Burger_Time Posted July 25, 2019 Share Posted July 25, 2019 50 minutes ago, Berries said: 1033. Transmission difficulty. I'd really love that, except one thing... I would make it forced hard. Sexual_Zombie and Tails 1 1 Link to comment Share on other sites More sharing options...
Okamikurainya Posted July 28, 2019 Share Posted July 28, 2019 1034: Windchill moodle when driving with no windshield. Geras, Bejasc, Octopus and 4 others 6 1 Link to comment Share on other sites More sharing options...
Bejasc Posted August 1, 2019 Share Posted August 1, 2019 1034: New 'Rope Ladder' item (crafted from 2x rope and 6x Sturdy Stick) - Used the same as a sheet rope (Requires 2x nails to the window). Is faster to climb, and less prone to being ripped down. 1035: Ability to use normal Rope on windows, instead of just sheet rope. Is slightly faster to climb, and less prone to being ripped down 1036: Ability to fall from rope climbing (injuring the player). Using the rope/rope ladder suggestions above, the chance is relatively high on Sheet Rope, and pretty minor on Rope Ladder. Tails and Massi 2 Link to comment Share on other sites More sharing options...
Okamikurainya Posted August 2, 2019 Share Posted August 2, 2019 1037: Voiced shouts, like when (on my keyboard) you press Q and shout "Over here!" We already have the character screaming as they die, so it won't be an immersion "that ain't my voice" issue, since the voice is established. 1038: Modular sound pitch for zombies so each one doesn't sound exactly the same, even if they're using the same voiceclips. Tails and trombonaught 2 Link to comment Share on other sites More sharing options...
Bejasc Posted August 3, 2019 Share Posted August 3, 2019 7 hours ago, Okamikurainya said: Modular sound pitch for zombies so each one doesn't sound exactly the same, even if they're using the same voiceclips. I think this is coming in Build 41 - link trombonaught 1 Link to comment Share on other sites More sharing options...
Okamikurainya Posted August 3, 2019 Share Posted August 3, 2019 5 hours ago, Bejasc said: I think this is coming in Build 41 - link Maybe... I think that may just be more voiceclips though... Still a good effect and I saw something particularly interesting near the end of that video... Link to comment Share on other sites More sharing options...
Okamikurainya Posted August 8, 2019 Share Posted August 8, 2019 1039: Transparency masking for blood splatter. Geras 1 Link to comment Share on other sites More sharing options...
Brex Posted August 10, 2019 Share Posted August 10, 2019 On 8/8/2019 at 2:35 PM, Okamikurainya said: 1039: Transparency masking for blood splatter. YES. I've always hated how blood splatter floats (or appears at all) on fences. Same with certain signs on broken windows Octopus, Bejasc and Geras 3 Link to comment Share on other sites More sharing options...
Octopus Posted August 10, 2019 Share Posted August 10, 2019 1 hour ago, Brex said: YES. I've always hated how blood splatter floats (or appears at all) on fences. Same with certain signs on broken windows Speaking of broken windows, I've always hated how when double windows are broken (twice), it creates two individual holes instead of one large hole. Would it be possible for holes in large windows to join into larger holes instead of remaining adjacent smaller (by comparison) holes. Link to comment Share on other sites More sharing options...
Bejasc Posted August 19, 2019 Share Posted August 19, 2019 1040: Books and Magazines with a different (random) number of pages. Read at the same speed as skill books (per page). The happiness and boredom buffs scale with the number of pages. A 100 page magazine might give +10 happiness, and take 10m in game to read A 200 page magazine might give +15 happiness and take 20m in game to read. Because right now, the books and magazines are very generic and 'bulk' items - this could be a fast way to spice them up a little. OxManZomboid and Okamikurainya 1 1 Link to comment Share on other sites More sharing options...
Okamikurainya Posted August 19, 2019 Share Posted August 19, 2019 1 hour ago, Bejasc said: 1040: Books and Magazines with a different (random) number of pages. Read at the same speed as skill books (per page). The happiness and boredom buffs scale with the number of pages. A 100 page magazine might give +10 happiness, and take 10m in game to read A 200 page magazine might give +15 happiness and take 20m in game to read. Because right now, the books and magazines are very generic and 'bulk' items - this could be a fast way to spice them up a little. 1041: Lore books would be nice too, like in the Elder Scrolls games. Just some nice Kentucky reading, Spiffo's Adventures Comics, letters in mailboxes and so on and so on. Don't have to be long, just around four pages worth even would be nice, just to aid in immersion. Octopus 1 Link to comment Share on other sites More sharing options...
Okamikurainya Posted August 23, 2019 Share Posted August 23, 2019 1042: The return of context sensitive music. Been playing the older version of the game a lot lately and the music implementation just feels so good. The foreboding sound of being outside, the calm when you retreat into a safe house... I don't know if there is supposed to still be some context sensitivity as regards to facing a large group of zombies or not, the music seems to be on shuffle for me, with the frantic hoard music sometimes playing in calm situations. Link to comment Share on other sites More sharing options...
Okamikurainya Posted August 26, 2019 Share Posted August 26, 2019 1043: A "No Save" option, even if it's just for Sandbox mode. Especially for mapmakers and modders, the save files just start to pile up and up and up... Link to comment Share on other sites More sharing options...
Okamikurainya Posted September 6, 2019 Share Posted September 6, 2019 (edited) 1044: Transfer bumps when a wheel enters a different type of tile, not including other road tiles, similar to how the car bumps and rocks when going over a corpse. Blend tiles should be ignored, focusing on the tile it is overlaying rather. This would come in four intensities... Weak: Moving from one type of tile onto almost any other tile. A slight bump and noise, but nothing dangerous. Medium: Moving from any tile into a pothole tile. This could knock you slightly off course but easily manageable. Heavy: Going over curbs or the parking barrier things. Very heavy: Going over a corpse, same as it is now.1045: Chance to loudly cough at high exertion levels depending on your player's fitness. "Smoker" trait and high thirst boosts the likelihood by a significant factor.1046: "Depressed" negative trait which causes slow but steadily rising sadness levels throughout the day. Sadness should have an overall negative effect on everything you do, from item transfer speeds to how fast you run to how fast you read to how much XP you get... Everything is affected. From a gameplay point of view, this makes the most sense. AFAIK it just does nothing now? Severely Depressed moodle should come with the chance of eating a bullet if you have a gun equipped or deep cuts to the wrists if you have a blade equipped. Blunt weapons would actually be safest in this scenario... In my head I see this as the character will just begin the process without the player having told them to do anything, though it can be interrupted by the player in the same way you'd interrupt any action, you could sprint, move or whatever and the character will give up on the specific attempt. Just don't leave your severely depressed character unattended else THAT will be how you die. The player choosing to off their character is a logical choice, the character choosing to do so is an emotional one, if that makes sense? On the opposite end of the spectrum you could have the "Easily Amused" positive trait which makes it far harder for you to become bored or unhappy. 1047: Boredom moodle should increase player appetite. 1048: Being able to choose an age between 18 and 50 at character creation. No effect, just if you're gonna show the character age at all, you may as well give the player control over it. 1049: Chance of a zombie opening an unlocked door in Survival. It's not that they can think, but if they're bashing and scratching at a door, there's a good chance they'd open it accidentally by hooking their hand in the handle. Maybe this wouldn't happen with certain doors? Some doors have attributes as it is now, like the black security doors being always locked at first, so a door opening on damage chance attribute shouldn't be too far out of the way. 1050: Zeds should migrate in the direction of thunder and in general should be more active during rain and heavy wind. Edited September 6, 2019 by Okamikurainya Geras, Tails and OxManZomboid 2 1 Link to comment Share on other sites More sharing options...
Okamikurainya Posted September 20, 2019 Share Posted September 20, 2019 1051: Disable All button at the mod select screen. OxManZomboid and Bejasc 1 1 Link to comment Share on other sites More sharing options...
Okamikurainya Posted September 27, 2019 Share Posted September 27, 2019 1052: Save mod setup button for the mod select screen. The mod setup is already saved as a textfile, so it wouldn't be too hard to implement.1053: On that same note, option to load up a save game's mod setup when loading. Especially good if you can't remember what mods you had loaded for the game. OxManZomboid and trombonaught 1 1 Link to comment Share on other sites More sharing options...
TheMitu97 Posted September 28, 2019 Share Posted September 28, 2019 1054: Prevent standing zombies from scratching/biting anywhere below lower torso. With current and future animations playing it looks a bit odd. I mean, leg injuries are cool, but only crawlers should scratch/bite a leg. 1055: More crawlers. I haven't ever seen a naturally generated crawler zombie. They should spawn naturally. OxManZomboid and Okamikurainya 1 1 Link to comment Share on other sites More sharing options...
Livio Persemprio Posted September 28, 2019 Share Posted September 28, 2019 (edited) On 9/28/2019 at 5:41 PM, TheMitu97 said: 1054: Prevent standing zombies from scratching/biting anywhere below lower torso. With current and future animations playing it looks a bit odd. I mean, leg injuries are cool, but only crawlers should scratch/bite a leg. 1055: More crawlers. I haven't ever seen a naturally generated crawler zombie. They should spawn naturally. which reminds me of 1056: bring back the zombies that pretended to be dead, just standing there waiting for a human to approach, back in the day crawlers used to do that and we've seen from anims that some zeds will be sitting when nothing happens around them Edited November 4, 2019 by Livio Persemprio Okamikurainya and ZombiesLoveBrainiacs 2 Link to comment Share on other sites More sharing options...
Okamikurainya Posted September 29, 2019 Share Posted September 29, 2019 1057: Being able to tell the time when inside a room, that has power and contains a clock.1058: Ticking sound from clock tile if powered. trombonaught 1 Link to comment Share on other sites More sharing options...
Okamikurainya Posted October 12, 2019 Share Posted October 12, 2019 1059: Something very small but incredibly important is ambient thirst recovery, akin to that of having a water bottle in your inventory, when outside in the rain. Link to comment Share on other sites More sharing options...
trombonaught Posted October 13, 2019 Share Posted October 13, 2019 8 hours ago, Okamikurainya said: 1059: Something very small but incredibly important is ambient thirst recovery, akin to that of having a water bottle in your inventory, when outside in the rain. Hmm question... is this a thing that happens? What's the basis for this idea? Link to comment Share on other sites More sharing options...
Okamikurainya Posted October 13, 2019 Share Posted October 13, 2019 4 hours ago, trombonaught said: Hmm question... is this a thing that happens? What's the basis for this idea? The basis for this is that you have a mouth... You're dying of dehydration and it starts to rain... Water, the very thing you need, is literally falling from the sky... What would you do? I don't see most people throwing up their hands and being like "Welp... All this water ain't in a bottle. Time to die!" No. They'd open their mouths and drink. But yeah, it is a thing that happens and something that I've used on hikes to save water. If you're wondering about the "taint", well unless you're living in a very polluted area, rainwater shouldn't have any (all water used where I live is rainwater stored in large plastic containers connected to the roof). Outside of gameplay balance, the reason water in barrels and such are tainted is because they're left open and standing, allowing bacteria, debris, animals and such to all leave their essence in it. That said, if they do ever add puddles... Would be cool if you could get tainted water from them. trombonaught and Jesse 2 Link to comment Share on other sites More sharing options...
Poolday Posted October 20, 2019 Share Posted October 20, 2019 1060: The Filter All button in the crafting UI should bring up all craftable recipes at the top of the list (those that you already have the materials for), even if you don't type anything in the text box. trombonaught and Okamikurainya 2 Link to comment Share on other sites More sharing options...
Okamikurainya Posted October 26, 2019 Share Posted October 26, 2019 1061: Small chance to yell out in fear when suddenly stumbling upon a zombie and getting the Panic Moodle, with a larger chance for it to happen with Cowardly Characters. This may attract more Zombies. OxManZomboid and trombonaught 1 1 Link to comment Share on other sites More sharing options...
Darkmark8910 Posted October 27, 2019 Share Posted October 27, 2019 Jog as a Toggle, not a Hold-Down Please, please strongly consider making jog a toggle. Not just sprint, but also jog. If you're playing on a keyboard with mouse, it's nearly impossible to hold down a key while trying to move. Worse, due to the awkwardness of the fingers, it's hard to make tight movements - which is vital in the new build with the added zombie difficulty, and likely important if you're jogging! Are others experiencing this issue? I don't think I have fat fingers or any such, and I type quite quickly. But trying to find a key that I can hold while also using WASD for movement is... well, I have been tinkering with it to no avail. Legoland99 1 Link to comment Share on other sites More sharing options...
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