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  1. -Have npc communities develop over time with or without player input. This means they develop regardless in diffrent ways each playtrough in diffrent locations of he map, this helps with not only singleplayer expiriences but also with multiplayer as it adds vareity and promotes exploration, having you survive by yourself before you encounter these settlements. This settlements appearing/ being constructed appear later a few years down the line or months, it's all up to the developers ofcourse. -Having outpost/Settlement wars between Npcs. (Unlike Events which happen and disappear, this should have lasting effects to Npcs aswel). This is a great way to make the player not feel like the only one with braincells, you can't always expect everyone to be good right? it is normal for people to want and desire things out of their reach and achive anything to get there. (I understand this is near impossible i just included it because maybe the developers can take something out of it) -The player gets to quite litterly be apart of these communities either by being a leader or just a normal citizen, or a millitary leader ect.. This as you have guessed it, Helps with immersion and adds playabillity and style to playtroughs, it makes Npc communities make sense for the player and for the Npcs themselves because the have a neural network brain right? (joke) But in order to get to this more complex part of the game you need to survive.. This is end game or a theory of it. This takes project zomboid to a whole new route, I belive you can't implement this yet because the first part of the game and mid game are too tiny right now, this is more in mind with singleplayer rather than multiplayer. Closing off this Comment with a conclusion like school teachers tought me to do" In conclusion, this i belive makes it so much more interesting to survive, adding things to speed up the process of making settlements like small events, finding people, quests, making zombies respawn a lot less and zombie migrations from one side of the map to the other. (Iknow it requires rewriting, worth it? if done right yeahs.
  2. I believe that winter should be something more formidable in the game cycle, somethings that the player needs to be concerned about and prepared for, helping to add to the challenge of the game in a way that makes sense, especially with the changes and additions upcoming over the next few months/years. I feel that the winter in the game right now is not any more than a visual change from rain to snow and a minor inconvenience when it comes to farming and clothing. Currently the winter only makes it cold, which has a hypothermic effect on the character and increases the chance of sickness, and also negatively affects your ability to farm. The snow that replaces the rain in the winter has no effect on things such as vehicle traction, creates no footprints, and does not collect in barrels (and there is a mod that has already does this). I believe that actual accumulation of snow would be helpful to make winter more challenging and it would make sense. It would makes cars harder to drive in the snow depending on accumulation levels along with making player movement somewhat slower while also leaving footprints and making more noise. These mechanics would pair well with the ability to shovel or plow snow with vehicles potentially, allowing players to walk and drive normally in areas they have cleared. Accumulation of snow should also fill barrels and other object than can already collect and hold water from rain. With the incoming addition of animals and hunting, the snow would give more importance to hunting during the winter months and the tracks of animals in the snow helping the player to find animals. The amount of snow that falls on average should be moderate, as it is Kentucky, though there should be some more wild storms and accumulation levels to keep things very interesting, or at least leave settings for accumulation in the server settings. Changes to how the cold and temperature in general work, insulation is something that needs to be looked at in Project Zomboid, currently the only way to heat a house is with an antique oven, which seems a little lacking in variety and limiting since its the only choice, adding things such as a craftable metal oven or fireplace would give insulation a new importance especially if there were greater consequences for not having fully insulated shelter such as broken doors or windows and the cold having an affect on the healing process quality of sleep and possibly making sickness a much more serious problem. This would add to the experience and importance of base maintenance, giving the player more to do and worry about as the game goes on. I'm also sure there is much more that could go along with this to help the game kept things interesting as I feel many players currently get to a point where they have spent much time preparing and when you're done preparing, there's nothing left to do or worry about.
  3. After I reached a certain point in the Vanilla Sandbox, it becomes kind of boring. Since I got my endgame Gear, build a sustainable Base with generator running and Water supply, Bed, etc. I began decorating my house. I drove to other Cities because in Riverside where no building with certain floor titles and so on. But even after that time sink I just came up with kind of “boring” ToDos like: - Max out each skill tree - Build A Garage - ? That’s it. Nothing more to Do. In my Optionion the Game (Endgame) would be MUCH better if such things where happening: - Zombie Hordes will Attack your base, they are increasing in numbers and stronger, and they will come in more or less predictable Timeframes. Resulting ToDo: Reinforce your base, (missing) Build Defensive Structures, Maybe Landmines, maybe Kind of Traps, maybe even Turrents you can Build. - Weather or other Effects will affect your base health. Like Blizzards, Thunderstroms, Fires, and you have to counter those. Resulting ToDo: Build Fireproof Defences, Heating for Blizzards, ....maybe stronger materials for buildings Other ideas that came to my mind…. - Make Building more realistic / more flexible e.g. Piping from from multiple barrels to one Sink or to multiple other targets of water supply, (Auto) Watering Structures for Farming, Electrical Switches for Lamps, Ceiling Lamps a kind of missing, also the wireing from generator to specific devices Is currently “to easy” (because there is none) - I want to build Streets - A Way to store bigger amout of gasoline (maybe build Tanks) - Toilet has no function, my character should have SH**T his pants like 50 times by now - BTW where goes the dirty water ? - Maybe implement Dogs for Security inside the Base - Achievements would be a nice addition too - Why are there only Wooden Doors for the Player Base ? - Im missing Plaster in Hardware stores in large numbers - Would be cool if there would be a train that drives from city to city....but i have no idea who will drive the train =) - Rare Vehincle Spawns (that motivate players to explore more) - Car Tuning (defensive Purposes) - Maybe Winter Tires / Summer Tires / All-Weather Tires - Rare Car Parts (like a really good motor, better light, better tires, breaks,...) - Would be cool to reinforce walls / Doors with multiple layers of base material (e.g wood) - Collecting Titles for nicer Floors seems unrealistic. They are too heavy if you ask me 1 would Reduce their weight to 2 or 1 (instead of 3) - Would be cool to have something like a Pushcart to transport wood a shorter distance - Generally i would introduce Rare Loot ontop of the existing loot table. So that there are "rare" versions of each cloth (with better stats) - Washing yourself is currently purely optional ? Would be interessting to see that you smell attracts zombies, an the longer you are not taking a shower the bigger is you smell radius - including that you leave a smell-trace zombies are following (could be a reason to wash yourself more often, or use some sort of cologne) - Introducing mosquito bites, that can lead to an infection (maybe even a trait that makes that worse via allergy) if you are living near water / wood there should be more mosquitos (but less zombies) - maybe countered by repellent - remote control for opening gates at your base (so that you dont have to leave the car) - e.g. honk for Open - i mostly ran around with a machete and didnt use guns at all. But they should be usefull somehow. Shotgungs for bigger groups. Maybe you need other kind of zombies or animals that better be killed in a certain distance. Weapons would be also pretty usefull for base defence - if you are able to shoot through fences or can build structures to shoot from above over wals etc. - if you could have more than one electric ciruit you could make on for permanent use (e.g. fridge) and one for the night (e.g. light) Bugs in 41.50 - Tiles build on Ground cant be removed (e.g. Wooden Floor) - Some kinds of Gras (the brownish ones) cant be removed (so they stuck out of a e.g. Wooden Floor - Car Heating cant be repaired ? - Light bulbs (for Cars) have no indicator of their quality status (only visible when you want to install them again via the context menu, but not in invetory)
  4. I feel that Zombie Migration system will be one of the most important elements in the game. The only problem is different players will have different opinions on what the best system is. I think sandbox mode should allow you to change your Migration settings to what you see fit. Easy mode would be for players who want zombies to stay relatively still, medium for people who want hordes to wander realistically, and hard for people who want to feel under constant threat from the zombie menace and always have to stay on the move. Easy Migration Hordes stay in there general vacinity but will wonder slightly if they hear a loud noise. (Prett much the current state of the game Medium Migration After a set amount of days, if a horde encounters no humans in there general vacinity (including npcs) they will start to migrate to an adjacent area in search of prey. Hordes prefer to migrate to areas they haven't been before. Hard Migration Zombies have an innate ability to sense humans from a mile away. Hordes will move (slowly) directly towards the player Game Progression I feel that game progression will be one of the factors that determine rather this game will become great and not just good. In it's current state there is no doubt that Project Zomboid will become at least a mild success but it has a way to go before people say things like "best zombie game ever" besides the rogue like oldie fans. First off progression should actually be progression instead of just random ill karma from the Sadistic AI director. Getting a flu because you stayed in your safehouse too long and the AI got mad at you is what i call bad design. There should be innate philoshpies and mechanics in the game that would make playing as such a bad tactic My belief is that the devs should change the philosophy they have toward the infection The Infection and Downfall of Humanity The infection should get progressively worse as time goes by. The devs seem pretty single-minded on the fact that they want the infection to work exactly like traditional romero zombies which is good at the beginning but pretty much is a bear trap waiting for them at the end. Essentially the game gets easier the further you get instead of harder and you pretty much never want progression to work like that. My suggestion for infection is that - It starts of exactly how it is - It starts affecting wildlife - It starts mutating zombies (faster, stronger, better senses, time of day affinity, ect) - it starts killing of plant life Essentially the infection will create different stages of the game just like how there is a "electrical" and "post-electrical" phase of the game. The above would force the player to continually adapt their strategies as the infection gets continuously worse. This would also be alot better for the lore, I mean lets be serious for a second: there is no way a traditional zombie apocalypse could ever bring the world to it's knee's, let alone even a single country. In the game's current state, even with the future addition of NPC's and Zombie Migration stagnation will happen rather quickly due to the unchanging world. Essentially after you build a safehouse and farm, your job would just become to fight of migrating hordes without ever having to adapt to anything else. For there to be actual progression I think a timeline would be good - Downfall of civilization starts - People start to band together in small groups - Power shuts off - Infection starts to mutate - Large groups such as Raiders, Bandits, and Panic Shelters start to form - Hostile Military action (bombings, kidnappings for experimentation, ect) - Plant-life starts to die By making the world continually evolve as time goes by, it adds longevity to it. Of course such an endeavor will take time. Which is why i wouldn't expect this to be implemented anytime soon but I think that the devs should start looking in this direction after they finish up with their current agenda (npcs, multiplayer, ect)
  5. First things first; Project Zomboid is an addictive drug that has begun to consume all facets of my life! But seriously, my buddy cannot go 30 minutes without talking about new base building ideas, farming techniques, or just general craftiness. Props Indie Stone - Keep delivering and you've got a real indie hit. Anyways, like I said, my buddy (Slanga) is completely consumed by PZ. He has a a pretty sprawling base built in the free zone between a 4-square of houses. Here's a pic. At this point, he's leveled his farming to 5 and Carpentry is almost there. Here's some things we've discovered...( I mostly watch him play) -Skills books: Enable extra fast leveling of skills 1. Must be read in order and only corresponding to each level from: ex. Read Beginner at Carpentry 0, Intermediate at 1 -Beginner x?, Intermediate x4, Advanced x8, Expert x12, Mastery x16 (number = exp. multiplier) 2. As you level skills past 3/4 with books you will begin to accumulate MANY extra skill points (20+), as the experience multiplier counts towards your level. (Slanga currently has 35, presuming this is a bug) 3. Stash your skills books in your safe house. They never get used up, and can be used by subsequent survivors with new reset skills. - Farming: Only long term sustainable food source 1. Potatoes, potatoes, and moar potatoes. And Cabbage. Potatoes last forever, and will fill you up. Cabbage grows more quickly than any other crop we found. As far as all the decadent Kapua Suite fruit (strawberries, oranges, etc...), stay away. This is the Latvian Zomboid apocolypse. You live on potatoes and you'll die happy because of it. 2. Spread your crops out. Slanga prefers rows to clumps, as clumps can spread plant disease quickly. Also, try to start several self contained farming areas with in your base, each with it's own water barrel and watering can. 3. Higher levels of Farming skill allow you to check on your crops statuses more easily, but you should still check plants water level EVERY day. If you are planning on multi-day excursion, make sure all plants are watered up before. 4. The GigaMart in Westpoint is bugged for Slanga. Power has been off weeks, but 2 random fridges keep perishables indefinitely fresh. It's the GigaFridgeofLife -Carpentry - Do NOT level without skill book, as will typically waste precious nails. 1. Find a Hammer, Axe, Saw, and Nails. Lots of Nails. Always pick up Box o' Nails. Box o' Nails is number 1 best item game. 2. Start by cutting down every tree in the vicinity. Bug allows you to pick up as many logs as you want, if you right click on them. Slanga's hauled 48 back at once. Sawed up to damn near 130+ planks. Sawing logs levels Carpentry, and is the best way to avoid building too many shit walls. Plan on doing some sawing for each level. 3. If you look closely above, you can see the progression of Slanga's walls as he leveled his Carpentry around his base. 4. Stairs seem currently bugged. Slanga and I have tried building stairs in both of our games, and both times lead to a crash shortly after construction. Advise exiting game to save, before attempting any level 2 construction. 2nd floors, in general, seem a bit buggy and cause crashes. 5. Plaster is hard to come by, and heavy as a donkey. Don't plan on doing any extensive dry walling. Game time: 2 months, 10 days Power and water are both off, but it is also a Sandbox game with out infection (No danger of zombification). We more wanted to see how the later stages of the game functions. I've heard stories of zombies gathering up in hordes at 6 months+, and besieging forts. Is there any validity to that? Would love to hear other's experience with the late/end game! Been difficult to find any streamers with an established survivor.
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