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EnigmaGrey

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  1. Like
    EnigmaGrey got a reaction from trombonaught in Infection mortality in Zombie Lore   
    Infection is just a counter. Once you hit 100, you die. Mortality determines if or how fast that happens. It’s entirely separate from wounds.
     
    So as transmission is on, you still get infected. The infection by itself simply does not kill you, but anything else on top of it can.
  2. Spiffo
    EnigmaGrey got a reaction from ATPHHe in getMusicPosition()   
    I wouldn't think you can? You'd want to get the emitter that produces the sound and set its position instead of trying to use PlaySound directly?

    A quick search through the Lua files shows examples like ...

    function ISRevolverWeapon:reloadPerform(char, square)
        local weapon = char:getPrimaryHandItem();
        char:playSound(self.insertRoundSound)
     
    ...
  3. Like
    EnigmaGrey got a reaction from Nebula in getMusicPosition()   
    I wouldn't think you can? You'd want to get the emitter that produces the sound and set its position instead of trying to use PlaySound directly?

    A quick search through the Lua files shows examples like ...

    function ISRevolverWeapon:reloadPerform(char, square)
        local weapon = char:getPrimaryHandItem();
        char:playSound(self.insertRoundSound)
     
    ...
  4. Like
    EnigmaGrey got a reaction from Nebula in Training cassettes.   
    Not enough time in the day to respond to every thread; especially not when you already know the answer and could just convey it yourself. It's supposed to be a community, after all, not just an AMA/suggestions box for TIS.
  5. Like
    EnigmaGrey got a reaction from trombonaught in Training cassettes.   
    Not enough time in the day to respond to every thread; especially not when you already know the answer and could just convey it yourself. It's supposed to be a community, after all, not just an AMA/suggestions box for TIS.
  6. Like
    EnigmaGrey got a reaction from trombonaught in IWBUMS 41.32 released!   
    Would there be enough? My impression from seeing others fall or react to less meaningful hits is that they’re reacting to the pain and instinctually moving away from it, at least in the provided videos. 
     
    Even if it is enough to unbalance the zombie, I’d think it’d then be enough force to unbalance you, as well, leading to a pause - the very thing that’s supposed to be avoided by letting you throw hands at the undead  instead of render a meaningful hit. ...  Isn’t being able to shove good enough rather than somehow trying to incorporate this level of nuance?
  7. Like
    EnigmaGrey got a reaction from trombonaught in IWBUMS 41.32 released!   
    A zombie that doesn’t care about being on fire isn’t going to react the same way a person would to being slapped, in my mind.
  8. Spiffo
    EnigmaGrey reacted to Shinjitsu noDeshi in IWBUMS 41.32 released!   
    Hm, maybe I misunderstood the OP?
     
    I took the OP to mean that if you want to be nimble and able to quickly turn/backup, you'd only have a defensive slap available (eg push but without being locked in place per current mechanics.) It wouldn't do any damage, but would block zombie grapples / damage and allow you to scoot out of range.
     
    The issue (to me at least) is the mechanics feel ... choppy? clunky? because of the stop, brace, push sequence. It's basically forcing the player into a lose/lose situation. Attack and allow to be attacked, or defend (push )and be rooted, also allowing you to be attacked.
     
    So to answer your question - probably don't need another mechanic, if you all are able to come up with a way to balance it a bit more towards the player. (LOL, I'm not sure if I'm even explaining it right, but I hope it clarifies a bit...)
     
    Maybe I'm in the minority on this, but I don't think so? The youtubers I watch seem to comment on the issue quite a bit (NoMiS and DrunkOnLife for example)
     
    Shin
     
     
  9. Spiffo
    EnigmaGrey got a reaction from Turbo50 in MP Coronaboid   
    Trust me, if there was anything to play, we’d gladly have it out there.
  10. Like
    EnigmaGrey got a reaction from Optimism in IWBUMS 41.32 released!   
    A zombie that doesn’t care about being on fire isn’t going to react the same way a person would to being slapped, in my mind.
  11. Like
    EnigmaGrey got a reaction from Geras in IWBUMS 41.32 released!   
    A zombie that doesn’t care about being on fire isn’t going to react the same way a person would to being slapped, in my mind.
  12. Spiffo
    EnigmaGrey reacted to Axezombie in BUILD 41.33 Bug zombies fight   
    No mods
     
    2 bugs shown in this video: https://streamable.com/t84p9
    1) instead of the stomping animation I get sometimes the shoving animation but still it gives damages to the zombie on the ground.
     
    2) zombies on the ground sometimes flip over for no reason
     
    Something else we can't see here and is not really a bug but feels like one is that crawling zombies can still move and spin when you are on top of them which, I think, doesn't make sense since when you are on top of "normal" zombies they can't move at all.
  13. Like
    EnigmaGrey got a reaction from trombonaught in IWBUMS 41.32 released!   
    You’d be wrong. It’s been in for months and only missing for a bit over a week. The people that complain seem to be limited to same handful on Discord as last time.
     
    Your experiment fails due the weight of a broom handle and the lack of need to brace or counter balance when hitting anything. I think that demonstrates your bias well enough, even ignoring that you’re focusing on a single weapon and failing to provide any proof despite the wealth of videos presumably avaible?
     
    Here, I’ll do it for you.
     
    http://gurpspalantirquest.blogspot.com/2013/05/exploiting-weapon-reach-in-gurps.html?m=1

     
     
     
    And really, you don't notice anything wrong? Look at it.
     
     
    No weight to the animations, feed totally disconnected from the upper body, compared to videos of those of real people fighting.
  14. Like
    EnigmaGrey got a reaction from trombonaught in IWBUMS 41.32 released!   
    Oh dude, I’m months ahead of you on the “look for videos to prove a pause is unrealistic!” angle, learning to accept it only after seeing the mess not having it made of the animations (floating, disconnected legs) and wrecked any semblance of balance to kiting (which can’t be solved by other means like reducing damage because it makes kiting simply extremely long and few people intuitively  seem to understand it). We’re still tweaking things and exploring other options, but it’s not even something that’s unique to Pz - it’s been used to balance kiting in other games, as well, because there’s just not many good options short of implementing dps and discarding hits, both horrible ideas for PZ. A slow down without pause, while we’re open to it, likely  has its own issues, combining lengthy kiting sessions and floating anims with a lack of intuition.
     
    The only  times I found videos with moving while striking, especially with a spear, was when attempting to antagonize your opponent or reactionary hits meant to deal a superficial wound. Both of which are rather useless against something that doesn’t feel any pain and can’t be scared off., that is only killed by headshots instead of bleeding out. There’s also a decided lack of zombies riding horses in this reality.
     
    A lack of pause makes sense only for small items, like knives, or unarmed, or when fencing. Those can be explored later.
     
    When we move on to integrating combat more heavily into the level system, I’m sure other things can be done - like special takedowns for multiple zombies, but that’s not for today.
     
    I don’t expect it everyone to be happy, but we’ve spent months messing with this stuff and trying to dance around people’s feelings on it despite an overall lack of criticism and feedback on it despite this being both our longest iwbums and most played update ever.
  15. Like
    EnigmaGrey got a reaction from trombonaught in IWBUMS 41.32 released!   
    While they’re still fleshy corpses, they eat a considerable amount of resources that’d be better left to the walking dead. Get a few thousand corpses in one placed and the game tends to perpetually chug or even crash in that area. 😛
     
    As Lemmy says though, this is really just a quick fix. Something less obvious will be done later.
  16. Like
    EnigmaGrey got a reaction from Geras in IWBUMS 41.32 released!   
    You’d be wrong. It’s been in for months and only missing for a bit over a week. The people that complain seem to be limited to same handful on Discord as last time.
     
    Your experiment fails due the weight of a broom handle and the lack of need to brace or counter balance when hitting anything. I think that demonstrates your bias well enough, even ignoring that you’re focusing on a single weapon and failing to provide any proof despite the wealth of videos presumably avaible?
     
    Here, I’ll do it for you.
     
    http://gurpspalantirquest.blogspot.com/2013/05/exploiting-weapon-reach-in-gurps.html?m=1

     
     
     
    And really, you don't notice anything wrong? Look at it.
     
     
    No weight to the animations, feed totally disconnected from the upper body, compared to videos of those of real people fighting.
  17. Like
    EnigmaGrey got a reaction from Geras in IWBUMS 41.32 released!   
    Oh dude, I’m months ahead of you on the “look for videos to prove a pause is unrealistic!” angle, learning to accept it only after seeing the mess not having it made of the animations (floating, disconnected legs) and wrecked any semblance of balance to kiting (which can’t be solved by other means like reducing damage because it makes kiting simply extremely long and few people intuitively  seem to understand it). We’re still tweaking things and exploring other options, but it’s not even something that’s unique to Pz - it’s been used to balance kiting in other games, as well, because there’s just not many good options short of implementing dps and discarding hits, both horrible ideas for PZ. A slow down without pause, while we’re open to it, likely  has its own issues, combining lengthy kiting sessions and floating anims with a lack of intuition.
     
    The only  times I found videos with moving while striking, especially with a spear, was when attempting to antagonize your opponent or reactionary hits meant to deal a superficial wound. Both of which are rather useless against something that doesn’t feel any pain and can’t be scared off., that is only killed by headshots instead of bleeding out. There’s also a decided lack of zombies riding horses in this reality.
     
    A lack of pause makes sense only for small items, like knives, or unarmed, or when fencing. Those can be explored later.
     
    When we move on to integrating combat more heavily into the level system, I’m sure other things can be done - like special takedowns for multiple zombies, but that’s not for today.
     
    I don’t expect it everyone to be happy, but we’ve spent months messing with this stuff and trying to dance around people’s feelings on it despite an overall lack of criticism and feedback on it despite this being both our longest iwbums and most played update ever.
  18. Like
    EnigmaGrey got a reaction from MGWhiskers in When moving backwards and attacking enemy, character freezes   
    Next build should move the pause for specific animations, so it’ll happen more like you’d expect (when the char puts his weight into his foot, generally), unlike at the end of the anim for all weapons.
     
    Not 100% sure that’ll resolve the weird double step we have happening occasionally, but we’re aware of it. It’s a bug as well.
  19. Spiffo
    EnigmaGrey got a reaction from geronimo553 in IWBUMS 41.32 released!   
    While they’re still fleshy corpses, they eat a considerable amount of resources that’d be better left to the walking dead. Get a few thousand corpses in one placed and the game tends to perpetually chug or even crash in that area. 😛
     
    As Lemmy says though, this is really just a quick fix. Something less obvious will be done later.
  20. Like
    EnigmaGrey got a reaction from wanderinbilly in IWBUMS 41.32 released!   
    While they’re still fleshy corpses, they eat a considerable amount of resources that’d be better left to the walking dead. Get a few thousand corpses in one placed and the game tends to perpetually chug or even crash in that area. 😛
     
    As Lemmy says though, this is really just a quick fix. Something less obvious will be done later.
  21. Like
    EnigmaGrey got a reaction from Golantor in IWBUMS 41.32 released!   
    While they’re still fleshy corpses, they eat a considerable amount of resources that’d be better left to the walking dead. Get a few thousand corpses in one placed and the game tends to perpetually chug or even crash in that area. 😛
     
    As Lemmy says though, this is really just a quick fix. Something less obvious will be done later.
  22. Like
    EnigmaGrey got a reaction from SLegend in IWBUMS 41.32 released!   
    While they’re still fleshy corpses, they eat a considerable amount of resources that’d be better left to the walking dead. Get a few thousand corpses in one placed and the game tends to perpetually chug or even crash in that area. 😛
     
    As Lemmy says though, this is really just a quick fix. Something less obvious will be done later.
  23. Spiffo
    EnigmaGrey got a reaction from Blasted_Taco in IWBUMS 41.31 RELEASED   
    By no means am I saying the current implementation is perfect -- there's a good few bugs with it that we're working through. ... But:
     
    PZ's zombies don't have to be totally uncoordinated or blind  -- I mean they're already bipedal, can track you at half the distance of a normal person, can grab you when upright or on the ground, and even manage stairs. They don't have to have less awareness than a goldfish, or the muscular density of a desiccated corpse.
     
    It's no great leap to assume they can put a little extra oomph into their slouch and catch or knock you down if you're too close to them when they make it over a barrier.
     
    I'm really not interested in people's head cannon -- how they justify zombies being a non-threat or a source of cheap kills. PZ's zombies don't have to match it: they can be their own thing.
  24. Like
    EnigmaGrey got a reaction from OffitMan in IWBUMS 41.31 RELEASED   
    By no means am I saying the current implementation is perfect -- there's a good few bugs with it that we're working through. ... But:
     
    PZ's zombies don't have to be totally uncoordinated or blind  -- I mean they're already bipedal, can track you at half the distance of a normal person, can grab you when upright or on the ground, and even manage stairs. They don't have to have less awareness than a goldfish, or the muscular density of a desiccated corpse.
     
    It's no great leap to assume they can put a little extra oomph into their slouch and catch or knock you down if you're too close to them when they make it over a barrier.
     
    I'm really not interested in people's head cannon -- how they justify zombies being a non-threat or a source of cheap kills. PZ's zombies don't have to match it: they can be their own thing.
  25. Like
    EnigmaGrey got a reaction from Golantor in IWBUMS 41.31 RELEASED   
    By no means am I saying the current implementation is perfect -- there's a good few bugs with it that we're working through. ... But:
     
    PZ's zombies don't have to be totally uncoordinated or blind  -- I mean they're already bipedal, can track you at half the distance of a normal person, can grab you when upright or on the ground, and even manage stairs. They don't have to have less awareness than a goldfish, or the muscular density of a desiccated corpse.
     
    It's no great leap to assume they can put a little extra oomph into their slouch and catch or knock you down if you're too close to them when they make it over a barrier.
     
    I'm really not interested in people's head cannon -- how they justify zombies being a non-threat or a source of cheap kills. PZ's zombies don't have to match it: they can be their own thing.
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