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Found 9 results

  1. When a character you've keept alive for very long dies, that can entail huge losses on skill levels grinded, yet if you choose to create a new character in the same world, in the same save, the new character is created with the exact amount of trait points than the previous one did, even though, in theory (RPing), that character has already been alive in that world ever since the first character also was, so their start should have a small amount of trait points more than the previous one since they already survived by themselves for a while. tl;dr after a character dies, the next character should get a small amount of bonus free trait points in the character creation, both for Multiplayer and for continuing in a solo play world. The amount of points would be calculated based on how much total XP was accumulated on the character that died + any amount of bonus trait points received from even older dead characters (so it is cumulative). This is a measure to make it more valuable to create a new character in the same "world" that your old character just died in instead of starting a new play from 0 in day 1 or create a new world. This is also extremely valuable for MP servers where since there is no way to accelerate time passage, the losses due to death are extremely higher and in a small server of friends, the death of multiple players may even "kill the server". The idea isn't really to remove the penalty of death, but to give some level of reward to the player on his next character that is related to how much he advanced on his previous characters and to consider the fact that the new character has already "survived alone" for a while. You aren't rewarding death nor removing the death penalty, but just rewarding the player for having been able to survive for a long time and advance the character in a world infested by zombies. That can also be a toggable mechanic on the settings when creating the world/server for those that don't want it. The new character will still be much lower in skill grades than the previous ones and the death will still have a considerable penalty, just that if you were able to survive for long and raise your skills by a lot, your new character will at least have a few free trait points extras for you to create, since the game is a lot later in time, there are no more transmissions on TV and there are a LOT more zombies around, since the amount of zombies also grow with time, so in no way, shape or form is this any OP mechanic in any way, but just a loss mitigation balancing issue that also fits the scenario lore-wise. Without a function like that, the new character actually starts way worse off than the first one since you won't have any TV shows to raise skills like carpentry and there are a greater number of zombies, possibly even be closer to a helicopter event if that haven't happened yet or if it is set to happen "sometimes" instead of "once", which is what I meant with a death killing the server or making it better to start a new world from 0 instead of continuing on an old world.
  2. I suggested this in the Steam discussions suggestion but thought I should also post it here. As much as I genuinely love the trait system, there is a pretty significant limitation to it, which is that even if you were given infinite free trait points, you don't really have full freedom to create a character min-maxing a certain ability above a certain point. Considering some servers might have some free trait points given or that a coop group could each take a certain profession and min-max that profession as much as possible, each player will still be pretty average in their profession of choice. Further still, there is the issue of character death which, if you spent dozens of IRL hours practicing a certain craft can be EXTREMELY frustrating when you can't even sacrifice points you would spend on a few crucial traits to min-max that skill as much as possible. My suggestion would be to take inspiration from the "storytelling" tabletop RPG system on a way to directly purchase skill levels. The idea is simple. After choosing the positive and negative traits, you'd have a next window to spend any remaining trait points. To purchase a level of the desired skill you would spend: Next level / 2 = cost in trait points [rounded up]. Explaining and examples: To get "Axe" level 1 with this system alone, you'd spend 1 trait point, but to get Axe level 3 you'd spend 1+1+2=4 trait points. 8 for level 4, 13 for level 5 and so on. To start with Carpentry level 10 going from Carpentry 0, you'd spend 1+1+2+2+3+3+4+4+5+5 = 30 trait points. This would be EXTREMELY useful for a server that says the story started 10 years in the future and gives players a high value of free trait points to create their characters or for a more RPing friendly server, or even a more casual server with free points on character creation or even in a normal game to create a min-maxed character.
  3. So the incoming clothing and bites+blood system has different layers for types of clothing or bite + blood marks for injuries, right? It'd be fantastic for character differentiation to see an expansion on it that corresponds with what kind of body type or tattoos the survivor has. So, maybe a character creation table for a couple body tattoos the same way you might customize a shirt (or however it gets chosen,) or sleeve tattoos if they're a really tough gal/guy. also! If a survivor has the overweight or underweight traits, they could get noticeably softer looking skin, and maybe contour shadows under their tummy or chest to simulate a belly if they're fat, or shadows to look leaner or frailer if they're thin. Chubby survivors wouldn't have the little rib marks n stuff, thin survivors would have them about as prominent as regular. I think this would really emphasize character differentiation with that same neat little level of detail that has always really charmed me and lots of others with the game.
  4. During character creation, you can type out your name, however when you hit tab (to tab down to the surname) nothing happens. Would be nice if it tabbed down to the surname.
  5. I think it would be fantastic if zomboid had some more skins for differentiating survivors, especially skins with mid skin tones, farmer's tans, tattoos, noticeable scars, fat, or even jewelry on their faces or fingers! It would be a blessing for character design and MP/NPCs/RP, and would fit really gracefully in the clothing overhaul. Honestly, more games need stuff like this and I think this would actually suit the "everyday person" feel of zomboid since a lot of people have these attributes, and because the game revolves around roleplay.
  6. When you join the game, you firstly create the account. Which is the username. Then whilst creating the character you choose the character name. But then in game, it displays your username above your head & uses your username for the text box. (only using the username for your own view+keys) Looking for a mod which still you use the username too login. But in game it displays and uses the character name.
  7. It would be lovely to have ability to sort traits by cost and name while creating a new character. If you would click the "Cost" button it would reorganize list having cost/description descending or ascending: Another thing is that if you put Forename for your character and press [Tab] key it would automatically jump into Surname box: Cheers!
  8. I see the option there to give my character free traits... but I can't figure out the names of the traits I want (the profession-specific ones) in terms of their coding names, and I don't know the format for spacing them or how that works. Anyone wanna enlighten me?
  9. Okay, here's my idea and to the indie stone I think y'all will appreciate this one. Instead of 'unemployed' we should make an option for 'custom occupations.' In other words, the same thing but allow you to change the name of said occupation if you choose. This would take some weight off the indiestone from having to make even more occupations but at the same time it would fill in many many different occupations that were left out either due to time constraint or simply lacking the thought of it. Tell me what you think. 8 points to spend and the option to change the name from Unemployed to another occupational name of your choice.
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