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Fuzzy Wolfy

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Everything posted by Fuzzy Wolfy

  1. I'm aware that you can do a limited set of things from the Player menu, like mute, godmode, or make players invisible, but it's lacking the proper admin panel options. Also, so I've been told, but it wasn't appearing, even when I launch in debug. Somehow, though, reinstalling the game seemed to have fixed the issue, and I can't really think of why - now I can see both the Client and Admin icons. Thanks for the help, regardless.
  2. Do they disappear when you “Place” them, or just when you drop them out of your inventory?
  3. • 41.65 • Multiplayer • Host • No. • Reproduction steps: 1. Boot title. 2. Select "Host". 3. Select "Manage Settings". 4. Edit Selected Settings. 5. Select "Other" in "INI" category. 6. Hover mouse over "nightlengthmodifier". 7. Observe description. As far as I'm aware, the last bug report relating to this was back in 2018: 1. Like the title implies, the "nightlengthmodifier" INI option doesn't seem to do as it suggests, the option's name and description don't match up. 2. As of right now, the option appears to have no effect on the night duration, however the option name implies that it should. 3. The description misspelled "nighttime" as "nightime". 4. If the option is really meant to control how dark night time is, there is already an option (Under "World" in the "Sandbox" category), available for both Singleplayer and Multiplayer, that dictates how dark the nights will be: Not really a big issue, all things considered. I know the devs have been busy cramming to get Version 41 ironed out and released as quickly as possible - and are still working out the kinks as we speak, but I figured it was an issue worth pointing out now that we're over the big build 41 bump.
  4. I've seen a few servers actually utilize currency, though in my experience, they usually just use the money you find in game or barter with other items. Nails, too. Those become a pretty hot commodity at certain points, especially late game.
  5. The instant kill animation you're referring to is still in the game and still possible with knives. It's always been finnicky, even back before Build 41, but it was never removed. As far as spears go, yeah, I do agree that the disparity in durability seems strange.
  6. When Hosting a multiplayer server, open up chat and type: /setaccesslevel "name" admin With your name between the quotation marks—there may also be a problem if your name uses unusual characters.
  7. For clarity: • Version? 41.65 • Singleplayer/Multiplayer? Multiplayer. • Host or dedicated? Host. • Mods? None. Like the title says, this is a fairly straightforward issue and one that I've seen a few solutions for, but none have worked so far. When I Host a server (non-dedicated), I set my access level to admin (/setaccesslevel "name" admin) and the red "Admin" tag appears to the left of my name, so I know that this part works as intended. Additionally, though I haven't seen anyone mention this, at the top-left of my screen, a bunch of text appears lightly mushed together: So, all in all, these signs tell me that my issue isn't with my access level or that I haven't properly enabled Admin. Even still, when I check the Esc menu, I don't see "Admin Panel" or anything of the sort—no new options appear beyond the usual: Manually written commands still work (e.g.: /noclip) but I otherwise can't access any of the Admin UI or other tools to help moderate a server. Is there any reason for this? I've tried: Turning Debug Mode on and off. Enabling and disabling my access level. Relaunching the server. Relaunching the game. Changing my resolution.
  8. I'd be fine with that, and I'm sure many others would be, too. The issue really stems from how unsightly the death looks and how it takes control away from the players for well over a minute, if not longer. For the classic difficulty with no multi-hit, I, personally, can totally buy this being an encounter you just flat-out lose. Still, I would disagree with how much effort it takes to get in that situation. All it really needs is two zombies approaching you with, roughly, a second's delay from one another. Really, so long as your character gets into that shove animation with another zombie coming at you, it's bound to happen. Regardless, it's easy enough to reproduce that a fair few people have reported it. I appreciate the time and attention you've given this though, as said.
  9. A bit of a necro-post, but I figured I might as well respond to the edit. As far as the previous iterations of Zomboid have gone, the slowdown worked because it allowed for player input; you could either continue shoving, try to power through the slow-down and run, or use the environment to make a really risky escape. The majority of the time, none of the above worked, you'd still get munched or injured—and that's okay. That's Zomboid, baby! It's risky, and often times, death comes a-knockin' when you least expect it. The reason this is an issue, however, is because it doesn't resemble a fair death, even if it supposedly is. There's no possibility for player input despite your character "fighting back" autonomously for an entire minute—and God help you if your character is maxed out and at full health, too, because then you might be forced to wait two whole minutes before you finally, spontaneously collapse. It just feels like a bug, even if it's not. That's the tragedy of it. You can say it's by design, but most of the players who've encountered this issue aren't satisfied with it, including those—like myself—who very much enjoy how unforgiving Zomboid can often times be. As said, the solutions I've seen nearly every time this issue has been brought up is either putting a buffer between animations to allow player input, have the "shove" animation affect the second zombie, or implement a "takedown" animation or instant-kill trigger so that the player isn't forced to sit through the ping-pong match. It's really not a case of me—or anyone—complaining that the game is being unfair. The ping-pong just looks bad.
  10. Yep. I had a similar issue and I made an entire thread about it, to boot. I love Zomboid, and I've supported it since its debut, but the way these specific issues have been handled leaves a lot to be desired. Like I said in the thread above; this is a small, but tremendously impactful element that really sours the experience. It doesn't feel like you died because of negligence or because you were ill-prepared. It just feels like the game had a brain-fart and couldn't handle its animations properly. There's no choice or input, you can't choose to turn tail and run at the risk of injury, or even death. You're just dead... -And not even properly dead, just ping-ponging two zombies for an entire minute before you eventually spontaneously collapse. —But, apparently that's a feature, according to EnigmaGrey. So that's fun.
  11. As it is, it's been stated that Zomboid won't have any proper "objectives" or "goals" outside of the Story Mode's reimplementation, and as such, no real "end" either. As far as personal goals go, though, you can make it just about anything. Restoring power is a good one, or even expanding your home base to encompass an entire city block and establish a sizeable "safe zone" for yourself and friends.
  12. At the current moment? It's being stunlocked. Not held. It's a bug—maybe one the development team tolerates, but not one that seamlessly adds anything to, or compliments, gameplay. What I'm unhappy with is the animation looping or being queued repeatedly without any opportunity for player input. Not that I died. The game's code, as it is, already has functions in place that allow for greater odds of injury, like if the player is or isn't blocking, for example. Adding the above suggestion, wherein the player has a buffer between animations or has the "pulled down" animation initiated from getting attacked by more than one zed, simultaneously, would be relatively easy.* * Obviously, it'd be more involved than the example below, but it'd still be a simplistic addition. I've not had an internal look at Zomboid since Build 39, so spaghetti code may make it more complicated, if present. > Player.Player:LoadAnimation(game.Workspace.Animation); > wait(5) No one who's complained about this issue has asked for a new, special animation for the above situation. Some either want it to flow more organically with gameplay, and others just would rather not see it happen, period. I'm in the former camp, wherein I'd be fine with it being an instant-kill, same as being attacked from behind... Just not this ping-pong match that goes on for a full minute. That ruins immersion, is frustrating to watch, and honestly demeans the good work the Zomboid crew have done with the animation overhaul. I'll take my comeuppance for not being careful enough, but this doesn't look nor feel like I was bested by the game. I'm going to be brutally honest with you, though I mean no disrespect when I say this: The flailing looks infinitely stupider than any unrealistic, narrow escape. It also has the disadvantage of feeling, overwhelmingly, like an animation bug. That instills a feeling of having been cheated by the game, even if that isn't the case.
  13. To start, I want to make it clear that I have a tremendous amount of support for Zomboid and it's development team, you guys do great work and I have nothing but respect for all involved. That said, take this as a genuine bit of constructive criticism from a player with well-over a thousand hours in the game. The stunlock players suffer when getting attacked by a zombie is not fun. It still happens in the 41.53 IWBUMS build. I realize it's been said in the past that this is intended or, at least, a tolerated function of the game—a dangerous outcome to letting a zombie get too close; —And, to an extent, I agree. Unfortunately, this isn't the way to go about it. I've lost a handful of characters to this bug and, typically, in situations that rightfully shouldn't have killed them outright. Whether the character was decently armored, well-prepared, or actively fleeing an encounter with just two or so zeds—I'm not shy about calling it quits and avoiding combat when it isn't necessary—only to get snagged by an automatic animation and have no input or choice but to sit and watch my character just repeatedly push or elbow a pair of zombies while they alternate getting chomps in. It's just... It's not great. It happens regardless of if from the front or the back, though the back tends to be more immediately and properly lethal. From the front, however, it just looks incredibly dumb. My latest example fits perfectly in the above description; I was sneaking around in a low population area, still warily taking my time and clearing rooms before looting; mid-way through clearing the second story, I open a door and—bam—my character gets hugged on by a zombie, taking me by surprise and immediately prompting me to want to just run and make distance... But I couldn't. The two zombie in the room, as said, just took turns initiating the "push away" animation on my character, leaving me unable to back off, turn around, or do anything, really. For the first two attacks, I didn't get any damage, but then the scratches, bites, lacerations, and bites started slowly rolling in, and I just couldn't do anything. I had no control over the character whatsoever. Half-way through that, I just quit to the main menu. I was stuck for a full twenty seconds, slowly getting damaged, and I just had no input whatsoever. This isn't a case of me being unhappy because I lost or because my character died. That happens. That's Zomboid. The issue stems from the game just deciding- Nope. You're done. Put the keyboard down. You can't do anything. I would've accepted it if I were able to break off but, as a result of the surprise attack, I got cut or even outright bitten from being unable to defend myself from the second zombie. I would've accepted the price of the game successfully surprising me, but this was literally just an anti-climactic, full-to-dead, very buggy-looking death. Nothing about it was satisfying or dramatic. My character was just juggling two zombies in a doorway for half a minute and would've eventually just dropped dead. Please. Fix this. I don't care if the injury is guaranteed, just let the character break off at some point or get properly dragged down. Not the above.
  14. I've said it before, and I'll say it again. You guys are a breath of fresh air in this era of indie games and half-baked releases. I've supported Zomboid since its debut on Steam, and never once have I been disappointed with how you guys handle your transparency or workflow, it's been a constant and very much appreciated grind of improvements and updates that always bring new and better things to the game. Things might be slow-going, and this is one pretty serious delay, all things considered, but I have no reason to even doubt you guys for even a second. Please. keep up the good work.
  15. Might be a good idea to not make a habit out of that. The Discord is a good way to find other players and servers, but that's just my opinion.
  16. In my opinion, not really required. You can be a pacifist, but still shoot guns recreationally, or know how to swing a bat. You would only really have a moral or psychological hindrance towards harming another "living" being, which is already reflected by your character not being very effective in combat, in general. In my mind, this is basically your character "pulling their punches" so to speak, even if they don't mean to. You don't hit as hard, and you're less likely to aim for obviously fatal spots, like the head.
  17. Bathrooms do have a purpose, and it's a secondary water source and possible source of medical supplies. Mundane requirements, like having to empty your bladder, doesn't really add much value in terms of gameplay aside from a time-based required action that doesn't impact the game world all that much, unlike eating. Besides, not everyone would be comfortable with that as a base addition, but it might make for a fun / interesting mod.
  18. Ahh, I see. I still haven't experienced that, but if that's the case, then yeah, maybe some temporary stun protection might help after the initial knockback.
  19. Oh yeah, that much I know, it helps alleviate boredom, but there's no "Positive" effects aside that affect your mood, like for example; being 'Happy' or 'Entertained'. I've seen tons of suggestions for it where, say, being Happy might make you slightly faster at reading or interacting with things, and being Entertained will help keep boredom away for longer. It doesn't need to be a huge effect, but I think it'd make building a really nice base or collecting really good furniture worthwhile from a character point of view.
  20. The Positive moodles for having a good home is something I've been thinking about quite a bit, and I still think it's a good idea. Having a nice home (or just interacting with nice furniture, like a Television), a decent diet, keeping yourself entertained and healthy, etc. I feel should contribute to how your character develops, like - it could give you a minor benefit to learning skills or earning XP, since you're in a better mindset. Likewise, being depressed, bored, or sickly could negatively affect how quickly your character grows.
  21. When can I expect to be able to build a nuclear power plant in my backyard out of 1958 schematics?
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