Jump to content

tomtentp

Member
  • Posts

    41
  • Joined

  • Last visited

Everything posted by tomtentp

  1. Also the sound of the alarms is awesome!!! but maybe a little too loud (headphones 7.1), maybe drop it down 1db or 2db max Agreed. To achieve optimum legibility you need to get as high contrast between the text and the background as possible. Now since we are using other colors than the most optimal ones (black and white) simply outlining the text with black isn't enough since the text itself is close to black. Maybe adding a semi transparent backdrop behind the text or some kind of blur effect will do? http://graphicdesign.stackexchange.com/questions/29256/text-not-very-readable-on-different-image-backgrounds EDIT: Example on blurred backdrops: https://www.youtube.com/watch?v=D1P3ttk9rus
  2. This will be exploited to gain free exp and/or level up cooking skill by adding as many ingredients as possible and then throw away the food and repeat the process. Is this perhaps intended to simulate "experimenting" in the kitchen? I think a better system would be to award the player for successfully creating a "good" recipe. Maybe just count the boredom reduction into exp. Other then that, super duper awesome work, I love the sytem and you guys rock!
  3. What about physics for pushing a door to shut while zombies are pressing up from the other side? Imagine having to force a door to close while a zombie is trying to get in. Hard to make but would provide cinematic immersion!
  4. Just a couple of ideas. Searching Containers About respawning items. Maybe there could be some sort of finding mekanism. So that you have a chance to find something that the other players characters had overlooked by researching a container for a time penalty. I think it's unrealistic that the player can open a box or a fridge and in the matter of miliseconds get a detailed list of what is inside it. Instead there you could have a chance of finding stuff after it has been looted to allow some kind of chance to newcommers, but make it unworth it for the horders because they already have most of the stuff. This will of course only delay the effect as in the end it will take too long to search a container or alternativly you can't research containers too many times. Craftables without tools I think that things like the fact that you need a trowel to dig etc is the most crucial flaw to the "survive of the nature" system right now. And this will be fixed in future updates for sure. There will probably be possibilities to craft your own fishing rod out of raw materials etc. But I think the devs should take it a step further. To allow players to craft things without perfect tools, or tools at all, but with a great penalty. I'm thinking in the lines of scouts, being able to survive in the wilderness without ANYTHING AT ALL. Not just being able to survive without a fire axe and a shotgun. Flint and tinder, sharp metal pieces, stones. A desperate person should be able to use any kind of tools or even his bare hands if his/her life depends on it. Hobbies and starter items I like the idea and as we just got informed the devs already have it planned. I would like to add one thing thou. Maybe add starting kits depending on your former profession and hobbie. Maybe add a knuckle fist thing for the martial arts dude, a fishing rod for the fisherman etc etc... That would give the fresh player a head start from the beginning and let him/her choose which playstyle they want to play.
  5. I would like an option for "Select all". The equivalent for windows hotkey CTRL + A. If I want to move all my items except 3 items I press "Select all" and then deselect those items that I don't want to move. I know you can drag a selection box over the items but this is a wierd experience, first I need to find a spot that I can start dragging from which is hard due to all the "Grab One" "Grab All" context buttons etc. And if it's alot of items there is a significant time before I have traveled through all the objects and selected them all.
  6. When. It's. Ready. The next person to ask gets a formal warning. The next after that gets a suspension. Can't u make some kind of script that auto delete msg if the words "ETA" is used or the combination of "When" + "release" + "?" in the same sentance?
  7. I know I tend to get stuck watching it for minutes. Might have to remove it for productivity reasons.
  8. Just wanted to add a little info. You can set the 3rd coord if you want to spawn on a higher floor. 0 = ground floor. 1 = 2nd floor. 2 = 3rd floor etc... Example: SpawnPoint=10746,9413,1 These coordinates will make you spawn upstairs in the bedroom of Kate and Baldspots safehouse. Here: http://pzmap.crash-override.net/#0.5397779222221524,0.1904642797536318,393.68421052631584
  9. But there's this other suggestion of an "survivalist skill" wich was received pretty good afaik. This skill would play into this pretty well i think. So there woulnd't have to be a New "loot skill" created. http://theindiestone.com/forums/index.php/topic/6671-new-skill-survivor/ Every other skill I think is connected to one visible trait/action, but that one might be too overpowered: - panic - food/water - sleep - looting noise You mean the Survivalist skill? Well it depends on how good the buffs are. And also, I think it should be implemented as a passive buff (hiddern or not) rather than a skill. So everyone get the same "hardening" as thier character progresses. This will also add to the tragedy of losing your hard earned character at the event of death.
  10. This was in 25b also but I didn't want to post in the tracker because I wanted to make sure that was the case. I posted a bug on the tracker, please go here and confirm. http://theindiestone.com/forums/index.php?app=tracker&showissue=208 You should add this in the tracker, I don't fully understand the bug so I can't do it for you sry bro
  11. Lemmy - does it have anything outside of the changes you listed? Should I report issues that were marked as fixed but are still there? So... Is this version IWBUMS 25 v3 or IWBUMS 25c??? I'm confused
  12. Oh there's a welcome thread, Yello peps I'm a resident of the former viking reign of Sweden and got the PZ bug to the bone. Just started playing couple of days ago and I can't stop! I'm currently studying but I'm also making games on the side. I found this game from my little personal research on survival games as they have become violently popular over a very short period of time. This one caught my eye with it's dark, hardcore and non-gamey approach. A true gem! Right now I'm bug hunting the IWBUMS build trying to help get it to release in the best shape possible. Actually I waste more time debugging this game than I do on my own game, it's kind of like the "cleaning someone elses room" dilemma, it's just more fun
  13. It's a sweet idea but from a game-play perspective this sounds like a nightmare unless you want to convert the game into an adventure point and click game. I do think however that it would be a good idea to implement relationships within the NPC groups you encounter. For example a loving couple might make one group, and a whole family the other. Maybe the group of bandits consists of 2 brothers. Again, this will be hard to implement game play wise as it would require an advanced communication system and AI. So good idea but I think it's more for story telling games. It's simply to hard to get away with, especially for an optional sandbox thingy.
  14. I like the idea. But what about if you make sounds by actually bumping into stuff, rather than when moving stuff from loot window to inventory window. Like if you are a little hasty and rush up to a fridge and runs into the fridge which cause a thump sound. Or if you rush by a chair in 100km/h and it'll make a moving-chair-on-floor sound. This would cause you to be less of a marathon runner and more of a sneaky thief, which would be more like the case in reality I think. EDIT: I think this would make it more of a player skill rather than a dice roll. I don't like dice rolls. I think you would be very annoyed at your character if he, knowing that there is a mega huge das uber zombie horde outside the door, without you being able to control it, just "tips over a shelf". You would be like "COME ON CHARACTER PERSON THING...... REALLY???"
  15. I don't like the sound of zombies sitting in the garden eating fruities, kind of make them less bad ass And I don't see a zombie entering a kitchen, opening the fridge and go... "Sooooooo.... whaat haaave weeee heeeerreee... Caaaaaaaaaaaake!". Nor opening tinned cans. They have no idea to except food in those. Meat however, wouldn't it be cool if they could tear up furniture to get to meat. Or even more so cool, using meat as bait for traps and such???!?! About the deer, as said they are too stupid to go hunting. If a deer is unlucky to get itself in the middle of a horde I definatly think the zombies should try to chase it down and possibly surround it. Maybe it can become a feature that if the zombies cover the whole forrest then deers and animals will travel outside map, leaving the hunter the need to clear the forrest for the animals to come back. Back to topic. Are you sure? Zombies do smell the living in most zombie lore. Not sure about this game thou but I'm pretty sure they can smell you... Right???
  16. An overwhelming no from the audience then I'm just trying to think of a way to give the devs some tools to up the difficulty level a notch. Right now I've played the game for 2-3 days and I'm already skipping through zombies as if they were poo-poo on the floor. But then again the devs also stated they wanted classic zombies (read stupid / slow). So I guess they should try to find other things that are dangerous other than zombies? That thought makes me alittle sad thou But maybe the share amount of zombies with the upcoming migration feature will sort it out. Theres no skipping through if the screen is completely covered with green
  17. I rather not have the loot disappear as that would mean there is no point for bandits to kill you, meaning that there will not be any bandits only griefers who like to make people suffer for nothing. So it's quite important that you drop something when you die. And for the 15 minutes, you could just log into another server or a singeplayer game if you got too much abstinence. It's not like we are talking about days here
  18. tomtentp

    Fire

    I think it's quite possible for them to catch on fire, but it's the short time that it takes in PZ that seems unrealistic. Also it would be very nice to have som type of graphical indication of what is about to occur (like smoke), which would give you a heads up before everything just runs ablaze.
  19. Good point But i wonder, what can they do to enhance the difficulty? I got inspired here and posted a new suggestion over at the suggestions forum. http://theindiestone.com/forums/index.php/topic/7169-intersecting-zombies/
  20. I got inspired from the following thread about bad zombies in MP. http://theindiestone.com/forums/index.php/topic/6687-has-anyone-really-died-from-zombies/ Right now the zombies do grab (althou it doesn't work 100% in MP) which is a good enhancements from the previous state. But I'm thinking maybe zombies could also be able to intersect the player from his/her running speed and direction. Best explained in pictures. This is the current AI: But I'm thinking that zombies could also be able to do closer to this: Now of course not all zombies should be able to do this, and no zombie should be able to do it to 100% perfection. Maybe there should be an Effectiveness Parameter which determines how good a zombie manage to do this and this parameter could maybe be constantly randomized to give some variaty. I did a quick search and this has somewhat been touched in the following thread but I thought it to be enough different for it's own thread. http://theindiestone.com/forums/index.php/topic/7052-zombie-variety/ EDIT: I ment this as a tool to give the devs the ability to SLIGHTLY increase the difficulty with the change of a few parameters. I did not mean that the game should change from HARD to IMPOSSIBLE.
  21. I vote for textual indication. Of course this means more work for the devs and a waiting time. Meanwhile I think it should be left alone as it would be too hard instead. Like a blind man cooking bacon Good idea thou kurruk!
  22. Common Ideas and Suggestions List: http://theindiestone.com/community/viewtopic.php%3Ff=24&t=3134.html The Big No's: http://theindiestone.com/community/viewtopic.php%3Ff=24&t=8986.html Ultimate Dev Quotes (planned features): http://theindiestone.com/community/viewtopic.php%3Ff=24&t=1865.html ..... Just wanted to inform that these links are dead
  23. Not picking sides or anything but I agree with deprav here. A survival game is suppose to be hard, dieing from a single scratch is suppose to hurt. I've seen so many games go from hardcore to softcore just because of the same mentality, to avoid frustration. But frustration is actually what triggers us to enjoy the game in the first place. Mutliplayer is new and intrigueing for everyone right now. But I'm pretty sure after a couple of months/years playing "World of Warcraft Zomboid".... It will get pretty lame and lose it's touch. Permadeath is a bit overkill and will be very hard to retain, especially with cheaters etc. But as an option it would open the doors to interesting mods and niches of servers for sure. Having said that, I think things like these need to be tested before anyone can truely know how the outcome will be.
×
×
  • Create New...