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Headshotkill

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About Headshotkill

  • Birthday 01/01/1873

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  1. Headshotkill

    Leapdoid

    I don't know, maybe this is one of those things which work best when you simplify it for the game. If you add a near-sighted vs far-sighted trait with equal points, then player's will quickly figure out which one is the least obstructive to gameplay. I imagine being near-sighted is less annoying than far-sighted, when you loose your glasses during combat you'd still have good vision directly around you so it wouldn't impact gameplay. And stuff which doesn't impact gameplay is unnescessarry bloat IMO.
  2. Headshotkill

    Hmm, Upgradez

    I second this, the new lighting system is a big improvement but the demonstration clearly showed there was no need for the player to use a lighter for light. You could perfectly navigate the dark building without. I'm in for hardcore darkness if it's a sealed room without any light.
  3. Headshotkill

    Zleigh Ride

    I’m interested in this as well, so far they’ve only mentioned ‘many years later’ as a seperate handcrafted map. when NPCs get added and play time per characters lasts longer into the apocalyps I hope we’ll see more severe erosion taking hold of the world.
  4. There's this mod called 'calm before the storm' where all zombies migrate away and then return one day as a massive horde. When the horde returns there's a short ambience in the distance of thousands of zombies moaning mixed with wind noises and it's terrifying. The game used to have a ton more atmosphere back when it's was a pixel game, the music was more oppressive and the zombies had a different sound which made them all sound similar. When you had a horde all the similar moaning mixed together to create a creepy harmony of death which you could hear outside your house.
  5. Headshotkill

    Lone Survivor

    Why dance around the word zombie?
  6. The light changes would improve the game mood a ton, the other stuff can already be archieved slightly with the 'trash and corpses' mod + 'wrecked cars', but still would also be a welcome addition. I hope the streets of Louisville won't be as empty easily navigable as the rest of knoxxville, I'd like to have it feel more like a maze, one street is hastily barricaded, an intersection filled with car wrecks. Reaching the center of the city should be a difficult task almost only possible on foot once near the center. And hopefully this would be randomly generated so navigating the city would feel different every time.
  7. - Added "Pan Camera While Driving" display option. This will move the camera in front of the car to give better vision of things ahead. nasKo And for this addition alone this is one of the best updates to drop along with sounds and animations, I never gave cars the attention they deserved after this feature was removed because you could never drive safely at high speeds. Thanks for adding it back!
  8. In a past build the camera used to automatically move infront of the car at high speed till the player was in the corner of the screen. Don’t know why it was removed but it worked really well, I think it was build 39 (first build with cars).
  9. Had this exact same thought, when looking around (rmb) perspective should reveal what's around the cursor, not the player.
  10. Hey all, pretty excited for the new features coming soon in the new build, especially the 3D items filling up the enviroment. From what I saw so far it looks like items will either spawn in at the very beginning or need to be manually placed down by the player. It would be a cool addition if the players’ character automatically produced litter as they consume items, like empty bags of chips, opened tin cans or newspapers already read. Either that or dropping items wouldn’t always drop them directly underneath the player but instead would search in a small radius around the player for a logical place, like placing a frying pan on a kitchen counter or litter near a garbage can. (as if you threw it towards the can but missed) To avoid players missing not seeing where the item was placed it would shortly flash 3 times to show the player where it was dropped. When the player is outside without any special object nearby they’d drop it directly underneath them like normal. I think over time this would make safehouses feel truly lived in and improve immersion a lot without having to manually put in the effort of decorating your house. Of cours if you want to do it manually it should still be possible.
  11. I really like those new sounds, much like you evolved from the bald-headed aliens from the earliest alpha builds to more humanlike zombies, the sounds have also gotten a much needed upgrade towards the more recognisable humanlike growling, hissing and snarling. Especially in "Atmospherics" video at 1:30 a zombie makes a long highpitched snoring sound, either choking on it's own blood and mucus or just rotten vocal cords. That is what uncanny means as someone previously mentioned. I think the problem people who have critique, be it needing more variation or it being too agressive actually want to say zombies shouldn't sound like this always, I aggree those barks and growls should be reserved for when a zombie has spotted a player and is chasing the player. When idling I'd expect a zombie to moan or just make sounds like it has trouble breathing (if it even breaths), much like the first and only sound a baby makes "euh", it's logical cause making the "euh" sound doesn't require any special position of the tongue or lips just opening your mouth and making noise, that's why we also use it a lot when we don't know what to say and want to bridge the silence. Also please in the future make a difference between fresh zombies and old rotting zombies both in sound (progressively less humanlike, from normal voice to more hissing, gargling) and visuals (torn clothing, green/black discoloured).
  12. After a long hiatus I played PZ yesterday and now today and the for a long time the bright nights really bugged me compared to classic PZ nights. They're back now and oh boy is it exciting. Before I could drive around at night without headlights on, now I was driving away from the towncenter late evening from a looting run to my farm safehouse, when I left the artificial light from the town on the highway I was suprised my car was driving through near pitch blackness aside from the roadlight every now and then, and the roadmarkers. Turned the headlights on and it started to rain, very atmospheric driving slowly to avoid hitting the zombies just standing there in the middle of the road as your headlights illuminate them on a cold rainy night. However I actually hit a zombie breaking the one headlight that worked, I had one spare left in the glovebox so I turned of the engine, got out and sneaked towards the hood with my screwdriver in one hand, flashlight in the other, which also is nescessary now to see in the dark, the zombies stood motionless 20 meters up ahead and I quickly fixed the light.
  13. Patience is a virtue Just remember, the longer they work on it, the better it'll be in the end. I adopted this reasoning after the ''Rome 2: total war'' disaster, although it is creating a paradoxical situation where the longer NPCs are held back, the higher the expectations, the more work is needed to archieve these expectation, longer waiting makes expectation rise, ... I truly hope the devs can pull it off though, and trust them enough to believe they can do it. P.S.: Sorry in advance to the dev-team, but to make clear to the OP. Early alpha NPCs were shit, they were boring, unrealistic and uninteresting and would give people a wrong impression were they added now.
  14. Lemmy, let me tell you this... I may have been away from these forums for longer than I can imagine but I NEVER EVER let this game go, I will admit that at some point I was done with this project and I decided to let it rest, put it on a fast-forward mode somewhere in the background so it wouldn't bug me every day. There are few, hell even no games to this date that had me in such a tight grip as this one, I may seem like a ghost but I still check the weekly mondoid even if I forget it and check it several days later I'm Always excited to see what's new. I have waited, waited for a long time, but I honestly don't care how long it takes anymore and at this point I really REALLY hope just because I've been following this team for so long that you don't fuck it up. The reason isn't because I'd be dissapointed in your project but because I don't want to see you and the team being rejected and forgotten, you guys don't deserve that, not after all the work that's already been put into this game. Stay sharp, this isn't a race, this is a marathon. We'll see each other again when this baby hits 1.0!
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