Project Zomboid

Project Zomboid

[B42] Week One NPC
1xgamer 3 月 2 日 下午 8:32
A few suggestions for improvement.
Just want to highlight some things that need further improvements for mod to be more awesome.

1. Honking

When I saw that NPCs now react to honking in changelog, I thought that means they would get out of your way when you use car horn. But instead they try to murder you after you press horn twice. Literally had a guy pull a gun on me and start shooting after I beeped two times at him. And car horn logic is something that this mod desperatley needs. NPCs jaywalk a lot in week one. Playing in Lousville means that you will be inevetebly running over people every 5 minutes of very careful driving. I assume this is something you can't fix, so why don't you implement a feature that makes NPCs actually react to car horn from far away. So drive, see some d_i_ck_heads hanging out on road, honk your horn and make them clear your path. Sounds fantastic.

2. Cop gameplay.

This is somewhat doable, as you can recruit other cops to follow you and help you mercelesly murder burglars, terrorists and zombies, but a few issues exists. Cop dosen't have an immunity from firing a gun, this means that every time you draw your sidearm on a zombie or a criminal people will freak out and call other cops on you, even if you are wearing full uniform. Some will try to kill you. Another issue is that as a cop you don't have a key from police stations armouries and always have to break down the door to get your hands on those guns. Maybe you could even add some LSPDFR like features with calling for backup and being able to actually arrest and frisk people, but this is just my wet dreams.

3. Food getting rotten in stores/cafe/resturants.

This dosent really apply to default week one, as all the hell breaks loose already on day 4, and you can kinda expect that resturant and store staff would not come to work to serve fresh meals and replace spoiled stuff with new, but you do have an option play all the way to a year and here is when this becomes noticable. I'd suggest to fix it the same way you did with BBQ fires, just forcing food spoilage to be disabled trough sandbox options, then overwrite this option with the start of a zombie apocalypse.

4. Get rich quick schemes.

So when your charecter actually knows that zombie apocalypse is on the way, you can expect him to rob a bank for example, to get a lot of money on supplies and weapons.
So maybe this is worth implementing? Vanilla banks in zomboid don't have any containers with money scripted to appear in them, so this will need to be adressed. As well as adding bunch of armed security guards to make it not so easy for you to break in. Currently the only way to get rich quick in week one is to loot a drug lab, or evidence lockers in police stations. Both has good chance to contain money bundles, but a few people know about these and stuck with no options. The other idea I was thinking about is selling jewlery at pawn shops. You can sometimes get your hands on a lot of them, because bags with jewlery spawn in cars sometimes and few other places, but you can't do anything with then despite them obviously being vaulable.

So thats it for now, want to thank you for your awesome work of course. Not mutch of a scripter myself, but will be glad to help with bug reporting as I currently play week one a lot on steam deck in a active war zone at the moment and I know a few bugs, mainly stores that are not defined as stores and other zonning issues. So tell me if you need help with that. And again thanks a lot for your effort.
最后由 1xgamer 编辑于; 3 月 2 日 下午 8:35
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Max Payne 3 月 8 日 下午 9:27 
Liked the idea with selling jewellery. In a few days criminals start spawning and they carry plenty of it and it has no practical use. I assume in 42.4 you can dismantle it but would be great if it could be sold. Honking is also what really needs a fix.
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