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bsebt

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  1. Ok thank you for the post Edit: Wait that's my post
  2. Ok so I'm new and I'm sorry but I don't quite know what 'Proper Zombies' are, and I'm a bit unclear of what (Sandbox Options) "Cognition" means for zombies, let alone most other traits. Is it a bad idea to suggest a mouse-over text to show in detail what zombies will do ( Ex; Cognition [basic Navigate] - Zombies will not roam actively unless triggered by META or player | Smell [bloodhound] - Zombies have an abnormally strong sense of smell and will track down a bleeding player over an extreme distance ) ? Sorry if this is a noob suggestion, but as a fairly beginner to this game (I still rely on NecroForge to help me for a saw or axe ) the thing I find a bit of a learning curve in this is the clarity. Yes, it adds realism (Survival of the fittest / Quicker learners of game) but is still a bit hazy. Also, an options, well, option, to add statistical values to the UI (Loot Rarity = Extremely Rare (0.4 spawn multiplier) (Baseball Bat (Mouse over text) 16 Impacts left) Small things but it would add clarity for beginners. Again sorry if it's too much or stupid or whatever else I'm sure someone will find to call it.
  3. No idea what that means but I'm using build 27, it won't let me have a "Never" option without this mod - highest is 0-5 year
  4. Ah yes good point. I just though about decreased FOV due to scope. Completely went too ham on the other things
  5. I'm trying to install ServicesModifier and it's a little outdated. I had to manually fix a lua code error with some messed up strings and such, but now that they're (other than with the modded area) identical, it's half working. Services Modifier gives you a "Never" option for Electro | Hydro shut off period. Now, having fixed the lua file or txt file or whatever the hell it is, I expected it to work. Well, it half works. The water never seems to turn off (yet) however the electro turns off instantly when set to "Never". Can someone please tell me if I've fucked anything? I have the lua file coding in a .txt for uploading purposes, if anyone can help me it'd be appreciaed as this is my first time actually dealing with the coding itself at all ever. So can someone tell me what I misadvertantly ruined? SandboxOptionsLUA.txt
  6. @Developers Will there be a loss of Player's FOV when aiming the rifle due to the scope, in the sake of being realistic? Also make fading time slower at closer range when using rifle to show the tunnel vision impact of using scope (Similar to the near-sight negative trait (double penalties?))? Say, the normal FoV is decent and stays the same no matter what weapon is used (Build 27). I'd love to see some weapons have a negative impact to the FOV of a player when in use or even negative combat aspects (Such as increased RNG to shove enemies away with certain weapons meant for long-distance or stealth engagements, I.E. the planned idea for a bow?)
  7. You mean colorblind as just ''ah, screw it'', or colorblind as in ''born like this''. Both, I'm not technical coloblind but I might as well be. Hard time constrasting certain colors (Not Red-Green but thing like BlueGreen - Teal etc) Agree and not brightest to do when zombies
  8. I'm colorblind, yet I'm not. I have a horrific time trying to tell close colors apart (I.E. Red-Orange and Red, or Orange and Red in general). It's a fate worse than the apocolypse! But yea, would be good to be able to glance at UI and be "1 Minus on hunger, ok - 4 minus on hunger better go eat a horse" than mousing over it saying "wtf is this?" especially in horde moments. :/
  9. Maybe a minus sign going up to 4 minus signs inside the moddle circle for negative buffs?
  10. It might be just me, but the moodle intensity is a bit hard to tell at times. Could negative moodles be instead Yellow -> Bright Orange -> Bright Red -> Purple/Black for intensity? Sorry I'm new
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