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  1. Pretty much what it says on the tin. Had a flash of inspiration and a quick forum search turned up nothing. Anyway! Most of us tend to run around carrying two bags in Project Zomboid when out and about looting (back and secondary), and only one (back) when going into a high threat area or about to cause a serious mess with a nearby horde. The ability to use a bag or container as a melee weapon, to me, seems to make a fair bit of sense. Load a plastic bag full of tinned food, and you'll cause a fair bit of damage when you swing it at someone (and ruin the bag in the process). Swing a backpack full of books, beans and bullets, and you're going to (probably) cause a bit more damage. The backpack is far less likely to bust open like a plastic bag, even after repeated strikes. Essentially, what I am proposing is the ability to use bags carried in the primary or secondary slot as weapons, with the damage on impact and strength of knockback determined by the current load in the bag (full bag means more kinetic energy after all). I'm not expecting any miracles here when it comes to damage, but the ability to knock a zombie back like a baseball bat, or knock it down to the floor would be damned useful. There are multiple ways to balance the strength of this new found wonderweapon however. First off, a loaded bag would only be useful for knocking zombies back or to the floor, more a defence weapon than anything else (I can see an attempt to crush a zombie's skull with a backpack full of cans producing a hell of a mess, but not much else). Different bags would be easier to swing than others given the leverage at the grip, causing school, plastic and tote bags to be easy to swing, but bulky bags like hiking and dufflebags much more difficult. Implementing a mild degree of exhaustion when you swing those bulkier, higher capacity bags would stop a player simply going after everything with a big hiking bag full of logs, or spamming away with a backpack to shove a horde out the front door. Finally, implementing a durability system similar to the existing weapons would be ideal. Naturally duffel and hiking bags would have a greater ability to be smacked about than a tote, plastic or garbage bag. In a perfect world, that final strike would cause the back to turn into a 'Torn ___ Bag', and the contents being dumped on the floor or scattered about the area. But naturally, that's more complicated to program in. A happy compromise between implementation, reality and gameplay, would be a little tooltip that appears when you mouse over the bag in the inventory saying the bag is damaged and can no longer be used as a melee weapon, while still allowing you to carry it around with your goodies inside. Ideally, once a bag is damaged, you would still be able to carry it around, but would only be able to remove items from the bag, not add any new ones. In short, the ability to use a bag as a melee weapon to lightly damage and knockback zombies would be highly useful for the player, no matter what their current state of affairs. Rummaging through the cupboards in your starting house, filling a plastic bag with pots and bowls because you've got nothing better, seems to fit the atmosphere of Project Zomboid. Plus, the ability to use a sack of doorknobs as a melee weapon would finally be within our grasp ----- Onto my second point, there are two bindable hotkeys (or actions) I would like to see included into Project Zomboid, though I must admit I have no idea how difficult they would be to implement code wise. 1) Bind a key to drop any bag you're carrying in your secondary slot, and equip any weapon held in your primary slot in both hands. Utterly useful for anyone heavily looting with a baseball bat or axe held in one hand. Drop your load and get ready to crack some heads. 2) Bind a key to drop anything the player is carrying on their back. Useful if you're overencumbered and the crap hits the fan. Those precious seconds taken to open the inventory, unequip the bag, and drop it on the floor are all it takes for one of the faster zombies to get in biting range. Easily justifiable from a realism standpoint, as you can wriggle out of a backpack rather quickly. ----- Welp, there you have it. Apologies for the wall of text, but, it's the first time I've posted something tot he suggestions board, and wanted to do a good job
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