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Kuren

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Everything posted by Kuren

  1. The accountant could have a bonus to their bartering/trading skills, and the retail clerk could have could have better social perception skills, knowing what people want and/or how they're feeling (heck they could even have a slight barter bonus as well). Everyone still has skills in the apocalypse though, it's just that some of those skills require other people (NPCs) to be useful
  2. I wouldn't consider it a bug by any means. People fish from higher levels (such as boardwalks) all the time. It's one of the many nice things about fishing with a line and rod. I would consider it a bug if you couldn't fish from the second floor this way, as it's completely possible and even normal to do so. However, if the spearfishing works from above I would clearly consider it a bug but that seems pretty obvious.
  3. This has been one of my favorite spots for a while, pretty much since the area was originally released for many of the reasons you just listed One of my favorite things to do to the Guns -a- BlazINN is build the top deck out for fishing and enjoy the view of the river while I sit in my glorious second floor safety
  4. I'll tell you right now, I go as far out as I can Anywhere that's not in town should be forage ready
  5. https://projectzomboid.com/blog/2016/11/rosewood-residents/ Always best to check the main PZ site for Mondoids first, as it's posted there before it's posted to other forums and sites
  6. Hopefully this was just overlooked and will still be added, as it was stated in a previous Mondoid that it would be a new starting area to help mix things up. "it’ll add an engaging new option to the usual WP/Muld spawn decision" From this recent Mondoid: https://projectzomboid.com/blog/2016/08/thirty-fivin/
  7. Kuren

    Swing State

    Ah thank you! I was trying to pull it up in the workshop because I was thinking it was a nolan mod when I tried it out and couldn't find it, makes sense why now lol
  8. Kuren

    Swing State

    I just described this and told you it exists in the form of a modification twice. I tried, I'm done lol
  9. Kuren

    Swing State

    To repeat myself, a mod exists for what you described (showing your aim with a cone within your existing cone of vision) and my point was that this only shows you what you already know is happening and doesn't solve the issue of the player not receiving real aiming feedback. I know the cone exists without seeing it and it doesn't change or fix the issues with aiming when I can.
  10. Kuren

    Swing State

    There's actually a mod for this already and I hate to say it but it really doesn't help. It does help you realize how aiming currently works but unfortunately it doesn't solve the existing issues, in my opinion.
  11. Kuren

    Swing State

    This is more the issue here in my opinion. The aiming UI really needs a complete overhaul to give better feedback to the player and telling them where their shot might end up. Right now there's not a lot of feedback other than "hit" or "miss." You don't know where your miss went and you have no way of knowing what targets you might end up hitting. Hopefully the animation update will bring some feedback to players with things like shaky characters with low/panicked aiming, more precise animations that show the exact direction your current primary target is in and bullet lines (for hits and misses) but we'll have to wait and see. I personally wish you could choose your primary target more accurately with the mouse instead of it simply being based on the direction you're facing and chances to hit, but with more combat overhauls coming who knows how things will change
  12. No problem And it was added around last June, when they introduced moving furniture Seen in this Mondoid: https://projectzomboid.com/blog/2015/06/the-biting-point/ “Now, most objects are purely cosmetic to pimp up your safehouse, however some retain functionality: like container objects, and the barbecue. Objects with water pipes attached will lose functionality when moved too, but can be made operational again when one or more water barrels are placed in the 3×3 surrounding the sink (or one level above) and will draw water from them, if they have any.” Last I remember however, this didn't work as simply as the 3x3 placing area originally intended and people were saying it needed to be up 1 level and over 1 tile to left to work. It may have been changed/fixed but it's something to note A discussion about placing the rain barrel correctly like I mentioned can be found here:
  13. Happy to let you know this is actually already in the game The barrel just has to be one floor above the sink and one tile to the left I believe. It even filters/cleans the water I just think it would be nice if they made it more clear and fun to set this and other similar uses for water up with pipes leading from rain barrels on higher floors. This could also allow for more than one barrel to be tied to a sink or water system/network
  14. I was browsing the main site, since I've been checking in for the new Mondoid post today, and I saw an old Mondoid featured in the "PZ Stories n' NPCs" topic under "News & Dev" that had pipe artwork for tiles. Mondoid link: https://projectzomboid.com/blog/2012/12/on-voices-in-the-darkness/ Basically I was thinking these could be used to expand the rain barrel mechanics. Players could build/place pipes leading from the bottom of their barrels to whatever they want to supply water to (be it a sink, shower, toilet, etc). Might solve some confusion for people trying to build a working sink system and would add a cool new element to building in the apocalypse
  15. 338. Lock the ability to start a fire with a notched plank and sturdy stick behind professions and traits like Park Ranger and Hiker. 339. Allow a wooden spear to be used in place of a sturdy stick to start a fire in combination with a notched plank. 340. Add the need for for some kind of kindling when starting a fire with a notched plank and stick/spear (twigs, newspaper, ripped sheets, etc). - 338 is something I've thought needed to be done for a while but while watching an old episode of The Amazing Race today where teams had to start a fire or make a trap, I quickly remembered why, as none of the teams could start the fire using this method (as was required) and all ended up switching to the trap challenge. It's an extremely hard skill to master in real life and I personally think that for that reason it should be locked behind traits and professions (maybe add a recipe magazine as well to help balance things but that could be debatable, as many people in real life know how to do this without being able to actually do it still). 339 would allow this method of starting a fire to truly be a "live off the land" skill (as it should be in my opinion). Right now you can make a notched plank with a log and a knife or chipped stone, so I think it would make sense if the wooden spear (made from a branch and knife/chipped stone) could be it's counterpart as well. Ultimately eliminating the need to find a saw (like what's been done to the notched plank recipe, being able to use a log now). 340 is something that I thought was already in/required (at least at one point in time) but upon looking into the exact recipes today I realized it isn't and it really should be, as this method would certainly not work without some kindling.
  16. 331. Make it so if an existing floor is blocking the top floor part of the stairs that a player is trying to build (the top wooden floor tile) it will still place/build. This is what was stopping my hill recreation mentioned in my last post, the floor part of the stairs was blocked by the existing roof/floor. Since that's simply a safety feature (the floor at the top, that is) if a floor is there you should be able to build stairs still and leave the existing floor.
  17. 329. Make the slopes/hills at the rail yard work like stairs. Seen here: https://map.projectzomboid.com/#0.459148668857033,0.19965390024942611,117.0763219469284 I actually tried to build stars in their place but the last set/level of them wouldn't build because it was being blocked by something at the top. Would be cool to have a nice grassy hill top base though 330. Make it so that players/characters can walk between player built stairs that are right next to each other. Noticed when building the stairs mentioned above that you can't move to the other set right next to you and are forced to go strait up or down until you reach the top or bottom.
  18. I agree, this is most likely the big issue for most people here unfortunately. Maybe a good solution would be to eventually take away the exact weight info from the player and make something like a scale or a nutritionist character be the only thing that can read it. That way just like in real life you slowly just gain the trait of being skinny or obese, one day realizing (when the trait shows up) that you've become that and need to make a change or suffer the side effects for your habits. Maybe even replace the weight info we have now with a roundabout description of your physical weight state, eventually leading up to states that warn you that you are at risk of becoming overweight to obese or skinny to frail. I think hiding the exact weight from the player (so it's not available at all times like it is now) and adding some Spiffo type tips that pop up for players after they start messing with food stuff more (maybe have it be a big pop up when you wake up one morning after a day or two, so people notice it when it becomes more important [could be turned off by disabling Spiffo tips like you can now as well of course]), explaining that you need to eat enough to support yourself and certain things are better for you than others (with a few examples of good and bad diets for a busy survivor). Sadly it just seems most people don't know much about diet and exercise these days but it's something those same people would need to figure out how to deal with in a zombie apocalypse and one more great way that Zomboid can end with "This is how you died." Like I said, I love the nutrition system and think it works great but there are a few things, like more tips or getting hungry closer to three times a day instead of two, that I feel could possibly help people having trouble with in-game diet. Things like a few detailed Spiffo tips popping up could possibly help people better understand the system in relation to their eating habits/actions in-game
  19. I completely agree The nutrition system is great and you've done an amazing job on it When you're going to the gym or doing a lot of any physical activity like running, sports or hard labor, you need to eat a lot to keep up, especially if you want to gain or maintain weight (be it with muscle or fat). And this is great to hear Thank you Never saw this in the change notes so I just assumed it hadn't happened lol But yeah, I think the nutrition system is great personally It just might help some people having trouble if their characters got hungry slightly more often. So I would say try tweaking the hunger system first, especially if you feel that the nutrition system is accurate (like I do as well). Anyway, thanks for being so great and communicating/listening to the community all the time You're always adding so much to the game and I'm sure I speak for many when I say I appreciate it
  20. I never thought of this but it's a great point Would love to see a change in this direction now that we have hunger and nutrition working together I always wished they would add buffs to gaining strength and whatnot based on if you're eating enough of certain things in your diet. Like if you want to get strong you better be meeting the protein requirements for your body weight to gain strength/mass, if you want to have some energy during the day you should eat enough carbs or if you eat too many fatty/sugary foods you'll of course get fat more easily, stuff like that. I could still see having a full belly be good for healing and energy though, maybe if one of the food values counted as something you're character would "burn" through, so eating something would help heal you but only until it was "digested" in a sense, untying it from the hunger system. Ultimately I feel like the issue being discussed here (of hunger not happening often enough) could be solved by simply changing how often a player gets hungry in a day but these are some interesting ideas I like too
  21. I personally like that hunger and calories are different "bars" because it not only reflects reality but it adds to the gameplay in my opinion. I do however think that it needs to be tweaked now that the nutrition system is in, as it was built before it and based off of very short days (30 minutes at the time, I believe). The nutrition system wants you to eat like you would over a full day in real life but you wont get hungry as many times as you would in real life with the current hunger balancing, that to me is the issue. While you can overcome this by simply eating more often than your character tells you they need to, it's confusing for new players that don't understand this, making them lose weight while they think they're doing fine.
  22. Kuren

    Court Short

    Thank you all so much for the update Hearing about what's actually holding back animations is way better than just hearing they're being held back by "something" Edit: Really looking forward to once they drop into the game and the devs open up more again. Love hearing about all the little things like this that are done behind the scenes to make everything come together
  23. Correct me if I'm wrong, but doesn't it only give you the option to remove it? Requiring another nail to then place it again? I believe they're asking for the ability to pull it up but still have it be attached to the window so that you would be able to put it down and use it again later without using another nail.
  24. It seems to be a reappearing bug. I do recall it being fixed at one point but then it was quickly broken again in a later build.
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