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Kuren

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Everything posted by Kuren

  1. I have to admit, if cars can break (as I feel they should, even if it's only wheel damage, battery replacement and maybe some sort of simple engine repair), there should really be a way to fix/repair them to some degree. Unless you completely smash/total the thing with extreme body damage of course. It could be a few simple items and maybe a recipe book/trait or two if it was really an issue. That way it's not over the top, and sure, you can find Greg's keys and take his car, but you're not always going to be near other cars out in the country, and who knows, you might actually just really like "your" car and wanna keep it around
  2. I definitely agree there should be more "events" but it's important to remember that the current "events" like the screams and gunshots were put in as placeholders for NPCs and to help move zombies around before migration and re-spawn were added. Can't wait to see all the NPC related event's that they have in store for 1.0
  3. Personally, I feel like there's a huge benefit to slow drivers and zombies attraction to the engine noise as it is currently. It really let's you pull a pretty large horde that you would lose at higher speeds or lower sound levels Also, I feel like there will most likely be more benefit to driving slow simply because hitting a zombie at slow speeds and rolling over them slowly won't damage your car like hitting one full speed on the highway hopefully will. Not to mention, the noise doesn't matter as much when you're driving through quickly at high speeds, simply because you're gone by the time most zeds get to the road. It's only on a return trip that you might run into a larger amount of zombies that will slow you down more.
  4. After playing around with cars for quite a bit the past few days I've really started to get the hang of them. They really aren't as loud as I thought they were initially. Sure, they attract every zombie on the block, but they should do that. I think people just forget how many zombies are actually on a block in Project Zomboid (as I did in this case). I've found more than a few great ways to use cars to herd zombies though, whether it be leading them away from your safehouse entrance so you can drive in safely later or pulling them all out of an area I want to loot and looping back around to pillage the now abandoned neighborhood. All in all, after getting the hang of it and seeing how far it actually pulls zombies from, I personally think it's really not that bad and that it's completely manageable once you get the hang of it. Really changes the game in a lot of fun ways if you ask me
  5. Thanks for clarifying! And now I have to ask, will the corn be replaced by corn like player planted corn? It would be odd if all the farms didn't have any plants or crops on them to start.
  6. I wasn't sure if I was doing it right before but this doesn't seem to be working for me Cars still refill themselves and are all unlocked and ready to go. Also, I've noticed the cmd window says something like "unknown option -disableeasyvehicles" on start up. Am I missing a step in the game menus to turn it on or something?
  7. I agree While I think it definitely needs to be tweaked a bit, I've really enjoyed the cars as they are and have learned to use them quite well in their current state I personally think some of the sounds are way too quiet to zombies even (I'm looking at you window breaking sound! ) lol
  8. If you get a microwave and set it to the lowest heat it will thaw items out quickly and bring the frozen bar down in no time Found it to be a nice touch and give me more of a reason to have a microwave to go with my freezer and stove That being said, I agree not all items should have the restriction when frozen but it works well for meats and things like that that should be thawed in real life. I also really love the freezer bag idea Ever since the car build got released I've been building my playstyle around having a ton of gas stocked up and keeping things running with the generator
  9. Thanks for clarifying On the Steam forums it seemed like you all just wanted reports related to performance first and foremost
  10. Fair enough, but that comment was made in reference to a report of panic when driving. Meaning still car related. I'm sure reporting any bug will help but I also know what TIS said they will be working on in the coming weeks with this build and what kind of reports they need/want for that work. Just trying to keep people on track. The reason for this tech test build is just that, a tech test of vehicles, since they currently cause various performance issues, including dropped frame-rate, crashing and other things listed. Also, I never said "you" didn't read the Mondoid. Not sure why you keep instigating.
  11. I'm just going off of what TIS said in the Mondoid and the many times they have talked about features being worked on in different build branches that will be merged into the main. Not all the features are constantly being added to each build branch and the relevant parts are then merged into the main build/base game when ready. My guess is that that's when they'll need those bug reports related to other features outside of cars. Here's a few snippets from this last Mondoid ( https://projectzomboid.com/blog/2017/05/vehicles-tech-test/ )in reference to that and what they want us all to report. "It’s a Work in Progress version (and still needs a bunch of gameplay and features attached to it)" "WHAT WE NEED TO KNOW We need to know about (computer-based) crashes that we haven’t come across in our internal testing. Please report these alongside the crash log in this thread. We need to know how your game performs on your machine for the first 10 minutes of play, and of course your system specs – and the platform version of PZ you’re running. (MSI Afterburner is a good program for this task, and its set-up instructions are here). Reports should again be put into this thread. Online capabilities are enabled but not widely tested. Any feedback from testing it out online would be appreciated." So no, I'm not "sure" about how the programming works for PZs engine/base. But I am sure that TIS stated what kind of stuff they wanted people to report and issues unrelated to cars weren't one of the things listed. When reading a lot of these reports/feedback it becomes quickly clear that most people either didn't read the whole Mondoid or simply skimmed it before posting about things already stated there.
  12. It should be noted that the release notes and Mondoid related to this build stated that things wouldn't be perfect outside of car stuff (or even within it). This is a tech build based solely on cars. So that means that there are plenty of things that aren't up to date when it comes to the base game. The car parts are the parts that will be added to the existing code so I think things will be fine once the car tech issues are worked out
  13. Good point. I feel like it should still be challenging though, as if they hear the hum from down the block and are attracted to it. Maybe a good balance would be that the larger trucks are loud like that but the smaller compact cars are quieter. That way you have the choice of more stealth but less storage space for looting or more space but less stealth with the larger cars and trucks. Edit: It should be noted that I play on windowed 1600 x 900. Not sure if the zoom out is bigger when the resolution is higher but that's what I'm basing this statement off of.
  14. Love the mall idea I'm gonna have to go there just to check out the parking lot now, as I always imagined it being so much cooler when full of cars And it's already changed my playstyle in ways that I love I got a taste of things being this way with nolans car mods but this has so much more depth and shine to it. Like others mentioned, it opens up new places to call home as well as, for me, I enjoy the freedom to go on expeditions/adventures with them The biggest change is that now instead of the hardware store in West Point being my first target, I go for gas stations and good loot spots along the way between them. I slowly fill up the car with any gas cans I can find and fill up all the empties before I move on to the next one. Not to mention, the cars plus the annotated maps make for a fun kind of quest system where I find myself running around between looting when I'm near a place I have an annotated map for It seems a little loud to me too. There are certain sounds I wish were louder on the map (like breaking windows seems insanely quiet and doesn't attract zeds that are even right around the corner) but this one seems over the top. It feels like I'm blasting off a shotgun the whole time I'm driving lol Cars should definitely attract all the zombies on your screen at full zoom out, if not even a bit more, but right now it seems slightly too high, in my opinion. Still makes for a fun time though lol, Been loving this tech test build
  15. Kuren

    May Dayoid

    I was thinking the same thing. I grew up in a small town, across the interstate from a really nice neighborhood right on a fancy country club. My first thought looking at these was "where are the decks out back?" lol. Basically any of the bigger houses (and certainly the nicer ones lining the golf course) had large decks and/or hardscape extending out towards their well groomed backyards and pools. All that being said, the new map tease looks awesome! Excited to explore the new big houses Looks like a cool location with the golf course and the lakes nearby
  16. Could this be put into a sandbox option for SP as well? There's a few server options I've always been jealous of and this was just added to the list lol
  17. Kuren

    Hot Wheels

    Thanks for the reply and glad to hear There was a part of me that thought it could still just be WIP excitement but I wanted to be sure and add my two cents if it wasn't lol You all have never steered me wrong and I can't thank you enough for continuing to make PZ the ultimate zombie survival sim
  18. Kuren

    Hot Wheels

    Hoping you all reconsider this a bit and tone things back. A car slamming head on into another car is a bad idea and will wreck your car (the one driving head on) right away at any speed that would even move the other car at all. The cars work in progress stuff still looks insanely over powered to me, and while I get that it's fun to smash stuff and run over countless zombies, I think that it would be better if it was toned down and this sort of busting through cars stuff was left to sandbox options. Just my two cents. That being said, great Mondoid as always Keep up the awesome work
  19. Kuren

    Spiffin'

    You might be referring to the Louisville outskirts (aka Orell) that are supposed to lead up to Louisville proper and was teased ( here: http://projectzomboid.com/blog/wp-content/uploads/2015/01/Louisville-outskirts.jpg ) over 2 years ago. Its delay/disappearance has honestly been one of my only gripes about the PZ dev process I've had, simply because it was teased as a huge and upcoming map expansion (much bigger than the Rosewood/March Ridge area) and then pushed to the shelf with no word for years, only to still be out of the picture with different, smaller scale map expansions taking it's place. It took a long time for me to get an answer stating that it was put aside and I only got that after being confused and asking why we had Rosewood and March Ridge quickly pumped out during the wait for animations as opposed to a completed version of Orell (seen years ago as a WIP in the link above). It's just a guess but I think the delay has something to do with the changes to map streaming talked about in a now older Mondoid ( found here: https://projectzomboid.com/blog/2016/02/dark-places/ ) where it talks about changes that would allow for not just basements and sewers but taller buildings as well (I'm personally hoping this is one of the things General Arcade will work on after the streaming changes for vehicles are done but this is purely speculation based on the fact that they're working on map streaming and engine improvements [which is what this would essentially be]). Regardless, I'm happy TIS keeps pumping out content and fully intends to complete the game and map, including parts of Louisville, its outskirts, Fort Knox and even Brandenburg to the west. It will take time but even the outskirts are huge when compared to the existing map and it will truly put the game on another level once there's all that space to explore and survive in
  20. Kuren

    Under the Hood

    First off, love the Mondoid format and info Reminds me of the good old dev blog like Mondoids we used to get (The reason I fell in love with them lol) Also, totally caught that from the picture and love that you all continue to add community names into the game Too fitting that Nolan will be immortalized into a car dealership as the creator of the car mod
  21. Kuren

    In My Garage

    Even if it didn't have a room available when not moving it would be cool to have RVs as a vehicle for bigger parties/groups and more comfortable sleep (and also like you said it could maybe even have other options like cooking, cold storage and even water storage)
  22. Kuren

    Here In My Car

    Would love to see both these things added Even if the train needed special skills to operate it and only worked like cars (with no real "rooms" inside) it would be cool to see Edit: I'd also be fine with boats being limited to canoes and rowboats. Then the excuse for not being able to get across the Ohio River could be that you can't make it past a current in the middle or something. Assuming there wouldn't just be military there waiting to kill you as you came ashore
  23. Kuren

    Here In My Car

    Glad to see this after the video. Was worried about how over powered they looked and the hits/wrecks they could handle. Happy to see you all plan on toning it back quite a bit Regardless, they look awesome Will the controls work more like the multiplayer car mod (RC type controls) or like the single player version (where it works the same type of way you move your character)?
  24. It's something people don't often think about but I'll never forget when they taught us how to "properly" hit a deer if it was going to happen in drivers ed. Most people want to keep slamming the breaks up until contact but at a certain point you want you let off the brakes and give it some gas right before impact if you know you're going to hit. That way your car pulls up a bit at the end, hopefully causing you to go over the deer and not let them flip up on the hood and through the windshield (it will still mess up your car real bad but you hopefully wont end up crushed to death by a deer carcass). Unfortunately with certain smaller compact cars this isn't possible at all though, as you're so close to the ground.
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