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Found 41 results

  1. Hello survivors, my name is Filip and last year I was working together with Neutz to make a large city map. We both had to stale due to me having exams and getting into university, and also breaking all of my facial bones on my right side and forgetting a month's worth of things. I am happy to announce that as of now I am thinking of starting a map, while using the over 300+ buildings that I have made in the last year, plus hundreds more to come. I don't know the basics of map making or what my map will be off, just know that it will contain both rural , hills, towns and some cities. Alongside that I will be adding things such as a monorail and other assets that I think will make some people happy when exploring cities ( no, the monorail won't be drivable, but you can climb on the tracks, jump through the emergency openings and maybe find some valuable, random loot to check and stay safe in the air from the hordes of zombies below. Stores will be gated, broken down cars, checkpoints, contained areas and much more will be available in the cities, while the rural areas will be either picked clean or swarming with the moving hordes of the undead. You will be able to find an airport that you can explore, bunkers, cabins deeply burrowed in the woods, burnt down suburbs, a factory sewer system and much more. It will take time, sure, but I will do my best to see it done. Any ideas are welcomed for this project and I will take them into account. If you want any poi's to be added, anything special included and so on I will try my best to do so. Waiting for your ideas and responses!
  2. Hello everyone, It's me, Decay, I haven't been on the forums for quite awhile but It's nice to be back and It's also lovely to see the progress that the IndieStone has made with their little game. I haven't been playing too much of PZ recently apart from the here and there testing of the new additions like vehicles and occasionally to try a mod or two out. But In saying that, my love for this game will always be there since I started playing in 2014 way back when baldspot could fatally mess up making a pot of tomato soup Anyways, here are my suggestions that I would love to see in project zomboid. 1. A more realistic inventory system It pains me to see dead human corpses with more than one large firearm in their inventory I mean where do you keep six rifles on you with three boxes of ammo without a bag and weapon holsters? A possible solution to this would be to add in a bit of text saying "You can only carry one large firearm at once and no large equipment without being severely encumbered" or even to add in weapon holsters/slings for your back. (I imagine firearms will be shown on the players back once animations are out, so holsters could be another thing.) Perhaps maybe even a complete inventory revamp in this manner because how do you carry all those tins of beans in your pockets? PS - A fix to the too many firearms in the inventory for corpse spawns could be to spawn them next to the corpse. 2. More random new game! It's lovely to have the chance to either spawn with a key to your house or not, it could add backstory to your character is this their home they're in? Or just a building they've gone to scavenge. I'd like to see more random new game in terms of characters moodles perhaps spawning in panicked? depressed? anxious? after all if we're to go by the (survival) timeline of the outbreak when you take control of your character at the start of the game if I can remember correctly it's already been three days since things have been kicking off so why not give us a bit of a taste into such things? Also in saying that perhaps a chance to spawn with car keys? Or (even a small randomly generated number of zombies killed at the start of the game, perhaps an option before you begin playing as I know the zombies killed meter is supposed to work for every zombie the player kills. Still, It would be nice to have it as a small addition.) Edit 1. Also a chance for your clothing to be dirty or bloody upon spawning in. Also.. putting sledgehammers in backpacks is that possible in real life? I assume that when the animations system is in place we'll be able to see items in our characters off hands and maybe even being able to fight using both weapons at the same time? Another thing, you shouldn't be able to push multiple zombies with only five strength maybe around 8-10 strength you would be able to push more than one. You should be able to jump in to the back of vans, sit in truck beds and even sleep in them. If I think of any other suggestions I'll make sure to bump this thread.
  3. Hey, I've been playing zomboid for some time now. I'm what you'd call a low profile surivivor, I just derp around as much as I need to in order to find myself the needed tools. Once I have an axe, saw, hammer and trowel, I settle down in a quiet spot in the midst of nature, build me a fence for protection and start farming potatoes. Because, we all know about them taters, don't we now. Boy, I love me some puturdurs. Stuff them in a stew. Make a soup. Mmm-hmm. Anyway, before I get carried away, let me list a few things I noticed myself missing in the game. 1. Something to cut them pesky fences with. Like wire cutters or such. Helps breaking into those storage areas without having to circle round and meeting a gathering of former employees all standing around snarling about the lack of grey brain matter in the cafeteria these days. 2. More clothes, and different kinds of them. I'm talking jackets, coats, shirts, boots, worker overalls, raincoats, whatever. Something to add to the survivor wardrobe for some stylish brain bashing, and to help protect against the cold and rain. We can't all be outdoorsmen, and I know I prefer being a spud farmer. Because boy, do I love me some taters. 3. A bit more variety to the tool world, and maybe loosen the need for them up a bit. I do apprectiate the fact that you can basically use anything to cut down your tree with if you have the time, but since we're already at the stage of being able to cut down a tree with a frying pan, why don't we use the saw to do the same? I heard rumors about a possible addition of a chainsaw which is very welcome, but I think I could fell a tree with the saw currently in the game. 4. This has been up before, but I feel I need to say it again. Vehicles. We're in towns, and I really feel we need cars. Even if they're not drivable yet, just abandoned vehicles littering the streets, acting as barricades, perhaps lootable for gasoline and wunderbaums. Tire irons and such. These car-casses would add depth and the sense of apocalypse to the game. RIght now, it seems you're wandering an idyllic amish village without the horses and the awesome hats. 5. A bit more realism to the water part of the game. Right now after the trusty pipelines go dry, you either find yourself a well, or hope to have that fouth filled square on your carpentry skill and build yourself a plain old box with a garbage bag in it to gather the water. Unless you happen to be in West Point where you can just scoop it right out of the river. Right when we got perfectly good trash cans and buckets and pots, kettles and mugs, bowls and jugs all over the game. So who says we can't just stick any old container out in the drizzle and wait for it to fill up? 6. Maybe some kind of activities you can occupy yourself with while waiting for them lovely spuds to grow. Maybe exercise? Maybe you could get better fitness by running around, work on that spare tire you got around your waist from all that fast food you'll never see again. How about crafting yourself some kinda weight lifting rig in your safe house to work on your triceps, getting that strenght level up? These are some things I come to think of. Other than this, I thank everyone involved for an awesome gaming experience. It's an unique game, exactly what I've been looking for since the beginning of zombies in games. When I saw it come out, I knew this was the game for me, and I haven't regretted it since. Tipped off all my friends about it. Regards, BoxBeckin
  4. Well, this is sad, I lost my game just for a stupid scratch. I would like to share my story because it's not so reallistic and I think this kind of events should be changed. I don't understand why a character could die in a few hours for a scratch, bandaged and disinfected. The story: My character has been surviving during 3 months in a long-term game, and I was so proud about it. Surprisingly, a zombi made me a scratch. I didn't have a bandage at that moment, but I taked my car and drove home to heal my wound. When I was there I had "severe damage". Well, I don't undestand how a simple scratch can threat a person's life that way unless the zombie has the wolverine's claws. So, I disinfected my wound, I use a bandage and I started to eat until I reached the best boost for healing. Suddenly, I was in "Terminal damage", and I don't understand why! I ate everything I could during several hours, but my character was just stable in this "terminal state" meanwhile I ketp eating without control... (this is not reallistic, really). That wound was completely impossible to heal, and later he died... yes, he died for a scratch, after having eaten half the food in my fridge. ..... How is that possible? Developers, I love this game, you're doing an amazing work, but I have to ask you to check the health system again, because if you reach that state it's impossible to keep playing. A scratch from a zombie should not kill you anyway. What kind of nails do they have? @_@ I suggest some kind of changes about the health system. Minor injuries should annoy and prevent you to run, take objects, etc, like when you have a wound in your hands. I think thats great. But defenitely, not to kill you. It's nonsense! Even if you have a terrible scratch, bleeding during a while, it shouldn't kill you at all!. It could make you feel so weak, in pain, etc, but please guys, if human beings could die for a scratch in the reality, we shouldn't be here since several million of years. Unless you have a penetrating wound due some kind of accident or strong bite, any minor wound shoudn't threat your life! I propose to implement different types of wounds: A) Non-penetrating wounds: The result of blunt trauma or friction, scraping of the outer skin layer, like: Abrasions Scratches or lacerations from zombies, remember, their nails are not swords. Contusions (swollen bruises due to accumulation of blood and dead cells under skin) Concussions (damage to the underlying organs and tissue on head with no significant external wound) B) Penetrating wounds: The result from trauma that breaks through the full thickness of skin; reaching down to the underlying tissue and organs. (That kind of wounds could kill you) Stab wounds (trauma from really sharp objects, fall over an iron bar, etc). Severe and deep skin cuts (maybe a bite from a zombie) -> If you have many of them, you could die. Surgical wounds (intentional from other players or for a bad perform surgical procedures) Gunshot wounds on limbs. C) Deadly injuries: Several contusions from a zombie horde (Could break your limbs) Falling deaths (more than 1 floor). Serious infections (Caused by not treating a wound for several days) Food poisoning. Many open wounds (due the loss of blood). Gunshot wounds in important organs or head. D) Other kind of injuries: Thermal wounds: Extreme temperatures, taking hot objects from a cooker or a fire, operating generators etc. Chemical wounds: These result from contact with or inhalation of chemical materials from cars or industrial buildings. Bites from animals: Should cause infections. Electrical wounds: Maybe for manipulating electronic devices. That's all. I hope it could help to improve the game, or at leats give you new ideas. @Connall I summon you! I posted part of this post as a suggestion in the suggestions thread. Is it right? I'm not always sure where I should write a post hehe.
  5. I suggest adding a method that will allow us to load skinned mesh in game! I replaced the original models of clothes, and it looks good. But unfortunately adding them without replacing the original is impossible, since there is no skinned model load method. :(( Class LuaManager.GlobalObject has a method that allows loading a static model, but it does not allow upload skinned model, because it sends boolean true to ModelLoader.instance.Load
  6. The idea is to make a world where all zombies are entirely absent during the daylight hours, they would flee, and coop up and hide indoors. The zombies would also be blinded, during the day no matter what, and they would be more unaware of their surroundings. It'd be interesting as hordes coop up inside buildings leaving you to scavenge outside, foraging, chopping, building. During the day, they leave. They are fast, strong, good hearing, sight...etc. Yet the only thing that'll effectively keep them at bay, is light. I know this is possible, there's a mod that can make hordes go indoors when it rains. Why not? Or devs who read this, why not? Plus the gameplay would be interesting, you can loot most interiors during the night, when the power goes out, you'll need to scavenge batteries, gasoline, flashlights. At day, it's sort of a break. Everything outside is free to keep. You can look through windows, break doors, the infected won't give a shit, until night. They can pillage your base, the day will kill them, you will be killed by them. Can somebody actually do this?
  7. To put simply, I think it would be pretty cool to have an acoustic guitar or banjo where if equipped, you can use the numbers 1-6 to play each note. Can start in Standard tuning then add the feature to change the tuning. It would play a sound clip of that note when pressed. Chords can be held with 2 or more buttons. Just a random thought. Add something to do while the night passes by. If a window is open, zombies might be able to hear the said instruments.
  8. So, first, a scenario to illustrate my point: I started a new Sandbox game, and it spawned me in the middle of the woods. No big deal, right? So I walked in large concentric circles, expanding out as I went. After an hour (real-time) of finding nothing, not even a berry bush or a single zombie, it begins to rain. Fifteen minutes later, at this point I'm wet, hungry, and tired - I realize my strategy isn't working. I decide to pick a direction and just walk. I head Southeast. Another 1/2 hr later (with my actual fingers beginning to fatigue) I'm now starving, soaked, and exhausted. I'm about to just give up. Suddenly, I come to a clearing, thank goodness. It goes in two directions; West & East. I head East. Another few minutes of this, and it curves northeast. another 10 min and it comes to a road; Northwest & Southeast. Hallelujah! There must be a town or structure around here somewhere. I go back to my strategy of heading Southeast. Half a freaking hour later, barely moving and unable to run, I am nearing total exhaustion (and my fingers are aching), and I'm desperate for food and water. Where is everything? I decide to try and find some berries, and head into the woods again. Some more time passes, fruitlessly. It's not looking good, I'm just wandering aimlessly in the forest. I'm completly out of options. I die - alone, starved, and perplexed. Is this a Zombie apocalypse? I wouldn't know... I never saw one in nearly 2.5hr of playing. As far as I know, I just woke up in the woods, like an amnesiac dropped from the sky. That just felt like a total waste of time, unexciting, and not engaging - but it doesn't have to be. I love that you can get lost in the woods, and think being miles from civilization (as far as you know) really adds to the immersion. However, it's not very realistic that you can literally die of thirst while it's absolutely pouring rain outside, and reach exhaustion when you have plenty of trees to sit under (or simply stand still to catch a breath). Suggestions from Observations: 1) Water Sources; There needs to be more access to water. While out in the woods, or even in rural areas, some streams or small ponds, or at least SOME kind of water source every now and then would be helpful. Realistic, even. If you've spent any time in the wilderness, or live in a small country town, you'll know water sources are much more plentiful than this game portends. Especially after a rainstorm. They may not always be GOOD sources of water, but at least they're an option. Heck, even being able to wring-out the water from the soaked clothing would be a nice option; it's a totally viable solution when you're desperate and dehydrated. 2) Resting; There definitely need to be more options for resting, especially when lost in the woods. I'm really looking forward to the new animations hopefully introducing some more methods for resting without beds or furniture. It's ridiculous that we can't lay down, or even sit down , and sleep for a while in the woods, to rest and regain stamina. It provides just enough cover to at least be moderately safe, to a degree, for a period of time, and rest up. Instead we just stand there, breathing heavy, with no relief, gradually dying of exhaustion. In the middle of nowhere. 3) Long Roads; The roads are just TOO barren. Walking for, what seems like miles, with no idea if you're heading in the right direction is not very fun - especially after an hour or more without seeing ANYTHING. That's not a game, and I'm not even sure it qualified as a walking simulator; at least those give you something to do. I'm not totally certain of how to solve this, though breaking up the monotony and adding some minor interaction aspects would be a start. Maybe placing some street signs that, at the least, let you know there's civilization somewhere; a speed limit sign, a mile marker, a billboard ad, a rest area sign, an 'X-Miles to Next City' sign, something. Also, maybe the occasional random item, pile of junk, wrecked/abandoned car, etc. Some way to possibly get some supplies, even if they may not be too helpful. Something is better than miles and miles of ABSOLUTELY NOTHING. Even seeing a few Zomboids would be a start. Anyhow, that's my long-winded two cents.
  9. Pushing zombies through the window Throwing items through the window Bottles = throwing bottles create sounds Throw able items can destroy windows Peeking before opening doors or use mirrors to peek Zombie falling through stairs when pushed Dismembering zombies when hit by a sharp weapons like axe Bashing zombies while running Different animations when destroying doors with different weapons Jumping through different floor to the ground have different animations. Jumping through higher floor may result in death Different characters positions when they die Firing zombies do not make them fall instead it's making a hole in the part where the bullets go through A way to see the health of an item, windows, doors with the looks of it. For example when the health of the door fall then it became cracked and it is the same with items that can be used for barricading Four nails for barricading Items on the ground not just in the containers pocket flashlight = doesn't need to put on primary or secondary small flashlight = can be attached to gun with a duct tape Destroying a wall with sledgehammer needs more than 1 try. Cracking first then destroying it Other light sources can be place and act like a lamp (source of light) Zombies on the bathroom , room needs to see instantly rather than it takes seconds before the characters see a zombie Floating bases should be remove or re-balance Soaked clothes when going outside while raining may reduce your movement speed Getting 2 bags with a ton of stuff on the same time reduced your speed a little Air condition can be open to reduced heat inside the house
  10. 1: Give Recipes IDs Why? Because replacing a vanilla recipe is impossible without replacing the entire recipes.txt file. Let's say I change the functionality of a Base item like the Count value of Nails, it will break the recipe of Open Box of Nails by giving too much or too little and the only way to make it work right would be to replace the entire recipes file. Not to mention being able to make make some recipes NeedToLearn in a mod or removing that restriction would be nice. Or there are many cases where I would like to add some OnCreate lua functionality to base recipes and I can't because I won't make mods that replace base game's files. Recipes Displayed Name could be defined by DisplayName = Make Stuff, like it is for items. 2: Add a Type = xxxx, for items. What? Type = ExampleType, where ExampleType would be used in recipes and .lua it would help streamline some recipes and add many variants of the same item, with the same functionality without the need to make a ton of recipes. Like an alternative for nails that doesn't require modding or remaking the entire Build menu lua code. 3: New Category: Drinks What? Why? A combo between Food and Drainable, items like that would have a straight up UseDelta instead of using Hunger value as UseDelta, would make using liquids more straightforward in recipes as well as being able to remove the Hunger buff from them which doesn't make sense anyway and keep the other stuff. Drinking All\1/2\1/4 would just use 1 0.5 or 0.25 of it, regardless of UseDelta value while recipes would use them up like regular UseDelta. 4: ReplaceOnRot or ReplaceOnAge = X Why? Because it would be nice to have a way to turn some items into different items after they rot or if some item passes (Items Age reaches a certain level) I believe HydromancerX once suggested something like this with the idea of turning a living Rabbit into a Dead Rabbit Or just make something through crafting that you then have to leave be so you can get the final product like, idk, various alcoholic beverages. 5: ReplaceOnBreak and DestroyOnBreak Why? Because some weapons can't be repaired and just remain broken forever while they could be simply removed or replaced by some base material after they break (Eg. get a stone after your stone hammer breaks) 6: RottenHunger, RottenThirst, RottenUnhappines, RottenPoisonPower etc. Having a way to control the item's base stats after it rots would be cool, or making them poisonous over time, yeah. 7: EffectiveOver and EffectiveAfter Why? Because it would enable creation of edible stuff (or simple medicine) where the Hunger, Happiness, Boredom effects are applied over a certain amount of time (Preferably In-Game Hours) and\or after a certain time has passed. 8: RottenNamePrefix Why? Because imagine Molten Icecream done in a simple way without tooling around with temperature. 9: AlcoholPower stat that affects how quickly the given drink get's the character drunk. Because all it does is effect how effective it is as a disinfectant. Or it could be used make an item that reduces drunknes (Realism be damned) Edit: 10: Renameable = True\False Why? Why not? Add it to any item to give players an option to name their favorite plushie or weapon, for fun and roleplaying. It's one option I really wish I had sometimes. ---------- I believe having those would make things a lot easier for modders as well as open the possibility for them to create some really fun mods without having to know .lua much. And I think it would add some neat functionality to the game itself.
  11. 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!
  12. hey guys ! No game suggestions here, i just wanted to say that i read many suggestions these last Times, and i saw many similar or same posts. Many of them are good, but unfollowed. We got to remember that a suggestion is stronger if many of us support it. No matter who post the suggestion, ideas are here, and devs dont look at the person who post the suggestion, but its content and its number of followers. All to say that we need to read old suggestions, wich have been debated, improved by the community and support by it. I know it is all said in "read before Posting" posts, but i feel like many of us didnt take time for read it, and so condemns And burried many of the Best suggestions i read before, by Posting same titled and nearly same mechanics, but sometimes less well explained than older ones. Writting this in english was a real pain, please apologize my poor english and ask for precision if i didnt make it clear, but i felt it got to be said ! Keep suggesting guys, and devs, just keep your way, you build one of the Best game i ever knew from far !
  13. I think having a title by your name would be pretty neat and could change the dynamic if RP's and multiplayer in general ranging from creating groups to being more unique. /settitle text here would be the command. So your name would be for example if you typed: /settitle West Point Survivalist your name would be displayed as: MyName [West Point Survivalist] pretty simple, but effective.
  14. To put it simply, I think it would be neat to toggle the UI + overhead of names with the "V" command like you can already do to turn off UI and on. I also think it would be a nice mod to create: Groups/Parties! Groups can be infinite or a set number. (I recommend 12 since most groups aren't that massive, more personal and closed, and an important part of the game + max players can't go too high on servers or invis. players until a fix.) The roles can be custom or overwrite the names of the default, but the default ranks goes: Leader (1) Coordinator (2) (Mission coordinator, Loot coordinator, etc., basically the Leader's right hand men.) Member (3) So it might look something like this in-game with a UI.. /groupmembers would display either in a UI or text in chat... : Leaders: RichCoconut(occupation) Coordinators: player1(occupation), player2(occupation), player3(occupation), etc Members: player1(occupation), player2(occupation), player3(occupation) - You cannot cause damage to others in your group regardless of PVP... - You all can communicate on a different radio signal for communication (/group say text here for example.) - If there is no Leaders left, either promote a random coordinator, or disband the entire group.. - You get a group message when logged in. - List of groups are saved server-side for obvious reasons. - You can remove yourself from the group by doing /leavegroup group name if you are apart of one, assuming. Commands: - /creategroup group name = Create group, makes you automatically the leader - /addtogroup playername = Add user to the group, they will either be asked or automatically added to the group with a message sent to both players via text to confirm it worked. - /changerank player r=rankname p=position in group = (Leaders ONLY, only affect those listed in group) Would change the rank of the player in the group, since we're using numbers you can make the ranchman whatever you want but the p input is important as 1 = leader status 2 = second tier and 3 = third tier. So, if you wanted to change my rank if I was a member to make me a leader or coordinator it would be the following: /changerank richcoconut r="Awesome Leader" p=1 - /removefromgroup player = (Leaders+Coordinators ONLY, only affect those listed in group) remove a player from the group - /changegroupmsg = (Leaders + Coordinators ONLY) Would change a pre-made message that people can read when they log in IF they as associated with a group. Kind of like a bulletin board info of whats going on in the group, events, plans of moving locations, location of bases, etc. Just about anything. /groupmsg msg = (Leaders + possible Coordinators) Would send a message to those in the server what you want to say, same thing as /servermsg but /groupmsg . /givecoords = (All levels) Simply give the coords of where the player is to the group so its easier to find them. *Subject to edit* Tell me what ya think! !
  15. Hey people, long time player AND lurker, first time poster! I've put more than 100 hours into PZ, and I've had plenty of ideas that I'd love to share a few mod ideas I've had. Now, excluding big things like ability to learn how to fly and travel between maps, I'd rather focus on small things that would either just be fun, useful or plain logical. Blindfold Could be attached to zombies or players by "attacking" them with it. Removes all vision, except for things that are like... literally touching you. Capture the Dead Inspired by Day of the Dead, it would be really fun to be able to capture zombies. Not for any particular reason. It could be a few items that just makes zombies harmless. A muzzle that makes them unable to bite. Handcuffs that make them unable to scratch. A collar that you can attach a chain to, to keep them in your back yard. You could attach it by "attacking" them with the equipped item when they're on the ground. Notches I'd love to be able to carve notches into walls, similar to the spray paint mod, but with sharp objects, and onto walls. Each notch "upgrades" the texture to a new one. Not a big deal, but would be kinda cool. Pots and Pans By leaving mugs, cooking pots and bowls outside during rain, they fill up with water. Dirty water, perhaps, but water nonetheless. Could be useful for characters with low carpenting! Solitaire My illiterate character needs some way to decrease boredom. We already have playing cards, why not have some fun with it? Wheelbarrow Basically a movable container. Winter is Coming Not a big thing, but during winter and cold weather, zombies should be slower. I'll probably update with more ideas further. Please feel free to comment or use it.
  16. The multiplayer is severely broken. Like, really, really broken. With that being said, I understand that I purchased this game with Early Access via Steam and willingly took on the responsibility. However, I don't think the focus should be on adding cars and the such when the MP side of things are so broken that it might ruin the potential of it ever being what it could be down the road. I might have to stop playing all together because it's that bad. With that being said - it has a lot of potential, but some things I thought of, in my opinion, my plant some seeds - who knows. If you are already working on some of these things, great! If not, then I worry a bit. I understand that this was a SP game first and foremost, therefore if the focus isn't going to be on multiplayer in fixing these huge problems within the next few months, then I'd say remove the MP until it can be better focused on altogether because the single player is great! This is from two weeks and almost 100 hours of playing Project Zomboid Multiplayer. (I played the single player like it was going out of style from 2013 and up and love the idea of the multiplayer) 1. Server Side Saving This would fix so many problems it's not even funny. People can easily manipulate the saves therefore, everyday on the server I'm on we're hit by more hackers than actually DDOSing now because people just load their save right back in once they die, or they edit the save file since it's saved on the computer in an easy-to-find location. It doesn't quite make much sense. This would prevent the easy editing and at least make it much, much harder to change things in-game. The server I'm on even checks files for its size to see if its been modified and still to no anvil. 2. Server optimization The netcode could be optimized a lot better than it is, but I'm sure this is already being worked on. 3. Zombie spawn behavior The spawn system for the zombies are a little weird, I think from experience the game checks to see if there isn't anyone in the area and if it isn't then it'll spawn zombies, so the end result is that you have zombies in places nobody will ever visit/or visit often and most of the zombies in the city killed off. Shouldn't it be something along the lines of % based + the activity in the area? I.E. if there's more activity in the city than the highway, then focus on spawning zombies around that area instead of the house by the lake which no one goes to and it ends up lagging the server because of all these zombies. (One time it was so many zombies, they all would lag off my screen when shot, then reappear out of no where and some wouldn't die, but they couldn't do damage to you when I had 67-92 ping) 4. Balance the weapons The weapons are extremely unbalanced in the multiplayer side of things. I'm not exactly sure how the weapons act besides from experience, reading the wiki, and hearing from others but it seems its just single player weapons for multiplayer. 5. Respawn times I had food from the night before, I logged back on the server and one second later it's rotten.. What? I just made it. It shouldn't go by the timer of the server if it's in your bag, each item should just have it's own timer, global protocols don't work for everything. 6. Multiplayer should only allow one file save. I've noticed that people are modifying saves so they can get resources way faster by just making multiple accounts all hacked to max level in different areas gathering different things. Not sure if that's an issue, but - it's happening. I think one save is good enough since it's a hardcore game first off and secondly, it'll probably be a lot more manageable for the server, the dev and the end user. 7. Fires can start but can't be put out without an admin? Fires should be able to be put out with dropping water on the ground at least. Or a fire extinguisher that's located in most stores. What happens is if an admin isn't on, people start fires online and it lags the entire server badly. It's like if one person is lagging, everyone is gonna lag - regardless if they aren't even by the fire itself, they will feel the lag as if they were nearby it for whatever reason. Misc. things Logged in but I'm not logged in.. How does that happen? It should be a checker to see if they haven't moved/said anything/no interaction with anything then they should be kicked after a certain time for inactivity instead of being denied service. Even after kicking the "ghost" of my friend dark nano, he was still unable to come on because it said he was still on the server. I think if you have a backpack on you, you shouldn't need to drag items to your main inventory, the game should just know what items you have and either just do it automatically or just treat it like an extension of the player, which it is, and cut out the dragging of items so much. These are a few of my ideas, regardless of them all I hope that Project Zomboid thrives to become something amazing as it's one of the best Early Access games I've gotten to read about, see videos of, and play myself for me to see that this is a game with a great community and even amazing devs with passion. I just really want the multiplayer to thrive because I believe people come for the single player, and stay for the multiplayer. I'll make another one of these if more ideas come into my head.
  17. So as far as I can remember, Panic has remained unchanged. For those of you who are new or haven't played for a while, Panic is the "shocked" moodle which can narrow your cone of vision and reduce weapon accuracy. As far as game mechanics goes, it's decent though relatively unrealistic. I propose a future rework of the panic mechanic where stress levels take a front seat to driving many combat and other related mechanics. Higher levels of stress lead to both beneficial and adverse effects. Stress is caused by things like combat, tense situations with survivors, and general illness or lack of basic needs like sleep and nourishment. Things like drugs and food reduce stress as well as getting out into the sun. Hyper/Hypothermia can negatively impact stress. Low levels of stress promote a relaxed state of mind. This means you read faster and gain increased benefits from these activities (increased reading speed, slight xp multiplier). While relaxed you sleep better, eat consistent portions and are generally a less moody survivor which makes it easier to deal with other people. Health is consistent and you perform complex tasks with ease. Medium levels of stress can cause blurred vision, increased heart rate and breathing, and an increase in strength (making it easier to carry a heavy load if mildly overburdened and fight off one or two zombies). You are likely engaged in sustained combat with a zed. The longer you spend in combat, or running from things, the quicker your stress increases. If you try to sleep while in this zone of stress, you will suffer from mild insomnia which decreases your sleep and interrupts your circadian rhythm. Medium levels of stress can trigger the adrenaline moodle near the high zone which grants you bonuses to combat while exhausting you more quickly. Bleeding is lessened, and broken bones impede you less until it wears off. Better give yourself some first aid. Minor tremors prevent fluid lock picking and increases the chance of failing to open a window. Go out for a smoke, it'll calm you down. High levels of stress decrease cone of vision and shoots more adrenaline into your body. You're fleeing for your life by now, increasing your endurance and speed of climbing over fences and ascending/descending rope. Don't look back. Minor injuries to medium injuries (like scratches and bites) will not be noticed until you calm down some. You will not stay in high stress normally unless you are still in combat or have taken the brooding trait. You are quick to anger in this level. Massive tremors prevent timely lockpicking. By the time you have that door open, you're either being eaten, or back into the medium levels of stress. Spend your time running. Time to pop open that wine bud. Fatal levels of stress can cause heart palpitations and overweight players will likely suffer a heart attack. Your body is shutting down and needs rest, you are blacking out. You are distinctly aware of injuries, stamina recovers slowly, you're basically one of them. Very real chance of death unless you find a safe place to rest. Can't bring the stress down with alcohol or smokes. Both will make your situation worse. This is what I came up with. I think the panic mechanic is outdated and needs an overhaul or total rework. I think even encountering one zed and getting panicked is silly.
  18. GENERALLY In my opinion PZ so far has a lot of potentials. And in comparison with other survival games it feels more complete. I know that the game is still in Alpha test, however i would like to make a suggestion of some features that could - in my opinion - fit perfectly the game. IDEAS More interaction with the environment e.x the animation of sitting on the chair, sleeping on the bed or the couch, or generally move, destroy the furniture's. More crafting features e.x more lighting recipes ( torches, lamps ), items - or item recipes - ( power generator which it will produce light to the building HOWEVER it will make a lot of noise which could attract a lot zombies ) Vehicles 3 for now in my opinion that should be added. All critiques are accepted!!!!
  19. Since I am new to this, i'll jump straight to the stuff WE NEED A NAUSEATED MOODLE do you ever wonder why your player character never feels bad around decaying flesh zeds? They would stink, really stink, enough to make 'early player character' vomit when facing a zombie or a horde o' zombies. basically, -reduce accuracy -increase chances of vomiting in front of zombies every level(?) -attract zombies when vomiting -hard time sleeping when there is a zombie's body in your room or house and if you don't clean your weapons, you will get this moodle.
  20. Should be great if player 2 or even 3 and 4 be able to use extra monitors without Multiple Monitor Software
  21. Game starts 1. In the beginning, you get a semi-random home depending on the proffession, not always a house, maybe not even a roof over your head, just a home you had the time. 2. After you choose a proffesion, you'll have a choice, to either do the one thing the game would ever tell you to do, which is do what the proffesion is, and where they want you to do it. Just to familiarize you with what you're supposed to know how to do. 3. However, if you don't need to, or don't want to, you don't have to, you could just start familiarizing yourself with the people, or the places around you, maybe find out who you'll befriend, rob, and/or kill. Get an early start on your home fortification, or you could just go nuts and start raging on people before the chaos even hits (GTA style). Or you could just roam or something. From Order to Chaos and Back 1. After the first day, panic hits, and the virus spreads within hours. 2. Since the game is already random with zombies, the timing of the full blown riot can vary. 3. As the riots continue from dusk till dawn and beyond, you'll see the zombie population growing, and your fellow human population dwindling right before your very eyes. 4. The military begins the quarantine, they set up outposts, they block the roads, they do sweeps on land and air, killing zombies and people alike, just taking orders. The End Times A. With the military only able to do so much, the zombie populations around you continue to rapidly grow. B. With the military ordered to hold the line and shoot everything that moves, many of their outposts and road blocks quickly became low on ammunition and couldn't hold out, the quarantines failed. C. With quarantine, after quarantine failing, the panic now spread across the country, the people realizing their government could not protect them any longer, decided to revolt by taking what they wanted and needed and leaving, the government fell. D. The game would normally start here. E. With the military not getting orders from up high anymore, or getting fresh intel from central HQ, the military itself simply disbanded. F. Most soldiers decided to go there own way, they will become survivors just like you, but better equiped, and you will either befriend them, rob them, and/or kill them. Extra Ideas Aging. With aging, you would be able to pick which age to start from, and depending on what age you are, there would be some extra buffs and debuffs to come with it. Plus, after a long time of this shit, zombies would eventually slow down, weaken, and then simply die from deterioration, the zombie population would eventually descend. Dreams & Hallucinations. Somehow, dreams and hallucinations have to be a thing in this game. Love ya, PEACE!
  22. Hi Guys, I've been following PZ since it was in its early days, and may I say it's certainly coming on. It's not often I find myself on forums but tonight I feel (after playing PZ for a few hours), my time to make some suggestions has come. So far I am enjoying the PZ experience as I am totally into Survival RPG games, and as far as I'm concerned this is the only legitimate Zombie simulator, so thankyou to the Indy Stone team for continuing their efforts on this game, Thumbs up guys!! Now, onto some suggestions... I apologise if anything here has already been covered in previous threads; First and foremost, whilst playing PZ I usually hold up in the Large warehouse to the north of Muldraugh. This just so happens to get very cold at night... And currently I cannot find any other warmer clothing than a Sweater, Pants and shoes... Are we going to see coats (protection from rain), hiking boots and equipment? etc... Another small point is perhaps clothing and footwear should slowly wear out, giving use to ALL the other clothing in game. I'm sure I had seen sleeping bags mentioned somewhere, but perhaps these could be found in the world and crafted from a few sheets, a pillow, a needle and thread (which I've also seen mentioned, I believe needle and thread are already being added in game). Bleeding: When a player is bleeding and is not bandaged, it would make sense for them to leave a visual trail of blood... this could be used to track down other players... Stop this by bandaging the wound. Trails should be removable with cleaning items. I would also suggest adding this into the hunting section for tracking animals when that gunshot doesn't deliver a fatal blow.. (are you adding deers etc?) I have heard that RJ is working on the firearms and has been working on attachments.. I'm just wondering if a silencer has been considered... Kinda important... but again, hard if not impossible to craft these items would be RARE! PLEASE reduce the amount for PAINT spawns! Seriously... it's ridiculous how much paint I have! (which I will never use! Good idea though ) Have the team taken into consideration about Illnesses? I mean catching a cold will make you sneeze etc, have you thought at all about belching and passing wind after eating? Random coughs perhaps... You know, that situation where your hiding in the closet as a heard of hungry zeds pass through the house, your absolutely terrified and what do you know.. out comes a little toot... phew! HATS! Yes, Hats.... where are all the hats!? Aches and Pains? Presumably from running a lot. I know this fits closely with fatigue but I think the pain of hurting feet could be a big issue, maybe stress the player out and most noticeably slows the players run and walk speed.... I know this was already refused... but hygiene... seriously guys... no hygiene? MUSIC! This should be one of the major forms of stress relief! Find an old CD player and some CDs? An IPOD perhaps, maybe even a MP3 player! With the use of batteries and headphones this would muffle all sound but would be very relaxing. DRUGS! What else in the world would YOU do during a zombie apocalypse? I know you guys are looking at a season system in which to implement the cold weathers of winter and the hot sticky sun of the summer... I just wanted to point out the fact of walking sounds and tracks. If you implement snowing, footprints MUST follow along with the AWESOME sound snow makes under your feet. Also in the autumn, you'd have the problem of those pesky leave crushing under your feet. POCKETS! HAS ANYONE THOUGHT OF POCKETS? For example your character may be able to carry SO much in weight... but where the hell does he put 400 nails when all he is wearing is underwear...? Following this point perhaps your 'Naked' char should only be able to carry so many items... but when wearing clothes adds a higher limit to the number of items the player could carry. Thus limiting the weight and number of items a player can carry... logical? HAIR! Has anyone considered the fact hair grows.... PUT A USE TO THE INGAME RAZOR !? That said I'm sure there are many other suggestions I could bore you with, but as it's 4:10am I think I'll leave it here. Please leave me some feedback and again apologies if some of this content has already been covered in other threads. Finally, I would just like to say that you guys at the Indy Stone ROCK! You have created a masterpiece from scratch and despite the world taking a keen interest in zombies, you guys have made the ONLY zombie game which comes close to actual zombie survival. Well done! - Wiizzy (PZ Fan - Survivor)
  23. TO THE DEVS AND ANYONE ELSE WHO CARES! Introduction: So far, the game is pretty cool. I can't wait for further updates, and I have some ideas for updates that in my opinion would really improve the game. I update this post a lot instead of making new threads, so this is where you'll find all of my ideas. And there are many of them. If added, these in my opinion would go beyond expectations of the finished product. -WARNING!- This list is QUITE extensive. Anyone who desires to see this, I hope you like reading. -Downtown: Overpasses, clogged roads full of abandoned and burned out cars to loot, and many buildings such as skyscrapers to explore. A massive amount of zombies would probably inhabit this area, but higher value loot could be found. This area would be very useful to loot, but basing here wouldn't always be the best of ideas, because this area may have more zombies in a single street than an entire 4 blocks in the suburbs. -FORMER Military presence: Especially in the Downtown area and later in the game, such as a month or so after the inicial reports, there should be a former military presence that was overwhelmed. Evidence such as broken tanks and fatigue-clad zombies would look really cool. Ammo caches and barb wire barricades would be there as well, and higher-tier weapons could be found on soldier's bodies or in demolished tanks and humvees. As time passes on, more tanks and soldiers could be found, some alive, some not so lucky. Would add 2 new types of NPCs, one survivor and one zombie. The soldier zombie, which would behave like any other, just harder to kill due to wearing body armor. The soldier, which would be a standard recruitable survivor would be well armed and wear body armor. A valuable addition to the team, probably more agreeable to your decisions than normal survivors due to discipline training, though just like anyone else they would have perks and disadvantages. I outline former because military aid is in the no section. I mean by this that the military lost already. There may be surviving soldiers, but there will be no support by the entire thing. These areas would appear after the mass retreat effort. (see below) One more thing. This is a sensitive topic, because Military aid is on the NO list. Doomed Safe Zones: I think you should be able to find small/medium safe zones earlier in the game. Places where you can trade, talk to NPCs, and other stuff. Armed guards would be on top of the wall (assuming there is one) and if you pulled a weapon inside a safe zone, you would be killed or warned to put it away. Now, I can guess what some people would say about this. "But then, we could just chill there forever and the game would be boring!" That is why I propose an event, that would happen 3-8 months into the safe zone's existance. Neverending waves of zombies would spawn around the camp and overrun it, killing everyone or forcing them out. Once everyone is gone or dead, the waves would end. This way, there is incentive to seek those places before they are gone, and leave quickly afterwards, or risk being mauled by the dozens of zombies inevitably headed there. -Military-Grade/better weaponry: Nothing too ridiculous, such as a rocket launcher. Items such as fully automatic assault rifles and higher tier pistols and shotguns would be good, and could be found in the Downtown or anywhere else that had a military perimeter set up. A few examples with names are: Assault Rifle: Just what it sounds like. Fully automatic, medium accuracy gun. Incredibly rare, only found in military barricades/tanks, or, even more rarely, on a dead soldier. Hunting Rifle: Semi-auto bolt action rifle. Scopes could be used on it (See attachments) Rare, but about as common as a shotgun. Requires .40 caliber bullets, loaded without a magazine. Found in gunsafes and wardrobes. Tactical Shotgun: Full auto low accuracy weapon with a good spread. Slightly less rare than an assault rifle. Found in the same places as an assault rifle. Sniper Rifles: Semi-auto mag fed sniper rifle. Comes with a scope. Found in, you guessed it, same places as the assault rifle, with a single difference. Never found in tanks, but sometimes found on second-to-higher floors of buildings near military stuff, usually on a body or on the floor near an open window/window. -Proper Grenades: I am dedicating an entire section on this because A. it would be super cool and B. They would be super useful. Now, molotovs are already implemented (albeit hard to obtain and even harder to use) but I am talking about grenades like frags and gas grenades. Both of these would be incredibly rare (Gas grenades less so) and single use. Grenades would be incredibly loud but the shrapnel could wipe out a good amount of zombies if they were fairly close together. They would only be found at military barricades, on dead soldiers, and in tanks. These explosives would usually be found in 2s or 3s, but occasionally you may find a box of them (Like a box of bullets but heavier and contains 6 grenades. You could box them just like normal bullets too) Gas grenades would not explode, just release a visible grayish cloud that would hover around for 10 or so seconds. Those inside the cloud would be rendered almost completely blind and slowed without a gas mask (see more clothing) and would cough, attracting zombies. The coughing would not happen to zombies but they would be blinded and slowed as well. They would be found rarely in police stations and police car trunks and occasionally in military areas. -Attachments: Rarely, attachments could be found in military barricades and such. Some would be only compatable with military weapons. Scope: When used, Cuts down your peripheral vision to straight ahead of you and increases your line of sight (ignoring shortsightedness and such) and allowing you to move the screen pretty far away. Normally the gun you would have this attached to (eg. Hunting Rifle) would be accurate enough to hit whatever you have targeted. Forward Grip: Best used for shotguns. Cuts down your recoil by a lot and increases accuracy. Bipod: Usable at windows, low walls and while proning (a possible addition?) Would increase your accuracy impeccably. You can hit a zombie a mile or 2 away. Suppressor: Different sizes of suppressors would fit different guns. It would soften the noise of your gun going off at the cost of some accuracy and damage. Dual Mags*: *These must be crafted, not found* Once you have fully loaded 2 magazines, grab some duct tape and right click your mag. As long as there are 2 fully loaded in your inventory, you can craft this. Once you do, it would make a dual mag with a sprite that looks like 2 mags taped together at the bottom. Using this would double (or triple, depending on reloading skill) your reloading speed. Only craftable at reloading difficulty medium. -Working vehicles: Such as an old beater sedan or a pickup truck, maybe even a humvee. Would require maintenance and fuel, excluding bicycles. Advantages would be better protection when traveling and the ability to run zombies down, as well as faster travel, and cargo space like the trunk of a car or the back of a pickup. Disadvantages would include being loud, and the fact that the noise you just made attacted a massive horde that surrounded your car, so big that you can't move. Maybe it wasn't such a good idea to see if the car horn worked, you think as the horde breaks your driver side window and drags you out of the car, moaning and tearing you apart. Another thing would be switching seats inside the car. Driver get his brains blown out on the highway? Open the door, push him out and take over as driver. (Assuming you haven't crashed yet) I also think upgrading your vehicle should be an option: -Upgrading Vehicles: Add a Welding tool, and I think you should be able to add some things to your car, such as plates on the sides and covers for windows, and maybe barb wire to the top or something. These would require a carpentry level of 3 to do. PS: Tanks are overpowered. I would not suggest adding them as a working vehicle, more like a large container to be found in the city around barricades and other places the military tried to hold out. PPS: I know these are a planned feature, but I am just reinforcing it and giving ideas for other vehicles. PPPS: Hordes and hitting zombies and survivors in large quantities should slow you down, and massive clumps of zombies could stop your car altogether. -Helicopter crashes. That annoying helicopter that passes over your head not even thinking of rescuing you. The one that those zombies followed, leading them directly to your house. There should be a small chance that a helicopter may go down, causing fires and a loud explosion attacted zombies. The good side is if this is a military chopper, it could carry some very nice new weapons. There could be three types of helicopters, Medvac helos carrying medical supplies, Military helos that could hold some very valuable loot, and news/civilian helicopters possibly filled with food and other goodies. -A Metro System: I am sure someone else has already posted something like this, but I would love to see another layer added to the game. In the first bit, trains screeming across the tracks unable to stop due to the fact the driver died with his head leaning on the throttle. Smashed up trains that hit eachother farther down the tracks and later on when the electricity runs out stopped trains empty or full of the dead. The metro system would havefer a "safer" way around only found in the downtown area. Only one problem I see, are they even subways in Kentucky? -More distractors: Throwing a glass bottle or a rock would make a little noise and would be pointed away from you. A nice little getaway help when the horde down the road can't see you yet and you want them outta the way. -NPC survivor groups: Other, interactable groups with their own base and leader. Some would be bandits and kill you on sight for you stuff, others would be friendly groups of people eager to help any way they can. -NPC AI improvements and more speech: Such as differing personalities, and more communication. A few samples and scenarios are: After running a long distance, one guy says: "*huff* Guys, I really need a rest.*puff*" After a zombie attack, one man says: "*huff* ♥♥♥♥er... almost got me! *puff*" Moodle examples: Sick-"I really don't feel so good, guys. Very Sick: "Uhhhgh... *throws up*" (smell attracts zombies) Bored: "Guys, not to be needy, but there is nothing to do. Could you spare a book or somthin'?" Angry at leader or group member: "♥♥♥♥, why do you have to be such a ♥♥♥♥♥ sometimes? Jesus!" -Military Events: PLEASE note these are NOT military aid. Both of these would probably be bad, actually. BOMBING RUNS: Occasionally, messages should be broadcast on the radio (Which would then be useful) which would tell you when the government would do these. Bombing Runs would be events where certain infested parts of the city would be targeted for a last-ditch effort to clear them, a plane loaded with explosives to drop. A block or so would be severely damaged and set on fire from the explosion. This can help or hinder. The noise would attract zombies away or toward you. It would kill almost every zombie in that area, but hopefully you aren't there when it happens. This event would happen a maximum of 3 times and about a month or more in to the apocalypse. THE TECHNICAL SIDE OF THIS: Everybody who doesn't care how this might work code wise, skip this. After the time period set for safety is up, the game should scan for mass quantities of zombies. Hordes and such or just a large concentration, perhaps. Once the game finds the desired location, the message should appear and the event commence. This would tie in with the unlucky/lucky perks and Sadist Movie Director. Unlucky means the game would try to target somewhere closer to you, if not on top of you. SMD would also influence this. If SMD threw a whole load of bad atcha, this would be one of those bads. If SMD is handing you good stuff, it would try to push the killzone away. Radio messages should also say WHERE the event is taking place. This means adding road markers, such as Pleasant St. The radio would declare the road about a day before this event would take place, or whenever the area is selected by the game. MILITARY CLEAR-OUT: This corresponds with Former Military Presence. This is a message which would appear about 3 weeks after the city is quarantined. Basically, it is a mass retreat effort. Chaos would ensue as surviving soldiers and other personal desperately attempt to leave the city, killing everything in their way. If you are near a major roadway or the city centre, you may see a military convoy or lone humvee laying on the gas trying to get the hell out of the city, guns blazing. They would stop for nothing, and run you down if you get in the way. It would require a new AI, though, one that made it so they were hostile towards you but wouldn't chase you. Zombies would also be their priority, not attacking you unless you are right in the way or alone. If you are in the way, though, chances are they won't shoot you, instead swerving around you or just plain running you over. The noise from the trucks and guns may attract zombies, but on the bright side, they may clear out your street. They might crash, too, offering some nice loot. And, speaking of car crashes... -Car Fragmentation Physics: Okay, before I say anything, I KNOW this is ambitious for a 2D/3D game, okay? I just think it would be cool. Example Scenario: You are driving as fast as you can, trying to get away from that bandit in the pickup truck chasing you. He shoots at you, getting ever closer, when suddenly..... A WILD POLE APPEARS! You smash head on into the traffic light, crumpling the front of your sedan and sending pieces everywhere. Your windshield shatters and your airbag goes off. The car catches fire and the bandit stops, getting out and pulling you out of the car's shattered driver-side window. You fade in and out of unconciousness, and pass out just as he pulls the trigger to the gun pressed to your skull. The point of that little story is it mentions a few key things I'd like to talk about. 1: The Chase. Bandits could have AI that allows them to own their own car or steal take one, and chase you down and run you off the road in order to kill you. You could do the same, chasing survivors in your car to kill them and loot them. 2: The Shootout. A small weapon, such as the pistol or an SMG, could be fired out the window by passengers. You could aim it towards behind you, or in front, or the side you are on. ex: Shooting out the right passenger door would not allow you to fire left. 3: Environmental Damage. Running over shrubs, hitting thin trees or driving through fences would knock them over or otherwise damage or dent them. More heavy or metal objects, such as the traffic light pole mentioned in the scenario, would dent and tilt over when hit hard enough. Other things such as brick walls would dent but not break. 4: Pieces. Crashing or otherwise damaging your vehicle would send small bits of metal and/or glass. 5: Animations. Such as an airbag going off obstructing your vision or the back of your car lifting off the ground a little. Subtle stuff, nothing huge. 6: Bigger Animations. Driving across a bridge and going through the railing would make your car tilt downwards and sail off the bridge into the water/road below. The landing would have a chance to break your axles, rendering your car useless. Landing in the water would either kill you right away, or you would have to press the key to leave the car. Instead of opening the door, you would kick out the windshield and swim up. (If your car has no windshield, you would just swim up) (Also, explanation for breaking the windshield instead of exiting has to do with water pressure making you unable to open your doors underwater) If your car catches fire, it will explode after a while unless you put it out, sending pieces everywhere making a lot of noise and leaving a burned out shell of a car. Another could be car rollovers, if you turn to hard in a top heavy car, roll into a ditch, drive sideways on a steep area, or are hit hard enough by another car. 7: Unconsciousness. Crashing your car at a high enough speed would have a chance to knock you out for an hour or so. On multiplayer, this would be reduced to a half hour ingame (30 seconds) because time doesn't accelerate when you sleep. 8: Dragging somebody out. I mentioned this earlier, l but didn't explain it. Crashing your car with zombies or bandits around would attract them, and to get you out they would either: Drag you out the window (Zombies would always do this, and bandits would if your door is locked) Open the door and pull you out: (Teammates would do this to rescue you and bandits to kill you. Players would be able to do this to NPCs and other players.) Dragging you out the windshield: (Just another way to get someone out if the doors are blocked) Of course, you can always just point your gun through a window and kill someone without dragging them out. If you are a nice guy, you could save an unconscious player/npc from a burning car. PS: ALL of these apply not just to crashed cars. If you park or stop, people or zombies can break your windshield or windows and pull you out regardless to car damage. The Chase PLEASE NOTE: This is not the same thing as the fragmentation physics mini heading. By this, I mean the military. You are driving down the road, looking for points of interest to loot, when you see something ahead. A large olive truck in the distance, with a few uniformed men walking around it. A barricade sits on the road, and as you get closer you realize... The truck you saw earlier is a URAL, and the men are soldiers. You are driving towards a military roadblock! It is too late to turn around. They see your car and start yelling, rushing towards you. You stop at the barricade. A man with an assault rifle opens your door and yells at you to get out. You comply, with your hands up. They surround you and pat you down. Then, one man says, "We're done here. Shoot him." You gasp in shock, and the man points his gun at you. You run back into your car before he can hit you, and drive as fast as you can. Bullets hit all around you as you smash through the barricade, and they pursue you in the URAL. The chase is on. What I mean by this story is there would be the odd remaining military roadblock or other military occupied space. If you tried to run after they saw you or stopped like they said to, they would kill you. Running or driving away would make them pursue you to try and run you off the road. Meeting roadblocks like this would only happen early on in the game. Later, they would be abandoned or infested. -More Clothing: Themed outfits, such as a lab coat, hazmat suit, or fatigues would be cool. Armor, such as military outfits, could protect against small-caliber gunfire to an extent, and helmets would help with glancing headshots. Also, gasmasks should be available for protection against gas grenades (seen above) and smoke (seen below) -Fire improvements: If a house catches fire, smoke should fill the home, cutting down your vision and making you cough, attracted zeds. It would also eventually kill you.With the gas mask I mentioned earlier, these effects would not occur (except a slight vision impairment. Also, wine bottles should be readded so you can create molotovs again. -More Scenery, structures, and layers: I mentioned this a tad bit in the Downtown section. I'll go over them in order. MORE SCENERY: This ties in with the structures thing. Swerve marks, decomposed/eaten corpses, and blood splatters that were there before you ever went into homes. Previously ransacked homes with clothes, drawers, and other miscellaneous stuff strewn around. Stuff that tells a story, makes you think, like these examples: Example 1: You are walking down the road when you see brake marks swerving to the left. you follow them and see a car crashed into a large tree with the skeleton of the driver still inside. Closer inspection reveals bullet marks all over the car and the skeleton's skull has a sizable hole in it. What happened here? the trunk was obviously pryed open with a crowbar and it has been visibly picked through. Example 2: You enter a house with the door already broken down. There is stuff everywhere, knocked over shelves, the couch moved, etc. Upstairs, you see blood splatters and other evidence of a struggle. A rotting corpse sits inside the bedroom, with visible bullet holes in his chest and head. On the wall, a message written in the man's blood, says: I TOLD YOU TO LEAVE ME ALONE (example ^^^) Other things would be traffic jams full of zombies on overpasses and highways, people who obviously tried to leave but were caught in the mass retreat effort that clogged the roadways, making them stuck and easy prey to the infected. MORE STRUCTURES: Taller office buildings, overpasses and such. I am aware of the height limit. MORE LAYERS: Overpasses and office buildings would add higher areas to the game and the downtown would use that a lot. Overpasses would also be fairly high off the ground, too. Underground layers may include a sewer if that is ever implemented. EVEN MORE ANIMATIONS! Some that would be kinda neat but mostly aesthetic would be zombies eating corpses, possibly distracting them or enticing them to leave you alone and continue eating. They might look up at you from their food, following you with their gaze, then turning around and continuing to eat in a crouched position. Another animation could be a sleeping animation, laying on the bed or sitting down in a chair. Depending on how good your sleep is, other players may see you toss and turn. Sleeping stuff: Something I would find interesting would be more things about sleeping. Occasionally, your character could have nightmares, suddenly waking up in the middle of the night with a panic moodle. Spiffo plushes could lower your chances of having nightmares and so could other perks. More sleeping stuff is your sleep could be effected by what you sleep on. Sleeping on a wooden chair or otherwise hard surface would yield a bad sleep, and beds and such a good one. There could also be a perk that allows you to sleep almost anywhere comfortable and one that makes it hard to sleep without comfort. More random events: -Survivor Car Crash -Bandit Shootout -Bandit Chasing another Survivor (car or foot) -Bandit versus Military Shootout -Horde Attacking Survivor Safehouse/Base -Base Raid CONCLUSION: Most of these would come in later updates, though, because they would require a fair bit of work. These, in my opinion, would improve the game exponentially and I would love to see these come true, if possible. They would take quite a bit of time and effort to complete, but I think they would literally blow away everyone if added. PS: I am quite aware now that Kentucky is fairly rural and cities like the ones as depicted here are rare, but that suggestion is mostly for the fictional area, Knox County. Thank you for reading this, and leave comments if you like it.
  24. I don't know how game design works, or how difficult this would be to set up, and I suppose it doesn't nessecarily have to do this. One thing I always enjoyed from dwarf fortress, (Even having never played it) was that the story of your dwarves were so in depth. They all had back story, and the backstory was very far down the line. I would browse the internet and read in depth stories of how peoples kingdoms fell, and great warriors that were born in their kingdom, who fended off entire hordes of demons by themselves, dying and taking their fortress with them. Something I always thought would be cool for a game to do, would be if the game followed your charecter, and sort of took notes of the actions being done, all the important things they ever did, with logs and dates listed. Then on the forums, there could be a place where you can post the story of your survivor, and how they died. I feel like it would fit the over arching theme of project zomboid, since the story is essentially "this is how you died". I feel like this could be done without the game doing it for you, but details would be missing, and people would be less encouraged to post about their charecters demise. It would add a deeper level to your charecter, and when they die, you can look back and read their story, share it with your friends, and reel in the nostalgia. It also opens plenty of avenues for one to improve, by seeing how they made mistakes. Of course this wouldn't be a recent thing, but it's something I ponder about from time to time. Feel free to post your feelings about it, maybe we can get the attention of the big dogs (raccoons?) at the head of this company. Thanks for taking the time to read, and post if you did. -Redx6504
  25. Well, I've come up with plenty of ideas for PZ recently, some of them may be too ambitious, but here's the list: -A large variety of electricity generators, like solar panels as loot, craftable windmills, or perhaps portable gas generator... Also, some kind of input distributing devices near or inside the houses so it's possible to use electric stuff like stove and lights... Also, maybe locations as power dams or thermal stations -Some changes to the jumping from high places, because always breaking bones after jumping from second floor isn't that realistic to me, and it highly decreases he odds of survival... maybe adding a skill to handle that -Armored doors and walls, impossible to break down with sledgehammer or burn down, but there should be an ability to blow the doors open with explosives or a locksmith (picking) skill plus rare lootable tools for cracking the locks -Traps for players - mines, tripwires attached to shotguns or shelves with logs, or maybe disguised bear-pits -Skill(s) for repairing cars or setting up generators -More meds - for curing fever, performance enchancing drugs... I personally like how it was made in all fallout games - increasing stats, but a chance of dependency... Maybe a trait of resisting addiction -Major developing of character generation: ability to choose skills, age and so on...Also, jobs should affect skills -Adding perks which you can get by doing some challenges or reading special books -The sewer should be a source of water, but with high chance of contracting a desease which would cause fever... And an ability to purify it somehow, like adding rare lootable water filters, and boiling it - the more you purify it, the less chance of illness -Scavenger skill/trait/perk - now, I've faced a problem of getting loot on server after it's been active for a while, so maybe players with this could rarely get hidden loot from the containers... Also, it should be worth a lot of trait points or whatever, because otherwise it'll ruin the balance Tell me what you think, so I may come up with more ideas BTW, nice work making the game... I hope there'll be much more updates in the future!
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