RobertJohnson Posted September 21, 2016 Author Share Posted September 21, 2016 It's gonna be a complex algorythm, so I'm not sure i'll do it for this build, need to take in calcul for how long he is smoking, how many cig a day, then generate more side effect as time pass without a cig untill finally he loose the trait, will require lot of researches as i'm not a smoker myself CaptKaspar, NagashUD, Blasted_Taco and 1 other 4 Link to comment Share on other sites More sharing options...
NagashUD Posted September 21, 2016 Share Posted September 21, 2016 (edited) 2 minutes ago, RobertJohnson said: It's gonna be a complex algorythm, so I'm not sure i'll do it for this build, need to take in calcul for how long he is smoking, how many cig a day, then generate more side effect as time pass without a cig untill finally he loose the trait, will require lot of researches as i'm not a smoker myself I think its pretty fine actually, maybe 1-2 cigs more a day should be balanced and if cigs could spawn in zombie corpses i would be completly satisfied about it; quit smoking is very a hard process ,i actually try to quit smoking myself, since a while after 20 years of heavy smoking... Edited September 21, 2016 by NagashUD Link to comment Share on other sites More sharing options...
CaptKaspar Posted September 21, 2016 Share Posted September 21, 2016 1 hour ago, RobertJohnson said: It's gonna be a complex algorythm, so I'm not sure i'll do it for this build, need to take in calcul for how long he is smoking, how many cig a day, then generate more side effect as time pass without a cig untill finally he loose the trait, will require lot of researches as i'm not a smoker myself Feel free to ask us questions! Kuren 1 Link to comment Share on other sites More sharing options...
CaptKaspar Posted September 21, 2016 Share Posted September 21, 2016 Digital Watches with alarms going off on zombies is cool to me in principle, but in practice it doesn't seem right. While I like the idea of an alarm that was left on a watch going off every now and then, my gripe is that zombie loot (correct me if I'm wrong) doesn't exist until the zombie is killed. So while the zombie is walking around, there is no digital watch, and therefore no alarm. When the zombie is killed a watch is spawned with a random alarm setting. This means that a zombie could be walking around for days/weeks/months with no alarm going off, then when they die (again) an alarm starts going off at 17:40 or whenever. How did this happen? What set the alarm? Why is it going off now and not every other day leading up to this point? Because of this, the system is immersion breaking for me and the players on our server. We generally like the idea, but feel its current implementation is wonky and off. What would be ideal, and I don't know how it could be done with the current system, is to have the alarms on zombies going off while they are still upright and roaming around as well as when they are dead on the ground. A stumbling, shambling, beeping zombie! The noise would attract other zombies to it creating a horde. To stop the horde from growing and attracting more zombies, you would need to find/kill the zombie with the alarm going off. So perhaps disable digital watches having an alarm randomly going off until the system makes more sense? Or maybe provide an option for admins/sandbox players to disable them? We also occasionally have an alarm that just won't turn off even if we find the right watch and turn it off. To fix this we need to restart the server, which is also a bit of a gameplay killer. Its a quick fix, but annoying to have to do. Kuren, Jericoshost, Geras and 1 other 4 Link to comment Share on other sites More sharing options...
kindouh Posted September 21, 2016 Share Posted September 21, 2016 1 hour ago, RobertJohnson said: It's gonna be a complex algorythm, so I'm not sure i'll do it for this build, need to take in calcul for how long he is smoking, how many cig a day, then generate more side effect as time pass without a cig untill finally he loose the trait, will require lot of researches as i'm not a smoker myself As a smoker (*sight*) maybe I can give some usefull feedback If you want to truly relate in-game what a smoker without nicotine feels you need to understand how its addiction works. - Physic addiction lasts 48 hours after the last cig and effects are difficulty to focus, unhapyness/angriness, dehydration (character should drink more) - After these 48h, nicotine has been flushed away by our body so it's only psychological/self-conditionment Of course there are a lot of studies but this is a quick summary. The main idea is that becoming a smoker is an auto brain-fu**. So, here are few ideas to make the Smoker trait more realistic in-game : For the Smoker : - Being stressed after a while whitout cigarette - Probability to have anxiety if stressed but not having cigarettes in inventory or if having cigs but no lighter or matches. - Smoking a cig should have a kind of beta-blocking effects if the character has panic mood / it should also deal fitness malus / exhaustion - It should also attract zeds in a way. Maybe because of cough ? or only the smoke ? - Fitness malus overtime (lungs health deterioration) - Hunger reduction - Maybe symptoms of withdrawal after a meal ? Most of smokers needs a cig """"for a better digestion"""" For the quitting smoker : - Stress/anxiety/sadness during 2 days : difficulty to sleep, more hunger if the character hasn't occupation - Stress/sadness if the character sees cigs while exploring the world - Huge relief/boost if the character smokes, but reset of the quit-smoking-logic. For the non-smoker : - Smoking causes sickness and cough the 5 first cigs, then only dizzyness the 5 next. - Dehydration - Beta-blocking effect - Smoker trait appears itself after 10 cigs in a defined span of time. I think it should be fun to set the border between the non-smoker who smokes once, and the character who becomes addicted. Maybe with auto-consumption like water ? It could lead to funny situations where you realize your character is newly addicted ("less cigs in inventory than last time I've checked..."), or if you want to test him : I left 1 cig in its inventory, will it be auto-consumed and am I doomed, or has my character recovered from his addiction ? Livio Persemprio 1 Link to comment Share on other sites More sharing options...
Blasted_Taco Posted September 21, 2016 Share Posted September 21, 2016 5 hours ago, NagashUD said: I think its pretty fine actually, maybe 1-2 cigs more a day should be balanced and if cigs could spawn in zombie corpses i would be completly satisfied about it Cigarettes on zombies would be damaged to shit since they walk around and dont really care about them getting smashed in their pants anymore, maybe finindg 1 or 3 usable cigs in a zombie could be good, but sooner or later it will encourage zombie farming like we use to do (and some still do) with axes. Its going to encourage the player going "huh i need a smoke, better go and kill some zeds". However having the option to grow tobacco opens up trade opportunity between NPCs and players or player to player trades, something like This War Of Mine where if you start growing tobacco, your cigs are not like the real thing but still have some value, same goes to moonshine. Maybe player made cigs could have less effects than real cigs but still it would accomplish to fill that "need" of nicotine for some time. Livio Persemprio and CaptKaspar 2 Link to comment Share on other sites More sharing options...
Magic Mark Posted September 21, 2016 Share Posted September 21, 2016 Growing Tobacco could be fun, but regardless, that's breaching into the realm of "ideas for the future". Regardless I think there is a ton of cigarettes in the current loot spawn that previously had no use that matched the amount you could get without trying. If there is going to be a need for them with an addiction trait it might be fair to add more ways to get them. Jericoshost and Blasted_Taco 2 Link to comment Share on other sites More sharing options...
kindouh Posted September 21, 2016 Share Posted September 21, 2016 I don't think you will easily find tobacco seeds in Kentucky houses in 1993, maybe in a kind of farmer/flower shop ? sodogewow 1 Link to comment Share on other sites More sharing options...
Rathlord Posted September 21, 2016 Share Posted September 21, 2016 4 hours ago, kindouh said: I don't think you will easily find tobacco seeds in Kentucky houses in 1993, maybe in a kind of farmer/flower shop ? How about on the farms? Kentucky was/is a major producer. Tobacco doesn't grow itself Jericoshost 1 Link to comment Share on other sites More sharing options...
EnigmaGrey Posted September 21, 2016 Share Posted September 21, 2016 26 minutes ago, Rathlord said: How about on the farms? Kentucky was/is a major producer. Tobacco doesn't grow itself You're wrong about that. And it'll be the death of human kind. Jericoshost 1 Link to comment Share on other sites More sharing options...
Blasted_Taco Posted September 22, 2016 Share Posted September 22, 2016 1 hour ago, Rathlord said: How about on the farms? Kentucky was/is a major producer. Tobacco doesn't grow itself "Kentucky is the nation’s largest producer of burley tobacco and dark fire- and air-cured tobaccos. Only North Carolina surpasses Kentucky in tobacco production". Well thats an interesting read: http://www2.ca.uky.edu/agcomm/pubs/aec/aec83/aec83.pdf So it could be good if you could find some tobacco seeds on some farms or some store dedicated to sell items like that. Jericoshost and Rathlord 2 Link to comment Share on other sites More sharing options...
Patrick H Posted September 22, 2016 Share Posted September 22, 2016 On 25-7-2016 at 6:33 PM, RobertJohnson said: Zombies can now tears down your sheet rope NOOO!!!!! can we atleast make stronger versions with regular ropes though? i would very much appreciate this. Reveal hidden contents Patch 35.1: Patch 35.2: Patch 35.3: Patch 35.4: Patch 35.5: Patch 35.6: Patch 35.7: Patch 35.8: Patch 35.9: Patch 35.10: Patch 35.11: Patch 35.12: Patch 35.13: Patch 35.14: Patch 35.15: Patch 35.16: Link to comment Share on other sites More sharing options...
Leanmelon Posted September 22, 2016 Share Posted September 22, 2016 Damn, I was hoping for vanilla assault rifles. Link to comment Share on other sites More sharing options...
Keshash Posted September 22, 2016 Share Posted September 22, 2016 1 hour ago, Leanmelon said: Damn, I was hoping for vanilla assault rifles. http://projectzomboid.com/blog/2016/05/gundoid/ Leanmelon, Magic Mark and Kuren 3 Link to comment Share on other sites More sharing options...
Patrick H Posted September 22, 2016 Share Posted September 22, 2016 hey could we get a trait that allows us to retrieve some bullets from killed zombies? obviously within reasonable quantities. (1/8 chance per shot?) i've been in my world for quite some time and i have pretty much looted most bullets in the map. and i'm slowly running out Link to comment Share on other sites More sharing options...
Rathlord Posted September 23, 2016 Share Posted September 23, 2016 1 hour ago, Patrick H said: hey could we get a trait that allows us to retrieve some bullets from killed zombies? obviously within reasonable quantities. (1/8 chance per shot?) i've been in my world for quite some time and i have pretty much looted most bullets in the map. and i'm slowly running out That's uh... no. That's not how bullets work lol Mezanor, Kuren, Blasted_Taco and 5 others 8 Link to comment Share on other sites More sharing options...
Blasted_Taco Posted September 23, 2016 Share Posted September 23, 2016 2 hours ago, Rathlord said: That's uh... no. That's not how bullets work lol Unless he means the casings to reload ammo. But still i am quite curious if he meant taking the literal bullet from a corpse. Either way, you can found ammo in zombies in rare occasions, so go and scavenge. Jason132, Mezanor and Magic Mark 3 Link to comment Share on other sites More sharing options...
RobertJohnson Posted September 23, 2016 Author Share Posted September 23, 2016 Build IWBUMS 35.17: REALLY NEED MULTIPLAYER FEEDBACK! Hey guys, I need feedback on this whole player stats UI for admins and access level as I changed many things in multiplayer code... Thanks! [New] Display a "% full" of a zone when foraging Composter have a chance to spawn worms [MP] Admin: Log players spawn coordinates upon fully connecting. [MP] Admin: Log players death coordinates. (in the user log if by zombies or in the pvp one) [MP] Admin: Log incidences of the game removing "duped" items when a player tries to have both of them in inventory. (with coordinates) [MP] Admin: Log players locations when logging off [MP] Admin: Added a /teleportto command, use it to teleport to coordinates, ex: teleportto 10607,9462,0 [MP] New access level for admins, check this: [Balance] Reduced how fast containers were being filled with rain Now take in calcul the rain intensity to fill up a container with rain water [Bug Fix] Composter now gives back "replaceOnUse" item (eg. an open canned of chilli will give an empty can) when removing a rotten item Can't build a composter inside Rathlord, Blasted_Taco, Kuren and 7 others 10 Link to comment Share on other sites More sharing options...
Decay Posted September 23, 2016 Share Posted September 23, 2016 Invisible zombs... Link to comment Share on other sites More sharing options...
Marco1 Posted September 23, 2016 Share Posted September 23, 2016 4 minutes ago, Decay said: Invisible zombs... confirm this Link to comment Share on other sites More sharing options...
bpdlr Posted September 23, 2016 Share Posted September 23, 2016 7 minutes ago, Decay said: Invisible zombs... Er, screenshot? Link to comment Share on other sites More sharing options...
Decay Posted September 23, 2016 Share Posted September 23, 2016 being attacked and hearing zombie noises without actually seeing them. Link to comment Share on other sites More sharing options...
RobertJohnson Posted September 23, 2016 Author Share Posted September 23, 2016 In MP? Link to comment Share on other sites More sharing options...
bpdlr Posted September 23, 2016 Share Posted September 23, 2016 (edited) 1 minute ago, Decay said: being attacked and hearing zombie noises without actually seeing them. Is that a vanilla (no mods) client? Edited September 23, 2016 by bpdlr Link to comment Share on other sites More sharing options...
Decay Posted September 23, 2016 Share Posted September 23, 2016 Just now, RobertJohnson said: In MP? No, In SP I just played there ran about and heard groaning never seen any zombies then got attacked. I disabled all my mods verified my game cache on steam and It's still the same. Link to comment Share on other sites More sharing options...
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