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  1. please move the gong sound from before the game starts loading to when the "Click to Start" text appears - ... and for good measure, make it audible even if the game is minimised. my personal reason for this is that, I usually leave the game loading in the background since it takes so long for it to load, due to the immense amount of mods I have in my game lol - needless to say, it takes a while to load, and I sometimes even forget that the game was loading, to begin with. having a sound play as soon as the game is ready would be a good quality-of-life addition that I'm sure would be appreciated by a large number of players.
  2. Hey there, guys! this is the first time I write on a forum and I am not English, so please excuse my spelling mistakes. I write this after some frustration in the fights in Project zomboid, the game since all time has always had this very "random" side but still calculate attack! What I mean by that is that an attack = has a hit or not and this one depends on lots of other variables like many other video games, and it works extremely well with zombies. But I admit to being quite upset about multiplayer, especially firearms. Let me explain myself! when you shoot with a firearm there is like a visible cut that breaks the dynamics and power of weapons, when you shoot a window for example it is instantaneously broken with the casing that instantly appears on the ground etc. When you shoot in full auto, there is nothing that indicates where you shoot or even what you touch, since also the game contains no impact! Except for the windows. Similarly when you shoot someone, the person targeted has no audio information that tells him where he gets shot and where the impacts appear. (like Audio impacts, or even crack) Here, I hope the firearms will be reworked because I think the game has a huge potential on the point of the PVP What you guys think !?
  3. I think it would be realistic to be able to sit not only on the floor but also on chairs and sofas. You could also read a book, relax or simply sit on a chair. If your seat is close to a TV or radio, your character could even listen to the radio or watch TV there.
  4. TRUCKS Since this is set in America, this should have one of the most iconic things America has, and it is its long nosed Diesel semi trucks. These trucks would have a lot of use for players that wants to live the travelling nomad life, they would be safe in a large truck with a Sleeper behind.(A Sleeper is a the part of the truck where Truckers sleep, eat and entertain themselves). It would also give a lot of utility to communities if the time ever comes to Multiplayer where large groups of players have banded together with NPCs. These trucks could be their lifeline in supplies themselves or blockading a street. The challenge in having a truck in the Apocalypse would be: Repairing it and up keeping it. Trucks have larger tires than normal cars, so after a while, finding replacement wheels would be extremely hard(Trucks usually have 22.5 tires). Refueling a truck could take a lot of effort. For example, a 1980s Peterbilt 359 with a Sleeper and 6X4 Chassis would need at least 300 Gallons per Football Field to be fully refueled. Maintenance would be a nightmare as trucks do not have usual parts that you could use on cars and you would need to find a Truck shop to get the proper parts for it. Space, trucks need a ton of space to be stored, so unless you have a warehouse as a Safehouse, you would have to park it in the open, for everyone to see. Lights, trucks have a TON of lights, from the roof of the cab to the sides of the Cab and Sleeper, some would even have Spotlights, old time trucks in the 1980s would have Spotlights and Long Reverse lights attached to the top of their chrome driver and passenger side windows. These bad boys uses 4 car batteries, good luck with that. Majority of trucks use 12 Speed or 18 Speed Eaton Fullers, so the player has a lot of shifts to do to get it up to speed. Some like logging trucks has High and Low gears for Hills and Mountain roads. There are different types of trucks too, Day Cab, Flat top, Cabovers, Logging, Military and Sleepers. Day Cab: A truck that only consists of the Cab, it is shorter and used for local trucking industries as it could fit in almost anywhere and has a smaller turn circle Flat top: One of the most famous types of trucks in the 1980s and early 90's. These trucks has sleepers that has flat roofs. Cabovers: A very old design of trucks used way back then in the 80s and 90s when road regulations on truck length wasn't harsh one many states. Logging: These are the types that could plow through large hordes with ease, they are city trucks equipped for the harsh muddy roads of the Mountains. Large bullbars and headache racks. Mostly seen in Day cab with the headache rack behind the cab to protect the driver from the Logs his hauling. Military: The military uses many types of Civilian trucks converted for military use like the M915A5. A Freightliner converted for Military transport. Day Cab 1978 Peterbilt 359 Flat Top 1984 Peterbilt 359 Cabover 1994 Freightliner FLA Kenworth T800 Logging truck, the thing you see behind the cab is what truckers call "Headache" rack. United States Military M915A5 with a M1015 Flatbed Trailer (If this is too modern, there is always the M35 Semi used way back in the 70s) The benefits would be great for anyone. A truck could travel a thousand kilometers in a single tank, large hordes would be nothing as you just plow through them with a trailer, and it would be good as an intimidation to players on the road or walking along it. But one should always remember that trucks have air brakes, so you cannot just be constantly be tapping the brakes since it would lock and would take a lot seconds of revving up the engine(It is to pump air into the brakes) to unlock. They would also be noisy, and more noisy with the trailer jumping on and on in tight turns or just from speed. TRAILERS In terms of trailers, the usual 48ft Fontaine Flatbed and 53ft Wabash Dry Vans and 48ft Refrigerated Reefers you see everyday should be scattered on Industrial areas, these are their Pros and Cons: They would have large utility, but are hard to use since if you do not have a Semi truck, they cannot be moved. Replacing their tires would also be hard after a Month into the survival since they also use the same size as the Semi trucks. Hooking up a trailer would also be a hard thing if you do not know which airline to attach and how to hitch the 5th wheel. Though the creativity that could spark if you have a 48ft Flatbed, you could turn it into a house, towed battlewagon, and car/parts/object carrier while the Dry Van would serve the same purpose just excluding the battlewagon but instead as troop carrier or a more enclosed house or moving storage facility. The Dry Van could be used as a temporary or permanent blockade since 53ft is a very long length and could block off Highways and entire entrances to towns. The Reefers(Basically large fridges) could be used to freeze captured players to death or store large amount of foods. But it has a Generator and would need to be attached to a Truck to work properly. These trailers has the ability to "slide" their axles to balance out the weight, but since this is the Apocalypse, they'd be just there as an option if you want to slide the Axles backward. Examples: Wabash 53ft Dry Van trailer Velocity Fontaine 48ft Flatbed. The one on top is a Dropdeck with Spread Axles Here is a link to how Axles slide on Dry Vans: Now for the more complex trailers like Bulk tankers and specialized trailers, these should only appear in specified areas like construction sites and Gas stations. There are multiple types of Bulk Trailers and you'd see. I'll just post a picture since it would be complex to explain it all. The examples I'll use are from a Tanker Company named Polar Tanks. I don't know all the liquids they carry but the examples I could give is: Petroleum: Used to store Diesel and other types of Gasses. Up to 80,000lbs. Dry Bulk: Used for Cement and other types of Construction materials that are in liquid form. Chemicals: Used to haul dangerous chemicals from factories and is often called as the most dangerous type of trailer as if one could leak, an entire town could die. I cannot explain the others as my American Truck Simulator knowledge on tankers ends there, you guys might have to ask actual truckers on what they do. Here are more types of trailers: Wilson 42ft Grain Trailer, these should be found in large farms. There is two types of Dump trailers, one that is called "Side" Dump trailer and "Full" Dump Trailer, here are examples: EAST Full Frame Dump Trailer JET Side Dump Trailer And here is an example of a "Lowboy" trailer: JET Tri Axle Lowboy trailer, these are used to haul Construction equipment or just heavy vehicles in general. Thanks for looking into my suggestions! Keep doing great Devs!
  5. I saw the dice on twitter and thought randomly if there was a comic book store, and since there is none heres my input.
  6. There's no vehicle icon for the mapping function. PLEASE add one! Pretty please with zeds on top.
  7. What if they added fire alarms to the game Most places at the time had them and if theyre triggered somehow it will set off an alarm and attract all those zombies and soak ur clothing plus it downgrades molotov cocktail use
  8. I don't know if it would be too hard to add basements and cellars into the game because of how developed it is. Most houses in the U.S have basements and I think it would be a great addition. Plus you would have more room for stuff and also more things to loot. And more places for zombies to hide
  9. I'm kind of surprised by how short sighted is considered a "free trait point" currently when the need of glasses can be such a huge issue IRL. As such, I thought up a few suggestions that not only would make the short sighted a much more meaningful negative trait that could even be increased to +6 trait points or even +8 but are a lot more interesting in game and make it something that is actually a huge choice to make. 1- Your screen should literally blur if your character is without glasses with the exception of things within a certain range of your character getting gradually worse the farther from your character it is. Very similar to how the "fog" works outside, but near the character it should barely be noticeable while it should get stronger the farther from your character it is until things are indistinguishable from a certain distance. This means that your character wearing the glasses on their face is extremely important since without it, you as a player won't be able to see things far from your character as well as if there was a permanent fog in the game. Also it should give CRAZY negative accuracy that gets worse with the distance your character is from the target. This means that without glasses, you won't be able to hit enemies with a gun that are far from you AT ALL. Even though you can start with glasses (which is very important that you do), there are many situations in the game that make the character drop the glasses, like tripping or being brought to the ground by a zombie that caught your foot and so on. More to come with the NPCs update for sure. This also mean that you don't get to wear facemasks to protect you or full head helmets that cover your face or any sort of mask that also takes up your eyes. In runs that have the zombie virus be airborne, this means no wearing gas masks or any seriously protective masks. 2- Glasses should have a hidden "durability" that shrinks as they fall to the ground or whenever they are stepped on while on the ground. This is huge because you never know when your glasses will break, which means you need to get spares from zombies. I won't even get on the matter of prescriptions not to make this overly complicated, lets just say everyone magically has the same prescription, but if your glass breaks because a zombie tripped you and stepped on your glasses and you don't have a spare, you are very screwed. 3- Being without glasses should give stress by the hour, since it is extremely stressful to not be able to see things properly. It should also give a permanent first level of panic if without glasses outside since you can't properly see if there are zombies in the distance that can already see you. Similarly, it should reduce the boredom reduction effect of televisions if you are without glasses since you can't perfectly see the TV unless you are very close to it. With all this, short sighted would still be a pretty good negative trait to get, since you can just start with the glasses to counter its effects from character creation, but it would be a serious negative trait that properly portrays the effects of being short sighted and how important glasses are to you, being the difference of life and death in a world that not seeing things can quite literally get you killed. As someone that needs to use glasses every day or else I can't even properly see my computer screen while sitting on my chair I can tell you that being without glasses in a zombie apocalypse would be a death sentence and the game should properly portray that.
  10. When a character you've keept alive for very long dies, that can entail huge losses on skill levels grinded, yet if you choose to create a new character in the same world, in the same save, the new character is created with the exact amount of trait points than the previous one did, even though, in theory (RPing), that character has already been alive in that world ever since the first character also was, so their start should have a small amount of trait points more than the previous one since they already survived by themselves for a while. tl;dr after a character dies, the next character should get a small amount of bonus free trait points in the character creation, both for Multiplayer and for continuing in a solo play world. The amount of points would be calculated based on how much total XP was accumulated on the character that died + any amount of bonus trait points received from even older dead characters (so it is cumulative). This is a measure to make it more valuable to create a new character in the same "world" that your old character just died in instead of starting a new play from 0 in day 1 or create a new world. This is also extremely valuable for MP servers where since there is no way to accelerate time passage, the losses due to death are extremely higher and in a small server of friends, the death of multiple players may even "kill the server". The idea isn't really to remove the penalty of death, but to give some level of reward to the player on his next character that is related to how much he advanced on his previous characters and to consider the fact that the new character has already "survived alone" for a while. You aren't rewarding death nor removing the death penalty, but just rewarding the player for having been able to survive for a long time and advance the character in a world infested by zombies. That can also be a toggable mechanic on the settings when creating the world/server for those that don't want it. The new character will still be much lower in skill grades than the previous ones and the death will still have a considerable penalty, just that if you were able to survive for long and raise your skills by a lot, your new character will at least have a few free trait points extras for you to create, since the game is a lot later in time, there are no more transmissions on TV and there are a LOT more zombies around, since the amount of zombies also grow with time, so in no way, shape or form is this any OP mechanic in any way, but just a loss mitigation balancing issue that also fits the scenario lore-wise. Without a function like that, the new character actually starts way worse off than the first one since you won't have any TV shows to raise skills like carpentry and there are a greater number of zombies, possibly even be closer to a helicopter event if that haven't happened yet or if it is set to happen "sometimes" instead of "once", which is what I meant with a death killing the server or making it better to start a new world from 0 instead of continuing on an old world.
  11. I suggested this in the Steam discussions suggestion but thought I should also post it here. As much as I genuinely love the trait system, there is a pretty significant limitation to it, which is that even if you were given infinite free trait points, you don't really have full freedom to create a character min-maxing a certain ability above a certain point. Considering some servers might have some free trait points given or that a coop group could each take a certain profession and min-max that profession as much as possible, each player will still be pretty average in their profession of choice. Further still, there is the issue of character death which, if you spent dozens of IRL hours practicing a certain craft can be EXTREMELY frustrating when you can't even sacrifice points you would spend on a few crucial traits to min-max that skill as much as possible. My suggestion would be to take inspiration from the "storytelling" tabletop RPG system on a way to directly purchase skill levels. The idea is simple. After choosing the positive and negative traits, you'd have a next window to spend any remaining trait points. To purchase a level of the desired skill you would spend: Next level / 2 = cost in trait points [rounded up]. Explaining and examples: To get "Axe" level 1 with this system alone, you'd spend 1 trait point, but to get Axe level 3 you'd spend 1+1+2=4 trait points. 8 for level 4, 13 for level 5 and so on. To start with Carpentry level 10 going from Carpentry 0, you'd spend 1+1+2+2+3+3+4+4+5+5 = 30 trait points. This would be EXTREMELY useful for a server that says the story started 10 years in the future and gives players a high value of free trait points to create their characters or for a more RPing friendly server, or even a more casual server with free points on character creation or even in a normal game to create a min-maxed character.
  12. I suggested this in the Steam discussions suggestion but thought I should also post it here. Something small but with a big impact, having a pillow inside your inventory or within the vicinity when sleeping should make your character rest better and reduce the chance of neck pain by 75% or more. Cumulative to up to 2 pillows limited up to 100% neck pain reduction and 1.5x the better sleep bonus. This would not only make sense, since pillows are literally designed to provide a better sleep, it would give a proper use to an item in the game which currently only works to craft mattresses and you can't even rip it into Ripped Sheets or remove its covering to use as curtains, which you should for both. It would also make bad and average beds usable in emergency and be extremely useful for people with the "restless sleeper" trait, making a pillow be to those with that trait the same as the glasses are to those with the "short sighted" trait and cigarettes to those with the "smoker" trait, something almost mandatory to have with you to counter the effects of your trait.
  13. I posted this suggestion on the Steam suggestions as well, but thought I maybe should share it here as well. There are three things I'd like to say about the Smoker negative trait. 1- It should be possible to plant Tobacco, dry it, treat it and craft your own cigarettes. There should also be "smoking paper" and "cigar filters" which should also be a craftable out of wood with specific tools for it and cotton(which should also be farmable), respectively. In a big base very late game or even in a server with friends, those are things that are needed for there to be a production of cigarettes instead of relying on finding cigarettes in the world. Imagine a game with 20 people all 20 having the smoker negative trait. The number of cigarettes per day will be pretty high and just finding them in the world by scavenging will not be enough for their characters needs, but they could have a tobacco farm and produce cigarettes in high amounts. 2- Smoking should have negative effects on your character as well and not just be about having to smoke and finding cigarettes in the world. There should be a hidden counter of how many cigarettes your character has smoked and for how many days they have been a smoker. After a while of smoking, a few weeks to a few months or after a certain number of cigarettes, there should be a % chance that you character develops a temporary version of the "asthmatic" trait after every cigarettes they smoke. After a year, there should be a small chance they develop it permanently. After 2 years there should be a chance to develop a temporary "out of shape" after every cigarettes. After 3 years a chance to develop it permanently. After 5 years a chance do develop a permanent version of "prone to illness" and after 10 years a % chance to develop a sickness that doesn't go away, may randomly cause "pain" status and can grow until it kills your character (cancer). This percentage chance should start low but grow a tiny little bit every in-game year after that. 3- It should be possible to lose the "smoker" trait by not smoking for over 1 year in-game and dealing with the stress and negative effects of trying to not smoke. There should be an invisible counter of how many days your character has not smoked. After a few days, you would develop a temporary "Hearty Eater" that comes and goes every few days. Then after a while a temporary "Restless Sleeper" that lasts until close to the end of that 1 year period. After a few more days, develop "Sleepyhead" as well. So your character is stress eating, resting little and feeling tired all the time. You should also randomly receive high amounts of stress. And sometimes receive a temporary "High Thirst". If you already had any of these negative traits, it should temporarily increase their effects. After that one year period has ended, you'd have lost these temporary versions of the negative traits and lose the "smoker" negative trait. If you smoke a cigarette, you'd also lose the temporary version, but reset the marker back to 0. If at any moment your character smoke a single cigarette after losing the smoker trait, they should immediately receive the smoker trait back again. Even without the smoker trait, there should be a random low % possibility of your character receiving the first stage of stress due to the smoker trait which the percentage shrinks lower every passing year until it reaches 0% after several years. The permanent negative traits you gained due to smoking in suggestion 2 should also be lost gradually every few years after your character stops smoking. (With the exception of the sickness) It only uses mechanics already present in the game, is much more realistic to the effects of cigarettes (coming from someone who smoked for years and has stopped for over 10 years) and doesn't rely solely on scavenging for cigarettes. Smoking in the game is currently not much more than a small scavenging hassle when it should have long-term issues to that short-term bonus 4 points. Both keeping smoking and stopping to smoke should be a hassle, if you keep smoking you get long-term issues, if you stop smoking you get one very bad in-game year. This not only make the smoker trait something you really have to think about but portrays cigarettes as they actually are. Also, cigarettes should reduce your boredom a tiny bit. They don't only reduce stress, but smokers also actually like to smoke and smoke when they are bored as well, I can assure you of that..
  14. So, right now all of the crafting routine is handled by character inventory. All of the materials are there as well as the instrument. But I think would be interesting to bring, in addition to that, some workbench system, that would require a stationary workbench in order to create something, or just simplify the familiar craft tasks. For example, there could be a stationary metal band saw, that can create metal sheets from some other cheap material, or maybe even from furniture, with additional efficiency and higher drop rate, or maybe it can do some other importing operations. But its work require the resources, that can be gain only in that special facility, where it is located. So, as a result, you can get very cheap, possibly unique, craft opportunity at this spot, but you will need to fight all of the zombies in the area, that can be attracted by a band saw noise, secure that place, and turn it back to power, but all of it will worth it at the end It could also be a vehicle parts crafting benches, that obviously required an factory environment, some heavy machinery for precision engineering, lens production for scopes, glasses and binoculars, ammunition production benches, or maybe even just a simple stationary workbench, that you can craft yourself and put it in your base, to make some importing stuff, or make some of the resources requirements lower, and production faster, but you obviously can't take it with you on the journey, and can use it only when you at home
  15. It would be awesome if u could show your map to other players or even draw on the same map at the same time.
  16. We all know hunting will come to the game soon, suggestion to that would be the ability to see tracks, to follow eather animals, maybe zombies and players or npc in the future. The ability should be implemented with the skill tree added soon. Depending on your level it will show you not all tracks. lvl 1 -> Zombies lvl 2 -> Animals lvl 3 -> NPC lvl 4 -> Players You will be able to see all tracks, but you wont be able to distuingish them. You will need a magazine for it or sth along the lines. This will greatly enhance hunting and will enhance player interaction. like following someone to their hideout. Also a skill to counteract it would be Track Hiding. Like the name implies, a skill to hide your tracks, with level system. depending on the level of the tracker, the tracker wont see your tracks if you the track hider have a higher lvl than your tracker. Track hiding is a manual work, so you will only move like you would be foraging or sneaking. I really just want to roleplay as Daryll Dixon ;^
  17. It would be great if we could have access to some ChatServer functions in our server-side lua script to send messages to client chats - sendServerAlertMessageToServerChat - sendMessageToServerChat - sendMessageToAdminChat
  18. Suggestion to make it a bit easier for server mods to handle some of the situation. Most of it is doable in a hacky way but having those in the core engine would just make it cleaner and more efficient for us. EVENTS: OnServerPlayerConnected (playerObj, isNewPlayer) When the player officially connected to the server, passing a parameter to inform if it's a brand new player. Use cases: Show a message, an existing player has connected. Show a message, a new player has connected. Do something every time a player join. Do something one-time only when a new player joined for the first time. ___________________________________________ OnServerPlayerDisconnected (playerObj, reason) When the player has left the server, passing a parameter to inform the reason of leaving. (Logged Out, Kicked, Banned, Unknown/Crash) Use cases: Show a message, a player has left and why. Do something special when a player disconnect based on the reason. ___________________________________________ OnServerPlayerSpawned (playerObj, isNewCharacter) Similar to OnServerPlayerConnected but also trigger after re-spawning a new character (after death). Use cases: Do something every time a player spawn. Do something when a player spawn with a new character. ___________________________________________ OnServerPlayerDied (playerObj, reason) Trigger when a player has died, potentially add the cause of the death. Use cases: Show a message, when a player died and why. Do something every time a player died.
  19. Hello it's me yet again, Some mods require to save files or data into files that are kept into memory. The ability to save that data when ever the server is going to shutdown would be a blessing. Suggestion Adding a server event named 'OnServerShuttingDown' that allow server mods to do a finalization work when the server is shutting down. Result Saving files and data when the server is shutting down.
  20. Hey hey hey I know it's me again with yet an other safehouse suggestion. Suggestion Allow owner to assign member roles. - Co-owner, similar to owner but cannot kick owner and cannot promote member to co-owner. - Member, give access to the safehouse as a member, allow respawn. - Visitor, default role allow the player to sleep, drink from tap water and use doors, disallow respawn and looting.
  21. Hello there again, So custom safehouse set by admin are a great feature that we appreciate alot but when player accidentally un-claim the safehouse the job needs to be done again. Suggestion Added a special variable to an admin defined safehouse so that when it is un-claimed it is not deleted but marked as not claimed and self-claimable again. Result People who abandon or accidentally un-claim a custom safehouse area, will be able to re-claim again as if this was a normal safehouse.
  22. Hello there, The way safehouse works is that it select a whole building and set the area 2 square out each side and doesn't check for the Z axis at all. Suggestion Add a Z axis to the safehouse, by default self-claimed safehouse would still be from zero to the maximum stories. But admin custom safehouse would have the possibility to set the starting Z and ending Z axis when defining the zone. Result Gives the possibility to divide apartments into multiple different safehouses, manually by an admin.
  23. Multiplayer - Done. https://theindiestone.com/forums/index.php?/topic/5-multiplayer/ https://theindiestone.com/forums/index.php?/topic/351-family-relationship-with-other-players/ https://theindiestone.com/forums/index.php?/topic/1027-multi-monitor-co-op/ - Not Done. In alfa devs like the idea to split screen but now after multiplayer i think that idea died.
  24. Hello makers of a great great game!! I had a very funny end-game lately and wanted to share it with the devs so maybe it could be "properly implemented" (quotation marks definitely intended). I turned into a zombie while driving at a 100 MPH to get to a medical building only to be popped out of the car and start to wonder around (as usual hehe). death-while-driving.mp4 Would it be something to add to your roadmap to make the player turn inside the car... it eventually stops (based on speed of course) and then he gets out (smashing the window?)? Thanks for your time and keep up the great work!
  25. After reading todays blog post about small issues I remembered something I have had on my mind for awhile. Why can we not use towels to cover windows, or rip towels for fabric? I think a small but meaningful feature would be if towels were updated with the following: 1. ability to cover windows 2. Ability to rip for fabric 3. Ability to burn towels and use them as kindling and not as importantly but I think it would be nice if we could wear towels also, either around the waist or over the shoulders. Maybe even like a makeshift super hero cape? Unlike the other suggestions this would require adding new 3d assets so I don't really expect to see this. But the others should be quick to implement and make a lot of sense. Honestly if we want to go really far with it we should be able to place towels as a rug type furniture option and use them as a bad quality bed. People sleep on beach towels all the time, and its certainly better than just sleeping on the ground, a secondary effect would be a light weight and easy to find portable bed which is something that would really improve nomadic gameplay while being balanced by the fact that its not any better than just sleeping on a random folding chair. Currently dish towels and towels are almost completely useless and I think making them behave like other fabric items would really help round them out game-play wise, I've found myself in bathrooms looking for bandages and thinking "Why cant I just rip this towel and use that?". Or I find myself running out of fire fuel and thinking why cant I burn this dish towel I found in the cupboard. My favorite thing about this game is the multiple uses for items because it makes the game world feel alive and really leads to emergent gameplay due to satisfying problem solving.
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