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  1. Okay, so this has been a gripe of mine for a long time. Why does smoking make you unhappy? It shouldn't, that makes absolutely *no* sense what so ever. lol Instead, here's what I'm suggesting. We making a 'smoker' trait and when you don't have a cigarette it makes you angry (however it negates the sadness portion of the cigarette) in other words removes it entirely. The longer you go without cigarettes the more agitated you become now to avoid this you can optionally not take the smoker trait (however) then cigarettes would make you unhappy and even nauseous. This has been bothering me for some time and essentially makes smoking totally pointless. But I love my cigarettes so when it's fixed I'll have something else to stock pile! Oh and the smoker trait should obviously be a negative not a positive. Since it's only partially severe on how it effects gameplay I suggest a negative 2 or 3 maybe 4 but no higher than that.
  2. Outdoorsmen - Seriously underbudgeted. 2 Points to become immune to colds (especially with how difficult they are to treat). All thumbs - 100% free points similar to light drinker. Not sure if we still wanted things like this. Slow Reader - Another 100% free point perk. Cowardly - For those abusing Adrenaline Junkie, this becomes free points when combo with Agoraphobic + Claustrophobic. I understand that it has its place, but perhaps it should somehow be exclusive when the previous two are in use since your already constantly panicked. Dexterous - Overpriced for a QoL perk that isn't needed. 4 points can buy a lot of other traits that are much better. Should be 2. Fast Reader - Another overpriced QoL perk that isn't needed. 4 points is too much. Should be 2. Desensitized - Currently broken, you can still get panicked. Veteran VS Police Officer - Basically the same point costs since Veteran can take cowardly, making them both -4 costs. Not sure if cowardly is meant as free points for the Veteran, but your essentially getting panic immunity + level 2 aiming reloading VS level 2 aiming, level 3 reloading, and 1 in nimble. I don't see much reason to ever choose the police officer over this if your concerned about using guns. Tooltips - These need some work, as some things simply need better explanation. For example, baseball player simply says +1 blunt. However, RJ said in the patch notes that it allows for faster bat swings. Another example is handyman. NOBODY would pay 6 points for simply "faster barricading". However (and I'm going on an assumption here), Handyman also added a significant amount of HP to player crafted structures/furniture previously. This is NOT listed anywhere in the tooltip, and I'm assuming it still does. Edit: Wow, Handyman is really incomplete on the tooltip. It gives blunt and axe maintenance at level 1, as well as carpentry at level 1. No idea if it still has the previous structure bonus, but yeah.......needs more info. I'll add some more after some more testing with the new system.
  3. Hello! Been playing PZ a while now and as a role player i tend to give my character a flavor and a personality. The new trait system really nails it and really gives the character allot of flavor and new possibilities within the system. So i was playing the other day and figured why not my character should start to smoke. System wise this doesn’t give anything except for a happiness decrees and stress release and nothing more positive and nothing negative and that got me thinking. Why not have a system where you actually can get addicted or can select a trait giving you and addiction. Trait suggestions with NO addictive mechanic: Addicted to Smokes The character is addicted to smokes and need to smoke regularly or else you’ll get stressed. Creation point +1 Alcoholic The character is an alcoholic and requires alcohol to stay calm. Creation point +2 Suggestive addiction mechanic: Painkillers, Smokes and Alcohol have an addiction value. When consumed you'll have an X% change of being addicted to the substance the base chance is low but is increased when consumed multiply times and often The chance is also adjusted if you have the Easily Addicted or decreased if you have the Not Easily Addicted trait. When addicted; your character will require the substance regally if you don’t consume the substance suffer a withdrawal effect; bad mood let, nervous and stressed. The penalties will subside within 2 or 3 days if you don’t consume the substance. Trait suggestions related to the addiction mechanic: Easily Addicted This trait increases the change of the character being addicted to substances when consumed. Not Easily Addicted This trait will decree the change of the character being addicted to substances when consumed. You always need more darker stuff to a already depressive and dark game
  4. Topic title. I'm trying to ease my friend into Zomboid and I'd like to start us both off with extra trait points just to smooth things out a bit. I can't figure out how to do this. Help?
  5. I sometimes like to create a character that is more like me in reality, selecting traits and penalities I would have. Before recently, I just used cheat engine to hack my available points but they seem to be more slippery now, and I can't find them, probably due to multiplayer I guess. But I'm playing single player so no harm no foul. I can't quite pull it off, as I end up with something like -4 points. Be it editing a file or some other way, how can you change the cost of traits and how many trait points you have? I find the current system very restrictive and a bit heavy handed with either bonuses or penalties, there needs to be be more in between traits instead of most of them being one side of an extreme. EDIT: I found the way to adjust available points. For anyone else who finds this, you want to edit "self.pointToSpend = 0" in the file "CharacterCreationProfession" file located within \Steam\steamapps\common\ProjectZomboid\media\lua\client\OptionScreens Just change the zero to the number of points you need.
  6. Been thinking of some traits that might be cool to have in the game.. Camel - Doesn't have to drink as much Photographic memory - can read skill books that are too higher level and they will work when you hit that level. Chimeny - you're a chain smoker, you gain happiness (or some other buff) from smoking but if you haven't smoked in a while it gives you debuffs. deaf, blind & dumb - bad vision, bad hearing and can't read or read slower (combineds 2 of the old traits and the new one in build 31) Adamantium skeleton - your bones are stronger and break less often e.g. chance your feet won't break from falling. 88 fingers edward - can reload much much faster even when panicking. Rock hard forearms - chance you won't cut your arms when smashing a window without a weapon. Bear grylls - Much much much better at trapping and finding berries! Berries and animals take away more hunger and less happiness. Impatient eater - Hunger increases while managing food (cooking food/transfering food into inventory) That's all I have at the moment
  7. I was thinking with the new trait system coming in tied to professions and stuff, what else could be added to make traits more intuitive and play a bigger roll in the game, both in gameplay and character development. I thought gaining and losing traits, both ones you can start with or other traits that are gained just through gameplay. A basic example for instance would be the overweight trait. A few months of an apocalyptic diet and exercise regime would shock someone into shape for sure. Another example is with the panic moodle, i know the devs have implemented a system where you become acclimatised to the threat of zombies and get panicked less as time passes. How about adding it as a trait you can view in the character screen. List it as "desensitised" or something and have a tool tip when you mouse-over it list its effect and a flavour text like "The fear of the dead will never leave you, you've only learned to live with it" I like the idea of hitting C and looking at a personal history of my character's experiences, some of the traits may not even have a gamplay effect but just serve as a roleplaying tool or an accomplishment. It would add depth and story-telling to the characters and npcs. Other examples - Conditioned - Get hungry less often after months of existing on meagre supplies - Scarred Visage - Attained deep wounds to head, people are less likely to trust / intimidate people easier - Resilient (same as starting trait) - Can be gained after being ill several times and surviving. - Marked for death - Bitten by zombie - Iron-will - Was bitten but survived - Traumatised - See a friend meet a violent end - Susceptible to depression - fades over time. - Crippled - Broken limb wasn't set properly or seen to by a skilled physician - movement penalty / coordination penalty Thoughts?
  8. Okay, so I suggest better occupational traits. For example I had this idea of a survivalist occupation. But the survivalist would have access to certain building materials that other occupations wouldn't. Like specialized survival stuff, like being able to craft a primitive bow using wilderness things or being able to navigate better using nature or tell the time using the sun which others wouldn't be able to do (possibly having to find watches and in game maps.) But why not do it for all occupations? Like construction worker gets a better trait that gives him options to better buildings right off the bat. Something not too OP but that lets him get a foot up in that area more so than someone who is of a different occupation? What does everyone think?
  9. before i start my topic, sorry for bad english. hello guys. Earlier i was doing facebook, i saw a video about a kid who hate vegetable. So, there are so many kinds of people in world. and it is not everybody eat vegetable. there is also vegetarian too. What i want to say is first, add a bored mood all of vegetables.(like +30) even it's fresh. who likes eating Onion, Leek and Cabbage alone? Do you?NO and bored will be more effective when vegetables are going to spoil. - late of this game we cannot find any fresh vegetables or meat, bored will be important and we should spent times for take care of bored. and what's happen if you are super bored? you will drive into crazy doesn't you? So If bored going to be worse, Character will feel Angry or Crazy. Its chain reaction. This will be effect on social between NPC's later. But what if you eat them cooked? what if you love vegetables? what if you are vegetarian? salad is pretty a good taste. So you can cook and eat it. Of course you cannot eat salad everyday or you will be bored too. you love vegetables? yeah. add it in traits and give plus effect. and if you are vegetarian, add it in traits too but give 'zero' effect. because you cannot eat anythings made with meat. Its super bad effect in start. and you do farm forever.(you can't set a traps for meat, fishing or breeding animals - maybe later? or developers might put out electric generator later. idk) of course you don't go out, no communications with NPCs, and farm and eat vegetables only taking bored all. i hope Character doesn't be crazy. anyway, once you selected traits, the choice will involve your play style forever. because meals and vegetables clearly contrasting advantages and disadvantages in connection health. there is so many things i want to say but my english is limited but i think this is a good idea for later build? after added NPCs or added ways to get meats.
  10. Hi friends! I'd like to add two or three traits for one occupation but I am not sure about the exact process I expect it to be something like the following?: 1) to find the file "MainCreationMethods.lua" 2) to find (for example) the line: local securityguard = ProfessionFactory.addProfession("securityguard", getText("UI_prof_securityguard"), "Prof_SecurityGuard"); securityguard:addFreeTrait("NightOwl"); 3) and to add two occupation traits: securityguard:addFreeTrait("Axeman"); securityguard:addFreeTrait("Marksman"); 4) Final result is: local securityguard = ProfessionFactory.addProfession("securityguard", getText("UI_prof_securityguard"), "Prof_SecurityGuard"); securityguard:addFreeTrait("NightOwl"); securityguard:addFreeTrait("Axeman"); securityguard:addFreeTrait("Marksman"); Thanks in advance for any help
  11. So I was curious and checked, but you can start with an excess of points for positive points (such as if you take a bunch of negative traits and no positive traits) so I wanted to suggest allowing the opposite, purely as an option for people who may want to role play as themselves. Because let's be honest, being a hearty eater and getting thirsty more often is plenty to justify being strong and athletic. For a challenge, people can still balance out their traits, but for the more casual role player types why not remove the lock? I don't keep track of mods so there may be one for this, but for such a small thing why not just put it in the vanilla? Code wise it should literally just be the removal of an if statement.
  12. Allow me to preface this thread by stating: My favorite draw of games with customizable characters is the multitude of unique, interesting characters I can make. A lot of times when I play Oblivion or Shadowrun or DnD or Pathfinder, I care more about realistically playing that character than acquiring gold and levels. The beauty of success lies in the boundaries that were placed upon you and having different restrictions for my character gives me different avenues of success and extends the life of a game. That being said, I adore how I can take any number of negative (and to a lesser extent, positive) traits in PZ. It adds untold depth to the angles at which I can attack the game, so here is an extended list of traits a lifetime roleplayer would love to see in PZ. Positive Traits Adaptive: You gain experience more quickly. Aider: Wounds you treat are less prone to infection and are less painful. You can use alcohol to clean wounds. Adrenaline Junkie: Panic reduces your anxiety and boredom. You become less fatigued while panicking. Affable: Other survivors are more likely to ally with you and are willing to give you better bargains in trades. Armorer: You are more effective at repairing your equipment and require less materials to do so. Avid Reader: Books and newspapers give you a small amount of experience in random skills. Additionally, reading reduces your anxiety. Catlike: You suffer less vision penalty at night. Additionally, you take less falling damage. Educator: You can craft manuals of your current skill level (Cooking for Intermediates, etc.) instead of writing journals. Manuals take as much time to write as they take to read. Escape Artist: You are slowed less by nearby zombies and trees. You can break windows by jumping through them. Explorer: Exploring new areas reduces your anxiety and unhappiness. Additionally, you don't become fatigued as quickly when in new places. Fast Healer: You heal at an accelerated rate. Guardian: Allies near you experience less anxiety and panic. When you are near an ally, you deal increased damage to zombies. Juggernaut: You have more life than most people. Looter: You can pick up and pack items at a faster rate. Items you have recently found (for the first time) have temporarily reduced weight. Pack Mule: You can equip two backpacks. Prisoner: You don't become bored as quickly and improvised weapons (such as forks or scissors) have more durability. Scrounger: You suffer less from penalties imposed by certain foods. Uncooked foods are less likely to sicken you. Negative Traits Addiction: Extended use of certain substances result in dependency. The substances can include, alcohol, anti depressants, beta blockers, cigarettes, painkillers, and sleeping pills. Your addiction must be satisfied every day or your anxiety and unhappiness will rise more quickly. Arrhythmia: You take damage from high exertion. Asthma: For one hour every day, you become exhausted, regardless of activity. Depression: You become unhappy more quickly. Diabetes: Not eating enough sugar causes you to become exhausted and/or fatigued. Envious: You become anxious around other survivors. Hydrophobic: You become anxious near bodies of water or during rainstorms. Illiterate: You aren't able to read books or newspapers. You cannot write journals. Loner: You have a hard time turning other survivors into allies. Osteoporosis: You have a higher chance of sustaining broken bones and fractures. Pacifist: You gain XP in weapon skills at half the normal rate. Paranoia: Your anxiety causes you to panic. Hoarder: You become anxious when you aren't carrying at least 80% of your carrying capacity. If you want to add more to the compendium, just post in this thread. I'll do my best to keep it updated/add more.
  13. I feel like you shouldn't get completely panicked from simply going indoors. It should vary depending on the amount of room you actually have. For example, a living room or kitchen (etc.) could make you slightly panicked. Where as, a closet or a skinny hallway (etc.) could make you extremely panicked. If this is something you can eventually do, that would be awesome, if not, I love you all either way, peace.
  14. If I understand it correctly, the Panic system is intended to simulate the effects of the fight-or-flight response on the survivor: tunnel vision, degredation of fine motor control (wild swings with close-combat weapons, poor aiming with firearms, impaired stealth when moving), stress, suppression of drowsiness, acceleration of fatigue buildup, burst of strength, slowed digestion of food, faster clotting of blood, &c. (Not all of these are implemented, and I don't know if all of these will be implemented, but they make sense physically.) Based on this, I'd like to suggest a spectrum of traits akin to the Weak/Feeble/Stout/Strong set: Intrepid, Steady, Nervous, and Jumpy. I imagine these traits making the character suffer the negative effects of panic less (or more), but this could be replaced by or combined with making the character panic slower and calm down faster (or vice-versa). Regardless of the details, an Intrepid character would be able to function much better in a terrifying situation than normal, and a Jumpy character would function much more poorly.
  15. After reading the fifth thread about professions* I knew, all this forum needs is number six! The idea Replace professions by multiple traits In detail I think about something like personality, profession, free time activities, place of birth/living, physical attributes, private interest, social circumstances and so on. My idea would be to split this profession thing in a few different categories, so a player can have more traits than one. I'd name it more a redesign, than an improvement to the current system. I think there are many things you can mix together, which can tell a little story about this person. Not everything needs to have an effect. Might be cool if they get random generated(I'd like that). Why I think its cool My point is, I don't like classing. It makes me feel like something special and tries to define/influence me someway. Not too much people walk around telling everyone they are a construction worker**, and rarely people will ask a fire fighter about how his fire fighting goes in his fire fighting spare time. Electricians usually don't throw light bulbs around wherever they go*** My point is: People are mot than just a class, they are the sum of their life. Some examples: (personality/profession/ interest / background) optimistic security guard who plays baseball who was married twiceangry unemployed who loves hiking**** and sometimes helped outintrigating secretary with a passion on huntingdreamy fire fighter with children from Englandpatient cook with a passion on comics, speaks Japanese and German* yes I was counting them ** I am a construction worker, I am a construction worker, look at me construction worker, here come the construction worker... *** There might be exceptions **** angry hiking is cool. You can rage at every brush you see, punch trees and.. ouch that hurt.. but nobody cares.
  16. I made a mod for build 25 and 26 where I created my own occupation and traits based on some "The Walking Dead" characters. Now I can't get them to work on build 27. Did something change? What am I missing?
  17. Positive Guts Of Steel | -3 Points | Don't get unhappiness from eating rats or raw food (But can still make you sick). Green Thumb | -4 Points | Plants planted by you start with more health, and are less likely to catch diseases. TrustWorthy | -4 Points | If not met in a bad situation ( A shoot-out between you and him for example ), NPCs you meet will gain a trust boost when you meet them, and everytime you gain trust from one, you always gain 10 % more. Acrobat | -5 Points | Jumping from the 2º floor cause no damage, and jumping from the 3º floor only causes the ''Injured'' moodle'. Negative Picky Eater | +2 Points | You get more unhappiness when eating rats or raw food. Loner | +3 Points | Gain less trust when meeting a survivor, and a 10% Penalty to trust gained. Vegetarian | +4 Points | Gets queasy level 3 for 24 hours when eating meat. Grass-assin | + 4 Points | Plants planted by you start with less health, and are more likely to catch diseases [suggested by Fluffly] -------------------------------------------------------------------------------------------------------------------------------- These are just my Ideas, if anyone has any ideas,and everyone else agree with them, il edit this post and put them here so it's easier for the devs to see, and obviously Il give you credit aswell.
  18. I like the idea of the actions you do have BIGGER consequences, so basically, you would gain and lose traits (but only some, some are just stuck to personality, witch shouldnt change, or atleast change very slowly), as you played, for example, if your food consisted mostly of junk food (chocolate, chips), you would slowly get the overweight trait, witch you can lose by going on a diet, but would be hard because oof the hungry debuffs, another example is the strong, stout and weak traits, if you practiced things that use strenght (carpentry, hitting zombie, doors, npcs, etc...) you would get the stout trait, and that would eventually evole to strong trait, but if you just sit on your house, without facing that kind of danger, you would devolve, as in real life, into stout, then then into weak. These are just my examples, post more in the replies, cant wait to see what you think Also, the overweight idea came to me from reading Libertine's (another user) post, about Malnutrition, witch eventually lead to this whole post, so give him/her so credit aswell
  19. Hi all, Long time lurker & player, first time post. Pretty much everything within my suggestions is based on modifying numbers within the mechanics of the game so (in my opinion), everything is completely realistic to implement. I have gone through about 25 pages of this suggestions thread and couldn't find a post to piggyback on, only smaller threads about individual facets of the character building system. If there is a relevant thread then apologies, but I did have a 'more than reasonable' look. I like the skill, trait and profession system as it obviously helps within the game (levelling skills and picking traits makes your character better\worse) but also contributes to re-playability and also with role playing. It also has massive potential to be built upon. I believe there is an 'official' appetite to build on this area so hopefully at the very least, this thread sparks ideas within the community to help make the system amazing. Please do leave feedback whether good or bad, as you can see it has taken a lot of thought and effort!! Skills At the moment you have 3 categories of skills; crafting, combat and agility which you start off with 0/5 points. You gain XP overall but also within each skill. When you fill the skill level you can use a point to level it up. First change would be to remove the overall XP and the skill point and just allow the skills to level naturally when performing tasks. Also at the character creation page they all start with a base 1/5 in every skill which would equal no bonus modifier. This would give the introduce traits / professions that lower the skill to 0/5 which would give a 'negative' ability to that skill to start with. I would also like to see the list grow so you would have the following categories and abilities within (some of these already exist, some look like they are being implemented imminently and others are just my imagination). Will list the skill and then in italic what levelling will give you (colours just to make it easier to read) Crafting Building (replaces carpentry to have a more generalised skill that isn't a profession) Increases items available to build; increases item durability (repaired or built) Cooking Increases items available to build; decreases hunger timer; decreases boredom Farming Increases crop harvest; increases chance for seed reuse; reduces chance for crop disease Fishing Decreases chance of damaged equipment; decreases time to fish; increases fish variety / size Hunting Increases chance of trapping; decrease chance of equipment breaking Medicine Decrease permanent injury / illness affect; increases healing time with bandages / pills; Combat Blunt (Hammer / Baseball Bat / Golf Club) Increase damage; decrease chance for depreciation; increase chance to hit Blade (Knife / Axe) Increase damage; decrease chance for depreciation; increase chance to hit Hand (No weapon equipped) Increase damage; increase chance to knock over; decrease chance of taking damage Firearm (Guns / Crossbows?) Increase damage; decrease loading time; increase aiming accuracy Projectile (Throwing / Crossbows?) Increase accuracy; increase damage?; decrease noise made Physical Sprinting Increases sprinting speed; increases sprinting time without exertion Lightfooted Decreases noise made when moving (walk / run / sneak) Nimble Increase sneaking speed ; decrease noise made performing actions; Strength Increase carry weight; increase blunt, blade, hand combat damage Constitution Decreases illness chance; Decreases injury chance Mental Bravery Decreases panic chance; decreases panic escalation Interaction Increases good reaction chance from NPC; decreases boredom Awareness Increases sight awareness ; increases noise awareness Wily Decreases time to open windows; decrease time to open locked items Temperament Decreases mental illness chance (depression / boredom / anxiety) Now with the removal of the overall XP and skill points, you now could create an overpowered character quickly, so to combat this each category will have mechanics to reign that in. Crafting: when you hit a level it slows down the rate at which you gain XP within the other crafting skills but increases the rate in which you gain XP in that skill. This plays on the idea that the more you learn the basics the quicker you become advanced at something but will also stop you becoming proficient in every crafting skill quickly. The longer you survive the more chance you will have to get 5/5 in all of them. Reading books helps negate the slow XP rate triggered by level rises. What this also promotes especially within the multiplayer side is specialisation. Combat: The same as above happens but like crafting only has an affect on other combat skills. (I.e by levelling firearms, you don't slow the farming ability). This also allows the introduction of combat books. Physical: With the exception of Constitution, these stats are levelled up by performing the actions (sprinting levels sprinting etc) and would level quicker than crafting and combat, but would have a way to keep them from levelling too quickly. Each physical skill will have a % chance of injury in a particular area and a % severity of injury. So for example when performing a sprinting action, you have a chance of injuring your leg or back with a severity of (unnoticeable, minor, medium, severe, untreatable, debilitating). Sprinting / Lightfooted Nimble Strength Legs Back Legs Back Arms Back Arms Unnoticeable x x x x x x x Minor x x x x x x x Medium x x x x x x x Severe x x Debilitating x x Unnoticeable, minor, medium and severe are all temporary 'moodles' that slow down XP gain and temporarily decrease physical stats with unnoticeable for a very short period of time (~6 hours) and severe for ~5 days . Medicine crafting can help increase healing time to help clear up this ailments quicker. Debilitating can occur through a seperate incident or repeatedly injuring a particular body part. This is a permanent level and XP debuff which can be slightly reduced through medicine crafting. An example of this would be to be carrying heavy items all the time, which will increase strength over time, but you could also keep injuring your back which could then lead to a debilitating back injury which will then have an adverse affect on strength. Mental: This would work like physical (with the exception of temperament). For example bravery gets better over time as you encounter more zombies, but have a dodgy situation occur that causes you to just escape with scratches and this permanently drops a level or two. Same with interaction (which is more NPC based), have a bad experience with an NPC (they are evil or one of your NPC's gets eaten) and this has a permanent level drop. Constitution and temperament increases naturally the longer you survive as your adaptability to the zombie situation increases but can be slowed down through injury and illness. Potential for conflicting skills There is also the option to have skills that conflict or lower another skill level. For example as your bravery rises, this could have a detrimental affect on awareness as you become more cocky. Increasing strength could also decrease nimbleness and vice versa. Again this could lead to more specialisation which would be excellent on MP. All of these can also be affected by professions and traits which I will go into in a follow up post.
  20. I have been playing for around a week now, I've died 13 times and I love this game . While playing through I thought about some of the traits since a lot of the traits are following a Meta. Negatives -Hydrophobic. -2: Panic's near big bodies of water, panic increases in rain. -Rhinitis. -2: Chance of sneezing within long grass. -Blood lust. -4: Must fight in order to reduce being bored. (Magazines, journals and newspapers don't benefit) -Pescetarianism. -4: Can only eat vegetables and fish, meat has a chance of making you sick. -Paranoid. -2: Being around NPC or players for too long makes your panic increase. -Hemophilia: -4: Bleed out time decreases. -Achluophobia -4: At night or in complete darkness your character increases panic. (Streetlamps and lights reduce this). Positives -Solar Powered +3: Drowsiness reduces decrease while walking in sunlight. -People's Front +3: reduces panic around NPCs. -Daydreamer +3: Standing idle doesn't make your character bored. -Ration Keeper +6: Using half the item adds up to 75% benefit rather than 50%. (doesn't apply to a 1/4 or a whole) -Pack Rat +6: Carrying two of any items reduces the second/multiple of that item's weight by 50%. -Quick Leaner +6: Maintains book multipliers 25% longer. Just thought it would be something to consider, I understand the argument (More negatives can be manipulated for more positives, but I feel that a lot of the traits mentioned are balanced)
  21. What is this? I'm doing a comprehensive guide on traiting and professions in Project Zomboid, because I feel like the new people should be assisted with this. Something you find necessary is missing? Just tell me down below and I'll make my best to add it here. This also focuses primarily in single player, but works online too. Traits, what are they? Well, traits let you choose what good sides and bad sides your character will have, and will greatly affect core gameplay. Here are my choice of the traits that affect the game the most. All the profession traits: It's pretty obvious that the job traits are the most important ones, because it doesn't cost any trait points to actually choose a job, and I don't see a point to be unemployed. Athletic: This trait allows you to run faster, without tiring. I find it very useful when running through an area densely populated with zombies, because tiring up in the middle of an horde isn't the best thing to happen. Strong: This trait is extremely useful, as it allows you to carry 16 instead of 8. That's double. I use it always, because its so efficient to not be used. Lucky: In single player, it affects loot rarity, and chances of getting bitten. This is very effective with the Police Officer and Construction Worker, because the Police Officer uses a lot of ammo, so when using lucky and looting dead zombie bodies its a relatively common chance to find pistol ammo. Also, the Construction Worker has the Thick Skinned trait, what affects chances of zombies breaking the skin, and lucky also decreases the odds of a zawmby scratching or biting you, so its a good combo. Light Eater: Well, as you can probably see from the title, you need to eat less. This, this is very good. Eating plays a vital role in the game, and its good if you are scarce on food. Lets move on to the professions. Professions, A.K.A Jobs This is where it gets interesting. There are so many ways to blend traits with professions, and how they relate to each other. Lets dive right in. Lets start with the Fire officer. This is an ideal setup for me. The strong allows you to carry as much as you can, and isn't a woodworker usually very strong when wielding an axe? Strong also gives the effect of bigger knockback, and that paired with the increased attackspeed with axes from Axe Man makes you a killer machine. Graceful is useful, so you can sneak right past the zombies, and you don't need to attract attention, because you aren't shooting a gun, you're swinging an axe. The defective traits are the most non-affecting traits I could find, I mean Cowardly increases panic, and yes panic does reduce accuracy and slow the reloading speed, but as I mentioned, you are not a trained shooter. Next the cowboy of modern apocalypse. Stout is like the smaller brother of Strong, but if you actually need it, just take the bigger one instead. Oh, Lucky, oh you. This is where it gets complicated. Lucky changes everything. It changes the chances of you getting scratched, that's good. That is still not the reason why we are here for it. It increases the loot chances. At first I was like, oh boy this sure is a bit useful, but then... I looted zombie corpses, and realized how useful it is. I found 10x 9mm ammo in about 5 zombies when I killed them by melee, then I found one wielding a pistol, another one with a Big Hiking Bag, all these very useful things you can find, and mostly of all, the ammo as I mentioned. That is why Its useful. Brave? That's because you get easily panic'd when facing a horde, and you just cannot afford to lose all that reload time to panic. Lucky also increases the chances of finding Beta Blockers in bathrooms, which reduce panic easily. This is a solid combo. The other traits are pretty straightforward, I tried to grab as little effecting traits as possible, and the Overweight is because you wont be hitting -> running back -> hitting the zombies like you would do with the Fire Officer. Ah, the newbie friendly class. Lucky + Thick Skinned decreases the chances of getting scratches and bites from zombies well, and also add some easy looting time for the starters, Strong gives good knockback, so the player can use weapons with small amount of knockback and survive better with them too, and have increased carrying size what usually is a common problem due to starters (atleast it was for me). The not-so-effective traits are none so bad, and you don't need to be less panicked as long as you use handguns, and that paired with lucky gives you easy time looting 9mm ammo for your pistol (By this I mean the pistol is significantly easier and faster to reload compared to the shotgun). Ok, this is the leaf guy that loves being outside. Outdoorsman allows you to negate completely the chance that raining will make you sick, what is a good bonus. Strong gives you more carrying speed, so its pretty obvious. Eagle Eyed? Why'd I pick that? Its because when you are a lot outside, you gotta see alot, so you don't get ambushed. The other traits are obvious, but there is one thing I'm not sure of. Prone to illness increases the chances of getting sick, but there is one thing: ☐ Getting sick from rain ☑ Getting sick from eating rotten food. So just watch out for that. Otherwise everything will be going well. [ATTENTION: THIS CLASS DOES NOT WORK IN MULTI PLAYER, DUE TO SLEEPING NOT BEING IMPLEMENTED YET.] The hipster of our professions, the unnormality of our professions, this is actually not that popular, but still a good class when paired with similar traits. The Night Owl trait allows you to be the most nerdest guy of them all, requiring no sleep and no food (with Light Eater ofcourse ;D), and hear every single thing inside the house you are in. You wanna know why this class is especially good? You have no idea how many times I have died while looting a house, going inside a room and finding that there is a zombie and start fighting it, and then another zombie comes behind me and hits me so hard that I'm scratched five fucking times? You know how angry you feel then? That wont happen. You hear every little "Nhgheea" or "Ggggrowl" or a zombie banging his head when you use this character. This character is the character who stays inside. You hear me? Of course you don't, because you have Hard of Hearing (just kidding ). Feedback Did you like this guide? Is something missing? Please post feedback below, I would greatly appreciate it.
  22. Hi, I lost my character on MP, and it had some pretty good stats, and an incredible inventory. Lost him due to a corruption error. Computer shut off during mid game, and now everytime I load the character on the server, it goes under an infinite with "delay processing XX packet" where XX stands for a series of repeated numbers. Is it possible to edit any of the map.bin files and restore my character? Is there any modding tools that could allow me to add skills and XP to a new character? That is all, thank you.
  23. So I've been watching Arumba, Mathas and NorthernLion playthroughs of Crusader Kings II, which is an amazing game and one I intend on obtaining once I'm at university. However, one thing that struck me as a good feature was the way AI is handled in the game. From what I can gather, you have personal relationships with other characters, and these relationships are based on positive and negative traits you pick up. These traits can be picked up randomly, and I think a system like this in PZ would be really good. How I see this working; certain actions you can perform will give you positive, negative and neutral traits (similar to the Fallout karma system). Performin heroic acts would give you a chance of obtaining a positive trait related to the action, whereas murder would provide a chance of getting a negative trait. Now, these traits would only provide opinion buffs and debuffs, so no traits like strength or anything like that would be obtained. A few examples of how this works in Crusader Kings II; your character's religion affects how your vassals treat you. The same religion gets a bonus to opinion, whilst other religions get an infidel penalty which negatively affects their opinion of you. Of course, I'd never propose bringing religions into the game, but my idea would have the same basis as above. So, performing heroic acts would make you seem more trustworthy, providing a buff to initial trust, whereas murdering NPCs would make you appear more shity, less trustworthy. If that makes sense xD This was just a quick posting of my ideas, hopefully they made sense. I'll format them later, after I've eaten this delicious pizza.
  24. *JackOfAllTraits* Do you wish you could use more than one profession trait at a time? Ever wanted to swing an ax fast and also have faster barricading? Ever wanted thick skin and be able to sleep only a few hours a night? Well look no further. In this modifies the Unemployed profession to have all traits from the other professions. If you don't want them all just don't click that profession or any when starting a new save. You can get it from my dropbox. HERE Please read the README so you install correctly. Because this mod is not like others that you just drop in the mods folder. If you have any questions feel free to ask. This will work for all versions if you just place it in a slightly different location. Need help ask away. Enjoy
  25. b133d_4_u

    Project BLEACH

    Project BLEACH is my second mod ever. It will add many Zanpakuto to the game. I am currently having trouble with the coding so if anyone wants to help out, feel free to contact me. Adds: Reishi Reiatsu Shakkaho Sokatsui Soren Sokatsui Haien Zabimaru Zangetsu Tensa Zangetsu Tekken Ryujinjakka Shiden Tengumaru Tachikaze Suzumebachi Two new professions and traits! This will add the professions/traits of Soul Reaper and Arrancar to the game. By picking one of these professions you will start out with an Asauchi which you can use to create ONE(1) Zanpakuto of your choice. Each Zanpakuto has its advantages and disadvantages so choose wisely! Planned Features: Construction(Senkaimon and Garganta) Locations(Hueco Mundo,Rukon District,and Sereitei) NPC's(Hollows) The mod itself is complete, but i am currently debugging(nothing works right),and could use some help.
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