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  1. 1: Give Recipes IDs Why? Because replacing a vanilla recipe is impossible without replacing the entire recipes.txt file. Let's say I change the functionality of a Base item like the Count value of Nails, it will break the recipe of Open Box of Nails by giving too much or too little and the only way to make it work right would be to replace the entire recipes file. Not to mention being able to make make some recipes NeedToLearn in a mod or removing that restriction would be nice. Or there are many cases where I would like to add some OnCreate lua functionality to base recipes and I can't because I won't make mods that replace base game's files. Recipes Displayed Name could be defined by DisplayName = Make Stuff, like it is for items. 2: Add a Type = xxxx, for items. What? Type = ExampleType, where ExampleType would be used in recipes and .lua it would help streamline some recipes and add many variants of the same item, with the same functionality without the need to make a ton of recipes. Like an alternative for nails that doesn't require modding or remaking the entire Build menu lua code. 3: New Category: Drinks What? Why? A combo between Food and Drainable, items like that would have a straight up UseDelta instead of using Hunger value as UseDelta, would make using liquids more straightforward in recipes as well as being able to remove the Hunger buff from them which doesn't make sense anyway and keep the other stuff. Drinking All\1/2\1/4 would just use 1 0.5 or 0.25 of it, regardless of UseDelta value while recipes would use them up like regular UseDelta. 4: ReplaceOnRot or ReplaceOnAge = X Why? Because it would be nice to have a way to turn some items into different items after they rot or if some item passes (Items Age reaches a certain level) I believe HydromancerX once suggested something like this with the idea of turning a living Rabbit into a Dead Rabbit Or just make something through crafting that you then have to leave be so you can get the final product like, idk, various alcoholic beverages. 5: ReplaceOnBreak and DestroyOnBreak Why? Because some weapons can't be repaired and just remain broken forever while they could be simply removed or replaced by some base material after they break (Eg. get a stone after your stone hammer breaks) 6: RottenHunger, RottenThirst, RottenUnhappines, RottenPoisonPower etc. Having a way to control the item's base stats after it rots would be cool, or making them poisonous over time, yeah. 7: EffectiveOver and EffectiveAfter Why? Because it would enable creation of edible stuff (or simple medicine) where the Hunger, Happiness, Boredom effects are applied over a certain amount of time (Preferably In-Game Hours) and\or after a certain time has passed. 8: RottenNamePrefix Why? Because imagine Molten Icecream done in a simple way without tooling around with temperature. 9: AlcoholPower stat that affects how quickly the given drink get's the character drunk. Because all it does is effect how effective it is as a disinfectant. Or it could be used make an item that reduces drunknes (Realism be damned) Edit: 10: Renameable = True\False Why? Why not? Add it to any item to give players an option to name their favorite plushie or weapon, for fun and roleplaying. It's one option I really wish I had sometimes. ---------- I believe having those would make things a lot easier for modders as well as open the possibility for them to create some really fun mods without having to know .lua much. And I think it would add some neat functionality to the game itself.
  2. Hi guys I joined this forum today so please excuse my very little knowledge of the forums, but I am here to suggest my thoughts about the upcoming NPCs and vehicles. NPCs and vehicles combined: NPCs should be able to get in cars with you and if the vehicle is full they can get in a second car that is functional and follow you in their car. If you are driving through a big horde if the NPCs are armed with guns they should be able to smash/open the window and shoot out at the zombies. Also if there are NPCs that are bandits they should be able to shoot at you through the windows. NPCs: There should be traits that involve social behaviour with NPCs. Socially Awkward: Easily stay on the negative side of survivors. Socially Brave: Easily stay on the positive side of survivors. Suspicious: Survivors may have a chance of warning you and then attacking you if you threaten them. Trustworthy: Survivors may have a chance of joining you or trading with you. Persuasive: Even higher chance to convince survivors to trade/join you. Implausible: Even lower chance to convince survivors to trade/join you. Good Conversationist: Alot of good things to say. Bad Conversationist: Alot of bad things to say. NPCs should also be designated into three types: Heroes/Survivors/Bandits Heroes will trade with you even if you are a bad conversationist, heroes will also attack bandits on sight, if you were to murder heroes you would become a bandit and it would be even harder to recruit survivors and heroes will attack you as you would be designated as a bandit Survivors will be neutral with the player if you provoke them or threaten them they will attack if you speak nicely to them or trade with them they might join you if you kill a survivor you become a bandit. Bandits will attempt to kill you on sight no matter who you are, there can be bandit factions so the bandits can team with other bandits but bandit factions will attack ANY NPC type of faction, if you kill a bandit you will become a hero but if you have killed survivors/heroes in the past you will be a permanent bandit and therefore will be attacked on sight by both of the other types of factions. NPC types should have their colours for their factions Green=Hero Yellow=Survivor Red=Bandit The colour code should also apply to the NPCs you come across in the game. The hero factions will be displayed as green on the factions menu and it will display how many heroes there are in it, Hero factions will only attack hostile factions e.g Bandit factions. The survivor factions will be displayed as yellow on the factions menu and will display how many survivors are in that faction. Survivor factions can attack both heroes and bandits, if they attack heroes their faction name colour changes to red, if they target bandits their faction name colour changes to green they are designated as a hero faction. The bandit factions will be displayed as yellow on the factions menu and will display how many bandits are in that faction. Bandit factions will attack both factions mainly heroes as heroes are the main people who attack bandits. The faction menu will be in order of how many members are in the faction e.g the faction with the most members will be at the top of the factions menu. Vehicles: There also should be military/emergency/civilians/SWAT There should be a different amount of HP for every vehicle, military vehicles being the highest (duh) And there should be a blowtorch and metal sheets to repair the vehicles, and in the garages can have wheels/windows/blowtorches/metalsheets/engine parts/fuel tank and you can fill the gas up at gas stations. The vehicles should be able to run over zombies at a high speed (if this isn't added.. i dont even..) You should also be able to add armour the cars with metal sheets on the windows or find bulletproof tires at military areas. And there should be different engines fuel tanks and wheels for bigger and smaller cars. You should also be able to shoot out of the vehicle you are in by smashing the window (this will make you bleed) or just simply open it (silly!) And finally there should be zombies hiding in cars more zombies hiding in bigger vehicles less in smaller cars. I'm really sorry for the long topic but I just had to release my ideas for the upcoming NPCs and vehicles. Thanks for reading!
  3. hey guys ! No game suggestions here, i just wanted to say that i read many suggestions these last Times, and i saw many similar or same posts. Many of them are good, but unfollowed. We got to remember that a suggestion is stronger if many of us support it. No matter who post the suggestion, ideas are here, and devs dont look at the person who post the suggestion, but its content and its number of followers. All to say that we need to read old suggestions, wich have been debated, improved by the community and support by it. I know it is all said in "read before Posting" posts, but i feel like many of us didnt take time for read it, and so condemns And burried many of the Best suggestions i read before, by Posting same titled and nearly same mechanics, but sometimes less well explained than older ones. Writting this in english was a real pain, please apologize my poor english and ask for precision if i didnt make it clear, but i felt it got to be said ! Keep suggesting guys, and devs, just keep your way, you build one of the Best game i ever knew from far !
  4. I think having a title by your name would be pretty neat and could change the dynamic if RP's and multiplayer in general ranging from creating groups to being more unique. /settitle text here would be the command. So your name would be for example if you typed: /settitle West Point Survivalist your name would be displayed as: MyName [West Point Survivalist] pretty simple, but effective.
  5. To put it simply, I think it would be neat to toggle the UI + overhead of names with the "V" command like you can already do to turn off UI and on. I also think it would be a nice mod to create: Groups/Parties! Groups can be infinite or a set number. (I recommend 12 since most groups aren't that massive, more personal and closed, and an important part of the game + max players can't go too high on servers or invis. players until a fix.) The roles can be custom or overwrite the names of the default, but the default ranks goes: Leader (1) Coordinator (2) (Mission coordinator, Loot coordinator, etc., basically the Leader's right hand men.) Member (3) So it might look something like this in-game with a UI.. /groupmembers would display either in a UI or text in chat... : Leaders: RichCoconut(occupation) Coordinators: player1(occupation), player2(occupation), player3(occupation), etc Members: player1(occupation), player2(occupation), player3(occupation) - You cannot cause damage to others in your group regardless of PVP... - You all can communicate on a different radio signal for communication (/group say text here for example.) - If there is no Leaders left, either promote a random coordinator, or disband the entire group.. - You get a group message when logged in. - List of groups are saved server-side for obvious reasons. - You can remove yourself from the group by doing /leavegroup group name if you are apart of one, assuming. Commands: - /creategroup group name = Create group, makes you automatically the leader - /addtogroup playername = Add user to the group, they will either be asked or automatically added to the group with a message sent to both players via text to confirm it worked. - /changerank player r=rankname p=position in group = (Leaders ONLY, only affect those listed in group) Would change the rank of the player in the group, since we're using numbers you can make the ranchman whatever you want but the p input is important as 1 = leader status 2 = second tier and 3 = third tier. So, if you wanted to change my rank if I was a member to make me a leader or coordinator it would be the following: /changerank richcoconut r="Awesome Leader" p=1 - /removefromgroup player = (Leaders+Coordinators ONLY, only affect those listed in group) remove a player from the group - /changegroupmsg = (Leaders + Coordinators ONLY) Would change a pre-made message that people can read when they log in IF they as associated with a group. Kind of like a bulletin board info of whats going on in the group, events, plans of moving locations, location of bases, etc. Just about anything. /groupmsg msg = (Leaders + possible Coordinators) Would send a message to those in the server what you want to say, same thing as /servermsg but /groupmsg . /givecoords = (All levels) Simply give the coords of where the player is to the group so its easier to find them. *Subject to edit* Tell me what ya think! !
  6. Hey people, long time player AND lurker, first time poster! I've put more than 100 hours into PZ, and I've had plenty of ideas that I'd love to share a few mod ideas I've had. Now, excluding big things like ability to learn how to fly and travel between maps, I'd rather focus on small things that would either just be fun, useful or plain logical. Blindfold Could be attached to zombies or players by "attacking" them with it. Removes all vision, except for things that are like... literally touching you. Capture the Dead Inspired by Day of the Dead, it would be really fun to be able to capture zombies. Not for any particular reason. It could be a few items that just makes zombies harmless. A muzzle that makes them unable to bite. Handcuffs that make them unable to scratch. A collar that you can attach a chain to, to keep them in your back yard. You could attach it by "attacking" them with the equipped item when they're on the ground. Notches I'd love to be able to carve notches into walls, similar to the spray paint mod, but with sharp objects, and onto walls. Each notch "upgrades" the texture to a new one. Not a big deal, but would be kinda cool. Pots and Pans By leaving mugs, cooking pots and bowls outside during rain, they fill up with water. Dirty water, perhaps, but water nonetheless. Could be useful for characters with low carpenting! Solitaire My illiterate character needs some way to decrease boredom. We already have playing cards, why not have some fun with it? Wheelbarrow Basically a movable container. Winter is Coming Not a big thing, but during winter and cold weather, zombies should be slower. I'll probably update with more ideas further. Please feel free to comment or use it.
  7. The multiplayer is severely broken. Like, really, really broken. With that being said, I understand that I purchased this game with Early Access via Steam and willingly took on the responsibility. However, I don't think the focus should be on adding cars and the such when the MP side of things are so broken that it might ruin the potential of it ever being what it could be down the road. I might have to stop playing all together because it's that bad. With that being said - it has a lot of potential, but some things I thought of, in my opinion, my plant some seeds - who knows. If you are already working on some of these things, great! If not, then I worry a bit. I understand that this was a SP game first and foremost, therefore if the focus isn't going to be on multiplayer in fixing these huge problems within the next few months, then I'd say remove the MP until it can be better focused on altogether because the single player is great! This is from two weeks and almost 100 hours of playing Project Zomboid Multiplayer. (I played the single player like it was going out of style from 2013 and up and love the idea of the multiplayer) 1. Server Side Saving This would fix so many problems it's not even funny. People can easily manipulate the saves therefore, everyday on the server I'm on we're hit by more hackers than actually DDOSing now because people just load their save right back in once they die, or they edit the save file since it's saved on the computer in an easy-to-find location. It doesn't quite make much sense. This would prevent the easy editing and at least make it much, much harder to change things in-game. The server I'm on even checks files for its size to see if its been modified and still to no anvil. 2. Server optimization The netcode could be optimized a lot better than it is, but I'm sure this is already being worked on. 3. Zombie spawn behavior The spawn system for the zombies are a little weird, I think from experience the game checks to see if there isn't anyone in the area and if it isn't then it'll spawn zombies, so the end result is that you have zombies in places nobody will ever visit/or visit often and most of the zombies in the city killed off. Shouldn't it be something along the lines of % based + the activity in the area? I.E. if there's more activity in the city than the highway, then focus on spawning zombies around that area instead of the house by the lake which no one goes to and it ends up lagging the server because of all these zombies. (One time it was so many zombies, they all would lag off my screen when shot, then reappear out of no where and some wouldn't die, but they couldn't do damage to you when I had 67-92 ping) 4. Balance the weapons The weapons are extremely unbalanced in the multiplayer side of things. I'm not exactly sure how the weapons act besides from experience, reading the wiki, and hearing from others but it seems its just single player weapons for multiplayer. 5. Respawn times I had food from the night before, I logged back on the server and one second later it's rotten.. What? I just made it. It shouldn't go by the timer of the server if it's in your bag, each item should just have it's own timer, global protocols don't work for everything. 6. Multiplayer should only allow one file save. I've noticed that people are modifying saves so they can get resources way faster by just making multiple accounts all hacked to max level in different areas gathering different things. Not sure if that's an issue, but - it's happening. I think one save is good enough since it's a hardcore game first off and secondly, it'll probably be a lot more manageable for the server, the dev and the end user. 7. Fires can start but can't be put out without an admin? Fires should be able to be put out with dropping water on the ground at least. Or a fire extinguisher that's located in most stores. What happens is if an admin isn't on, people start fires online and it lags the entire server badly. It's like if one person is lagging, everyone is gonna lag - regardless if they aren't even by the fire itself, they will feel the lag as if they were nearby it for whatever reason. Misc. things Logged in but I'm not logged in.. How does that happen? It should be a checker to see if they haven't moved/said anything/no interaction with anything then they should be kicked after a certain time for inactivity instead of being denied service. Even after kicking the "ghost" of my friend dark nano, he was still unable to come on because it said he was still on the server. I think if you have a backpack on you, you shouldn't need to drag items to your main inventory, the game should just know what items you have and either just do it automatically or just treat it like an extension of the player, which it is, and cut out the dragging of items so much. These are a few of my ideas, regardless of them all I hope that Project Zomboid thrives to become something amazing as it's one of the best Early Access games I've gotten to read about, see videos of, and play myself for me to see that this is a game with a great community and even amazing devs with passion. I just really want the multiplayer to thrive because I believe people come for the single player, and stay for the multiplayer. I'll make another one of these if more ideas come into my head.
  8. So as far as I can remember, Panic has remained unchanged. For those of you who are new or haven't played for a while, Panic is the "shocked" moodle which can narrow your cone of vision and reduce weapon accuracy. As far as game mechanics goes, it's decent though relatively unrealistic. I propose a future rework of the panic mechanic where stress levels take a front seat to driving many combat and other related mechanics. Higher levels of stress lead to both beneficial and adverse effects. Stress is caused by things like combat, tense situations with survivors, and general illness or lack of basic needs like sleep and nourishment. Things like drugs and food reduce stress as well as getting out into the sun. Hyper/Hypothermia can negatively impact stress. Low levels of stress promote a relaxed state of mind. This means you read faster and gain increased benefits from these activities (increased reading speed, slight xp multiplier). While relaxed you sleep better, eat consistent portions and are generally a less moody survivor which makes it easier to deal with other people. Health is consistent and you perform complex tasks with ease. Medium levels of stress can cause blurred vision, increased heart rate and breathing, and an increase in strength (making it easier to carry a heavy load if mildly overburdened and fight off one or two zombies). You are likely engaged in sustained combat with a zed. The longer you spend in combat, or running from things, the quicker your stress increases. If you try to sleep while in this zone of stress, you will suffer from mild insomnia which decreases your sleep and interrupts your circadian rhythm. Medium levels of stress can trigger the adrenaline moodle near the high zone which grants you bonuses to combat while exhausting you more quickly. Bleeding is lessened, and broken bones impede you less until it wears off. Better give yourself some first aid. Minor tremors prevent fluid lock picking and increases the chance of failing to open a window. Go out for a smoke, it'll calm you down. High levels of stress decrease cone of vision and shoots more adrenaline into your body. You're fleeing for your life by now, increasing your endurance and speed of climbing over fences and ascending/descending rope. Don't look back. Minor injuries to medium injuries (like scratches and bites) will not be noticed until you calm down some. You will not stay in high stress normally unless you are still in combat or have taken the brooding trait. You are quick to anger in this level. Massive tremors prevent timely lockpicking. By the time you have that door open, you're either being eaten, or back into the medium levels of stress. Spend your time running. Time to pop open that wine bud. Fatal levels of stress can cause heart palpitations and overweight players will likely suffer a heart attack. Your body is shutting down and needs rest, you are blacking out. You are distinctly aware of injuries, stamina recovers slowly, you're basically one of them. Very real chance of death unless you find a safe place to rest. Can't bring the stress down with alcohol or smokes. Both will make your situation worse. This is what I came up with. I think the panic mechanic is outdated and needs an overhaul or total rework. I think even encountering one zed and getting panicked is silly.
  9. GENERALLY In my opinion PZ so far has a lot of potentials. And in comparison with other survival games it feels more complete. I know that the game is still in Alpha test, however i would like to make a suggestion of some features that could - in my opinion - fit perfectly the game. IDEAS More interaction with the environment e.x the animation of sitting on the chair, sleeping on the bed or the couch, or generally move, destroy the furniture's. More crafting features e.x more lighting recipes ( torches, lamps ), items - or item recipes - ( power generator which it will produce light to the building HOWEVER it will make a lot of noise which could attract a lot zombies ) Vehicles 3 for now in my opinion that should be added. All critiques are accepted!!!!
  10. Since I am new to this, i'll jump straight to the stuff WE NEED A NAUSEATED MOODLE do you ever wonder why your player character never feels bad around decaying flesh zeds? They would stink, really stink, enough to make 'early player character' vomit when facing a zombie or a horde o' zombies. basically, -reduce accuracy -increase chances of vomiting in front of zombies every level(?) -attract zombies when vomiting -hard time sleeping when there is a zombie's body in your room or house and if you don't clean your weapons, you will get this moodle.
  11. Should be great if player 2 or even 3 and 4 be able to use extra monitors without Multiple Monitor Software
  12. 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!
  13. Hi Guys, I've been following PZ since it was in its early days, and may I say it's certainly coming on. It's not often I find myself on forums but tonight I feel (after playing PZ for a few hours), my time to make some suggestions has come. So far I am enjoying the PZ experience as I am totally into Survival RPG games, and as far as I'm concerned this is the only legitimate Zombie simulator, so thankyou to the Indy Stone team for continuing their efforts on this game, Thumbs up guys!! Now, onto some suggestions... I apologise if anything here has already been covered in previous threads; First and foremost, whilst playing PZ I usually hold up in the Large warehouse to the north of Muldraugh. This just so happens to get very cold at night... And currently I cannot find any other warmer clothing than a Sweater, Pants and shoes... Are we going to see coats (protection from rain), hiking boots and equipment? etc... Another small point is perhaps clothing and footwear should slowly wear out, giving use to ALL the other clothing in game. I'm sure I had seen sleeping bags mentioned somewhere, but perhaps these could be found in the world and crafted from a few sheets, a pillow, a needle and thread (which I've also seen mentioned, I believe needle and thread are already being added in game). Bleeding: When a player is bleeding and is not bandaged, it would make sense for them to leave a visual trail of blood... this could be used to track down other players... Stop this by bandaging the wound. Trails should be removable with cleaning items. I would also suggest adding this into the hunting section for tracking animals when that gunshot doesn't deliver a fatal blow.. (are you adding deers etc?) I have heard that RJ is working on the firearms and has been working on attachments.. I'm just wondering if a silencer has been considered... Kinda important... but again, hard if not impossible to craft these items would be RARE! PLEASE reduce the amount for PAINT spawns! Seriously... it's ridiculous how much paint I have! (which I will never use! Good idea though ) Have the team taken into consideration about Illnesses? I mean catching a cold will make you sneeze etc, have you thought at all about belching and passing wind after eating? Random coughs perhaps... You know, that situation where your hiding in the closet as a heard of hungry zeds pass through the house, your absolutely terrified and what do you know.. out comes a little toot... phew! HATS! Yes, Hats.... where are all the hats!? Aches and Pains? Presumably from running a lot. I know this fits closely with fatigue but I think the pain of hurting feet could be a big issue, maybe stress the player out and most noticeably slows the players run and walk speed.... I know this was already refused... but hygiene... seriously guys... no hygiene? MUSIC! This should be one of the major forms of stress relief! Find an old CD player and some CDs? An IPOD perhaps, maybe even a MP3 player! With the use of batteries and headphones this would muffle all sound but would be very relaxing. DRUGS! What else in the world would YOU do during a zombie apocalypse? I know you guys are looking at a season system in which to implement the cold weathers of winter and the hot sticky sun of the summer... I just wanted to point out the fact of walking sounds and tracks. If you implement snowing, footprints MUST follow along with the AWESOME sound snow makes under your feet. Also in the autumn, you'd have the problem of those pesky leave crushing under your feet. POCKETS! HAS ANYONE THOUGHT OF POCKETS? For example your character may be able to carry SO much in weight... but where the hell does he put 400 nails when all he is wearing is underwear...? Following this point perhaps your 'Naked' char should only be able to carry so many items... but when wearing clothes adds a higher limit to the number of items the player could carry. Thus limiting the weight and number of items a player can carry... logical? HAIR! Has anyone considered the fact hair grows.... PUT A USE TO THE INGAME RAZOR !? That said I'm sure there are many other suggestions I could bore you with, but as it's 4:10am I think I'll leave it here. Please leave me some feedback and again apologies if some of this content has already been covered in other threads. Finally, I would just like to say that you guys at the Indy Stone ROCK! You have created a masterpiece from scratch and despite the world taking a keen interest in zombies, you guys have made the ONLY zombie game which comes close to actual zombie survival. Well done! - Wiizzy (PZ Fan - Survivor)
  14. TO THE DEVS AND ANYONE ELSE WHO CARES! Introduction: So far, the game is pretty cool. I can't wait for further updates, and I have some ideas for updates that in my opinion would really improve the game. I update this post a lot instead of making new threads, so this is where you'll find all of my ideas. And there are many of them. If added, these in my opinion would go beyond expectations of the finished product. -WARNING!- This list is QUITE extensive. Anyone who desires to see this, I hope you like reading. -Downtown: Overpasses, clogged roads full of abandoned and burned out cars to loot, and many buildings such as skyscrapers to explore. A massive amount of zombies would probably inhabit this area, but higher value loot could be found. This area would be very useful to loot, but basing here wouldn't always be the best of ideas, because this area may have more zombies in a single street than an entire 4 blocks in the suburbs. -FORMER Military presence: Especially in the Downtown area and later in the game, such as a month or so after the inicial reports, there should be a former military presence that was overwhelmed. Evidence such as broken tanks and fatigue-clad zombies would look really cool. Ammo caches and barb wire barricades would be there as well, and higher-tier weapons could be found on soldier's bodies or in demolished tanks and humvees. As time passes on, more tanks and soldiers could be found, some alive, some not so lucky. Would add 2 new types of NPCs, one survivor and one zombie. The soldier zombie, which would behave like any other, just harder to kill due to wearing body armor. The soldier, which would be a standard recruitable survivor would be well armed and wear body armor. A valuable addition to the team, probably more agreeable to your decisions than normal survivors due to discipline training, though just like anyone else they would have perks and disadvantages. I outline former because military aid is in the no section. I mean by this that the military lost already. There may be surviving soldiers, but there will be no support by the entire thing. These areas would appear after the mass retreat effort. (see below) One more thing. This is a sensitive topic, because Military aid is on the NO list. Doomed Safe Zones: I think you should be able to find small/medium safe zones earlier in the game. Places where you can trade, talk to NPCs, and other stuff. Armed guards would be on top of the wall (assuming there is one) and if you pulled a weapon inside a safe zone, you would be killed or warned to put it away. Now, I can guess what some people would say about this. "But then, we could just chill there forever and the game would be boring!" That is why I propose an event, that would happen 3-8 months into the safe zone's existance. Neverending waves of zombies would spawn around the camp and overrun it, killing everyone or forcing them out. Once everyone is gone or dead, the waves would end. This way, there is incentive to seek those places before they are gone, and leave quickly afterwards, or risk being mauled by the dozens of zombies inevitably headed there. -Military-Grade/better weaponry: Nothing too ridiculous, such as a rocket launcher. Items such as fully automatic assault rifles and higher tier pistols and shotguns would be good, and could be found in the Downtown or anywhere else that had a military perimeter set up. A few examples with names are: Assault Rifle: Just what it sounds like. Fully automatic, medium accuracy gun. Incredibly rare, only found in military barricades/tanks, or, even more rarely, on a dead soldier. Hunting Rifle: Semi-auto bolt action rifle. Scopes could be used on it (See attachments) Rare, but about as common as a shotgun. Requires .40 caliber bullets, loaded without a magazine. Found in gunsafes and wardrobes. Tactical Shotgun: Full auto low accuracy weapon with a good spread. Slightly less rare than an assault rifle. Found in the same places as an assault rifle. Sniper Rifles: Semi-auto mag fed sniper rifle. Comes with a scope. Found in, you guessed it, same places as the assault rifle, with a single difference. Never found in tanks, but sometimes found on second-to-higher floors of buildings near military stuff, usually on a body or on the floor near an open window/window. -Proper Grenades: I am dedicating an entire section on this because A. it would be super cool and B. They would be super useful. Now, molotovs are already implemented (albeit hard to obtain and even harder to use) but I am talking about grenades like frags and gas grenades. Both of these would be incredibly rare (Gas grenades less so) and single use. Grenades would be incredibly loud but the shrapnel could wipe out a good amount of zombies if they were fairly close together. They would only be found at military barricades, on dead soldiers, and in tanks. These explosives would usually be found in 2s or 3s, but occasionally you may find a box of them (Like a box of bullets but heavier and contains 6 grenades. You could box them just like normal bullets too) Gas grenades would not explode, just release a visible grayish cloud that would hover around for 10 or so seconds. Those inside the cloud would be rendered almost completely blind and slowed without a gas mask (see more clothing) and would cough, attracting zombies. The coughing would not happen to zombies but they would be blinded and slowed as well. They would be found rarely in police stations and police car trunks and occasionally in military areas. -Attachments: Rarely, attachments could be found in military barricades and such. Some would be only compatable with military weapons. Scope: When used, Cuts down your peripheral vision to straight ahead of you and increases your line of sight (ignoring shortsightedness and such) and allowing you to move the screen pretty far away. Normally the gun you would have this attached to (eg. Hunting Rifle) would be accurate enough to hit whatever you have targeted. Forward Grip: Best used for shotguns. Cuts down your recoil by a lot and increases accuracy. Bipod: Usable at windows, low walls and while proning (a possible addition?) Would increase your accuracy impeccably. You can hit a zombie a mile or 2 away. Suppressor: Different sizes of suppressors would fit different guns. It would soften the noise of your gun going off at the cost of some accuracy and damage. Dual Mags*: *These must be crafted, not found* Once you have fully loaded 2 magazines, grab some duct tape and right click your mag. As long as there are 2 fully loaded in your inventory, you can craft this. Once you do, it would make a dual mag with a sprite that looks like 2 mags taped together at the bottom. Using this would double (or triple, depending on reloading skill) your reloading speed. Only craftable at reloading difficulty medium. -Working vehicles: Such as an old beater sedan or a pickup truck, maybe even a humvee. Would require maintenance and fuel, excluding bicycles. Advantages would be better protection when traveling and the ability to run zombies down, as well as faster travel, and cargo space like the trunk of a car or the back of a pickup. Disadvantages would include being loud, and the fact that the noise you just made attacted a massive horde that surrounded your car, so big that you can't move. Maybe it wasn't such a good idea to see if the car horn worked, you think as the horde breaks your driver side window and drags you out of the car, moaning and tearing you apart. Another thing would be switching seats inside the car. Driver get his brains blown out on the highway? Open the door, push him out and take over as driver. (Assuming you haven't crashed yet) I also think upgrading your vehicle should be an option: -Upgrading Vehicles: Add a Welding tool, and I think you should be able to add some things to your car, such as plates on the sides and covers for windows, and maybe barb wire to the top or something. These would require a carpentry level of 3 to do. PS: Tanks are overpowered. I would not suggest adding them as a working vehicle, more like a large container to be found in the city around barricades and other places the military tried to hold out. PPS: I know these are a planned feature, but I am just reinforcing it and giving ideas for other vehicles. PPPS: Hordes and hitting zombies and survivors in large quantities should slow you down, and massive clumps of zombies could stop your car altogether. -Helicopter crashes. That annoying helicopter that passes over your head not even thinking of rescuing you. The one that those zombies followed, leading them directly to your house. There should be a small chance that a helicopter may go down, causing fires and a loud explosion attacted zombies. The good side is if this is a military chopper, it could carry some very nice new weapons. There could be three types of helicopters, Medvac helos carrying medical supplies, Military helos that could hold some very valuable loot, and news/civilian helicopters possibly filled with food and other goodies. -A Metro System: I am sure someone else has already posted something like this, but I would love to see another layer added to the game. In the first bit, trains screeming across the tracks unable to stop due to the fact the driver died with his head leaning on the throttle. Smashed up trains that hit eachother farther down the tracks and later on when the electricity runs out stopped trains empty or full of the dead. The metro system would havefer a "safer" way around only found in the downtown area. Only one problem I see, are they even subways in Kentucky? -More distractors: Throwing a glass bottle or a rock would make a little noise and would be pointed away from you. A nice little getaway help when the horde down the road can't see you yet and you want them outta the way. -NPC survivor groups: Other, interactable groups with their own base and leader. Some would be bandits and kill you on sight for you stuff, others would be friendly groups of people eager to help any way they can. -NPC AI improvements and more speech: Such as differing personalities, and more communication. A few samples and scenarios are: After running a long distance, one guy says: "*huff* Guys, I really need a rest.*puff*" After a zombie attack, one man says: "*huff* ♥♥♥♥er... almost got me! *puff*" Moodle examples: Sick-"I really don't feel so good, guys. Very Sick: "Uhhhgh... *throws up*" (smell attracts zombies) Bored: "Guys, not to be needy, but there is nothing to do. Could you spare a book or somthin'?" Angry at leader or group member: "♥♥♥♥, why do you have to be such a ♥♥♥♥♥ sometimes? Jesus!" -Military Events: PLEASE note these are NOT military aid. Both of these would probably be bad, actually. BOMBING RUNS: Occasionally, messages should be broadcast on the radio (Which would then be useful) which would tell you when the government would do these. Bombing Runs would be events where certain infested parts of the city would be targeted for a last-ditch effort to clear them, a plane loaded with explosives to drop. A block or so would be severely damaged and set on fire from the explosion. This can help or hinder. The noise would attract zombies away or toward you. It would kill almost every zombie in that area, but hopefully you aren't there when it happens. This event would happen a maximum of 3 times and about a month or more in to the apocalypse. THE TECHNICAL SIDE OF THIS: Everybody who doesn't care how this might work code wise, skip this. After the time period set for safety is up, the game should scan for mass quantities of zombies. Hordes and such or just a large concentration, perhaps. Once the game finds the desired location, the message should appear and the event commence. This would tie in with the unlucky/lucky perks and Sadist Movie Director. Unlucky means the game would try to target somewhere closer to you, if not on top of you. SMD would also influence this. If SMD threw a whole load of bad atcha, this would be one of those bads. If SMD is handing you good stuff, it would try to push the killzone away. Radio messages should also say WHERE the event is taking place. This means adding road markers, such as Pleasant St. The radio would declare the road about a day before this event would take place, or whenever the area is selected by the game. MILITARY CLEAR-OUT: This corresponds with Former Military Presence. This is a message which would appear about 3 weeks after the city is quarantined. Basically, it is a mass retreat effort. Chaos would ensue as surviving soldiers and other personal desperately attempt to leave the city, killing everything in their way. If you are near a major roadway or the city centre, you may see a military convoy or lone humvee laying on the gas trying to get the hell out of the city, guns blazing. They would stop for nothing, and run you down if you get in the way. It would require a new AI, though, one that made it so they were hostile towards you but wouldn't chase you. Zombies would also be their priority, not attacking you unless you are right in the way or alone. If you are in the way, though, chances are they won't shoot you, instead swerving around you or just plain running you over. The noise from the trucks and guns may attract zombies, but on the bright side, they may clear out your street. They might crash, too, offering some nice loot. And, speaking of car crashes... -Car Fragmentation Physics: Okay, before I say anything, I KNOW this is ambitious for a 2D/3D game, okay? I just think it would be cool. Example Scenario: You are driving as fast as you can, trying to get away from that bandit in the pickup truck chasing you. He shoots at you, getting ever closer, when suddenly..... A WILD POLE APPEARS! You smash head on into the traffic light, crumpling the front of your sedan and sending pieces everywhere. Your windshield shatters and your airbag goes off. The car catches fire and the bandit stops, getting out and pulling you out of the car's shattered driver-side window. You fade in and out of unconciousness, and pass out just as he pulls the trigger to the gun pressed to your skull. The point of that little story is it mentions a few key things I'd like to talk about. 1: The Chase. Bandits could have AI that allows them to own their own car or steal take one, and chase you down and run you off the road in order to kill you. You could do the same, chasing survivors in your car to kill them and loot them. 2: The Shootout. A small weapon, such as the pistol or an SMG, could be fired out the window by passengers. You could aim it towards behind you, or in front, or the side you are on. ex: Shooting out the right passenger door would not allow you to fire left. 3: Environmental Damage. Running over shrubs, hitting thin trees or driving through fences would knock them over or otherwise damage or dent them. More heavy or metal objects, such as the traffic light pole mentioned in the scenario, would dent and tilt over when hit hard enough. Other things such as brick walls would dent but not break. 4: Pieces. Crashing or otherwise damaging your vehicle would send small bits of metal and/or glass. 5: Animations. Such as an airbag going off obstructing your vision or the back of your car lifting off the ground a little. Subtle stuff, nothing huge. 6: Bigger Animations. Driving across a bridge and going through the railing would make your car tilt downwards and sail off the bridge into the water/road below. The landing would have a chance to break your axles, rendering your car useless. Landing in the water would either kill you right away, or you would have to press the key to leave the car. Instead of opening the door, you would kick out the windshield and swim up. (If your car has no windshield, you would just swim up) (Also, explanation for breaking the windshield instead of exiting has to do with water pressure making you unable to open your doors underwater) If your car catches fire, it will explode after a while unless you put it out, sending pieces everywhere making a lot of noise and leaving a burned out shell of a car. Another could be car rollovers, if you turn to hard in a top heavy car, roll into a ditch, drive sideways on a steep area, or are hit hard enough by another car. 7: Unconsciousness. Crashing your car at a high enough speed would have a chance to knock you out for an hour or so. On multiplayer, this would be reduced to a half hour ingame (30 seconds) because time doesn't accelerate when you sleep. 8: Dragging somebody out. I mentioned this earlier, l but didn't explain it. Crashing your car with zombies or bandits around would attract them, and to get you out they would either: Drag you out the window (Zombies would always do this, and bandits would if your door is locked) Open the door and pull you out: (Teammates would do this to rescue you and bandits to kill you. Players would be able to do this to NPCs and other players.) Dragging you out the windshield: (Just another way to get someone out if the doors are blocked) Of course, you can always just point your gun through a window and kill someone without dragging them out. If you are a nice guy, you could save an unconscious player/npc from a burning car. PS: ALL of these apply not just to crashed cars. If you park or stop, people or zombies can break your windshield or windows and pull you out regardless to car damage. The Chase PLEASE NOTE: This is not the same thing as the fragmentation physics mini heading. By this, I mean the military. You are driving down the road, looking for points of interest to loot, when you see something ahead. A large olive truck in the distance, with a few uniformed men walking around it. A barricade sits on the road, and as you get closer you realize... The truck you saw earlier is a URAL, and the men are soldiers. You are driving towards a military roadblock! It is too late to turn around. They see your car and start yelling, rushing towards you. You stop at the barricade. A man with an assault rifle opens your door and yells at you to get out. You comply, with your hands up. They surround you and pat you down. Then, one man says, "We're done here. Shoot him." You gasp in shock, and the man points his gun at you. You run back into your car before he can hit you, and drive as fast as you can. Bullets hit all around you as you smash through the barricade, and they pursue you in the URAL. The chase is on. What I mean by this story is there would be the odd remaining military roadblock or other military occupied space. If you tried to run after they saw you or stopped like they said to, they would kill you. Running or driving away would make them pursue you to try and run you off the road. Meeting roadblocks like this would only happen early on in the game. Later, they would be abandoned or infested. -More Clothing: Themed outfits, such as a lab coat, hazmat suit, or fatigues would be cool. Armor, such as military outfits, could protect against small-caliber gunfire to an extent, and helmets would help with glancing headshots. Also, gasmasks should be available for protection against gas grenades (seen above) and smoke (seen below) -Fire improvements: If a house catches fire, smoke should fill the home, cutting down your vision and making you cough, attracted zeds. It would also eventually kill you.With the gas mask I mentioned earlier, these effects would not occur (except a slight vision impairment. Also, wine bottles should be readded so you can create molotovs again. -More Scenery, structures, and layers: I mentioned this a tad bit in the Downtown section. I'll go over them in order. MORE SCENERY: This ties in with the structures thing. Swerve marks, decomposed/eaten corpses, and blood splatters that were there before you ever went into homes. Previously ransacked homes with clothes, drawers, and other miscellaneous stuff strewn around. Stuff that tells a story, makes you think, like these examples: Example 1: You are walking down the road when you see brake marks swerving to the left. you follow them and see a car crashed into a large tree with the skeleton of the driver still inside. Closer inspection reveals bullet marks all over the car and the skeleton's skull has a sizable hole in it. What happened here? the trunk was obviously pryed open with a crowbar and it has been visibly picked through. Example 2: You enter a house with the door already broken down. There is stuff everywhere, knocked over shelves, the couch moved, etc. Upstairs, you see blood splatters and other evidence of a struggle. A rotting corpse sits inside the bedroom, with visible bullet holes in his chest and head. On the wall, a message written in the man's blood, says: I TOLD YOU TO LEAVE ME ALONE (example ^^^) Other things would be traffic jams full of zombies on overpasses and highways, people who obviously tried to leave but were caught in the mass retreat effort that clogged the roadways, making them stuck and easy prey to the infected. MORE STRUCTURES: Taller office buildings, overpasses and such. I am aware of the height limit. MORE LAYERS: Overpasses and office buildings would add higher areas to the game and the downtown would use that a lot. Overpasses would also be fairly high off the ground, too. Underground layers may include a sewer if that is ever implemented. EVEN MORE ANIMATIONS! Some that would be kinda neat but mostly aesthetic would be zombies eating corpses, possibly distracting them or enticing them to leave you alone and continue eating. They might look up at you from their food, following you with their gaze, then turning around and continuing to eat in a crouched position. Another animation could be a sleeping animation, laying on the bed or sitting down in a chair. Depending on how good your sleep is, other players may see you toss and turn. Sleeping stuff: Something I would find interesting would be more things about sleeping. Occasionally, your character could have nightmares, suddenly waking up in the middle of the night with a panic moodle. Spiffo plushes could lower your chances of having nightmares and so could other perks. More sleeping stuff is your sleep could be effected by what you sleep on. Sleeping on a wooden chair or otherwise hard surface would yield a bad sleep, and beds and such a good one. There could also be a perk that allows you to sleep almost anywhere comfortable and one that makes it hard to sleep without comfort. More random events: -Survivor Car Crash -Bandit Shootout -Bandit Chasing another Survivor (car or foot) -Bandit versus Military Shootout -Horde Attacking Survivor Safehouse/Base -Base Raid CONCLUSION: Most of these would come in later updates, though, because they would require a fair bit of work. These, in my opinion, would improve the game exponentially and I would love to see these come true, if possible. They would take quite a bit of time and effort to complete, but I think they would literally blow away everyone if added. PS: I am quite aware now that Kentucky is fairly rural and cities like the ones as depicted here are rare, but that suggestion is mostly for the fictional area, Knox County. Thank you for reading this, and leave comments if you like it.
  15. I don't know how game design works, or how difficult this would be to set up, and I suppose it doesn't nessecarily have to do this. One thing I always enjoyed from dwarf fortress, (Even having never played it) was that the story of your dwarves were so in depth. They all had back story, and the backstory was very far down the line. I would browse the internet and read in depth stories of how peoples kingdoms fell, and great warriors that were born in their kingdom, who fended off entire hordes of demons by themselves, dying and taking their fortress with them. Something I always thought would be cool for a game to do, would be if the game followed your charecter, and sort of took notes of the actions being done, all the important things they ever did, with logs and dates listed. Then on the forums, there could be a place where you can post the story of your survivor, and how they died. I feel like it would fit the over arching theme of project zomboid, since the story is essentially "this is how you died". I feel like this could be done without the game doing it for you, but details would be missing, and people would be less encouraged to post about their charecters demise. It would add a deeper level to your charecter, and when they die, you can look back and read their story, share it with your friends, and reel in the nostalgia. It also opens plenty of avenues for one to improve, by seeing how they made mistakes. Of course this wouldn't be a recent thing, but it's something I ponder about from time to time. Feel free to post your feelings about it, maybe we can get the attention of the big dogs (raccoons?) at the head of this company. Thanks for taking the time to read, and post if you did. -Redx6504
  16. 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!
  17. I know this isn't facey book but like this if you got the Joke in the title Any back to business. I've briefly pointed this out in another STD...I mean SGT and I told you I would make a post about this later on, so enjoy and make some comments about this. (I'm sorry for saying that I will not post a suggestion today but got to excited anyway...) I've been playing this game for far too long with fallout 3 Interactions/animations that my character holds against every little thing he stuffs in his mouth, opens up or basically does. I hate the feel that some creepy ghost is my characters best friend who opens doors for him, eats his food and holds all his stuff, SERIOUSLY. They developers have time to make the character hold weapons but can't even have a backpack on to hold them. I've hated this since morrowind and fallout 3, but at least for fallout 3 had an excuse. I literal pretended that my lone wanderer had shrunk and turned every thing he had into energy which he held inside his pip - boy. I mean come on, the developer's have time to make animations for hoping inside houses and opening windows but don't even have a believable inventory system. Please all you would have to do is make every inventory increased item the same sprite and have it placed on his back like Joel's (the last of us). ive loved this game even without this and would even love it more with this. Don't forget about the food. Even in mine craft (which is a pixalated game) had the time to make eating animations. I would love your character to actually pull out some whiskey and drink it or pull out a soup and scoop it into his mouth. This game has so much potential and so much to fill in that it should be essential to have interactive animations. thanks for reading and hoped you injoyed this post. very small one i know but who gives a dam. this is Tsukune Aono logging out (not literally).
  18. Alright, so I've had this idea in my head for a actual zombie apocalypse, and for any sort of game involving one, for a long time. However, project Zomboid seems like the first game where the implementation of such a concept is really viable, or useful even. The power goes out after a while, and so does the water, you're in the stone ages, and you're not quite happy about it. What if you wanted to figure this out on your own? To find the switch that needs throwing and put such a plan into action as to power the dark zombie-infested streets again? Or maybe just not having to use rain collectors would be nice too. Most cities have their power stations and water sanitation buildings, and if you've been near one, you'll know that they can often stick out like a sore thumb, and sometimes also cause plenty of noise for the neighbors. However, now the neighbors are zombies, and despite maybe just a few loyal workers valiant efforts, they decided to find the noise. Overwhelming whatever staff was there, or chasing them off, and eventually, they found the source of the noise. Maybe a open water tank stirring to try and sanitize water, and somehow, they clogged it up, likely by just falling into it, contaminating the water, if not clogging and stopping it's flow entirely. This could also open up the possibility of a bit of a warning as to when water was going to go for new players, first it starts becoming murky, then black or brown, then shutting down. The power station would definitely make more noise though, and be the first to go, zombies breaking in, and finding some very noisy turbines. Not having more mental capacity than a moth drawn to a flame, they fling, or walk, themselves into the turbines, powered by coal, or maybe a running river (yay green technology.) This wouldn't really give the whole warning thing the water one would give, but it'd give some actual reason as to why the power went out. So how do we fix it? This was actually a really hard list for me to nail down for this game without it becoming horribly unimplementable(not that it's a easy task now), but I've narrowed it down to a few things that could be done, and might not be impossible to do either. Water Utilities: Sanitation or pumping facility invasion event (Or having already happened with the shutoff proceeding as normal behind the scenes)Possible roaming workers? Can't expect the player to really know how to operate everything unless it's simple enough, workers could stay behind and defend if player left fortifications for them, though the necessity of food may be a extra thing for the player to consider.Unclogging the pipes. The zombies clogged it with themselves, and as such, you're probably going to need a net, or maybe a shovel of some kind to get them out. However, zombies can't drown, so if you find one not too mangled, you run the risk of it biting you as you work when careless.Re-invasions later. They're not going to give up that easily, the player may have to come back if they want their precious water on tap, further adding a set of tasks to players who want to go above and beyond the call for survival.Possible generators and gas on site for when the power went out to continue powering the plant. This would be a good explanation for why the water stayed on if it was based around a system that needed powering, and possibly a location for the player to raid for such supplies. However, if the player showed up after the water turned off, they might have missed the window to find such gas, and be left with empty, heavy, generators.Lots and lots of zombies. This is not a activity for the weak of heart, this would be the perfect place to truly have a sea of zombies for the player to try and wade through. This would be a luxury event for players to embark on, and would likely require coordination between a few players, or very clever strategies.Power Utilities: Power Outage event: The power going out, usually the end of perishable foods, and also whatever staff was employed at the power plant still. This plant would be much louder, and as such, much more a target for the zombies, seeking food.As with the water plant, the player should not be expected to know how to fix and run everything in the plant. Possibly they find a worker that is necessary to run the plant as the machinery is a little bit more complex than before, maybe with special needs that threaten to turn the power off if not supplied booze or cigarettes, leaving the player in the dark as to if the worker was dead, or if they were just unhappy.The turbines must spin. Zombies likely would have crawled, or just maybe pounded on turbines until the sound stopped, or they weren't able to. They could have clogged the spinning up, leaving the player to shovel and poke out the corpses, which may still stand a chance of catching them off guard.Different types of power: It may be a coal plant, or possibly a solar plant, however, most plants do need water for steam, and subsequently, the ability to spin the turbines. A reservoir on site or maybe water from the other utility plant may be necessary for actual power. This could both implement the possibility of unclogging the intake pipes at the power plant, and dealing with the water plant, meaning the player had to put some problem solving skills into action.Power lines. Pretty self explanatory, but a power line could go down, leaving the player without power, making it a (relatively) simple fix that the player could accomplish with cutting down a few trees and maybe a ladder.Even MORE zombies.: Some power plants are quite loud near them, and are quite the beacon at night, usually having quite a array of lights on the various things needed to run the plant. Again, this is a luxury event, cleverness and resources would be the top priority for completing it, and the more companions you have, the easier the event would likely be. This is a long list, but I think it'd be a interesting thing for players who think they have it all to try and attempt, though this would probably be something that's not even a year down the line for development, the resources involved for creating this would be immense, but I think it would be something quite unique to have in the game.
  19. So I have been reading through the suggestion forum and it struck me kinda odd that most of the suggestions are gameplay-centric. Now this is not a bad thing at all, I just thought it would be nice to have a place where map suggestions could be presented neatly as well. This thread is for suggesting places and things you'd personally like to see in the map. Feel free to post one or a multitude of them and don't worry about suggesting something 'OP', the world will be dynamic and even a military base would be challenging because of that. Suggestion example: Place/Landmark: Insane Asylum Where: Out of town, somewhere rural and out of the way, like a forested backroad. Reason it'd rock: It is a huge complex capable of housing hundreds of zombies, it has loot ranging from weapons to food, it is a self-contained structure capable of being used as a safehouse where-in the player(s) can isolate themselves and hold out for possibly weeks under massive zombie siege. Zombie Density Expected: High to very high due to patients, panic to get loved ones out and the loot potential luring looters early on in the apocalypse. *** Suggestion Template: Place/Landmark: Where: Reason it'd rock: Zombie Density Expected:
  20. How about being able to pile the dead bodies and burn them to get rid of some corpses. The ability to start a little bonfire would clean up some of the bodies. I am going on a month and a half and I am knee deep in the dead here. And please, add a protection rating to clothing or consider some homemade armor. All it takes is one swift bite to end it and a little protection would be great. And one more thing, it seems like there are so many factors already to survival, but a big one not in the game is having to use the bathroom. If you added it, and were able to dig a latrine would add alot more depth to the game. All these toilets are only good for some water when the water is cut out. (Toilet bowl water + ramen noodles = +3 delicious) Anyway, keep up the great work, guys. I love the game and look forward to it getting only better. Good job on the build 27, it makes a huge difference seeing supplies on a shelf.
  21. Here is a compilation of some weapons that I think that can be implemented in the game: 1) Torch : How to make it : A Branch/ or Plank / or bat + A Bandage + Oil / Or Resin / Or any flamable Oil The torch will deal almost same damage as a Bat if it is not lit. If it is lit it will deal the same damage as a bat but there will be some fire damage too. Also it will create light. When you lit it can remain lit for about 2 hours then it becomes a branch and you can use A Bandage and Oil again to make it a torch again. It will also have a durability 2)Sling : You will be able to craft it using a Smashed Branch and a hammer . Using the hammer you create the weapons skeleton then you need to find the rubber part. Unlimited ammunition when stepping on land . 3 Damage 3) Spiked Shield : You will be able to turn a Plank into a shield with the use of 1/4 of a rope and some duct tape (you will also need a saw to cut the plank in the appropriate size and then to make the shields handle (made with ropes that passes through the shield)). Then you can Hammer some Nails on it to maked a spiked shield. 4)Caltrops : You throw them to the ground and if a humans walks over the area his feet is injuried and is bleedind reducing movement speed. Also Zombies slow down when walking on caltrops. You will also be able to use nails as caltops 5) Shovel as a Weapon ...
  22. 95% of the cars you find everywhere will be not operational, a lot of things can be wrong with a car, and decay will reduce the quality and repair state of all its components. will need repair before you have a usable car. Automobile use Types of vehicles (From sedans to trucks, Probably one tank in the map in an army base somewhere)Bicycles (Less noise, No ramming, Can attach bags to add inventory)Stand in the sun roof or the back of the truck and shoot with firearms or bows etcram zombiesBreak garage doorsUse car as a mobile barricade to cut of access pointsTow other cars to put them in strategic locations to make car barricades to cut off whole roads etcVehicle inventories (size dependent on the type of vehicle)Extract fuel from other vehicles (Pipe + container)Vehicles make noise and attract zombiesAutomobiles (Skill) Higher the skill the more parts you can identify and repairAbility to see the quality and repair state of the partability to see the assess the state of repair, quality of components and fuel economy of a vehcileAutomobile Mechanic (Profession) Changes tires quickerRepairs quickerupgrades quickerItems related to Automobiles Engine components effect the speed and the fuel economy of the vehicleTiresTire tubesSpark plugsEngine beltsCarboratorsEFICar batterySpanner (To change tires)Tool kit (To make repairs)Welding kit/Steel Propane Cutter ( to repair body, Cut body parts to make pieces of steel to be welded onto another car as Armour and to barricade car windows)Tire pump (can be used to inflate boats)fuel cansheadlightsCar body piece (Cut off with welder, Steel Propane cutter)RadiatorRadiator pipes (Usable elsewhere as well)generic pipe (Used to extract fuel from the tanks of non operational vehicles)Radiator fan (If not present causes over heating) Automobile Repair (Process) Diagnose the car to find out what needs repair, what components are requiredfind the components and install themRepair punctures\Change tirestake out parts from the cars and create a collection of spare parts at your safe house Automobile Upgrading Add a machine gun to the sun roof or in the back if its a truckBarricade windows (With car body pieces cut of by welder)Add body Armour to the cars front sides or back (With car body pieces cut off by welder)Add spikes to the front (Made from planks)add spikes to the wheels (With car body pieces cut off by welder)Headlight protectorsAttach top 360 degree lights
  23. Hello. So the other day I was thinking about some stuff that I think should come to PZ soon. Here's a Few (Feel free to leave your own in the comments.) 1. More improvised weapons. This should be added soon, because it adds a more survival-y feel. Things like knives on a stick (could be made by sawing a plank into 4 sticks) and duct tape to tape them together and make a spear (Like a knife but with more range) and could break easier but can be repaired with duct tape. 2. More non-improvised weapons. We need more of these as well. Aluminium bats for one, break easier but is easier to find. Maybe a machete, a hatchet or a larger array of knives... 3. More guns and attachments. We need to have some more guns. Period. Hunting rifles, assault rifles, revolvers, carbines (this ones a bit controversial among the PZ community, people think that it would be just like the pistol but maybe it has more attachments for it and is more powerful?) and maybe a doulbe barrel shotgun? Attachments would include scopes (Allow to see MUCH further away from your character), laser sights, suppressors (Should only be added when they add a military base that should have mounds of zombies around it.), not really an attachment but gun cleaning kits or oil and maybe some holsters (Only military bases and police station.) 4. Firing gun at levels. This is a big one, you might think "Why have scopes and hunting rifles if your just standing on the road?" well this is where this come in play, imagine you could fortify Giga Mart, sit on top it in a chair (Oh yeah add sitting) and allow you to take pot-shots and zombies below. 5. More perks. Also big there should be some more professions and perks for current ones. Security guards should be able to sleep in chairs, benches and maybe the floor! Park Ranger should be able to walk through trees faster as well as being able to have better fishing and other survivalist skills (once they're in the game) That's all I got for now but I'll make another list soon.
  24. Since whenever i have imagined a zombie apocalypse the first thing i imagine myself doing is frantically searching for a broom and then using its handle to craft a spear. Stabbing Just like when the zombie gets close enough you can stab him with the knife to one hit kill. We should be able to one hit stab in the head with a spear from way further. Please add this Advantages of spears in a zombie apocalypse Longer range Stabbing as well as blunt weapon Can be thrown as a javelin can be used for fishing Way a spear can be crafted and improved (Suggestions are welcome) Broom Handle/Plank/Baseball bat + Kitchen knife + Duct tape Plank + Axe/Knife (For sharpening) = wooden spear Wooden Spear + Fire source = Hardened Spear Broom handle/ Plank + Candle stand + hammer(To break away the candle cups and sharpen the ends) = multi-pronged spear Some other ways http://www.wikihow.com/Make-a-Spear What do you guys think? i for one will be very happy if this is added
  25. Great game, has a lot of potential, and I can see it going far, but my suggestions aren't a simple "add a new recipe/trait/profession" as I don't see those things as improving the lifespan of the game (those "recipes" are things which I believe are best for the mod community). I've spent the better part of 6 hours typing out this shit, so... uh.... So far in my survival game, I've killed the majority of the zombies on the map using a shotgun and MMORPG kiting tactics. I'm able to wipe out 300+ zombies in a matter of minutes by kiting them into a large open area and mowing them down with a shotgun and surplus shells, but once the zombies are gone, it basically becomes another (albeit graphically worse version of) The Sims, which really sucks. I want to feel like I'm in danger - all the time. I want to feel like any day could be my last. I don't want to spend the rest of the game playing 'Old McDonald had a Farm'. I want the game to have replay value. I want the game to feel like it didn't scam me out of $$$ for 10 hours of gameplay (sorry, but in regards to replay value, this is largely true.) What I'm suggesting might already be considered by the devs, or it might not, but I feel my suggestions will help improve the long term gaming value of Project Zomboid (especially multiplayer), and help retain a lot of players. I have no doubt the recent PZ steam sale was quite successful, but I doubt a significant number of people that purchased the game would be playing beyond the 15 hour mark. This game has potential to not simply be a good game, but an amazing game, especially multiplayer-wise, but currently, in my (unprofessional) opinion, it lacks the balanced long-term value to make it a raging success, either in single player, or multiplayer. Zombie respawning, difficulty, and 'special' zombies As I've already stated, once you've killed all the zombies in an area, the game is too easy (and seriously boring). I believe the zombies should respawn in random locations around the map every 5 to 10 days, with between 30-200 zombies spawning at a time. This would help alleviate the sudden emptiness that is experienced once all the zombies are wiped out. Additionally, the zombies could be made to be more difficult as time passes (this has already been mentioned in other threads, but I'm a big supporter and feel it should be mentioned again). The longer you stay alive, the harder the zombies become. The difficulty could increase every 4 to 8 weeks, or whatever is considered suitable. The difficulty of each newly spawned zombie could be based on a % multiplier, eg. 5 weeks = +5% chance of increased difficulty, 10 weeks = 10% chance of increased difficulty, 15 weeks = 15% chance of increased difficulty, 20 weeks = 20% chance of increased difficulty, 25 weeks = 25% chance of increased difficulty, etc. This would prevent players from becoming complacent and would require a change in tactics (no more shotgun kiting), and introduce a new element of survival. If you spent those early couple of weeks preparing well, then you should be ready for the zombie onslaught! Another possibility is to include 'Hunter' zombies. Special zombies that exclusively hunt the player. These might only randomly spawn 10-50 at a time, but it would add a new aspect to the game. Knowing that every minute of the game, you are being hunted by smarter than usual zombies. These could follow the same spawn patterns as the regular zombies, where they spawn every 5 to 10 days, between 10-50 at a time. They might all spawn at the opposite side of the map, and then, one day, 4-5 weeks later, you've got up to 250 zombies smashing up your fort, trying to devour your brains. I don't know what idea or vision the developers have with regards to the zombies, but I believe this would be a big hit amongst all players. It would really emphasize survival, developing escape routes and strategic building, as well as utilising multiple safe houses. In multiplayer it could be taken a step further, by having X amount of hunter zombies spawn for every player that has played a certain amount of time on the server. The new players would need to play for a certain amount of time before a new number of hunter zombies will spawn. Hypothetically, with 100 players on a server, that means 100-500 hunter zombies will spawn every 5-10 days. They might all go for one player, or for a mix of players. It would truly require people to work together, create a worthy (sustainable) stronghold, and survive the waves of zombies. This could also lead to a Multiplayer starting area, where it's a stronghold protected by NPC's, and the players occasionally have to help protect the stronghold. After a while, the players are told to leave, and have to fend for themselves (or join a group/clan/guild/whatever), but are able to return (if they're not visibly sick or infected) to trade goods. But I don't know. That's a different topic again. RPG Style Stat Points Some people are either going to love this idea, or hate it, but personally, I'd love to see RPG style stat points introduced to the game. It would add a personalised element, unique to each player, and would give the player extra incentive for keeping their character alive (I've "killed" 7 players so far just from collecting resources from around the map to build a nice stronghold with a main character). It would improve replay value, as there would be different ways to build a character, and, in multiplayer, it would give more meaning to the term 'veteran survivor', with a greater emphasis on a balanced group/guild/clan/whatever (especially with the suggested profession changes.) Some stat points, which I think might be suitable are: Strength (STR) - Affects carrying capacity and melee damage.Stamina (STA) - Affects ability to run faster when exhausted (will require change to current exhausted mechanics), and reduces sleep duration (heal/recover/recuperate faster in sleep).Dexterity (DEX) - Affects ranged weapon skills and sneaking/climbing.Agility (AGI) - The ability to avoid damage from combat/falling (eg. dodge/roll/parry etc) (works with PC and NPC alike, eg. PvE and PvP).Intelligence (INT)- Affects Carpentry and other trade related skills.Wisdom (WIS) - Affects food related skills (farming/cooking/fishing etc).Luck (LCK)- Affects everything.Note: STR's benefits and DEX's benefits would be fairly balanced in this way. Increased capacity is great, but combat wise, you have to get up close and personal, likewise with DEX, sneaking doesn't exactly work with using loud firearms. The major benefit they provide is negated by the combat requirement. My idea of how each skill would affect each attribute would be like this: Blunt/Blade - StrengthAiming/Reloading - DexterityCarpentry/Other Trades - IntelligenceFarming/Cooking/Food - WisdomSneaking/Light footed/Nimble - DexteritySprinting - StaminaI could see two possible ways for this to work: The stats will automatically increase at each level up depending on what skills are used. At each level up you can gain a maximum of 2 points based on what skills got you the level up, PLUS a possible +1 to LCK (random chance). So if, for example, you gained a level by using mostly melee skills and carpentry, you would gain 1 point to STR and 1 point to INT. Additionally, there's a small (1%-5%) chance of gaining a point to LCK. If, however, you got a level up by simply using melee skills, then you would get 2 points to str. The other possibility, is using skill points for stats rather than for skills. At the moment, my survival character has 19 skill points banked and waiting to be used. Until a skill has received enough exp, the skill points can't be used, so they're useless. If we had the ability to put them into stat points (within reason of course), it would make the game a little more strategic in how you plan and play your character. Do you put all your skill points into skills, or do you put them into stats? Or do you choose an equal mix?Regardless of which system is used, limitations would have to be introduced to prevent it from becoming game breaking. For example limiting a maximum increase of 10 points to each stat. Additionally, for the sake of balance, an increase in one stat point could result in the decrease in another. For example, if you were to primarily use melee weapons (STR), then your STR stats would increase at level up, but at the same time, your DEX skill would decrease, and vice-versa, using DEX skills would decrease STR (after all, a strong oaf is not going to be a nimble ninja!) This is all assuming there's a limit, of course (the last thing anyone would want is a STR stat of 1 - you wouldn't even be able to wear clothes!) For personalisation, and unique character building, all of this would add another dimension to the game - nobody can be perfect in everything - which realistically reflects real life standards. If you try to be perfect in everything, then you're going to be mediocre, at best. EDIT: Each stat would provide a bonus to the player in the form of practical or skill based benefit. I thought long and hard about this earlier, but I'm too tired to type it all out now. So maybe tomorrow instead. Professions At the moment, I believe the only profession worth using is the Construction Worker. The ability to withstand cuts and scratches is better than everything else offered by the other professions, and the Thick Skinned perk in combination with resilient trait will make a player virtually immune to disease, injury and zombification. The other professions don't have anything even remotely comparable to this. Also, each profession should have a negative trait to coincide with their positive traits - even a professional will have their own drawbacks and internal demons! At the moment, I believe the biggest problems with the professions is their ability to become a master in any skill, and I don't believe that is right. I've created a list of the professions, along with abilities/traits/skills, which I believe most closely reflect real word professionals, as well as trying to balance them with negative traits. Even if the class has Positive Traits or Negative Traits, they don't get a bonus nor penalty to trait selections, and as a result, will not have points to spend nor balance. Professional Skills = Blue http://pzwiki.net/wiki/Occupation Positive Traits = Green (Underlined) (Currently implemented) http://pzwiki.net/wiki/Traits Negative (General) = Orange (Requires implementing) Negative Traits = Red (Underlined) (Currently Implemented) http://pzwiki.net/wiki/Traits Conditional = Turqoise (Underlined) (Requires implementing) Unemployed Has a bonus 8 points to spend on traitsReceives a -50% penalty to experience gain. Can become a master in all skills.A bum in the ultimate sense of the word. Has no formal talent or skill, and yet, skillwise, the unemployed is without equal. While they are slow to grasp new skills and abilities, the unemployed can easily become the most skilled of all professions. Although, it will take a lot longer to get there. Fire Officer Axe Man Hot Temperature Resistance. (Isn't affected by hot temperatures due to training and experience. Can effectively wear winter clothing in summer and only experience mild discomfort,)Naturally Brave (They run into fire, what more can i say?)Has Keen Hearing (Naturally more aware of their surroundings, important in a fire as visiblitiy is low, so they must rely on hearing.)Becomes t ired 25% faster and therefore requires sleep more often (Reflection of their on-call style work, and their need to get sleep whenever they can)Is Short Sighted.Cannot select Eagle Eyed or Coward or Hard of Hearing traits.Is only 1 of 2 profession that can become master in Bladed Weapons.(5/5)Can only achieve max. intermediate level in Blunt, Aiming, Reloading, Construction and Farming.(2/5)While the Fire Officer is great with an axe, they have tremendous amounts of courage, and are aware of their surroundings. They simply don't have the time to commit to building and farming projects. Likewise, they are required by their profession to be skilled with the axe, that they never bother training with firearms, and their training has made them highly resistant to hot temperatures. The demands of work are physically very taxing, and as a result, the Fire Officer requires more sleep than the average individual. Police Officer MarksmanEagle Eyed. (After all, a police officer is trained to be observant).Resilient (They deal with all kinds of scum and junkies on a daily basis).Highly prone to depressionHas a Hearty Appetite.Is a Hypohondriac. (With all the exposure they have to scum, it's no wonder they're so paranoid.)Cannot select Light Eater or Short Sighted or Prone to Illness traits.Can only achieve max. intermediate level in Blunt, Blade, Cooking, and Sneaking.(2/5)Is only 1 of 2 professions that can become Master in Aiming and Reloading.(5/5)The Police Officer is a fantastic marksman. Trained to observe and apprehend targets, they are perfectly suited to dealing with human disputes, albeit they are highly prone to depression due to the events they experience on the job. This depression translates into an unhealthy eating disorder, whereby the Police Officer enjoys everything in excess, from Donuts to Sunflower Seeds. Food is an escape for the average Police Officer. Due to their training, and demanding work hours, the Police Officer is not skilled in the art of silent approach, nor the culinary arts, nor in melee weapony skills. They are, however, only one of two professions capable of achieveing Mastery in Aiming and Reloading. Due to training and experience, the Police Officer is perfectly suited to a front line combat role. Park Ranger Outdoorsman (Can wear summer clothing in winter and only experience mild discomfort. Not affected by rain.)Expert Foresters (all saplings planted and maintaned by Foresters grow 50% faster. Can forage for food and water in trees/forests. This skill also improves Hunting/Trapping skills within the local area for everybody.)Naturally Strong (to reflect the fact they have to carry lots of supplies while hiking through the woods)Naturally Claustrophobic.Cannot select Agoraphobic or Brave or Weak or Feeble traits. Can only achieve max. intermediate level in ALL combat skills, farming, and Construction. (2/5) (A Park Ranger knows how to live off the land, not how to fight, farm and build.)The Park Ranger is the custodian of the wild. Trained to handle the harsh environments and live of the lands, they are the ultimate survivalist. They understand the lay of the land, as well as the fundamental requirements for flora and fauna to coexist in harmony. While they are trained to survive in the wild, they lack the skills to succeed in combat. Additionally, what can be achieved in the wild is vastly different to modern day suburban living. As a result, the Park Ranger severely lacks the skills and abilities in combat, farming, and construction, as their knowledge only reaches as far as the edge of the forest. While the Park Ranger is perfectly suited for survival, he struggles with living inside buildings and small rooms. Construction Worker Thick SkinnedBuilding time/repairs reduced by 40%Start off as advanced carpenter (3/5 Carpentry).Construction Worker is addicted to alcohol and TobaccoIs a Light Drinker. (I've never known a person working in a trade that wasn't some sort of substance abuser and didn't come to work drunk or with a hang over).Is Short TemperedConstruction Worker is more Prone to Illness, due to beng a drunkard.Cannot select Hardened Drinker or Resilient or Patient traitsIs only 1 of 2 professions that can become master in Blunt Weapons.Can only achieve max. beginner level in Blade, Aiming, Reloading, and Lightfooted. (1/5)A violent drunkard and a fool! Despite this, the Construction Worker is second to none when it comes to hammer in hand, with all construction work being done in only a fraction of the time it would take an ordinary citizen to complete. Due to the rigorous demands of the building industry, the Construction Worker has developed a physically Thick Skin. While the Construction Worker is a drunken idiot, he's not without his merits. In his intrawork conflicts, he has developed mastery with blunt weapons that other professions can only dream of. Being a drunkard, he's a heavy footed Security Guard Night OwlNaturally Lucky.Is a Light EaterIs Overweight. (Seriously, have you ever seen an in-shape security guard? I haven't. Ever!)Is stupidly Clumsy.Cannot select Athletic or Graceful or Unlucky or Hearty Appetite traitsCan only achieve Expert in ALL weapon skills. (4/5)Can only achieve max. advanced level in Carpentry, Cooking, Farming, and Fishing. (3/5)A lazy overweight security guard whom spends most of his time sleeping on the job. Who needs to go on patrol, when it's so quiet around here? I think I'll just sleep a little longer... The Security Guard is the lucky individual that gets to sleep on the job. When they get called out, there's nothing there.No delinquents. No break-ins. No problems. The Security Guard gets to go back to their comfy chair and rest. They spend so much time sleeping on the job, that they require less sleep on their time off. In fact, for them, the job is almost a chance to catch up on last sleep. And they're lucky, too, considering how clumsy they are. Perhaps the only reason they've never come across a crime is because the criminal heard the Security Guard's clumsy feet long before the Security Guard appeaerd. For the security, this peace and quiet works well! It allows him to catch up on reading Books, Magazines and DIY manuals, giving him a rounded (no pun intended) education. All the profession have been balanced in a way that makes them both strong and weak in certain areas. Additionally, they have greater multiplayer value, as working in a balanced group allows for the best chance of survival. For example In a group of 4 people that play multiplayer together, a groupe consisting of Park Ranger, Construction Worker, Security Guard and either Police, Fire, or Unemployed for the last spot, would provide an extremely well balanced group. Park Ranger can provide the timber and environment for improved trapping, the (drunk) Construction Worker can handle all the building/repairs, Security Guard can provide crowd control (killing zombies) and snagging rarer loots from their corpses, and the remaining player can fill the gap any of the remaining 3 characters create. Park Ranger (continued) The park ranger is an expert forester, which means the park ranger has the added ability to maintain saplings planted by them (park ranger cannot maintain saplings planted by other professions). This maintenance work would be very simple stuff that isn't actually detailed in the game, but simply revolves around current occupational requirements such as: removing debris, cutting down rotten/diseased plants, removing pests, etc. Basically, a Park Ranger allows a plantation of trees to grow faster and more succesfully than what would happen for the other professions. In addition, this maintenance work provides a better environment for wildlife, and improves the hunting/trapping success rate within the area. They also have the ability to forage for food/water amongst trees. The forage ability would have a random success rate, and a time based refresh rate, eg. a park ranger can't fail multiple times in one spot until finally getting lucky, they have to keep trying new spots. When they succeed, they don't actually get food food in their inventory, but rather, their hunger/thirst level decreases. The Forage success % would need to be deteremined by the devs in order to be balanced. Ability to replant saplings after chopping down trees (Forestry) It gets to a point in this game where you have to run to the other side of the map for more logs. This is, for lack of a better word, a pain in the arse. What would be great is the ability to replant trees we've chopped down in a way that is similair to Minecraft. After chopping down a tree, there's a chance a sapling will drop, which we can replant. Conservation is something that has been around for a long time, with many ancient civilizations realising the importance of sustainability. This would allow for more sustainable gameplay with respect to building/cooking/maintenance/repair. (There would also be an ability for which the Park Ranger receives a massive bonus towards this feature - explained above). Skills affect quality of work I believe the skill system needs a bit of a change. If you become a master in carpentry, the quality of what you produce should be dramatically better than when an amateur can produce. For example, a master carpenter should be able to build the same thing as an amateur, but use fewer materials in the process. Or, for instance, the skill progression coul change the requirements for certain things. eg. Beginner = -10% materials, Intermediate = -10% build time, Advanced = -20% materials, Expert = -20% build time, Master = -30% materials. So becoming a master would mean you end up with -20% build time and -30% materials to make an item. Or something along those lines. At the moment, the current skill system doesn't have any significant effect on the products other than how they look. I want to see an improvement in the overall quality of the item, and not just the visual quality. This goes for all the skills. Mastercrafted crates could have a 50% weight reduction bonus. Campfire its could have a +50% burn time. Rain catcher barrels could have increased capacity. I'm only talking about carpentry related items, but it really applies to everything. Book/Magazines/Newspaper turn into Trash when read One way to combat depression/boredom in this game is to read a book/magazine/newspaper, but when you've finished reading, the material disappears. Why? Why would it suddenly disappear? Just because you've read it doesn't mean it should disappear, right? I feel these reading materials should turn into trash, which can then be used as an ignition source to start camp fires/ovens. I've been camping many, many times in my life, and we commonly used old magzines and newspapers as firestarters (long after any of us had read them). Sledgehammers should destroy ALL wooden walls This was one of the most exciting features I had read about this game! Think about it: you're being chased by zombies, you've been chased into a room with no doors or windows. There's no way out. You have to fight your way out. At least that is until you find a sledgehammer in the room, and you use it to bust down the wall and make your grand escape! Sadly, this isn't the case. I was immensely disappointed by this. This game made me excited at the prospect of being able to knock out a wall or two of a house, to escape, or possibly even add an extension to it. But I can't even destroy fences or crates, which sucks in a really big way. In reality, if we can't use a sledgehammer to do what is claimed, then the information regarding demolition should be changed to "You can only destroy doors, windows, and what you have built yourself (except floors for some strange reason)". Cut through chain link fences and barbwire fences This is similair to the sledge hammers in that I think we should be able to cut through chain link fences and barbwire fences using a pair of sidecutters/pliers. Additionally, the barbwire fence could be cut and collected and reused in our own constructions. Ovens (wood/coal/charcoal/oil/gas/electric) and chimneys A camp fire is good and all, but it would be great to be able to build our own oven based on available materials and supplies. We could use mud and grass, bricks and mortar, or even salvaged iron and steel to make a simple wood fired oven, which could be used for an increased variety of recipes (pizza) as well as heating a house. Additionally, a chimney would need to be built to accomodate the oven. Anyone who builds a fire indoors without proper ventilation is a fool asking for death! So a chimney makes sense. It would also provide better, longer lasting heat for the house, including top floors. All at the expense of a light source, of course. Alcohol Still The still could be used to create alcohol from farmed fruit/vegetables. Different types of fruit/veg could be used to make different types of alcohol, and the different types could be used for different things. For example some types of alcohol could be used for First Aid (disinfection), some could be used for boredom, others could be used in Ovens and Lamps (next suggestion), some could be used in cooking, and others could be used for combat/malicious reasons. Oil Lamps Put simply, these are lamps that burn oil. The oil can be found throughout the map, or created via an Alcohol Still using the proper ingredients. The lamps could be suspended on a pole (for static area lighting), or they could carried in hand. This would be a sustainable alternative to the current Flashlight/battery and Campfire setup. A simple Oil Lamp could be made from Soda Can, Oil, and some tissue/rag/sheet/bandage/whatever. Video to see some samples: Starting fires We should be able to set things on fire with matches/lighter and a suitable fuel source. If I'm being chased by a horde of zombies and the only thing I have is a bottle of spirits and lighter, I should be able to lead them into a forest or a house, and then set it on fire. I want to burn a house down wihout having to shove a dead rat in the oven! My inner pyromaniac burns with disappointment! Fire should destroy grass/trees Self explanatory. Being tired should make you pass out or even die! Self explanatory. My character hasn't slept in over 4 weeks. It's game breaking. Needs to be fixed. Beds We should be able to build beds. This would coincide with a proper sleeping system (similair to Robomat's sleeping overhaul). Comfort level of where you sleep affects your the healing/recovery/recuperation process. Cutting grass Been mentioned already by others, but cutting grass is essential in my opinion. We could use it as kindling, compost, bedding, animal feed, food (yum!), or whatever. And being grass, it could grow back quite quickly Irrigation and/or drip system Based on the Drip Irrigation mod by Kyun (http://theindiestone.com/forums/index.php/topic/4763-drip-irrigation-farming-rain-collector-barrel/), in my opinion, this is another essential feature. We should be able to automate the farming process ( to a certain degree) based on a combination of farming, carpentry, intelligence and wisdom. Carry weight and Bags I don't know what the carry weight is based on, kilograms or pounds, but if it's pounds, then these characters are stupidly weak and deserve to be eaten by zombies. Even if it's kilograms, it's still ridiculous. As an ex-electrician, I used to wear a toolbelt with 10kg of tools hanging from it, as well as carrying a portable toolbox full of tools weighing over 20kg, as well additional materials (up to a further 20kgs). At the time I was not a big guy, nor was I ridiculously strong (I only weighed 67kg at the time), but for an average person, they should be able to comfortably carry half their body weight in their bags/belts/pockets. The bag system really needs to reflect this. The Australian and British SAS regularly carry a 60kg+ pack in addition to 8-12kg webbing, 4-8 litres of water, and a rifle. Some operations require them to carry over 80kg in weight! While these guys are trained to do this sort of thing, it's not unreasonable to suggest an everyday person, with a properly fitted pack, cannot comfortably carry half their weight. This is something I feel needs to be looked at in the game. I have many, many other ideas, but's now midnight, and I'm tired...
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