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Johnnyonoes

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Posts posted by Johnnyonoes

  1. Couple quick bugs. Verified twice.

     

    1.) Loading games of "apocalypse" difficulty still lists them as "survivor". "Survivor" is listed as "Fighter" in the Select Saved Game listing.

     

    2.) When sneaking - The transition to standing still from Aiming to default animation is awkward, it does a little hop before kneeling down into the sneaking position. Instead of Aiming->Sneaking it is Aiming->Standing->Sneaking. This may be the fix the strange transition from before, but it could still use a bit of smoothing. If you need a video of this, please let me know. While strafing it is perfect, while standing not so much.

     

    Loving all the things you guys do!

  2. 2 minutes ago, Blake81 said:

     

    I can confirm this happening to me on the Mul Police Station; I went thru the front door, and the room was empty, but as I checked the desks looking for the key, 4-7 Zeds spawned all around the room, literally out of thin air.

     

    This has happened to me on more than one occasion, where zombies will pop out out of the floor of a building and start charging, even though I was not close enough to aggro them.

  3. Received a crash for the second time during basic gameplay, nothing in particular going on, I had just looted a few items from a medical cabinet and moved to the center of the house I was looting when it froze up.

     

    Results in all the zombies in my chunk being reset, which was nice because my chunk was getting crazy populated, which could be the cause? I dunno.

     

    Here is the error fired when I crashed

    [21-10-19 13:27:05.065] ERROR: General, 1571689625064> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException at ClimbThroughWindowState.execute line:148..
    [21-10-19 13:27:05.069] ERROR: General, 1571689625069> DebugLogStream.printException> Stack trace:.

     

    Full log attached.

     

    21-10-19_12-26-22_DebugLog.txt

  4. 18 minutes ago, Mowz said:

    The sneaking mechanic is amazing and sneak running saves lives. However, I do have a concern/suggestion - the old sneak key, or "aim" key now, control/right click, completely takes you out of sneaking.

     

    If you were sneaking before you right click, you are still considered sneaking. You can verify this by checking your sneaking/nimble/lightfooted xp scores while doing it.

  5. Bug: When starting a new character it is possible it starts you without the chosen profession.

     

    image.thumb.png.c23d80556159374f422de2425cf2df61.png

     

    unknown.png?width=1248&height=702

     

    LOG  : General, 1571418794259> 1 players found
    LOG  : General, 1571418794262> player 0 is mouse
    LOG  : General, 1571418794264> PLAYER DATA OFFSET 0
    LOG  : General, 1571418794267> 320
    LOG  : General, 1571418794270> 0
    LOG  : General, 1571418794272> 640
    LOG  : General, 1571418794275> 360
    LOG  : General, 1571418794398> STATE: enter zombie.gameStates.IngameState
    WARN : General, 1571418794410> VehicleType.initNormal> vehicle type "Base.ModernCar_Martin" isn't in VehicleZoneDistribution
    WARN : General, 1571418794415> VehicleType.initNormal> vehicle type "Base.SportsCar_ez" isn't in VehicleZoneDistribution
    WARN : General, 1571418794418> VehicleType.initNormal> vehicle type "Base.ModernCar_ez" isn't in VehicleZoneDistribution
    WARN : Shader, 1571418794726> ShaderProgram.getUniform> Texture doesn't exist in shader
    LOG  : General, 1571418795242> Init ISContextManager
    LOG  : General, 1571418795438> FirstNAME:AntonioMurphy
    COMMAND QUEUE stallCount = 0 peakUsage = 7776
    COMMAND QUEUE stallCount = 0 peakUsage = 10368
    COMMAND QUEUE stallCount = 0 peakUsage = 16352

     

    Further Testing:

     

    Seems that this is tied to using the Random button when selecting your character's appearance. Using random during the character appearance screen, consistently removes the character's profession. Not using the random button keeps the profession in place.

  6. I went and recorded my latest character during a day in the weight gain cycle. 10 months on survival mode.

     

    To maintain a cadence of 5 stirfrys per day with 2 cabbages 2 potatoes 2 rabbits providing an average of 1 kg a day worth of weight gain, requires 12 hours of chores.

     

    Please note. I am testing the ability to gain weight without the usage of the non-renewable foods.

     

    Started day at 7am

    Finished checking traps and harvesting at 10am (3 hours of harvesting)

    Finishing cooking food at 2pm (4 hours of cooking)

    Finished eating food at 4pm (2 hours of eating)

    Rearming of traps and carrot maintenance finished at 7pm (3 hours)

    Video here: https://www.youtube.com/watch?v=V2Dm-iqukrs

     

     

    Suggestions brought up in the video.

    * Provide a way to preserve farmed food. This would reduce chore time by ~4-5 hours

    * Simplify cooking, by either allowing meals to be saved and repeated, or by reducing action timers. ~3 hours saved

    * Allow high calorie foods to be renewable (wheat, rice, big game hunting) would reduce the need to eat so many stirfrys. 

     

    Hopefully this data helps with deciding what to tweak! Thanks!

     

  7. On 4/22/2016 at 6:09 PM, Rathlord said:

    I told the devs I'd wait a bit before posting my feedback since they've already seen it. I'm re-posting it now just to see if other people agree with my synopsis/feelings. I have several qualms with the current system, the most important being that I feel the time spent on worrying about this system far outweighs the time spent worrying about anything else in the game, which I feel is overbearing. I also feel like it doesn't mirror reality particularly well and is a bit overcomplex. So, I wanted to (obviously) give some positive feedback in the form of some balance/system changes for a better experience.

     

     

     

     

    I like this idea a great deal. It reminds me of the way  UnrealWorld RPG handles it. 

     

    Hunger for your daily strength.

     

    Nutrition dictates your xp gain and resistance to illness.

  8. 11 months on survival.

     

    I am really enjoying the nutrition system. I feel it gives some longer term goals that were not previously in the game.  The system definitely needs some love to add some fun to the game.

     

    The new system has changed the way I play in a negative/unfun way. This playstyle assumes that non-perishable food will not be consumed unless of emergencies.

     

    Prior to the nutrition system

    • Plant crops on a four day rotation (Carrots (for Rabbits), Cabbage, and Potatoes)
      • First day, tend to crops and traps, cook four days worth of food.
      • Second through Forth day, zombie killing, looting, fun

    After the nutrition system

    • When over weight, continue the same methodology as prior to the nutrition system. All the sprinting and killing zombies will reduce my weight, along with rationing my stir-fry consumption to one stir-fry a day (-100 hunger each day).
      • The over weight time period (90kg to 65kg) tends to last for about 2-3 months. I try to make sure I am overweight when winter hits.
    • When underweight
      • The under weight time period (65kg to 90kg) lasts about three months of dormant survival
      • Plant crops on a single day rotation (Carrots (for Rabbits), Cabbage, and Potatoes)
        • Every day, tend to crops and traps, cook four days worth of food (around -400 hunger) and eat all of it.
          • Each of the four stir fry's consist of 2 units of rabbit, 2 units of potato, 2 units of cabbage, which for a character without the nutritionist trait would feel like a balanced diet of protein, carbs, and lipids. There doesn't seem to be a renewable resource that provides fat.
        • Stand around for the rest of the day, doing low intensity chores.

    My feedback and observations

     

    My first observation is that the system feels too early for the other systems in the game currently, so it is very difficult to not give spurious qualitative feedback. Here are some of the systems that I feel need to be bumped up a bit before the nutrition system really fits.

    • Currently it takes too long to gain weight without using non-perishables. 
      • The additions of rice and pasta along with bread are a great step in the right direction. Allowing these foods to be renewable would provide staple foods to add additional calories to meals. Adding wheat and rice to the farming line up would go a long way.
    • When trying to gain weight without using non-perishables, your whole day is consumed with the farming and cooking process. (Wake up at 800, finish cooking and growing chores at around 1400 to 1500).
      • Increase how long each day lasts. Yes, it can be done in sandbox, but I only play survival.
      • Allow meals to be saved somehow, you can rename meals, so I would assume you should be able to remake a meal that you have named. The basic UI for making meals is pretty cumbersome, while the cool crafting menu thing is awesome, you can't make multiple meals without moving the meal from your pack.
      • Allow foods to be preserved somehow. I've cleaned out 90% of Muldraugh, and I haven't found a single jar or lid. I would assume cold packs will be used at some point to cool down containers.

    My second observation is that the nutrition system doesn't add any fun survival elements to the game, other than raising and lowering weight. Having a healthy nutritional balance should provide benefits, as well as the opposite bringing considerable negatives to your character. These positives and negatives should have long term affects, rather than a daily rating.

    • Protein
      • Positive: Increase in xp for strength and strength based skills
      • Negative: Decrease in xp for strength and strength based skills
    • Fat
      • Positive: Increase in xp for fitness and fitness based skills

      • Negative: Decrease in xp for fitness and fitness based skills

    • Carbs

      • Positive: Decrease the amount of sleep needed as well as the impact to exhaustion

      • Negative: Increase the amount of sleep needed as well as the impact to exhaustion

    • Balance

      • Balanced: Decrease the time it takes for the "fullness" moodlets to change. If I spend two hours eating at a korean bbq, there is no way I am eating anything else for the rest of the day ; ).

      • Unbalanced: Increase the time it takes for the "fullness" moodlets to change. Maybe add various forms of sickness.

    Thanks for making the best zombie survival simulator out there!

     

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