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  1. Greetings, i'm a newcomer that became marveled at the potential of this game, so i came to leave some suggestion that i got from another game of the fantasy life genre, don't worry i won't add the fantasy elements but it might be too medieval along with some of my own, i also have suggestions like complementary/hybrid skills and some NPC concepts. Quality: Materials having different types of quality, an item, gear or object crafted will have it's effectivenes durability, boosted by 5% if it's crafted with the best materials Handicraft: Being the maintenance of the crafting skills, slightly increase the damage for crafted weapons, slightly increse defense and protection for clothes/armor/shields, slightly durability increase for everything crafted 5% at level 10 Carpentry: Slightly increase the damage for crafted weapons, slightly durability increase for everything crafted 5% at level 10 -Being able to craft: weaving loom, spinning wheel, rolling pin, potion concoction kit, wood sandals, fishing rod (crafted v2), lamps, googles, wood stocks, arrows, bolts. -Adding average wood, fine wood, finest wood Blacksmith: slightly increase the damage for crafted weapons, slightly defense and protection increase for clothes/armor/shields, slight durability increase, slightly heat resistance increase 5% at level 10 -Being able to craft: weeding hoe, sickle, leather/chain dog collar, hatchet, axe, wool shearing blade, blacksmith hammer, shield, helmets, bangles, gloves, gauntlets, boots, greaves, furnace, anvil, spear, wires, thin wires, swords, armor, maces, axes, katana level 10, high damage rate, low durability. -Shield: Buckler, kite shield, heater shield. -Being able to melt busted guns, blades, armor, gear and metalic junk into ingots to recycle them. -Being able to craft iron ingots, turn iron into steel, along with being able to craft copper ingots and turn copper into bronze. -Being able to craft rifle and shotgun canons Bundle of arrow heads, bundle of bolt heads: -Blunt heads: Being able to break bones -Thin head: Higher chance of penetration/cause deep wounds -Jagged head: Cause gaping wounds/high bleeding. -Being able to coat arrows with poison. Heavy armor: Their quality would be, cheap, light, chain mail, regular and plate, parry this you filthy casual depending on the tier it will give high to highest scratch/bite/wind defense, 5%-10% movement decrease, almost no insulation on extreme climates but good insulation against cold since they'll require leather, on more regular climate it will make you sweat relatively easily, it would overload you even at strenght 4 at strenght 10 you would be able to carry it, a 1-handed weapon and a shield or a 2-handed weapon, a few rations, a few healing items and nothing else, even a backpack would be too much, it would drain your stamina by just wearing it for a few minutes at physique level 3 at level 10 you can keep going for a few hours before you start to get tired if you're wearing full plate armor, the lower the tier the less taxing it is, but the less protection and durability it haves. Melee weapons: The variety will be fairly expanded -Swords: dagger, machete, short sword, saber, falcata, gladius, claymore, longsword -Hammer: Warhammer, iron ball mace, morning star -Hand-to-hand: claws small ones, not vega-tier, knuckles Tailoring: Less time crafting, less physical exaustion, less mood decrease chance for less material needed on certain recipes for tailoring, durability/defense/protection/insulation increase by 5% at level 10 for crafted gear. - Being able to craft hairband, bandana, caps, hat, eyepatch, skirt short/long, shirt, robe, suit, eyepatch, gloves, suits, underclothes, masks, dress', towels, leather/hybrid plate armor, gauntlets, belts, shoes, boots, bags and backpacks, and the leather equivalent of already mentioned things like hats, robes and gloves along with light leather armor and leather plated armor, ammo strap and sling. -Add common/fine/finest wool, common/fine/finest leather Waving: Allows crafting materials required for blacksmith, tailoring, carpentry, etc. recipes, requires a spinning wheel or loom to be used, for leather it also requires a small blade -Spinning Wheel: Braid, thick thread ball, thread ball, cheap/common/fine/finest quality leather strap, tough string, tough thread - Loom: cheap/common/fine/finest quality fabric, cheap/common/fine/finest quality silk. Harvesting: slightly increased odd of gathering herbs without breaking them, slightly increased resistance to getting poison/infections from plaints/plants scratches, better quality of items harvested, increased chance of harvesting one more item -Add four-leaf clover, ruined herb. Farming: being able to tell the quality of the land, better and longer crop quality which would lead to the plants producing more fruits/vegetables, composting, being able to increase the fertility of less fertile land. -Adding barley, bean, flowers, corn, wheat, wheat chaff, rice, corn/wheat/rice dough, Potion crafting: Being able to craft restorative items, antidotes to keep illness' at bay, poison and products for cleaning, developing resistance to poison. -Being able to craft, healing potion, blood replinishing potion, stamina potion, stamina increase potion, healing salve, sleep powder, antidotes, flamable liquid, flamable powder, paralizing liquid, handcrafted soap, handcrafted candle for light and scented candle for relaxation, handcrafted cleaning liquid. Animal husbandry: it would cover sheep shearing, cow milking, egg gathering cleaner eggs, less odds of breaking them, sheep/cow/pig/chicken cleaning, sheep/cow/pig/chicken feeding, being able to realize sooner if an animal is getting sick, being able to keep animals happy, at level 10 the capacity to keep an animal on optimal condition increase by 10% Liquor making: Being able to make liquor and liqueur, being able to tell when the alcoholic drink is close to turning into vinegar, being able to use liquor or liquieur to make more liqueur, being able to make liquor of different fruits. Metalworking: cheap knife, cheap machete, cheap axe, cheap hammer all level 2 since it would be mostly cutting either small or regular metal sheet , floor spikes, metal spikes, trap doors Along with skill complementing each-other for example, long blunt and blunt complementing each-other, by having them both at level 10, you get 1% damage increase by proficency, having long blade, long blunt, axe and spear at level 10, you get an extra 1.5% damage increase on long weapons, Other example, carpentry, axe, maintenance and possibly handicraft increase the durablity of crafted wood items, weapons and stuctures by 2% since the player managed to understand the strenghts and limitations of wood Maintenance, electrical, metalworking and mechanics would reduce 2% of the energy spent from crafted gadgets since you can craft them and use them more efficiently And unlocking recipes in the same way, for example at level 10 metalworking, mechanics, electrical and blackmsith the player will be able to craft the flame machete for those Parasite Eve fans or having level 10 mechanics, electrical and carpentry allowing you to build a noise-bomb mannequin with sensor/timer/remote controlled, or just mechanics, metalworking and electrical to create a remote controlled bot. Traits Workaholic: 40% faster time to complete an action, 30% chance of being bored from inactivity, 20% chance of being unhappy Slothful: 40% slower time to complete an action, -30% chance of being bored from inactivity, -20% chance of being unhappy NPC Personalities: Cannibal: Oddly enthusiastic, upbeat and eager to help, has a chance to kill you or other NPC's at night to eat. Psycho: Gun/Melee happy, moody, reluctant to help on anything but kill zombies, might kill you along other npc's if moodle remains on extremely bored, angry and stressed for a long period of time or the moment you meet if it gets angry too quikcly. Obsessed: NPC you helped on even minor things like giving a can of food or a bottle of water, overly helpful but extremely reluctant to leave your side, might kill you or your npc's if you stay away too long or the player attempts to leave the NPC the moment that was befriended. Workshipper: NPC that will follow you to the end of the earth after being saved from being attacked by a zombie, being given shelter while dealing with a nasty cold or fever, was healed while being severely bleeding, severely injured, might start a cult which will increase the odds of a cannibal, psycho or obsessed NPC to join your ranks. Overly optimistic: Fairly helpful and friendly, fairly difficult to get negative moodles, might despair and commit suicide if moodle remains at nevious wreck and severely depressed too long being sent to kill zombies too frecuently usually triggers this.
  2. So this is definitely a topic that has been brought up a few times, but I want to aim at presenting some original ideas to the whole process and dispelling some mistaken assumptions about the reality of the effectiveness of some of these ideas. Let's talk about shields before we get to the good stuff. Numerous people have proposed the idea, and numerous others have responded with comments like "oh zeds would just pull it out of your hands" or "shields were designed for intelligent human combatants and not unintelligent zeds, and are therefore more effective against the former and not the latter." Sorry guys, but these are terrible arguments, IMO. As for the first, which would you rather face while being bare-handed, a guy with a short sword AND a shield, or a guy with a short sword? People who make the first comment, according to their own line of reasoning, should respond to this question by saying "Well obviously the guy with the sword and the shield because I'd just grab the shield and pull on it and throw him off balance then pwn his face." This is quite ludicrous. Not only would you lack the requisite leverage to do so, but in so doing would make yourself extremely vulnerable to any number of killing blows. In addition, the shield-bearer could bash you in the face the moment you approached and trust me, you'd have absolutely no possibility of catching the shield and wrenching it free with your bare hands before you were dead. If this could at all be done with reliability, the shield would never have arisen as a reliable armament. As for the second argument, I have to say I can barely understand it. If an intelligent person is incapable of doing the aforementioned skillful actions, then surely a stupid-ass slow zed would be incapable of doing them. Yes, they may have increased physical strength but again couldn't really do anything about the shield before you murdered them in the face. Again, it's not like you could just dispatch a shield-bearing army by raising an army of really strong bare-fisted fighters (I doubt unarmed Shaolin monks did well against shielded/sworded opponents in Chinese history). Yes, jujitsu was invented as a martial art for fighting unarmed against an armed opponent, but it was designed to try and maximize your chances of survival in a non-ideal situation - it's not like zeds are jujitsu masters anyway. Furthermore, as has been noted, there's the large chance that the zed wouldn't even recognize the shield as a thing that needed to be contended with. If he didn't, you could bash him with it, and if he did, he'd be distracted by it, and you could slice his face off. Which leads me to my next point - swords don't have to be sharp. During the days of cavalry, sharp swords were a huge bane to the cavalryman. Imagine swinging a sharp-ass sword down on top of a guy's head with all your might and then THWOCK! your sword gets wedged in his skull. As you're trying to pull it out, numerous other dudes stab you to death. They didn't use sharp swords, they used blunt swords - big pieces of metal that shattered your skull or arm bone or collarbone/shoulder that wouldn't get stuck in your body so the cavalryman could keep riding, keep moving, and keep fucking people up. If we made swords smithable, we could do blunt swords at lower skill levels and sharp swords available at higher skill levels (the former leveling up blunt and the latter leveling up blade). A legitimate way to incorporate smithing would be to (again, as other people have noted) make only one or two anvils in the game. I respect that you can use any sort of sufficiently hard surface (like a granite countertop, as one has suggested, or a cinder block, as others have suggested) to temper red-hot metal - that's a possibility, but would be hard and counter-intuitive to implement. It would also be impossible to make anvils "craftable" unless it was a level 5 tier skill, but that's still pretty implausible. Instead, I say there should be an anvil or two on the map in the various farms, randomly generated and extremely scattered (so you'd have no idea where it was). You could then go one of two ways - immovable, or extremely difficult to move. The former would force trips for forging and resource expenditures to make the smithing area safe (or building an entire safehouse around the anvil), and the latter could be easily implemented by making the anvil ignore weight reduction penalties (or make it so damn heavy it could only be carried by putting it in the highest weight reduction bag...the big hiking bag I think?). Regardless, it would take ages to put into/take out of your inventory and make you super encumbered and exhausted by carrying it, effectively making you vulnerable to anything other than a 1v1 or 1v2 encounter (and making you unable to flee if you encounter more). This would then make retrieving the anvil a late-game "quest" as it were. There could be various tools required, such as a smithing hammer, tongs, or bellows; you could be required to make a forge out of masonry components (using a hammer to break down brick walls, using concrete bags to make morter, trowel to assemble); and then either logs or charcoal to fuel the forge (charcoal could just be a potential left over thing from campfires for easy implementation, or a specifically crafted item for difficult implementation). If you don't like the forge idea, heck, you could use a grill - hell, with enough coal and air, I've gotten zones within the coals over 1000 degrees before, and you only have to hit like 1500 or 2000 to be able to shape steel. It's doable...but dangerous! And that could be the trade off for this potentially game-breaking addition - the danger. Fires should be extremely common or possible without adequate preventions (e.g. babysitting your shit, not using excess fuel, skill level when forge was built, etc.), and only really definitely controllable at the max skill level. There could also be a trough required for quenching meta, which would consume extremely valuable late-game water at a high rate. Needless to say, one could make all sorts of things craftable with this skillset - tools like axes, spades, trowels, sledgehammers, or items like nails, screws, rivets, barbed wire, metal posts, or even nebulous "part kits" for various items (like "car parts" for when they incorporate vehicles, I used a soda can to help fix my engine once, or "gun parts" to repair firearms, or whatever). I'm gonna stop here because this is ridiculously long already. TL;DR - shields are definitely combative effective, swords don't need to be sharp, anvils are implementable, and the whole system can require various max level skills to balance it out and make it late-game only
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