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Found 8 results

  1. I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic. First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it! Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy". Sadness should be added as another symptom, but again only mildly. Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks. As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit. Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse. In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  2. No More Panic Mod Request In short, the more zombies the player has killed, the less panicked they are when encountering them. This mod means panic reduces faster over time for more experienced survivors. It also means panic is *multiplied* for less experienced survivors. Heres the gist: 0 kills: panic * 4.00 1 kill: panic * 2.00 2 kill: panic * 1.00 5 kills: panic * 0.95 10 kills: panic * 0.90 25 kills: panic * 0.85 50 kills: panic * 0.80 100 kills: panic * 0.70 250 kills: panic * 0.60 500 kills: panic * 0.50 1000 kills: panic * 0.25 Based on time to calm down: 1000 kills: panic cool down * 4.00 500 kills: panic cool down * 2.00 250 kills: panic cool down * 1.00 etc.. This makes beta blockers more valuable early on, and makes killing zombies versus avoiding / saving your weapon more of a choice. Survivors who live and fight long enough become hardened and unphased by the sight of the dead, which is as to be expected. The beautiful thing is if you are six months or a year in, you no longer have to be annoyed by the panic moodle constantly popping up for something *you should be used to be now*.
  3. Yes, Project Zomboid is not some uber-life-simulator, of course, however, making some things more realistic means that they also make more sense for the player and player feels more comfortable with their presence and how they operate, and most of what I have to suggest is not extreme either, so here comes this: getting wet & getting the cold. Facts: Getting damp, wet, soaking or drenched does not significantly increase chances of catching a cold (the increase in chance is minimal and due to other factors primarily). Human rhinoviruses require other humans to spread, so without human interaction there is no infection (if you want to add zombies here or not is up to you). What to do? Getting wet should not directly affect chances of catching a cold in any way shape or form; only indirectly (explained below). Getting wet should affect player's speed, mood, agility, happiness, stress level, endurance and in extreme situations possibility to develop hypothermia. Levels of wetness should primarily affect mood, bad moods can make people's immune systems drop and they can get the symptoms due to that (implying they already have the virus). The Outdoorsman trait should minimize these effects, primarily on mood/happiness due to harsh weather conditions. The Resilient trait here should minimize the chances of developing symptoms. What about the cold itself? Having a Cold and having a Nasty Cold should also affect mood/happiness of character, as it tends to in real life. The Resilient trait could help here. Affecting Precision, Endurance, Agility should also be considered. Stress level could also be affected. In the end, the emphasis should not be on catching the cold, it should instead be on dealing with the cold. Common cold can turn into a serious fever and it can even help others diseases developer from weakened immune system. Since it is a virus, antibiotics are of no help and primary way of healing is making your immune system be able to do it. Antiviral medicines can help, but only marginally and they're not very common and only against certain strains, if you ever decide to have them in-game.
  4. Literally recently, were added, "sleeping events",nightmares of the character that he can dream, if he has a negative moodles. Browsing the official russian group of PZ,i have found this . My suggestion is : 1. Why not add good dreams for the character, if he has a positive moodles? ( well fed for example ) 2. Adding a soundtrack for "sleeping event" dreams. 3.Also, in my opinion, i think,it would be nice to have positive versions of bad moodles,that will be give a lil'bit boost for healing and speed of dragging items Bored - gladness Unhappiness - happiness Depressed - euphoria Stress - peacful
  5. So, ever since Build 31's release, I've been extremely pleased with how many more traits and occupations there now are. Compared to earlier builds, this is a much more balanced and fleshed out means of creating a character who's pros and cons align themselves pretty accurately with their profession. I, myself, was guilty of choosing the Construction Worker or Ranger profession during the earlier builds due to Thick Skin/Builder and Outdoorsman being pretty overpowered, at least when compared to things like Night Owl - when Sleep was not even properly implemented, yet. So anyway, this is just a small list of things I've come up with. I've based the suggestions off of my own observations, so obviously they're far from perfect, nor do I think they're properly balanced. That being said, I'm not looking for these to be implemented as is, nor do I really expect anything to be done with these ideas-- I'm really just trying to give the Zomboid Devs some food for thought and ideas for future additions. I already love what they're doing, so I'm more than confident that - regardless of my input - the future bulds (like 32) will be equally as amazing. But enough of that. Onto the list! Firstly, some traits. These were the easiest to come up with due to how the game currently functions. Some traits have no counterpart, whilst other factors seem to have not been tapped, as of yet. There's a lot of potential, is what I mean. Moving on to something of similar note, I only have one new idea for an Occupation, as well as a suggestion for a pre-existing one; Lastly, some moodles... Simple stuff; What do you guys think?
  6. Just some ideas for moodles regarding your sanity that may fit in to the environment. Stir Crazy: You haven't left your house in awhile and boredom is setting in. What it does - Character begins to hear banging on windows and doors that may not be real. Deeper stages could cause the character to get jump scare noises randomly, despite no zombies being present. The agitated and panicked moodles could begin showing up randomly as well. Severe conditions of being stir crazy could result in the character beginning to engage in self harm, with random scratches and such appearing on arms. How to activate - Any time your character becomes bored it adds points in to becoming stir crazy. Reading, eating, other things that relieve boredom relieve stir crazy. Stir crazy grows more quickly the longer you stay in one area. Areas will be defined as currently loaded tiles. Leaving an area will be defined as loading new tiles. How to relieve - Just enter load unloaded tile space, the more severe your stir crazy is the more tiles you need to load to relieve it. Trauma: You've seen some things, and those things are sticking with you. What it does - Character wakes up part way through a nights sleep due to nightmares. Causes random panic and exertion, as you re-experience past traumas via flashbacks (assumed, not witnessed by player). Severe trauma may cause your character to hesitate before firing or swinging a weapon, those split seconds mean everything when a zombie is coming at you. How to activate - Witness another player die. Killing another player yourself will compound this. Become harmed by a zombie but survive. Become harmed by another but survive. Live through a serious injury. Have a house catch on fire while you're inside it. How to relieve - Very difficult. Drugs could be used to ease the symptoms but only time would heal trauma. Literally losing your mind: I have no mouth yet I must scream What it does - Think Eternal Darkness style stuff. I hate to just rip off another game but it's a cool system. You begin seeing your limbs fall off, you start crying blood, shadowy figures begin following you around, and I'm sure many other crazy things that people can think of. How to activate it - Being alone, utterly alone in the zombie apocalypse for just too long. There could be a moodle that helps indicate you're working your way towards this (loneliness moodle). Jump scares could also add to this insanity meter. How to relieve - Well when sneak is added you could peak around corners to prevent jump scares. When NPCs are added, being around them will prevent loneliness (and of course real players on servers). Once it's starting to set in the best way to relieve it is to kill zombies. Just go on a killing spree and you'll work that insanity out, that's how life works, right? There you go! Just a few ideas that were kicking around my head. I am really enjoying the community on here since I've joined and I hope to keep posting more things as I think of them.
  7. I just watched Last Level Press's "Passing Pineview Forest" video, and one of the things Mr. Black commented on was that the character seemed to be walking faster towards the end of the run, when he might reasonably be expected to be more scared. I realized, when I was commenting on the video, that that seems like a really Zomboidish thing: fear makes you breathe harder and makes your pulse race, but it also makes you step just a little (or, as the panic rises, maybe quite a bit) more lively when you're trying to walk or sneak about. Walking faster based on your Panic moodles would also have a lot of appropriate knock-on effects: you would get fatigued faster and recover from fatigue more slowly, you would be less stealthy sneaking or walking when you were scared, and you would probably be a little less likely to actually get caught by the zombies that are chasing you even without full-on running. Running I wouldn't have affected by fear (it's called 'sprinting' in the skill menu, after all), but walking I would make quicker.
  8. Heya everyone, I'm looking for a full list of moodle script commands that lets me change moodle through items. I have found the following atm. HungerChangeUnhappyChangeBoredomChangeStressChangeFatigueChangeThirstChangeBut I can't find anyone to add happy. I thought that putting a "-" on the UnhappyChange would give happyness, but it doesn't appear to be that way. So if anyone know of anymore commands that is not on this list, please tell me Thanks in advance, Sejemus.
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