Current high demand Pimp Dreams (Constant W.I.P)

Nope, vehicles right now don't activate the trigger plates.
Hm but then, did it work in a previous Alpha?

I'm so damn sure I saw a vid where somebody drove through a "wired-up" automatically opening garage door with a motorcycle, going back and forth several times, trying from both sides. It didn't work every time though, but the concept in general was functional.

It is long ago I can't even remember when and also searched youtube for that vid, didn't find it.

Maybe it WAS done with motion sensors though and not with trigger plates...🤔

 
Hm but then, did it work in a previous Alpha?

I'm so damn sure I saw a vid where somebody drove through a "wired-up" automatically opening garage door with a motorcycle, going back and forth several times, trying from both sides. It didn't work every time though, but the concept in general was functional.

It is long ago I can't even remember when and also searched youtube for that vid, didn't find it.

Maybe it WAS done with motion sensors though and not with trigger plates...🤔
Does it really matter much what worked in A11 or A6? Important is that vehicle+pressure plate is on a bug list and will probably work sometime in the future (line 52 in https://docs.google.com/spreadsheets/d/1YNo1DLatARAXCyRWwLxOhrjKnZKLL-onr4hwc3IIUuI/edit#gid=0 )

 
Color code the melee crosshair to indicate if you have enough stamina to attack or not. For example, a yellow crosshair could mean that you can only perform a normal attack, and a red one could mean that no attack is currently possible.

I think this would improve melee combat flow somewhat, especially for early game. 

 
As a base builder, I'd like to have more different paints, drapes and high end Fürni. Gotta to make that base look pretty and representative, you know. High end storage crates with more paint options. Aaaalso a metal sign would be nice, since the wooden one don't fit in an otherwise stylish environment. Vanity, I know, but hey, need to have a sweet base!

 
Skills and Abilities

*Fishing

- Include the ability to Fish

(Crafting of required tools, Ability to catch and harvest Fish, Forge for bait)

*Animal Traps

- Include the ability to craft and place traps that over time will catch animals which we can harvest

(See below for a list of Farm Animals, Birds can be captured for Harvest of Feathers and Wild Eggs)

*Farming

- Include the ability to raise or capture Farm style animals using feed (Corn, Seeds, vegetables)

(Chickens, rabbits, Pigs)

- Ability for Farm Style Animals to breed to produce offspring which grow to harvest-able adults.

- Other types of farm animals to be used for Farming lifestyles

(Goats, Lamb, Cows - Eat grass, Harvest Milk, Harvested for Meat, etc)

(Bees - For harvest of Honey, medical research for curing disease and illness. etc)

- More plants and Abilities to harvest all grow-able plants to be planted.

(Any plant that grows, the ability to harvest them and plant them)


YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES 
 

Hello wild dream fulfilment, it's great to see you~  ❤️ 

 
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Inspired by the coming new Update A20 I think it would be cool to have a new book series Vehicles. 

While the books 1 to 6 allow for the crafting of mods or give buffs like better handling/fuel consumption, the 7th book will grant you access to a heavy duty vehicle. 

This vehicle should have high material crafting costs like 1000 steel etc. but grants unique features. 

For example a big Truck with a workbench on top or with a huge storage space that enables you to transport all the loot from POI 5 buildings back home. 

PS: A simple mod to upgrade the storage space of a 4x4 truck would also be very helpful. e.g. large rack body truck

 
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Inspired by the coming new Update A20 I think it would be cool to have a new book series Vehicles. 

While the books 1 to 6 allow for the crafting of mods or give buffs like better handling/fuel consumption, the 7th book will grant you access to a heavy duty vehicle. 

This vehicle should have high material crafting costs like 1000 steel etc. but grants unique features. 

For example a big Truck with a workbench on top or with a huge storage space that enables you to transport all the loot from POI 5 buildings back home. 

PS: A simple mod to upgrade the storage space of a 4x4 truck would also be very helpful. e.g. large rack body truck
well that's sound good

 
an Electric automatic warehouse.

i wish it gives an posibility for an chest system where i can give all my items in and can eventually craft out of the chests via ordering system or can search after the item that i want and can send it to an output box where i can pick it up.

i know its not an realy immersive feature.

But when you play a month or more on the same game than you have tons of items.

Not only things for scraping also cement and more for building.

so an Operational Storage system is the greatest wish i have in 7days.

Greetings

 
I have no idea if TFP's are going to make the Feral Wight a special infected with any abilities. If not, I'd like to make suggestion to make him have a more destinct goal compared to normal zombies. Currently The Feral Wight has no ability aside from having more HP than regular zombies. My idea is to make him a pathfinder for zombies to create entrences by breaching down doors, iron bars. I assume with A21 that zombies will be able to navigate through 1 block terrain meaning that it won't be neacessary to have him brake down a hatch that has been folded up in a doorway, such as a hatch base design. I want the Feral Wight to be a threat on Horde Nights aswell as finding him inside of POIS or in the wilderness. I like the idea of him being a very vigor fueled monster that is very relentless, meaning that he will be a frontline fighter that will focus as a towering vanguard drawing all attention towards him.

 

Why should the Feral Wight be a special infected?

The foundation is already set by having a nice model that got updated in A20. So I thought that it would be a shame to not equip an ability to The Feral Wight. We currently don't have any special infected that can preform such a feat and could be a fun element to challenge the players ability to rely less on hatches or door spamming and create more chaos. He would also be a fun surprise element for player when they see how he can chew down on their defences. 

Special Abilities

Basic Traits:

HP: 750

ARMOR: None

HP REGENERATION: 15 HP/Sec

LIMB REGROWTH: 10 Sec

Door Denter: 

This ability speaks for it self in terms of it's main target, doors. The Feral wight once mounted within a blocks distance away from a door will perform an action which will make the zombie hurl it's towering mass against the door to cause 20% damagae increase on doors. The Feral Wight makes a grunt to indicate that he has started performing the action. Zombies are naturally attracted to doors which The Feral Wight creates an even weaker spot on the base/structures. 



Bar Bender:

Bar Bender is an ability that allows the feral wight to instantaneously break a bar block. It will perform a quick animation of his hands grabbing the bars and janking his hands away from it to instantly break it. Grunt notification is present on this ability too. 



Rapid Regrowth:

The ability activates upon the Feral Wight taking any damage to quickly recover HP as time goes on, but that's not it. If a player were to shoot of or decapitate any limb from the feral wight it would grow back again. So for example: if a leg were to be blown off it would start to crawl but as soon as it fully regenerates it gets back up to startsprinting again. 

COUNTER:

To counter The Feral Wight from not being an unstoppable force of mutated nature, there are some weapons that can effectivly damage the Wight over time such as the molotov or blade trap or any fast firing rate weapon that won't let him regain any health making him vulnerable. While a arm has been decapitated it will do 50% less damage. So focus on damaging a limb or target a head and kill him quickly. He is very hard to kill in a crowd unless there are explosives. 

Edited 4 hours ago by SKINK

The Screamer

The Screamer have recieved a brand new model for A20 which looks fantastic, but I really find it unusual how she doesn't have any purpose around Horde Nights and therefor being left out from the group. I think it's very important that we try and include all special infected and make them spawn at Horde NightsPOIS and in the general vicinity. 

So I've decided to try and figure out a way to make her be eligible for all scenarios.

Why should The Screamer be remade when she is already has a ability?

The Screamer currently has 2 features which is heat detection and zombie spawning. These mechanics are ok but I think that for this game to be more unique I think it's better to focus on making each special infected good at certain task that can be usefull in every scenario. By reworking her abilities we could lend her spawning feature of zombies to another zombie and finetune the spawn mechanic to make it fair even for horde nights. So I want to make her in to a DEBUFF focused zombie. I still want her to have a call to attract not zombies, but birds and dogs instead.



Basic Stats

HP235

Armor: None

Damage: Bleed

No Feral version

Games Stage appearence 35 - Max

Seeks out heat scources like normally

Spawns zombie dogs and vultures

ABILITIES

-Shreak:

When The Screamer has spotted a survivor it shreaks. She goes in to a animation which steches her tounge out and intimidates the player to know that reinforcment is coming. If the Screamer goes in to the animation to shreak, the player has a small window to stagger her with either explosives or a sledge turret or something that knocks her over. The shreak has a 20 block player affecting radius around the Screamer and can pass through walls or any object.

Once inflicted by the scream the player will recieve a minor speed penalty and a 3 sec vision blur along side a 15 sec timer that removes a player crafted/perk buff for example: Mega Crush, Recog, Brawler effect, Beer buzz etc. Along side the timer penalty to your buffs she gives you an concussion that hurts your head when you get a random blur effect similar to what the game already has.

Her scream attracts however vultures and zombie dogs to spawn but instead much further away so the player won't really notice them just appear out of nothing. Her ability should work fine since she is ''limited'' to dogs and birds but she will become easier to deal with during horde nights because can't spawn in tougher enemies to give you too much preassure

Here is the debuff process: 1. Screams -> 2. player gets councussion/timer on buffs + speed penalty -> 3. Zombie dogs and vultures start spawning -> 4. They all attack you

             

-Neck Chewer:

There is no real surprise that sharp teeth cause alot of trouble. Once the Screamer has landed a hit sucsessvly the player begins to bleed for 8 seconds.

Each second removes 5 HP from the health pool making this a death sentence if not treated properly. Medkits and bandages of any kind will stop the bleeding. 

Try and stay further away and deal kill her quickly before she goes in to her animation to call the dogs and birds.

            

I've had some ideas of special infected for a little while and I wanted to suggest some concept ideas of unique special infected, this zombie would make the game more dynamic and make for a fun encounter during Horde Nights and POIS.

-The Gorger

Backstory:

A creature devoided of any resmblence to what it once was. A figure that ignite husks in to flesh starved beasts. A menace that looms the wasteland that will devour you.

An omen of death that comes closer. The only task for a Gorger.

Ability:

Gore husk: allows The Gorger to emit a pulse surrounding a 6 block radius around itself to rapidly mutate zombies in the area of effect. Once a zombie have been effected by this pulse it will start to radiate and regain previous HP loss back. Speed and Damage increase with 15%. The Gorger is support focused special infected that tends to stick closer to other zombies but can fend off for itself. It has 275 HP with no armor and normal resistances. It has no alternative versions such as feral or radiated.

This special ability could only work if radiation was reworked to only appear when the Gorger was around to do the pulse. 

Game Stage/Where to be found?

The Gorger will show up through the game stage of 30-Max meaning that as soon as players reach this threshold they will start seing this zombie during Horde Nights and inside POIS. The function of this zombie is to enhance zombies and make use of the very aimless radiation feature on zombies into a more streamlined special zombie that can make it unique.

Requirments for The Gorger:

A animation for the pulse

animation for a stance for the Gorger A different running and stance animation.  He is alos hunched over a bit.                                             THIS IS THE CONCEPT ART/SKETCH FOR THE GORGER

 
Already wrote this on the forum, but since there is such a topic i will create my wishlist

World game options:

  1. RWG option "All POIs are unique" - each city becomes unique, and not a set of the same POIs in different variations. Possibly flexible setting that does not allow using more than N times, preferably separate for different tier POI's.
  2. Quests option "All trader's quests are unique (1 POI = 1 use in quests)" - will push player to roam and explore the world as previous option, and not sit in one place and grind the same buildings, gradually becoming discouraged and tired of the game
  3. Trader option "Manual setting of the assortment and trader's rewards"  - Trader is super broken OP spoiling the game. Simple rebalancing won't help those who want to play with 25% or 50% loot or just wants a more difficult game. At least a slider is needed that adjusts the value of its rewards and assortment.
  4. Extra BM options to adjust the intensity and fullness of blood moons - now the first blood moons last very little and you need to wait a very long time before the demolishers appear. You will get bored with the game faster than you will see them for the first time if you play well, especially if you are an experienced player
Balance fixes:

  1. Repairing and building game mechanic - with nailgun you can neutralize any damage to your building. A timer is needed, as with looting and lockpicking, the time of which depends on the tool, the lack of durability and the presence of enemies nearby. And same timer/inability to build blocks if there is an enemy nearby
  2. Electric fence - extremely OP in BM defence (very strong stun effect, infinite response limit, too cheap and too low consumption than you can create miles of fence)
  3. Pipe bombs, grenades, grenade launcher - all explosives have incredibly high damage to enemies and incredibly low damage to blocks (except of dynamite), high damage to enemies must be compensated by damage to blocks (your base) or high cost. Better both. In fact, you can use only Pipe Bombs to beat all BM
  4. Primitive tools - OP tools due to mod slots and stamina consumption
  5. Gas recipe  - OP perk improvement from 1:1 to 1:125
  6. Dead perk Treasure Hunter - only t1-2 excavation quests, low impact, too strong alternatives even at the beginning of the game when this perk is relevant
  7. Dead perk Lock Picking - few locked chests, locked chests have little loot, auger works better than lockpicks in endgame
  8. OP perk Adventurer - unnecessary explanations. the trader gives out too valuable rewards
  9. OP perk Barter - it would be okay if it weren't for the secret cache. gives you AK on day 2, crucible and thousands of concrete on day 4, auger on day 7, etc
  10. Fines for death, hunger, thirst, weather - now they are practically not in the game, they are too insignificant. Death removes debuffs, making it useful. The lack of a penalty for all of this renders the "Well Insulated", "Healing Factor", "Iron Gut", etc, perks useless
  11. Air drops - too weak. Its never worth the time. Only if you accidentally walked by.
Other:

  1. Permadeath mode, maybe with everyday backup "saves". The latter will allow you to play at extremely high difficulty settings, really overcoming difficulties, but not lose all progress.
  2. AI changes to make zombies less predictable
  3. Option to fixate world settings, possibly with a pre-planned scenario for changing them. For example, for a player-independent increasing difficulty
  4. Inventory system rework - it's very bad that in this game 1 feather = 6000 units of iron. The inventory is very well implemented in the Undead Legacy, where you have a large number of slots and a weight limit. Every item has a weight. This way you don't have to choose between 1 feather and a stack of iron and you do not waste a significant part of the gameplay analyzing what you need to throw away




 
1) Adopt terrain glitch hole protection to prevent players from intentionally or unintentionally seeing through the ground.  Several mods are available that do this, but it should be adopted by TFP for inclusion in the vanilla game.   They really do work well.  No reason that the admins have to mod their servers to fix this prevalent exploit.   No reason for TFP to not do this, since several modders have fixed this problem already for free.  Just download, copy, verify, and you're gtg. 

2) Itemblacklist.xml that the server regularly checks against to monitor inventory items of players.  Auto-kick and Auto-ban options.  This will prevent players from spawning in unavailable items via creative on multiplayer servers.   Not perfect, but it catches the lazy cheaters that download teh H4x and hop in a MP game for a quick fix. 

3) Provide improvements to ensure servers are protected against DDOS attacks.   I know of multiple servers that were very popular and DDOS'd to death by salty scrubs in early A19.  Why is this not a major problem for other publishers.... or maybe it is?  Even with setting up VPN's and all sorts of fancy double natting, tunneling, and bs that adds latency, these owners couldn't defend themselves.  Really, they had to break down and rent very expensive servers that provided sophisticated DDOS protection tools which only sort of worked.  Very disappointing to invest in a $3000 server to run this for a community of over 2000 active players on it (running 40-50 active players at a given time), and then have it DDOS'd to death.  Rentals ran about $150/month. 

 
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*Tools to better remove larger amounts of grass or harvesting plants and/or seeds.
It's 2021 and alpha 19 and   this something we still don't have, and something almost all of us would really like, we can keep on dreaming I guess

 
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Hello!
All of these new idea sounds great! I would love to fish for food haha :)
Big fan of the game and I wanted to share an idea I have but don't know where to post it 😕

In game live town events. Like many MMOs did in the past or are currently doing, these events only happen if a player or multiples players are either in the vicinity of or accept to be part of it.
Example, you pass next to a cop station and there is an event called (The station is getting overwhelmed) that can trigger (or be trigger) after (x) amount time. It could say the difficulty level and have rewards upon completing. It could make you team up with NPC (or not) and could have many new rules and challenges and I think it would add a lot to the game. If failed then it could be repeated and if completed then you cant do it again. I think it would add a sense of achievements to players and make game progress more engaging by all :).
What do you guys think about it? It could also scale with the Biomes making it more appealing to leave your current town and venture out to new citys for more of these specific events :). I know it would be a long and probably hard task to do but it would definitely add a lot to the next experience.

The game is amazing as is and this is just an idea I think that it would bring even more love to the game. Cheers!
Keep up the great work Fun pimps. Love your game! Even after playing it for almost 1000 hours :D And getting pretty much everyone I know involved with the game haha;).
 

 
I was getting annoyed with the generic horn sounds and would like more options for horns. I was thinking maybe separate vehicle mods for different horn sounds (e.g. bicycle bell, trucker honk honk, or some novelty sounds). Perhaps a radio / car stereo mod that lets you listen to a url of your choosing.

 
Gorby said:
Estaba molesto con los sonidos genéricos de bocina y me gustaría tener más opciones para bocinas. Estaba pensando en mods de vehículos separados para diferentes sonidos de bocina (por ejemplo, campana de bicicleta, bocina de camionero, o algunos sonidos novedosos). Tal vez un mod de radio / estéreo de automóvil que le permita escuchar una URL de su elección.
It is unintelligible that we  only have the same air horn in all vehicles, I think it is the same since ... I play at least !. That of putting radio or our themes is good idea (as in GTA), but if there are several of us using this option in an SV, the memory and resources issue may be the limiting factor.

 
I think A20 sound has improved a lot. They really need to focus on sound. Would be nice if objects could have their own sounds. For example when it gets stormy or windy outside, the doors, shutters, and other objects rattle. Sound is so underrated. I love the slow acoustic guitar music! Keep up the great work Pimps!!

 
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Creo que el sonido del A20 ha mejorado mucho. Realmente necesitan concentrarse en el sonido. Sería bueno si los objetos pudieran tener sus propios sonidos. Por ejemplo, cuando hay tormenta o viento afuera, las puertas, persianas y otros objetos traquetean. El sonido está tan subestimado. ¡Me encanta la música lenta de guitarra acústica! ¡¡Sigan con el gran trabajo Pimps!!
The atmosphere has gained a lot and it is something that I take off my hat! Storms and lightning are really scary! Everything related to the weather has improved constantly, I appreciate it! 😁💪

 
I’m sure I speak for at least 90% of people when I say that people like JaWoodle who constantly find ways to break the game or exploit a specific thing is something that we probably don't use and isn’t actually a problem. Even streamers themselves don’t use most if any of them. They in turn find challenges to make the game harder by limiting themselves to specific parameters. Which bring me to my first suggestion.

More slider / options for game controls, i.e. more or less food spawns, ammo, tools, books, weapons, armour, enemy type on or off. Let us decide how hard we want to play it. Maybe an animal and loot found food wouldn’t exist and you had to farm only. As an example. It should not be hard to implement as its really just the same as the current selections only more indepth.

The option for non learning players to skip the intro tutorial stage

The ability that upon book series completion & perks that tier 6 items can be crafted if the weapon type has been maxed out

More map markers and control over what you can filter through

A use for .44, more weapons and turrets. What about a .44 rifle?

Bows are decent at the moment but all shots from a bow shouldn’t wake neighbouring zombies. Bows traditionally are a stealth weapon.

More specific item mods

Dual knife, clubs, batons & pistols, maybe through perks? Shots fired could be alternating. There is a massive waste as you only get to use one hand unless using a two handed weapon

Bladed Melee weapons, Swords & Polearms, non-throwable

A rework or overhaul for spears. We’d rather use a bone knife then use a spear.

A wallet to store X amount only before inventory slots are used

A backpack to give another row of storage

A belt to hold a medical item/s / Money

Options to have turrets fire upon specific enemy types i.e. vultures only, cops, spiders

Food needs an overhaul as it is technically impossible to die of hunger. Bring back dysentery or food poisoning with canned food. Maybe implement a food lifespan?

POI player traps, maybe one off’s dart traps triggered by trip wires, along the same lines as elder scrolls. Maybe falling rocks or even poisoned darts

Implementation of inventory slot locks – almost all people use a mod for this and to have it already in the game just makes sense.

Working appliances, maybe they make the advanced foods or better quality food

Maybe bring back some of the deleted zombies from previous builds to add more variety to the enemies. Maybe more zombie animals

Farming of crops is a little broken at the moment but how about animals, maybe just chickens for food, eggs and feather production?

[SIZE=11pt]Master Chef should probably be a book series[/SIZE]

 
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I’m sure I speak for at least 90% of people when I say


Bold claim  🙂  Never claim that you are speaking for a majority of people, just state what you think should be.

The option for non learning players to skip the intro tutorial stage


You can already do that by just canceling the quest at the beginning.  You lose the option of gaining 4 free skill points, but you have that option.

[SIZE=11pt]Master Chef should probably be a book series[/SIZE]


Instead of the current system of being able to find the individual recipes in the world (and being able to purchase them from the traders)?

 
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