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  • 2792 The Ultimate Question!

    1. 1. Which is better: pancakes or waffles?


      • PANCAKES
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  • Posts

    • Just throwing this out there in case anyone forgets: the inventory UI has an assignable hotkey. By default this is 'i' I believe. I mention this because, personally, I find it much less of a burden to simply double-tap the 'i' key than it is to click the on-screen UI button twice. It also frees up your mouse for any quick decisions that you may or may not need to make immediately after unpausing. 
    • Yes, it wiped both the root user and the user where the dedicated server was installed. 
    • What the Feature Is This idea is about giving the player more control over how a door moves while sneaking. At the moment, even when crouched, opening a door still triggers the full animation. It swings all the way open or all the way closed, and the player has no influence over how far it moves before committing. The concept is to let the player control the motion of the door while crouched. The door still only has its two normal states—fully open or fully closed—but the player can guide it between those two points at their own pace. As soon as the player stops interacting, the door finishes the motion to whichever state it’s closest to. This doesn’t add any new door states or allow leaving a door half‑open. It only changes how the player moves the door during stealth. How It Would Work in Gameplay When the player is crouched, holding the interact key/s (shift+e could be context sensitive between blinds and doors) would start the door moving slowly. The player could nudge it open just enough to peek, or pull it back toward closed if something is on the other side. The moment the player lets go, the door completes the motion to either fully open or fully closed. This lets the player crack the door to look inside, then pull it back and let it close. Or they can start opening it quietly, and when they’re ready, release the key and let it finish opening. Standing upright would still use the normal instant open/close behavior. Shift+E would begin the stealth door mechanic and the regular e press would do what it already does. This just adds a choice for the player on how they would like to proceed through a door. Why This Would Improve Gameplay This gives the player actual control over door movement during stealth instead of the current all‑or‑nothing approach. With this system, the player can peek into rooms without fully opening the door, avoid swinging a door into a zombie, pull the door back if something is on the other side, open doors quietly at their own pace, slip through without the door snapping open, and prevent the door from bumping into objects and making noise. It adds tension and immersion without changing how doors fundamentally work. Why It Makes Sense in Terms of Realism When someone is trying to be quiet in real life, they don’t open a door in fixed increments. They open it slowly, carefully, and only as much as they need, stopping the moment something feels off. This idea captures that behavior without adding new mechanics or new door states. It simply lets the player move the door the way a cautious person naturally would. Would This Require Major Changes? This idea doesn’t require new door states, or any kind of engine‑level overhaul. Doors in the game already have two states that show closed or open. The only change this concept asks for is giving the player limited control over those two states while crouched, instead of the doors only being open, or closed instantly.  The door still ends in one of the two existing states. The logic behind what counts as “open” or “closed” doesn’t change. The game doesn’t need to track new conditions or treat the door differently for zombies. The adjustment is focused on how the player interacts with the door, not on how the door itself functions internally. Does This Make the Game Easier or Harder? This doesn’t make the game easier in the sense of giving the player a new advantage that breaks balance. It doesn’t let the player bypass zombies, silence doors, or avoid detection in ways that weren’t possible before. What it does is give the player more control over an action that already exists, which makes stealth feel more intentional and less random. If anything, it adds a layer of skill. The player has to manage their movement, timing, and awareness while controlling the door. It rewards caution and patience, not stats or gear. This behavior also fits naturally into the Nimble skill. Nimble already covers careful movement, balance, and controlled actions while sneaking. A smoother, more deliberate door interaction lines up with that theme without needing a new skill category or any additional progression system.
    • The errors from the VPS suggest that it is trying to load an incompatible save file, when you reinstalled the OS on the VPS did it also wipe all the files?
    • No worries about derailing, I'm very interested in hearing your perspectives and what you have to say about the matter. But im not sure i still understand you fully.   1. For the fictional brands, do you mean its something like GTA logic where yes, its a fictional brand but is inspired by a real life thing like cars? And not something fully fictional like "there is no car IRL that looks like this" and is beyond recognizable let alone identifiable or something something.   2. Im curious to hear your list of firearm's you'd consider into the game and why that would be. While i understand your perspective of maybe using the mp5 for example as the inspiration for the guns in game to look similar to, lets pretend this is the same scenario where the guns you'd name are going to be used as inspiration for what's added.   3. We both agree SMG's should be the big next move for what should be added. But can you explain if you were to add more guns, such as the LMG's how you'd balance them? in my opinion it would be the same as the m16 except it can hold 100 rounds or something from a magazine pouch. Basically doing everything the m16 can except its role would be the "herd thinner" to sustain fire instead of needing to stop to reload.   4. You've explained like the mp5 example and how there are different variants. If you we're to again use the example of the mp5, what kind of variants would you consider and why, and how do you imagine them in the game with things like scarcity, locations found, etc. (not gonna lie the MP5/10 would be sick but yeah, rare. At the moment i dont find the idea of finding a "rare gun" too thrilling because of how easy they break/wear out. Having a rare gun then is only a matter of not if you're f*cked but when you're f*cked if it breaks. So if they fix that problem that guns actually last long, maybe not 100k average rounds as that is the entire gun, not just the barrel/chamber, extractor, springs, etc. So in the moment where we do not have such of an in-depth gun system where we cannot replace those things as the extractor if it breaks except the whole gun just dies. Applying the logic for now that guns as a whole last 100k rounds average makes sense as a temporary fix. Because again, i dont find it fun to find a rare gun, knowing it will break faster than i want it to and basically never find it again. There isn't any fun of finding a rare gun if you can't keep it long enough to even grow attached to it.)   5. My main issue with finding "rare guns" in game as because of the (example) above. There isn't any real benefit to doing so. Whats the point right now of finding the black MSR for example compared to the regular MSR. Its rarer, breaks just as fast, uses the same ammo and the only difference minimal. So there isn't any excitement to finding a rare, cool gun if its going to break just as fast and be twice as difficult to find again unlike the regular wooden MSR. So like i suggest, upping the guns "health" would be all the system really needs for now. Because lets say they devs do that, the guns now last 100k rounds each. Finding a cool rare gun is now more fun because 1. You get to keep it for way longer. 2. if you like it, you'll be more satisfied in keeping it naturally growing yourself attached to it. 3. Finding another one would bring more excitement because its no longer a matter of when the gun breaks but if the gun breaks, you have a replacement.   What's your take on all this?
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