Build 38 and Beyond: Small but Important Suggestions Thread
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593

Revise the radio range.
Now the stationary radio station operates within a radius of only 5 km! This is very small. Do at least 20 km for it. In multiplayer it is very difficult (impossible) to communicate with other players located in other cities at a great distance.

 

At the moment they are practically useless.

Edited by Nebula

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594. Doctor Profession changes

1) Doctor Profession = Perks cost reduction (character creation)

When you select Doctor, the cost of Herbalist / Nutritionist is reduced by one (maybe two) ; afterall, it's more than possible you get some additionnal formation (or more accurate informations) on these as a doctor. The cost reduction reflect it, but you also can just don't use that benefit.

2) Doctor Profession = Gain the Trait "Trained Healer"

This Profession Trait give the following bonuses to the character =

 2a) Reduce healing time for all wounds treated by Doctor (Basically, give to the profession a similar effect as "comfrey poultice" [Could be cumulative]).

 2b) Faster Medical options (bandage, remove bullet, glass shard, Medical Inspection, etc.) : half time required (-50% ; maybe onlt -25% ?).

 2c) New Option when you click Health panel (yours or others, via Medical Inspection) ; "Maintain general wellfare" = Instantly trigger the equivalant of "Slightly fed" bonus (or add similar amount of points to the said Moodle) but for twice the usual duration.

 2d) New Option when you click Health panel (yours or others, via Medical Inspection) ; "General Body care" = Instantly remove one level [equivalant points, round up] to all the Negative physical Moodle (Cold, Endurance, Hyperthermia, Hypothermia, Injured, In Pain, Sick, Tired). You can't use this option for a specific target more than one time/day (can't be cumulative if more than one Doctor use it on the same person).

 2e) [Maybe] New Option when you click Health panel (yours or others, via Medical Inspection) ; "General Mental care" = Instantly remove one level [equivalant points, round up] to all the Negative mental Moodle (Stress, Bored, Unhappiness, Panic). You can't use this option for a specific target more than one time/day (can't be cumulative if more than one Doctor use it on the same person).

3) Doctor Profession = New Cost

To reflect the benefis added, the cost for that profession change from the actul +2 creation's points to -2.

4) Improvised Medical garrote (with some of those "belt") ; stop blood loss.

Edited by agreubill

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595.More variety To motor vehicle's

1. (Tractor's) Plenty of farms around kentucky 

2. (Golf carts) With the country club and all

3. (Big Semi Trucks) Perfect for Clearing a horde of zombies

4. (Armored Transports) Military and or Bank With Fortknox being in the near vicinity

 

          The List Really could go on And on 

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597. Axes, hammers and other metal tools with wooden handles shouldn't just break the way they do. Proposed solutions:
  a) A broken metal headed tool is replaced with a metal head (eg Axe head, Hammer head, Sledgehammer head) and a "broken handle". The broken handle can be repaired as normal and become a tool handle. You can then haft the tool head to a tool handle, consuming either ripped sheets, nails, wood glue, or some combination. The durability should reflect the quality of the items used. (Alternatively, just having Tool Handle and giving it the "Broken" condition)
  b) A broken metal headed tool is replaced with a metal head (eg Axe head, Hammer head, Sledgehammer head) and a "broken handle". The broken handle is junk wood and can be burned for fuel. You can create a new tool handle using Carpentry (maybe lv 2-4?) by using a Knife on a Sturdy Stick. You can then haft the tool head to the tool handle, consuming either ripped sheets, nails, wood glue, or some combination. The durability should reflect the quality of the hafting items used, but should be high as an entirely new wooden handle is being used.
Edit: Durability should also be reflected by Carpentry Skill.

598. As above suggestion, but you should be able to un-haft the tool somehow (saw? knife?), to re-haft it with new wood to improve the durability, and remove any "repaired x times" modifiers.

599. Hunting Knives should be re-haftable as well, as it's extremely unlikely for the actual blade to break on a good quality hunting knife, and the metal tangs are quite large, almost handle size on their own.

600. Crowbar durability should be greatly improved. I don't think they should be invulnerable as others have suggested, but given their in game rarity, and how sturdy Crowbars are in real life, that should be reflected. 

601. Crowbars should be able to (noisily) pry open a locked window, with some chance to break it. Crowbars should also be able to (very noisily) pry open a locked door, but the door should not be able to be closed tight anymore. I know windows was suggested before, but have not seen the door suggestion yet.

602. Bigger trees. Stuff that blocks your view even if you're on a second or third story. The bigger trees could take longer to chop, but could yield more wood and twigs depending on their size.

603. Dragging corpses. Right now it's a huge pain to move Zombies, as they take your primary and secondary slots, and you have to do manual inventory management to drop them, often not exactly where you intended. If we could instead "latch on" (maybe by holding spacebar for a few seconds or something) to a zombie corpse and be forced to (noisily and messily) drag it, with our backs to where we're going, it would be quicker and more apparent where we're actually leaving the corpse.

604. Wheelbarrows, Carts, Shopping Carts, etc. This would make moving heavy things easier and safer, and could use a similar mechanic as the Dragging corpses, where your hands are busy until you let go of a button (eg spacebar). These devices wouldn't be able to go up and down stairs without picking them up. You wouldn't be able to sneak while using them. They could hold corpses (maybe 1-3 each? or depending on type), furniture, random loot, dirt (for wheelbarrow), and could make noise depending on type. Shopping carts being the most noisy but also most common. This would add a risk-reward element to looting as well, of whether it's worth having your hands full and making more noise to make loot runs more convenient. Strength could determine how much and how fast you could push, as well. Different terrain could affect mobility (eg shopping carts would be very slow on non-pavement, wheelbarrows would be a bit slower on grass, but not much.)

605. I think this will be part of the animation update, but tripping (corpses, fences, random crap on the ground) or slipping (on snow, wet or icy pavement, oil, or blood) while sprinting, and getting knocked down by zombie attacks (instead of bitten or scratched). These could be affected by the nimble trait, with maybe strength and/or fitness added in to avoid getting knocked down.

606. Fishing should be possible year round. If the water isn't frozen over, the fish are still mostly active. Even if the water is frozen over, Ice Fishing is a long standing tradition of many cultures, and can catch quite a few. Reducing the rates is fine, but don't make them 0 or almost 0.

607. Add a smoking/drying rack to Carpentry / Metalworking, which must be placed over a camp fire. Given time it can smoke meat or fish, dehydrate veggies and fruits, dry towels, etc. You'd have to keep an eye so it doesn't overdry (can use a similar mechanic to burning). Dried food would reduce thirst, and lose some of its initial hunger value / nutrients, but have greatly extended or indefinite shelf lives.

Also honorary mention to something that's been suggested before: Bikes. Please please please.

Edited by Randomorph
added thought on durability scaling with Carpentry, and fishing + drying rack suggestions

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The spawn rates of sacks and barbed wire should be greatly increased or else there should be a way to craft them. As is, barbed wire fences and gravel/sandbag barricades are pretty much impossible to make in any large quantities (unless I'm missing something).

 

Paint and plaster spawnrates should be increased too. They only have aesthetic uses in base building, but it takes large quantities of them to do much of anything that are near impossible to find on default survival settings.

Edited by NorthRoad

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From Discord

 

610. afternoon, I happen to have wrist problems, which as much as i love PZ prevent me from long term play as i must always hold a button to aim (no matter where i bind it) Does a mod exist or can it be done to add a toggle feature to the aim? i tried searching on steam to no avail; and a simple mod like this could add much play time and enjoyment for me.

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Multi-monitor support. Some people have 2, 4, or 8 monitors on one computer setup. You have designed splitscreen excellently in this game to allow "dragging" the windowed mode across multiple monitors so the split screen player can have a dedicated screen. My proposition is actually make it a built in feature into the game to have multiplayer (technically not splitscreen) support across multiple monitors. This can be done through one instance of the game or multiple instances with controllers.

Edited by Zomboid

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Profanity sensitive please. I see you are working on a profanity filter but on the annotated maps you have things like "medical sh*t" instead you should make it say "medical stuff"

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