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Kuren

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Posts posted by Kuren

  1. Really excited for everything in the pipeline (especially animals finally coming to the game, as it's been my most anticipated feature for years) but I do have to say, I really dislike the idea of having the basements spawn randomly and be random each time. In general I find procedurally generated maps and locations lack character, get repetitive (ultimately taking away from re-playability for me) and sometimes they just simply don't even make sense (as it was mentioned above that the floor layout in the WIP video was completely off from what a real basement for that house would look like, and yes, I realize it is WIP and this will most likely be improved upon but it was to the point). I personally really like the idea of the map being static (to the degree it is now) with buildings being real landmarks you can recognize through multiple playthroughs and make plans for them, even if it's a simple house. Anyway, that's my two cents. Been forever since I posted here but wanted to voice my opinion on the basements being random each playthrough. That being said, I am again, super excited for everything on the way! Keep up the great work TIS :)

  2. First off, I just have to say I'm loving the new exploration of the city and the addition to wilderness survival with the foraging update! My two pieces of feedback after my first play of it are, one, to make some items easier to find while foraging. It was a little annoying finding so many branches (as expected in the forest) but not finding any stones as I walked past lots of stone tiles. That being said, the game play change is a huge improvement to wilderness survival and a lot more fun (just finding it to be too much walking to find certain items like the mentioned stones).

    My second suggestion is simply to please let us pick up/place down the flamingo and gnome lawn items/furniture! (I'm sure it's planned but I have to say it lol) I want to pick these up and put them in front of my base/camp :D Super fun additions to the world :)

    20211211235759_1.jpg

    20211211235923_1.jpg

  3. I just started up a new save and found a car that had gas as quickly as I could (set the spawn stats higher to make things easier). Found a car by the hardware store in Riverside right next to my starting location that almost had a full tank and was in great condition but it still said I needed Mechanics level 2 despite me being at level 3. When trying to click the key start icon on the option wheel, it just closes the option wheel (attached screen shots below). Forgive me if hotwwiring requires a tool of some kind because I just never recalled it needing one in the past and there's nothing in the tooltip saying something like a screwdriver is needed

    PZ3 Capture.JPG

    PZ2 Capture.JPG

    PZ1 Capture.JPG

  4. After about a month hiatus and then catching up on Thursdoids, I started with Mods that were supposedly up to date and then uninstalled them all after a few sandbox games. For all games, all sandbox settings chosen through menus the first few times but pre-set builds and looks I had saved; than the other few chosen all through menus (TLDR: All times I had at least level 3 Electrical or Mechanic and I was not able to hotwire a car/truck, despite the tooltip saying I needed less)

  5. Playing on Version 41.33 - IWBUMS (Steam).

     

    Not sure if intentional but I'm guessing not. Was fishing with a new rod & lure at the lake next to the mid golf course restaurant and noticed that after I caught a pair of shoes the fish abundance dropped just like it does when you catch a fish.

  6. 8 hours ago, YourRussianZombieFriend said:

    I have noticed that if a zombie damages you in the head (bites you for example), a hat (if you have one) falls instanly down and the damge goes through even if the hat has 100% defence. In other words, the hat's defence stat has no point now.


    Good to know! lol, I got lucky and found a firefighter at the start of my last playthrough and thought my head was super safe!

  7. 5 hours ago, EnigmaGrey said:

     

    Keeps coming up when people are using mods that modify traits.

     

    Though it should be fixed in the next update, we'd really appreciate if people didn't use mods. :|

     

    My bad! I had taken a break from PZ for a while and didn't realize I had an extra trait options mod enabled lol, Couldn't start a sandbox game at all with it enabled in the v41.19 update but once it was disabled everything worked fine on exit and loading :)

  8. Having a very similar issue since I got caught up with v41 recently. I'll press Esc, hit Quit and then the menu disappears and nothing happens. The darkened overlay with the PZ logo is still up and I can press Esc to get back to the game again but even after pressing Esc again after that, the options, quit and resume buttons still aren't there and I'm forced to press the "x/close" button on the window (as I play in windowed mode) to exit. Then every time I start back up, the save is there but it says the character is dead and the body as well as some things dropped aren't there anymore. I started 4 toons in the same world and when I had one get infected I dropped my stuff in a car at my camp and let him die. Still had the same issue when trying to quit and when I came back the items in the car were there but the knife my toon dropped as well as his zombie were nowhere to be found. I dropped items the next time on the ground at my camp before exiting and those disappeared when staring a new toon as well.

    Edit: Loving the new build btw :D You all rock :)

  9. 9 minutes ago, Capt.Motty said:

    Also, one thing I haven't asked yet. In an old Mondoid that talked about "Plans for the future" they teased an image at the beginning that showed what looks like an early car model. But the eye catching thing is that the door was open.

     

    Are there going to be animations for vehicle actions too? Like being able to see your character opening a car door or the trunk etc? 


    I'm too lazy to find a link right now but it's been confirmed that there will be :) Martin even posted in a few threads saying that he's modeled interiors for the cars and they're planned to be integrated as well :)

  10. 19 hours ago, Lexx2k said:

    I still hate how cars disappear out of your vision once you look the other way. This happens to no other big objects. Not to houses, not to furniture, not to garbage bins... but cars for some reason disappear. Yes, they can move around, but if I just parked a car outside my house, then I *know* it is there, even if I look the other way for a second. There should be either a delay, or just stop them from going invisible completely, even if they are behind a wall.

     

    I feel like your character should still see them assuming they're off if they hear no sound or the car is standing still and then see it move (to a degree) based off sound when it starts taking off :)

  11. As I've said in previous topics, The vehicle build really adds a lot to the game :D My only suggestion now would be make it so the generator can at least hook up items right next to it (in the open, without a building or wall), allowing me to have a fridge on the go with my Franklin lol (That and let us put a generator in a seat of a car or the trunk :P), Also that and more wilderness trails  :D So much fun :) lol, All I can really say is I love it all and I can't wait for what's next :P You guys and gals are the best :)

  12. On 4/2/2018 at 6:27 PM, Dreacon78 said:

    So I am not sure if this has been mentioned before, but I am in the school and tearing down some of the interior walls to make room and I noticed that the lighting acts like the wall I just removed is still there.  Is this a known issue or something new?  Also I haven't tested it in other buildings, but it may be something to look into (if it isn't already being worked on).

     

    6 hours ago, Pandorea said:

     

    Hi there! Dreacon78, could you send an image of this? 

    Based off of seeing posts like these in the past I was under the impression this wasn't really a bug in the normal sense and more of a side product of how the game renders the map's lighting: https://steamcommunity.com/app/108600/discussions/0/142260718943906831/

     

    "Trouble is, to improve performance, lighting is baked into the map itself when it's exported. I'm not totally sure how this can be addressed, as the lighting will need to be re-calculated after the building is removed.

    I'm sure one of the devs will come up with a clever solution at some point, though. :D"

  13. 27 minutes ago, Shinjitsu noDeshi said:

    Not to add any more suggestions to the already long list of ... suggestions, *but*

     

    It'd be nice to have a reefer truck - perhaps take the step van chassy and make the cargo area smaller size and consume more gas to compensate for the freezer capability. I think it might add a neat gameplay dynamic by enabling some deep woods living for an extended period of time.

     

    Shin

     

    That would be really cool to see :D I recently had a similar idea to have a fridge on the go and packed up a mini fridge and tv in the back two seats of my Franklin Valuline. I've been carrying around the generator in my lap since I can't place it in the car thinking I could use it anywhere lol. It works great for on the go when you're at a building of some kind but I just tested it out in the open like I planned to use it down the road and it didn't work for me :(

     

    Spoiler

    5abea7f06d3c4_PZGenSetUp.JPG.34befc3614bf795a9a2214f507bb1031.JPG

     

    I had it set up just like the above screenshot shows. There was the option to connect generator and turn it on but even after doing that I couldn't turn on the tv. It would be really nice if you could set it up outside but require the items receiving power to be right next to it or within a certain distance :) I really like the idea of camping out next to my Franklin with a fridge and tv hooked up to a generator, just enjoying the news while I survive in nature, hording my gas for as long as I can as I watch the world burn from afar :) lol

     

    I can also confirm what falcon33jp reported above about the tutorial pop up throwing out errors until closed. Mine is always set to pop up went I start the game and it blasted out over 200 error flags within a few seconds or so with the console error reported above.

  14. 2 minutes ago, Shinjitsu noDeshi said:

    I got cooking experience from watching a cooking show in single player. I haven't checked boredom.

     

    Shin

     

    Oh interesting! I watched a show talking about making stairs and another carpentry type one as well as I believe a show that talked about making a certain trap (but that one may have only been there to teach a recipe for a trap and I took trapping traits so I would already have them all). I didn't notice anything but I thought it was an exp boost like books gave, does it actually just give you a small amount of exp? Cause that might be why I didn't notice anything then lol

     

    That being said, the boredom system for it certainly doesn't work for me as my character starts to bore after only a couple shows/news updates lol

  15. 3 hours ago, Kim Jong Un said:

    TVs (multiplayer) still don't add XP when they are supposed to and don't reduce boredom either.

     

    1 hour ago, Kim Jong Un said:

    My players also seem to find that TVs still aren't working so it's not isolated, if that testing helps.

     

    I can confirm that TVs are not working as intended in single player as well. Watched a few programs that should have given some kind of exp boost and got nothing, as well as my character starts to get bored when I'm watching them or glued to the news.

  16. 15 minutes ago, nasKo said:

    Now that the new wilderness/farmland map expansion is out and players are finding cool stuff like the kiddie summer camp Mash is officially moving entirely onto a bigger, and much more urban, setting with our fictionalised version of Louisville – an area that won’t be as big as the real thing, but will still be really big (and plenty big enough) in existing PZ terms.

     

    Thanks for linking my post about the new area :D Been having a blast driving around and exploring :)

     

    Also, so excited for the mention of what I felt was a long forgotten area that you all are hopefully referring to here:

     

    17 minutes ago, nasKo said:

    The broad layout is done (redesigned from what we’ve shown as hints previously) which was no mean feat in itself – and now begins the process of hand-crafting all the buildings and adding details.

     

    Really hoping this is talking about the Louisville outskirts (Orell) :D Teased in a Mondoid a while back with this picture:

    http://projectzomboid.com/blog/wp-content/uploads/2015/01/Louisville-outskirts.jpg

    Spoiler

    Louisville-outskirts.jpg

     

    Anyway, great update as always :D I'm excited for all the upcoming things in Zomboid's future :) Thanks for all your hard work!

  17. 12 hours ago, martingee said:

    http://kyweathercenter.com/?p=1816

     

    just saying...

     

    Although the pictures weren't showing when I last looked.


    The pictures wouldn't load like you said but I read the article :) I actually lived in Maryland at the time and also got hit by the Storm of the Century like Kentucky did. Same speeds of winds and same snowfall as described in the article. The blizzard itself was certainly crazy and the feet of snow with giant snowbanks/drifts were crippling to deal with afterwards. It was definitely good to have food stored up after hearing the weather reports. That being said, those winds weren't breaking windows let alone destroying doors. Your windows and doors would most likely be completely blocked by snow on a few or even all sides of your house though (depending on wind direction and how many doors/windows you had, etcetera).

    The article you linked says 40mph+ winds so at most you'd be seeing some branches come down (possibly on your house if they're close enough) with the added weight of the snow. Bigger branches hanging above or next to your house could do damage but the wind would have to be going 50mph+ to do real damage to buildings on it's own.

    Source: https://www.hwn.org/resources/bws.html

     

    Spoiler

    Force 7
    Strength: Moderate Gale
    Speed: 32-38 mph, 51-61 kph
    Observations: Whole trees sway, large waves ("heaping sea")

    Force 8
    Strength: Fresh Gale
    Speed: 39-46 mph, 62-74
    Observations: Twigs break off trees, moderately high sea with blowing foam

    Force 9
    Strength: Strong Gale
    Speed: 47-54 mph, 75-87 kph
    Observations: Branches break off trees, shingles blown from roofs, high crested waves

     

    Force 10
    Strength: Whole Gale
    Speed: 55-63 mph, 88-101 kph
    Observations: Some trees blown down, damage to buildings, high churning white sea

     

    It would actually be really cool to see the Storm of the Century in the game as part of the late game/hardcore mode imo :D Not sure how you could make the crippling feet of snow and snowbanks/drifts work gameplay wise (and it would still be nice for there to be a radio warning of some kind that you can find even if it's on a secret channel) but it would be cool to have a super blizzard show up months into the game in mid March as a event kind of like the helicopter is now. You could easily freeze to death or run out of food (especially if trapped by the snow) and with the upcoming weather stuff it would be pretty cool looking on it's extreme snow settings :)

    Not sure if that would mess with the lore though as I remember it used to be in sandbox and considered semi-lore that the game took place in 1993 (the year of the storm) but the game by default starts you in July, after the storm had hit that year in March. Still would be cool to see such a historic blizzard and realistic extreme weather event that I lived through in the game though :)

     

  18. 4 hours ago, Kim Jong Un said:

    I would absolutely hate to have windows break for something entirely out of my control especially if it's unpreventable. 

     

    3 hours ago, EnigmaGrey said:

    I'd be totally fine with the world being washed away in a storm . . . so long as options are present in sandbox for anyone that'll proceed to complain.


    While I'm usually all for more things that can kill you in PZ.. Something random like a super apocalyptic storm that wouldn't likely happen in Kentucky in the 90s isn't something I feel like most players would enjoy (even the ones that love the "this is how you die" outlook of PZ like me). Although it would be a cool extreme sandbox setting :)

    I'm always for more harder and easier settings in sandbox and I'm always for more ways to die in PZ (and still want the breaking of windows to attract way more zombies as a simple nerf/buff so badly more than anything besides hunting lol) but I feel like the ways to die should be more realistic in the vanilla version of a zombie simulator game like PZ. Personally when I look at the Romero style zombie apocalypse, it's about real survival, especially in the winter (aka hard mode lol) and surviving the unexplained immortal walking undead along with that of course lol

     

    That being said, I would be fine with a really rare chance of a super storm that would blast out your windows if they weren't boarded up (but it might be nice if there was some kind of radio warning, even if it's on a hidden military frequency).

     

    Also, I feel like we all always forget that "Dragons" will change a lot of things and add a lot of chaos and ways to die that I can't wait for but that's the kind of unexpected/interactive fun you can defend against with skills and weapons :)

  19. 2 hours ago, B33ware said:

    When we can expect the addition of car interiors?


    My guess would be we get interiors as well as visuals for opening doors and trunks when animations are added.

  20. 675 - Simple addition that I noticed wasn't in-game. Allow the player to dump out and empty a gas can some way.

    I was trying to work on my car just now and realized I couldn't swap the gas tank because I couldn't empty the gas cans to siphon more out. I have nearly 25 or so gas cans but they're all full from my last run. Would be nice if I could dump a few of them somehow instead of having to use them up slowly by running down car or generator stats while I wait for it to drain away.

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