Jump to content

Kuren

Member
  • Posts

    394
  • Joined

  • Last visited

Everything posted by Kuren

  1. Great Thursdoid The overlays look awesome It would be cool if there was some kind of pain overlay (like red encroaching on the side of the screen or something) as well as even one for super sleepy (black in this case). The pain one would be a good indicator to the player of an injury as well as a cool way to make it affect their awareness more. The extremely sleepy one would be just to help bring down awareness currently but if passing out was ever added back into the games plans it would be a good indicator of when threat would start to become a risk
  2. 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).
  3. 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.
  4. 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. 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. 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.
  7. 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
  8. Thank you So much this And also this: introduce different ways to kill / inconvenience the player I (and many others) fully appreciate all the detail and complexity you all have put into PZ Many <3s Edit: Also, any update on this issue? It's been the one thing keeping me from testing more. Vehicles have made the game way more fun and brand new to me but it's hard to put in time when I can't load up a save at all for the duration of the build. "i'm guessing you know about the dissapearing cars after loading game single player." - junglistjim
  9. This is intentional With a cooking level of zero your character doesn't know how to blend that many things into a tasty meal. The higher your cooking level is the better your complex meals will be
  10. The new golf course at the country club definitely needs some golf carts
  11. Kuren

    Riversiders

    Brandenburg is in fact a confirmed location for PZ 1.0 "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" Source: https://projectzomboid.com/blog/2014/06/march-to-1-0/
  12. Great update Could we also get a sandbox option for if generators require the skill/magazine or not?
  13. Kuren

    DrivPZr

    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
  14. Kuren

    DrivPZr

    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
  15. This is actually already in Press space bar for the real brake, and S for reverse/slow-down
  16. 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
  17. 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
  18. This is why they always tell you to turn off mods when testing... lol
  19. 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.
  20. I'm talking simple by comparison... Nothing is truly simple in game development...
  21. 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
  22. I just pretend for now Hoard gas and avoid hitting zombies, especially at high speeds lol
  23. 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
  24. 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
  25. Honestly, I agree. I personally feel like there are far too many things, that your average person could figure out, locked behind skills and professions. I feel like you could give most people a tire, jack and a tire iron or a flat and a compressor/pump and they'd be able to figure it out. And while it's pretty simple, I could see some dangers in not knowing exactly how to replace a battery, so I could see some people having issues with it not being locked behind some small trait/book and/or hidden in the electrician profession (but then again you could just say the instructions are in every car so no one needs to worry about learning it). The only reason I really suggested the trait/book requirement was because I know it's been the preferred mechanic in the game so far, and I only threw the engine maybe in there since I recalled seeing engine quality in the info panel. I really think having some kind of basic "replacement" type repair for a few parts in the info panel as well as adding tires to the equation would add a lot to cars and make them more fun and interesting in the long run though Regardless of them being locked behind skills or not
×
×
  • Create New...