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  1. Well, the PVP system still needs to be highly improved and we all know it. Despite talks about a brilliant new "aggression" system, i think the game still could use a little bit of realism, specially dealing with meeting new survivors and PVP. This will be also very useful for RP servers, making it harder to kill characters for metagaming reasons (like "i hate player X, so i'll hunt his in game character) and making it harder to not be noticed as a raider. My suggestion is this (those who played Haven & Hearth and Space Station 13 are familiar with it) -Every character displays a random name above their face representing their appearance -If you click "Remember character's face", you'll add the character's number to a friend's list and you'll know that the guy with that number is the guy you saw -To have a player 'meet' another survivor and know who he is, they must add each other to their friend's list. When a player does that, both players will see their real names above their names unless they're wearing masks -When players wear 'mask' items (such as balaclavas, ski masks, bandanas, gas masks, surgical masks, cloth masks (Basque separatist style), etc) the player's name/character's number is hidden unless the person speaks, then the chat will show the person's number/name depending on whether the listener knows the raider -Equipping the mask is similar to equipping a piece of clothing or the backpack. It would be great if every mask had it's own model/sprite, letting players kind of develop their 'village raider uniform' with identical masks and hats. Like a player village of everyone wearing ETA style cloth masks made out of sheets, green pants, black shirts and berets hidden in a forest just waiting to ambush and rob survivors would be awesome. Why i think this idea is so important: The talks about the revolutionary new aggression system is great, but this system lacks. The ability to just turn on 'aggressive mode' and have no one be able to recognize you sucks because it will make it easier for people to just raid players and just move around undetected. Having the need for masks will make it easier for survivors to recognize raiders (even if you have the skull displaying above the raider character) and harder for people to commit random crimes. Also, this will allow players who want to be burglars but not killers to just put on a mask without the need to turn aggressive on other players.
  2. Hello survivors! I propose a new system/skill to be created - Teamwork I feel the ability to accomplish tasks as a team is vital in any zombie survival scenario. What better way to reward such actions than with new abilities and skill-sets. How i imagined this working is having an option upon right clicking another player / NPC thereafter would display a list of options for said player to choose from. Examples: Ask for a boost - Used to boost another player/NPC into a otherwise unreachable height. Fairly simple but possibly cause falling damage if failed. Help walk/ carry- One day i imagine someone might lose a leg from an emergency amputation, or a person might pass out from drinking too much whiskey. However the scenario plays that person will need a shoulder to lean on and this will be the way to do it. Push object - The bigger the object the more strength needed to push it, two is always better than one. The ability to move larger objects than one could themselves. These abilities would require a confirmation from the receiving player to assure both parties are game. Various difficulty levels would be assigned to the new abilities and unlocked by gaining experience similar to other skills. I feel this request is one that would clearly take much time and effort to implement but also could be one that changes the dynamic of the game to push players towards a more team oriented play style. Thus creating more dynamic player interactions and game depth. Please share you opinions/ ideas
  3. Hi there, I am back, after a lot of thinking, I have got some good ideas to implement in the game: - A trait "steel stomach" so a person has better stomach and even eating food in bad conditions can't make you sick easily as usual. - A trait "fragile stomach" so a person can not eat everything easily, even food in good condition will have a small opportunity to make you feel sick, of course you don't get the disease for this, but you will feel bad. - There should be an ability that increases your carry capacity and strength by training or doing excercise, this way the more excersice you do, the more strength. - Some way to inform the player he has leveled up please! - Able to run and look behind you. - Some kind of truck would be a good idea, a small truck to transport lots of materials, slowly of course, but you don't break your bones or hurt yourself.
  4. Hey, so I saw a number of other suggestions and future implemented additions the to game, and I thought about a few more potential traits and occupations to the game. Sadly, I have never made it late game. I do sandbox with insane amount if zombies and no infection trying to survive as long as I can. Thus a lot of these are probably for earlier than later in game. Anyway, onto the occupations Sales pitcher. "Used to trying to sell to customers, they learnt first-hand experience about convincing others about a certain thing" - Affects NPC, possibly making them trust easier (Unsure how NPCs will be implemented, nor the affect of brooding traits on it etc) Electrician "Building a career in electrician appliances, they know a thing or two about how to wire things together and the necessary safety hazards" -Less chance of electrocution. -Finds more wires/electrical crafting appliances. (I saw the possible suggestions of welding, and electricians) Teacher/professor "Used to writing out information in note form for others to use and learn from, they can write down their knowledge for others to learn. Of course, not form is not all..." -Can use pen+empty notepad to write a notepad about revelant known skills for others to get a small multipler from (Thinking if a master, can write up to expert level in that skill. Also, it only gives makes it 1.5x xp bonus, rather than the 3, useful for multiplayer or NPCs if they can learn skills) Boxer "Practising in the gym made them stronger, faster and deadlier with their fists and upper body strength" -Unarmed combat is faster -Deals more(?) unarmed damage. Nurse "Used to attending injuries, they gained knowledge about medical needs for the injured" -Can apply bandages better -Makes 'medical bandages' rather than 'rag bandages' Doctor "All that medical knowledge and university courses meant that they had a good career helping others" -Can make mixtures (Berries, water, other items?) that slow down health drop rate (Keeping those NPCs alive when sick) - Can aid in injuries healing faster. - Can diagnose if someone is infected. Vet "Working with animals meant that they knew how to care for them and treat them. Now, it can mean acting how to appear friendly to nearby critters" -Allows walking up to animals, rather than them being frightened away. Chef/cook "Making food people enjoy. That was their way of life. Getting it just right, and above what others can do" -Permeant 1.75x xp modifier for cooking -Harder to burn food -Cooked food has higher positive mood lets. Scavenger "Living life with just collecting what they could. Unable to carry the heavier items much with them, they stored the smaller items more" - Objects 1 lb or less have their weight halved. Sorry about the huge spam. To be honest, I had a few ideas from the zombie survival guide, world war Z (book) and resident evil outbreak characters. I didn't want to put them separately, so I thought I'd create this to put them together.
  5. i was in my house and had all my windows covered with the curtains closed. it was a new game, and i was standing in the living room in the dark and a zombie saw me through the glass of the front door. so being able to put a sheet or something on the glass door for new games might be helpful. (i haven't been able to go very far to see if there are houses without glass doors.) second suggestion: the capability to fill the sink up with water
  6. Alright, warning, slightly long post here with a few of my suggestions for the game. I will continue to add to this topic when I feel an idea is worth adding, and I'll remove any ideas that you guys dislike. Would really love to hear a dev's thoughts on these to see where they stand. Please take a look and share your thoughts and ideas! #1 - The Hunger Zombies are primarily known for their hunger for human flesh, however in the game currently they'll take chunks out of you UNTIL you drop dead, at which point they'll leave the body and wander away. As of now this doesn't matter much, but when NPC's and Multiplayer are added, you'd expect the zombies to actually eat bodies, if they find a corpse they'll start to munch on it (unless there's already one or two zombies eating it) until they see a living human. For one thing it would increase the diversity of zombie behaviour, it would be easier to sneak past zombies who are in the middle of eating, and also can be used as a distraction (shooting your pal and letting the zombies eat him). Also it would give yet another incentive to remove dead bodies from near your base, as walkers would come for a meal. In order for this to work, there would need to be a new eating animation (bent over, gnawing on the corpse), and also perhaps a new corpse sprite (the point in which it's a bloody mess of half-eaten gunk). If left for a while the zombies will devour corpses entirely. #2 - The Bowman Bows and arrows, suggested a lot, but I feel like I need to add this here. In the gun store in West Point, I feel that there should be bows and arrows to be found. The bow would be equipped, and when holding CTRL or RMB, the character raises the bow, and aims in the direction of the mouse. Holding the left mouse button will draw back the string, releasing it will fire an arrow. Releasing RMB or CTRL before firing will cancel the shot. Bows would be a silent weapon, headshots would be essential to kill a walker, and your aiming skill would determine the probability of hitting the head (a lot like a gun does, however probably less chance on lower skill levels). Arrows can be recovered from a corpse or from the ground. Bows can also be crafted, albeit a more inaccurate and flimsy bow, same goes for arrows (trajectory would be off) Crossbows would work similarly to guns, in the way they are used, they'd have more range than a bow and also more accuracy, however the expense being the time taken to reload and being able to fire one shot at a time before reloading. Bolts can be picked up from corpses. Crossbows would not be craftable, only found in the gun shop and rarely in houses. Also they would not be entirely silent, about as loud as a melee weapon. #3 - Some more customization options Because why not? I think that at some point we should have a range of new hairstyles, faces and beards to diversify when multiplayer comes along. Also, a new range of clothing would be cool too (basic t-shirts, puffy jackets, cargo pants, hats, waterproof jackets with hoods, etc), the waterproof jackets would help out during the rain and puffy jackets would slightly decrease the possibility of bites and scratches breaking the skin (a bit like construction worker) I understand that graphics-wise this would be pretty tough to implement with all the animations, etc, but currently we do have a very limited customization range and I think things like waterproof jackets are definitely needed so that we can be out during the rain without getting wet (assuming you have your hood up which ALSO limits peripheral vision, so it's balanced) At worst, this could be a mod, however I do feel the game lacks in clothing, and diversity of characters. #4 - Some better weaponry Okay, so currently the majority of weapons generally do not survive a lot of combat, they break pretty easily since they're not designed with combat in mind (kitchen knives, baseball bats, etc). I was thinking maybe we could get some more combat ready weapons, I'm no weapons expert but a combat-knife of sorts would be similar to a kitchen knife but a lot more durable. Also machetes or even swords would be suited better for combat. As for blunt weapons, again I'm no expert on this but I'm certain there are plenty combat-ready blunt weapons. Honestly I don't care much for guns since they make a lot of noise, but an assault rifle and hunting rifle would be pretty good to have when dealing with hordes (on the downside, scarce ammunition for the assault rifle), hunting rifles will come in handy for hunting animals (also bows and crossbows for this) All of these 'better' weapons would be a lot harder to find than the common counterparts, any military or police buildings would contain some of the combat-ready weapons, and perhaps a store containing medieval weapons like swords, maces, etc; also, armour. #5 RIP #6 - Corpse Disposal Corpse disposal is planned, however I'm not entirely sure of which way we will be able to remove corpses. Personally, I'd like the ability to drag the corpses to an open area (or put them in a pickup truck and drive them there), put them in a pile and set it alight. However if it was a member of my group, I'd like to be able to bury the corpse and even give their grave a tombstone (craftable). I think that having a shovel, and the context menu option 'dig grave' could appear, allowing you to dig the grave, place the corpse in it and 'fill grave' would fill it back up. #7 - Better Trait System When choosing traits for a character, there could be an "Advanced Options" button in the corner that changes the trait menu into advanced mode. Advanced mode would mean that rather than choosing individual traits like: Strong Short Tempered Light Eater Brooding It would allow us to assign points to each trait (kind of like how Fallout does it) so that we could go: Strong <2> Short Tempered <1> Light Eater <4> Brooding <3> The number between the arrows would be the point number (1 to 4), which would increase and decrease by using the arrows. The 4th 'level' would be the maximum for the trait and would be stronger than the default is (let's say that the default for Strength would be 3, choosing 4 would make that strength trait a little bit stronger at the cost of an extra point, while choosing 2 or 1 would give a little bit of strength but not as much as default, but in return letting you use the leftover points to spend on other things such as Athletic 2 or 1) #8 - Social Traits With the arrival of NPC's coming 'fairly' soon, there isn't much in the way of traits that really contribute to your social abilities and interaction with other human beings (okay, short tempered could perhaps be related), so how about a few traits for better/worse social interaction with NPC's? Deceptive (-4) - People are less likely to be suspicious of you Obvious Suspect (+4) - People are more likely to be suspicious of you (even for things you may not have done) Cool Tempered (-3) - You don't get angry often Intimidating (-6) - People are less likely to cross you Timid (+4) - You are more likely to be threatened/attacked by other people Socially Awkward (+6) - People are less likely to listen to you (pretty much impossible to lead a group with this trait) Socially Confident (-6) - People will listen to you and look to you for guidance (Easier to become a leader) Comforting Presence (-3) - Your presence will help comfort most people (Kajin's Suggestion) These are just a few, I can imagine there is a very large amount of social-related traits that are possible. Some of these (Intimidating and Timid) could just expand on existing traits (Strong and Weak, respectively). Also the point addition/subtraction is not accurate, balance would need to be struck. -SUGGESTIONS END HERE- All done, let me know what you guys think of these idea, and to the developers, please consider these, I've tried to think of them in ways that will really fit with the game and enhance it. Thanks for reading. -GodWaffle
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