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Found 4 results

  1. First post but I made an account because I just smashed 100 hours in the game over the last two weeks and am having a blast. I also don't know if this has already been suggested, is somehow limited by the engine, is in development already or something else. In essence, I like to play with respawns off, as I find it more immersive and 'realistic'. I get the impression it is a large minority that play respawns off. The only problem with this is that a player can clear a cell, at which point setting up a base is more a housebuilding sim than survival horror. This is what some people want but I think PZ is at its best when you feel under constant pressure. Cross-cell migration is not so necessary with respawns on, and might mess with the respawn fine-tuning the devs have worked on. But with respawns off, it allows for the cell to fill again in a way that I, and I imagine other players with respawns off would appreciate. To my understanding, the only way zomboids can cross cells presently is by meta-events, or if one cell becomes 'overcrowded' and so gets pushed over the edge. I did actually manufactured a workaround (I think, my knowledge of zomboid behaviour is not sophisticated) using someone elses mod, called "Seismic Events" by Brightex: https://steamcommunity.com/sharedfiles/filedetails/?id=2922713082, which was his/her method of drawing zombies into cells using randomised meta events, the theme is tectonic but the idea was sound. I fine tuned the mod a bit so that I can effectively draw zombies cross-cell using meta events which I had hidden from the player, while also not drawing them directly to the player, by having them take place at a particular minimum and maximum distance from the player, and happening only so regularly that migration would draw them such that are drawn into the player cell (and therefore trapped) so that, on average, more zombies would migrate into the player cell than away from it, if and only if that cell or part of the cell had been sufficiently cleared. Respawns without respawns. This workaround is of course limited by the amount of zombies in adjacent cells, so the player would eventually genocide the local population, but I thought it was an improvement. The suggestion is this: Allow a sandbox option for zombies to cross-cells freely for players with respawns off. Also please don't burn me too hard if my understanding of this mechanic is lacking, I've only been playing for a few weeks.
  2. Greetings Survivors! How do you guys think about putting Zombies in a kind of two states? Let me explain: When you kill a Zombie by weapon, they should be dead for days, weeks.... After that, they should reanimate as state 2 Zombies as bloodless, rotten carcasses. The only way to kill Zombies eternally is to burn them bodys down with fire. Maybe this is a way to make the migration system obsolete and you can do some new sandbox experiments as well. Like carrying lots of corpses into buildings and wait for the horde to awake again. So you can create your own Zombie-Hotspots, create huge graves or turn a whole City into a (true) Safezone. Also: May rain wash away the blood on the streets?
  3. I feel like safe houses can survive too easily and that it makes it too simple being able to clear out sections, so I think they should add large hordes which come from off the map and pass through the town, leaving some behind, so you have to survive the wave of hundreds of zombies and at the end there are more zombies in sections you'd previously cleared. (I'm thinking of it like the herds from walking dead, that sort of size, power and idea.)
  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)
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