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- Data retrieval via a computer triggers an alarm and spawns a horde.
- Tower defense: Protect the cargo for 1 day under alarm.
- Radio station activates a message that attracts zombies to the area.
- Find and send medical supplies.
- Find and send fuel.
- Find and send weapons.
- Send food.
- Prevent a trade by burning a cargo.
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I would like to add a performance indicator as well:
- In a mission, each zombie killed = $10 bonus.
Collect x liters of clean water to send
Data retrieval should have a rare chance to not trigger an alarm for a sprinkle of instant gratification
ex: Find and Deliver 20 garbage bags and deliver to Post Office in West Point
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Farmer's Market: Deliver 5 boxes of eggs
note: sometimes just to get rid of extra farming and resources ahahha
I would like to propose something original for the contracts and definitely avoid repetition, which could become boring over time.
I will consider the NPC, but as you mentioned, it will likely be an extension to this mod to avoid conflicts.
For now, in patch v0.1.10, I have worked on these two ideas:
Tower defense style: prepare a cargo to be airlifted by helicopter. The player can set up defenses before starting the quest. Once the cargo is ready, the helicopter event triggers and attracts nearby zombies.
Protect a building: when the quest activates, zombies spawn all around and rush towards you. The goal is to survive against a horde. Similarly, the player can barricade the building and prepare defenses before starting the quest.
These are two level 5 missions (around 20k$ each), as they require prior organization and preparation.
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I want to gather your opinions on the quest system.
Do you prefer having a notebook that logs messages with the NPC as it currently is, or having a marker spawn on your map directly with a small menu that tells you what you need to do in a maximum of one line?
But I think it would be more immersive if essential items like cigarettes or batteries were used as currency in a post-apocalyptic setting. Or perhaps something like bottle caps, as in Fallout. In a world after the apocalypse, money might just be worthless paper.
Since ATMs are already in the game, I opted for a system involving classic money, relics of an ancient world. I now view this mod and the world of Project Zomboid differently. This mod offers an alternative vision that would pair well with NPCs in the future.
In the default game configuration, several years have passed since the infection began. Humans, out of necessity, have adapted to this reality. Survivors have built a civilization relying on remnants of the past, like the use of currencies such as the dollar.
From this resilience, various societies emerged, each specializing in different areas like survival and clearing zombie-infested zones. These companies, situated in their ivory towers, now offer contracts to players in exchange for money.
This currency allows survivors to seek a semblance of normalcy, memories of their past life, in a chaotic world. With it, they can acquire goods, food, weapons, and attempt to live like before while facing surrounding dangers.
I will only write my own ideas.
-I was on a hunting mission at Irvington Highschool. I was supposed to hunt down someone named Cox. I looked everywhere, examined about 200 zombie corpses and couldn't find him.
For hunting missions, more identifying features can be added. Things like what he's wearing or if he walks around with a working radio can help us identify him.
-Gold and silver bars are not for sale
-I think the Contracts tab should be organized and divided into categories. For example, I want to do a hunting mission in Rosewood city.
PzLinux-->Contracts-->Rosewood-->Hunting
-Documents are useless in this game, this can be used. Like the quest "Get Doctor John's experiment files".
-Depending on luck, a bag of money may also be added. (https://prnt.sc/wNdWzfzqahAM)
-There may be players like me who like to keep their money in a physical medium. For this, you may want to consider adding a craftable or found money safe. You already have one, but it is not functional or cannot be disassembled.(https://prnt.sc/RjMulDYINBvd)
-It would be nice if it could be played with different modes. For example, it could be compatible with Bandits mode, like a mission to hunt down a bandit or take something from them.(Maybe "They Knew" mod)
-A special skill can be added to this mode.
Like buying things cheaper and selling them more expensively.
-The request tab can be improved. If we don't want to buy random books or food, we can create a request basket of our own choice and wait for it to be presented to us. Of course, the price should vary according to our skills and desires.
These are just my ideas, I hope we can see better updates in the future. I will continue to write more ideas in the future.
Regarding item prices, it's currently functional for the dark web. The higher your "Foraging" level, the more you can sell for and the less you can buy for.
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Regarding the target to hunt, it is always on the ground and does not attack the player, which makes it easier to identify. In the latest version, I'm testing a feature that adds a circle on the map at the exact location of the objective.