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parishkl

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Everything posted by parishkl

  1. It's just a nitpick, but it breaks immersion a little bit that the sound of a window opening is the same sound when you're trying to get in a door - it's a very specific "doorknob jiggling" sound which doesn't fit the action very well. It would be nice if we could get a sound for the window opening that sounded like a window being opened instead.
  2. I predict by the end of development this game is going to be a delicious combination of The Sims, Harvest Moon, and The Walking Dead.
  3. Hobbies? This game just gets better and better. <3
  4. I think it would be nice if we had an "unpack all" button for unloading loot into a cabinet at a safehouse, the equivalent of the "loot all" button when you're scavenging. I usually organize my scavenging bags by type (canned goods/non-perishables, books, medical supplies, tools, and fresh foods) and I likewise dump them into corresponding drawers/shelves whenever I get to a safe place. It's kind of a pain to have to drag-and-drop them over one at a time to do this though.
  5. I think the overheating mechanic needs to be turned down quite a bit. I live in Alabama (near Kentucky) and while it does get very, very hot in the summer here, I rarely feel the need to strip down to my underwear to endure it. However, in PZ, I end up running around killing zombies with a butter knife in my underwear all the time because I'm apparently "overexposed beneath a burning sun" in my house, in the dark, at night.
  6. Thanks for the tip! I did it for my new run-through, hopefully it'll help.
  7. Can you guys somehow lighten the game up a bit, or include an option to increase lighting? I understand from a design perspective that it's supposed to be very dark and scary at night, especially when the electricity goes out, but I am running into the problem that the game is so dark at some points I can't see to play it. This seems to stem a lot from the fact that there are no light switches in the hallways of houses, so when I leave any given room and try to make it to another one via the hallways, it is pitch black and I have a hard time navigating. Just a few minutes ago I was upstairs in my safehouse, trying to make my way to a bedroom to sleep, and the screen was so dark I couldn't even see to get into a room. The entire screen was black. From a realism standpoint, it just wouldn't be that dark, especially while the electricity is still going. Your eyes would adjust to the dim lighting pretty quickly. I don't know if there are plans to adjust this, but it is just one gameplay issue I've run into in an otherwise awesome game, and I thought I'd chime in since you guys are still tweaking things.
  8. If an encountered dog abandoned in the crisis could be tamed afterwards, I would definitely try, just to have some kind of companionship. Post zombie apocalypse feels so isolated and scary, it would be really nice to have a dog Mad Max style.
  9. In the case of a zombie apocalypse, I would most certainly eat a dog or cat in order to survive (not to mention abandoned goats, cattle, and horses). Though I'd imagine in the case of zombies, domesticated animals would get very leery of contact with anything human real quick and they might be difficult to catch.
  10. I love this idea (mouseover street signs/customized signs in MP) and I too think it would be preferable to the mini-map in the corner. More realistic and also takes up less space on the screen that I could be using to make sure a zombie doesn't ambush me.
  11. I think that instead of the regular blouses/sweaters/pants/etc... found on dead zed, that they should instead be a "tattered" or "bloodied" or "filthy" variant of those items. My reasoning is that clothes taken off a dead zed would neither be sanitary enough to be ripped up and used as bandages, nor clean enough that any sane survivor would wear them when there are houses full of abandoned clean clothes to wear instead. I like getting weapons off dead zed and I think their shoes would be none the worse for wear too (in lieu of in-game spray paint to spray cleared houses, I use dropped shoes left in driveways taken off zed as a breadcrumbing system for my safehouses) but I imagine anything made of cloth would get filthy and/or disgusting beyond measure pretty quick if it was draped over a rotting corpse for a matter of weeks or months (decaying flesh excretes a *lot* of fluid) so it doesn't make sense to me that people can get clean clothes off a zombie and expect to wear them or make bandages out of that clothing. Not without risking proximity infection.
  12. I figured this. So I think that should change really, because it doesn't make sense that a zed can see through a paned window in my living room, but can't see out of the paned windows in the front door that is literally two feet from the first window I mentioned. So I'd definitely be behind making those windowed doors see-through to the zed, but I'd also like an option to cover those up.
  13. It would be nice to have a way to cover the windows in the doors that come in some houses that have paned windows set into them. That way zeds could not see into the house at all if you didn't want them to. Even if we can just tack some sheets up on the door as well to cover the windows. I feel pretty exposed in my little safehouse with all the windows sheeted over and bare windows hanging out over in the front door.
  14. So excited to see this cooking update. You guys are doing such a fantastic job, can't wait to see what else y'all pull out! Also, I really appreciate the new indicators for cooking food, it is MUCH easier to tell when something is done before it gets burnt!
  15. I would love to see cars scattered throughout the map, especially as environmental structures (crashed cars as intersection road blocks, traffic jams on highways, cars plowed into storefronts, etc...). However, I also like the idea of them as usable vehicles, but with caveats - many should be out of gas or in disrepair, forcing them to become a side-quest/project in and of themselves; they should be damaged realistically if used as a battering ram (and should have a chance to cause bodily harm if rammed into something); the sound of cars (engines roaring, car crashes, honking horns) should draw zed like a dinner bell; many will be locked or have an alarm system which could draw a horde, making breaking into locked cars dangerous. Should probably yield good loot though, as a lot of people probably tried to pack up their cars to evacuate somewhere and end of life events happened.
  16. I think my stockpiles have a severe dearth of Vienna sausages. More than anything I definitely would like a way to preserve fresh foods at some point.
  17. I saw "feral animals" as one of the things listed in the yes category of the planned/considered additions section, and here's my take on the various feral animals I could see in PZ: Feral Dogs - The most dangerous of the feral domesticated animals. Man's best friend is almost man's worst enemy during the apocalypse, ironically. If anyone has ever seen the old 80s horror movie The Pack, then they'd know exactly what a group of pet dogs left to run wild is capable of. In short, dogs revert to a wolflike nature in the absence of man (and likely in the pervasive presence of zombies would contribute as well). This would make a pack of feral dogs almost more dangerous for a character to run into than zombies, as feral dogs are faster and more intelligent (though smaller and more easily dispatched, for balancing). Like zombies, a pack of feral dogs will take after you as a group and try to overwhelm you. Fighting them hand to hand risks injury or death. Shooting one or more of them may scare the others off, but also draw the zeds. I also think it'd be cool if we had the opportunity to re-tame a dog that has gone wild, if it is caught off on its own without a pack. Feral Pigs - Like feral dogs, can be dangerous. However, they can also be hunted for food. Cats - Cats would be able to take care of themselves pretty well without people. But having stray cats wandering around would increase tension when looting houses and neighborhoods. What was that you saw out of the corner of your eye?! Zed?! Nope, just an abandoned housecat in the house you're looting. Feral Goats/Cattle/Horses - Could be caught on farms and either re-tamed for personal use (farming/riding), hunted for food/materials, or simply left to wander in rural areas. Pigeons/Bees - Could be kept in an aviary for food or cultivated in an apiary for honey. Would probably require an advanced level of farming expertise to accomplish, however, and finding these animals would be rare.
  18. ^ I'd considered that as well. It shouldn't be hard for the entire community to suggest a huge cache of fictional book names to plug in randomly for looted books.
  19. I definitely think that the character should be able to shoot themselves with the pistol, or overdose on drugs like sleeping pills.
  20. I would really like read literature to be persistent, mostly because I want to hoard the last publications of humanity (and other artifacts) during the zombie apocalypse like Ariel's treasure trove.
  21. I'm obsessed with the zombie apocalypse genre - Left 4 Dead, The Walking Dead, all of it. I've played all of the mainstream zombie games, and even unfinished Project Zomboid is more fun to me than any of the ones I've played so far. I can't wait to see where you guys go with this, but I've only had the game for a few days and I'm already a hardcore fan. Can't wait to see what the modding community does with this as well.
  22. Most of what I would comment on about the inventory system has already been touched on, but here's my wish list: - One inventory screen (split-screen) for both your own loot and whatever container you're trying to loot from. - Some kind of autostack feature where if you already have one of those items, it stacks onto the other one unless you lock the contents of a bag somehow. - "Select all": I'd like to be able to take an entire tote bag and dump it in a dresser or on a shelf or on the floor. - Some kind of checkbox system for being able to select multiple items (but not every item in a container); I'm not a huge fan of the click-dragging, it gets the job done but it feels clunky. Overall I feel like the inventory system is pretty solid though, I'm looking forward to seeing how it gets tweaked further.
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