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  1. I saw "feral animals" as one of the things listed in the yes category of the planned/considered additions section, and here's my take on the various feral animals I could see in PZ: Feral Dogs - The most dangerous of the feral domesticated animals. Man's best friend is almost man's worst enemy during the apocalypse, ironically. If anyone has ever seen the old 80s horror movie The Pack, then they'd know exactly what a group of pet dogs left to run wild is capable of. In short, dogs revert to a wolflike nature in the absence of man (and likely in the pervasive presence of zombies would contribute as well). This would make a pack of feral dogs almost more dangerous for a character to run into than zombies, as feral dogs are faster and more intelligent (though smaller and more easily dispatched, for balancing). Like zombies, a pack of feral dogs will take after you as a group and try to overwhelm you. Fighting them hand to hand risks injury or death. Shooting one or more of them may scare the others off, but also draw the zeds. I also think it'd be cool if we had the opportunity to re-tame a dog that has gone wild, if it is caught off on its own without a pack. Feral Pigs - Like feral dogs, can be dangerous. However, they can also be hunted for food. Cats - Cats would be able to take care of themselves pretty well without people. But having stray cats wandering around would increase tension when looting houses and neighborhoods. What was that you saw out of the corner of your eye?! Zed?! Nope, just an abandoned housecat in the house you're looting. Feral Goats/Cattle/Horses - Could be caught on farms and either re-tamed for personal use (farming/riding), hunted for food/materials, or simply left to wander in rural areas. Pigeons/Bees - Could be kept in an aviary for food or cultivated in an apiary for honey. Would probably require an advanced level of farming expertise to accomplish, however, and finding these animals would be rare.
  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. 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.
  4. 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.
  5. 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.
  6. 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
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