Kuren Posted May 23, 2017 Share Posted May 23, 2017 4 hours ago, thiosk said: it would be really really really cool if there the lunar cycle were added for night, so even in all black conditions you can still get a full moon, occasionally Romain said this was added, but multiple people on the forum reported it as not working. Would love to see this re-integrated into the game with the new darkness changes though. Would really add to the game-play and immersion While I know a pitch black place (with no light pollution) is dark as Hell (I volunteer at an animal sanctuary out in rural eastern Colorado and when the sun goes down it gets crazy dark), I know that light pollution (and Moon light pollution) is a real thing that should be included in the monthly night cycle for PZ. As well as how it should already be considered in urban areas of PZ (considering houses have lights and lights attract zombies) lol Link to comment Share on other sites More sharing options...
thiosk Posted May 23, 2017 Share Posted May 23, 2017 3 hours ago, Egg Bandage Boy said: I would love to have a slider for "zombie response to firearms" and if possible a "food life" slider to include things like chips, chocolate and eventually even canned foods becoming inedible after long periods of time. i won't ask for sliders for the food because with itemzed, the modding tool, its really straight forward to modify them to give them shelf lives. Margera 1 Link to comment Share on other sites More sharing options...
RobertJohnson Posted May 23, 2017 Share Posted May 23, 2017 2 hours ago, OnceYouKillACow said: RJ I would like to suggest a even more rare items and food for experienced players! Really? That can be done aye, I could add more difficult option for really hardcore players About night darkness, pitch black mean... Pitch black, tbh, without lampost outside, you just don't go outside without a torchlight, candle is the minimum but not really good light radius... During full moon you can barely see some things, but it's intended to be damn black About change how zombie act during day/night, that's a good suggestion, although will be quite hard to do.. I'll investigate if i can find a quick way to do it... And moon phase yup, it was buggin' i didn't even know, it's fixed now (in general, by doing all these sandbox options i fixed bunch of small things like this :D) Jason132, Kuren, Margera and 4 others 7 Link to comment Share on other sites More sharing options...
Margera Posted May 23, 2017 Share Posted May 23, 2017 35 minutes ago, RobertJohnson said: you just don't go outside without a torchlight It's good, that i can always twist the contrast to a maximum Link to comment Share on other sites More sharing options...
BaldGuyPlaysGames Posted May 23, 2017 Share Posted May 23, 2017 14 hours ago, nasKo said: Multi-speed Shambling: Zombies can now have a “random speed” setting. I did a little jig when I saw this Link to comment Share on other sites More sharing options...
ProjectSky Posted May 23, 2017 Share Posted May 23, 2017 Now the lighting tool seems useless, I hope the new Sandbox settings can change this kind of situation. Margera 1 Link to comment Share on other sites More sharing options...
nasKo Posted May 23, 2017 Author Share Posted May 23, 2017 1 hour ago, Sky_Orc_Mm said: Now the lighting tool seems useless, I hope the new Sandbox settings can change this kind of situation. Not sure what you mean. Link to comment Share on other sites More sharing options...
BayCon Posted May 23, 2017 Share Posted May 23, 2017 7 hours ago, OnceYouKillACow said: RJ I would like to suggest a even more rare items and food for experienced players! What would that include, and how would you make it exclusive to experienced players? RJ needs more details. Link to comment Share on other sites More sharing options...
BayCon Posted May 23, 2017 Share Posted May 23, 2017 (edited) 5 hours ago, RobertJohnson said: Really? That can be done aye, I could add more difficult option for really hardcore players About night darkness, pitch black mean... Pitch black, tbh, without lampost outside, you just don't go outside without a torchlight, candle is the minimum but not really good light radius... During full moon you can barely see some things, but it's intended to be damn black About change how zombie act during day/night, that's a good suggestion, although will be quite hard to do.. I'll investigate if i can find a quick way to do it... And moon phase yup, it was buggin' i didn't even know, it's fixed now (in general, by doing all these sandbox options i fixed bunch of small things like this :D) Wohoo!!! Thanks for responding to our suggestions! I think if you could find a way to allow us to have seperate settings for day and night, we could accomplish exactly what you said in the Mondoid, but with even more detail! For example, zombies are inactive during the day, weak, and short-sighted. But, for whatever reason, at night, they are sprinters with eagle-eye vision and pinpoint hearing. It would allow us players to create our own lore. That would be so cool. ^.^ Then, suddenly, Zomboid becomes like Darkwood, my favorite horror game ever. Here's a screenshot of the game during the day, and one during the night. I wish I had taken better/more screenshots of Darkwood so I could explain this better, but here they are: Darkwood during the day (note, I was looking at the ground, but when your character is facing forward, everything is as bright as the little area in the circle around my character): Darkwood at night (note, you can only see what little light is provided by the lights connected to the generator if you choose to start it. Starting the generator in-game uses a priceless in-game item, gas, and it is unknown whether keeping it on attracts the horrors of the night or repels them, so it's a gamble): If you choose not to have any light, NOTHING outside of your character's immediate radius is visible. Period. It's completely black like the right side of the screen, but they've added some neat fog and smoke effects to give the darkness even more of a solid feel. I'm not expecting smoke effects or anything, I just want everyone to know what I was basing my opinion on when I wrote my last post about pitch black darkness. By the way, almost anyone who likes Zomboid would like this game. It's terrifying, has permadeath as an option, procedurally generated world, good story (so far). EDIT: Happy 400th post for me! Edited May 23, 2017 by BayCon DresdenBBQ and Rekkie 2 Link to comment Share on other sites More sharing options...
Rekkie Posted May 23, 2017 Share Posted May 23, 2017 The atmosphere of darkness, an aspect of the unknown strikes fear into the mind of the player. Pitch black nights, creating the right conditions for zombies to investigate any unusual lights. Even more so for any lights which a player has touched. Maybe that street light they ignore because they've seen it before, but the light left on upstairs is new... must go have a look... maybe there's some brains to nibble on, a midnight snack perhaps? A new mid-game random event: "Night of the living dead". In the dead of night, fog settles in, the sky grows exceedingly dark, the frogs and crickets go dead silent, distant moans of unrest, it sounds like there is a larger gathering of zeds outside than normal. It's a good thing you barricaded down stairs and made a sheet rope. Only problem is, if you try to run, how will you see? You have a torch? But the fog is so thick and you can hardly see your feet, even with the torch. Maybe you're thinking that you should have slept the night away? Not tonight! Try as you may, but the banging noises wake you up. Should you risk going downstairs to get your shotgun? Or try to be quiet and hold out upstairs until first light? The only problem is, they remembered that light, and want to be in the very room you're in... If only you hadn't stayed up so late, the light would have been off... maybe you should have built more walls... one simple mistake turns into a movie like experience *yells at the screen 'don't just stand there and get eaten, run you fool, run!'* BayCon 1 Link to comment Share on other sites More sharing options...
BayCon Posted May 23, 2017 Share Posted May 23, 2017 33 minutes ago, Rekkie said: The atmosphere of darkness, an aspect of the unknown strikes fear into the mind of the player. Pitch black nights, creating the right conditions for zombies to investigate any unusual lights. Even more so for any lights which a player has touched. Maybe that street light they ignore because they've seen it before, but the light left on upstairs is new... must go have a look... maybe there's some brains to nibble on, a midnight snack perhaps? A new mid-game random event: "Night of the living dead". In the dead of night, fog settles in, the sky grows exceedingly dark, the frogs and crickets go dead silent, distant moans of unrest, it sounds like there is a larger gathering of zeds outside than normal. It's a good thing you barricaded down stairs and made a sheet rope. Only problem is, if you try to run, how will you see? You have a torch? But the fog is so thick and you can hardly see your feet, even with the torch. Maybe you're thinking that you should have slept the night away? Not tonight! Try as you may, but the banging noises wake you up. Should you risk going downstairs to get your shotgun? Or try to be quiet and hold out upstairs until first light? The only problem is, they remembered that light, and want to be in the very room you're in... If only you hadn't stayed up so late, the light would have been off... maybe you should have built more walls... one simple mistake turns into a movie like experience *yells at the screen 'don't just stand there and get eaten, run you fool, run!'* This comment pointed out to me the lack of sounds outside at night. I live in the country (not too unlike Muld & WP, Ky) and on a loud night, there are almost a deafeningly large amount of crickets. Sometimes you can hear a giant frog that grows in our back pond every year croaking loudly, and on quieter nights, you can hear owls singing a song they only sing in my area. If I could program, a sound overhaul would be the first mod I would make. It would probably just start with night sounds though. Svarog, Margera and Rekkie 3 Link to comment Share on other sites More sharing options...
dareddevil7 Posted May 23, 2017 Share Posted May 23, 2017 Will survivors with the Veteran job not be repulsed by rotting corpses? hunger john 1 Link to comment Share on other sites More sharing options...
BayCon Posted May 23, 2017 Share Posted May 23, 2017 46 minutes ago, dareddevil7 said: Will survivors with the Veteran job not be repulsed by rotting corpses? Well, what they're talking about is becoming sick, not just repulsed. A person's reaction to a pile of corpses isn't exactly related to the fact that if they live around them on a daily basis, they will become a threat to the person's health, no matter how little the corpses mess with them emotionally. Link to comment Share on other sites More sharing options...
Margera Posted May 23, 2017 Share Posted May 23, 2017 (edited) oh, look a little more PZ Suggestions my friend 2 hours ago, BayCon said: If I could program, a sound overhaul would be the first mod I would make. Edited May 23, 2017 by Margera Rekkie 1 Link to comment Share on other sites More sharing options...
Peetfighter Posted May 23, 2017 Share Posted May 23, 2017 @RobertJohnson There is 1 thing I've always wanted to see in Sandbox. Simply the removal of points when picking traits, make us able to pick all the positive traits without having to pick a single negative one. Thanks for considering. Kuren and xXxFANCYCAPYBARA36xXx 2 Link to comment Share on other sites More sharing options...
dareddevil7 Posted May 23, 2017 Share Posted May 23, 2017 1 hour ago, BayCon said: Well, what they're talking about is becoming sick, not just repulsed. A person's reaction to a pile of corpses isn't exactly related to the fact that if they live around them on a daily basis, they will become a threat to the person's health, no matter how little the corpses mess with them emotionally. I said not get repulsed. Not not get sick. Link to comment Share on other sites More sharing options...
RobertJohnson Posted May 23, 2017 Share Posted May 23, 2017 25 minutes ago, Peetfighter said: @RobertJohnson There is 1 thing I've always wanted to see in Sandbox. Simply the removal of points when picking traits, make us able to pick all the positive traits without having to pick a single negative one. Thanks for considering. It's done, you have a new sandbox option to add as many free traits points as you want Peetfighter, Mr_Sunshine, BayCon and 7 others 10 Link to comment Share on other sites More sharing options...
Brex Posted May 23, 2017 Share Posted May 23, 2017 Hmmm, undead zombies with multiple speeds that are more active at night...that sounds a lot like "The Last Stand", and that's not a bad thing at all. xXxFANCYCAPYBARA36xXx and BayCon 2 Link to comment Share on other sites More sharing options...
cool daddy shark Posted May 24, 2017 Share Posted May 24, 2017 Hey RJ, can you add specification settings into the building destruction and health? For example, if i wanted zombies to be able to destroy wood panel walls but not log walls or metal walls and etc. On medical if someone wanted to make scratches very minor but a deep glass wound in my leg very serious and make a gunshot in my arm survivable but in my gut fatal? Link to comment Share on other sites More sharing options...
Rekkie Posted May 24, 2017 Share Posted May 24, 2017 (edited) 11 hours ago, BayCon said: This comment pointed out to me the lack of sounds outside at night. I live in the country (not too unlike Muld & WP, Ky) and on a loud night, there are almost a deafeningly large amount of crickets. Sometimes you can hear a giant frog that grows in our back pond every year croaking loudly, and on quieter nights, you can hear owls singing a song they only sing in my area. If I could program, a sound overhaul would be the first mod I would make. It would probably just start with night sounds though. 8 hours ago, Margera said: oh, look a little more PZ Suggestions my friend Agreed, nights would definitely be complimented by additional sounds and melody background music (such as on a radio/tv). I do believe that this HL1 mod - They Hunger (which is one of my all time favorites) points out how powerful sounds are, without the radio voice, the background music and the general environmental sounds, this mod wouldn't have the same fear factor. [If any of the developers haven't seen or played They Hunger, I highly recommend this video. -- video footage in spoiler] Spoiler Edited May 24, 2017 by Rekkie boldness, much bold font! Margera and Mr_Sunshine 2 Link to comment Share on other sites More sharing options...
Paul Redeker Posted May 24, 2017 Share Posted May 24, 2017 Pssst. Ability to turn off individual respawn categories independent of others. nasKo, Rekkie and DresdenBBQ 3 Link to comment Share on other sites More sharing options...
Svarog Posted May 24, 2017 Share Posted May 24, 2017 (edited) It would be nice to have more categories for Loot Distribution as opposed to just very, very generalized Food, Weapons and Other. Food could be broken down between stuff that doesn't go bad and stuff that does, weapons should be broken down into Melee, Firearms and Tools (Like Hammer, Axe etc.), Ammo should have a separate category. Other should be broken down into stuff like Clothing, Kitchen Stuff, Crafting Materials, Trash, Electronics and Tools. Really, the more the better. Edit: To be more precise I think various items should be given a DisplayCategory of some type in the script and the distribution should work off that rather than the way it works now which is mostly off of item's Type. The 3 distribution types already there could stay and individual categories could be sub options under those for extra micro management of how much stuff there will be. Just having more categories (Tools, melee, Firearms, Canned Food, Food, Crafting Material, Electronic, Skill Book etc. etc.) would also help a ton with inventory management. Edited May 24, 2017 by Svarog Margera 1 Link to comment Share on other sites More sharing options...
Zorak Posted May 24, 2017 Share Posted May 24, 2017 (edited) @RobertJohnson How about instead of more rare items make quality level for items that we have in game ? Like: dull axe, sharp axe etc. The difference between them is damage, durability etc. Nothing big but you can see diference between worst possible item quality and finest one. Edited May 24, 2017 by Zorak BayCon and Svarog 2 Link to comment Share on other sites More sharing options...
Damien Darkside Posted May 24, 2017 Share Posted May 24, 2017 My god as long as we are able to turn up the brightness at night as much as we can now increase the darkness. I absolutely hate the darkness in the game, personally it provides more annoyance than challenge and is why I always set the electricity to the max setting for keeping it active. xXxFANCYCAPYBARA36xXx 1 Link to comment Share on other sites More sharing options...
DresdenBBQ Posted May 24, 2017 Share Posted May 24, 2017 Question about zombies being attracted to the light in houses, on the first night they would walk over to houses with light in them, possibly bang in a couple doors and windows the upon not discovering anyone there, shuffle around the lighted area because the light keeps agroing them. Once it's daytime again they shuffle around some more and maybe spend all day going all of 40 ft from the house if they're lucky, then once night time rolls around again, wouldn't they just walk straight back to the house and repeat the cycle? Link to comment Share on other sites More sharing options...
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