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  1. In the coming patch a change listed that "Set some traits to be mutually exclusive to remove exploits or illogical combinations: Brave & Agoraphobic/Claustrophobic; Adrenaline Junkie & Agoraphobic/Claustrophobic/Cowardly." is being made, seeing as "Adrenaline Junkie" will have less use not being able to combo it, and it already having less use over time as you put days/kills onto Survivors and they in turn are losing their panick they get faster hence losing your Adrenaline Junkie's trait passive faster. With that being said I suggest with this change it EITHER should option A. have a trait point cost reduction as it's a trait that's on the higher end costing 8 points, to me 8 points for a trait that on its own over time starts to fade or is active less/not always active is ALOT, hell 8 points for a trait(s) that DON'T fade away and are ALWAYS active is still alot but of course worth it, OR B. personally i'd instead like to see the "Adrenaline Junkie & Agoraphobic/Claustrophobic" combo stay in the game rather than Adrenaline Junkie have it's point cost reduced like i suggested or it just end up becoming a niche that doesn't really get much use if no change is made, personally I think trading panicked speed for reduced accuracy, reduced vision, reduced critcal, reduced push/knockdown chance, reduced knockback on melee hits and lastly reduced melee dmg doesn't really seem all that OP or like an exploit to me, sure im fast as hell and can out"walk" all non sprinter zombies while outside but i also struggle more fighting or shooting them then the slowpokes who don't use the combo. I can understand the other change of not being able to pick brave with Agoraphobic/Claustrophobic this isn't really abotu that BUT Adrenaline Junkie WAS BORN for Agoraphobic/Claustrophobic even if that wasn't it's intended use I find it super fun being fast while panicked and hope it stays in the game! Lmk your thoughts. TL;DR: I WANNA GO FAST, PANICKED BUT FAST
  2. if (this.Traits.IronGut.isSet()) { this.effectiveEdibleBuffTimer = Rand.Next(80.0f, 150.0f); } else if (this.Traits.WeakStomach.isSet()) { this.effectiveEdibleBuffTimer = Rand.Next(120.0f, 230.0f); } else { this.effectiveEdibleBuffTimer = Rand.Next(200.0f, 280.0f); Is this intended or not? I'm not sure, I wanted to report it just in case.
  3. As the crafting system is being overhauled soon I'm hoping that items will be given traits to make Modding much easier to accomplish and maintain as well having an easier time adding new recipes and items for the developers. As a simple example: Hammer: 3 Hammering Quality 3 Nail Pulling Quality 2 Destruction Quality 1 Screw Driving Quality Metal Item These qualities allow the item to be used to pull nails out of furniture and boards with a reliable frequency. It can be used to construct advanced furniture and deconstruct them as well. It's destruction quality is high enough to hammer items to scrap them losing fine components, but not high enough to quickly destroy walls. Using the nail pulling part one *could* drive screws (Mostly Flat-heads and Phillips) but it would be slower and unsuitable for most advanced disassembly. Another: Screwdriver: 3 Screw driving Quality 1 Nail pulling Quality 1 Hammering Quality Metal Item The screwdriver is an excellent screwing tool. But as an aside it could be used to pry nails out of items, but would be likely to wreck the nails. The handle could be used to drive nails- though clearly it wouldn't work well. - These 'qualities' are used when determining the amount of time and likelihood of success during crafting and construction/mechanics. In crafting recipes there would be a recommended minimum quality. If under this quality there would be a higher chance of failure and the recipe would take much longer- some recipes would have a Minimum Quality required. As a benefit this would make adding new items much easier for both modders and staff. Once the qualities are in, adding a new tool would require no manual changes to recipes. At most a change to the math that factors in crafting, destruction, etc would be needed if the item changes the scale of the math. - Lets say we add a Jackhammer to the game as a higher tier of sledgehammer. In the game as is it would require a good amount of changing to the current destruction system to add the proper time reduction to the action and factor in fuel potency and amount. The sledgehammer: 3 Destruction Quality 2 Hammering Quality Metal Item It takes 10 Minutes to destroy a hole in a wall after math and skill is calculated (Example) The Jackhammer: 4 Destruction Quality 1 Hammering Quality It takes 1 Minute to punch a hole in a wall. - A very similar system is used in CDDA, PZ's sister from other misters. And through this system, modding would be much easier and FAR less likely to have compatibility issues. As a clear example most popular mods have their own crafting tree. Why? Because changing a vanilla recipe could easily break hundreds of players games due to a mod conflict that relies on that recipe. So to avoid it they make their own recipes from scratch. This means that two items with the same name from different mods CAN'T be used for their recipes because... they simply can't. The item Id's don't match what the recipe looks for and the mod creator can't make a patch for everything. However with recipes only looking for Qualities then the tools from any mod could be used with any other mod as long as they share the correct Quality.. Even vanilla tools could be used without fear of conflict due to the recipes ignoring any uneeded trait. So if I give a cooking pot a Chemical Synthesis Trait it won't suddenly be unable to be used to make a soup because the recipe only looks for the 'Soup Making' Quality. - As well once the math is in place the system will be easy to understand and use. Most of what needs to be done is defining the timescale and how each level of quality affects that equation. Then it is very similar to determining time in normal crafting with it's base time scale modified by tool qualities and skill. Lets say I want to make something that requires Screw-driving 3 but I only have a Screw-driving 1 tool. Now the recipe is 3 times more likely to fail and takes 3 times as long. But if I have something with Quality 5 it will be more likely to succeed and faster. (This example disregards skill to make it easier to understand/read) Now the developers have talked about item qualities- but it seems they are more talking about base materials (poor, Common, uncommon, rare, superior) rather than tools individual traits. I believe that this system would make both development and modding go forward easier and smoother- which would help with multiplayer server compatibility greatly. Edit: This may be able to apply both to medical and Cooking as well with Qualities such as: Food: Savory, Sweet, Hot, Cold, Spicy, Mellow, etc Medicine: Anesthetic, Pain Relief, Clotting, Calming, Depressive, Stimulant etc along with interactions when mixing certain qualities like certain calming medications could interact poorly with Anesthetic medications
  4. I have a lot of suggestion and some of them can change the metagame, feel free to state your opinions. Disclaimer: I play PZ with zero mod. Vanila version only. Good Traits Kickboxing fan - use longer ranged kicks instead of the pathetic shove. Hard swinger - chance to hit/knockdown multiple zombie. IMO This also could solve the multihit arguments. Green thumb - good at farming or something. Dodge-ball champ - less chance being grabbed/bitten. American footballer - high chance to knockdown zombie while sprinting. Bad Traits Sleep-wake Disorder - Sleepy during daytime and awake during nights. Narcoleptic - No tiredness moody and sleep suddenly when tired enough. Hate surprises - add chances to fall / drop weapon when surprised. Fear of Guns - panic / decrease experience using firearms. Light sleeper - cannot sleep if zombie around and/or making noises. Brown thumb - bad at farming / add chance for crops to die? Aichmophobia - panic when holding sharp or pointy objects. Big hands - cannot use small weapons / effectively? Small hands - cannot use big weapons / effectively? Huge head - cannot wear head protection. Hot blooded - sweat more than usual. Cold blooded - vulnerable to cold weather. Destructive hand - cannot build properly or skill limit in carpentry Change in Traits Cat's eyes - Color blind / good nightvision (more realistic IMO)
  5. Additions to existing traits: - Pacifist: + Increased stress and unhappiness upon killing zombies (and humans, in the future builds) - Prone to illness: + Higher chance of zombification through zombie scratches and lacerations. - Resilient: + Lower chance of zombification through zombie scratches and lacerations. - Clumsy: + Higher chance of failure when crafting - Graceful: + Lower chance of failure when crafting More traits: - Bloodlust (opposite to Pacifist): More effective with weapons, stress and unhappiness upon killing zombies (and humans, in the future builds), increased stress and happiness upon not fighting for too long - Slowpoke: Slower manual action performance (movement speed, crafting, first aid, eating, drinking, rip clothing, close/open curtains, etc.) - Speedster (opposite to Slowpoke): Faster manual action performance - Pessimist: Actions that increase unhappiness/depression now increases even more unhappiness/depression - Optimist (opposite to Pessimist): Actions that decrease unhappiness/depression now decreases even more unhappiness/depression - Nyctophobic: Gets panicked when in the dark There could be more that I haven't thought of yet. More ideas in replies are also highly appreciated.
  6. How it works? Loot is generated when opening a container? When a player enters a chunk? Are there any differences from the singleplayer mode? I have found various options on the forums, but I don’t understand which one is correct.
  7. I have a mod that adds new traits. Some of these traits add items to the player on spawn. However, I'm unable to add items that aren't in Base without causing mod errors. I assume I need to somehow properly reference these non-Base items from "camping" and so on. Could someone help? For instance, when I use: iteminv.AddItem("camping.CampfireKit"); I just get errors. All items in Base work however.
  8. It looks like damage chance is the same for "Thick/Thin Skinned" traits. It is also very different from the base chance. zombie.characters.IsoGameCharacter: private void damageWhileInTrees() { //... if (Rand.NextBool(i)) { addHole(BloodBodyPartType.FromIndex(j)); i = 5; // basic chance = 1/5 = 0.2 = 20% if (this.Traits.ThickSkinned.isSet()) i += 10; // chance for ThickSkinned = 1/(5+10) = 0.0(6) = 6% if (this.Traits.ThinSkinned.isSet()) i += 10; // chance for ThinSkinned = 1/(5+10) = 0.0(6) = 6% if (Rand.NextBool(i) && (int)getBodyPartClothingDefense(Integer.valueOf(j), false) < 100) { BodyPart bodyPart = getBodyDamage().getBodyParts().get(j); if (Rand.NextBool(i + 10)) { bodyPart.setCut(true, true); } else { bodyPart.setScratched(true, true); } } } }
  9. Axe man only makes your character chop trees with 1/3 less swings required (it doesn't affect your swing speed as said in description). Axe damage and swing speed is defined by Axe skill - (Precision about 0.5 sec)
  10. I usually play as a low fitness character and i was curious how body weight and fitness skill affects time you can jog. I did some tests in debug mode and is seems that overweight makes you loose endurance 2x faster (not exactly), while obese only affects your fitness skill (as you can see in description and even on old wiki page), so character with out of shape + overweight (3 fitness + 90kg) looses endurance faster than obese (3 fitness + 105kg), in fact obese doesn't change anything other than starting fitness. Character with normal weight and fitness lvl 0,5,10 will do the same as obese character with corresponding fitness lvl. For the bonus underweight and very underweight doesn't affect your fitness either besides starting fitness skill. All tests based on jogging only.
  11. So, your 8 months into the outbreak. You've got more skill points then you can spend in a lifetime. Your character is kicking ass, but....you're regretting that negative trait you picked on character creation....or your wishing you had picked that positive one...but its too late now right? WRONG! Now with the Buyable Traits mod you can spend those unused skill points on something useful! By default, adding/removing traits costs x4 as many points as the initial character creation. Learning a new trait grants all skill levels, and free recipes it normally would. Traits can be blacklisted from being added or removed (such as the Overweight in the screenshot above) Profession/free traits cannot be added or removed, negative traits cannot be added, and positive ones cannot be removed. Double clicking on a trait will bring up a confirmation box. This should support traits added by 3rd party mods as well. No refunds. Visa and Mastercard not accepted. Support for game controllers is doubtful at this time (I lack one to properly test) Current Version: 1.00-stable Download: https://downloads.tekagis.ca/ProjectZomboidMods/BuyableTraits.zip Github Development: https://github.com/FWolfe/BuyableTraits Credit goes to @Sparrow for demanding this be a thing
  12. Bug: You are able to select both the new driving traits at the same time. Instead of taking one trait and then not being able to take the opposite trait whether it having a positive or negative effect on the player. Fix: Only being allowed to take one of the traits; either faster driving or slower driving.
  13. I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic. First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it! Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy". Sadness should be added as another symptom, but again only mildly. Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks. As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit. Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse. In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  14. Very simple request. I'd like to see the ability to save your characters during their creation, much like how you can save Sandbox settings alongside the pre-existing presets (Default, Beginner, 8 Months After Apocalypse). This could lead to some very interesting concepts later down the line when customization of characters becomes more in-depth, as you could have people sharing different character creations with each other with different trait and profession combinations. I find it slightly irritating having to create my preferred builds over and over, though I don't mind. It would just be helpful and more efficient if you could save them for easy access.
  15. I was testing stuff with a deaf character, and realized that when I turn the radio in a vehicle, I see the usual <bzzt> and <fzzt> above that – I think deaf character shouldn't hear the buzzing sounds. After further testing, It seems that a deaf character can even listen the auditions in car's radio as usual. I checked if I can watch TV or listen regular radio when deaf, but it seems that only vehicles radio is the one that's affected, so it seems like an omission.
  16. Pann

    Negative Traits

    I have a functioning profession mod that I intend on releasing soon. I have figured out how to make positive skill traits simple enough. Where I am confused at is how to make new negative traits to help balance out. For example, I'd like to make a skill: Amputee: The person would have their prosthetic, but I'd like to have a negative trait modifier of -2 to axe and blunt skills. If a character chooses it who has positive, it would simply lower it by two, but how would this work with someone who has a 0 start with? With positive traits, you can increase the xp gain of these skills, is there a way to DECREASE the xp gains of these skills and like it to a trait?
  17. I'm pretty sure that a few builds ago we were able to have 0 cost traits. It would be nice to have that back again for modding purposes. The thing that comes to mind is @RoboMat's movie nerd trait. Rather than requiring a point to be spent on it just have it be zero. And they could all be in the positive attribute side of the pool. Just something I've thought about.
  18. Hello again. I was thinking about how much I like to test the negative traits for usefulness and I came across a few things that may be improved in the sight/sound department. I'll start with the deaf trait. While it may seem like a good trait to pick at the time with a +12 and the loss of sound I think the trait could use a bit more work. To modify: -Better vision in either max range or better peripheral vision. Most of the time when we lose one sense we gain better perception in others. -Inability to receive or send local chat -Taking this trait also opens: -Sign Language (free): allows deaf players to communicate with each other -Lip reading -1: can be taken to receive local chat when players facing others and are within X distance. Players outside this radius show a garbled chat if speaking. -Speaking -1: can be taken to send local chat To add: -Sign language books: Either one long read book (like skill books) or tiers of books that must be read in order -If possible, for players who use a controller, a rumble when grabbed from behind -for players without controllers a slight screen shake or light flash I'd also like to say I enjoy the how hydrocraft uses hearing aids to remedy hard of hearing. It'd be nice for this to be added to the main game. -Players must wear/keep in inventory just like in hydrocraft -Players must replace batteries after so many days/hours (must find more hearing aids to remove batteries from) -Brings "hard of hearing" to normal and "deaf" to hard of hearing. -Doesn't remove the inability to send/receive local chat debuff if deaf. Please let me know what you think!
  19. Suggested Occupation's. Librarian Bonus xp Read's faster (original I thought that librarians should have all recipes, but decide it would properly be to powerful) Prepper Knows all recipe's Don't work well with others (probably works better when npc's hit) Technician +2 Electrical +2 Metalwork (knows metalwork and electrical recipes) Architect +2 Carpentry +2 Metalwork (knows metalwork recipes) Truck driver -2 Fitness Night owl +4 extra points to spend Suggested traits. Don't work well with others -5 Randomly yells at other players and npc. Prepper +12 Knows all recipe's
  20. Parkour (Traceur) (+6) +1 Sprint, +1 Nimble Fencer (+6) +1 Blade Accuracy, +1 Blade Guard Tip-Toes (+3) +1 Sneaking Tinker (+4) +1 Electrical Quick Draw (+4) +1 Aim Speedloader (+4) +1 Reload Masochist (+4) Cannot become unhappy while in pain or bleeding. Ignores accuracy reduction while in pain. One Arm - (-10) Cannot use secondary slot, or wield weapons that require two hands. Terrible Cook (-2) Your cooking will never give an increase to happiness. Ever. Ombrophobia (-2) Panics during rainstorms. (panic while indoors, extreme panic outdoors) Photodermatitis (-8) Being outside during the daytime causes gradually increasing Hyperthermia, regardless of the weather. As Hyperthermia increases, Sickness and Pain develops as well. Once it reaches Fever and Agony, health starts to drop. Nyctophobia (-4) Fear of the dark. Extreme panic while outdoors at night, or indoors without a light source.
  21. At first, I thought of some traits like "Cooking hobby", "Hates fishing" that would give skills. But that would be too much of clutter for the traits list. So it may be nice to buy some skills directly for skill points in a most expensive and non-economic way! Or get some points for taking multipliers like 0.25. Any thoughts about it?
  22. Categorised professions' list. This would allow to add more of them without turning list into a mess and just look handy. I also would like to suggest few more of professions and traits. Example: Category - medic. From best to worse first aid skill, from the most expensive to the cheapest. From Norse to horse Surgeon. From what I've heard, you need years of practice and learning to start working as a surgeon. Bonus trait - treats wounds better. Therapist. Slightly cheaper, slightly lower skills. Trait - treats diseases better. Pharmacist. Not so doctor, but still. Trait - uses medicine more effectively. Or (inspired by Zorak, I think) has trait, that works like Herbalist - where, for example, other see "pills" (with exception of few common pills), pharmacist sees "beta-blockers" or something similar. Nurse. Less training, less skills, but still better than "Average Joe" in first aid. Ambulance driver. Minimal skills. He's still working near the medics, so probably could know something. Better driving skill, if there's ever gonna be one. That could add more roleplay and more fine-tuning to the character creation. Traits. More diversity - the better right? As for traits, I suggest to split them into 3 groups: Physical. Blind, wounded (I.E. starting with moderate injury) overweight etc. Skills. Herbalist, marksman, slow reader. It would be nice to see a trait for each skill Social. I know, that these would be useless right now, but when one of the main feature will come out, social skills will be needed. The main point is, that all professions and traits use those points. That way you can create pro, that doesn't know how to convince people, that leads to living alone, talkative fellow, that is almost useless in combat and crafting and many other interesting combinations. What do you think about it?
  23. Some of the trait descriptions are a bit lacking, and not fully understandable. Some of them don't even work atm. Here is a list of traits that could use some cleaning up or explanations. Baseball Player: Currently states +1 Blunt Accuracy. From what I understand, RJ said it also provides slightly faster swings with bats. Trait should state +1 Blunt Accuracy. Slightly faster bat swings. Justifiable, as blunt weapons atm are slightly weaker than sharp, and it doesn't hurt to provide this info. Lucky/Unlucky: Trolliest trait as far as descriptions go. I understand they may want this to remain as is, but the only things confirmed are loot rolls and repair chances. Not even going to dive into this one. Resilient/Prone to Ilness: Currently states Less/More prone to disease. Slower/Faster rate of zombification. This could use some clearing up. If this doesn't affect zombification from scratches, and only affects colds (as its believed to atm), it needs cleared up. Was this ever updated to provide resistance to non-zombie infections? Anyways, disease is too broad of a term, especially when there are no diseases in game other than colds (and perhaps zombification if its not space magic). If it does only affect colds, then both traits need major overhauls, as outdoorsmen makes Resilient completely useless, and makes prone to illness a free +2. Pacifist: Never taken this trait honestly, and I really have no idea what exactly it does. Description says Less effective with weapons. Is it simply less damage done, less knockback, less accuracy, less XP gains, and/or hidden skill modifier? Night Owl: Doesn't do anything, should be removed till it does. Axe Man: Currently states Better at chopping trees. Faster axe swing. Better at chopping trees part is kinda vague, but otherwise pretty self-explanatory.
  24. I was playing a multiplayer game with another player (just us). We had just started a new server with new characters and at some point I started to recklessly kill zombies with a screwdriver (headshots) thinking I'm Conan the zombie slayer from the previous save. It got me killed, twice. Seeing as the game was fairly fresh, I just spawned in a new character and basically I wasn't penalized much at all for the recklessness. Here is my suggestion: You can enable "Only the good die young" mode where you can spawn a new character, but the cost of positive traits are increased by 1 point each time, thus making your build weaker each time you respawn. This, in addition to losing all your progress could make the price of death feel a bit more impactful. If that system doesn't work, maybe you can lose a random positive trait, gain a random negative trait etc. I'm sure you catch my drift.
  25. So with the new Pick up/Place options I think Burglars should get a buff! Skill added to Burglar class: Sticky Fingers - Pick up/Place items faster(stacks with dexterous) Get it All and Go - Items grabbed with "Pick up" weigh 1 less
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