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EnigmaGrey

The Indie Stone
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Everything posted by EnigmaGrey

  1. I think you can imagine why that would be extremely tedious and ultimately pointless compared to just getting a generator and a fridge? Or doing the more sensible thing and just building a dedicated root cellar? The latter of which would avoid any performance impact or possible issues with trying to simulate the differences and temperatures when offloaded. Remember, the setting for the game is not very far from the deep south, and the coast, relatively speaking. This isn’t a cold place, even at night.
  2. EnigmaGrey

    Disruption Week

    We're not to that stage yet in the crafting update, so it's not a consideration right now.
  3. Game already has shorter/longer days and nights based on time of year. It also takes into account moon phase. Server owners can set a nightlengthmodifier for shorter nights.
  4. Think of it this way: You now have to track every food item in the game and update its temperature in real-time. That'll have awful ramifications for performance and if we try to simulate what happened while you're away, it'll be subject to some intense jank. It's also not that realistic: any food items in the sun will be at the mercy of the space heater in the sky that can out-compete negative C temps and this area of the country doesn't get very cold in winter or have much snow act as a protective blanket; what it does get, melts fast. Your best bet would be something like a freezer on an enclosed porch or under a very large tree, not out in the open. But that's probably not going to help you if you hit +8 C in January ... By March/April, you're out of negative temps and into double-digit positives, on average. You'll run into similar problems burying your food there -- the ground is warm. (Add to it the high water table and an area prone to flooding and you're going to have a very bad time preserving food in ways that'd work fine in Minnesota). If we hadn't picked Kentucky and gone somewhere up north, I'd be all for it, but in short, it's a lot of work for something that'll maybe buy you a month of food preservation and a feeling of immersion. (This is also a similar problem "functional coolers" have -- it's a warm place; coolers often struggle to even keep food outside of the danger zone for refrigeration for more than a few hours. It's just ultimately a disappointing mechanic to try and implement due to being inconsequential.)
  5. Are you set to invisible when triggering the car alarm? If so, that's why they're not responding to it.
  6. Unfortunately, it is working fine here at the same resolution. Is there any reason why you selected Legacy Fog in Options? Try changing fog quality to high in options and see if it goes away.
  7. If you previously pinned the window (likely with the mouse) click the pin beside the X again to unpin it. Then it should be visible.
  8. That's a separate issue. We're aware it's not great in Lousiville as is.
  9. Green might technically be good at that exact moment, but 50-100 ms later, once you react and commit to the swing, perhaps not so much. Likewise, after you commit to attacking the closer zombie, the green highlight transferring to the zombie further away during the attack doesn't mean that's the one you're striking now. It doesn't help that this was just repurposed from guns. It was never meant to be a melee indicator; people just asked for it and got it. Then got a little too dependent on it, imo, just telling people to use it instead of learning how fighting works. The player still needs to learn that they connect only to the first zombie they strike (or the several closest with multihit on, I suppose); that they can't change or sweep targets after committing to attack the closest zombie; that each weapon has an inherent range; and how to time their shots. Sounds overly complicated when written out, but I think it's fairly intuitive unless you focus on the outline for anything other than direction.
  10. not a bug. You started the attack on the downed zombie before the walking zombie was in range to be shoved.
  11. Not a bug. You can’t remove the pain caused by exercise fatigue with drugs. It’s to balance the game.
  12. Zombies can’t be hit in fall/get up states. It is an engine, limitation and not a bug.
  13. We’re aware of it. The more tiles needed to be sorted means worse performance.
  14. Not a bug. Players and zombies trigger alarms; not events.
  15. The option to disable it is in the server’s settings. Though no idea if it works, as it was added last minute to address complaints, as it is indeed silly/awful. Only heard back from 1-2 people and it wasn’t positive, iirc. Should be a few of then with “knockback” in the name. One for melee, one for ranged, iirc. Give it a go and let us know.
  16. You just have to guard yourself against your own bias. That is, be critical of yourself and what reinforces your belief, not just the thing you feel deserves criticism. So you have a game that sold millions of copies in the last few years, has more players per hour after a year without updates than it did for the 8-9 years, and has exceedingly positive reviews, yet also most of that success comes from people none of us will ever hear from, who played far less than any of us will ever play (at least as forum members). Is it really going to die because of the contents of this thread or the criticism of those YouTube videos? Being a pessimist and someone that works on the game, who got a job because I was unrelentingly critical of the game and worked my way from tech support to management by filling any perceived holes I could, and yet saw it succeed despite my concerns and dour predictions, when I criticize myself and my own response to this, I lean towards “No. it’s more likely these criticisms come from fatigue due to playing the game 10x over those and wanting to reignite the spark with the new update and, in some cases, it comes from hitching one’s star to the game and depending on it to generate more content to survive (finding difficulty in pivoting to other things).” (At least for now — there are limits to everything, just compared to the bad old days, a year is nothing. It’s also year without breaking mods, without destroying saves, without fatigue from small updates, to boot.) When dealing with people, there’s just more than what’s being said. There’s what’s driving it and what it means and what they might have actually meant but couldn’t express clearly, even what they remembered differently from what happened. And worse, it’s mostly personal opinion , all the way down, and therefore inaccurate and imprecise. You can’t just take anything at face value and run with it, even if it agrees with your position (or speaks to one’s anxieties).
  17. “Teams” meaning individual people for the most part. We’re not that big. There’s no need to force everyone into an office. The cost would be astronomical for absolutely no gain. We’d end up losing staff who can’t or won’t move and probably shuttering in a year or two if we were to do that. That’s the way you kill a company, not speed up development. … I don’t see the point in getting into the rest of it. So: We’re slow. We’ll focus on making the best game we can rather than doing things fast and loose. You can see that this has always worked out well despite it being a constant source of complaints, no matter the time between updates, over the past 12 years. You’ll just have to make peace with that.
  18. It’s more like having 30 projects going at once, (some big, some small) because there’s no possible way to have everyone working on a single thing (Different skills, different interests, different reasons for being hired, living in different counties across the globe). Several of those projects come together, and you have yourself a major build. They don’t steal from one another; they don’t delay one or the other. But people who really don’t know insist they must — because more people mean faster, right? No. More people mean wider and deeper, if a large project takes a long time. Many small projects get done.
  19. I mean I got tired of left for dead after around 20 hours so I’m not really sure I buy that (it’s very predictable, just as any non truly random game is), nor am I interested in making an addictive gambling game. (The idea that people might be addicted to PZ is already bad enough …) We’re really not “making an absolute new route” either. This is fleshing out the existing systems for the most part. That’s exactly what I mean about people letting their imaginations run away … Here. 2011 good enough? https://projectzomboid.com/blog/tldr-just-give-me-the-jist/ Why would we not make the most all-encompassing game we can, exactly? Do you just expect us to stagnate and be content with whatever was thought possible in the early years? Just ignore our contemporaries and not compete with them? Live in fear of the nebulous and ill defined “feature creep” in a genre that’s outright expects the widest possible set of features (survival sandbox)? Do you not actually want us to persist and make the best game possible, even when there’s clearly millions of people who want that by the very fact we survived this long? Why does speed (and scope) matter more than making a good game or not?
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