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  1. This going to be a slew of ideas, I'll group them with similar ideas This is going to be very long so if any of this seems too far fetched/ game breaking, just skip it. I don't mind I'm also sorry if this any of these ideas were addressed somewhere else Loneliness and Bonding —Add a loneliness moodle (e.g. lonely<isolated<feeling desolate<desperate for attention) causes unhappiness similar to boredom —Can name items for different effects (e.g. naming a weapon can slightly increase resistance to panic [you are more confident with the weapon], tools can be named for increase speed/efficiency (minor though) you can find and name houseplants, fish (get them at a supermarket, place a tank found in the store in your base and carry the fish in a plastic bag or bottle), and eventually dogs as well. In the case of fish and houseplant you will need to spend water for watering and water changes/cleaning, and fishes would need to be fed certain foods (fish pellets at the store, fish bait from foraging) and perhaps fertilizer for the houseplants. These would fulfill the loneliness moodle if you don't have, or don't want to be around other players/NPCs. Each living thing would have different levels of effect (houseplant<fish<dog/cat), and if you don't care for them they will die and you will get a decent hit to your unhappiness with a similar in proportion to the living thing's loneliness modifier. Same with tools and weapons if you lose (leave it alone far away for too long) or break it. —In order to prevent players from naming everything for a bonus, they would need to use the tool/weapon for a while (I don't think this should apply to pets and houseplants since getting them should be the challenge) (damaging the item making it more costly to name unless you can repair) and you can only name one from each category (tool, melee weapon, gun, one fish tank with a max of 3-5 fish [maybe, less for a fish bowl—and making it harder to clean—] a handful of plants, and maybe 1-3 dogs). Houseplants and fish 6 months after should be extremely rare, maybe you have to catch the fish or find a pretty wildflower in order to have a something with a similar, but less effective property. Weapon Inspection, Condition, Improvised Weapons, and Possible Throwing —Weapons should have an inspection action like tailoring clothing (this could already be planned). However, there could be a "structurally weaking damage" wear type. For example your bat has a crack in the handle, the bat is still in good condition barring the obvious, this crack has a certain percentage or number that can cause the whole weapon to fail when in use. It may be mitigated by certain repairs, but most likely it won't completely fix the damage (you'd better finding a new one or making one if you want perfect). If it has a critical fail when the overall condition is still high, it would surprise your character causing increase panic (at least when using it fighting zombies). It would also make named weapons more likely to break. To not make weapons completely infuriating, they would have great conditions overall and break "normally" less frequently. —There could be the possibility of making some normal items a last-ditch-effort weapon. Chairs come to mind as a medium damage weapon with high stamina demand and very slow animations/swings. Maybe make the Chair able to keep zombies away from by readying/aiming, but this would also use up stamina fast (increasing with the number of zombies). Any item with some heft/pointy end that can be handled effectively can be included as an 'Improvised weapon". —The ability to throw weapons would be a nice feature to give variety to combat. You can throw spears, single handed blunt weapons (maybe two handed), and bladed, each with a different effect. Non-bladed weapons would "DONK" and maybe knock the zombie over with about the same damage of one hit with the same weapon. Bladed weapons like a hatchet or a knife would stab /chop into the zombie doing more damage (perhaps a few swings) with less knockover effect, and spear would be powerful but at a higher cost (they break easier used this way, have very little knockover effect, and have a much smaller chance of hitting the head—the only time it does reasonable damage). Each weapon may also have a chance to hit effectively (going up with a skill). If the check fails the weapon hits the zombie with the handle or some other ineffective spot and does very little if anything. This could be done with improvised weapons as well (think "Dudes of Hazmat" with the cans). Motivation, Willpower and Moodle changes —Could there be a motivation system in place? If one is bored, then one wouldn't be motivated to do tedious work like crafting certain items, tailoring, etc. Other moodles could have effects on different tasks, but the main effector of motivation would be the unhappy moodle. The unhappy moodle doesn't really have a major effect that really burdens the player. When depressed, the character won't want to do most actions (basically anything that the player has direct control over: moving, fighting, and looting with the same slow looting/organizing debuff wouldn't be affected). This represents the character starting to give up. It makes the mental moodles more effective especially unhappiness, which i would say should be one of the major survival moodle. Maybe (distracted, unmotivated, apathetic, vegetative) it could also be a form of "focus" from doing too much mentally straining activities. The higher the unhappiness, stress, or boredom the faster the moodle sets in. Plus, it could also make you feel more fatigued as a form of being unmotivated to move. —However, I don't think control of the character shouldn't be given up. No hard locking action when you would think even when depressed your character would still perform the action. This is where "Willpower" would come in. Whether this would be another moodle or some unseen number like nutrition. It would allow the character do things outside of their natural ability, including doing things that they aren't naturally motivated to do. This would be a precious commodity that would be hard to recover as you would need to have no negative effects or maybe positive effects like a "satiated" moodle for unhappiness like "content". *Note: I don't want to bombard everyone with 126 gallon-load of new moodles especially when so many of them have little difference so if any of these ideas could just be added to pre existing moodles that would work too —Stress maybe could have a chance to send you into extreme panic (i.e. a panic attack) the deeper you are into that moodle. I also believe there could be more separation from panic (fear), being its own gnawing dull pain (stress) when it comes to the effects of game play. As said above it would increase the chance to become panicked, and make it so that it becomes harder to get rid of panic. It could be more like boredom in the sense that it causes panic rather than causing a drop in damage and accuracy. Either panic or stress (I think stress) could have a paranoia effect making sounds like zombie moans, rustling while in the woods, and other sounds that could be hear in a normal dangerous situation (if stress is chosen then it would give other effects beside causing panic. —Hunger, I think, shouldn't kill you so fast rather it should cause loss of fat and muscle. This would make a obese and overweight traits worth less points, though. the loss of muscle would result in the loss of strength and fitness. Making hunger less lethal (you will still die after several days as dying after weeks would take too long), but a very detrimental moodle to have for the long run. hunger should also be a little harder to satisfy —Wet moodle shouldn't cause a cold and only effect would be getting warm is harder and freezing is faster. However, I think colds should, along with other possible disease (like norovirus that causes a faster loss of hunger) should be contracted in a normal way, through fomites and food. Being dirty would cause your character to pick up disease more often, and maybe eating food without clean tableware would increase the chance getting a disease while eating with tableware would decrease it (though chips and the like wouldn't have the same effect as cooked and fresh food). This could make it harder to prevent colds and other diseases. (clean hands means a clean body) Survival changes —Survival tools seem to be too unrealistic. A stone hammer, as it is, would be wasting time with trying to attach a handle to a stone. Instead a stone by itself or maybe knapping a stone with another stone would make a hammer stone would be better. It could have a chance to hurt your hand like furrowing with hands, and would be still inefficient maybe even more so. However, the axe is the complete opposite. An axe would take forever to make irl. It's not just tying a stone with a knapped edge onto a stick. There is two different types of stone axes that I can think of: celts and grooved stones (pictured below). both involve either finding a good shaped stone or knapping a stone into a shape that can be polished down into a head that has a sharp edge with the same polishing technique. This takes a long time. Even the Acheulean hand axes used by our ancestors took a long time to make with a lot of different skills needed. The only way I can think of making an axe/ axe like tool quickly is by polishing and knapping a stone into a easily held wedge that can be used as a handaxe or a chisel, but this wouldn't be able to cut down a large tree as I guess that would take days. In the survival crafting menu you can knap two stone to make hammerstones and crude stone edge (chipped stone). In order to make a axe head or the chisel I talked about you would need to have water/ be near water and have the chipped stone and another stone (though sand is usually used, but that could be too much) so that you can polished the knapped stone into an axe head (which stone axes would be better than chisels, but worst than modern axes. —Another change would be to make a forage only fire starter that is even weaker/inefficient than the notched plank and a sturdy stick. Man-made wood would be easier to work with (flat board easy to drill into and a smooth stick would be easier to handle), but you could definitely use sticks to make a similar friction fire. Perhaps have it called a fire plow (since it is another type of friction fire starter type that would make it distiquable from the hand drill method) you can make the fire plow (the stick) the fire stick (for a lack of a better name then "board") out of sticks. For balance it'll break quickly, and will not make fires very well unless with a skill, maybe. Just something for the survival nerds like me. (most of this comes from experience) Thanks for any consideration. I'm open to any discussion about these ideas.
  2. Years ago Eudoxio created the server Death & Decay for Project Zomboid. It was a heavy role playing server that managed to bring together an amazing community of players, stories, and memories. Sadly due to financial instability, Eudoxio had to close the server back in 2017 after 2 years of running. Since then I've decided to get back touch with him. especially with animations being right around the corner: and asked if I could personally take over the server and reopen it with a new host and he was happy to contribute and bring this wonderful server back to life. So without further ado! Death & Decay: Sunrise Hello everyone and welcome back to the 5th season of Death & Decay! I know what you're thinking and yes it has been a while.. No we're not dead, In fact we're alive and better than ever! So we hope to see you soon, Survivors! Server Information IP: 185.249.196.118 | 17300 Build: 40.43 Server restart times: 12:00AM - 6:00AM - 12:00PM - 6:00PM Server Location: Dallas, US Server Language: English/Spanish Season 5 start date: 12/14/2019 Player slots: 20 If you'd like to stop by and say hello, the forums and Discord are always open! Along with that, we've linked our Patreon below if you'd like to help support the server! Discord: https://discord.gg/R8XHESC Forums: http://deathanddecay.boards.net/ Patreon: https://www.patreon.com/Deathanddecaysunrise _________________________________________________________________________ Server Rules: (OOC) Usernames: Please refrain from using usernames that are too complicated or use symbols. Keep it simple! Use a name suited for Roleplaying. No Metagaming: If you get some information from the forum or the discord, your character doesn't know what you know! Please play it as such. If you die and change your character, find a story on how you "found" your current living location as is. Dont "Kill On Sight" (KOS): Don't just kill someone after running up to them - if you get the itch for murder, you can find plenty of legitimate reasons to shoot at people. If you have a problem with someone, signal the staff and we'll resolve the problem. Griefing is Not Allowed: Don't break other people's stuff for no reason! Have a heart. Stealing: Stealing is allowed but only in character, so leave a note hinting you did it. That way people could play as detectives if they wanted! Be Respectful of Others: Use your judgment when playing your character. Don't go over the line. We're all here to have fun after all! Role Playing Rules: (IC) Use *R* when speaking in global chat: Putting *R* before what you type indicated to other people that you're speaking on the global radio. Use (parentheses) when speaking OOC: Try to keep the OOC (Out Of Character) chat to a minimum in game, but it's completely normal to have to say something 'Out Of Character' at some point. Use parentheses when you do so. Try to stay in character: We're not always asking for extremely deep storylines, but try to have at least SOME idea of who your character is, what they were before the apocalypse, how they survived up to where they are now. _________________________________________________________________________ We've come to the decision after a lot of thought that the sever should have brand new lore, and a new world. Seasons 1-4 were amazing and refreshing but Eudoxio and I thought it'd be nice for a new approach.. New Server Lore 6 months ago there was a mass epidemic, it spread through the world without notice for weeks and when top scientists realized what was happening it was already far to late. Originating from Japan, the virus quickly became airborne and spread globally.. Before long the Military had lost most of it's force, and major towns and cities were soon overrun and quarantined by what little troops remained. What was left afterwards was global destruction, cars piled on streets, bodies filling lakes and rivers, and entire city population decimated in days.. However before the collapse of civilization a cure was produced and released but only made it to a few city's military, never fully released to the public. _________________________________________________________________________ I also wanted to add as a side note that we are in fact planning on updating to the latest release (Animations), whenever that release may happen. We will be wiping the map, and removing all mods/maps due to potential issues regarding stability and performance. (We will be keeping the lore/character names if you'd like to continue your stories!) Once mods/maps are updated, and if they all work together well. We will be adding them back into the server. _________________________________________________________________________ New Server Mods & Maps (Necroforge & Cheatmenu are for staff) Mods: Hydrocraft ORGM Improved Build Menu Simple Food Spawn Organized Storage Hair Styles Global Radios Rename Weapons Zombie Cure Medical Cocktail ORGM Suppressor Blind Trait MoreBuild Creamatorium Wedge's Item Name Fixes NecroForge Cheatmenu Maps: Bedford Falls, Drayton Rebuild, Phoenix, South Muldraugh, Eerie Country, Lake Ivy, Over The River, Fetzen's East Muldraugh Nature Reserve. _________________________________________________________________________ Server Settings (Yeah there's a lot..) nightlengthmodifier=1.0 | PauseEmpty=true SafetySystem=true | ShowSafety=true SpawnItems=Nothing | HoursForLootRespawn=150 MaxItemsForLootRespawn=8 | ConstructionPreventsLootRespawn=true NoFireSpread=true | NoFire=false MinutesPerPage=0.2 | HoursForCorpseRemoval=240 PlayerSafehouse=true | SafehouseAllowTrepass=true SafehouseAllowFire=false | SafehouseAllowLoot=false SafehouseAllowRespawn=true | SafehouseDaySurvivedToClaim=12 SafeHouseRemovalTime=500 | AllowDestructionBySledgehammer=true SleepAllowed=true | sleepNeeded=false MaxAccountsPerUser=0 Day Length: 4 Hours | Start Month: June Start Day: 5 | Start Time: 5AM Water Shutoff: 2-6 Months | Electricity Shutoff: 2-6 Months House Alarm Frequency: Sometimes | Locked Houses Frequency: Rare Food Spoilage: Normal | Refrigerator Effectiveness: Normal Rotten Food Removal: -1 | Loot Respawn: Every 2 months Loot Seen Prevent Hours: 720 | Months Since Apocalypse: 0 Darkness During Night: Dark | Fire Spread: Off Generator Working In Exterior: On | Temperature: Normal Rain: Normal | Erosion Speed: (100 days) Erosion Days: 0 | Farming Speed: Normal Plant Resilience: Normal | Farming's Abundance: Normal Nature's Abundance: Normal | Compost Time: 2 Weeks Maximum Fog Intensity: Normal | Maximum Rain FX Intensity: Normal Enable Snow On Ground: Yes | Helicopter: Once Meta Event: Sometimes |Sleeping Event: Sometimes Generator Spawn: Rare | Generator Fuel Consumption: 0.5 Randomized House Chance: Rare | Annotated Map Chance: Sometimes Time Before Corpse Removal: -1 | Decaying Corpse Health Impact: Normal Blood Level: Normal | Food: Rare Weapon: Rare | Other: Rare XP Multiplier: 1.0 | Stats Decrease: Normal Endurance Regeneration: Normal | Nutrition: Yes Starter Kit: Nothing | Free Trait Points: 0 Player Built Construction Strength: Normal | Injury Severity: Normal Bone Fracture: Yes | Enable Vehicle: Yes Easy Use: No | Recent Survivor Vehicles: Low Zombie Attraction Multiplier: 1.0 | Car Spawn Rate: Low Chance Has Gas: Low | Initial Gas: Low Gas Consumption: 1.0 | Locked Frequency: Rare General Condition: Very Low | Car Wreck Congestion: Yes Car Alarms Frequency: Extremely Rare | Player Damaged From Crash: Yes Car Damage On Impact: Low | Siren Shutoff Hours: 0.0 Damage To Player Hit By Car: None | Clothing Degradation: Normal Speed: Fast shamblers | Strength: Normal Toughness: Normal | Transmission: Blood + Saliva Infection Mortality: 2-3 days | Reanimate Time: 0-12 hours Cognitive: Basic Navigation | Memory: Normal Decomposition: Slows + Weakens | Sight: Normal Hearing: Normal | Smell: Normal Environmental attacks: Yes | Damage construction: Yes Day/Night active: Both | Zombie triggering house alarms: Yes Speed: Fast Shamblers | Strength: Normal Toughness: Normal | Transmission: Blood + Saliva Infection Mortality: 2-3 Days | Reanimate Time: 0-12 Hours Cognitive: Basic Navigation | Memory: Normal Decomposition: Slows + Weakens | Sight: Normal Hearing: Normal | Smell: Normal Environmental Attacks: Yes | Damage Constructs: Yes Day/Night Active: Both | Zombie House Alarm Triggering: Yes Population Multiplier: 2.0 | Population Start Multiplier: 0.5 Population Peak Multiplier: 3.0 | Population Peak Day: 260 Respawn Hours: 72.0 | Respawn Unseen Hours: 16.0 Respawn Multiplier: 0.1 | Redistribute Hours: 12.0 Follow Sound Distance: 100 | Rally Group Size: 20 Rally Travel Distance: 20| Rally Group Separation: 15 Rally Group Radius: 3
  3. Hello, first of all, I am Legoland99 from the forums, creator of many custom buildings. I am planning on making a map, and need your help for that. I am wondering what kind of maps the community would like to see and play: a) A small City complete with suburbs, parks and such. A lot of undead. b) A wasteland type kind of environment with lots of burnt wreckages, half buried buildings, towns, bunkers, scarce resources and hordes of zombies. c) An overgrown game world after the apocalypse, with houses, buildings, gas stations, towns and other areas covered by greenery and ransacked. Scarce resources, high value areas with items such as nails, saws, car pieces or even guns. Car spawns are extremely rare and most of them are broken and require skills to repair them. Your chance to rebuilt society to an extent and make it yours. Most likely the c) map I would work on but I don't mind ideas, I can very well implement all of the maps into one, or compromise. Please share your ideas for buildings, areas and maps you would like to see.
  4. Hello everyone, my name is Austin and this is my first dev log for my project "Forbidden Colonies". The game started off as a pretty simple idea, just have a world map with nodes each node representing either your base, a tribe, or some sort of special encounter which I believe can be well portrayed with this picture. The game takes place in medieval times, archers warriors and such. The goal of the game is to increase your civilian count for your base and to keep your civilians alive you must keep them fed, and to gain food you can either farm it, hunt it, or steal it from other villages. Whenever you choose to attack a tribe, initiation an investigation on a node which can lead to your party being attacked, or defending your base from an attack, the screen goes into a combat mode, as portrayed below. This mode does need lots of work, background tiles, and AI is currently being worked also party members being created. At the beginning of the game you get to choose the classes of your party members which will change their stats. Each stat(Strength, Perception, and Leadership) will effect their role in your party. More strength = more damage, more perception = more knowledge on nodes, and more leadership increases your parties combat knowledge, attacking the right enemy, ect... All of the images above were sort of the beginning stages 3 months back but now i'm down to world generation, loading and saving, and more "pleasant to the eye" combat. After a few weeks or more of progress and constant coding and planning I have updated the world to look way better and more like an actual world map. I've also been able to implement attacking/pillaging villages so you're actually able to attack the villages, load the party of the tribal village, and loot resources. actively worked on saving and loading world data to get on top of that before I decided to add more information and different node types into the world. So now that is finished I can easily add different nodes into the algorithm with no trouble. It's a pretty simple code that has a set integer for width and height and sets each NodeType to a set integer and does pretty much the exact opposite for loading the Grid. It didn't take very long for me to finish the process and statements to finish the world generation to "almost perfection." But after that I had to dig into much more "difficult" processes and actions such as Combat with NPC AI and coding the A* Path finding algorithm. The algorithm is complete and works but I have run into a memory problem which is fixable, just not convenient at this time of progress. I still need to implement player/party creation and trading, and much more content. Sometimes I think I may be too ambitious for this project but I know that's just my mind trying to get me to doubt myself I've also been working nonstop on the combat to make it more appeasing and have it actually work. So far the player is able to kill the enemy NPC's and is also able to be killed themselves. Attacking an NPC tribe will allow the player to gather food and resources. Allowing for upgrading of the base and the civilians to be fed. So far, each game tick will bring down the players food based on the amount of civilians the player base has. If the civilians run out and you have no one at your base/tribe, then you will lose the game, hence that being the whole point of the game. I do appreciate any feedback and I will update this thread as I work on the game itself. I'm very passionate about the project and with me being the only one programming the game it does take some time, especially being engaged and working a ton. As soon as I hit alpha and the game is in a playable state I will happily release a downloadable link for everyone to try out. Thank you so much for taking the time to read this, it means a lot. I've always been a super fan of Project Zomboid and The Indie Stone is definitely making very nice progress!
  5. Hi all, we are back looking for new survivors to join our famous PvE server based in the EU. See below for details; Server Join Details; Server Name - M700N's PvE Server 2019 | https://discord.gg/pUXV9pp Mods Required - https://steamcommunity.com/sharedfiles/filedetails/?id=1421254188 IP Address - 80.229.163.78 Port - 16300 Do not build in commercial areas, as they are reset on a monthly basis. You will be able to claim a Safehouse after 1 day of survival and you will be able to create a faction after 2 days. 1 day is 2 hours real-time. We will also be soon holding some more Survival Night events, where you will spawn into a different dedicated server than the above one and be presented at a load up point. You will then have 10 minutes to gather weapons, ammo and supplies, before being teleported to a random building and there you will have to all work together to defend and survive waves of zeds set upon you. See you all there soon. M700N
  6. AftermathRP is a fast growing whitelisted Project Zomboid Roleplay community started in January 2019. We pride ourselves in being open and accepting to all forms of roleplay be it text or voice, as long as it doesn't violate any of the server rules. As a new roleplay community we have hit a few bumps, which is expected as this journey is a learning one, but we have a community of dedicated staff and many talented community members who work together to make sure things continue to run smoothly. We have amazing artists, content creators and writers who we are proud to put in the spotlight. We are here to enjoy each other's company, stories and creativity, and together we will continue to grow this community and turn it into greatness! Links Server Lore: http://www.aftermathrp.net/index.php?/lore/ Server Rules: http://www.aftermathrp.net/index.php?/rules/ Whitelist: http://www.aftermathrp.net/index.php?/application/form/1-whitelist/ Mod List Hydrocraft ORGM Hydrocraft/ORGM Ammo Integration More builds More Hair Colors Filibuster Rhymes' Used Cars Filibuster Rhymes' Smaller Cars Survivor Journals Realistic durability Bloody Zombies Blind Trait Mod Cremation-Corpse Disposal Missing Weapon models More Watches Log Wall Gates Crashed Cars Mod Refill Propane Tank We also have a discord which you can access from the forums, be sure to connect your discord account to the forums by going under account setting and clicking the discord integration tab. Without doing so you won't be able to text/speak in discord.
  7. 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!
  8. Hello! We are Far North Entertainment, a group of five based in Sweden. We have been working together for three years and are currently developing our second game, a sandbox game in a post apocalyptic cyberpunk setting where you explore the world and find materials for crafting tools to help you survive against thousands of zombies. We have been working on this project for about four weeks and have taken inspiration from other games such as Terraria, Left4Dead as well as Project Zomboid, which is why I found it fitting that we let you guys know about it. Our intention for the game is to make something similar to Project Zomboid, but rather than attempting the realistic simulation approach PZ is taking, we want to bring a more fast-phased game with a heavy emphasis on co-op and progress "Terraria-style" rather than hardcore survival. We want to build the game together with the community, so what I hope to find from this thread is feedback from you guys so that we can make the game the best it can be. An experiment with neuro-enhancing fungi has gone extremely wrong and unleashed an epidemic, turning the majority of the world’s population into fungi-infested zombies. These abominations are not particularly frightening individually, but when they gather into a horde of thousands, they become terror incarnate! Sound will draw their attention, so use it wisely. Blasting off a shotgun round could prove devastating if you are not prepared for what comes after… Features: Online Co-op Multiplayer: team up with your friends, or go solo if you dare! An open world: explore the world and scavenge it for objects and materials that will help you survive. Crafting: use acquired materials to forge new weapons and armor or modify your existing arsenal. Build your bases: build bases of operations where you will be able to craft, plan your next destination or simply catch your breath in between your encounters with the Infected. Hordes of thousands: thousands of Infected can be simulated on screen at the same time. Make sure you have an escape route or enough ammunition in an encounter, otherwise your death is certain. The gameplay centers around you exploring the world, trying to find and gather materials that can be brought back to your base and be used for crafting tools that will help you survive. Our goal with the Infected is to have a dynamic threat that can create emergent gameplay scenarios where, in one instance a street you cross is completely empty only to be crowded with Infected shortly afterwards, thereby forcing you to plan a different route to circumvent them or try to blast an opening and push through them. This means that communication between you and your friends will be key in order to survive encounters with the Infected. You could have a friend draw the attention of the Infected away from you while you gather resources to take back to the base, or have a friend desperately firing of a shotgun shell, in a small encounter, drawing the attention of a large horde and dooming your entire team. Here is the first devlog on youtube. We have released 3 so far, with the next one coming this Thursday. Since we will not post most of our stuff here to minimize spam, you can follow us on Twitter or Facebook, or join our Discord! We hope you like the game, and look forward to take part of your feedback!
  9. Ich habe einen einfachen Server aufgesetzt und nur Hydrocraft installiert. Jetzt fehlen noch andere überlebende. Wer hat Interesse ? Server bleibt permanent online Komplette Modliste: Chip A Stone - Scharfe Steine mit einem Hammer herstellen {https://steamcommunity.com/sharedfiles/filedetails/?id=878592795} Cremation - Corpse Disposal - Leichen im LAgerfeuer verbrennen {https://steamcommunity.com/sharedfiles/filedetails/?id=498455406} BookCollection - Büchersammlungen umbenennen, so dass die Reihenfolge stimmt {https://steamcommunity.com/sharedfiles/filedetails/?id=854848547} Exercise - Fitness- und Krafttraining {https://steamcommunity.com/sharedfiles/filedetails/?id=1535978115} CorpseStudy - Anatomie an leichen Lernen {https://steamcommunity.com/sharedfiles/filedetails/?id=1236360319} Hydrocraft - mehr Items und Rezepte {https://steamcommunity.com/sharedfiles/filedetails/?id=498441420} Pump Power Updated! (Fixed) - Tankstellen mit Generator weiter betreiben {https://steamcommunity.com/sharedfiles/filedetails/?id=1188473572}
  10. i think the possibility to write a skill book should be implemented to the game, so i built this simple mod of recipes that do it, consumes Jornal or notebooks and takes a long time. https://steamcommunity.com/sharedfiles/filedetails/?id=1435587441
  11. Howdy everyone! Starting next week, we will be opening our second server for some NON-RP fun. We will be having mini-games at specific times that will allow us to have a little PZ mayhem and cater to more than just our RP friends. Our various mini-games will consist of, but aren't limited to: Single/Duo Survival vs Zombies Group Survival vs Zombies Capture the Spiffo Week Long Building Contests Demolition Derbies Automobile Races Escape the Zombie Filled Maze PVP Survival (In the style of Hunger Games) Battle Royale Each of these games will run at random times on our second server, so please join us at: https://aggressivegaming.org/ and look for our mini games forum. Our FIRST games will be Single/Duo Survival, and will take place 7/11 and 7/12. Come join us and compete or cheer/jeer other players.
  12. Hello to anyone who's reading this. I'm working with Neutz on the Union City map. We'll release a part of it once the Suburban Area is done. What I need from each one of you is an idea for buildings, it can be a shop, a gas station, (no more house ideas, please, unless you made some and want to share them, my brain is mush as this moment from making 200+ houses already) warehouses, small clinics, pet shops, you name it. I just need building ideas. If you want to give some buildings for the upcoming map you're more than welcome to do so. If you want to give ideas, give a small description or a list of the buildings, if you can, provide a picture if you want something custom which I could try and make. Thanks to anyone who'll be writing below, be sure to check the Union City thread, we'll keep you posted weekly (if we don't forget from time to time ._.) on the upcoming map progress.
  13. Hey guys, marked the 200 buildings anniversary that I made with this nice family sized Nuclear Bunker. It has 2 decontamination rooms, a common area, a kitchen, storage, bathroom, small armory, small medical supplies room, two shared bedrooms (F and M sleep in different rooms) and a storage room with food and freezers. It has a vent that goes outside, you can probably see it in the pictures. All is furnished and done, and yes, even the light switches are there, it's just that they are a bit hidden from view Hope you all enjoy my work for the upcoming Union City map !
  14. Looking for some peeps who have been wandering around trying to find people to play coop with, I have a brand new server that can hold up to 8 people, its private so the general public cant just pop in and grief everything that everyone has worked hard to build. Voice will be required so everyone can communicate easier and ill have a teamspeak setup for easy access. If anyone's interested in joining me for surviving the zombie apocalypse leave a message down below. The server is based in Atlantic,Ga, I also have a few mods installed eceryone should know Hydrocraft plus a few others that add to realism and some just to help out like cremation to get rid of all those pesky bodies after a killing spree. This is an 18+ server, Im looking for a completely mature group to play with.
  15. The Order (Logo created by myself) Hey everyone! I'm Rich C. and my Steam name is Richcoconut! The Order is a group that I wanted to make that was inspired mainly by a huge battle me and some players had on the Desolated server trying to take over the motel to make it a community base. This group will be crafted to help track down bandits, build both community and group bases, help others and recruit, expand to other servers, and possibly run events giving items but that'll be down the road. It will be semi-RP/RP at moments! I'm recruiting right now and for those who are interested I'd like for them to come to this page and fill out this forum and to add me on Steam. Also, spread the word! TEAMS MAIN SERVER: Zeek's Haven 24/7 SERVER (US EAST/NYC) MAIN TOWN: WEST POINT Right now I'm looking for experienced and new builders, leaders, assistants, and fighters. YOU WILL RISK DYING (DUH) FOR A GOOD CAUSE! NEWS: TUE FEB 17TH 12:44AM EST - WE HAVE A BASE WITH A KITCHEN, LIBRARY, ARMORY, LOCKER ROOM, CHILL ROOM, AND WORKING ON SECURITY CURRENTLY. WE HAVE ESTABLISHED OURSELVES AS A STRONG GROUP AND AS THE SERVERS COMMUNITY BASE. FRI FEB 20th 3:26AM EST BASE HAS BEEN MOVED TO WEST POINT ON THE SERVER, IF YOU DO NOT KNOW THE EXACT LOCATION, PLEASE REQUEST IT FROM RICH C. IN-GAME. Steam name: In-Game name: Job: Longest Time Survived (dd/hrs): Gender: Town of Residence: Why should you get picked?: Location: (US East, US West, EUR, EU, EU West, EU East, RU, etc.) Main Server: (You main server you are always on) I will be checking this regularly and updating it with more info! Please spread the word! Each team will come with 1 builder, assistant, and 2 fighters/builders Member List Phoenix Wright Miley Cyrus ieatkebabs Deschain Zac OxyCleanMan - Doctor Phoenix Wright Silvio JoshGaraaax3 Mike3k Bunny Tidd FrankieC Max
  16. Just a suggestion,maybe instead of planks and ripped sheets or sheets to make a campfire kit. How about a certain amount of stones and sticks/tree branches?
  17. I would be interested in a sandbox setting that allows the character to start in a randomly generated forest world with few cabins scattered across the entire map. Basically hardcore survival. Forage for food and materials for a weapon, killing zeds for clothing to create your walls... etc. I don't know how hard it would be to add the option but it would be nice. (I know what people will say, "Just go live in the woods and don't bother anybody"). What I'm saying is to remove the temptation. How long would you survive without The Large Warehouse (out of town)? Just say'n. Thanks for reading and hit me back community!
  18. Getting My Fix I'm back with more hyper-real ideas. But, I don't feel like fucking around with an intro today. So let's just get into it. Complicated Healing There should be more to it than just, slapping on some bandages, and choking on some chicken. Bandages. I feel, different body parts, should have different healing requirements. Like Bandages. . . for example, maybe you'll only need around 2-3 bandages for your arms, but for your body, you could need anywhere around 5-10 bandages (depending on the specific locations and your size of course). But, if you don't have any tape, or safety pins, etc., then you should have to tie the bandages together. But, no matter how you apply the bandages, you should always be able to add more tape. For more durability (that, we'll get in to later). Health & Infections. Food's healing ability should also differ on different parts. And as a matter of fact, we should have health indicators on each and every body part (that you are willing to do). Full health meaning: Healthy, and No health meaning: Infected. However, if it's a Zombie infection, or just simply, a Bad Wound infection, both will kill us the same way. By spreading to our heart, lungs, and/or brain, but the Zombie infection always does it faster, plus, it can't even be treated, it only gets worse (that's how we'll know). So, even if it's just ONE, of your hand's (or even finger's (depending on how far you go)) health indicators that has completely depleted, that, will start depleting the next connecting indicators, and so on and so forth. So, if the infection is in your arms or legs, you're savable with proper amputation. But, if the infection is in your body, neck, or head, you're fucked. More Complicated Healing Now, unlike the Zombie infection, Bad Wound infections are obviously treatable. So let's dig into that. Step 1. Wound Cleaning. Rivers, streams, pools, baths, showers, sinks, and even toilets, should all be able to be used to clean your wounds at least, assuming they are all clean of course. But if not, you can boil it. That is, if you can't find any alcohol, good enough for sterilizing. Application would involve, pouring the water or booze all over the wound, and/or pouring it on to a rag, bandage, or whatever, then wiping down your wound. Step 2. Stop Bleeding. If you're Bleeding BAD, and you have a belt or something, you can just strap on the pressure, easy peasy. But, if you have nothing that can handle wound applying pressure, then there should be two options. One, put a bandage in one, or each of your hands, as in, put a bandage in either the the Primary and/or Secondary slots. Then allow us to apply one, or both hands with pressure on to one or two wounds, max. Only what's doable obviously, I wouldn't ask to be able to apply that kind of pressure with my left hand onto your left arm or whatever, wouldn't make sense. But when it comes to option two, it's the same as one, exept it's just your bare hands instead. But, with your bare hands, it can be more unsanitary. Step 1 & 2. Cauterize. Got a fire? Got a sturdy piece of metal? Good, then you can go ahead skip Steps 1 & 2. No need to clean it and squeeze it, just sear it shut. Which means you'll save time, but you better have something to bite down on, because it's gonna suck. Plus, if your character screams a lot, you are definitly gonna wanna smoosh you face into a pillow or something. Step 3. Rebandage Periodically. Through time, the bandage will get dirty. So you'll need to change it from time to time until it's healed. And allowing us to change our bandages, can force us into a situation like, you simply bandage it when you're on the go. Then clean it when we can get to water or booze and safety, and then rebandage, stuff like that. Other Stuff Wear & Tear. I think more than just your weapons should have a durability. Like, your clothes, your bags, and your bandages. Whether we get badly hurt, or not at all, each injury can be taxing on our clothes, bags, and bandages. So we'll probably need to get good at Sewing and stuff. Solid Wood. If you break a solid piece of wood, like a 2x4, a branch, or a baseball bat. You should be able to use the broken end you're holding as a quick stabbing weapon, but then still have to find, or make a whole new one. Except for the bat, bats always break in that way that allows you to screw, nail, and bolt the other piece back on. But first, you have to make sure you don't use the handle end as a stabbing weapon too much, even though it would make a much stronger stabbing weapon than the 2x4 or the branch. And second, you'll need to grab the other end of the bat, and then get a hammer and some nails, or a screw driver and some screws, or for the sturdiest repair, a drill (or a hand drill) and a wrench and some bolts. But, once the baseball bat has been repaired, the next break, is permanent. B & R. We should be able to take the good parts out of other guns, and put them in the place of the shitty parts in our guns. And with the proper tools, materials, and skills, maybe we could even make our own guns and ammo. And same idea for all the different types of melee weapons. I feel, every Role Playing Game, should thrive off detail. Especially when Graphics, are not what they're maxing out. But, that's all I got so far, I love you all, peace. P.S. Are you planning on adding surgery to the game?
  19. So the problem I have is that I like the way the zombies are in survival mode, meaning there are sprinters, fast shambles and shamblers together. Now if I change anything in the PZServersettings.exe to get let's say more loot or another time of shutdown for the electricity and water, they will be reverted to speed level 3, meaning now there are only shamblers. Even if I turn on "Proper Zombies" the Speed setting goes to "3" meaning shamblers. Is there any way to enter a number or anything to change the Sandbox settings but keep Zombies like in Survival? Edit: I guess I figuredit out. Giving the Zs the speed setting "0" makes them "normal" again.
  20. The humans and any other animals you choose to put into the game should leave blood trails when we're critically injured. Depending on how bad you're bleeding, and how fast you're moving will define how bad the blood spill will be. Which will be a must if we're going to hunt wild animals, that we'd immediately lose as soon as they run out of our viewing distance. But with a blood trail, we have a way of tracking them, and finding where they collapsed. We can save on bullets, as long as you're good at hitting vital areas, or are at least good at critically injuring whatever you hit. But the zombies shouldn't leave blood trails, they should only leave the blood you whack or shoot off them off of them. Except for the running zombies, they haven't been stricken with rigamortis yet. So the runners should just bleed everywhere. Besides it's not like you're gonna have the time to be tracking when you're running from runners. And oh yeah, the zombies should be more bloody on a daily basis. Hell, there should be more blood everywhere on a daily basis. But that's all, I'm still loving the game so far. I love you all, peace.
  21. Greetings projectzomboid enthusiasts, Just wanted to re-share an Indie title my team is working on called Zpoclaypse Survival, reanimated. Based off of our nuclear zombie apocalypse boardgame Zpocalypse. I'm personally in charge of the level design for the game, and it's been a blast designing apartments, office buildings, warehouses and shopping centers with variable based furniture and loot systems in place. It's all in it's infancy(to what I'd be happy with(rand gen anywhere in the world!), and we are in the process of building the core database for structuring everything, so we can more easily create content, and later down the road provide a solid branch for fans to create their own moded content(like add your own house to the rand gen areas, tweak your survivors model to more look like you or family members). Anyway, some of you may recall our original campaign back in May for the same title, and sadly, how we cancelled it mid way, due to conflicts of running 2 kickstarters at the same time(Not a good idea). Anyway, after a summer of restructuring alot of things, we've gotten our alpha to a point where we feel it's ready to try crowd-funding again(Private Alpha access through the campaign, and public Alpha access once it's polished enough for the casuals). We've delivered 2 boardgames and a dice game since our company started, with 2 newly successful other boardgames currently in production. This is our first video game. We have a dedicated programer, level designer(mwa), animator, modeler, and content writer. We need to hire out for audio work, and maybe better GUI support, which is why we're running this Kickstarter in the first place(to pay for the bits of polish we need outside our internal skope of abilities). So anyway, at this stage, we mainly need word of mouth and eyeballs. Thank you for your time Zach from Greenbrier Games Inc. PS. I've been a bit out of the loop ever since PZ went multi-player. Are their any good public servers low on griefers I can jump on? I'd like to try out the newer hunting, fishing, snaring mechanics, and do what I always did with PZ, build badass bases and roof farms while systematically killing every zombie i find!
  22. This is "Skyhill", roguelike dungeon crawler for PC, Mac, Linux, IOS and Android, developed with Unity3D, TBD right now. ...Three months have passed since the end of World War III. Three months from the end of the world. One of the survivors(there are several of them, each with unique stats and passive), who hide from the scourge of biological weapons in the penthouse in most expensive hotel of the city finds its way down to salvation. He must search for food and water to survive; find and craft better weapons to fight mad mutants. play demo: http://www.themandragora.ru/?page_id=550 Greenlight page: http://steamcommunity.com/sharedfiles/filedetails/?id=258087776 Teaser on youtube: http://youtu.be/O2MObIpYF60 And last screenshot from our build: twitter: https://twitter.com/MandragoraTeam facebook: https://www.facebook.com/TheMandragoraTeam youtube: http://www.youtube.com/user/MandragoraTeam website: http://themandragora.ru/
  23. Hey All, Got another suggestion to throw out there. This one is for the idea of backup power sources besides the main power grid. For example buildings like hospitals and prisons would have backup generators to make sure nothing goes wrong in the event of a power outage. Some homes would also have generators for backup power. The implementation of this would be localized and possibly limited output player/npc activated power sources. An easy example would be a diesel generator. It requires gas to run, provides good energy locally, but produces a hell of a lot of noise bringing in a hoard of zombies. Another example would be solar panels. tramplable by zombies, difficult to maintain and low power output but don't generate noise. This would also open up opportunitues for rechargable batteries and power locked metal doors. (I.E. prison doors and those black security doors with the pin pads on them. For example, you can't smash a metal door down with a sledgehammer (In the game you currently can, but it'd be real hard IRL) but you could flip on the building's backup generator to open the door (and attract a horde of zombies). I am sure there will be those that say this would make the game to easy. I agree with it possibly making the game easier, but I would disagree withthat premise. The game is not meant to be brutal and hard for the sake of being brutal and hard. It is hard for the sake of REALISM. In a "real" zombie scenario I would be seeking out backup power generation, it would make my chances of survival a hell of a lot better. Anyway let me know what you think.
  24. Project Chernaurus Buildings and such will be posted here from now on. Hope you all enjoy. Map is complete (minus buildings and such.) There are placeholder tiles for where buildings will be placed. The map size is 6000px x 6000px. It's a huge map.Buildings and whatnot are what's left (basically everything) to make it a real fun map to get immersed in!! Update: 2/11/2014 Chernogorsk I am currently constructing the city of Cherno, with the help of Maklane, I have a couple buildings to get started, while making my own buildings for the world. If I do use other members buildings I will be sure to credit those as well. Hopefully won't take too long and I will post pictures of the progress. Thank y'all for visiting! Update: 2/24/2014 Getting more buildings created, been a bit busy with life, but still building on my off days and whenever I have a chance to work on them. Learned a bit about custom tiles, might have my own tiles made for the castles, from some examples I've seen online. Also will be making cracked, peeled walls, a more run down look for Chernarus. New roof tiles and so on. dead body tiles and other miscellaneous tiles for atmosphere. Update: 5/4/2014 Project Chernaurus will be suspended until further notice. (Due to a busy work schedule). I am very happy with the work I've been putting in to make it the best fun map to play on so hopefully I'll get back to it and get it up and running so all can enjoy in the near future. I've been out a while and haven't really updated anything but before the busy weeks I finished placing buildings in Chernogorsk and most of the map is finished. I had some random close calls with TILEZED almost failing and causing memory issues. I guess the map has so many nooks and crannies to explore which made it bigger and more memory intensive but all that is really left is touch ups and things of that nature. So even though I've finished all the easy work now is where the HARD WORK begins and where I will leave it for the time being until I have more time to myself and my hobby as opposed to WORK, FAMILY and SCHOOL. I'm sorry about the bad news!! I will be out of contact with this forum for a while, but will randomly visit the website whenever I have a chance!! Again so sorry for the news!! Sorry for not posting any screenies, too much work and so many ways I'd like to present it and make it look nice so I guess I will wait until I have more time to. Project Chernaurus BUILDINGS Survivor Graveyard + Camping Grounds Survivor's Home Home Sweet Home 2 Story House Barracks: Two Variations: Grocery Store Apartment Buildings: All Directions(2/24/2014) Links Available!! Country Home Modified Chernarus Bar (Maklane) Russian Style Home...maybe? Cherno Indsutrial Area A few thanks to: The creators of PZ for an awesome game, Mendoca, Maklane, Thuztor, and everyone else who creates and contributes to the communtiy
  25. 8 - 17 - 2014 UPDATE: "... and from its ashes a new phoenix arose" After almost 2 months, the server is finally up. But since then new ideas have made it into my head. The server is released under a new name, THE UNDERTAKING: ORIGINS , so go there now, and read all about it. This forum post/thread/topic will no longer be in use. old stuff if you want to nag me about changing my stance on certain things. MORE ABOUT HARD/SOFT RESETS ABOUT THE SOFTCORE ROLEPLAY HOW PvP/PvE WOULD WORK SPAWN AREA / OUTPOST ROSE / AND NEW PLAYER STARTER SURVIVAL KIT INITIAL GAME WORLD CONDITION
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