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  1. Dyslexic (positive points) You have a lot of difficulty with reading and writing, therefore: - reading skill books takes longer - literature is less effective at reducing boredom/stress/unhappiness Bookworm (negative points) You are fascinated by books and obviously read a lot, you are able skip words and still understand sentences, therefore: + reading skill books is faster + literature is more effective at reducing boredom/stress/unhappiness The factors longer/faster/less/more can be defined so that they do not make the game a lot more easier. (You could also theoretically have both traits, which would give a "reading bonus" of certain level, where the tradeoff for trait points could be tempting) (Offtopic: English is not my first language and I may, myself, appear to be dyslexic. I can assure you this is not the case. I'm not a bookworm either, though )
  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. Hello, I just thought id put my 2 cents in on this game, I know it is unfinished, but the character creation looks very wanting. They got a very good start with the 0 traits at start and the balance between good and bad, but I really feel like there should be more traits, for instance, further vision. I also feel like they should change the jobs into a more of profession system, Where we can choose from a broader spectrum of past lives, Such as a crack head. If you have played Cata DDA then you know im stealing indeas, but I just think if the devolpers might wanna take a few notes from the Cataclysm DDA character creation and we might have some more interesting options
  4. So, after 211h playing PZ, I've come to realize that the game is at times too easy. I've been thinking a few things that could make the game more challenging... or not . I rather prefer the negatives, but I would like to offer also the opposite (positive) traits: Negative and positive traits: Miss out/ Sloppy (negative) - Reduce the chance of loot Overlook (positive) - Raise the chance of loot Learning resistance (negative) - Reduces the experience gained by half/ Skillbookmodifierer cut by half (example: SBM (3-1,5=1,5 rounded up to 2) Inquisitive (positive) Raise the experience gained by half/ Skillbookmodifierer added by half (example: SBM (3+1,5=4,5 rounded up to 5) Awkward (negative) - Lowers the durability of weapons or faster condition loss of weapons Improvise (positive) - Increases the durability of weapons or slower condition loss of weapons Gourmet (negative) - Normal and rotten food doubled the negative effects of boredom and unhappienes Residues eater (positive) - Removes the boredom and unhappiness effect from normal food Sluggish/ Unwieldy (negative) -Reduce the attackspeed Fast Impact (positive) - Increase the attackspeed Bad recovery (negative) - Slower health regeneration if fed Better recovery (positive) - Faster health regeneration if fed Only negative traits: Sensitive Teeth (negative) - Sweet, cold or hot food will raise painlevel/ hot food maybe damage (Kurruk) Toothless (negative) - Can only eat soft food (example: soup, icecream, peanutbutter)/ get damaged by eating hard food (example: chips, beef jerky, carrots). Vegans (negative) - Doubles or add unhappiness to animal products Carnivore (negative) - Doubles or add boredom to plant products These are some of my thoughts and I will add a few more.
  5. Gunsman

    Traders

    Hey Guys, I was thinking of an idea for NPC's such as a trader.... Where you would find a trader... The way it would work is you would find a base fenced off with thugs with rifles outside that would stop you to search you before you enter, When you enter there would be a man standing behind a fenced off counter (Like the pawn stores in Dead Rising). How to trade... When you enter the man would welcome you, to talk to him you would press Q which would bring up a small screen that would have 2 different inventory pages, 1 being yours and the other being what the trader would sell. The way you would trade is by highlighting certain things in your inventory and when you do the trader would highlight things in his inventory that he will think would make a fair trade. The more things you highlight the more things the trader will also highlight some things. What he would sell... What he would sell is obvious it would rage from seeds and ammo to salmon and shotguns. Extra ideas... Some extra things i thought of is that before you start a new game there would be some new thing to select, like your past job there could be Salesman, Lawyers, etc. And for extra traits there could be something like stubborn for negative and fast talker for positive. All these things would affect your way around traders on getting better deals or worst deals. Also every trader would be different some would be very fair about there deals like trading some ammo for fish, and some would be complete thugs that if you gave them a shotgun they would trade you a box of nails Thank you everyone for reading please post a comment on what you think about my idea..Thanks!
  6. 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.
  7. So while I was playing today (I've played basically everyday since the announcement of West Point ), I thought it would be cool to make some characters from popular media, which ended up me thinking of some traits/jobs that would be epic to have in game. Jobs: -Teacher Booksmart: You gain more entertainment from reading books. -Governer Golden Tongue: Survivors (NPC's) are more likely to want to join you/Help you -Pizza Delivery Boy Delivery!: ??? -Bartender Happy Hour: You and all survivors following/with you are less likely to get drunk. -Doctor First Aid: Bandage-Applied wounds heal faster. -Thug Streetsmart: You start with a pistol and 10 mm bullets. Traits: - Heart Problems: (-6 points) When in high panick (the highest state), your character has a chance to pass out for a randomized amount of time. -To be continued later when I think of more ideas... c; If you have an idea that you feel needs some publicity or feedback, feel free to post it!
  8. Played a while and got some questions, on which i cannot awnser myself and no info found on wiki Hypochondriac - can I become sick or zombified with it, or both?? and will i die from this kind of sickness or it will be only fever and i will be able to survive? resilient - does it decreases a chanse to become zombified after I get scratched or bited? if yes can you tell exaxt numbers, as far as I know scratch gives you 4% and bite 96% of death. prone to illnes - does it increases chanses to become zombified after scratch / bite or I will be only faster zombificated and more ofthen will be sick from rain / old food? Construction worker - how much % does it gives you to evade scratch / bite? I just like to have full info) and last one if i get sick after full day under rain will i be cured after some time or i need to drink vitamins or somethink? I got cold first time in my survival life that i was building my fort.
  9. I'd like to suggest some perks and traits (or, maybe, habits): 1. Non-smoker. Cost: 0 (it has both costs and benefits). Benefit: +30% more stamina and some bonus to healing rate (yes, smoking affects the whole body, damaging blood microcirculation and reducing body regenerative capacity). Cost: doesn't smoke, can't reduce stress with cigarettes. Trying to smoke increases stress. 2. Heavy smoker. Cost; 0. Benefit: cigarettes sometimes reduce pain, +100% positive effect of cigarettes. Cost: -30% stamina, some penalty to healing rate, need at least 1 cigarette a day (but eventually can become a "usual" character if doesn't smoke for a loooong time).
  10. Before I get started please forgive my spelling and grammar, It has to be my weakest skill. Also I would like to start by saying that you guy have a truly amazing game and I hope my comments don't rub anyone the wrong way. I was wondering why The PC eye site is so poor, it seems like I have to get way to close to zombies before I can see them, It just seems a little bit silly to not be able to see 50 zombies standing in the street 3 or 4 blocks away. Your PC seems to only be able to see and hear about 20-25 feet in front/around them. I mean in this world all the back ground noise is gone, all you would really hear is birds and other natural noises in the day time, and at night it would be all but Silent but for the moans of the 100's of undead running around the city. At night time on a quite street you can hear people 100 feet or more away if the sound has a clear LOS to you and unless its over cast most people can see more than 3 feet at night time. I can understand on a new moon it being that dark, but even with no street lights and no moon star light will allow you to not be walking blind. I was also wondering about the way the Zombies spawn, it seems just well, for lack of a better word, and im sorry, Broken. In my last game it was 14 days into the world and both the power and water had already failed, So I thought that I would check out that farm way out to the west. I kid you not I got there after 2 days travel midday, cleared the house, made dinner, went to sleep, woke up went out side and on the just off the front porch is 50+ zombies!? I understand that you have to find some way to balance the remote locations to prevent players from just hiding under a rock so to speak but that just seems not right at all. Another example was with the play before that, about 2 months into a sandbox game, I had managed to setup 2 safe houses in the city, I had managed to loot almost 40% of the town proper and stock piles over 160 shotgun rounds and upwards of 180 9mm, So I thought to myself "Well I guess at this point in real life I would take the fight to the zombies" needless to say I killed almost 900 zombies, that town only has 3000 people in it, one would think that would have a effect on how many you run into on the street for a while, I mean sure more are going to come but they would be coming in from the woods around the city drawn in by the gun fire. 3rd Example the large warehouse on the north end of town that you can get on the roof, I lead a horde of zeds in one end ( after I had Boarded up all the windows ) when I ran out the other end I sealed up that door, and then ran back around the other side and cleared a hole with a shotgun so I could close the door I had them follow me in sealing about 30-40 inside, I thought myself pretty clever. When I came back to check on them the next day the place was empty though none of the windows or doors were broken down. I guess they just despawned. The other thing with spawning that I noticed was the overly random places you find items when looting, Why does the Pizza place have seeds on the make line ? I find it a little odd to find 9mm rounds in the Kitchen at the burger Joint. When you build a house and make a Object does it have a list of what things might be inside it ? That might prevent some of that sillyness Realism seems to be a core factor in game play, however it seems to be over looked in a lot of key aspects. The Trait system perhaps needs to have a look taken to it. It seems silly to have to have bad skills just to be good at something. Thats not at all how people are, being forced to pick at least two things "that are wrong with you" just to be strong seems a bit silly, Yes lots of people have a weakness or two, but a lot of people don't have it to the point that the trait system suggests, Perhaps starting with 4 - 6 points to spend would make PCs a little more like people. I know that's kinda what the professions are, but they are two different things, one offers skills that you have learned over the years doing what you do, the other is just your natural skills, lots of people are simply strong because they spend 4 hours a the gym every week other than that they are pretty much avg but they don't have any Major flaws, The Weight and Space system seems like it could use some work as well, 160 shotgun shells don't take up most of a book shelf, it also wont take you 5 mins to pick up a Ax and put it in a backpack Have you every walked any place carrying 3 back packs on ? Your not going to be going into closer quarter combat like that, thats for sure. Moving on to weather, I will not rain every two days in K.Y. never has, never will, but its almost like clock work it seems, 2 day clear sky, then rain. or maybe more often that that even, <-- that's the face of not being able to go outside and play with Zed cause im scared Ill get wet and catch a cold and die..... Crafting- Man this is where I think the game gets so much fun, and has the most room of all to expand, Its the end of the world mate, no more rules, time to put a blade on that shotgun son, time to make your own armor, no im not talking about plate mail, News paper wrapped around your forearm with tape will stop a bit, Your kids Foot ball helm make for a cheeky headbutt, Or in my case, there's no way Zed could bite though my Synthetic Motorcycle gear, Hell even Classic Leather riding gear would go a long long way, When you have nothing but time on your hands and the will the not be eaten alive, you would be amazed what people come up with, not to hard to sharpen a broom handle into a spear, not very hard to break the handle off a Knife and wedge that in to a broom stick either, then reinforce with with screw, or tape, And back to this rain thing.... its super easy to turn those plastic bags into rain gear, no it wont last forever but when your options are cover your self with a trash bag or catch a cold and die / stay inside and be overrun by Zed, I take the 2 secs to cut 3 holes in a bag and throw it over my head. Where are the explosives ? This is K.Y... any farming supply store has blasting caps, each one is a 1/4 stick of TNT, If your PC can learn to build a house, Im sure they can figure out how to make a pipe bomb. I know this post is long, I know im kinda ranty, im sorry, Please don't think Im bashing on your game, Your game rocks, I have never had more fun playing any other Survival Game, I am not a programmer I have no idea how hard any of my ideas would be to add to the game. I just wanted to try to offer some constructive feed back. If anyone reads this and wants to try to mod some of these ideas and make them real I have made lots of table top games, And have used modding tools for other games before, I dont know how effective I would be trying to do this stuff by myself but I know I could be useful in making it happen working with another person/persons Ill keep a eye on this thread and see if anyone has any interest in it. Keep On Rocking Guys ! Salvag3
  11. Like when you are in the traits option there could be traits like: Disabled- 1 arm +4 points Carry less 1 leg +6 points Slowler walking speed, often falls over when running,tired quicker That could effect gameplay, for example if you took the 1 leg trait and u were trying to run away from a horde your character could fall over because they have to hobble on 1 leg (this could be animated similar to the zombie pushing over animation) Also if you were to find something like a walking stick or crutches(rare, found at hospitals) or even you could use a makeshift plank to help you walk by equipping it, this could help you walk faster and reduce the likeliness of falling over but you would still be slower than a non-disabled person. I understand that this, if added at all, would be added somewhere along with visible bandages ect. and would require a new walking animation, but it would be nice to see a variety of people in this apocalypse; Not everyone will be 100% fighting fit. When the army base it added, some survivors would be army veterans that have had legs and arms blown up, maybe if your character took on the responsibility of looking after these disabled people you could learn more about the back story? Please tell me what you think, I'm no expert so I don't know how hard this would be to add or anything.
  12. hi everyone, apperently shortly after I released my new script for languagesupport in luascripts The IndieStone changed there forums so here is my topic back! It's more compact as before (merge of multiple script files) 1. PZMLoader 2. PZMLLittle 3. LanguageSupport for luascripts 4. UnlimitedTraits PZMLoader changelog: PZMLLittle changelog: LanguageSupport UnlimitedTraits changelog:
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