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Having put over 100 hours into Project Zomboid, i have had my fair share of what-ifs and if-onlys. I have noticed that carpentry is somewhat of a staple skill for all players to have if they want to make it past the water/electricity shutoff. I have also noticed the lack of usefulness for shovels in the game as of current. Now I know that both the shovel and trowel can do the same thing with the shovel being the heavy, more damaging alternative. However, if I were to choose between a shovel and trowel I would most definitely go with the trowel due to it's weight being rather light in comparison to the shovel. My proposal brings more use to the shovel, and even expands onto creating more play-style diversity among the community. Dig Drop-down Menu This suggestion would require (or at least prefer) that the "Dig" option would become a drop-down menu similar to the "Build" option when right-clicking. Dig Furrow This wouldn't really be much of an addition, just a change to the option "Dig" to "Dig Furrow" as this is the name of the trenches we dig when we use said option for farming, and would just serve to help people differentiate the kinds of holes they will be digging. Dig Watering Hole This would be the first, and probably most practical, option of the expanding dig menu. My original idea was to have it just say "Dig Hole" and you could dig holes next to each other and they would link to create a bigger hole, ultimately creating trenches you would have to vault over similar to fences, but I found this too ambitious and impractical. So I scrapped that and went with a more similar approach, the watering hole. this would allow a player to dig a 1x1 hole in the ground, that would collect rainwater for the player to use. This form of rain collection would be much less efficient than a constructed rain collector, but moderately better than using pots and cups all over the ground. If the player has a bucket of cement they can fill the watering hole with a coating of it, which when dried, will cause the hole to collect rainwater more effectively (in theory, less water soaks into the dirt)[see edit 1]. This alleviates the severe need to have a decent carpentry level in order to use rainwater, without completely removing the option of using a rain collector if you want a vastly improved water collecting system. Dig Stash This one could prove troublesome on the developers side, but would give players on both multiplayer and single-player games an enhanced experience. Digging a stash digs a rather shallow hole in the ground for players to store precious loot they don't want taken from them. The stash will act like a container, that can hold only about 10-20 weight (10 preferably as to deter players from hiding all their loot in holes) and can be refilled with dirt (either from a sack or just as an option) in order to perfectly hide the loot from potential raiders. Players would either have to remember where they dug that stash, or mark it in order to reclaim their loot, as there should be no way of telling the difference (otherwise it defeats the purpose). Digging a stash can also help with unwanted loot and trash. Instead of leaving it on the ground to cause clutter all over the floors, players can dig stashes to be used essentially as landfills, which is where the single-player benefit comes into play. Dig Grave (already implemented!) This last option is debatable, as it solely aims to provide players a better role-playing experience, or emotional experience. Digging a grave will present players with a 1x2 construction option for two tile holes where corpses (or even coffins if you wish to go that far) can be placed and "honoured" by their comrades or just to build a cool cemetery full of dead zeds. Corpses can be placed with their loot on them to signify being buried with treasure, and that would create grave robbers in multiplayer communities. once the dirt is replaced players can even place signs to act as gravestones. I feel this would be a perfect option for those who fall in player versus player battles and just for all those who die an untimely death. In Conclusion I hope you guys enjoyed reading my suggestions post, and I hope the developers take an interest in the ideas and consider some or all of them. What do you guys think of more holes? Should there be even more holes? Should we change the way some of these holes work? If you liked my ideas please +rep me to show your support, I'd greatly appreciate it! Honourable edits: Edit 1: Instead of using a layer of concrete on a watering hole to increase efficiency, a tarp lining would be much more logical and practical. Credit to Geras for the idea. Goodbye for now.
Everyone knows that Build 38 is introducing the gameplay mechanic of digging graves to dispose of rotting corpses as an alternative to burning them. A good idea, but one that I think can be improved in the following ways: 1. More grave types/models. The current model of the grave is a single rectangle of dirt. To me, that model looks too smooth and clean. I have a hard time believing that a ragged survivor under duress who may or may not have done any hard work in his life would dig a hole that pretty. In my opinion, graves dug by amateur survivors should look like they were dug quickly and haphazardly, with ragged edges, uneven dirt, and other details that make it look like it wasn't dug by a professional digger. Something like this: 2. Funeral pyres/more realistic body burning. One of the things nobody else seems to have noticed is just how effective cremation via gasoline is. I mean, you dump a little gas on a corpse, light a match, and boom, he's ashes in a few seconds. While that may be for gameplay purposes, that's simply not realistic. It takes a LOT of heat and fire to completely destroy a human body, and a simple gasoline fire won't reach ANYWHERE near the temperatures required for cremation. It's one of the most unrealistic things in this otherwise punishingly realistic game. The solution? Rather than simply leaving behind ashes, perhaps corpses can become charred and partially destroyed to the point where, though not completely gone, they at least won't be a source of disease and infection anymore. Also, funeral pyres. Stack a few logs on top of one another and throw the bodies on top. I was gonna suggest having a separate model for corpse piles, but that's probably redundant. 3. Body bags. We know the military and the scientists were performing experiments within the Exclusion Zone, so it'd make sense that they'd have at least a few dozen corpses lying around wrapped up in a plastic body bag. So why not utilize some of what they left behind, or even make your own out of stuff like bedsheets? It would make transporting corpses far more sanitary, because I don't think anyone in real life would be comfortable carrying a rotting corpse with their bare hands. Which leads me to my next idea: 4. Corpse disposal equipment. Latex gloves, respirators, cloth breathing masks, hazmat suits, anything that will make the transportation and disposal of corpses more sanitary. Again, you don't wanna be touching that stuff with your bare hands. 5. Mass graves. Instead of just taking up a few tiles, these graves take up several tiles in both length and width, and can hold a ton of bodies. Takes longer to dig than a regular grave. I'm all for the introduction of grave digging to the world of Project Zomboid. I just think it could be improved and expanded upon. What do you think?
Seeing as the devs now plan to make bodies harm you if you're around them too long, how about giving the player the ability to dig graves if they have a spade and place bodies in them? You could also add a grave marker if you wanted (maybe only with NPCs and not zombies) with either a custom message, or one the game makes up in a format like "*Name*. Died of *cause* on *date*. Rest in peace." It would also be cool to come across some graves dug (either via the NPC's AI or randomly placed to look real) with names/causes of other survivors who died. It would also show you how good a set of survivors were getting on (lots of graves in their safehouse meaning, of course, they're not very good at this type of thing).