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Found 7 results

  1. Hi there, just got my safehouse in flames and lose everything in it; i wondering why my character didn't have the sad moodlet seeing evrything he got going into smoke ? because i was haha sadness and depression in a zombie apocalypse should come more often, not just by reading too much skill books or eating cold beans
  2. Someone posted some of the unused sound files for boredom and depression on Reddit not too long ago - and it was a pretty interesting way of adding some consequence to those currently under-used aspects of the game. In the Hydrocraft mod you can use chess sets and stuff to reduce boredom, but it seemed strange to make items like that one-use consumables. It seems to me that it'd make sense to have novel boredom-reducing items produce an area effect (like a fire) that reduces boredom and unhappiness with decreasing returns the longer you have the same item nearby. For instance, a deck of playing cards would have a boredom reducing effect for the immediate room that lasts a pretty long time, but still decays (like food going bad). A Spiffo doll might have less boredom reduction and last less time, but still do something. That would require the player to continually find new items that reduce boredom without having them be inexplicably consumed or provide everlasting entertainment. Anyone agree?
  3. Never saw anything like this suggested. What if high levels of depression would give you debuffs in speed, strength, damage, luck in terms of some random game events (like dropping a spear in the river/breaking it while fishing, or catching socks) or even lower the skills?
  4. Hi developers. I've played this game for since the first beta version. But some recent changes since build 30.12 I guess really annoy me. 1. The changes on exertion system just take all the fun away because It stops the fluency of gaming. I don't know how long will it take to regenerate again. Average man can run for 1km without any rest and regenerate within less than 3 minutes (How about Marathon). So please don't make this a huge limitation for player's activities. And it is also not realistic. 2.Frequent negative factors. In the newest version, I feel easy to have negative emotion.. anxious, nervous, nauseous...etc. The game is just changed to looking for tea bags, coffee and all kinds of pills. Surviving from zombie and building is the main theme, but not those. You may have bad emotion but not that frequent! The above fact really annoy me and it deprive me of the original fun. Sorry for the poor english.
  5. Surely if you're feeling a little sad in real life (for any reason, whether it be the apocalyptic troubles, or wife problems), yoou go check on your crops outside and when you see their fully grown and ready tobe harvested, you cheer up and suddenly you're in a much better mood!! After obtaining the slightly sad moodlet very frequently, I thought of an idea on how to possibly addmore depth and realism to PZ. Suggesting that some actions, events and occurrences change your mood, whether it be making you more happy, increasing your boredom levels, reducing your boredom levels, making you more frightened, etc... Thunder/Lightning strikes increase your fear, they make you panic because of the loud noise (+Panic)Finishing a man-made structure makes your character very happy and gives himself a sense of accomplishment (+Happiness, +Boredom reduction) (this could be done by the game checking to see if 4 walls/corners of man-made material are connected, along with an adequate doorway and at least 1 piece of furniture inside the build - It could add more happiness for; each square inside the building (would stop people abusing it with 1x1 areas), Each piece of man-made furniture, each man-made window, etc...)Harvesting a crop (+Happiness) (For every plant/crop you successfully harvest you could gain a small bit of happiness)Securing a safehouse/Barricading all the windows and clearing all the zombies from a building (+Happiness, -Panic)(If no zombies are detected inside a building, no windows are left unbarricaded, all doors are closed and all openings/entrances are sealed off then the player should receive a large happiness boost and their panic should quickly reduce) Getting a full, uninterrupted nights sleep (+Happiness, -Panic)Being near a campfire (+Happiness, -Panic, +Tiredness) (People always feel safe and secure around campfires, it also helps you nod off quicker)there's many more events which could be added/made to affect the players moodlets, but I'm not going to suggest anymore here (yet!) This whole post is just to hopefully show the developers that this should be implemented!
  6. There's a book by Stephen King called 'Misery', where the main character is held hostage by an obsessed fan in order to write another book of her favourite series. There's a scene (leg amputation aside) where she flies into a rage after he writes a dead character back to life by changing the circumstances already written. She's angry because she considers this 'cheating'. I mention this in terms of this suggestion because I think moodles that state 'depressed' is cheating - depression is a diagnostic label that covers huge range of somatic (physical), emotional, interpersonal and cognitive experiences. These experiences should be shown, otherwise the label is meaningless. I propose: > Include emotion moodle > Depression that is represented by in-game effects and not just a moodle > Schemas - rolled at the beginning that determine characters sensivities 1) Emotion Moodle Moodles currently show physical symptoms (hunger, temperature, pain, tiredness). I think it would be useful to include a semi permanent emotion moodle that expresses the characters current feeling. This would provide information on their state. E.g. content, sad, anger, happy, joy, frustration, surprise, love, anxiety etc. This would particularly come into play within any mental health system introduced into the game, where affective components are generally what defines the experience (even schizophrenia). 2) Depression Symptoms (in game effects): - Low mood or sadness occuring frequently and for long periods - Irritability - quick to anger when interacting with NPCs - Increased, or decreased appetite - Increased, or decreased sleep - Disturbed sleep - difficulty falling asleep or waking in the night - Tiredness regardless of sleep - Lack of energy and low motivation - Slower movement, decreased holding weight, fatigue much faster - Difficulty concentrating - reading skill books is much slower, crafting is much slower - Memory problems - less xp from performing tasks There are multiple cognitive symptoms (e.g. the 'cognitive triad' or low self esteem) that currently can't really be portrayed. I thought about proposing a 'thoughts' moodle to give the topic the character was thinking about, but it may be too much work to include (would be very interesting though!). Severity: Depression should be a continuum from mild, to moderate, to severe. The above symptoms effects should increase appropriately. Severe depression is crippling, and the PC should suffer appropriately. Causes: See the schemas section. Other could include trauma, upheaval (e.g. losing a long term safe house) or long term deprivation of other needs (e.g. food, water, safety, social etc.). Depression does not fall from the sky, so should never occur randomly, but should always been in context of the characters world. Considerations: - Social support - evidence shows support acts as a buffer against negative events. Those in groups with close relationships have reduced chance of developing depression, and/or it passes more quickly - Behaviour - currently the game has boredom. Although this is sort of related: depression tends to lead to self-isolation and withdrawal from activites, and thus from any rewarding engagement with the environment. The lack of activities can lead to, or at least maintain depression. - Suicide - control taken away from the player I consider false difficulty and comes under my 'cheating' category. Suicide should come from the frustration of the player not being able to deal with a depressed charater, and thus reflecting the important element of hopelessness about the future. - Relapse - the biggest factor that predicts relapse is the number of relapses in the past. The more times someone has been depressed, the more likely they'll get depressed (can explain this if anyone wants further info). Recovering: The most obvious treatments include: - Time (no treatment) - called spontaneous remission, one article states about a quarter of people will recover from depression without any treatment after approximately three months, this goes up to about half in a about a year. Of course this means it can take much longer without. - Antidepressants - different strengths depending on depth of depression. Risk of side effects. Only treats current episode of depression. - Self help books - slow recover, but increased protection against future depressive episodes. - Psychological therapy - if an NPC in the group is trained. Faster recover, good protection against future depressive episodes. Variable effects depending on person. 3) Schemas Schemas is a psychological term to describe our knowledge structures. Young developed it into it's own type of therapy (which is brilliant by the way). It describes how our early experiences developed patterns we tend to repeat when we're older, especially in relationships. In the sense in could be used in PZ, is that it could determine how each character is more sensitive to different events, i.e. what makes one character depressed, doesn't necessarily make another. These would be invinsible but used behind the scenes for calcualtions for emotions and onset of depression. Some good ones are: - Loss - losses through death or abandonment are particulary stressful - Rejection - percieved rejection from groups or their members leads to stress - Isolation - being alone too long leads to stress - Separate in a group - part of a group, but not really fitting in leads to feelings of alienation - Mistrust/Abuse - being robbed or used by other people is particulary hurtful - Subjugation - being under an authoratarian leader leads to resentful and internalised anger - Shame - performing acts that the character is shameful of leads later to depression - Unrelenting Standards - being not the best at something leads to stress - Entitlement - not being given what they want leads to resentment These could be rolled on each character creation to determine their makeup. Random may mean mean they are more vunerable to a few things, or none of them.
  7. I've tried everything in the Tech FAQ and nothing worked. I get that after starting up a new game, it gets to "This is How You Died" and I see some of the HUD, then it just crashes to this.
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