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Found 27 results

  1. Chess of Confusion

    Character still slowing down now even worse

    Basically just what the title says.. The Character still is slowing down now even worse.. even longer..i don't like playing it when it feels like i'm pulling some invisible heavy object. I would have thought the game developer were reading our comments...especially on Bug reports i mean.. I've already made a post telling about this problem when the new update first drop. And i got people saying they are having the same issue's as me.. so i would like to know and everyone else who is experiencing the same technical issue when is it going to be fix. Thank you.
  2. Hello everyone. I've decided to make character builds based on the 8 survivors from Resident Evil: Outbreak and Outbreak File#2. These builds are largely inspired by both their play-style and their in-game lore. I tried to keep speculation to a bare minimum and mostly only used it when I needed to get some pity points. Some times I had to be a bit more literal or figurative with the abilities (David being the worst example) to make up for the cost of Traits. (Occupations will be Bolded, while positive Traits will be in Green, and negative Traits will be in Red) Kevin Ryman A Police Officer for the R.P.D. Kevin is a crack shot who has won several marksman awards. But no amount of good aim could get him into the S.T.A.R.S. division, having failed the entry test twice. Some say it's because he didn't study (Slow Reader), other's say it was cuz of his carefree nature (Disorganized). In his personal life, he enjoys challenging others to darts at J's Bar, and is quite knowledgeable about cars (Amateur Mechanic), even to the point he has won some amateur races in his off time (Speed Demon). Despite his optimistic outlooks however, he has his vices. Under stress he smokes (Smoker) and drinks... a lot (High Thirst). In-game Kevin is the fastest of the survivors (Runner) and has both a kick and elbow ram he can use (Self Defense Class) however he has a fairly high Virus Meter (Prone to Illness). This build is the most gun-focused. It's fairly rounded, much like Kevin in Outbreak, and is a good one to mess around with if you enjoy the vehicles as well. Mark Wilkins A Veteran of the Vietnam war, Mark has seen some shit. But ever since he took his job as a security guard, he's been much less active (Overweight). But thankfully age hasn't made him any less of a heavy hitter with a pipe (Baseball Player,Stout). His large size however makes him unable to hide from the nearby undead (Conspicuous). In his off-time, Mark enjoys cracking open a book (Fast Reader) often about bettering himself or his family. In-game Mark is the tankiest of the bunch (Thick Skinned) but the slowest hands down (Out of Shape). He also has the second fastest Virus Meter of the male survivors (Prone to Illness). Due to his high health, Mark players and AI tend to use healing items way less often (Slow Healer). This build is largely about combat, allowing you to hit hard and giving you a higher survival chance with Thick Skinned. With enough time Out of Shape and Overweight will wind up being moot, making this a later game combat build. I decided to go with Veteran for his Occupation rather than Security Guard because it's a lot more prevalent in his SP Items, as well as contains a gun-skill which, Mark starts with a gun in OB. Jim Chapman A subway worker for Kite Bros. Railways, Jim is a brilliant man who constantly is doing puzzles of all kinds (Fast Reader). On more physical than mental levels, Jim also enjoys a game of basketball (Fit). However, Jim is by all accounts a Coward who's constitution in this situation is not the best (Weak Stomach). It dosen't seem to be a problem for him, however, after all the zombies seem to ignore him just well enough when he plays dead (Inconspicuous,Graceful). When entering a room, Jim seems to know where everything is just from instinct (Eagle Eyed,Cat's Eyes) or maybe it's luck. After all, Jim is never without his Lucky coin. In-game Jim has the highest Virus Meter (Prone to Illness) out of all 8 characters and the lowest vitality (Slow Healer) out of all the male survivors. He also can get winded whenever he does his triple swing attack in File#2 (Asthmatic). This build is the stealth build of the bunch. Use your vision skills to your advantage when planning ways around zombies. George Hamilton George was a Doctor for Raccoon General Hospital. The leading surgeon at that (First Aider) A man who enjoyed a good hike outdoors more than anything else (Outdoorsman,Hiker). While he'd rather be healing his fellow man (Pacifist), he will not back down from a fight and goes full force in with his shoulder charge (Brave). For a man who collects clocks, you'd think he wouldn't need such an obnoxious alarm to wake him up (Sleepyhead). In-game, George is the slowest of the male survivors (Out of Shape). The medic of the group, this build is also suited towards those who like to explore the wooded areas of the map. David King A plumber with a history in mechanics (Amateur Mechanic) who keeps to himself (Short Sighted) and avoids drawing attention to himself when he can (Inconspicuous). He finds most of comfort at the bottom of a bottle (High Thirst). He says few words in a hushed gruff voice (Asthmatic) and usually it's out of irritation from those who annoy him (Thin-Skinned). That doesn't detract however from how incredibly Handy with his tools he can be. Able to craft unique weapons out of whatever he has lying around (Engineer), he is immensely useful.He likens himself to a lion on many accounts (Brave). At 203lb he's considered Overweight by BMI standards, though, maybe that's all muscle as we've seen with his shirt off. This build is for the builder in you. Carpentry, crafting, and cars, bundled up nicely. Alyssa Ashcroft A journalist for The Raccoon Press, Alyssa will do anything to get a scoop. She has spent time she should have spent asleep working on articles for her job (Restless Sleeper,Wakeful). Alyssa is extremely vain and wants people to take notice (Conspicuous), dieting constantly (Nutritionist,Light Eater), working out (Athletic), jogging (High Thirst,Runner), weightlifting (Stout) , and taking karate classes (Self Defense Class); she also cares little for things that aren't about her or her work, which causes her agitation (Thin-skinned). Her eyes aren't long for this world however, as she sits rather close to her computer screen at most times (Short Sighted). In-game, Alyssa has the fastest Virus Meter out of the women (Prone to Illness). This is your runner build, very fitness focused, with some strength thrown in. Just be-warned with all the attention you're gonna draw sprinting. Yoko Suzuki A student at Raccoon University who works for Umbrella, she is brilliant in her time (Fast Reader,Fast Learner). With her backpack she keeps with her, she can carry an incredible amount of objects (Dextrous,Organized,Strong). She recently gave herself a makeover which included swapping from glasses to contacts (Short Sighted). She carries around with her, her Lucky charm; after all, you never know when it may come in handy. In-game she is the slowest of the survivors (Out of Shape) with the lowest vitality (Slow Healer,Thin-skinned), but has the slowest Virus Meter in the game (Resilient). Her defensive ability has her gaining the most distance between her and her foe, given the space (Pacifist,Coward). Pack mule build ahoy, the only way to carry more stuff is to keep your stomach full, but combat is pretty much out the window for you. Cindy Lennox A Waitress for J's Bar, and the nicest person you'll ever meet. She enjoys cutesy things, and can't stand these horrific creatures (Cowardly). Cindy spends most of her personal time tending to her Herb garden and has learned how to make medicines using them (Gardener,Herbalist). In-game she can help staunch the bleeding of her allies and aid them (First Aider) and carry many more Herbs (Fast Healer). She also has the second lowest vitality in the game (Thin-Skinned), so it's usually best to avoid combat (Pacifist). Another medical build, this one dosn't have the speed detriment of George's build, but also lacks combat prowess. --- Any and all feedback is appreciated. Hopefully future updates will allow for more accurate Traits/Occupations (the outfits will come soon, which will be great). Also if anyone gets a team of 8 mates to do a full squad of this i'd love to hear of the travels and exploits you guys get into.
  3. WolfeClaw

    Saving Character Builds

    Very simple request. I'd like to see the ability to save your characters during their creation, much like how you can save Sandbox settings alongside the pre-existing presets (Default, Beginner, 8 Months After Apocalypse). This could lead to some very interesting concepts later down the line when customization of characters becomes more in-depth, as you could have people sharing different character creations with each other with different trait and profession combinations. I find it slightly irritating having to create my preferred builds over and over, though I don't mind. It would just be helpful and more efficient if you could save them for easy access.
  4. morninam

    depression trait

    i saw something like this suggested in a post made like 2 years ago. so the concept i have for a depressed character trait would be that if you choose it your character suffers from periodic episodes of depression that last for 1-3 of weeks before they pass. they happen randomly maybe once in the span of 2 months. maybe they could be triggered by things that currently cause unhappiness if you let it go on for too long. if you have the trait and have an episode you wouldn't be able to get out of the "feeling a little sad" state regardless of what you do to increase happiness. Antidepressants can help reduce the time and severity of the depression. maybe it could go as far as not being able to get out of the higher levels of depression unless you take an antidepressant once a day. I could go on but i just wanted to get the general idea out
  5. 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.
  6. http://undeniable.info/pz/CharacterPlanner.php I Made this so you can show people what builds you use easily or you could also plan a build with it. Just choose your Profession and Traits and the link in your URL bar will automatically update so you can just copy it once your done, and share the link with someone to show them your build. So as an example, here is my main build: http://undeniable.info/pz/CharacterPlanner.php#veteran,Strong,Organized,Dextrous,ProneToIllness,SlowHealer,HighThirst,NeedsMoreSleep,WeakStomach,SlowReader,Clumsy Show us your favorite builds!
  7. http://undeniable.info/pz/CharacterPlanner.php Would be useful if you want an easy way to show people what build you use, or to check or try builds without having to open up PZ and start a new game. Its not finished yet. It does not update the link when changing things yet, and does not show the experience effects yet but otherwise working. And since i have this info in the database I also added traits and professions to the lists pages where it will show you everything a trait or occupation does such as experience boosts, recipes taught and free traits added from occupations. List of Traits List of Professions I know these trait and occupation lists exist on the official wiki but since this system works by reading the game files you can always be sure it's gonna be up to date.
  8. MrZombifiedGamer

    See Character Name in MP

    Okay so I posted about this before and I really wasn't sure how to handle it. I wanted to keep it fresh so just in case someone forgot or didn't see it. Wasn't sure if I should bump that one or make a new one. But I decided to do this in any case. So I suggest we change out MP so instead of seeing your username you'll see your players name. It would be amazing for RP and I wont have to keep changing my username every time I die and create a new charri. Very simple change I think. xD Also impacts the RP community loads, everyone will love it. Even people who don't RP because it's just so much more realistic! Yeah? XD Maybe have it as a toggleable option for server admins if you really want to keep both. Bam, Cha-Ching! Again, sorry if this is against the rules. I tried going to the rules but it doesn't say anything specifically about this. So I wasn't sure if I should find and bump that one or if making a new one was called for. I've seen mods get upset when people necro old threads but I've also seen mods get upset when you create duplicates. Usually the mod then suggests either necroing or creating a duplicate (depending on the situation), which Is kind of odd but I have seen it happen. I think it has something to do with the age of the post. But I couldn't find an explanation.
  9. Trupiak

    Choosing age of character

    When you create a character, its always 27 years old, my idea is to be enable to change it: 18 years old - 27 years old - Good conditions, healthy, more nimble, faster runnin, more cowardly, he can faster learn stuff 28 years old-35 years old - not so coward, it is harder to make him panic, normal running, faster, he got already a level in some skills 36 years old - 45 years old - weak heart, can have heart stop by panic, he cant run so well, he has more levels in something, but it takes more time to make him bored, or he is clever enought to realize that being sad is wasting of the time, and he cant change anything Or you decide the traits of the ages. Every year should have balance, example : Example 1: +A +B -C Example 2: +A -B + C Example 3 - -A +B + C something like this, or make age doesnt matter if you want
  10. Tired of the same old character build? Want to try something new but don't know what? Have a great build that you want to re-use but will forget? FRET NO MORE! This mod adds a button to your Character Creation screen to create a random build for you! It will select a random profession, add up to 5 positive and up to 5 negative traits, and then wiggle those traits until there are between 0-3 positive skill points left to spend. Obligatory screenshot: It also adds the possibility to save character builds and re-load them later on! Also implements dropUp menus on the side Another obligator screenshot: And even more obligatory download: randomCharacter_v2.1.0.zip randomCharacter_v2.0.0.zip randomCharacter_v1.0.0.zip Changelog
  11. Please please please please? It's so annoying that i have to change my username every time in role play servers. It'll be *so* much easier if character names showed up instead of usernames and instead usernames were just log in things that only Admins and moderators could see. Please????
  12. I am interested in finding out what customization options most people use. This will be useful for general statistics but also for mod creation.
  13. Hello coders ! A little mod request here. Actually I think it's a little mod i'm requesting. I would love to see a mod/software that lets you edit your character traits and job. And if it's not too much of a hassle, maybe edit your inventory too! As you may already know, build 31.6 IWBUMS has introduced quite an important trait & job overhaul. However it screwed up my old save by making my awesome character stout instead of strong and overweight even if he wasn't before the update. I assume that some PZ players may experience the same kind of nonsense, and while it may be too much to ask devs to create an interface that allows you to re-distribute once again the traits of an existing character (given the speed at which the game is developed), I thought it would be nice if someone bothered to create such mod/software. Cheers !
  14. So here's my suggestion. I suggest that when you go offline. Your character turns into an NPC with the only motivation being guard the safe house. That way, when you log on your base isn't raided cause no one was there to stop it. And if it is you'll be dead so it doesn't feel like it was raided in your sleep. At the very least this should definitely be at least an option at some point, please?
  15. Hello everyone. I recently came back to zomboid like many others to check out the multiplayer after so long and so far it is great. We do however seem to be having a problem where our characters are seemingly deleted randomly. I keep the server running 24/7 so that the world does not wipe and we have tried restarting it and deleting all the files to be sure that wasn't part of the issue. Whenever someone logs back into the game 2/3 times the character is deleted and they respawn back in the starting location again, losing the hard work put into the skills and gear of the other character. Last night I managed to log off and back in successfully twice before the third time deleted my character. After the server restarted that character was deleted as well but 2/4 other friends managed to log back in with the characters they had before that restart. The server is running in the background of my desktop computer since my actual server is currently in pieces. The computer is running windows 7 64-bit home premium with an AMD FX-9370 4.4GHz eight core, 16GB of ddr3 1600MHz ram, a standard WD 7200rpm hdd and an HD Radeon 7970 3GB. My internet connection at the moment is a bit slow, averaging out around 130 kilobytes/second upload and 2.4 megabytes/second download although the upload seems plenty so far to host the small ground (~6) of people currently playing. Anyway that seems to be about all of the information I can think of with the problem at the moment. I am about to leave for a few hours so unless the post it within the next 10 minutes I will not be responding for a little while but be assured I will later. It is just that in my experience it generally takes a few hours to get responses in the help sections of forums. But yea, thanks for reading this and thanks for any attempts at helping me to solve this problem. The game would be much more fun if we could gain more than a single level before losing the characters.
  16. mrwaddell

    Character Sheet

    Detailed stat building Each Attribute breaks down into multiple skills. Then, each Skill breaks down into multiple Techniques. And then, each Technique reveals the Endurance and Stamina of the body parts it directly uses. But, you should only be allowed to level up Techniques by choice. Beyond that, everything should really be leveled up through your bare actions. Attributes. The attributes should be simple, Intelligence and Physique, that's it. Since inherently, we are just a Brain and a Body. Skills. Intelligence and Physique influences ALL skills. This just makes it easier to categorize the Techniques. Techniques. Each Skill should have two Techniques. One, will be the Intellectual part of the skill, and the other will be the Physical part. Basically, the Techniques are the parts of the Skills that the Attributes directly influence. And like I said, Techniques should be the only things you have a choice in building. They still build up through your bare actions though, but only because the choice still needs bare action to reveal itself. Endurance & Stamina. Based on your Techniques, each part of your Body (in your own prefence of detail of course) should have an Indicator. Just like in my last Suggestion in, "Fixing, Mr. Fixit," we should have an Indication of when the Body Parts are Healthy and when they're Infected. AND, Indicators for each Body Parts Endurance and Stamina. Your most used Body Parts will fair the best against your obstacles. And I'm talking about the Brain, and the other Organs as well. So besides building up your Endurance & Stamina for say, your Arms or Legs, you could. . . develop your reading skills, or build up a drinking tolerance, that sort of thing. Specialities. Each and every Item and Body Part we are able to use, should give you a temporary buff to the Techniques they use, but only while you're using them. So, whatever it is that you use the most, will give you the biggest Bonus. And I'm still talking about the Brain, and the other Organs as well. Plus, if you've ever played "Borderlands," you might have an idea of what I mean (Minus the Body Parts). Karma & Luck. I'm a firm believer in "What Goes Around, Comes Around." You do good things; good things happen to you, and the opposite. Professions. Detailed Attributes, Skills, Techniques, Endurance, Stamina, and Specialities that you start off with. Because that's what you got paid for before the outbreak. Traits. Traits should involve everything on this list. So we can have very detailed starting points. And I personally would love a long character creation. Gaining & Losing XP. Don't Shame your Pain, because if you don't Use it, you Lose it. (To an extent.) Detailed Details Attributes. Intelligence and Physique Skills & Techniques. ex. Skill (Meaning)= Techniques (Usage). Learning (Rate at which you absorb experiences.)= Brain Memory (Rate at which the Intelligence Attribute increases.) and Body Memory (Rate at which the Physique Attribute increases.). Willpower (Ability to stay Conscious and Calm)= Adrenal Glands (Brain Juice) and Heart & Lungs (Blood & Air Flow). (Survivalist) Foraging (General Searching & Finding), Fishing (Water Foraging), Trapping (Animal Foraging), Reading (Word Foraging)= Comprehension (Quantity Understanded) and Strength (Limit at a Time). (Crafts) Farming (Grow Food), Cooking (Prepare Food), First Aid (Exterior Healing), Living Anatomy B & R (Interior Healing), Carpentry (Wood Work), Stonework (Stone Work), Metalsmithing (Metal Work), Engineering (Work with Moving Parts), Chemistry (Chemical Work), Electronics B & R (Metal & Electricity Work)= Coordination (Quality Work) and Strength (Speed). (Movement) Running (Fast & Loud), Sneaking (Slow & Quiet), Swimming (Horizontal Quad-Strength), and Climbing (Vertical Quad-Strength)= Coordination (Gracefulness) and Strength (Speed). (Combat) Unarmed (Bare Bodied Weapons), Edged Weapons (Stabbing and/or Cutting Objects), Bashing Weapons (Blunt Objects), Combustion Weapons (Explosive Momentum Projectiles), Sling Weapons (String Momentum Projectiles), and Throwing Weapons (Hand Momentum Projectiles)= Perception (Gracefulness and Critical Hits) and Strength (Speed and Weapon Handling). (AND, with both Perception and Strength, Ranged gets more Accuracy. PLUS, Melee and Throwing get more Accuracy and Damage.) Other Stuff Punching. With the Mental and Physical Abilities we have access to, Punching would give us the Capability to knock out Living People. Done just like weapon attacks, but not as damaging though. And significently faster, especially if you're Punching with Both Hands. Plus, it might be cool to have a means of using some Brass/Spiked Nuckles or something. No Profession. Instead of picking one job to focus on in life, you bounced around a lot. So instead of having a certain build that you focused on from the biginning, in your Attributes, Skills, Techniques, Endurance, Stamina, and Specialities. . . you instead, start off with a tiny bit in everything. But, no matter how much of my opinions you don't agree with, that's okay. Because I know you all have Brilliant Ideas of you own that I didn't think of. And I know you're doing everything you can to continue to make this game awesome. And that's kind of why I love you all, peace.
  17. Tproffitt

    Sling/weapon carrying systems

    I was playing the other day and had my shotgun with a sling on it and it made me think that the slings should have more use than just giving a weapon a flat weight decrease. My thought was that instead of a sling reducing the weight of a shotgun or rifle, the weapon would maintain it's regular weight while being wielded or stored in a container, but having the sling on would give you the option to carry the weapon on your shoulder or across your back so you can keep it on your person in case of emergency. On top of this, adding the option to tie a sheet or rope to a weapon as a crude sling would be easy enough thing to do in reality.. Only while the weapon is over your shoulder would it give you the weight reduction and depending on if it's a cloth sling of an actual weapon sling can dictate how much weight is reduced and how quickly it can be drawn or put away As for melee weapons, being able to craft a sling out of sheets for melee weapons like the bat or axe and have them function the same as the gun slings would be simple enough to do. Even the frying pan wouldn't be hard to do in reality like threading the cloth through the loop in the handle and tying it to a belt or backpack loop. Finally, pistols and knives can have holsters/sheathes be lootable objects most commonly found in areas like the police station and be worn be the character. A pistol holster could be essentially programmed like a backpack, but instead of a "put on back" option be "tie to belt", "tie to leg" or "wear on shoulder" depending on what type of holster it is. The object could then be set up as only allowing storage of 1 item - the weapon it's designed for- and have a right click option for "holster" on a pistol or knife and "draw weapon/equip primary" on a filled holster on the character menu. Just some ideas I think would help help out and fit in pretty well into the game
  18. TheDrifter

    Character server carry over

    I haven't seen anyone talking about how characters will work with servers. I assume that whenever you join a server or create one you also create a new character for it. Do the devs have any plans to make it so you can port your character to a new server? Just wondering. Plus I have been having this crazy dream of buying 4 dedicated servers and having 4 custom maps and allowing people to travel map to map with the same character.
  19. Bolgfred

    No professions, please!

    After reading the fifth thread about professions* I knew, all this forum needs is number six! The idea Replace professions by multiple traits In detail I think about something like personality, profession, free time activities, place of birth/living, physical attributes, private interest, social circumstances and so on. My idea would be to split this profession thing in a few different categories, so a player can have more traits than one. I'd name it more a redesign, than an improvement to the current system. I think there are many things you can mix together, which can tell a little story about this person. Not everything needs to have an effect. Might be cool if they get random generated(I'd like that). Why I think its cool My point is, I don't like classing. It makes me feel like something special and tries to define/influence me someway. Not too much people walk around telling everyone they are a construction worker**, and rarely people will ask a fire fighter about how his fire fighting goes in his fire fighting spare time. Electricians usually don't throw light bulbs around wherever they go*** My point is: People are mot than just a class, they are the sum of their life. Some examples: (personality/profession/ interest / background) optimistic security guard who plays baseball who was married twiceangry unemployed who loves hiking**** and sometimes helped outintrigating secretary with a passion on huntingdreamy fire fighter with children from Englandpatient cook with a passion on comics, speaks Japanese and German* yes I was counting them ** I am a construction worker, I am a construction worker, look at me construction worker, here come the construction worker... *** There might be exceptions **** angry hiking is cool. You can rage at every brush you see, punch trees and.. ouch that hurt.. but nobody cares.
  20. Hey guys, I'm sure this has been posted a lot, but I'm running a server with my friends, consisting of one being at my house (Joining via lan) and two connecting from else ware. After a long game, I needed to amp up the ram in my server, so I did so in the bat file, doing so seemed to have deleted my friends characters, but kept mine, and my mate's who joined via lan. Is there any way to fix this and restore their characters? I heard it's possible to replace a map_p file, but I've still had no luck. Any help would be much appreciated. Cheers.
  21. I would like to see the ablility to block doors with yourself to try and prevent zombies (or other survivors) from getting through them, until you or maybe one of your friends finds something more suitable to barricade the door with. So yeah thats it what do you guys think?
  22. Wolfihunter_prey

    Permanent "Perks"

    This feature was intended in my own zombie game project which was unfortunately not successfull due to lack of funding and the ability assamble a good team We however made a really nicely outlined plan for it (89 pages) and one of the things which would (i think) go well in this game is this. Your character can get "permanent" or "semi permanent" moodlets which only go away if some special treatment/event occurs or will not go away at all for example: "Crazy" - Your character has gone completely insane from the constant exposure to depression and anger. You will now suffer a penalty for interactions with NPC's (occasionally mumble random sentences could be fun?) "Veteran" - You have become a survivor veteran, you have seen so many things and overcome all challenges so far that there is now nothing that can surprise you. Gets panicked less. "Broken leg" - Due to the severe impact to your bones they broke, this needs to be treated or it can be the cause of your demise. Need to get a crutch or something, to recover or lose health over time while moving. Can recover in 1-2 weeks. Cause can be falling down from 1 floor, being hit by blunt weapon (NPC or Multiplayer). "Smoking Addict" - You have become addicted to smoking. Unless you get your regular cigarettes you become depressed and unhappy more quickly. Can come off it if not smoking for 1 month. "Drinking Addict" - You have become addicted to drinking. Unless you can get some alcohol in your system regularlry you will become depressed and unhappy more quickly. Can come off it if not drinking for 1 month. "Concussion" - You have been hit on the head too hard and you feel dizzy. Accuracy and vision decreased. Will go away in 1-3 days. "Iron stomach" - You are so used to eating bad food, that you eat those dead mice without blinking. Receives less penalty for unhappyness for eating disgusting food. (aquired by eating a lot of worms, mice, rats) These could even be like the traits you pick at the character creation, or listed as a moodlet I have a lot more ideas, but I just put down a few to see what you guys think!
  23. Mountainmanmad

    My friends progress got deleted on my server!?

    So my friend has been having some trouble on my server. He has been getting black walls that restrict acess to other parts of the map. I thought it was an issue with my ports, but after checking it I realized there was nothing wrong. He has to quit and rejoin in order to fix this issue. Now, the last time he did this, he was asked to make a new character upon entering my server. All his progress had suddenly...vanish! What happened to it? Is there any way to get his character back? Finally, is it a problem with my server, or is it a problem on his end? This is the second time this has happened. Any help or insight would be extreamly helpful! -Thanks, Mountainmanmad
  24. I think the character presets should be enhanced in general. Especially when multiplayer kicks in. This would make you more individual and would make things more dynamic. I like the idea of playing PZ online in a group of survivers with different habits, characteristics and attributes the players are challenged with. For example that one dude is always panicked and the other guy eats all the supplies because he's fat and needs that much. You have to find solutions for problems the whole group is challenged with. These things would alter the experience of the game every time you play it. How about the preset of being chronically ill which means that you need your medicine continously? Diabetes? Or being alergic to certain foods like cheese or lol I don't know. Such things could be randomly generated on a player before you start the game or things could eventually happen and develop during the game. But they should be explained transparent so that the player knows what to do against it, or be optionally as a whole. You know, I'm fine with the current characteristics system and attributes and there are other things to do, but I think that should be worth a thought to make it wider with more impact on the gameplay.
  25. ShaunoftheDeadx

    Save Character

    It goes without saying that character creation is going to get far more in-depth. Simply put, players should be able to save custom characters for use in various game saves. Even now, in these early stages, I don't know if it's worth re-writing my name, choosing my features and traits every single time I start a new game. Not much more to say on the subject without derailing. Thanks for listening.