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About Kuren

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  • Birthday 08/25/88

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  1. Hoping for all type of animals from wild to domesticated and farm. Hunting would be a blast and then having a farm could be a great asset if you can protect, manage and feed all the animals
  2. Great update Could we also get a sandbox option for if generators require the skill/magazine or not?
  3. I'm hoping we see a variety of animals added to the game once animations are out as well. Not just farm animals but wild animals too. That way hunting can help remedy this diet problem for the physically active survivor in the late game. I feel like a farm with a chicken coop and a pasture would be the best place to post up. Assuming you could get eggs from the chickens, that alone would be a good source of food. I currently try to post up next to water and make fishing my priority. I can catch more than I can eat that way but I need lots of pans for stir-frys since every type of fish becomes a simple "fish fillet" when cut and you can only add 15 hunger of a single ingredient to a recipe without it ruining the meal. I cook a bunch at once and I'm set for the day though lol
  4. Romain said this was added, but multiple people on the forum reported it as not working. Would love to see this re-integrated into the game with the new darkness changes though. Would really add to the game-play and immersion While I know a pitch black place (with no light pollution) is dark as Hell (I volunteer at an animal sanctuary out in rural eastern Colorado and when the sun goes down it gets crazy dark), I know that light pollution (and Moon light pollution) is a real thing that should be included in the monthly night cycle for PZ. As well as how it should already be considered in urban areas of PZ (considering houses have lights and lights attract zombies) lol
  5. Hoping this is in reference to the long awaited Louisville outskirts (Orell) Been looking forward to it for years and always assumed the engines limitations with tall buildings was holding it back For anyone wondering, here's a old WIP teaser image of the area I'm talking about: http://projectzomboid.com/blog/wp-content/uploads/2015/01/Louisville-outskirts.jpg
  6. This is actually already in Press space bar for the real brake, and S for reverse/slow-down
  7. I really like this as an idea It could be a way of barricading a door if you don't have nails, a hammer or a plank, just adding a little hp to the door
  8. I agree, it looks really nice Still hoping there's a SUV/truck version too though, seems odd to me that park rangers wouldn't have an off-road vehicle
  9. This is why they always tell you to turn off mods when testing... lol
  10. What are you talking about? The backbone for all the things you listed involving the horse exist or will exist once animations are in. Over half of what you listed was the obvious animations and artwork for it too. Cars have required a ton of work on a new physics system and lots of engine optimization just so they can be implemented in the tech test and that doesn't include all the same types of things you just listed for horses. Horses would be a tack-on to existing features already used by the game at that point. Yeah there's still work to be done there, but it's not like the work that's been needed just to get vehicles/cars in.
  11. I'm talking simple by comparison... Nothing is truly simple in game development...
  12. I'm still hoping they eventually add horses down the line too I feel like it could be done pretty simply (without even using the new car physics) once animations and animals are out and would really add to the world and the farmland we come across. I'm a little biased though, as animals (wild, domestic and farm) are my most desired feature for PZ in general lol
  13. I just pretend for now Hoard gas and avoid hitting zombies, especially at high speeds lol
  14. Sadly -disableeasyvehicles still doesn't work for me, and Tatty reported the same earlier in this thread: Followed the instructions correctly but on start up the terminal window flashes "unknown option -disableeasyvehicles" and all the cars are still on easy mode when I start a game
  15. Really excited about the future balance of cars after reading the new Mondoid "Overall we’re planning for car maintenance to work (and look) a lot like the current player health/medical system – everyone can use it in a basic sense, but those with specific skills and professions will be able to identify what’s wrong with an engine. We also plan to cross-pollinate some aspects of ‘vehicle work’ with relevant existing professions that are already in the game. Zombie attraction levels to car noise, and the radius it’s heard within, is currently set really high in the Tech Test. This is partly because we wanted to push systems fairly hard, and partly because it’s better when balancing to drop things down in terms of difficulty rather than raise them up. As such Zed vehicle-love will be dropped as we go until we hit a sweet spot. This said, down the line, vehicle noise will depend on what’s being driven and engine condition – as well as how easy it is to start the car, backfiring etc." https://projectzomboid.com/blog/2017/05/cardevdoid/ Sounds like you all are taking the right approach and I can't wait to see everything come together