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Hello community. I just got off Project Zomboid playing the Endless Winter Challenge map, and I was thinking about some stuff. The game is great as it is, but I see a few flaws in it... Safty in the woods: Lets say you take a walk through the woods and find a nice opening where you can construct a base. Fast forward a few days, and you manage to self sustain youself. Zombies cant get to you, and the game ultimately ends up being boring after 2 in-game months of tending to plants and existing. So here's the idea: what if their was wildlife. (Yes, i know that their basically already is wildlife, but keep reading...) For example, wildlife like Bears can knock down your walls and caus a commotion. The bear could then consume your plants, and then go for you. This would be a pain in the neck, but such events would be rare. Perhaps a pack of wolves, wandering through the forest would stumble across your compound in the middle of the night. They would be scripted to howl - which would attract hordes of zombies toward you location. No End: Yeah, yeah, yeah. We've all heard it. "Whats the point in playing the game if you cant win it.". I propose a new gamemode: "Story Mode". In this mode, you get two characters to choose from (one female, one male) with two differant starting points. One in West point, the other in the second city. The story is that the two characters are ingaged, and are for some reason seperated. Blah blah blah, the infection hits, and the military come to help. As one of the characters, your goal is to try to reach your loved one. Since the two locations are very far away, it would take a few in-game weeks to reach the targeted city. First few days, your town is occupied by the military. After two days, zombies are scripted to overun the military in your city. Thats when all the civilian, and military NPC's slowly start turning into zombies one by one, until your the only one left by day 7. Erosion would be very fast. After two weeks, most roads would be cracked and covered in grass, shrubs, etc. The game would end with you finding out your loved one has been looking for you too, and is back where you started. Idk, along the way, you would encounter military forts and bases setup. Some hostile, others abandoned. The game would start out as something easy, and then drastically escalate into the "6 months later" difficulty. Its a pretty cool idea. No Seasons: Well, yeah. Theirs not much to emphasize on this. Perhaps a looping system of seasons that go from summer, to fall to winter. Trees and shrubs would alternate from one texture to another according to the seasons. Boats: We know that cars are soon coming, but what about sea-based vehicles? The concept is that their would be boats floating around near the shore. You can wade into the water about waist deep and board the boats, not as a vehicle, but almost as a movable structure. Its only when you activate the boat and pilot it, does it act like a vehicle and move. Driving a boat slowly consumes gas (Which cannot be replenished), and if you run out of fuel in the middle of the lake, you better hope the boat drifts close enough to land. Also, if you were to walk off the edge of the boat, your character would drown. You can only be in water at a certian distance from the shore. Differant types of Zombies: Gameplay would be much better if their were more types of zombies. Think of military personnel that would have been converted. They would wear armor and helmets, making them really hard to take down with pistols and shotguns. For these types of zombies, you would have to get up close and personnel to stick an axe into that helmet. Fat zombies, that can take a few more shots and bashes then the regular old zombies. Could be found in diners and malls, where their was lots of meat to eat... Fire that spreads: Ever have a zombie chase you through a burning building, and then you had thst zombie catch on fire? If that zombie stops chasing you, and then walks over a few corpses, or through a bush, those corpses and bushes dont catch fire. I believe fire should spread. If the forest catches fire, then the fire would spread a few dozen cells, and then stop. Fire shouldnt be OP, but it should be taken into consideration as a larger threat. Cannibalism: Yeah... Having the option to eat other healthy people may sound wrong, but it can help you survive in multiplayer and the proposed "Story Mode" gamemodes. Well, those are my thoughts. Tell me what you think should be in the game. Do you agree with me? Should their be a mod with all of this in it?
Create a chance that players can be beaten unconscious with melee weapons & then captured using rope or duct tape & blindfolded with ripped sheets ect. Idk how to make it not unfair, but maybe you can think something up. Perhaps a player can try to break free somehow. Captured players can be imprisoned & or killed for meat. Captured players corpses could be impaled at your base & an option to severe the heads & display them on poles as warnings or as trophies at your base. Resorting to cannibalism. Maybe add an attribute of Lunatic would help you get enjoyment from eating your victims reducing boredom? Idk you flesh it out...
This is in general discussion, because it can't be a suggestion, and that is because boss zombies are a confirmed NO. Yet the idea came and want ppl with time to discuss it. Briefly: Left over zombie corpses smell a long range to other zombies who, when not chasing players, devour those corpses. A zombie that scores 5 turns into a badass psycho... I mean ghoul with bonuses to everything and no drop whatsoever. Now comes a detailed spec on presumed source of player pleasure - feel free to skip it. ******************************************************************************* So, when a zombie is not chasing a player, it can chase a smell of corpses, which has a 20 tile range. Upon reaching the corpse it initiates feeding, which lasts 1000 time or till distracted. Upon finishing the first meal, zombie gets minor graphic updates - bloodstains all over like from the shower and an internal corpses eaten flag switching from 0 to 1. Now this zomie moves 10% faster, smells copses 22 tiles away, eats next corpse within 800 time and can interrupt feeding of anyone whos corpses eaten flag is below 1, i.e. 0. Eventually he's CE=4, mv+40%, smell range 28 devour time 200 and interrupts any feeding of CE 3 and less - eats his last treat. Then animation - Z falls on knees, hump grows up, tearing existing top clothes, while limbs shrink and disappear while hump grows bigger and turns into a wobbling cocoon. 4k time passes, during which this cocoon can be demolished with just a couple of blows. Then there's a graphic eruption - the ghoul comes out. Appearance: Like a ghoul from witcher 1, only not as tall. Same height as a human, but visibly more heavy and broad in bone. Muvement - unless in rush mode, has the speed of a walking, not sneaking human, suffers only half penalty to speed from walking through slowing obstacles like trees. Combat Attack: Melee attack (swinging arms) with less chance to inflict scratches than Zs but more damage and random knocking of the player - not back but also randomly to the 90degree side. Possible fractures. Combat Defence: Hp of only 2.5-3 zombies, but.. Every time a player would knock out a zombie, the ghoul rolls 10 and on anything but 10 gets knocked back instead of down. Melee critical hits don't instakill, only do 2x normal damage and make it backstep while screeching. Combat Covert side: Has senses one level better than average Z in current world setup. Except for sight, which can't exceed normal during the day and good during night. Upon detecting player, being wounded and just every once in a while in combat emits howls that work just as a 9mm shot noise. Non combat behavior: Wanders randomly during the night. As sun approaches, searches for nearest location either under the roof or among trees (with roof being a priority, if available), which is also being covered from player's view, i.e. 2-3 trees close below the location or any other objects blocking view down and 30 degrees left/right. Upon detecting a player initiates approach behavior. Approach behavior: Goal is to get to an unobstructed line of rush 12 tiles or less to the player and to initiate rush behavior. During the night it will vigorously walk from any distance till in line for rush. During the day it will only walk the approach distance slowly if the player is within same set of shadows as the ghoul, i.e. house or forest, otherwise stay dormant or even try to avoid direct line of sight. When it is either within the rush line or suffers damage - it initiates rush behavior. Rush: Attack begins with move and attack speed greatly amplified, supported by loud screaming. Ghoul has 20 points to expend. 1 goes per tile walked, 3 per single attack on player or obstacle and 5 per being knocked back. Rush interrupts when points are expended, a creature is knocked down or killed, switch to combat behavior. General combat is all about hitting hard, being hard to knock down or kill and screaming a lot. Losing sight of targets or 40% of the time when going below 33% hp there's a chance to initiate fleing behavior. Fleeing behavior - attemt to move away from last known player location +- 30 degrees direction, 30-50 tiles range, then try to find daytime cover regardless of time and initiate 4000 countdown. If uninterrupted - heal completely and randomly either seek cover or return to random point within 20 tiles of previous encounter and seek cover there. Locomotion and portal interaction - noob in windows, master of doors. I.e. can't enter or bash windows, ignores them, but can open doors and masterfully bash any door barricades. Also can climb walls up to 2 high, provided there's anything but windows to climb to. Whatever other full size destructible obstacles get implemented - 3x demolition capability of a simple Z. Death and loot - no loot, only a corpse worth 2 corpse eaten points to any devourer. ******************************************************************************* Okay, The What has been described above, now The Why. Of the many ideas that jumped over my randomly creative brain, this one was written here because imho it might have a useful touch on many ingame processes. 1) Automated cleanup of corpses (hopefully rains will deal with blood eventually) 2) Evident motivation to be mindful of leftover corpses and maybe try to either burn or interrupt feeding before hatching. 3) Side effect of this mechanism would be zombies stalking any locations where corpses haven't been cleaned and even trying to bash into such places without player stealth failures. Another motivation to clean corpses 4) Cheering up the later game routine as this critter can be a fun jump scare during the day and a real WTF hello surprise almost anywhere during the night. 5) Tuning late game difficulty in places where players are active and even smart ambushes - as daytime sneak up routine might lead a ghoul to follow you in woods from someplace and then drop pursuit cuz you crossed some gap and thus left common shadow. Then this sensitive guy would just stand around waiting in a path that you are likely to use again. 6) Another motivation to have firearms, since most melee fun is about knockback and finish, and do it all silently, and this fluffy is hard to knockback, and turns your stealth kill attempt into an opera after you hit something tender of his with something untender of yours. 7) It, of course imho, would give the game more immersive feel of ongoing undead evolution happening anytime the living screw up and allow it to happen. 8) Gives a general danger and boss feeling without actually implementing anything fairy-talish like different tools, limbs etc. Just tougher, faster, stronger, yet needing tricky conditions to appear. That was Troblin's spark of creativity, chears to anyone reading for being a determined SoB, feel free to comment, but remember, it's deep theory and mod/sandbox feature idea even at its theoretic maximum.
The main Idea is to add canibalism to the game (when NPC survivors come in the game). The player will not only be able to hunt for animals but for humans too . When he kills them he will be able to carry their whole body . Then using the Kitchen Knife or the Saw he will be able to Cut the person to pieces and eat him. The player will also be able to eat a zombie but uncooked there will be 99% chance of infection and cooked 50% chance of infection. It is something an average person would do if he was in the Verge of dying. It is something he can do.a