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Found 22 results

  1. More interaction with the helicopter in the Helicopter Event would be nice. At a bare minimum, being able to tell WHAT KIND would be nice-the average schmuck could say "colorful helicopter, drab helicopter, helicopter with guns, big helicopter, little helicopter"; a Park Ranger could say "military helicopter, news helicopter, transport chopper, private helicopter", a Veteran could say "Boeing AH-64 Apache, Bell OH-58 Kiowa, Bell 206A JetRanger, Baby Belle" so forth and so on. Being a Veteran, Park Ranger, or similar profession might let you tune in with a Walkie-Talkie and address the pilots-for good or ill-and at the very least, get them to move away before they attract the zed. In certain cases, maybe even get them to scout the area for you? I don't really expect them to be able to fly you to safety-that's not really in the name of the game-but hell, just being able to learn where other settlements of survivors are and maybe establish trade would be nice.
  2. I know this is a bit off but I suggest when NPc's release we should be able to name our factions. It gets listed in a list somewhere in the game and when NPC's speak of it they'll pull it from this memory bank and say it. Simple enough I think. NPC's will also be able to name factions from a predetermined list of faction names available. Tell me what y'all think!
  3. Well, this all originates from a request from miss DemonXelo, found at http://theindiestone.com/forums/index.php/topic/16455-a-reason-for-doing-what-we-do-request/ Yes! XD Something to just make life a little more livable in PZ, not sure about stationary, but if that's the only way, it's what it has to be since there are no npc's :c, but It is doable?! YES!! And I agree, If you can do this, that'd be AMAZING! xD!! I'll first finish the portable fridges, then first do some tests with making my own npc's (or well, companions), and if the tests are unsuccesfull, it'll be a stationary object. So no promises for making it anything but a stationary object. But I will give it a try <3 Yay I love you! Good luck! Gonna do some tests today ^__^ I'll let you know what comes out! Sooo... First tests are VERY promising and sucessful! I can make the NPC follow me around, say things, and pretty much everything! So, the NPC Companion mod is now confirmed, and will be made. Now, my plan is to make a companion NPC that does basic things, but generally just follows you around. The companion will need feeding, sleeping, etc. I don't know how far I can push this, but I don't see any limits so far. If you have any questions, by any means, ask them And yes... I am a wizard! Things I got working: Todo/Currently working on/Being researched: Features currently being worked in on the go:
  4. I see most NPC talk is "GIMME DIS NOW. IS GONNA BE GOOD. WHY DIS NOT IN GAME YET???" so this is the thread for people to admit that you are scared of NPCs. And if you're not, you should be. Think about it. They're like smarter zombies. They have weapons. They compete with you for food and water. Sure, they can help you guard your base (presumably), but they can also f*ck it up and do something stupid and lead a horde to your area. Or blow a hole through your wall. Or break the window of your safehouse because they "thought it was empty". Why are you guys excited? O___O Do you love chaos and unluckiness and death? (Obviously yes. Since we all play PZ...) This is probably just me being a glass half-empty type of person. But when the water shuts off and you're dying of thirst with no toilets in sight... you want that half-empty glass to stay half-empty. You don't want to come home and find Bob Smith used it to water his pet tomato or make a cuppa or something. TL;DR I'm very worried what kind of additional WTFery NPCs will bring.
  5. Hi guys I joined this forum today so please excuse my very little knowledge of the forums, but I am here to suggest my thoughts about the upcoming NPCs and vehicles. NPCs and vehicles combined: NPCs should be able to get in cars with you and if the vehicle is full they can get in a second car that is functional and follow you in their car. If you are driving through a big horde if the NPCs are armed with guns they should be able to smash/open the window and shoot out at the zombies. Also if there are NPCs that are bandits they should be able to shoot at you through the windows. NPCs: There should be traits that involve social behaviour with NPCs. Socially Awkward: Easily stay on the negative side of survivors. Socially Brave: Easily stay on the positive side of survivors. Suspicious: Survivors may have a chance of warning you and then attacking you if you threaten them. Trustworthy: Survivors may have a chance of joining you or trading with you. Persuasive: Even higher chance to convince survivors to trade/join you. Implausible: Even lower chance to convince survivors to trade/join you. Good Conversationist: Alot of good things to say. Bad Conversationist: Alot of bad things to say. NPCs should also be designated into three types: Heroes/Survivors/Bandits Heroes will trade with you even if you are a bad conversationist, heroes will also attack bandits on sight, if you were to murder heroes you would become a bandit and it would be even harder to recruit survivors and heroes will attack you as you would be designated as a bandit Survivors will be neutral with the player if you provoke them or threaten them they will attack if you speak nicely to them or trade with them they might join you if you kill a survivor you become a bandit. Bandits will attempt to kill you on sight no matter who you are, there can be bandit factions so the bandits can team with other bandits but bandit factions will attack ANY NPC type of faction, if you kill a bandit you will become a hero but if you have killed survivors/heroes in the past you will be a permanent bandit and therefore will be attacked on sight by both of the other types of factions. NPC types should have their colours for their factions Green=Hero Yellow=Survivor Red=Bandit The colour code should also apply to the NPCs you come across in the game. The hero factions will be displayed as green on the factions menu and it will display how many heroes there are in it, Hero factions will only attack hostile factions e.g Bandit factions. The survivor factions will be displayed as yellow on the factions menu and will display how many survivors are in that faction. Survivor factions can attack both heroes and bandits, if they attack heroes their faction name colour changes to red, if they target bandits their faction name colour changes to green they are designated as a hero faction. The bandit factions will be displayed as yellow on the factions menu and will display how many bandits are in that faction. Bandit factions will attack both factions mainly heroes as heroes are the main people who attack bandits. The faction menu will be in order of how many members are in the faction e.g the faction with the most members will be at the top of the factions menu. Vehicles: There also should be military/emergency/civilians/SWAT There should be a different amount of HP for every vehicle, military vehicles being the highest (duh) And there should be a blowtorch and metal sheets to repair the vehicles, and in the garages can have wheels/windows/blowtorches/metalsheets/engine parts/fuel tank and you can fill the gas up at gas stations. The vehicles should be able to run over zombies at a high speed (if this isn't added.. i dont even..) You should also be able to add armour the cars with metal sheets on the windows or find bulletproof tires at military areas. And there should be different engines fuel tanks and wheels for bigger and smaller cars. You should also be able to shoot out of the vehicle you are in by smashing the window (this will make you bleed) or just simply open it (silly!) And finally there should be zombies hiding in cars more zombies hiding in bigger vehicles less in smaller cars. I'm really sorry for the long topic but I just had to release my ideas for the upcoming NPCs and vehicles. Thanks for reading!
  6. We all know that devs are working on NPC's. My idea is - why we need really inteligent NPC's first when we can have "stupid" NPC's like dogs faster? For example dogs would just need to follow player and attack zombies (or players ) which is pretty simple. EDIT Dogs would also need to avoid some zombies, but i think that devs actually have this system kinda working (mondoid).
  7. Hello everyone! you may remember me a few years back posting some ideas, it was a pretty popular thread, well i'm back with new ideas. Here we go! Respectful constructive criticism is appreciated! New game mechanics and medical issues! They're big, they're bad, and they can either help you to a great base, or lead you into your ultimate demise. Here's some game mechanics that i think should be added, and why: Renaming weapons: Have you ever wanted a gun named after you? Well today is your lucky day! In this feature you'd be enabled to rename guns and melee weapons, but unless you put a note next to it in a container saying "I AM HEAVY WEAPONS GUY, AND THIS IS MY WEAPON", others won't see the name as its a personal name. Reduced accuracy during night: Typically, if you go outside in day with a gun, and shoot a target, you'll do well. If you go outside at midnight without any lights, and try to shoot a target, especially a moving one, you won't do very well. Chronic pains: Sometimes, if you break a bone, or lose a large piece of your body, e.g. your hand or arm, It may mess with your body, to a point where you'll get chronic pains. Today, surgeries are available to correct this, except for ghost pains, but in the zombie apocalypse, the only surgery you can get with great success is your disembowelment via zombies. They sure love them intestines! Bone breaks that pierce the skin: Generally, this happens when the bone is entirely broken and the bone is moved out of place, and goes into the skin. If its sharp, it cuts it open, and causes incredible agony. Readable newspapers and pre-made journals: Although the devs won't add a starting time before the apocalypse, or while its happening, (at least not yet, they're full of surprises) this doesn't mean there's no backstory, or can't be! In order to help this, there should be readable newspapers and pre-made journals by other survivors, which can be taken from NPCs and their bases, or zombies you've killed. This would go very well with the new TV and Radio stations they're putting in soon, and NPCs could talk about it too! Weapons causing impaired turning: If you're holding a large gun, or something like a sledgehammer, you're gonna turn slightly slower than you would without it. In this case, a lighter gun, like a pistol or SMG would mean faster turning, and a bigger gun, like a large rifle or machine gun (which i highly doubt would be added) Dislocations: If you carry a very heavy load, or move a joint in a way its not supposed to move, sometimes it'll pop out of place. This will cause some pretty nasty pain and will need to be popped back into place. There are some tricks to pop a joint back in, depending on where it is, But if you throw out your back or pop your hip out of place, well, just hope you're not in a horde of zombies, and the next guy that finds you won't kill you. Guns, guns, guns! Guns, oh guns, the lifeblood of video games. Here's some that would make a good addition to the game, in my opinion, and a reason why: Semi-Auto AR-15: Yes, maybe it could be counted as "overpowered", but its a simple AR-15, semi auto, heck, maybe even with 20 round mag, plus they're pretty common! I think it would be good to bring at least one assault rifle, low powered at least, to the game. Potato cannon/Squirt gun: Why not? When you run out of bullets and melee weapons, use water and plants! Different type rifles, most older style, like M14s or M24s: They'd give a better variety to the guns alone, and give a more realistic feeling to it, but i could imagine them being rare. SMGs, Typically, smaller/weaker ones, like an MP7 20 round or an MP5k: This will give a new weapon variety, next to the AR-15, and other assault rifles if they're added, that may or may not be more common, and although would have a faster firing rate, they'd have more recoil and less accuracy, and they're low powered, since they use 9mm, and some 45. ACP. I'll explain more spawns for these in the new locations in this thread, so keep reading! New weapon accessories: Foregrip: Reduces recoil and muzzle climb. Gives a more solid grip on the weapon. Can be broken if using a plastic foregrip while panicked. Tactical Flashlight: Pretty self explanatory. Heavy barrel: A heavier variant of your current barrel, depending on the weapon. Reduces muzzle climb and improves overall accuracy. Retractable stock: Reduces carry weight and improves mobility. can increase or reduce recoil depending on skill with guns. Ergonomic grip: Reduces recoil. Increased comfort while using gun. Lighted sights: increased accuracy during night. Perhaps someone can mod in things like suppressors and what not if they haven't already, although the devs won't add it, it'd still be a great addition imo. New locations! Fort Knox: Yes i know this sounds a bit far-fetched, but i looked at muldraugh on google earth to compare it to the in game version, and i noticed, fort knox is right there (yes, i didn't know where it was, but i knew it was in kentucky), So it could be implemented in the game as a major military location, and yes, they're all dead. A military base, big or small, square or round: No zombie apocalypse is complete without a lootable military base. This, and Ft. knox, could be the house to a wide variety of weapons, including assault rifles, battle rifles, sniper rifles, SMGs, ect. And yes, they'd be a hotspot for hordes since generally when a zombie apocalypse happens, people are gonna run to the military for protection, which in this case, ultimately failed. Butcher's shops: A major place for all sorts of meats, with the exception of restaurants having them, but restaurants are overrated these days. When i was playing PZ once, we survived off of meat for five days! no, not really, but still, a butchery. Factories: Do you ever go to a warehouse and think "I wonder who put that there..." .....no? just me? Well, here's the solution: Factories! Although there wouldn't be many of them, a few would do a lot of good, and be a good place for finding, well, whatever they once produced or manufactured. Maybe a gun factory, to give parts for guns? *hint hint* Different types of animals, for when they're added. Here's some ideas: Horses: Tamed and/or tamable, they're a great method of transportation, but can be kinda loud, and can panic and run away, get sick, and all that bad stuff. Plus, you may want to ensure yours isn't eaten by a horde near a destroyed tank, which you'll have to crawl into to survive. oh i'm clever at references Dogs, but more in depth, different breeds and their unique skills: Some dog breeds have their own skills, most into which they were bred for. Lets talk about some of those: Golden retrievers: Well, its in their name. They find animals, and bring them to you. They're also great fetch players! German Sheppards and Pitbulls: Strong and loyal, these dogs will always win the fight! ... providing its a 1v1 situation. Chihuahuas: Great lapdogs! They're very nice and comforting, and can help if you're in pain or panicked/stressed, or just bored, you can play with them! But they don't fight too well, but they can bark as a warning of intruders, like all the other dogs, but still! Coyotes: I know this isn't a "Dog" technically, but it sort of is. These guys can be found somewhat deep into the woods, and tend to come in packs, but this is uncommon due to hunting and now the zombie threat. They can tend a pretty big threat anyways, as wolves can easily run you down and maul you, and can give you rabies if you survive. But maybe not... who knows? Now for other animals: Bears: Typically alone, and live deeeeeeep in the woods, they're incredibly strong and pretty fast, and unless you play dead, the probability of surviving is practically zero. But they're pretty big, so you would probably kill them before they kill you... hopefully. Snakes: They live in the woods, and some in the suburbs, and can be deadly, or just an annoyance. There are all types of snakes, and some can be poisonous, but they make some good eatin! The rest i would recommend would already be added, like deer and other such hunting animals, or don't live in that part of the country, so. Next: Zombies. Now you may be thinking "But aaaaxeeeellll, they won't put in any different zombies except for crawlers!" Yep, i know that, but they never said anything on where they can be! What i'd like to talk about today is where they can be, and how it can affect you, the survivor. Now, generally, you can find zombies in houses locked in a place like a bathroom or bedroom, and typically, when you don't see anything, you go in. But, what if they weren't just standing around? I think it would be a good idea to allow zombies to spawn, or be put into things like Dressers and showers, or stuffed in a fairly large cabinet or crate, and under the furniture, especially. Now although this used to be a feature, but seemed a bit of an annoyance to be mauled by an opponent you can't see, so my plan to resolve this, is have them be more visible, and have an option to look under furniture, or reinstate the option to move them. Generally, zombies are sloppy creatures, they don't have the intelligence to hide well or camo themselves, so the best they can do to hide under a bed is lay down however they may be, and chill out there for awhile. In turn, you can probably see an arm or a leg sticking out from under the bed, which is a telltale sign that you're not alone here. So, next time you loot a house and think you might spend the night, look under the beds and couches, they might be waiting for you. And now, our second to last topic for this post. In this, i'd like to talk about realism, even more in depth. Although i'd put up an argument saying that guns and ammo are incredibly common, ect, that would get rid of the challenge quite a bit. so, instead, we're gonna talk about your character. You're character is a survivor, one of the last humans possibly on earth, but what happens if hes not really what he seems? I think it would be a good idea to add different mental disorders, like Paranoia or OCD, which can affect your mood. This can add a ton more realism to the players and NPCs alike, and forge even better personalities for the characters. And for the last suggestion, NPC traits and what not Now, when i say traits, you may think like the traits you pick when you make a new character. Now, partially, yes, but not only that, but some jobs and current occupations and what not. Here's some: The Vet (animal vet, that is): Although he can't help people too much in first aid, he specializes in treating animals, like horses,dogs, cats, ect. The Convict: When the apocalypse started, everything went to hell pretty quickly, and in the midst of this, he/she was able to escape his confinement, and go out to this new, hellish world. But what was he convicted of, and how will it affect your group? Was he a murderer, a thief, or worse...? Now to explain further as requested, There would be a specific set of the criminals most likely, and they'd have their own trait sets to follow, including the possibility of one or two unrelated skills. For example, Thieves would have lightfooted and other skills to help them remain undetected, while Murderers would have slightly more strength and speed, but aren't very mentally stable. And yes, there's going to be all the other ones, like the ex-military, the doctor, the cop, the firefighter, the construction worker, ect. Plus, with the NPCs would come with a moral system, based on leadership and current situations, and if moral gets too low, or you just have a bad mix of survivors, well, just hope things don't go too badly, and keep your pistol with you. Loaded. Well, that's about it for now, i'll probably update this or post another suggestion thread if i get some better ideas, and i hope these would be taken in consideration by the devs, these are things i'd love to see in the game! And yes, i know NPCs and animals and what not are already being added. Again, respectful, constructive criticism is appreciated. Tell me what you guys think and what you'd like to see the comments. Have a good day/night/apocalypse everyone!
  8. As the title suggests, I would like to know if anyone has made an npc mod. If not, then maybe someone would be interested in creating one? Even a simple mod, one that adds npcs that just run around and get killed would make the game much more chaotic and fun. I understand that actual npcs are under development, but it would be nice to play the game with some kind of makeshift npc survivers in the meantime. (Even if they ARE lackluster compared to the eventual release of the official npcs.) Any replies would be great, thanks.
  9. I thought that to make NPCs more realistic is that some should be racist and sexist. It could be any race or gender being against another race or gender and they would be mean to people they are against. If you played someone with a racist character in your group that was racist to you then they would be hard to build relationships with and even if they are very racist (Using some sort of meter maybe) they might just shoot on sight for certain races or genders. Thoughts? Just to assure you, I'm not a racist and I only want this for realism and so I can chop racist balls off!
  10. Here we go. A yet another topic about the ideas to the most discussed, most hyped up and most requested feature of Project Zomboid - NPC survivors. We all want them to be perfect, and we all want them to succeed. Now I swear that I've gone through a whole first page when looking for "NPC" tagword in the search, and didn't find an idea that I've came up with. If it's out there somewhere, you can post a link to the discussion and I'll paste it in the main reply. Okay, so, let's do this. Idea blatantly stolen from the recent game of Middle-Earth: Shadow of Mordor. Yes, even though the game has "taken" gameplay elements from other games like Batman: Arkham Asylum and Assasin's Creed, it STILL did offer an interesting, new mechanic. The mechanic I'm talking about is "randomized villains/captains". What it does, essentially, is it creates a randomized person with random character traits, weaknesses, looks, voices, names and other stuff. Those "villains" remember each encounter they ever have with you, and level up according to whether or not they survive the encounters with you, or even kill you. They also change visually to portray some stuff that you've done to them - for example, if you burn them in fire, they'll get a burn mark on their face, or something along those lines. What I want Project Zomboid to "borrow" from that mechanic is randomized villain encounters. Whenever you have created a steady enough base with a trustworthy group of NPC survivors, if you happen to let some NPC live after a hostile encounter, they have a high chance of coming back on your ass, leading their OWN group of strangers, immediately hostile to you. Those NPC's would "point out" how you've met each other in the past, reminding you of all the horrible things that you've done to them. Visually, once there's more options regarding the clothing, scars, glasses, hats and etc, they can also change with time, like growing hair, beards, getting eyepatches (my favorite), battle-scars, all sorts of cool things. For all it's worth, it would make a GREAT addition to our beloved "Governor" feature and will actually make NPC's that more interesting. Planned assault on your base at night that kills each of your group's members and only leaves you alive, to later capture you and torture/eat you? What about you waking up in your house and finding it on fire, just to be able to come out with all your stuff packed to face a barrel of a gun facing at your face, and words "We finally see each other again, &character name&" coming out of a leader's mouth, as he orders his men to shoot you? You can make a lot of interesting stuff happen just by implementing this idea, think of all the possibilities that could come out of this. Does anyone remember this famous line, "Howdy, neightbor"? What if that character is explored more into, what if YOU were that sadistic motherfucker who kills a random stranger's wife? What if baldspot returns later for revenge on that bandit? What if YOU are baldspot, and YOU become someone else's villain? Inspiring fear in people, sabotaging the camps and attracting hordes to their bases? I want this idea looked more into and discussed to death. And SORRY if someone has already suggested this.
  11. Well as of now all your character does without a weapon is push zombies down and stomp on there faces. So I think it would be a good idea to add unarmed melee combat against humans only. This means you would use your fists and perhaps even your feet when fighting other players/npcs. So you would be using your fists against npcs and players and pushing zombies down and stomping on there faces as you always have without a weapon. (Perhaps make and unarmed combat skill to go along with it?)
  12. It has already been confirmed that there will be NPCs in the next update of PZ, but the devs have said nothing about NPCs that don't want to co-operate with the player. These possible groups of NPCs include: 1. bandits and looters, groups and single NPCs that might, on meeting the player, would attack the player and/or loot the player's safehouse(s). 2. NPC groups, groups of up to 8 NPCs that hold out in their own safe-houses and don't want to meet the player. Equally there might be groups that function similar to "the Governor's" or "Carver's" groups from the walking dead where they would kill or enslave any other survivors. In both cases, these NPCs would attempt to shoot the player and some of the larger groups might live in sealed off communities of buildings.
  13. I noticed a while back that the player character starts at age 27, as a lot of you know. In case you didn't know, a man with grey, balding hair is not 27. Try 57. So my suggestion is that we should be able to alter the age of our characters, and aging should be added. As years go by, the character should start to get grays, bald out, etc. Because the age system doesn't really make sense as is. That's it, thanks for reading. And I'd love feedback. ------------------------------------------------------------------------------------------------------------------------------------================================================================================== ------------------------------------------------------------------------------------------------------------------------------------ >>>>(If this topic has been previously mentioned, I'm sorry. I couldn't find much related to my topic.)<<<<
  14. I remembered hearing somewhere that if you kill NPCs when they are implemented, you would suffer negative social buffs when socializing with others. But as I heard about this, something didn't make sense, how would these people know what you did if they didn't see you perpetrate the murders? Would they have a sort of telepathic sense that you personally were killing? This is where my idea would come in. At the moment, there is only one type of corpse, and whether the body was human or zombie seems to be indistinguishable. However, I would think a survivor could easily tell if the person was a zombie or not. So my proposition would be to make a different variant of a corpse, still called a corpse but with a different graphic and a special twist to it. This variant would carry information regarding things such as method of death. If the person who was killed was killed with an ax and left out, a passing NPC could see this person and tell by the wounds sustained he/she was killed by an ax, this NPC would then be extra wary and carry distrust toward any new strangers who carried axes in combat. This mechanic could also be used by the player to investigate any bodies and tell if there were murderers to look out for, these tags could also give random information upon inspection such as the person's name or occupation, maybe even a trait or two. The option to investigate could crop up like the info tag on plants and maybe if the player met NPCs, the information could be brought up to them in conversation to learn of any affiliation.
  15. I found it dissapointing how everyone is keeps asking for a release dates for survivors instead of just discussing how awesome they are going to make this game in general so I decided to make a thread about actually discussing the immersion, and depth there going to add to this already awesome game. Though they may not be everything we ever wanted in the beginning, but personally I think they are going to be the best addition for the game. So now that we got that out of the way here are the questions I would like to be answered by the community of what there plans are with additional survivors. 1. Where will you locate your safe house? 2. What will your attitude be towards other survivors will you try to be the good guy, or the bandit who is going to steal the supplies of other survivors? 3. How big will you try to make your group a small 4-6 or a large community of 15+? 4. Will you accept all survivors or only useful ones? 5. Will you try to be a leader or a group member? 6. How will you treat other groups of survivors? My answers: 1. The north farm in Muldraugh for a small group, and the school in Westpoint for a large community. 2. I will try my best to be a good person to other survivors but I will not hesitate to eliminate threats. 3. I am going to try and have a big community, and hopefully it will remain stable. 4. I am going to try and accept all survivors and hopefully they will adapt and become better at surviving if not already. 5. I am probably going to remain a group mate being a leader is not something I want for my survivor. 6. I am going to try my best to remain on the good side of other groups, trading, helping, and perhaps even joining forces.
  16. 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.
  17. xGamache

    Teamwork

    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
  18. Hello peoples! I've searched through numerous topics and only really found one that said about this, but it wasn't focused on this primarily. My idea is fairly simple really, well the idea anyway. It's just a quick button press to get behind a wall your character is close to. Why is it important? Well, for one shootouts tend to happen a good amount of time in PZ's MP, at least from my experience a trade goes south pretty quickly. There's been times when I barely got out of there because I was armed. Which eradicated trust, but one time I got shot and I had to run around the entire building, I saw him at a place where I could have taken cover if that were possible. Would have been useless since I had no ammo. So I ran into a hotel room and bashed his brain in with a crowbar. It could have turned out differently. There was also two of them at the place, one with a gun which was obviously not the plan so at that point I would have loved to take cover and use local chat to ask why there were two of them there. There is so much use for this in-game but it's probably a difficult task in an isometric game, right? It could be useful in SP also to peek around the corner and used for shootouts as well. Shootouts are another entirely different topic but they could attract a really massive horde because of the amount of noise being created. Basically if I'd been shot from someone who was trading with me and I made it to a wall or any object like a wooden bench, fountain, inside a house I could use chairs, duck underneath the windows. We could press, for example "q" or right click and "take cover" which would be a "sprint to" command so people could have a chance to bandage and/or peek out and take a shot to keep the other person at bay.
  19. I got this idea while watching a Let's Play of PZ. Have any of you played Dead Island? Maybe even Dead Rising (1-3)? Did you notice how the characters are, at first, terrified and fight for survival, but soon it becomes second nature to them? How, in Dead Island, they're disgusted at they slice the undead apart but soon just go about it like it's their job? Well, that's what I feel should be added to PZ. Think about it, you've killed 6000 zombies, you've survived for well over a year and you've (when they're added) seen your friends torn apart and had to put them and other human beings down permantly... Yet you still get panicked when you see a zombie 100 yards off. It doesn't make sense, does it? Simply put, we should have a length of time where Panic decays at a faster rate, then another when it decays faster still, till eventually you're steeled enough to punch zombies in the face without a care in the world. Another idea would be to have NPCs, when implimented, to change as well. Have people snap when things end badly. Would Steve really be fine watching his wife be eaten alive? Can Lisa really handle the moans of the undead anymore? Are you certain giving Alex, the mentally unstable prison escapee, a shotgun? Humans can be strong or fickle and a zombie world will, at some point, push someone to show their true colours. Maybe the sweet church going Anna will try to kill you when food runs low, maybe the ex-con artist Alan will sacrifice himself when the safe house is breached and hold the line while you and the others run from his screams of pain. Imagine the impact these events could have on the player, watching the person you trust most backstab you for their own survival or the person you distrust saving your life against terrible odds. Finally, what about the world itself? It's true, odds are you will die and come back as a zombie or be picked clean by them... But surely not everything can remain the same forever? Imagine if zombies accidentally sparked fires as they lumber around like fools, imagine returning to the safe house only to see a car smash through it, the driver zombified, killing everyone you knew and leaving you alone as the alarm of the car and the flicking fires lure the horde towards you. While likely a very distant thing for the future, the concept of these dramas, of these world changing impacts, could add untold amounts of realism and humanity to the game. Perhaps even out actions, like walking away from a friend in need, could make the character colder to the world, giving combat advantages but also social disadvantages. PZ can be made so that every single aspect of our actions, of other peoples actions as well should multiplayer become an option, cause drops in the ocean to become tidal waves in the future. But right now, making out character calmer after the 1000th day of survival is what matters. If we start with one small step towards realism, the rest could very well follow.
  20. So obviously the water balance issue seems to be discussed quite a bit. I've changed this thread to focus more on fixing the water balance issues Post your ideas and arguments for or against points made by others in a respectful manner and hopefully we can spark some good ideas
  21. What if while you were looting a house when you hear a plane/helicopter fly over when you hear a parashoot. And some where in that general area you could find a crate either full of medicine, weapons, or food that was dropped from it. Maybe while you were looting or wandering through a street. When you see a survivor limping or holding his stomach and you could try to save him or shoot him to take his stuff. That Npc can be wearing a certain set of clothing that designates what he drops like if hes military looking he could drop a gun or something. Or a random event like a group of survivors holding out in a building getting over run and you could leave them to die(come back later and take their stuff) or help them and they will give you something in return? Yeah, that's it.
  22. So I was thinking about how you start out a game of Zomboid. Zomboid is meant to be hyper-realistic, but you begin the game with no family or friends who you want to look after. It's like you're literally plopped onto the world having never spoken to any other human before. So here's my suggestion for when the NPCs are back in: During character creation, you can also choose whether or not your character has any "Family." Family members will include things like wife, husband, father, mother, brother, sister, best friend, grandparents, etc. If you choose to have them (let's say you pick to have 3 family members), all 3 will be placed on the map at random (though maybe all within the same town you start in). They get unique dialogue if you happen to find them, and while talking to other NPCs you can also ask about them to try and find out where they are. This not only makes things more realistic and adds to roleplaying, it also adds a sort of optional sidequest - trying to track down and re-unite your family in the zombie apocalypse! Of course, if you're the lone survivor type, you can choose not to have any family at all. Having family will have disadvantages - if you don't manage to track them down, you'll get the "Absent Family" negative moodlet as you miss them and wonder where they are. Your family are like any other NPC, and can die while you're not there - so if you track them down only to find a corpse, you get Depressed, but at least you know what's happened to them and your Depression should eventually wear off. The Absent Family moodlet, however, is persistent, and affects you when you're not busy with other tasks (perhaps could make it a more believable alternative to Bored?). But if you do manage to find a family member, they'll start with a big boost to positive relations with you, making them a good option to join up with and unlikely to betray you! Also you'll get a positive moodlet from spending time with them. ...Although, of course, if they die, your character will get Depressed. That's another risk you have to weigh against the reward.
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