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Found 6 results

  1. What if in the game you could make official firearms (including ammo) as opposed to makeshift zip guns? I was thinking the player could come across some houses with machinery used to make firearms and ammo. Basically an at home workshop for guns. They existed back then in 1993 as well as today in real life so it would be fitting to come across a house with a workshop for guns and ammo the player could use. The player could have a gunsmith occupation to make use of the machines more readily with the right skill level than with other occupations. The player would have to get resources to put into the machines to make the guns and ammo such as steel wood and smokeless powder. Then the player would put the materials in each machine and progress turn them into guns and ammo until they were finished. Such machines would include drill presses, milling machines, lathes, stampers, etc. The player could also come across gun factories to use to make guns and ammo as well as use the already finished inventory of them. You can't always find a nearby gun store or police station and looting cars, homes, dead bodies as well as zombies for guns and ammo usually doesn't yield much not to mention it's tedious. That's why as a survivor it makes sense to make your own guns and ammo!
  2. I think it'd be nice to be able to lock pick in the game like for car doors as well as regular doors. I think this mechanic could be some kind of lock picking skill that you'd improve from picking locks as well as boost through lock picking books. Maybe there could even be a locksmith occupation that gets you started on the functional capabilities of said skill. Perhaps the skill could also be in the burglar occupation. I think for the tools needed it'd be standard lock picks or maybe you could even make some out of the paperclips you find in the game. For starters, It'd be nice to be able to unlock a car without having to find the key or smash the window in addition to hotwiring it. As for doors it'd be nice being able to get in the building without having to find the key or bash my way in through said door or other entrance. For padlocks it'd be nice to get through those too. I guess for the mechanic to work, with all the proper items and skills in hand you'd right click the you want to lock pick and select "pick lock" and the progress meter would fill up as you pick the lock. It will take a few tries until success and fewer tries and faster ones as you level up.
  3. 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.
  4. I had this idea today about every occupation having it's special trait like "Axe Man" for Lumberjack (...I'm a lumberjack and I'm okay...). Of course some of them will be better than others (compare "Desensitized" to "Night Owl" for example). My ideas would be: Fire Officer - "Fire Training" - Puts out fires quickly and never gets burnt - fire extinguishing would be broken for a while because we can't even do that yet (can we?) but in the future builds... who knows. Police Officer - "Trigger Discipline" - Uses pistols more efficiently than others - would give a bonus to accuracy with pistol, slower pistol deterioration, faster clip reloading. Park Ranger - "Man of the Woods" - Faster and quieter foraging, gets happier after a night in a tent under the stars - would give some happiness and entertainment when sleeping outside in a tent and would also not attract zombies from the entire screen when foraging, 1/2 time needed to forage Construction Worker - "Beast of Burden" - Can carry more than others - carrying all those concrete bags during his/hers would finally pay off. +3 (+4?) main inventory carrying capacity. Carpenter - "Steady Arm" - Uses less nails in construction - i.e. someting needs 6 nails to build for a non-Carpenter but for a Carpenter it drops to 4. If something needs 4 nails it would need 3 etc. etc. etc. Burglar - "Like a Shadow" - Does not trigger burglar alarms, pries windows with ease - less chance to perma-lock a window when prying, would not trigger alarms. Alarms and locks are for honest people, or so they say. Chef - "Blade Confident" - Performs jaw-stabs twice as fast, kitchen knives last much longer - would require half the animation time to jaw-stab, kitchen knife probability to drop condition would be 1 in 15 (hunting knife is 1 in 20) instead of 1 in 2. Repairman - "This Will Hold" - Puts more life in repaired items - +30% flat bonus to possible repair i.e. glue (2 uses) has 10% possible repair for a Baseball Bat. That perk would make it 40%. Farmer - Fisherman - Doctor - Fitness Instructor - "Running Enthusiast" - Does not get tired quickly when running, rests easily - could run for twice (or 2/3) the distance compared to a normal person with the same level of sprinting before getting the "Moderate exertion" moodle, would rest in half the time from exertion moodles. Burger Flipper - I have not figured out the remaining occupations yet. I was thinking of a "Frying pan Maestro" - Faster frying pan swing - for the Burger Flipper, but he gets a bonus to blade accuracy so it would make no sense.
  5. 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.
  6. I made a mod for build 25 and 26 where I created my own occupation and traits based on some "The Walking Dead" characters. Now I can't get them to work on build 27. Did something change? What am I missing?
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