Jump to content

Search the Community

Showing results for tags 'realism'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 29 results

  1. This mod lets structures come crashing down when their support structures are removed. All structures must have a wall in a 5x5 area below or get destroyed. Also prevents players from building floors more than 3 tiles away from any wall. Be aware that any player (and zombie) that is below a crashing structure will get hurt, maybe even killed... Mod preview image by Onkeen. Thanks! I'm still working on the details and effects of this, so if you have any suggestions, feel free to reply! This is what happens when you remove enough supporting structures: This is the new maximum distance to build floors: And this is what happens when you stand below a single floortile crashing down on you: And finally, download the mod here: From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=836161359 From github: https://github.com/blind-coder/pz-bcGravity/releases Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases Changelog: Enjoy!
  2. I love the idea of zombies if strong or numerous enough being able to break down walls or even topple houses if you set them to extreme settings, but this is silly and I would only like it as an option. I'm sad that huge hordes of zombies can only break doors and windows. It seems a bit silly too in that way. I'm also disappointed that cars can't crash into signs or buildings and cause any actual damage. Cars crashing into buildings are not so uncommon and get reported on the news less often than they actually happen. I saw a news report once that a man got drunk or had a heart attack and drove his SUV right into a mans bathroom right through the cinderblock wall. Why can't we do this in PZ? I think there needs to be at least some small degree of realism in that sense. I also think it's silly that ramming a high speed car through a horde of zombies slows the car down so much, so fast. If you ever watch some of the crazy videos of car crashes on the internet (18 or older only! very warning!) There was a video of some women walking in the street doing a protest or march or some parade or something? in the street and a car drove them over and all the people in the street vanished into thin air as the car hit them and carried them out of the way of the camera, out of frame. The car didn't slow down and just kept going almost unaffected (but surely very damaged) I understand if cars in PZ slow down if they hit a large amount of zombies, but if the car is moving fast enough, it should go very fast through a large horde of zombies but it should become severely difficult to mantain control and the car should take serious damage. I think that would make it more realistic instead of always being slown down no matter what speed. tldr: zombies should be able to break more things given enough effort and large horde size or strength (or combination of some other factors) cars should be able to damage the environment more and handle driving through many z's at high speed'z cars should be able to drive through walls of buildings given enough speed with high damage to car and possibly driver Please take this suggestions and bite me! jk I love you. thanks for reading!
  3. Much like water in containers; the weight is determined by how much water is in said container. It would also be amazing to have this implemented with food items. If I have a box of Mac and Cheese, that weighs 0.5 by default, surely if I was to eat 1/2 of the Mac and Cheese then the weight of the item should drop to at least 0.30? Assuming that the packaging would weight a default 0.1, and that 0.2 of the weight is consumable. This would be extremely useful if implemented, both for managing weight and realism. The same could be implemented for things such as cans of paint, and even more importantly - medicine! Don't you just hate it when you pick up painkillers that have maybe a couple or a single pill left in the pack and it still weighs 0.2 even though that's how much a full packet would weigh, same as things like bottles of disinfectant; because they can weigh a lot when you have numerous bottles and it can often be a pain to use the "fill" mechanic when in a hurry. Not exactly a bug, more of a suggestion; but a much needed suggestion that would be greatly appreciated if the feature was optimised.
  4. Hi, recently started playing again. Trying to sleep I lay pondering. Let me see if I can remember it all. Real time. How come this isn't default? There is the speed up buttons for those moment where it takes a long time. Item transfer delay would make more sense as well. (supported in sandbox) Not being able to carry almost anything without a container of sort. It would also be nice if you could use certain items from your backpack without the item appearing on you. Taking a pill for example. This includes fridges. More positive traits possible. Somewhere around the general guy would be nice. Whenever I make characters based off my friends, it usually ends up with them having too many positive traits to be able to play. Your body turns more food into fat when you sleep. Do you gain more weight if you go to sleep on a full stomach in the game? Temporarily feeling sleepy after decent meals. Decreased stamina after large meals. More strength makes sense. Feeling tired rather than sleepy after digging. Watering is such a bore. Garden hoses would be such a relief. At least when there is still water. Rotating sprinkler. (needs garden hose) Tall and short body perk. Metabolism. Your body will save more calories if you are not getting enough food. Extreme weight loss also turns down your body's metabolism for many years regardless of the amount of food eaten after. To be able to drop worn backpacks to the floor. (right clicking) Being hungry should decrease your ability to learn. Same goes with being tired. It feels like being full goes away too quickly. The ability to use spoiled and rotten food as fertilizer. I know you guys have said no regarding bathroom business, but have the topic regarding watering and fertilizing the fields with your wastes been brought up? Activity takes more calories, but you feel less hungry while in the midst of it. You feel more hungry after, though. Food after activity helps build muscles. Some food are more effective than others at this. Swinging melee weapons indoors would be unwieldy in rl. Buildings may be more suited for firearms. Buildings would also reduce the distance of the sound being heard. Weapon magazines. Useful for handling and maintaining weapons. The weak trait penalty is too great. It should be worse to be frail imo. I would consider myself weak because I have little upper body strength. Doesn't reduce my ability to carry heavy backpacks that much, though. Upper and lower body strength traits. Body type muscles traits such as strong and endurance. Most food should reduce thirst. The body absorbs a good amount of water from food. Allergies. Ash from biologic sources, such as wood, make fine fertilizer. Night owls and morning bird traits. I really miss seeing the ability to sterilize rags by cooking them. Filling pots or pans with certain liquids. If you for example put alcohol or disinfection on a bowl, then you could put rags and bandages in them multiple times. Staying warm by sleeping in bed. Keeping food cool by digging it down. Symptoms such as nausea and fever helps your body combat diseases. Being able to survive the zombie plague. This doesn't mean you are immune as the plague can create new strains over time like the flue. Cannibalism. Zombie meat might even be safe if you prepare it properly. However, prolonged cannibalism gives you brain damage. Weapon traps against invading survivors. Shotgun tied to door for example. Risking death by eating too much after starvation. More suggestions may follow.
  5. Redux I've done a similar suggestion a while back and it seems to have been deleted, probably from lack of activity. It was then limited to falling from sheet ropes. I've since saw a discussion on steam about sheet ropes breaking. I've also climbed a sheet rope while carrying 3 fridges (1 primary, 1 secondary, 1 in inventory)... so I think it's time to get this out there again. From the past to the present Initialy, there was some complaints about the randomness of possible injury that made that suggestion unpopular. Although there may be a random part to it, most of this suggestion is about common sense and realism. It's not normal that one can climb a rope while carrying a fridge in his right and left hand... and another in his pockets. Climbing a rope while carrying a single fridge should be a feat in itself, one where you pray to whatever god you worship (or all of them) that the rope does not break, that you don't fall or even that you don't drop that fridge and break it. It's not all about randomness Things like weight/bulkiness (simplified into weight units for convenience), having items equiped sencondary/primary, skills (nimble, strength, maybe others), rope strength (I've made a suggesion about marinas and possible high grade ropes too... but the regular rope vs sheet rope is a start), and lastly luck should affect the outcome of climbing a rope. So what would it look like in game? Breaking If you try to climb with lot of weight (including yourself... another drawback of being overweight) or if the rope is weak, it should have a high chance of breaking. Low to moderate weight should have none to low chance of breaking. Falling or other form of fails If you try to climb a rope with low skills, high weight or item equiped in hands, there should be a high chance of falling resulting in injury. There should also be a chance that you drop said equiped items (or even some inventory). While this is not so bad for simple items like weapons, clothes, etc... delicate items (electronics, furniture, etc) or obvious breakables (glass containers) would have a high chance of breaking with a single story drop (and near certainty for higher drops). But it could be done, with or without some degree of risk Now, if your smart about it and carry minimal weight (say... only what you have in a big hicking bag on your back) and have normal strength... it should be near automatic success. A few extra point in nimble would guarantee the success and/or allow more risky moves. Wait, what about moodles? Yes, moodles like exertion or fatigue could have an adverse effect to, but only on the falling part. Same would go for drunkedness. ... and what about traits? Well, some of them have direct effect already (character weight, strength). But others like clumsy/agile could come into play as well in the falling part. Exemples that where given a while back for unfun RNG Hitting your thumb with a hammer, sawing yourself while using a saw or even cutting yourself with a knife. Those are rarer occurrences in normal life, assuming the person is not extremely tired or intoxicated (or clumsy). I've used all of the above a lot of time in my life and count only a few minor cuts and one broken finger (working below material to try to remove it without breaking it). Assuming I'm average, for simplification purposes those things have no chance of happening. Now I've never been able to actualy climb a rope... so I don't know how I'd do that while carrying 3 fridges (I've never carried 3 fridges either...). My character must be Chuck Norris I've seen or been one out of two guys struggling to move a fridge (one) up stairs without a dolly. I don't think I could carry one up a rope... I don't think anyone could... well, except Chuck Norris of course .
  6. *Warning this mod would be huge xD* \\ So, first off I'm new to the forums, Hello everyone! Modders and fellow PZ Family! I'm familiar with how the forums work, and in advanced I'd like to apologize if I upset anyone lol >.< - P.s I'm not a modder but would love to learn how! // That all being said, let's get down to the idea! I've played PZ for the better part of a year or so, definitely not as long as most everyone here, but that isn't necessarily needed to know that it can become quite lonely in the PZ world. I mean, we all know when we start off in the world there's that sense of quick, find a location, gather food/water, weapons, quick get carpentry going, and then leading into electrical and farming, etc; etc! But it gets lonely doing your own little thing and to be frank, quite aggravating, not that I'm complaining (yes I die A LOT xD). I came up with the idea after seeing the title screen, and looking at the man (I know when the lightning flashes, but let's assume that it's the player [male or female] holding someone they hold dear, or even just a friend). *For the sake of this discussion I'd like to just call the npc in question Aurora (f).* The Idea is: Starting off in the world, with someone to look after, or even finding someone weeks or months into the game. So far I'd like to say the NPC is stationary, as I'm not too sure how a mechanic would go about moving the npc, this is where idea's from people who want to discuss this come in. Maybe the player can choose a location pre-world gen? So the player doesn't have to just stay on one house in case of a large horde? Maybe the player can set off sound traps in area's around the outer perimeter of their current base to draw hordes away to protect the NPC? Be they: Injured Sick Depressed (given up on living after the apocalypse) Afraid / feeble (not suggesting a child in the game, but think of the possibility of taking care of a child? The Last of Us anybody?) Bed ridden (just throwing out ideas) Any of the case above, (all subject to change in discussion of course this is a family discussion! ) Possible questions as to why? Q: What does the NPC do? A: To be honest I had some ideas about this for example: Give small quests (possible obtaining of XP for certain skills?) [For Ex: Aurora:" [Player Name], *cough* *cough*.... I feel.. very faint, my head is.. burning.. please water? Do we have any medicine?" [Player Name]: Hold on Aurora.. I'll go check our supplies, you just lie here in bed. I'll be back. -The player goes to check their supplies (designated location? Medicine cabinet? Not too sure yet sorry..) only to find out there isn't any. [Player character inner thoughts]: "I remember seeing a clinic in town, next to the store.. maybe I should check there for medicine..." And if the player finishes this quest they could get XP for Agility, or something. Possibly give the player small gifts as thanks (ammo, meds tender love xD), or helpful hints, maybe keep a log of supplies held in the base, Tend to the farm, cook food? I'd even go as far to say chat with the player (for those dialogue lovers) to keep the Player company, and to provide companionship. (but the npc shouldn't attack? It kinda ruins the point of the Player taking care of them, sort of getting them through the apocalypse if that makes sense?) Feel emotion, Gratitude, sadness, fear of impending death, warn the player if they hear the slightest sound, maybe?Q: Can the NPC die? A: Yes. It's the point of this mod idea for the player to have to take care of the NPC, and provide companionship. Q: How can the NPC die? A: A number of ways: Neglect (possible suicide? unsure currently) If they do not receive care when sick or injured (moderate care, like a nurse to a patient.) Lack of Food Zombie Attack (obviously, maybe they turn into a zombie?) More to be discussed?Q: Can the player interact with the NPC? A: Yes! It'd be amazing for the player to be able to "chat" with the NPC and discuss how their current situation is, maybe tell stories, or random chats, some revealing supplies in surrounding houses or locations (example of this at end of this answer), and each conversation has multiple options that the player can choose, that will either affect positively,negatively, or not even at all, the NPC. EX: Aurora: "I've looked outside the window today, and have noticed the house across the way.. Seems like they were well off.." [not sure how the mechanic would work, but discuss it!] Q: How can the player interact with the NPC? A: Idk! I'm just pitching an idea xD I have no idea how to do this, maybe pushing an unused key near the npc will trigger a dialogue box to appear? Q: Can the NPC get sick, and heal from it? If so, what does the NPC do after feeling better? A: I'd like to say yes to the first part, because that can give the player quests, and as for the length of sickness (or even injury) that'd have to be discussed, maybe a possible function that will allow the player to select the time span of such things pre-world gen? As for the second half, I'd say just wander the house or set area the NPC is in, EX: if inside a house, unable to exit, (if the house is a two story, can wander upstairs), NPC can automatically close curtains for self safety, If a zombie enters the house, the NPC will attempt to sneak into a room and close the door, if seen the NPC will run into a room and hide, panicking for help from the player [unless the NPC is sick and bed ridden, in which case I'd assume the NPC would hide under the covers or something and avoid zombie detection. I'd also like to say there to be a function added where the player can request the NPC to only stay upstairs or in a single room? That'd be cool lol! Q: How often would NPC'S give quests and have new dialogue available? A: This is an answer only the modder would be able to answer, although I'd like to see there be an option for quest availability pre-world gen? Q: Can the NPC use Combat mechanics? A: I'd love to say no, but if the modder wants it, who am I to stop them? After-all, this would add a level of realism to the game. Q: Can the NPC change location? A: Again, I'd LOVE to say yes, but idk how that would work, THIS particular question is HUGE. As the NPC could draw unwanted attention to the player, and cause the whole mod to be a waste of gameplay, as the player could just die, die, die. Maybe if the NPC were to just be invisible from zombies? (which would ruin the option of them being killed by the Zombies). This would have to be discussed for sure! >.< sorry again! Q: This is a pretty hard mod idea, are you nuts? A: I like to look at life as a challenge, I know it's a daunting task, as there are NO Npc's currently in game, and maybe for good reason, I'm just so in love with this game, I can't help but pitch Idea's, I'd love to see so much more be done with this game, I want to help! Even if my idea's are impossible (which most are I guarantee, but don't know any better because I'm not a modder >.<). If they are please let me know, if they are just hard but possible if the modder has any free time, please let me know, because I know everyone has a life, but this is just an idea after all! All of this being said Hello every one again, I am NEW, but I just wanted to make this idea know, what do you all think? That's all I have for now I'm tired >.< Have a job interview tomorrow, wish me luck! Your new friend & Sister, ~ DemonXelo
  7. There are a lot of things in the game that are not realistic, mostly that they disallow something that we would usually do in real-life, and on top of that some are inconsistent with others. If you cannot think of any examples right now, I do have a few which I will post below. Wine as disinfectant Why can't we use wine as disinfectant? Wine usually contains higher amounts of alcohol than regular alcoholic drinks and that makes it a better disinfectant than most. Cologne or aftershave with alcohol make a disinfectant I've noticed that in the game there is cologne, and I tried to use it as a disinfectant but simply couldn't. So I would assume that was an alcohol-free cologne, however most colognes contain alcohol and could be used as a disinfectant for smaller wounds. Same goes for aftershave, which I don't think is even in the game. A dirty and a bloody rag are a world apart Dirty rag is not the same as a bloody rag. Bloody rag, given that blood is your own, will not heighten the risk of wound infection and/or slowdown healing process. On the other hand, dirty rag does heighten the risk of infection and may slowdown the process of self-healing. Dirty rag would be created by particles not from our own body and bacteria found on foreign objects. Also, as a side not, I do believe that the rag gets dirty a bit too quickly, even when you're just standing and not doing anything. Zombies break glass in vacuum As the title suggest, seems like when a player breaks glass, it actually creates enough noise that it alerts nearby zombies, however, when a zombie does that, it seems like no one cares. This is also easily abused, due to AI, if you are trying to get somewhere, out or in, you can easily get a zombie to break that for you, since seems like when zombie breaks glass it creates vacuum around the particles so sound doesn't travel. Well, jokes aside, you get the point. Kitchen knife is made of plastic To put it simply; kitchen knife really breaks annoyingly fast. It has a metal blade, and anything metal won't break so easily just buy cutting into flesh, especially not by cutting into something; a kitchen knife is made to cut through meat and even bone. A golf club would break faster than a knife, for many reasons, such as the fact that knife has a blade and golf club doesn't. Unable to cross/jump over sofa, table, TV tablet, small cupboard, etc. More often than not some windows of the house are completely blocked by sofas, TV tables, tables or some other furniture. When realistically we should be able to squeeze in between or cross/jump over it, we can't. A lot of times I'd find myself jumping through the window and being completely blocked from accessing the rest of the house by 2 sofas or a sofa and a table. Zombies couldn't get me either. It is annoying, especially when that window is the only one that can open. Door windows should be windows Some doors have windows on them, the annoying thing is that those windows are only windows on the texture of the model; we cannot see through them. Nor can we close/open or remove curtains on said door windows. Window blinds are only decorative We cannot close/open window blinds on windows that have them, they just seem to be cosmetic part of the world. Closing window blinds would require you to peek to see through them and vision would be limited, but vision would be limited both ways and outer blinds would need to be broken first before the window if closed, or if inner blinds, then they would serve as additional protection after the window is broken. Immovable garage doors As the title suggests, garage doors are simply immovable. I believe that they should be movable, not simply because it's logical, but also because they can make many spaces less open and give additional protection, as it should be. There's probably a lot more that I could think of, but this is just what I got on top of my head.
  8. Typical situation in game now: it's 10pm, too dark to go outside, probably too early to sleep. Player doesn't have anything to do so he/she read some skill book to gain exp boost / kill time but wait there is one problem with reading, there is no light source (in most cases, after power is off). So i suggest that if player want to read he need a light source near character or he simply can't read books/magazines etc. This of course will require placeable candles/flashlights and maybe some recipe with flashlight so it will work as lamp. I think it is simple, realistic idea which will make game harder and better.
  9. Just found my first Sledgehammer and I said ''Cool! Now I can take down those doors I wanna break for hinges and planks. Maybe even get myself some more planks from some wooden houses I saw.'', but, when I destroyed my first door IT LEFT ABSOLUTELY NOTHING BEHIND. Then tried with house's wall, same result. With a wooden wall I built? Same result.... It's as if more than a sledgehammer, it was a sort of ''Delete'' button that magically disintegrates everything it touches. Why is that? Why can a humble hammer or ax demolish a door more realistically than a sledge? Why do demolished walls don't leave a single bit of rubble? This turns the rare and sought-after sledgehammer in little more than just a big eraser you can use to remove stuff (something which, by itself, is pretty unrealistic. See my other thread for ideas about these furniture issues.) When destroyed by a sledge, doors should behave just like when this is done by a hammer or axe, same for anything player-built. Normal house parts should leave behind different stuff depending on their material; wooden fences and walls should leave planks, roofs should leave roof tiles (which should be used for building a roof instead of just Wooden Floor-ing everything), metallic walls should leave scrap metal or metal plates, etc. I'm really surprised this hasn't been implemented yet.
  10. hrot

    Realism mod

    Hi, i want to show you my little simple mod. Mod doesn't adds anything new, it's just changes various game mechanics. The reason behind my mod is to make game a lot harder and more realistic at the same time so i changed mostly how farming works. Changes: It mostly changes how farming works, it's now a lot harder (realistic growing time). All plants have realistic growin time now(and realistic time to rot): carrots: 4 months to grown 6 months to rot potatoes: 4 months to grown 8 months to rot tomato: 2,5 months to grown 2 week to rot (default time) cabbage: 4 months to grown 3 months to rot broccoli: 40 days to grown 3 days to rot radish: 5 weeks to grown 5 days to rot strawberry: 8 months to grow 3 days to rot Potatoes seeds are removed and you need potatoes to plant potatoes...(sound logical right? ) Some weapons have increased durability (axe, sledgehammer, pistols, rifles etc.). Normal books, magiznes and newspapers take more time to read them. Campfire recipe is changed to require stones (8 stones) not logs/planks. Spawn chance for jars, vinegar, sugar, jar lid is increased. Detailed list of changes: Many thanks to: Svarog RobertJohnson for answering my questions about modding and making this mod possible. Download: http://s000.tinyupload.com/?file_id=81753234771901339252 or http://sharesend.com/7x6bbptx or https://www.sendspace.com/file/zfcw0q ( I couldn't attach file in forum for some reason) Feel free to download, play and disccus about my mod
  11. Here are three new items with their respective mechanics that would flawlessly fit this game: 1. Ladders Ever seen one of these? These foldable metal ladders (which are rather commonplace in garages, construction sites and tool shops) would make quite a great addition to the game. First, they could be used to access the second-floor window of a house you were trying to get into. The downside would be that the zeds could knock it down as you are climbing and send you to your death (or a lot of fractures if you happen to survive). Also, they could be useful for building roofs to our bases, instead of having to waste wood and nails on building a freaking stair. They should be pretty rare (sorta like Sledges, which are hard to find), but completely indestructible. Another downside would be that you wouldn't be able to put it on your pack; you'd have to carry it in both hands (just like with a corpse) and its great weight (I think 10lbs would be a good weight) would slow you down. 2. Machetes No zombie game or movie is complete without one of these, and the same goes for pretty much every garden shed. Currently, the most practical weapons in PZ are always Blunt weapons (with the sole exception of the Axe, which is pretty uncommon); all Bladed weapons either do too little damage, break too fast or have a range so short you end up getting bitten. The addition of a machete to that list would help to balance against the more advantageous Blunt weapons like the Crowbar and the Baseball Bat (Nailed or not). Because the Axe is on the same level of rarity of the Sledge (which would be its Blunt counterpart) and given its wood-chopping capabilities, most ppl prefer (or at least so I've seen) to use it exclusively for lumberjack'n. Machetes should be the Bladed counterpart of the Crowbars; uncommon but not that rare, weighty but durable, and with a real good damage. They would also be found on the same places as Crowbars (crates, tool sheds, hardware stores, etc) which wouldn't make it to hard for them to be implemented. 3. Fire Extinguishers Technically, these are ALREADY in game, but they serve as much purpose as combs and toothbrushes (according to the Wiki, at least). But, let's be honest, we've all gotten our safehouse consumed by flames at least once. So, at the moment we see the flames emerging, why shouldn't we be able to grab one of these and put them out before they do more damage? It would require the same mechanics of a shotgun; just wear them in both hands aim at the flames and unleash a cone of CO2 upon them. However, they would run out after a few uses, just like a paint can. Not to mention they would be quite noisy and probably attract some zeds. Given they wouldn't have any combat use, they'd probably be pretty common. They could be found at houses' kitchens, offices, shops, schools, storehouses; in fact, they'd be found in lots and lots of places. Thing is, many of them would probably have little charge left or be plain empty. And, you wouldn't be able to refill them in any way; it takes a lot of specific tools and materials to get such task done, and it wouldn't be possible in a post-apoc setting. 3. Nightsticks Commonplace in many zombie games, and some places in real life too. So I was pretty surprised that I didn't found any of these in the police station. They would be a decent Blunt Weapon; less range than the Bat, but with a faster swing and much more durable. (Police Officer and Security Guard Jobs could come with a swing speed bonus to it, kinda like Axe Man does for Firemen and Lumberjacks). As for places to find it, Police Stations or any place that may require a guard (Like Banks, some Offices, Stores and Supermarkets, etc ), and sometimes maybe in the corpse of a zombie. (Zombie Cops should be a thing too) 4. Mops/Brooms Who doesn't have one of these at home or has seen the one the janitor of your office uses? They're not exactly a deadly weapon, tho (Unless you're Rei Miyamoto from Highschool of the Dead...). They'd be the shovel's weaker but more commonplace cousin; long range and lightweight but prone to breaking and rather weak. However, they'd be utterly common, and clearly a much better weapon choice than a pencil or your bare hands. 5. Wrench/Spanner Now were's a commonplace favorite I can't believe I forgot about! And although they're not common in people's houses or garden sheds (unless you're the handyman type or the ''Screw mechanics, I'll fix my own car!'' type), they'd be omnipresent on Auto Repairs, Hardware Stores and maybe even the trunks of cars and trucks (when they get added, that is). Combat-wise, they'd be the crowbar's bigger cousin; heavier but deadlier too, yet not as strong as the Sledge. Plus, now that the new Engineer Job that comes on at Build 32, they'd make a fitting weapon for them, or maybe even have some purpose disassembling stuff (it takes more than a Screwdriver to dismantle freezer) . Not to mention that if you're female, you could call yourself a Wrench Wench, one with a mighty Wrench Whack
  12. I was bored in my safehouse, and on the verge of depressed. I then read 4 books in about 1 minute, and my character was just fine. Maybe all books should have a set amount of pages, and it takes a much longer time to read them (like skill books), but instead of boosting your XP multiplier, it reduces your boredom and unhappiness. It would have a set amount of pages (i.e. Magazines have 30 pages, newspapers have 20, books have 200.) So for example you could have one book that you've been reading for awhile, but haven't had a chance to finish so you read it in your spare time instead of reading 4 books in one sit-down like in the current game. Just though this would add to the immersion factor a bit! Then maybe when you're done with a book it's benefits are cut in half for you because you've already read it, instead of just disappearing as if you burned it.
  13. This is perhaps the biggest realistic element I see missing in this game... Why can we not move around or remove the stuff within our base? Why can't we grab some stuff from other places and bring it to our home? And finally, why do we have to use the Sledge to remove furniture instead of just, like, grabbing it and trowing it away (something which, by itself, is pretty unrealistic. See my other thread for my suggestions for the Sledge.)? If it was the Zombie Apoc, what would stop us from grabbing a chair or a BBQ from the backyard of our already-zedified neighbors? If we need water, what would stop us from grabbing one of those office water fountains and bringing them home? Or why can't we grab another freezer to store our perishables once the other one's full? This feature NEEDS to happen. Because in a game that's about realism, having to use a slege to destroy a garden chair instead of just moving it away completely destroys the realism....
  14. So, as the topic says I don't think it makes sense... I am jogging around fighting zombies, yet somehow while doing other things I am able to drink from a water bottle as if it is a camel back... Yet, the same does not apply to soda... this does not make sense... For realism we should drink from the bottle like a soda (you can keep the water units system I.E. don't drain the whole bottle at once). Whereas if you have a camelback it will automatically hydrate you. Anyway, bit of a rant there... I am sure this could be modded, it just seems a bit hokey to me when I am running around. EDIT: Plus, it doesn't allow me to plan water usage like I'd want to.
  15. Log walls are the strongest walls in the game but building them is very easy and not so realistic. Now it look like this: In that picture i explained what should happen with such a wall. So my suggestion is that you need to have a shovel and dig a ditch in order to build a log wall. Like in this picture: I think it will be good change for realism and good for gameplay too.
  16. I would like to suggest changes for the sake of realism, or perhaps options in the menu when starting a new game to bring more realism to the game. I love the game and one of the things I like most about it is that it has a feeling of realism to it that other games always lack. It is brutal and unforgiving just like a situation like this in real life would be. To that end, there are a few things already in the game, or expected to be added to the game in the future, that I think would break immersion. 1 - Tool/Weapon durability. I understand that this was implemented to add difficulty to the game but it is completely unrealistic and just seems a bit silly to me at times. I am a contractor and I have been building houses from the ground up for about 10 years now. I still own the first hammer I ever purchased 10 years ago. While I did eventually upgrade to a titanium hammer, the steel hammer I used previously saw about 40 - 60 hours per week of smashing steel and wood repeatedly. After all of that punishment I can still pick it up now and use it. I never had to repair it either. The axe is another tool I use frequently. Admittedly an axe does require occasional repair but that involves popping in a new handle, which is just a milled plank of hardwood. Using these tools as they are intended would not damage them in any significant way and using them to chop or bash what is essentially human bodies would actually be less likely to damage them. Guns do require maintenance but that involves breaking them down and cleaning them and applying oil where necessary. 2 - Power Generation - I know that generators are a planned feature but unless animal fat rendering is added to the game it wouldn't make any sense. Gasoline has a shelf life of about 30 days, so using that beyond a month or two is just out of the question. Same thing goes for vehicles. The only engines that would be viable after an event like this would be of the diesel variety, as they can run on biofuel. I would suggest that solar panels and windmills be added to the game as solar panels are fairly common and windmills are ridiculously easy to build. 3 - Farming - I think the farming in the game is excellent and I'd love to see how the devs expand on it further. I just have one simple suggestion here and that is hydroponics. I usually play with the grow times cranked to max for more realism. It is harder and requires a much large farm. I think that growing indoors/underground would be the way to go in a situation like the zombie apocalypse. It would also be interesting to see the mechanics involved as growing with hydroponics is more complex than one might believe. 4 - Fire - For the love of all that is zomboid, please fix the fire. I have the worst luck with campfires and watching fire spread across dirt, gravel and concrete just completely breaks immersion. 5 - Forge - We need forges badly. Forges are relatively straight forward to build and simple tools, weapons and armour can be crafted with most metal lying around absolutely everywhere in modern civilization. While blacksmithing can take an entire lifetime to master, rudimentary gear could be crafted even by an amateur that would serve the desired function well enough. Perhaps some or all of things are planned for the future and, if so, I can't wait to see it. If anybody has any additional ideas to add realism I would love to hear them as well. This game is the closest I have seen to a true survival simulator and I believe it has the potential to take that realism even further. I believe it is the greatest strength of the game and the game should be pushed even further in that direction. Make it hard, make it impossible even, but do it in a realistic way, so that it's that much more horrifying when our face gets chewed off by a zombie.
  17. I apologize firstly for the small book below, and if this has been suggested previously, as I am new to the forum. I've been playing PZ for a while, and have thought that a reloading system (similar to "Fallout: New Vegas") would be a major addition to the game. As an avid shooter in real life, I understand the advantage of having the tools required to reuse my spent shell casings. It isn't a hobby EVERY shooter does, but I'm sure every shooter appreciates. In the game, I understand that we are trying to survive, and not scrounge on mall parking lots looking for little brass shell casings (hard enough to find when you aren't looking over your shoulder for zombies) but if the player were able to find occasional small and rarely large caches of used, empty brass (or hulls, for shotgun...of course) and able to find lead fishing weights or tire weights, BBs or anything that could be melted and poured into a mold (nails for a shotgun shell...picture it...you know you want to), it would add to the atmospheric realism, as in a war-torn suburban region (especially in Kentucky) these would be fairly common. Regular smokeless gunpowder would have to be scavenged, but blackpowder can be made from natural materials (no, I'm not familiar with what exactly they are, but it is something a lot of preppers talk about doing). The only other element would be finding primers (the part of the cartridge that ignites the powder...makes it go boom). These come in sleeves of 100 in real life, and if a cache of reloading supplies were found, they would likely be in the mix. The best example i can give is to check out "Fallout: New Vegas's" reloading system. You can find the brass and hulls in the world, and for every round fired, theres a percent chance (i don't know what, maybe 20%) that you will recieve an empty case. The powder is found in jars, and cannot be crafted. The bullets are constructed from a parent materieal simply referred to as "lead." Primers are also found in the world...there are different sizes but i wont go into that for the purpose of this post. An example cartridge would require 1 case (of respective cartridge, since PZ doesnt deal with cartridge, it would simply be 'pistol' or 'shotgun shell'), lets say 5 powder, 1 primer, and 7 lead. Bigger cartridges would take more powder and more lead and so on. In F:NV the player must use reloading stations that cannot be moved...however in PZ, the use of single-stage, hand presses could be used to allow hauling back to base camp. The other advantage this could allow...again pointing at Fallout...is the ability to craft different types of rounds. Although armor piercing (until you have the military to deal with) wouldnt be practical, the use of hollow-point (HP) and jacketed-soft-point (JSP) would grant some combat bonuses. Maybe I'm getting too deep with this, I just know it's a valid skill. I'm aware it would really take some doing to do it right, but it would give an extra dynamic to the shooting element of the game. The use of smokeless vs blackpowder would cause some grief in real life, and would demand constant cleaning of guns...so it would be a matter of where do we draw the line. It would also possibly open up a new 'profession' for participants in a role-playing server. Someone who can keep you in ammo is as important as your botanist and your doctor.
  18. It is a source of occasional frustration for me that you can't see farther than approximately the width of the screen from where you stand. Based on the Google Maps Street View going along Dixie Highway in Muldraugh, during the day, a survivor on the highway looking south from Knox Bank should be able to see zombies milling about in front of the Sunstar Hotel, and if that survivor had a one-story watchtower next to the road, they might be able to spot a horde as far away as Pizza Whirled. Plus, if we want to use vehicles and rifles to their full effect, we need to know what going on more than a couple hundred feet away. I like Project Zomboid's third-person view setup. I don't want to change it. What I want is to brainstorm UI workarounds for offscreen-but-within-line-of-sight data. My current thought is something like the Moodle system: icons that appear on the edge of the screen with a background color to indicate distance (perhaps dark red for just off screen fading to white at the horizon). Like on-screen objects, they would fade in or out based on your ability to perceive them, but the total amount of information they would give you as a player would be pretty sharply limited: for example, you could have separate icons for one human or zombie, for a group humans and/or zombies, for a vehicle in motion, for a side street, for a side trail, for a dead end ... I think you'd need some playtesting to figure out what distinctions to include, but you'd never put in enough to (for example) tell which survivor on a multiplayer server is coming up the highway towards you.
  19. Hi! This is my first thread on the forum, and i wanted to know what do you think about my idea. As most of us know, in Pz you can only wear 4 kind of clothing: head (no use), torso, legs and feet, but i think than that can be extended. As you can see, this character from another zombie game is wearing clothes on differents part of his body. Im not saying that should be the same, but similar, so we can have more customization options. And about the armor: Guess from which game it is... Could be old, but accuarate. The armor should work deppending the body part and armor rate (of course, we are civilians, so the "armor" shouldnt protect too much). I.E: using shorts instead of pants will not protect your legs as a pant would do, but you will be more lighter. Thats it, im done, hope that you liked it.
  20. Okay, I am amazed by the fact that a rural town has no fireplaces or woodfire stoves. Especially the farmhouses... It is (obviously) dangerous to have a campfire in your living room, so why not have these to allow for indoor cooking/heat after the power goes out?
  21. Got another one for you! (I'm full of them because I have a lot of time to think on my walk to/from work) Water that is exposed to air should evaporate. Easy concept because it happens in real life. Obviously water in pipes, bottles, wells or enclosed storage would not evaporate but those rain barrels we build to collect water... It doesn't make sense I can leave a rain barrel out during a hot summer day and expect my water to still be there. This would open up the requirement for enclosed water barrels and or the opening/closing of current water barrels. I am sure this is achieveable via mods but it seems like something that should be at the core of the game mechanics. If this gets going I will also make a mad so you can set otu buckets to get water. Let me know what you think, and sorry if it has been suggested before (I didn't see it in a quick search).
  22. You can put infinites things in a shelve in Pz but that isnt realistic can you put 700 items in a shelve ? in real life you cant. I say that they can put a limit in all storage like boxes only 10 items shelves 20 , refrigerator 30 something like that to make the game more realistic and start to make a basement of boxes in your base ( what i said we cant make basements ). Ok that is all
  23. I think we ought to be able to re-arrange the furniture in houses, as well as the furniture we build. Perhaps we could make furniture heavy objects (That is, impractical or almost impossible to move while carrying -anything- else, so as to dissuade people from hauling a couch up the stairs of their fort.) so we can set them down in other places? An idea occurs to me to treat them like carpentry crafting recipes in that they're the ingredient to place themselves. Obviously, no skill associated with doing so, but the whole rotate/set functionality... How hard would this be to do?
  24. Something that occurred to me during my misadventures - Shouldn't we have the tools and knowledge of our profession when we start? So here are my suggestions for "in inventory on start" Police: Pistol 20 rounds of ammo Aim 2 Reload 1 Sprint 1 Security Pistol 20 rounds of ammo Baseball Bat Aim 1 Reload 1 Blunt 1 Park Ranger Big Hiking Bag Spade Bottle of Water Blunt 1 Farming 1 Lightfoot 1 Fire Axe Blade 2 Sprinting 1 Nimble 1 Construction Axe Saw Hammer Box of Nails Construction 2 Blade 1
  25. I say to when the npc come out and whit the multiplayer to have a new item that is the money that you can use to trade things whit other npc and whit other players , in server this go to help very much in servers role play this go to change the gameplay because now you can buy a weapon from another player and no changing weapons whit him. The money will be rare to find because when the infection started the people raid the shops , banks , dinners for money. You can find money in corpses , buildings , shelf and more places
×
×
  • Create New...