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  1. My suggestion is to add smoke grenades. Both military and homemade. Like the m18 or the l83a1 at military depos and police station. But for the homemade ones you'll need saltpeter, sugar, a frying pan, a can, some string, a frying pan, heat source and a cooling storage. First you'll have to mix the sugar and potassium nitrate, then heat the mix up and cool it down. Then just set it on fire and your done. Got no idea what use smoke grenades would but why not ;D
  2. I know cars are already confirmed and in progress, I just wanted to add a few ideas, in case the developers want to hear suggestions before finalizing the project. There should only be a limitied amount of cars in the map. Maybe 32-42. Out of that number, only 15-20% should be usable, you should need a set of keys, or something else, to make it difficult to acquire. And the rest of the cars should be useful only to suck gasoline and perhaps scrap parts. I don't know if keys would work, because if they are lost due to glitch deaths and invetory loss, then the car may not ever be recuperable anymore..?
  3. My suggestion/idea came up when I read the thread bout the new cooking related stuff. And then I thought of fish. Dried and smoked fish exactly. And that is the thing PZ needs! A way of preserving food for a really long time. Dried beef (beef jerky) can last up to one and a half years! Kinda OP, but who cares. No more perishable foods going to waste in the first days of survival!
  4. This is a idea for a mod that adds a need to brush your teeth.... Research has shown that mouth higienne is a big factor to health. The worse your mouth higienne is the more prone to disease you are. I don't how to code and make mods, so yeha.
  5. And this suggestion came up a long time ago. How about one type of clothing would protect more against zombie bites or scratches. It's pretty obvious that a leather bomber jacket is gonna protect a scratch, maybe even a bite, but a polo shirt isn't. And what if you clothes get so much drenched with zombie blood, it would make your character sad or even drepressed (I can't believe if anyone would like to wear blood coated jeans or t-shirts).
  6. Hi guys, this is my first post, i'm a gamer that likes RPG and also like the idea of Zombie Apocalypse, there is something come up in my mind that maybe making PZ more fun, more exciting. 1. giving more different stats to the equipment, attack effects, damage, speed, range, etc. and make the zombies to drop equipment after death, give some abilities to zombies so that they are hard to be killed(but rewarding), In the other hand, add abilities for players so that they can deal with the tough zombie, just like the NOTD:Aftermath, i don't if anybody have played NOTD:Aftermath before but it is a warcraft3 cutom mission. So does anyone like this idea?
  7. Delete this thread not posting anymore..
  8. As the tile says, using those smaller bags as a alternative for water barrels or a smaller version of one. I always seem to have trouble finding a garbage bag for a barrel so I think using the grocery bag would be a nice way to fix that, or use them in another way because once you get hiking bags, those smaller bags are pretty much useless as a long-term item.
  9. Around the area I live (I live in Northern Kentucky) I can think of a great amount of creatures that'd make great additions to the game as huntable/trappable food sources: (The Obvious) Deer Deer are very populous around here and would only get moreso without more hunters. They're also very quiet and would not rouse attention from wandering stiffs. Deer meat is absolutely awesome for cooking, but there is a danger one should be wary of - in certain seasons, Lyme disease is a huge risk. If the inherent danger of contamination is taken into consideration, this could make hunting deer in Project Zomboid risky but rewarding, as that is probably going to be the only source of red meat available after power goes out. Deer meat could go toward any recipe that uses raw red meat. Potential Loot: Deer Meat, Antler, Hide, Innards [Fishing/Compost?] Wild Turkeys Wild turkeys range all around the area I live, one can even see them crossing roads sometimes in their little flocks. Good meat, and plenty more on them than any chicken. There's also less disease risk than, say, Deer - but eating raw would still be higher chance of sickness than starter, fridge found meats. A zombie might have a hard time even getting close to a Turkey given how easy to spook they are. Potential Loot: Whole Turkey, Feathers, Innards [Fishing/Compost?] Hungry Coyotes & Feral Dogs Kentucky, and many other places, are lousy with Coyotes since they got reintroduced after about being wiped out. Now, especially in my county, there's literally open hunt on Coyotes to keep the populations in check (and it's still not very effective). Also, tons of people keep Dogs here - they're a lot more popular than Cats, at least in my area, and there'd be a ton of ownerless dogs turning feral. Depending on how lore is determined for Project Zomboid, these wild dogs could be more hungrier or less hungrier. In the Walking Dead Comics, most predators like feral dogs or birds can still eat Zombies, so they'd be a lot less on the hungry side and breed in large numbers. If we're going by Max Brooks/NoTLD staple, animals avoid stiffs like the plague they are, so they'd be a lot more hungry and brazen (and likely dangerous to players). Either way, Coyotes and Feral Dogs could be a source of red meat that might keep a player alive - as well as a threat while travelling, especially in wooded areas. Given that they are capable of being very fast, relatively social, and might have been eating zombies (or at least, scavenging filth), bites could cause all range of diseases and death. Big survival challenge. Potential Loot: Dogmeat, Hide, Innards [Fishing/Compost?] (Feral) Cats, Rabbits, Groundhogs, and Squirrels As unpalatable as it may be, there will be tons of feral housecats in a Zombie Apocalypse. While cats aren't as popular in my area, there are many spots I do know of where stray cats are extremely common and would be a much more accessable food source than most game (let's not get soft here, folks, this game is about survival). Consider also that cats will undoubtedly be trapped in houses when their owners are zombified and could turn quite feral without food. Scratches from feral cats could get infected easily and be a challenge to the player. I'd imagine that most cats would generally flee zombies to mixed effect, and do breed fairly rapidly. Likewise, small mammals like Rabbits, Groundhogs, and Squirrels are common even in towns out here. They'd be very spookable and flee from zombies or non-stealthing players, but with the right means (Such as traps) could provide handy foodsources. Potential Loot: Mystery Meat, Pelt, Innards [Fishing/Compost?] (Feral) Chicken & Wild Fowl Many people near me have chickens they just let freerange on their land, and the things usually stick to yards. Zombies would be attracted to eating the chickens and could overwhelm them, but most chickens will flap/flutter away easily without anyone to keep their wings trimmed. Likewise, Ducks/Geese are common, but so are ground Pheasants and other small birds that are quite edible. It'd be nice to include nests with lootable eggs, so that players can have access to such things after power goes out. As cliche as it is, one shouldn't have a game that takes place in Kentucky without the ability to make Fried Chicken. Potential Loot: Whole Fowl, Feathers, Innards [Fishing/Compost?] Pondlife & Fish A fishing system should definitely be included in Project Zomboid, maybe even with its own skill. Fishing is very common around Kentucky. There's plenty to catch, from Bluegill, Catfish, Bass, to Gars (*which aren't very useful for meat, but hey, they're there to annoy), even large Crawdads. Heck, there are bullfrogs in my ponds that weigh as much as cornish hens with legs like small drumsticks. I'd absolutely love for these kinds of things to be catchable in Project Zomboid for a character to survive off of. Zombies would not have access to most of these creatures and thus could provide a relatively safe foodsource for players willing to invest the time/luck. Potential Loot: Fish, Fish Bones, Innards [Fishing/Compost?], Dead Frog, Crawdad I'm hesitant to include Wild Boar and Elk on here, as they don't to my knowledge tend to get close to suburban/urban centers. I do know that Wild Boar are getting brazen and would only get moreso during a Zombie apocalypse, though - they might be an additional consideration.
  10. So I thought it would be good to have this, why? Because if you play the same map for a long time, you'll know where to go, what to do etc. and it ruins the experience in my opinion. It feels much more immersive if you have no clue where you are. How this would work? It's easy, certain sets of buildings being put in random locations, so it's not a huge mess with everything going everywhere. For example: - Set 1, 5 Civillian houses - Set 2, Police Station And gas station, with a few houses beside - Set 3, Pharmacy, Parking Lot and supermaket. These are not the best sets I could come up with, but it gives off a good idea on what it could be like. Thanks for reading!
  11. Hello, I'm new here. I live in Northern Kentucky (I've met and talked with the peeps who created the Zombies!!! boardgame) and absolutely adore Project Zomboid. It's one of those games with a huge amount of potential that a lot of games just haven't reached out to grasp despite countless tries. What follows is one (of many) suggestions I hope make it into PZ, though if it doesn't - well... I'm definitely going to work with the modding community on no few of my other ideas. Sound Pings For those who have played Starcraft 2, as a Terran, you can build a radar tower that shows little red blips with exclaimation marks on them to express unknowns outside of your visible fog of war. It's very helpful. I think a system that is similar to show temporary indicators for peripheral noises outside of your line of sight arc would be most helpful for immersion and survival. I found it somewhat less immersive that you as a player have no representation of peripheral threats outside your vision. This would give the player a reasonable way to keep on their toes in situations (which they would have) where they could get surrounded that is sensible and fits the theme of survival. Some Idea Bullet Points: - Gives you brief red rings with a exclaimation marks to indicate near noises of interest outside your LoS, like blips on radar (Exactly like Starcraft 2 Radar Towers). This can potentially be zombies, NPCs, players, etc; or even impactful noises in the environment (You could get an idea of what direction that window shatter came from). These blips might move if they continue making noise or simply vanish. - The beauty of this is, unlike actually seeing in your line of sight arc, you are not sure what the ping is, just that it is a "something". It could be a player ally coming up behind you as much as a zombie. - A player could get up close to a door and hope to catch some pings from a room they haven't opened yet. (Assumption that sound pings will work in a fashion similar to LoS, but with some bleed over from walls or obstacles) - Modified Negative Trait: "Hard of Hearing" (-4. Decreases the range you see these red ping rings) - Modified Positive Trait: "Excellent Hearing" (+6. Increases the range you see these red ping rings, maybe even beyond what your LoS would normally be) - Negative Trait: "Paranoid" (-4. Sometimes see false Sound Pings that appear right near you, keeping you on edge.) - A good idea could be making Listening itself a skill. Higher Listen, better range of hearing. It is a skill that would make sense to develop as one survives longer and longer in a zombie apocalypse. - Zombies thumping on windows/doors might ping automatically if within hearing range - Doors opening, glass breaking, etc. - Shambling or bumping around into another zombie. - Anything moving through forest or tall grass can ping if in range (this would be particularly paranoia inducing when huntable wildlife is added; what if you're afraid of a little rabbit or deer?) - (Potentially) Different surfaces might impact the pings of movement - Plain Grass muffles the sound (Can't hear it until it's practically up on you, near melee) - Carpet muffles the sound (can't hear it until it's practically up on you, near melee) - Dirt / Dirt Road has mild sound range (About half the normal; crunching dirt. Close.) - Road has decent sound range (Clacking of shoes on asphalt. Able to hear a decent bit away.) - Wood floor has very noticable sound range (Clacking of shoes on wood. Very good distance.) Any thoughts?
  12. I think it would be pretty interesting to see the implementation of some sort of weathering to houses and structures both pre-placed and player built. For example, over time, old homes began to have weed invasions through cracks and crevices, wood starts to rot from rainfall, and walls and roofs become discolored from that as well. And maybe grasses begin to grow taller and wild plants begin to sprout from the earth, or maybe warehouses become covered in vines. As the older the player's adventure lengthens in time, they can watch their environment change too. This would add to the immersion i n the game.
  13. The most similar thread I could find went offtopic, so I'll post the first couple of suggestions that came to my fresh (just bought the game and tried multiplayer 2 days ago) mind. The first thing my friend and I did when we got to know the game was going to the police station where we thought we'd be able to procure a gun and although the server was freshly reset and there were like dozens of zombies around, we still easily managed to just get inside and safely take it... That was a very entertaining experience for once , but I think that such a game should ( and i hope it will become) be a lot more difficult and slightly more realistic. The most logical ,as it seems to me, way to make an improvement to it is to add some things like steel doors ( that you can not break ) that you'd have to have a key for to open. Or at least some key-requiring lockers for keeping guns in them, because ,hell, that's how guns are supposed to be kept everywhere in real life . The location of the key(s) for one safe should be randomized and it should be in some table/desk on the first floor if the safe is on the ground floor, or in a zombie in the same district. Maybe even simply lying somewhere on the floor ? Who knows. This would add a lot more replayability, depths and realism to this game that's already full of potential. In addition I'll mention that this is something that's extremely easy to implement and should really not be impossible with the current engine the game is running and will only require simple (yet already overdue) interface improvements ! It's really not intuitive and bugged anyways , so why not take this opportunity and overhaul it + add keys and things they unlock. thanks in advance.
  14. Project Zomboid developers will add that mini tutorial that existed in older versions? I loved that tutorial ... and could stay in the survival section ... but will be added?
  15. Post any ideas for new ways to kill our best buddies and the zeds. I think more guns (obviously), and maybe a machete or a katana.
  16. I have had a few years of growing fruits and vegetables, so I really like that one can grow their own food in PZ too. But I feel that the farming element of PZ is rather unbalanced, compared to how gardening works in real life. Plainly put, some plants are much too easy to grow, the rest too hard. My main examples are carrots and radishes (C&R). In real life these are two of the easiest vegetables to grow; whereas in PZ, they’re the two hardest to grow! Practically impossible, I would say. I have never been to grow either of them to harvest in PZ in a ’survival mode’ game, only in a sandbox world set with a drier-than-normal climate (which means all other veggies suffer from lack of water as a result). In PZ, there is also no such thing as over-watering the other plants (broccoli, cabbage, potatoes, strawberries and tomatoes), but this too also doesn’t reflect how things work in real life. Although under-watering is more often a problem, plants can be overwatered easily causing root rot, mildew or blight, and I think that PZ ought to work like this too. My suggestion would be to raise the total amount of water needed to grow ‘C&R’ closer to 70, and lower the water needs of ‘the other plants’ to 90, and also reduce the amount that falls in storms quite a bit. This would make it simultaneously easier to grow all crops, and harder to just bugger off for days at a time during hot weather and expect your plants to still be alive and thriving when you get back. It would also make ‘C&R’ actually usable in the game, because right now you can only find them in fridges or in seed form. The other suggestion I have is regarding diseases. IRL, plants are more susceptible to certain diseases. Potato gets blight, cabbage suffers from the larvae of cabbage white butterflies, carrots get carrot fly, and tomatoes get mildew, etc. The following is an idea I had of which plants should be hardest hit by which diseases (but they can also suffer from the other diseases to a lesser chance and severity): Susceptible to pest flies: Broccoli, Cabbage, Carrots Susceptible to mildew:Tomatoes, Strawberries Susceptible to Devil’s Water Fungi: Potatoes, Radishes There you go. Any thoughts?
  17. Like the title suggests, we have upper floors, why not lower floors, if this has been suggested, my apologies, would be cool to kind of have a basement, where u can physically trap yourself in a corner as to say, plus hidden from view, and when npc's multiplayer comes in, it will be hard to spot the latch. What you guys reckon?
  18. I got this idea while watching a Let's Play of PZ. Have any of you played Dead Island? Maybe even Dead Rising (1-3)? Did you notice how the characters are, at first, terrified and fight for survival, but soon it becomes second nature to them? How, in Dead Island, they're disgusted at they slice the undead apart but soon just go about it like it's their job? Well, that's what I feel should be added to PZ. Think about it, you've killed 6000 zombies, you've survived for well over a year and you've (when they're added) seen your friends torn apart and had to put them and other human beings down permantly... Yet you still get panicked when you see a zombie 100 yards off. It doesn't make sense, does it? Simply put, we should have a length of time where Panic decays at a faster rate, then another when it decays faster still, till eventually you're steeled enough to punch zombies in the face without a care in the world. Another idea would be to have NPCs, when implimented, to change as well. Have people snap when things end badly. Would Steve really be fine watching his wife be eaten alive? Can Lisa really handle the moans of the undead anymore? Are you certain giving Alex, the mentally unstable prison escapee, a shotgun? Humans can be strong or fickle and a zombie world will, at some point, push someone to show their true colours. Maybe the sweet church going Anna will try to kill you when food runs low, maybe the ex-con artist Alan will sacrifice himself when the safe house is breached and hold the line while you and the others run from his screams of pain. Imagine the impact these events could have on the player, watching the person you trust most backstab you for their own survival or the person you distrust saving your life against terrible odds. Finally, what about the world itself? It's true, odds are you will die and come back as a zombie or be picked clean by them... But surely not everything can remain the same forever? Imagine if zombies accidentally sparked fires as they lumber around like fools, imagine returning to the safe house only to see a car smash through it, the driver zombified, killing everyone you knew and leaving you alone as the alarm of the car and the flicking fires lure the horde towards you. While likely a very distant thing for the future, the concept of these dramas, of these world changing impacts, could add untold amounts of realism and humanity to the game. Perhaps even out actions, like walking away from a friend in need, could make the character colder to the world, giving combat advantages but also social disadvantages. PZ can be made so that every single aspect of our actions, of other peoples actions as well should multiplayer become an option, cause drops in the ocean to become tidal waves in the future. But right now, making out character calmer after the 1000th day of survival is what matters. If we start with one small step towards realism, the rest could very well follow.
  19. Why do I see bearded balded men zombies in skirts running around with lipsticks in their pockets? o.O (but onto more important topics...) I might be adding more suggestions but that would most likely depend on how active the devs (or a designated spokesman) will be at engaging the community. I also hope that no one will think that by this I am asking for a preferential treatment of some sort, I am just merely stating what will motivate me personally. Currently I will be surfing this forum for a week or two to make my decision, and who knows I might be adding more suggestions. There is lots of room for improving in this game and it is brimming with potential. In the future I hope that it will get the attention it deserves, but for now it has mine. UI suggestions: A smaller inventory tab view option for the more experienced players. A visual notifier of a unspent attribute point(s). or
  20. I suggested this on the old forums but wanted to repeat it here... Way back when the pistol and reloading mechanism was a mod, not part of the vanilla game, the "hardcore" reloading style was the only one available. Although realistic, it was rather buggy and definitely not user-friendly, and I definitely support making the "style" of reloading an option in PZ's settings rather than forcing one set style (easy, normal, hardcore) on the player. However, the old mod version of reloading had something that I don't think was included when it was incorporated into the vanilla game version: shotguns had to be "pumped" between shots. If you hadn't tried it, it sounds dreadful and annoying, right? But I recall that once I got used to it, it was such a visceral, cool-feeling concept of shooting, whacking space to rack the shotgun slide, shoot, repeat. It did take getting used to, but it made the shotgun feel more "real" to me than any shotgun in any other game. It also balanced out the power/capacity of the gun (especially compared to the pistol) nicely, IMO. What I'd LOVE to see is this added back in. Not forced, because I'm sure loads of new players would utterly hate it, but with added via a menu option (below "Reloading" in the Options menu?) to let the player choose between: Easy: Shotguns are all semi-auto (as the game is now)Normal/Hardcore: Shotguns must be pumped before each shot (as described above) Keeping this option separate from the pistol reloading would satisfy players (like me) who wanted one but not the other. Ideally, this would only affect the current shotgun in the game ("pump action"), so at some point in the future, either vanilla or via a mod, a new double-barrel shotgun (never needs to be pumped but only holds two shots) could be added for balance and variety. It would also allow for bolt-action rifles to be added to the game at some point too. All that is "future stuff" that doesn't need to be worried about now, yes, but getting the basis of a "cock/rack before each shot" gun mechanism into the game at this point would make such future additions more viable as well as making shotguns more realistic (right now, why ever use a pistol instead of a shotgun?).
  21. Just list any job ideas, outline the traits etc, who knows some might make it into the game or be modded into it. personal idea: Weatherman- special trait: the character comments on the weather, "should be a little chilly today", or "looks like its going to rain soon" etc.
  22. So while I was playing today (I've played basically everyday since the announcement of West Point ), I thought it would be cool to make some characters from popular media, which ended up me thinking of some traits/jobs that would be epic to have in game. Jobs: -Teacher Booksmart: You gain more entertainment from reading books. -Governer Golden Tongue: Survivors (NPC's) are more likely to want to join you/Help you -Pizza Delivery Boy Delivery!: ??? -Bartender Happy Hour: You and all survivors following/with you are less likely to get drunk. -Doctor First Aid: Bandage-Applied wounds heal faster. -Thug Streetsmart: You start with a pistol and 10 mm bullets. Traits: - Heart Problems: (-6 points) When in high panick (the highest state), your character has a chance to pass out for a randomized amount of time. -To be continued later when I think of more ideas... c; If you have an idea that you feel needs some publicity or feedback, feel free to post it!
  23. Roach

    Bikes?

    I am well aware that vehicles have been suggested; but so far I have not seen pedal bikes being suggested. Pedal bikes in a realistic perspective + Easier to maintain than a car + Quiet compared to a car (hordes not storming at your sorry ***) + Easier to steal (simply cut the lock) + Allows you to outrun zombies + Allows you to travel average distances easier - Slower than cars - Causes fatigue - Causes hunger - Can't run zombies over effectively (compared to a car) - If flipping over you become very exposed. Possible extensions: -Firing weapons/ swinging weapons while biking -Maintenance: Replacing brakes or busted tires. -Improvements: On-road or Off-road equipment. adding equipment like extra bags or honk horn (to bait hordes). Generator for bike light or perhaps powering your house? Feel free to post suggestions or your opinion.
  24. I was thinking, when they implement vehicles, you will be able to find them in the highway, or streets, but they will need energy or fuel/oil. I thought that they can let us scavenge the cars, buses, etc that are abandoned and you could find bags, medicine, like painkillers, and there can be corpses of a family for example, and your characters says "I hope they didn't suffered too much" or things like that. I don't know, just saying. By the way,I'm Argentinian, so sorry for the grammatical mistakes.
  25. So, I really started to use the books recently. I mostly just used the ones for level 1 to get me started nicely and then only used books when my char was bored... Due to books and specific actions you can level cooking and crafting quite easily - in contrast to the other skills like running, sneaking and kicking ass with different weapons. So maybe there could be different types of magazines that give you short term xp-boosts. (and I mean short term!) for instance... you go into the fabulous enigma book store in WP and you find a magazine like runners world or a golf magazine, baseball magazine, etc. you can read it to cure boredom but you could also benefit from its information. like improve your swing (only with the golf club or the bat, depending on the magazine) or your running technique. Other magazines could be "Cuttlery afficionado" or "Gunnut Magazine". I hope you catch ma drift. Those benefits should only be temporal and not for the whole level. I do yet have to find an magazine or book that would help one learn to sneak or to be nimble ^^ Extra suggestion because you were so nice and read that. Right-click option for the ovens in the loot menu, as a workaround if the rightlick option for the oven directly is not showing or hard to find. and uhm. a raincoat or an umbrella would be much appreciated. I caught a hell of a cold on the way from Muldraugh to West Point EDIT: How about "cleaning your gun" as a task that makes your gun last longer and reduces boredom, needs information out of a magazine/book or at least gun-level 2 or something no one? okay, I'll just see myself out
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