it shut. Which means you'll save time, but you better have something to bite down on, because it's gonna suck. Plus, if your character screams a lot, you are definitly gonna wanna smoosh you face into a pillow or something. Step 3. Rebandage Periodically. Through time, the bandage will get dirty. So you'll need to change it from time to time until it's healed. And allowing us to change our bandages, can force us into a situation like, you simply bandage it when you're on the go. Then clean it when we can get to water or booze and safety, and then rebandage, stuff like that. Other Stuff Wear & Tear. I think more than just your weapons should have a durability. Like, your clothes, your bags, and your bandages. Whether we get badly hurt, or not at all, each injury can be taxing on our clothes, bags, and bandages. So we'll probably need to get good at Sewing and stuff. Solid Wood. If you break a solid piece of wood, like a 2x4, a branch, or a baseball bat. You should be able to use the broken end you're holding as a quick stabbing weapon, but then still have to find, or make a whole new one. Except for the bat, bats always break in that way that allows you to screw, nail, and bolt the other piece back on. But first, you have to make sure you don't use the handle end as a stabbing weapon too much, even though it would make a much stronger stabbing weapon than the 2x4 or the branch. And second, you'll need to grab the other end of the bat, and then get a hammer and some nails, or a screw driver and some screws, or for the sturdiest repair, a drill (or a hand drill) and a wrench and some bolts. But, once the baseball bat has been repaired, the next break, is permanent. B & R. We should be able to take the good parts out of other guns, and put them in the place of the shitty parts in our guns. And with the proper tools, materials, and skills, maybe we could even make our own guns and ammo. And same idea for all the different types of melee weapons. I feel, every Role Playing Game, should thrive off detail. Especially when Graphics, are not what they're maxing out. But, that's all I got so far, I love you all, peace. P.S. Are you planning on adding surgery to the game?
  2. The animation for the window smashing, got me thinking. Add a running tackle. Efficiency You NEED to wind up your hits to get the max efficiency. So you should also have to build up speed to knock them down as well. You won't aim with the mouse. But you should still have to click the mouse to initiate the hit, at the right timing of course, as you run your character into a zombie or something. Zombies/People. You shouldn't have to stop your forward momentum every time you're trying to escape another pinch. Just hit and run. Doors. Door ramming should be a thing. It should be quicker to do, but more taxing on the body than a standard door kick would (but I'll get into that later). Windows. This, does not pertain to the big windows in the city, that go from the ceiling, down to the floor. Just the windows above the floor. Now, if you add the Running Tackle, you have GOT to add the Window Dive. Just like everything else we could tackle, you would initiate it the same way. But only with the windows, the tackle sprite can be attempted, in the hopes to see it turn into a lunge sprite right through the window. But ONLY if the attempt succeeded. Otherwise, the window stops you at the tackle, and you'll look silly. Big Wooden Fences & Big Windows. Maybe you are strong enough to climb that big wooden fence, but your friend isn't. Are you just gonna leave him there? Or are you gonna risk your life to save him, and bust through that fence? That would be a cool option. And that would require a health bar for the Big ass-Wooden Fences (if it's not already existent). And you should be able to bust through those Big Windows as well. Runner Zombies. The runner apocalypse would become much more manageable. Insufficiency Obviously, we can't do ANYTHING, without suffering the negative consequences that follow. Windows, Doors, & Big Wooden Fences. More, obvious causes of bleeding and bruising, because of tackle and dive attempts that don't succeed. And even the ettempts that DO succeed as well. Clumsiness. Improper timing of your tackles however, may have a chance of causing you to trip and fall over. Depending more on your Clumsiness, and less on your Luck. But still, ultimately, Clumsiness & Luck. But, you should be able to get better at it as well. Extras Door Kicking. If you don't like the door ramming idea, get this. It could be done almost exactly like my running Window Dive idea. But do a running Door Kick. And the exact same ways we normally can choose to smash windows, let us use that for more door kicking. BAM! Running Weapon Swing. Just like the running tackle, we hold sprint, and left mouse click. But maybe we could also hold the attack stance at the same time, and then left mouse click while a weapon is in hand. Complicated I know. But all people would have to do, is change the attack stance to the space bar, easy peasy. But if not, maybe we could just hold the left click down for a bit, and then release while running. Endurance. More things through out the day should cause more physical pain, strain, and/or damage over time, of constant usage. Like, Foraging, Farming, Capentry, Stoneworking, Metalsmithing, Engineering, Cooking, Tending a Fire, Shooting, Swinging, Hitting, Kicking, Pushing, Ramming, Diving, Landing, Climbing, Swimming, Running, Walking, Sneaking, Standing, and even just Sitting can cause more pain. Some of it can be helped. For example, rapping a lace or some tape around the handle of a weapon, can help to cause less pain and strain in your hands (and maybe even help with the weapon's durability). Or, simply picking the couch over the floor, will cause less pain in you ass and back. But, all of it can be built up to tolerance and calluses over time. So while you're leveling up the skills and attributes for the actions you take most often. You are literaly building thresholds for the body parts you've been using and abusing the most. Allowing those parts to tolerate more pain and withstand more damage. To a reasonable extent of course. And, same thing goes for Mental Endurance. Like, you panic enough times, you start panicking less. You kill enough living people, and you'll eventually stop feeling so nauseous every time you do it. And instead of panicking, you'll eventually get used to it. Then there's only two ways to go from there, you either learn to fear it, and/or you learn to love it. No wrong way. But I am so fucked up right now. And I love you all, PEACE!
  3. BreakTimeGaming community would like to present to you our project zomboid server. Here at BTG we are more than happy to say HI we are back! and great to have you all. Server can be found on the public server list! -PVE/RP Soon to be whitelisted -Custom Starter Kits! -Dedicated Server! -30 slots -Teamspeak -Steam group -Website/forum Server will be implimenting a player(Admin) run shop that you can ultimatly exchange items in for other items. Each trade in item will have a preset value towards a requested item. ( similar to nether trade shops ) SERVER CHANGING RULES *COMING SOON* Rules: No pvp Do not grief player built structures Do not burn down buildings purposly Do not harass/troll other players Do not duplicate or expliot any game glitches Do not spamm chat box Screenshots: Teamspeak3: BTG.teamspeak3.com Server ip: breaktimegaming.no-ip.biz - Please join our steam group and sign up on the forum Steam group: BreakTimeGamingcommunity -http://steamcommunity.com/groups/Breaktimegaming Website -- http://breaktimegamingcommunity.enjin.com/home - we are a public group, all trolls & dissrespectful members will be kicked
  4. My Mitts 1. If you are BUTT naked. You shouldn't even be allowed to access your inventory. Meaning if you have absolutely NOTHING on, and you're indoors, in the darkness (and I'll get into "indoors" and "darkness" later). But assuming you still have two arms at least. The very LAST things you could POSSIBLY have left in your hud, is obviously Primary and Secondary. Although I guess if you lost an arm it would just be primary by default. My Eyes 1. I feel everything for your hud (that I can think of), just like your inventory menu, should be able to be moved around as much you want. 2. Allowed to be resized vertically, horizontally, and diagonally. 3. I feel ALL of the things that can be in your hud can ONLY be shown if it is in your character's direct eye sight. Now bear with me. Clocks 1. I love it, but I feel the "default" should not be the digital clock. To me, always having the digital clock kinda feels like cheating. There for, I lose appreciation for the value of time. 2. You only should see the digital clock; which should be a whole seperate icon apart from the "default" mind you, if you're holding and/or wearing, and/or just simply looking at one on the wall, and/or maybe even a big town clock that you can see from farther away, useful if it even works, and if there are any, in the towns we're in of course. 3. Same goes for analogue clocks as well, obviously meaning you'll have to animate an analogue clock for the hud. 4. We should be able to see multiple clocks on the screen too, so as to easily compare them to one another. Because SOME will be alive, and showing the right time, while most will either be dead, or need to be rewound or reset. Such as the state of the human population and economy at this point. The "Default" of Time 1. The "default" should be a seperate thing all together. But I can only call it the "default" because you see it most of the time, you cannot bring it up at will, and it was here first (before clocks). 2. Now, the game is isometric, so we obviously won't ever actually be able to see the sky. But don't worry, I'm not talking about a literal first-person view, that would be way too much. I'm just talking about a basic-easy to understand-representation. Only the basic things your character would see, that the player can do with this as far as their character is equipped for. But obviously, still relying on what the player can ultimately understand. The Representation of The "Default" The Sun. It should shine really bright sometimes, and other times, not so bright, through out the potential years to come. The moon. Maybe you could make a rough idea of how much of the sun is actually reflecting off of the moon at different times of the year. Or even an eclipse and a blood moon, for flavor. The Clouds. Maybe you only wanna show a few clouds. Or maybe it's so cloudy that you can't even see the sun on this thing, hindering your ability to tell time without a proper clock. The Transition of The Sky. My basic example would be like, from black with stars to red to orange to yellow, and then strangely-suddenly to blue or grey depending on the weather, time of year, and the part of the world you're in. And it goes on like that for like, half of the day, and then back to yellow to orange to red and to black with stars again (and any other colors I missed). Maybe that could better help to figure out what colors to shade the landscape at different times of the day and year. I think that would help us better to feel apart of this planet. A Box. A box to put it all in. Directions of The Sun. On the Left then Right of the box you should put East then West. That will make a compass more meaningful as well, but we'll get to that later. Weather. To allow for better planning through out the day, add some basic weather effects that will be easy to understand. And people can eventually learn the patterns of these effects. That way, people know to get indoors ahead of time. But I'm not talking about an exact forecast, just the basic stuff you would pick up from simply looking into the sky. For example, if you know the temperature is warm, but the sky is grey, the clouds are packed, and the sun is covered, but you know there's still daylight up there above the clouds. You can probably guess that it's gonna rain. All of this in a box of allowed variant sizes. Indoors 1. Now I said you would see this "default" time indicator MOST of the time. Assuming most of our characters would be outside mostly. 2. So if you're indoors and too far away from any open shade window, the "default" would disappear. That way, being indoors with the shades closed for long periods of time, can really make you lose track of time if you don't have a proper clock. 3. You would lose happiness faster. More HUD Items Maps. They obviously NEED to be in your hands to be looked at. Compass. In hands, got a strap? You can where it. Step counter. These are supposed to be worn around the waist, so they always come with a clip, so I guess you could just always wear them. But a step counter makes it easier to learn when your feet are going to get sore as well. Oh yeah, and sore feet. . . that should be a thing. Thermometers. Thermometers and any other hand-held weather measuring equipment you could think of, you should add into the game. GPS. It should be like a map, a compass, a clock, and maybe even a thermometer all in one. That, would be a sweet use of batteries. Books. You hold books, you SEE the books (on the screen), you read books, you write in books, blah blah bl-blah blah. I'm not gonna tell you how to use pens or pencils. I'm sure I'll love whatever you all do. Player Knowledge 1. Again, able to be solely reliant on the player's knowledge of how to use these tools. Some of these items would really help to find distance. And knowing distance related to time can help plan out trips. Darkness 1. When it comes to the darkness, we all know the darkness likes to hide things. So the darkness should make your hud harder to see. Unless the tool has a screen that lights up, glows in the dark, or you have a flash light on. I don't know, could be cool. Some Extra Things Shade. Even on sunny, blue sky days, clouds should still be able to block the sun sometimes. A little shade can be the difference between depleted stamina and death. Especially, for people with asthma, on really hot days. Or making it colder in winter days with blue skies as well. Trees. Unless that's truly ALL the trees the state has, there NEEDS to be more trees besides pine trees. It is a real pain in the fracking arse to push through all of those damn pine trees. Maybe some trees where the bristle or even leaves are actually above your head. And instead of having to push through the bristles all of the time, you could just maneuver around the stocks of some oak trees or something. Plus, I wanna climb a tree. . . I wanna climb a tree. . . I really really REALLY wanna climb a tree (in the game). If some of the stuff you're already doing is the same as some the stuff I mention, sweet. But that's all I got for now, I still love this game like it's my first time, every gruesome death I endure, will allow me to enjoy the pleasant death I will earn in due time. I love you all, peace. P.S. Did I do the right punctuation for "You only should see the digital clock;" in number two about Clocks?
  5. As the title suggests, I would like to know if anyone has made an npc mod. If not, then maybe someone would be interested in creating one? Even a simple mod, one that adds npcs that just run around and get killed would make the game much more chaotic and fun. I understand that actual npcs are under development, but it would be nice to play the game with some kind of makeshift npc survivers in the meantime. (Even if they ARE lackluster compared to the eventual release of the official npcs.) Any replies would be great, thanks.
  6. The humans and any other animals you choose to put into the game should leave blood trails when we're critically injured. Depending on how bad you're bleeding, and how fast you're moving will define how bad the blood spill will be. Which will be a must if we're going to hunt wild animals, that we'd immediately lose as soon as they run out of our viewing distance. But with a blood trail, we have a way of tracking them, and finding where they collapsed. We can save on bullets, as long as you're good at hitting vital areas, or are at least good at critically injuring whatever you hit. But the zombies shouldn't leave blood trails, they should only leave the blood you whack or shoot off them off of them. Except for the running zombies, they haven't been stricken with rigamortis yet. So the runners should just bleed everywhere. Besides it's not like you're gonna have the time to be tracking when you're running from runners. And oh yeah, the zombies should be more bloody on a daily basis. Hell, there should be more blood everywhere on a daily basis. But that's all, I'm still loving the game so far. I love you all, peace.
  7. Hello! Thanks a lot for creating such an awesome game! Even though it's still unfinished it's clearly one of the best games I've played so far. That being said, I have some suggestions that I think could improve the game in the future, especally concerning the 'Build' system. I apologise if you've gotten some of these suggestions already. The 'Build' system could use major improvements The problems with the 'build' system as it is now, is; - It's hard to navigate through the list - Most of the time, the screen crops some of the list, so you won't be able to see it all - When building your base from scratch there's not many possibilities regarding funiture, and they usually end up looking a little dull. - Carpentry lvl 5 is basically useless. - It takes little to no time to build a fortress. - Window frames are mostly useless for anything else than sheet ropes. - After a base is built, it just stands there, defenseless, when you're not there to protect it. - Locks on cabinets, doors, etc. isn't a thing. Which is why, I'd like to suggest a few improvements, such as; - The list should be replaced by a full-screen menu (or adjustable size, like the skill window etc.) with different categories. Perhaps some more advanced ones you can unlock with higher carpentry level, and eventually combined with other skills too. A menu would make it easier to navigate, the screen won't crop it, it would be easier to have an overview, and if/when new things are added to 'Build', the game wouldn't end up with a very, very long list that would definitely get cropped. - When in high carpentry level, an 'Info' option could be cool, for seeing how much health your wall has left, like with the plants you farm. - More funiture such as cabinets, potted plants, sofas, candle holders, weapon racks, improvised stoves, heat sources, etc. - Being able to put something in the window frames would be nice. Maybe by using tools to take a window from a house and move it, or in some way craft one. - Building traps to catch/kill zombies and other survivors. There's a spade in-game and using it to do some real digging, like big holes that zombies can fall into, could be cool. Other things that'd work would be; Pointy sticks to place around your base (running into them causes damage), beartraps, some kind of creative trap with rope and a gun (like tripping wire things), more suggestions are welcome. Maybe the more advanced traps could use both carpentry and trapping skill. - Salvageable padlocks, craftable locks, etc. When you're in multiplayer it's really annoying when some person shows up and steals everything from your base when you're not there. Of course it adds a bit of realism, but there's absolutely no way to prevent loss of items. Which is why being able to lock your stuff in would be really nice. An idea for that would be that, locking a thing would spawn a key and you won't be able to unlock certain container without the key in your inventory. To add some realism, a lockpicking skill for that would be cool too. Locks would also be nice when the NPCs come around, assumed they can run off with your things. - Painting the wood. There's not much use for paint in the game, except for painting arrows and skulls, and the option to paint a wall or a piece of funiture could be a fun addition for the more crafty types. - Signs in game are also a little dull. Writing on them could be cool, maybe a little bit like the notes. You right click, a 'write' option shows up below the 'paint' option and you can write on it like you write on a note, but with paint instead. To read it, you could right click and 'read sign'. Signs would be more useful, especially in multiplayer. Other suggestions that could improve the games realism and possibly increase the diffuculty; - Gasoline could be used for generators to temporarily get electricity in a bulding. - Dirty/clean water: All water in the game seems to be drinkable, and having to clean water/get a clean water source would make things a lot more interesting. - A hygiene moodlet could make a use for the soap, toothbrush, toothpaste and towel. Bad hygiene could make the character more prone to diseases. - And with the previous one; More diseases such as pneumonia, sepsis, concussions, flu, etc. - Jackets, coats, raincoats, sandals, shorts, hats, glasses. Also some sort of improvised armor, that could protect from scratches/bites. Improvised armor could be; Duct tape wrapped around wherever you want it (and maybe the option to tape stuff to yourself to protect you), helmets and the like. - Wildlife. I know that would be a pretty huge thing to add to the game, as they'd need AI and stuff, but it could be really cool if you could do some actual hunting for deer and the like. Wolves could be an interesting addition too. - Someone told me it was added to the game already, but I can't seem to figure out how to use it? If it isn't then the option to use bleach and other poisons such as berries and mushrooms to poison food would be an interesting addition, both for multiplayer and when the NPCs come around. - Another fun addition would be if characters can trip and fall over things. Especially when drunk. The decreased aim is one thing, but someone who's completely plastered, go out and kill 50 zombies with a shutgun, without dying or tripping or anything is a little unrealistic. I might add some more in the future, sorry for the large amount of text! I hope it's useful c: I look so much forward to seeing what happens to this game in the future!
  8. I feel like you shouldn't get completely panicked from simply going indoors. It should vary depending on the amount of room you actually have. For example, a living room or kitchen (etc.) could make you slightly panicked. Where as, a closet or a skinny hallway (etc.) could make you extremely panicked. If this is something you can eventually do, that would be awesome, if not, I love you all either way, peace.
  9. Maybe one mod can add a sort of generator and a lead system. Which works with gas. And so to have electricity again. Or at least the duration of the Gas. I know. This will make noise... So we can put a little away from our base and connect the cables. Maybe it's a little complicated to make and use. Perhaps Can need more items. But I think it's a good idea and that maybe in the future can work. Well... that's all. And if my english is bad, Sorry. But i don't speak much english. Greetings.
  10. Game starts 1. In the beginning, you get a semi-random home depending on the proffession, not always a house, maybe not even a roof over your head, just a home you had the time. 2. After you choose a proffesion, you'll have a choice, to either do the one thing the game would ever tell you to do, which is do what the proffesion is, and where they want you to do it. Just to familiarize you with what you're supposed to know how to do. 3. However, if you don't need to, or don't want to, you don't have to, you could just start familiarizing yourself with the people, or the places around you, maybe find out who you'll befriend, rob, and/or kill. Get an early start on your home fortification, or you could just go nuts and start raging on people before the chaos even hits (GTA style). Or you could just roam or something. From Order to Chaos and Back 1. After the first day, panic hits, and the virus spreads within hours. 2. Since the game is already random with zombies, the timing of the full blown riot can vary. 3. As the riots continue from dusk till dawn and beyond, you'll see the zombie population growing, and your fellow human population dwindling right before your very eyes. 4. The military begins the quarantine, they set up outposts, they block the roads, they do sweeps on land and air, killing zombies and people alike, just taking orders. The End Times A. With the military only able to do so much, the zombie populations around you continue to rapidly grow. B. With the military ordered to hold the line and shoot everything that moves, many of their outposts and road blocks quickly became low on ammunition and couldn't hold out, the quarantines failed. C. With quarantine, after quarantine failing, the panic now spread across the country, the people realizing their government could not protect them any longer, decided to revolt by taking what they wanted and needed and leaving, the government fell. D. The game would normally start here. E. With the military not getting orders from up high anymore, or getting fresh intel from central HQ, the military itself simply disbanded. F. Most soldiers decided to go there own way, they will become survivors just like you, but better equiped, and you will either befriend them, rob them, and/or kill them. Extra Ideas Aging. With aging, you would be able to pick which age to start from, and depending on what age you are, there would be some extra buffs and debuffs to come with it. Plus, after a long time of this shit, zombies would eventually slow down, weaken, and then simply die from deterioration, the zombie population would eventually descend. Dreams & Hallucinations. Somehow, dreams and hallucinations have to be a thing in this game. Love ya, PEACE!
  11. I commonly ask myself a question and it always continues to linger on me. What more could I want in a perfect game? #1 - My number one idea has always been bicycles. I know it has already been projected as an idea, but there has not been much in-depth information regarding them. My idea is to either combine cycling with sprinting to make an athletic skill, or just add a cycling skill. The lower the skill, the more prone one would to stumbling (on foot), or falling off the bike (cycling), especially if cycling off-road. There would also be a chance of a rusted chain if left in the rain, or a small chance of a chain falling off over time. Flat tires would become issues when constant biking on roads (a lot of debris would plague the roads). Also, high exertion would make itself known after a while, which would make sense to add some sort of 'gear' system; a five speed. #2 - When NPCs are introduced, I envision some sort of... Friendship bar. Your character may get along better with one NPC, but despise another. Bonds would be formed and if the death of a close NPC occurs, depression would delve its way into the mind. This depression is unlike the average in the game, though. Pills refuse to work and chocolate wouldn't make anyone happy in that situation. What one would need is closure, a way to relieve the sadness. Burying a fallen NPC and creating a grave site would help, but visiting the graves regularly would eventually give the player closure. The extremity of depression would occur on how the NPC died. (Suicide, asking to be shot because of infection, or being torn apart by zombies) #3 - MAPS. Now, I think the common video game map today makes things way too easy... Showing players exactly where they and exactly where they need to go. In a real life scenario, paper maps would easily make their way into the hands of survivors. They should be quite rare, and only a small amount available. I am not quite sure how the maps would be presented. A full, convenient map of the entire land would seem too... Convenient. #4 - There needs to be a ton of variation in the lay of the land. Kentucky is not completely flat, but the maps are. I have no problem with the cities being somewhat flat, but the forests are dreadfully boring. Small creeks, streams, hills, crude bridges, dirt paths, and other forest details should be available. I know that this game is in early development and these type of aesthetics are on the bottom of the list, but in the future, it would feel much more immersive. #5 - Ironically, the smallest aspects of the game seem to bother me the most. When I fish, I feel so bland. The water doesn't even move and that bothers me. It doesn't even have to look realistic, but it should at least move. It would add a great deal of immersion, which everybody loves. #6 - More skills and more occupations #7 - Different building materials. I am getting pretty tired of seeing wood, wood, and more wood. #8 - Notes and signs. With pen or pencil in hand, one should be able to 'mark' or identify what is what. Certain crates would be for different things, etc. If I think of any more, I will be sure to comment them!
  12. Server IP: 80.163.2.222 Port: 16261 (Online 24/7) Normal, PvP & No Whitlist All are welcome please write to mtsldk@gmail.com if ther is problem.I always tjeck my phone / mail. Thank you mugz.dk
  13. Well, I've come up with plenty of ideas for PZ recently, some of them may be too ambitious, but here's the list: -A large variety of electricity generators, like solar panels as loot, craftable windmills, or perhaps portable gas generator... Also, some kind of input distributing devices near or inside the houses so it's possible to use electric stuff like stove and lights... Also, maybe locations as power dams or thermal stations -Some changes to the jumping from high places, because always breaking bones after jumping from second floor isn't that realistic to me, and it highly decreases he odds of survival... maybe adding a skill to handle that -Armored doors and walls, impossible to break down with sledgehammer or burn down, but there should be an ability to blow the doors open with explosives or a locksmith (picking) skill plus rare lootable tools for cracking the locks -Traps for players - mines, tripwires attached to shotguns or shelves with logs, or maybe disguised bear-pits -Skill(s) for repairing cars or setting up generators -More meds - for curing fever, performance enchancing drugs... I personally like how it was made in all fallout games - increasing stats, but a chance of dependency... Maybe a trait of resisting addiction -Major developing of character generation: ability to choose skills, age and so on...Also, jobs should affect skills -Adding perks which you can get by doing some challenges or reading special books -The sewer should be a source of water, but with high chance of contracting a desease which would cause fever... And an ability to purify it somehow, like adding rare lootable water filters, and boiling it - the more you purify it, the less chance of illness -Scavenger skill/trait/perk - now, I've faced a problem of getting loot on server after it's been active for a while, so maybe players with this could rarely get hidden loot from the containers... Also, it should be worth a lot of trait points or whatever, because otherwise it'll ruin the balance Tell me what you think, so I may come up with more ideas BTW, nice work making the game... I hope there'll be much more updates in the future!
  14. Small suggestions here, but I could not help but putting it out there. Equip a Spiffo plush to gain a sleep boost! Before the player would go to sleep, he or she would equip the Spiffo plush. This would give the player a "Comforted" moodle that would do something like reduce panic before sleep, or prevent the player from waking up early from a sound. The player would wake up with the comforted moodle and be temporarily less susceptible to fear. Equip Spiffo while outside to reduce panic! After an intense fight with a horde, the player may end up experiencing extreme panic. This can take a while to disappear and can mean life or death if you are forced into a showdown with more zombies. Equip a Spiffo plush to quickly reduce panic before another engagement. After panic is completely resolved, the player then would gain the Comforted moodle and be less susceptible to panic when near a zombie. In a world where the dead come back to life, people (NPCs) will kill you for a bag of chips, and the military that once protected you now have your head at the end of their sights... its good to know you still have a friend that can give you a little comfort. These are just some dumb little ideas. Just wanted to show some love for Spiffo!
  15. The Problem In Project Zomboid, the primary method of getting past zombies is engaging in combat, either with melee hits or with weapons such as firearms. The other option is to slowly sneak past them and avoid the zombies' line of sight. This is a good start for stealth mechanics, but it is definitely lacking. How Can the Game Improve in Respect to this Problem? Add throwable objects that produce a noise which pull nearby zombies towards it. Note: Would only work for zombies that have not yet locked onto the player. Two Types: Short Distraction - Rocks, glass bottles, etc. When thrown they produce a loud noise on impact. The zombies would them travel towards the point of impact, linger there for a short amount of time, and quickly begin to separate and diffuse. This allows just enough time for the player to sneak past. Prolonged Distraction - Airhorns. Combining air horns and scotch tape would create a makeshift device that can be thrown and used to pull zombies into another areas. The noise would continue to pull zombies for a prolonged amount of time. It would have the same effect as a triggered house alarm. This would allow players much more time to sneak around, but it would also attract distant zombies. Does it Make Sense for the Game? Stealth mechanics are important for a survivor. A survivor should never fire his or her weapon or engage a zombie unless it is absolutely necessary. This would allow players, especially those playing in sand box with ultra rare loot, to conserve ammunition and weapon durability. Being able to pull zombies away from your path or towards another area would be especially helpful in locations such as the mall. Is it worth the time and effort to develop? Adding this feature would allow players whole new strategies to taking on zombies and zombie hordes. It would not require any extreme overhauls, and most of the mechanics needed (throwing objects, zombie-attracting sound alarms) are already in game.
  16. The Problem The map of Project Zomboid if completely flat. There are no variations in land formation. How Can the Game Improve in Respect to this Problem? Adding varied terrain to certain parts of the map. The cities and suburban areas of the map can be flat, but the planned outer map exensions and some of the existing map should have some kind of land variation. Hills, ditches, cliffs, etc. Does it Make Sense for the Game? I don't know too much about the land of Kentucky, but I assume it is not completely flat. Adding some variation to the land will bring the map to life. Is it worth the time and effort to develop? Probably not yet, but might as well start thinking about new types of land formations before the map is complete and finished, am I right? A problem I foresee with this feature, however, is that some terrain would have to become transparent in order for you to see your character. For instance, when your character moves behind a hill, the isomeric camera angle would cause you to loose sight of your character, so the hill would have to become transparent. This might be tricky to do seamlessly, but it has been done before by other third person games.
  17. I have not heard much details on the upcoming addition of vehicles to Project Zomboid, so I just wanted to get some clarification. When "vehicles" make their way into the game, will that just exclusively include cars, or should we expect a variety of different vehicles. From engine-powered vehicles such as cars, trucks, motorcycles, mopeds, etc. To quieter, man-propelled vehicles such as bicycles, skateboards, etc. If so, would we see a large variety of vehicles on Day 1 of vehicle implementation, or will they be released few by few over time.
  18. The Problem Bodies of water are dull and almost unrecognizable as water. They are static, produce no ambient noise and have no glint or shine that differentiates it from the land around it. How Can the Game Improve in Respect to this Problem? Better water textures. Give water a flow and current. Maybe even a subtle shimmer.Waves. No matter what size, waves make bodies of water instantly recognizable.Audio and proximity. Allow players to detect when they are near a body of water by slowly fading in the sound of flowing water . Does it Make Sense for the Game? Bodies of water would become important for the player to be aware of. The sound of flowing water can muffle or block out the sound of an approaching zombie. Trash and useful items would wash up on the shores of rivers and lakes. Is it worth the time and effort to develop? The game seems severely lacking in giving movement and "life" to the game world. More dynamic and visually appealing bodies of water would give the game world more "life" and would also make the player more aware of them.
  19. The Problem Seasons and changes in weather patterns in Project Zomboid are currently only noticeable by the player feeling either hot or cold. During the summer/hotter months the player feels hot. During the winter/colder months, the player feels cold. However, there is no graphical indication whatsoever to visually indicate these shifts in seasons and weather. How Can the Game Improve in Respect to this Problem? A system should be implemented that would make the visual environment and temperature of the world change depending on what time of the year (in-game) the player is currently playing in. Ex. Leafless trees, occasional snowfall and snowy grounds during winter.Multicolored leaves floating around and covering the grounds during autumn.Full, leafy trees and bird formations during the summer.More intense storms during the spring, etc. Does it Make Sense for the Game? The game takes place in Fort Knox, Kentucky and the areas surrounding it. This region of the USA would experience such changes in weather and seasons, with the exception of frequent snow, however seasons in KY should still be cleary differentiated. A realistic atmosphere is important for Project Zomboid. An improved weather system would bring the game world to life. Is it worth the time and effort to develop? An improved weather system should give the player new challenges to consider that should be incorporated in a survival game. Weather is something a survivor should always consider. It can mean life or death if it is not properly considered. Snow and heavy rainstorms would slow the play down significantly and could destroy their crops and low-tier structures.Loud thunder and lighting could make the player less noticeable to nearby zombies. [Edit: I think this is already implemented]Winter months would have short days and longer nights, while summer months would be the opposite.Autumn leaves on the ground would cause the player to make significantly more noise while moving.
  20. Yeah, guys I found this in internet : I think it's copy of Project Zomboid but with good graphics and snow. In this game : Zombies, craft, building (only camp fire, but i think, we can build walls and ect.) locked doors, looting, top view, we need eating and sleep. What do you think about this?
  21. US East server open to public, anything goes! Regular server resets every 48 hours ip: 108.30.190.71 IT'S GOING TO BE AWESOME GAIZ~!
  22. Here's a character portrait I did of my roleplaying character Anya. I play her on the server Picking up the Pieces.
  23. Hello I'm gonna get right to the matter I need help with. Basically I've installed MindMod, RMLockPicking, RMUtility successfully, and I wanted to try and install the Super Powers mod into my Project Zomboid folder, I transferred my mods from C:\User\[Me]\Zomboid\mods to C:\Users\[Me]\Desktop\Steam\steamapps\common\ProjectZomboid\mods and then I put the other stuff like the stuff that goes in UI into C:\Users\[Me]\Desktop\Steam\steamapps\common\ProjectZomboid\media\ui\Traits And Sound in C:\Users\[Me]\Desktop\Steam\steamapps\common\ProjectZomboid\media\sound Everything worked fine until I tried installing that mod, I left SuperPowers in C:\User\[Me]\Zomboid\mods and it worked perfectly, I also left CraftHelper in there (I also tried installing that) and again it was fine! But when I tried installing it, I ran every beta mode I had in there, and it still didn't work. I used to just use Beta and now it won't work, when I enter the game the main menu won't appear, (the screen with the guy and woman in the night near a window and the logo is there, but the stuff like, EXIT, Options, Mods, stuff like that, dosen't appear, I reload the game in Build23, and it says the mods are there, all ticked and working, I go into a save and start playing, MindMod won't work, and whilst it's something I can live with whilst doing Vanilla gameplay, say if I suddenly want to play Mods, it's gonna be annoying. So anyway if anyone has an answer on how to fix this please tell me, I really want to know what's wrong.
  24. www.projectz.bl.ee ^ [sERVER STATUS] ^ Region / RegiĆ£o [BR] & [EUA] __________________________________________ \\\\\\\\ How to play / Como jogar //////// www.projectz.bl.ee/Como-jogar/ IP: Necessario Patch para se obter / Patch needed to obtain __________________________________________ \\\\\\\\ Patch Download //////// ProjectZ_Patch_v1.rar Size / Tamanho: 1.4 MBS www.projectz.bl.ee/Downloads/ \\\ Features / Recursos /// - Spawn Bug - Time Out - Save - Zumbis Invisibles __________________________________________ \\\\\\\\ Contact / Contato //////// FaceBook: https://www.facebook.com/projectz.bl.ee Skype: Project.Z1 Email: Contato@projectz.bl.ee Formulario de Contato / Contact Form: www.projectz/Contato/
  25. ==PLEASE HELP== Hey everyone Matthew here! One of my friends asked me today if it is possible to play Last Stand on multiplayer, I said I wasn't sure so I thought i would ask on here as my last resort after about 30 minutes of googling. I have ports open and I can play multiplayer fine I just want to know if you can change the map or play a custom map in Multiplayer, at the moment I have a feeling it isn't and if its not please can someone inform me if it will be added. Thanks -Matthew ==Please try to respond in the next few hours if it is possible or not!==
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