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  1. Currently running a vanilla primitive start on the latest patch (take nothing from survivor home, get everything from foraging,fishing, and the environment.) currently on a wall, due to the absurd rarity of flint. flint nodules and limestone are the only way to level up knapping, a required skill in this playthrough currently, you can only get flint nodules through foraging, and they have an extremely rare chance of ever showing up even with the focus set to stones. This can be fixed by making the stone hammer able to smash flint nodes, or just making flint more common via some other method. other than knapping being insanely hard to level up, i have a straight path to being able to forge metals from nothing.
  2. Okay hear me out! Throwing eggs should be in the game! In a realistic sense, perhaps it can give players an idea on how the throwing mechanic works instead of wasting valuable grenades or molotovs! But the fun aspects are endless, throwing eggs down on zomboids from the roof. Drive bys with eggs? In multiplayer your friend is running from a horde, only to get pelted in the chest with an egg. Want to egg another players base? Maybe in a role-play server a tense conversation is happening only for some egghead to throw one and all hell breaks loose! There's a lot of scenarios where I could see people getting a good laugh. I have thought about this so much to the point where maybe the eggs do 1 damage if they are frozen? Maybe they dirty a player if they are hit. It would be like a water balloon fight for Project Zomboid! Thank you for reading, these are just a few reasons why I believe throwing eggs should be in the game!
  3. I think adding bull bars would be a good idea, because the hood of car are too fragile. So it would add “armor” to the vehicle, but only at the front, of course. And it would only be usable on certain models of car. You could find ''real'' ones on certain cars, and you could make ''homemade'' bull-bars with a blowtorch, metal bars and metal pipes. That's it, it's just a small proposal for either the build 42 if it's still modifiable or for the 43. It would give me great pleasure to see my proposal added to the game ! Thanks for reading Translated with DeepL.com (free version) je pense qu'ajouter des pare-buffle serait une bonne idée parce que le capot des voiture est trop fragile. donc cela rajouterait de l' ''armure'' aux véhicule, mais seulement devant, bien sur. et il serait utilisable seulement sur certain modèle de voiture. on pourrais en trouver des ''vrais'' sur certaine voiture et on pourrais faire des pare-buffle "artisanal" avec un chalumeau, des barre de métal et des tige de soudure. voilà, c'est juste une petite proposition pour soit le build 42 si il est encore modifiable soit pour le 43. ça me ferais super plaisir de voire ma proposition ajoutée au jeu ! Merci d'avoir lu
  4. Preamble: There are 2 kinds of players in this game: those who play with infectious zombies, and those who don't (anyone who sets infection to bites-only are the former). This leads to two kinds of gameplay: Infectious bites means you need to be cautious of every zombie, as 1 little mistake or misfortune could easily be your last. People make jokes about how worthless First Aid is as a skill because injury is so all-or-nothing, since all that matters is whether you're infected. No zombie infection means you can play a very reckless game, only defeated by large numbers of zombies that drag you down or chain bite you to death. If you can escape the zombies and bandage up, then there's no real long-term consequences for the damage. This seems a bit extreme to me, so I have an idea of septic zombies to the game. Essentially, when a zombie successfully attacks you with this setting on, you have a chance to be infected by something other than the zombie virus: a simple illness. Of course, simple illnesses can still be deadly, but it adds a degree between the two extremes, costing you supplies as you take care of yourself and your injury, while not instantly causing your character's life to be forfeit for a single bite.
  5. Sometimes you just need to make space in your parking lot and can't be bothered to create a vehicle graveyard. Let us dismantle any vehicle please!
  6. Ok, hi, I wanted to speak my mind regarding natural sunlight indoors. I came across issues when comparing potential safe houses, discussing the different advantages, disadvantages and potential sunlight was important to me as I like to play without generators (As many others) I was searching for places offering windows which would not reveal me inside and still let the light in such as glass roofs [Exhibit 1]or upstairs windows [Exhibit 2] In order for me to stay safe and hidden while benefiting from the natural light. But, in application, the light does not light the inside of buildings, when covering ground floor windows the building gets pitch black, ignoring the other potential light sources. I really think that this is a missed opportunity even more so since you added all these glass roofs in revamped areas. However, to the Indie Stones devs, I know that you are all stretched thin and are doing immense work and I can't thank you enough for all you efforts, cheers !
  7. The build 42 beta adds the wonderful liquid mixture mechanics, and those are great! however, there's an issue that crops up: pouring water into new containers is now a slog, especially en mass, as I often do with my gathered rain water. Let's remember how such an interaction works in B41. Assuming I had the two liquid containers, one in my inventory and one on the ground, here's the process, step by step: right click on container B go to the "pour into" submenu and click on the correct vessel. This can get a little tedious when I'm doing it multiple times in a row, but that's fair enough since this process would be tedious in pretty much any context. But the new liquid mixing UI has made this process significantly harder. To do the same thing in build 42u is significantly more work: Pick up container B right click either container go to "transfer liquid" in the Liquid options menu Drag the 2nd container to the liquid transfer UI Sometimes this requires dragging the UI out from under other UI, and sometimes you have to switch the two liquids positions Drag the slider to the right click the "transfer" button The interaction cost of this endeavour has more than tripled! It genuinely sucks a lot and has made water management feel like a huge hassle compared to before, especially since now you MUST use a container to clean bandages instead of the sink. So now, how do we fix this? Besides that I think you should be able to put containers not in your inventory into the liquids menu, I have a few suggestions for how to make this UI better to experience. which I will leave to the community and the devs to figure out which is best. And as a bonus, none of my ideas have been exclusive, even if all 3 at once might be excessive. Add a "Max Transfer" button that lets people skip the slider step. Everyone will find use out of it, since it saves them a click when that's what their plan is, and transferring everything you can sounds like it's probably a common enough use case to warrant the 1 interaction shortcut. Add an "auto-transfer" toggle to the liquid UI. When it's on, then it will automatically begin transferring whatever it can of liquid A into container B, even as the user shifts around what containers are in those slots. This is my favourite idea I've had, because it really helps keep the cost of juggling multiple liquids in check. (I think maybe it should automatically be "off" every time you close and reopen the UI though, in case of mistakes.) Return the old "transfer into" functionality. It's familiar, even if it adds that bit more clutter to the right click menu. Not complaint-worthy but not my favorite. Thanks for reading, and I'd love to hear other players' thoughts on this.
  8. aiming xp is hard to get tin cans and junk are useless as of now suggestion: a new furniture thats like a "target practice table" items placed on it become targetable by guns, and you can shoot them; and hitting them gives you aiming xp, but damages their durability if they have it even wilder suggestion: thrown items can be shot; they might have some effects, but generally give MUCH more xp tin cans are now throwable and do nothing when thrown, becoming a placed item and causing small noise
  9. Add maps of the new towns you can find. Similar to the maps of Rosewood, Muldraugh, March Ridge etc etc It would really help to find maps for the towns. I want maps for Fallas Lake, Echo Creek, Brandenburg, Ekron and Irvington.
  10. I would like to see in debug an option to just click a room and it automatically turns on the light. or like a cheat where it turns on the lights. Maybe even an aura or something. Or just night vison. Idk just some cheat in debug to allow you to see more easy
  11. Hello, this is just a suggestion for future additions to help in the survival of the ''forest people''. Craft a saw made of bones or stones. Yeah, thats real possible and handy.
  12. What I think would be awesome, is to have some lights be flickering. Not all of them of course, but sometimes encountering a flickering light. This youtube video illustrates what I mean. The actual flickering might not be so hard. It doesn't have to flicker from completely off to completely on, but I think an effect like these on some light sources would be cool. It would definitely add some eerie atmosphere to certain places and contributes to the feeling of decay. Imagine how much so little would add to the atmosphere in certain places. For example a flickering light in a mall (2nd video). And I would assume it would go well with the new lighting system. (Also pretty sure this doesn't already exist in PZ, I haven't seen any. If it exists, the chances of them appearing needs to be buffed, because I have never seen it)
  13. Add the option to turn on car lights inside so you can read/work inside a car. Possibly make the windows etc glow a bit/emit light which could attract a bit.
  14. Since PZ will be moving more in to the late game alexandria/hilltop feel, with more emphasis on post-apocalypse I think some small additions to how the game looks late game could be needed. Currently (from what i've seen) vehicles only look "old" due to condition etc. I think this erosion/overgrowth would look better if it applied to cars as well. 1+ months = make some abandoned cars be inhabitated by racoons (lots of possibilities visually, living under hood etc) 3+ months = cars start to get overgrown, and needs to be manually taken off, or will automatically be removed if it drives. (or make it so you have to remove it to drive) 8+ months = a few overgrown cars far from the player will be swapped out with a variant that has a tree growing through it and turns in to a permanent wreck. (Extra) - Not sure if it's already in the game (I haven't gotten around to winter yet) but in order to make cars react more to the environment and feel dynamic they should get covered in snow when it snows.
  15. Hi there, Can we have an option to separate the space bar push from the targeting system so the character will push in the direction they are facing instead of where your cursor is positioned? I've had a number of situations as a new player where I'm running up to a zombie, pressing spacebar to push them and my character suddenly turns around and pushes to the side because my cursor isn't in the right position. This then results in the zombie grabbing me and biting or whatever. Considering space bar stamping works in the direction your character is facing I think it would be nice to have an option for the pushing to do the same so you can keep the uniformity of this space bar action as "separate" from the targeting system. Having this option would greatly improve my experience personally. Many thanks!
  16. I think it would add a nice layer of realism and difficulty to make it impossible to loot bodies and containers if it’s too dark. Just as I cannot read or look at my map when it’s too dark, so should I not be able to identify items in the kitchen or book shelf when the room is pitch black. I know there may be some that think this will make it too hard, so adding a toggle on and off in settings or sandbox so people can opt out.
  17. ...and my life is yours. Seriously, geese would be funny animals and should have the ability to push you down if angered, they are also often used in the same role as watchdogs since they hate everything in existence, overall geese are funny and temperamental, easily taken care of and also a source of meat and eggs(?), they could also conflict with other animals and create funny interactions that way!
  18. I wanted to suggest an option to be able to wear different items on your head, like aviators with an eye patch, or a gas mask with eye patch, it think that as long as it makes sense to be able to put it on with something else, it should be possible
  19. When moving in the combat stance by holding CTRL, the movement is slow, jittery, and not consistent depending if you just hold a singular movement key among WASD. And overall the movement feels too sharp in contrast to how more smooth it is in B41 with having a sense of momentum/inertia. PZMovement.mp4
  20. Let me start this by painting a mental picture for you; it's 3 months into the zombie apocalypse electricity and power went out 2 months ago, alone down a dusty neglected gravel road sits a quaint farmhouse, it's doors and windows haven't been opened for almost 3 months, the interior of the house is covered by a putrid humid haze and a miasma of harmful gasses thanks to the almost complete lack of air circulation and the two undead people just listlessly breathing for 3 months (the zombies would have to breath for the virus to be airborne as they do not cough or sneeze) not to mention the pot of what once was presumably a stew is now nothing more but a foul unbearable putrid concoction, and an open fridge filled with rotten food A survivor on their way home decides to sleep in this house for the night They open the door, unfazed by the practically toxic air that has just poured onto them, they walk in, kill the two zombies, thoroughly shift through the entire place for an hour, steal a shotgun and some shells, somehow pour out the plauge pot, have a peaceful nights rest in the mould covered beds and then head back to their car and leave. There are no further repercussions for them despite the state of the house they just slept in, they aren't even queasy As it currently stands, decay outside of a zombie corpse and eating rotting food doesn't really affect the player and given we're getting SCBA gear along with more in depth respirators I feel now is the perfect time to note the absolute respiratory nightmare that would be perfect to force upon the poor player character in a zombie apocalypse, realistically coughing, sneezing, queasiness and vomiting should be frequent in these plauge holes created by the end of the world, they are the kind of places which would require a hazmat suit just to feel comfortable in (and I mean as a bonus you could add a mysophobia trait, as a zombie apocalypse isn't just absolute hell for the hemophobic)
  21. I am confident that the addition of different ambience and lighting effects at times of the day would make the game feel more "whole"; Adding a blue-ish tone mixed with orange hues and higher saturation in the morning and having it slowly fade away may very well help with the dramatic situations during that time and not just but especially for eye candy, this game has a beautiful vibe already, I couldn't imagine how much more beautiful it would be with this addition, imagine getting bitten and suddenly the sun is rising and that morning fog paired with the orange sun shine hits. I would imagine that with the upcoming indoor lighting update, this will be much easier to add and this simple addition would not have any down sides. Rough edited example below:
  22. From playing this game for a longer time now, I realized that there is not really a reason to cook food. Why so? Because you can shove an entire stick of butter down your throat and call it a day! Cooking and preparing food is a fun mechanic in Project Zomboid, but it is rewarded way to little. To be precise, cooking food is rewarded enough, but for example, eating entire stick of butter is not PUNISHED enough. Butter is extremely good due to its calories, I always take underweight or even super underweight traits, because I know I can easily bulk with foods like butter, peanut butter, etc. Most foods you can craft, like soups or stir-frys, etc are good because you can realistically have 3 meals per day. While that is not something you need when you can just carry butter with yourself and eat that. There needs to be some mechanic like vomiting or nausea to make cooking your own pancakes and stir-frys more justified and even rewarding
  23. Upon receiving a severe injury e.g (Bullets, 50% chance of scar upon getting laceration, no scars when getting scratched, etc.) Would be cool and not really that hard to code I'd imagine, I'll keep it short, please consider this!
  24. My girlfriend is a pyromaniac. (help me) Anyway, jokes aside. She is, and she’s burned down the Rosewood prison more times than I can count. All while the power was still on. But one thing I noticed is that it was pretty easy for her to just set the place alight and horde up the zombies without much of an issue. I thought, MAN! We should really have a system for that. So, here’s my thought— —fire alarms. - Allow me to explain how this could work: When you use a Molotov to, let’s say, clear up a horde in central Rosewood. Or, you attempt to burn down a house in multiplayer that your least favorite person happens to be living in. SUGGESTED MECHANIC #1: THE BEEP-BEEP AND FLASH FLASH. When this happens, the smoke catches an alarm! Usually, at least— I don’t think trailers have fire alarms?? I could be wrong. Anyways, regardless of where they are, what ensues is a beep beep and a flash flash from the fire alarm until it’s either manually deactivated, burns up or the fire is removed. MAIN ISSUES: Now, I am not a programmer, but I feel like it might be a pain to add this to every single house. Maybe like civic structures or public locations?? I’m not sure. I imagine it’d be sort of like a house alarm, just for fires..? Another issue is epilepsy. I am not a doctor, but adding a flashing white light may not be a great idea for those with epileptic conditions. Again, not a doctor, I could be wrong, but it is something to consider. SUGGESTED MECHANIC #2: HEARING ISSUES I’ll make this simple. HEARING PROBLEMS! When a fire alarm goes off in somebodies face, and they have a trait that deters hearing (Not deaf, obviously, but you know what I mean) the alarm could cause a ringing sound to play or something of the sort, in your ears. This can also apply to house alarms. MAIN ISSUES: It might be hard to simulate perfectly, since it’s hard to get a realistic ringing sound. But that’s just me thinking, I’m not sure how sound design works either. SUGGESTED MECHANIC #3: BALANCING I am so sorry about how long this has gotten, over fire alarms for gods sake. This is the last one, I just wanted to explain in further detail how I feel this could balance the game. Molotovs are very good, and once you find a bar or something they’re essentially cake to make. Let’s say, hypothetically, you're a silly guy and start lugging a burning horde around Muldraugh. Okay, cool! But, one of them stumbles through the police station or pizza place— now there’s an alarm going off. Suddenly, a bunch of zombies are coming in from all sides of the forest and city! You either move your entire horde and escape the oncoming encirclement, or you’ve failed. In this scenario, fire alarms present a new challenge for the player during Molotov burning and motivates players to learn a new type of skill— not an in-game skill— zombie horde control. Let’s say you’re a silly guy and leave the oven on while you take a fat nap. Well, now you’ve got a horde knocking down the walls of your cute cabin in the woods, and you gotta book it and come back to clear it later! It’s little mistakes like those that keep the game interesting, throw you in for a loop and keep you playing with motivation. Finally, let’s say you wanna burn down your friend’s base in multiplayer. Maybe you could do it, but you’ll also have to escape the oncoming horde! Then again, it fuels a feud between you and your friend and creates further interesting drama when the horde shows up to slap you into oblivion. But… they can also be useful, too. Maybe setting a fire to get a horde off your back using a fire alarm, or attracting a large horde to burn them— even if it costs your life— also produces mechanics that can be used by the player. Similarly to house alarms. It also may alert a player to a fire somewhere in their area. MAIN ISSUES: I’m not sure how much of an effect this would really have on molotovs or on the game. Everything I’ve said there is completely hypothetical scenarios, and maybe it will never happen ever. Or maybe it will. CONCLUSION: Overall, my suggestion here is the addition of fire alarms to the game and mechanics related to hearing issues to go along with it. There’s plenty of issues with this suggestion I stated above, I acknowledge, but I stand by my suggestion regardless. Any add-ons or constructive criticism would be greatly appreciated!! (I am so so violently sorry about how long this is.)
  25. Integration of a complete telephony system including features such as making calls, automated voicemail, and a telephone directory for an immersive virtual communication experience (VOIP). Adding an optional post-apocalyptic starting option, immersing players into a regular day before the chaos, offering a narrative and tutorial introduction to the game. Implementing a seasonal reproduction and migration system for neutral animals, in addition to the animal movement system planned in version B42, to enrich the game's ecosystem. Incorporation of an encumbrance management system for "large items" such as furniture and ovens, limiting their transportation in containers such as car trunks (occupying a passenger space, for instance). This addition will remove the ability to attack while carrying these items by hand or on the back. Additionally, adding a forklift system, a handling device designed to transport heavy items. Dynamic evolution of TV show content based on the progression of the epidemic, providing an increased immersion into the evolving global situation within the game.
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