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About Kuren

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  • Birthday 08/25/88

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  1. RELEASED: Vehicle Test 26

    Thanks for considering our feedback And I get that approach for balance even though I feel like you could potentially force the hood open or even remove it And yeah, that's basically what I was trying to get across The big thing here is the "key" for cars should only be required for a few things, like locking/unlocking the trunk and locking/unlocking doors from the outside of the car (inside you should have door unlock/lock access without keys, same as if you broke the window) as well as of course starting the car should require them without the proper skills. Once that access to the inside is there everything should be game to install/uninstall though. Basically once the car has been unlocked in some way it should be open to everyone regardless of having the key or not (even if it's just from breaking a window and you never find a key).
  2. RELEASED: Vehicle Test 26

    Personally, I think once you remove the window or door, things shouldn't need keys. Nothing's stopping me from working on a cars interior when it comes to keys in real life. Currently you can uninstall things without a key but can't install them. if you ask me, after breaking the door in any way you should be able to uninstall/install anything without the key. Edit: Also, things under the hood usually don't need keys to access regardless.
  3. High strength = Uselles Stomp?

    Regardless, all player attacks are based on three things. Character stats, distance (depending on what the player has equipped) and "charge" (charge being how long you let your character rest between swings, stomps, shots, etcetera). Maybe I've misunderstood or missed an update but last time I checked it was only those three things that PZ takes into consideration. I assume things may change with the animation update though. Edit: Panic also has a big effect, as do some other moodles, but those can be included in the "stats" part of those three things I listed above
  4. RELEASED: Vehicle Test 26

    Oh crazy! I just meant that it moved both the two original cars that were stuck together to the spot with the shadow there and my character would switch between those two stuck together cars each load. Wish I could have gotten out like you lol, was luckily teleported to a less busy area
  5. RELEASED: Vehicle Test 26

    I had the same thing happen to me a couple times when approaching different places. One time traveling out of Riverside headed west ( about the same place the game used to crash when approaching the car junk yard - here: https://map.projectzomboid.com/#0.5309529885875125,0.08151948093429734,187.00646439876877 ) and another time headed into West Point going east down the main road through town ( around here: https://map.projectzomboid.com/#0.7221164908117963,0.25398512502888904,75.15370386395993 ). There was a shadow of where the car I joined with was in a parking spot so I tried reloading the game the last time it happened. My car as well as the one I spawned on top of had moved to that shadow spot but were still stuck together. Then oddly after reloading it a few times to see what would happen my character would switch from one car to the other each time I would load it up again.
  6. Winter Survival

    My hope was always that animations could open this up more. It would be cool to be able to wade out into the water a few tiles or cross a small creek (getting yourself wet and possibly sick from being too damp like rain does). And as you mentioned, there's all the other things that could interact with water in cool ways too Cars sinking in and zeds lurking on/in the shoreline would be amazing additions to the game Plus it would be cool to see hoards cross some of the smaller creeks in the game. The Guns-a-BlazIN motel wouldn't be so protected without that tiny wall of water stopping all the zeds coming in from town
  7. Winter Survival

    Your character is still trying and learning the process I guess lol Either way, if fishing is disabled in winter I would hope it's a bug or something they would consider changing. Would really take away from the realism without it. I would even be okay if sometimes in the winter (maybe when it snows or is about to snow) they made it so bodies of water (and maybe even the edges of the Ohio River) froze over. It would require you to smash a block (like a single PZ tile) of ice out with some kind of weapon or tool. It could even really tire you out with certain tools that aren't optimal. It would add an extra challenge for getting water and fish in the winter, and heck, it could even be another cool way to die or hurt yourself. Falling through thin ice if you walk out too far on a slightly too warm day lol, Wiser to smash a block out by the shore, but maybe the fishing's not as good as it is a few tiles out
  8. Winter Survival

    Honestly, I haven't played a winter game in a long time. I just assumed that fishing was a thing still since it would make sense in a realistic way as well as a gameplay way. Also, about this. You randomly get xp every now and then when you're catching nothing. I think it's fair, practice makes perfect after all Plus you're not going to be catching enough fish to level up if you start from scratch lol
  9. Winter Survival

    You can fish in the winter in America too, just like you can trap a rabbit in the woods year round as well That may have been why I assumed both were viable year round in game lol I usually build a park ranger with angler trait for the fishing skill and so I can make and repair rods (I take park ranger so I can ditch hoards by running through the forest though lol). I can still catch loads of fish if I put in a bit of time during the PZ day, as can my friends without the angler trait can when we play together. Maybe they just nerfed spear fishing at lower levels, I don't know. I remember it used to be really easy even with no skill in fishing to catch big fish with it. I completely agree I think most things (especially wilderness survival related things) show be able to be crafted with foraged materials. Things like the fishing rod as well as building a stone axe or hammer are awesome additions to the game and I hope they add more like them
  10. Winter Survival

    Can you not fish in winter anymore? I thought fishing and trapping were year round and that hunting would help fill the gap when wildlife is eventually added to the game.
  11. How tall should skyscrapers be?

    I think the occasional 20 to 40 story building like these would be awesome Especially since it would represent the real location that way
  12. My pleasure I'm always here to remind people of Orell and the greatness it will bring to the game It's one of my most anticipated updates lol And sure, the Mondoids I linked/quoted are older, but like I said, TIS has always come through with their promises in the past (as vehicles were teased and mentioned in Mondoids years before they were finally integrated recently and animations were teased before this map was even shared in that Mondoid) so I'm confident they won't go back on their word
  13. I would hope that they still plan to stick by their promises for the map just as they have for everything else. "Louisville, or at least the part on the Kentucky side of the river, Brandenburg, and of course Fort Knox will all be on the agenda" ( From the March To 1.0 Mondoid: https://projectzomboid.com/blog/2014/06/march-to-1-0/ ) So assuming they keep their word like they always have we'll at least see the part on the Kentucky side of the river Also, they had quite a bit of the Louisville outskirts (known as Orell in real life) done quite some time ago, as you can see in this WIP picture below; ( From the H1PZ2 Mondoid: https://projectzomboid.com/blog/2015/01/h1pz2/ ) So yes, expect insanity in the best way possible lol My guess is the engine improvements are what's holding back the areas leading up to Louisville based on these Mondoids below; https://projectzomboid.com/blog/2016/02/dark-places/ "Improval of map height limits The primary reason for the current (very limiting) 8-storey height map is that it’s pretty hefty in terms of memory: we have to be reserved with the maximum height as ‘one size fits all’. If a tower block has to be 8 high then so does the rest of the entire game, including all the bits above the fields and forests. All that space ‘reserved’ and swallowing up bits of memory and processing time. This will change however, since changes made for Creative will ultimately allow for each chunk of the map to define its own extents. Therefore a tower block chunk will have its own upper limit without cruelly condemning the middle of a forest to be the same height. While it’s not yet clear how far this could or should be pushed, it’s safe to say we’d be able to consider more than 8 height buildings. This, again, is vital to the foundations of our Louisville city map." https://projectzomboid.com/blog/2016/02/deeper-underground/ "improvement of map height limits in preparation for Louisville" So like you mentioned we should see some optimization before any of this is ready to drop into the game
  14. RELEASED: Vehicle Test 26

    I haven't been having any issues but my friend that likes to play with me has these problems on the vehicle build when we try to play it together. It's fine on my end and it starts off fine for him until we get near cars outside. Not sure what his exact PC specs are but he does have a good one that he does 3D animation work on as well as play other demanding games with.
  15. RELEASED: Vehicle Test 26

    Been loving the new vehicle build so far Keep up the great work I really like the Franklin Valuline since it can hold six people and has a good size lockable trunk/boot Been running around trying to max out all the stats on it I will say I feel like wheels and suspension lose their quality percentage too quickly when going off road but I've been having a blast with it regardless I also noticed you can't install certain parts to cars you don't have the key for even when they're unlocked or had their window/door removed (however you can at least still remove parts without the key) My only questions are A: Are there any plans to make the "Engine" part repairable? And B: Any plans to have vehicle collisions with objects (Like trees, cars, walls and streetlights) have a bigger impact on the car and player? Making Zombie hits at high speeds do more damage to the car and possibly the player if the windshield was at a low condition percentage would be nice too