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hrot

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  1. Like
    hrot got a reaction from Schmarotzer in Small UI suggestion regarding traits   
    I think it would be great if positive and negative traits were separate from each other in character info screen rather than mixed together as it is now.
  2. Like
    hrot reacted to nasKo in Gundoid   
    Today we’ve got an update from Martin, our lovely animator friend. Something the animation update will bring is some improvements on in-game firepower, so he thought he’d share…

    “One of the areas currently lacking breadth in PZ are firearms,” he explains. “The amount of guns in the game has been discussed in many threads on the forums in the past, but it’s always been the intention to have a wider range of boomsticks. It is America after all!”
    “What calibres, and how many, is still under discussion. We’re by no means talking about as exhaustive a list of some of the (very cool) mods like ORMtnMan’s one, but we will be adding a few more guns and ammo types that’lll give the player some more options and problems to think about.”
    “Obviously when I came to model the guns I was basing them around particular calibres/types that would generally be available to Kentuckians during the early-90s era that PZ is set in. They’ve been modelled with a degree of generalisation, in part to avoid licensing issues, but also to let them represent several guns of similar types.”
    “In the above video you’ll also see that there are models with proper bayonets and improvised versions. This was something I was keen to include as using guns with bayonets is as old as firearms themselves – but you’ll also notice not all guns have proper bayonets or indeed can be modified to use improvised versions. The same can be said about modifying with sights. Again, this will give the player more options and problems to think about.”
    “As part of some new melee attacks I’ve also included a couple of rifle butts and pistol whips for when things get desperate – like when you’ve run out of ammo and the zeds get too close for comfort!”
    “While we’re talking offense it’s also worth mention that, along with new clothes, I’ve also modelled and textured some new items that can be used as melee weapons. Some of these are representing items already in game that currently don’t have a model (ie the crowbar!) but quite a lot of them are new. Suffice to say there’s a lot of stuff to implement and balance. Creating the assets is only part of the process, so not all of it may make it in the first animation update but will be rolled out as and when they get put in game. Should all be good though!”


    “There’s plenty more I’m up to, and have been up to, but we’ll leave that to another Mondoid! I don’t tend to reply on the forums or reddit but I do lurk and take notes, so keep the suggestions for animations or items coming. It all helps, and a lot of it is going in. Thanks!”
    This week’s featured image by Zo off of Steam. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
  3. Like
    hrot reacted to Strats in Tall Grass   
    I was thinking about ways to spice up the end game and thought that It'd be cool if the erosion part of game added tall grass to grassy areas as time went on. This grass would be like corn fields (obscures vision,  can move through freely), but you could cut it down with an axe. In the late game, zombie hordes could be hiding in the grass, forcing you to stick to roads or sneak while in the grass. Thoughts?
  4. Like
    hrot got a reaction from Jason132 in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Cool mod, some of it could be made into game as standard.
  5. Like
    hrot reacted to Strats in Interaction Aids   
    It would be pretty neat if when you interacted with the various tiles in the world, they could could flash on and off to show exactly which object you're interacting with. I find I often jump over the wrong fence because I'm not sure exactly which fence I'm climbing. Thoughts?
  6. Like
    hrot reacted to nasKo in Zombo Baggins   
    Hey survivors, here’s the latest from Zomboidton.
    IWBUMS 34.19
    The marvellous EasyPickins continues to build some nice tweaks and fixes in to the public test of Build 34, which seems to be coming to a natural climax now – although we still need to work out which side of the release fence polished nutrition and metalwork will be landing. An item of note in .19 is EP’s new precipitation system, which looks nicer and opens the door to falling snow and whatnot. If you want to join in with testing you can find details here.
    BACKPACK LATEST
    So with the animation update now surging through the pipeline we’ve got anims that allow the player to take bags off their back, and rifle through the contents on the floor.
    As well as looking pretty as they jiggle about – they’ll also make a significant gameplay difference. If you’re carrying a bag on your back you will, in most cases, be unable to go rooting around in it unless you first take it off and put it on the floor in front of you. This means there will be no more intensive backpack resorting done while wandering around, as well as making looting much more interesting, with the potential of a panicked looter leaving their bag behind if they are not observant.

    [Note: in the anim cycle the strap currently disappears when the bag is taken off and reappears when it’s put back on. There aren’t any easy ways to avoid this, but with clothing worn and in-game it will be far, far less noticeable.]
    Holding a bag in your hand will add the extra advantage of being able to interact with it without stopping, which will make bag management much more strategic. Finally we may be able to look into a few more traits to further increase player’s capability to interact quickly with backpacks, as well as provide different speeds based on the type and convenience of the bag used.
    If you weren’t around for the previous bag vid then let’s have another repeat, as it does look lovely.

    HELLO LADIES
    To complement all this, character-wise, Binky is currently experimenting with unifying the textures between the male and female animation meshes. Currently our new player and zed anims are all chaps, y’see. The result of this (if successful) will be a more in-depth way of assembling the base models. We’ll lose the need to double-up textures – have more variety in skin tones, will let players wear whatever they like and will also tie into having blood and bandage overlays on the characters themselves.
    With the base mesh and clothing overlays all using consistent texture layouts we’d be free to overlay this stuff wherever appropriate. Better clean that bite mark, dress the wound, and grab a clean long-sleeved shirt if you want to pretend you’re unscathed and not in imminent danger of eating your compadres!
    FINALLY
    Do check out lovely Blindcoder, of map fame, and his new building mod. Thanks all!
    This week’s featured image by Shadows on Steam.  The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye! Oh, and community GoT spoiler chat goes… here!
  7. Like
    hrot reacted to blindcoder in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Long-Term Crafting Projects (CrafTecs)
    This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such).
    Current state
    The mod is fully functional as of IWBUMS 34.something.
    Mechanics
    The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have).
    Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes.
    To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply.
    The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object.
    You can also require MULTIPLE professions / skilllevels for a single object.
    You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything!
     
    Download
    Download is available on github: https://github.com/blind-coder/pz-craftec/releases
    Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797
     
    Demovideo
     
     
     
    Enjoy
  8. Like
    hrot reacted to lemmy101 in VOIP feature   
    For that matter I'm getting tired of a few people who aren't interested in a particular feature assuming that this preference applies to the entire playerbase and that development of the entire game should fit around their own personal wants. If we said 'right, NO MORE MP STUFF WILL BE DONE UNTIL NPCS ARE OUT' we'd just be doing a search and replace on the complaints we get on the forums and how we're focusing on NPCs too much, and this isn't fair to the MP communities, and how NPCs aren't really required when you have humans and humans are so much better to play with than dumb AI, and WHY IS THERE NO VOIP?! You CANNOT win.
     
    FAO EVERYONE. NEWSFLASH: There are a lot of people who own this game. NOT EVERY ONE OF THEM WANTS THE SAME THING AS YOU DO AND STOP BEING SELFISH TRYING TO DENY THEM IT JUST TO MAKE YOURSELF HAPPY.
     
    We're a tiny team, and we're hiring outside help to do the multiplayer stuff for this very reason (well not just this reason, they are also awesome and can do stuff we cannot), yet even when spending extra money on an external team to avoid it affecting your fabled NPCs in any way whatsoever, and making that clear mondoid after mondoid, we still put up with all these constant complaints and opinionings whenever we talk about ANYTHING non NPC (and yet, ABSURDLY, we get 10x the complaints when we DO talk about NPCS), we are pritoritizing the work that gets done to try and keep the most people happy we can, to provide regular updates to make people feel they are getting their moneys worth, and the reviews suggest we're doing the right thing.
     
    If I have to read more whinging about NPCs its SO tempting just to stick static 'shopkeeper' characters in there, soak up the complaints, and never speak of them again. Sick to death of it.  YOU GUYS are the biggest risk to NPCs out there, I tell you. We GET it. We read complaints about NPCs ALL THE TIME. It amazes me so many seem to think by posting a comment on the forums or on an unrelated mondoid we're going to go 'oh what?! WAIT. PEOPLE WANT NPCS? I DIDN'T REALIZE! Sorry! Right, they will be out next week!' - We're so very obviously aware people want NPCs, its like the worst kept secret in the world. Why people can't understand after a certain point it becomes MASSIVELY detremental to a small team where the developers themselves, who are human and bound by such human traits as motivation and stress have to READ this endless stuff themselves, there is no PR guy soaking it up.
     
    It's also tempting to put a complete ban on any versions until NPCs are out, and then direct all the huge anger at a list of email addresses I collect from NPC complaints, and see how they like it. Nope people excited for VOIP, you're NOT allowed it because the NPC gang want their NPCS and THEY are who matter, NOT YOU. Doesn't matter that we got extra external people to do all the work. If we talk about it, or god forbid release it, then that's unfair to NPC fans. They don't want other people having any enjoyment of new features if they aren't getting it themselves. Here's a list of people to go and harass about it every week.
     
    We try to be good to our customers, we try and be on their side all the time, we bleed for this game, but it's bloody hard. So so so tired of it. You wonder why NPCS aren't out?  I used to love working on NPCs. Now it practically gives me ulcers, because of you lot. THAT is why. Thanks for taking something I loved, was obsessed with, had huge aspirations for,  looked forward to 'getting boring stuff out the way' so I could get back to them, and instead making me want to puke every time I think of them.  They'll still come, as we've said a bazillion times, but it'll be 1000x shittier working on them in the meantime, so thanks. And yeah, they'll come slower too when I have to nail myself to the desk to force myself to work to them, instead of gleefully thinking about them in bed and thinking 'screw it' and jumping up to quickly to my pc to do that cool thing I thought about and them realizing its 10am and I've worked all night.  That happens to this day but not on NPCs no longer I'll tell you that straight up.
     
    Perhaps they would come faster if they weren't such a poisonous thing, a three letter acronym of the dark horrible side of PZ that makes most of the community groan and wince when they hear it, the cause of 99% of the stress and discord in the community, and maybe there'd be a lot more pep in development if the people who mention them so often didn't so often act so completely selfishly toward other features people are excited about or talk in such gross belittling terms about the work of other developers on the game. "Oh boy got to get those wonderful people their NPCs, don't want to let them down <3<3<3' If it weren't for all the wonderfully lovely and understanding people, and those who've never posted on the forums at all, nothing would give me more pleasure at this point than just canning them, tell you the truth. As it stands its all those I don't want to let down and why I'll work through the grime and muck and tears and get them out as promised. Sadly my lofty aspirations of them standing out as something special and unique has slowly been strangled over the past year or so, they are tainted and I just want them done and all that pleasure and love is long dead, so its only responsibility to those people that drives me now.  
     
    To make matters worse, when I do anything that's not NPCs I have to omit my bloody name out of the Mondoid and take no credit whatsoever, for fear of people going 'WHAT HE'S NOT WORKING ON NPCS?' (I hope the above gives some indication of why working 100% on NPCs day in / day out is now an impossibility for me without some recharge time) I get no sense of satisfaction or recognition for what I do do on the game apart from the much delayed NPCs because I have to keep it quiet because I'm known to be doing NPCs, and the OPs post is proof that this is not done out of paranoia due to not understanding game development and the simplistic 'if this then not that' mentality that dominates these kind of NPC complaints. So basically, despite being one of two people who built the game from the ground up from day 1 before the team grew, writing the base of the entire multiplayer in my spare time within a month, as well as the animation overhaul, creative, professions and trait overhaul and numerous other things, often as a bit of refuge from NPCs or in my spare time,  and having to run the company to boot, all I ever get back in terms of personal accomplishment or recognition is complaints about lack of npcs, accusations of being slow, and comments like one on Mondoid yesterday that 'I wish I had lemmy101's job so I could do nothing for years and still get paid!' - so fucking draining and demoralizing and people wonder why they aren't hurtling out the door at a billion miles an hour.
     
    Only in Early Access do you suffer the indignity of constantly having random people come in and start telling you how your team should be organized and what people should be working on what. We involve the community heavily with development but it only coincidentally seems to be people complaining about NPCs that seem entitled to that control over the development and team and start saying 'I don't think this person should be working on this, you should put them on that!'. And there are some people on the Steam boards right now wondering why we vowed never to do Early Access again. There's also a thread there right now saying 'are we the only people doing Early Access right?' yet that right ain't good enough as long as there's one thing on your list you've not gotten out the door. A lot of Early Access developers would have closed doors a year or two or three ago, NPCs or no, but the fact we're keeping at it, still updating the game, working on it 100%, and can't think of starting anything new or fresh or exciting, mainly down to our commitment to YOU means nothing because you still not got your NPCs.
     
    VERY IMPORTANT TRIP IN THE TOTAL PERSPECTIVE VORTEX: The people who post on this forum, and the people who post on steam, and the people who post on reddit, represent probably 0.001% of the playerbase. Just because the NPC noise is so deafening, the majority of people out there just want the game updating with new features. Most who bought the game did so long after we shut the fuck up about NPCs and we're keeping quiet so they can be content and not become more NPC noise dragging us down. All those people probably want updates coming out with features added to the game, not some total FULL STOP on any development that's not NPCS that wouldn't come much sooner if we did that ANYWAY. (to those without development experience, just consider the adage: "Too many cooks". Add 100000 developers to NPCs will not make them come out in 0.2 seconds) Ask yourself if our review score wouldn't be somewhere in the 20% if the majority truly did align with your own opinion? We should be getting nothing but NPC delay complaints. Instead we get reviews about the game that's there, and praising regular updates of new features, because lack of NPC tunnel vision means they appreciate all the massive work we put into the game in general. Npc complaints are, gladly, in the minority exactly because we don't keep going on about them and just work on them quietly, yet the minority who do complain do so so constantly, at such a deafening volume and with such incredible laser focus it just make me MISERABLE. I've always stuck up for NPC complaining people, 'oh its just because they are frustrated' and 'its our fault for hyping it too soon', full of apologies and sympathy, but it becomes harder and harder with each passing day. I think I'm hitting a threshold.
     
    We owe the majority their updates, and sorry that this makes NPCs take their time but that's the way it is. Apparently hiring external help to do MP stuff, and endlessly talking about how we're doing that in the Mondoids, isn't enough, so I'll just have to lay it out in black and white for you. I think I've done pretty much that. That's why NPCs are delayed, it has nothing to do with VOIP. or any other feature by any member of the team or even features I may myself work on instead of working on NPCs. If I'm not working on NPCs it's because I've hit a roadblock or am otherwise being unproductive, and my time is then better spent on something I'm making progress on. This constant NPC noise just makes that MUCH more frequent and MUCH more severe. The reason NPCs have been delayed is working on NPCs is now like working in a sewer, and when you work in a sewer you're only there as long as you have to be, you have to come up for regular breath to get the stink out of your nose and keep yourself from getting ill. And this is why I'm not being hyperbolic when I say if you'd all have shut up about them you'd probably be playing with them right now. This is perhaps a the most valuable thing to take away for future reference when talking directly to anyone relying on creativity to create something you want.
     
    I'm sorry if this all comes over as harsh, its your first post and from your perspective the heated response may not seem appropriate for your question, you may not have seen the sea of people saying the exact same things day in and day out that have wore our nerves and patience to a nub. but they are still there from our perspective and after so long the camel's back snaps.. a lot of this is general and not directed at you, though a lot applies to your comments,
     
    Have a nice day
  9. Like
    hrot reacted to Zorak in Lightning Threat   
    Imo thers so many cool weather related things to add but random lighting is not one of them.
    Fog -> limited vision -> yes please
    heavy wind -> slow movement -> yes please
    random lighting strike that burns your home or kills you -> hell no
  10. Like
    hrot got a reaction from Jericoshost in Dedicated program/tool to make modding easier   
    So i thought if someday devs would consider creating some kind of tool to make modding easier to do. I don't talk about very very user friendly etc. but just slightly easier by categorazing stuff without searching and doing things through trial and error etc.
    We got recently a upgraded and very good tool to make maps and stuff so i just thought that some tool to make modding easier would be very nice too.
    I know that there like 123012301 things much more important atm but it would be very useful to help people in communnity to contribute something just like with map tool.
  11. Like
    hrot got a reaction from Foulmouth in Fully Custom Welded Weapons   
    Too complex, no good reason to implement it to the game i think. Metalworking should be restricted to create simple materials/tools like nails etc and that's it.  I think developers are also against fully medieval era simulator through metalworking.
    I personally would stick just to simple things in this case.
  12. Like
    hrot got a reaction from uberevan in Fully Custom Welded Weapons   
    Too complex, no good reason to implement it to the game i think. Metalworking should be restricted to create simple materials/tools like nails etc and that's it.  I think developers are also against fully medieval era simulator through metalworking.
    I personally would stick just to simple things in this case.
  13. Like
    hrot reacted to nasKo in Animated Antics   
    Hey all, lots of ‘under the hood’ whatnots this week.  We’ve got a few nuggets of info on how various things are progressing though.
    ANIMATION GOINGS ON
    Lots of cool animation stuff but it’s not yet clear exactly what’s going to drop into Build 34, the most recent public test build of which is 34.14 and was released over the weekend.
    Some new animation sexiness to come from Martin’s direction are various shoving animations for the player while sprinting and bashing into zombies (that could go backfire terribly for the player, we should remind the one concerned Zomboid survivor on the forums wondering if being able to bash zombies over would make getting through them easier), more hit reactions for combat, as well as dedicated ‘walking/running through bushes / trees’.  We’re really excited to see it come together!
    ANIMATION RELATED GOINGS ON
    Since we got the double sized tiles in, and seen the new animation system and clothing in the game, there is one element of the zombies and characters that still needs to be updated to complete the zombie experience, and Binky’s undergoing an overhaul on the texture mapping across the characters and clothes. While this may sound rather dull (and Binky made it clear it is very dull) it will allow the characters skin to no longer be mirrored across both halfs of the body, allowing for more varied detail on the zombies.
    One particular benefit from UVs shared across clothing and skin is it will allow us to construct varied blood overlays for injuries and more crucially zombie damage / decomposition. We want to be able to overlay more gore and blood onto their clothing and skin (astute viewers already spotted a hint of what else is to come related to this at the end of the animation video a few weeks back).
    ONLINE COOP UPDATE
    We’ve current got a new build of the ‘easy co-op’ stuff that General Arcade have been conjuring up for us in internal testing, and so far so good, so *fingers crossed* that might drop in soon too, GA just looking into a few remaining issues with friend invites – alongside all the lovely server option stuff that EasyPickins has prepared for it in 34.14.
    METALWORK
    As we mentioned last week in our brief Easter Mondoid blog, meanwhile, we’re also rethinking, recoding and rearting our previous plans for late-game metalworking. A lot of valid points were raised both within the dev team and in the wider community, so hopefully our retooled (and now ingot-free) version will feel a lot more in-keeping with the game. It’s a hot topic, so we’ll talk about it in a Mondoid when it’s in a test build and we’re sure it’s working well.
    In other news…
    Blindcoder is pleased to report that the PZ map now has a beta version showing off all Mash’s cool new higher definition sprite-work. It can be found here.
    Some interesting stats from Blindcoder: The old map was 537600px x 230400px, and the new one is now 1075200px x 396800px. The old map was 36 gigabytes, the new one is 132 gigabytes. The number of files in the map project has also gone up from 630.450 per level to 2.171.000 per level.
    Our thanks to Blindcoder for creating something that can handle such gargantuan figures!
    This week’s featured image by Exjia over on Steam. The Centralised Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
  14. Like
    hrot got a reaction from Spracky in Fully Custom Welded Weapons   
    Too complex, no good reason to implement it to the game i think. Metalworking should be restricted to create simple materials/tools like nails etc and that's it.  I think developers are also against fully medieval era simulator through metalworking.
    I personally would stick just to simple things in this case.
  15. Like
    hrot reacted to CaptKaspar in Naming Containers   
    I suggest being able to name our containers.
     
    Being able to name crates, cabinets, etc would be extremely helpful in MP for those wanting to keep things organized.
    Tool Box Medical Supplies Weapons Perishable food Non-Perishable food etc.  
    Similar to how we can currently rename backpacks.
  16. Like
    hrot reacted to nasKo in Easter Dregs   
    Given as it’s Easter Monday we’re afraid that all the Zomboid team have been doing family stuff and have been absent from their usual workstations, so it’s a somewhat limited Mondoid this week. We have a few items of note for your informative pleasure, however.
    Firstly, after a lot of debate both within the team and on the Steam discussion page between players we’ve decided to take the metalworking system discussed last week in what’s best described as ‘a more Zomboid direction’. RJ will be starting work on the new approach tomorrow, so we won’t go into detail until it’s nailed down, but the gist is that it’ll concentrate far more on ‘working’ scavenged metal so that the forge doesn’t become a magic ingot box.
    Next up, we’ve had some more positive results from our optimization tests on older laptops – which have given us further confidence that the upcoming animation revamp won’t impact too much on players with lower end hardware.
    Speaking of which, also for the animation update, Binky has been reorganizing the texture mapping on the characters. This sounds in itself boring, but in reality it leads to a lot of options with characters that were previously off limits, for example blood and gore overlays on both characters and clothing, as well as providing us with a few more optimization options for the 3D models.
    Before we part, then, here’s a look at Binky’s new man. Doesn’t he look shiny?

    Thanks all! We hope those celebrating had a good Easter. Normal service will be resumed next week.
    This week’s featured image by, somewhat aptly given the holiday that’s currently ending, Jesus0288 over on Steam. The Centralised Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
  17. Like
    hrot reacted to King Kitteh in Everything you do should give you xp   
    I wouldn't even bother, zombies are already lvl 100 diers. You'll never catch up.
  18. Like
    hrot reacted to Slice985 in Gun Ownership in America   
    I live in Louisville, right where this takes place and yes Gun Ownership is very high. My best friends father even has several AK-47s, M4s and other high powered rifles. No automatic clip on them. Though if you know a lot about guns you can fabricate an automatic clip. My friend has an AR and a 12 gauge. I have a 38, most of my family has several shotguns and hunting rifles.
     
    In this area small pistols like 9m and 38s are very common as well as 10 gauge shotguns. I go to Knobb Creek fairly regularly, which is the gun range in this game. The place is packed with people most weekends The building itself is stuffed floor to ceiling with ammo, including many machine guns. But In the city core,  guns become much less numerous then in the suburbs and far less then rural areas where someone may own several rifles.
     
    The problem you would have in a zombie apocalypse is that most people buy guns based on looks or feel, this leads to many different ammo types. As my example above my family all have weapons, but we all own different ammo types.
     
    The second problem is that once the apocalypse started, a lot of that ammo is going to be destroyed or used. Most people will only have 1 box of ammo, maybe 2 at most. In the burbs, most gun owners also have gun locks which secure the gun from use by children, these are usually a padlock type or key lock which you may or may not find if you are looting a house. Say the owner has his gun lock on his key ring, he gets killed out in the streets. You will never find the key nor will you know the padlock combination. Which means you have to go through the lengthy process of prying off the trigger lock of most guns you find with a screwdriver. If you can get it off at all. If you are lucky and still had power, you could run a powered hand drill through the bolt and get them off that way. 
  19. Like
    hrot reacted to alpha in Gun Ownership in America   
    Well if you're looking for challenge in the post zombie-apocalypse world, try Singapore. Per square mile, they would have about 20,000 zombies and less than 100 guns. You would be so buff from killing all those zombies with a baseball bat.
  20. Like
    hrot got a reaction from axeladalidez78 in Sandbox option: more realistic zombie/human ecosystem   
    I like Project Zomboid but in general zombie spawning/movements around the map etc is something
    that i strongly dislike not because of difficulty but it's more immersion thing for me.
     
    So i thought it would be nice to have sandbox option to make some kind of zombie ecosystem with strict number of zombies at the start of the game with their locations (randomized locations but with some reasoning of course).
    Then as game progresses new zombies would only spawn at the edges of map but with logical reasons like it would be in "real life" scenario.
    So at the start there are zombies in map already and then over time game try to simulate migrations of zombies from other regions (so zombies spawn at the edges of map).
     
    Possible logic of this migrations could be taken from books that creators of game are inspired by.
     
     
    Some possible general rules of spawning zombies at edges of map:
     
    -Zombies will prefer easy paths without many obstacles so they would prefer roads over going through forest.
    So higher chance of spawning on edges of map with roads than edges with forest.
     
    -Zombies from other more populated regions would travel to less populated regions over time.
     
    Example of this: Zombies in Indianapolis, Cincinnati, Lexington would eventually move out of city to less populated regions like Muldraugh and West Point.
    In larger scale zombies in Northeast Megalopolis would migrate more and more inside of country going eventually to regions playable in game.
     
    -Over time numbers of zombies coming from those more populated areas would increase.
    At start of the game not many zombies would spawn, only single zombies that would be on big roads.
    After some time when most people in higher populated regions got overrun by too many zombies, zombies would spawn moreand in more organized groups.
     
    -If zombies don't have anything to get attracted to something on map they would just travel from one edge of map to other in search of human activity.
    Example:
    Very big herd of zombies going through one side of map to other through centre of cities in map destroying any npcs and players if they create enough noise to be detected but if player have base in deep forest they would just ignore him completly and they would just leave map after their rampage.
     
    -Wanderer type of zombies spawning at pretty much random edges staying on map for much logner time than herds going from 1 side of map to other and then exiting map but still with possiblity of exiting map after after long time.
     
    Other changes would include no magnet for zombies that player have now, so no magic spawning of zombies around the player to keep him in check.
    Zombie behaviour would be same with npc activity and player activity.
    That means no "director" in game to keep things interesting and constantly try to screw over player.
    Events (like flying helicopters etc) happening in game would be just randomized and not targeting player over and over again.
     
    It could be split into various options like:
    - disable "director"
    -enable realistic spawning of zombies
    - others?
     
    Yes it would probably make game easier in some ways (It's not by any means just telling you to add option "easy mode" because that's already in sandbox options) but immersion would be overall much better and some players (like me) would greatly appreciate this option to play the game in  the way they want.
     
     
    Feel free to discuss and give me some reasonable critique if needed.
    I would really appreciate it.
     
    Much love to all people working on game
     
     
     
  21. Like
    hrot reacted to ulfstein in Isometric problem, sit/sleep on the ground, forage for what you need and learn crafts in skill books   
    In regards to sleeping on the ground. After my field expeditions in colorado (i'm a geochemist) sleeping in a tent for over a month, I came home and decided to get rid of my couch and bed and switched to a tatami mat-esque living, and i have been sleeping on the floor for the past 3 months now with the only thing between me and a hardwood floor being a thin yoga mat whether i'm playing on the computer or sleeping. I stopped having pain after the first month as i learned to sleep on my back and side (information on how it is different at the bottom). 
     
    I would definitely like the option to sleep on the ground since its what I do normally. I support of this, I bring up the "Coffee defense of Nov 2015," its the zombie apocalypse the least we can have is our own preference for how we sleep. As for in game disadvantages, the issues that come with sleeping on the floor and why we have raised platforms to begin with are:
     
    -bugs can easily crawl into your ears/nose/mouth. House centipede, silverfish, cochroaches all become sources of paranoia, but worst of all are earwigs which are scary as shit when sleeping on the floor. 
    -rodents/snakes and other crawlies might investigate you or use you as body heat
    -the earth/floor conducting the heat away from you
    -slight stiffness in the morning due to not tossing as much
    ​-feeling/hear vibrations or movement transmitted through the floor/ground.
     
    half of these increases one's panic especially if a place is not secure from these things. The heat conducting away from you and stiffness robs you of calories making you hungrier, decreases your comfort, and makes your colder which is not good for the winter, but overall though, I have a deeper sleep and more consistent sleeping patterns when sleeping on the floor.
     
    everything else is pretty spot on and doesn't require any life stories to be relatable with. I definitely would like the ability to selectively forage for stones for the sake of pete, and sitting down on the ground to rest would be appreciated as well.
     
     
     
    for those interested more in how sleeping on the floor is different than sleeping in a bed.
  22. Like
    hrot reacted to Axezombie in Isometric problem, sit/sleep on the ground, forage for what you need and learn crafts in skill books   
    Hi everyone!
     
    I've some suggestions which I think would be really useful, realistic and essential, I hope you'll agree with me and won't get offended by my way of speaking
     
    (sorry if my English is not very good, it's not my native language)
     
    1 - The ability to see zombies and players hidden by walls, trees etc for the player.
     
    Your character can see what is in front of him but you can't see what your character see because of decor and I think it's not normal at all. You're supposed to be the character you're playing so you should see what he/she sees and it's really important in a game like Project Zomboid to be able to see every sources of danger.
     
    That's why I suggest to make zombies and players outline visible when they're hidden by decor like in this picture:
     

     
    Note that the zombie here is behind the building and not inside of it, so my character can see it.
     
    An outline is maybe not artistic enough so it can be something else, what it matters is to see what you should see.
     
     
    2 - The ability to sit or/and sleep on the ground
     
    You're in a forest, far away from civilization, you're exhausted, so exhausted you can't even run, it would be nice to be able to rest on the ground, right? Well, you can't and that's really frustrating. Okay, I understand it would make the game easier (not a lot more easier though...) but it doesn't make sense and if you don't want to make chairs useless then resting on the ground could take longer to recover than sitting on a chair.
     
    Same thing for sleep, it's already very risky to sleep outdoors so it wouldn't be OP to sleep on the ground but I understand it would make tents useless, except if you add some kind of comfort system. Sleeping on a ground would make your character in pain or/and a bit depressed but that's another idea...
     
    And no need to make animations, we already don't have any animations when we rest on a chair or when we sleep.
     
     
    3 - Forage for what you need
     
    Here's another scenario, you don't have any food, you're very hungry and your only possibility is to forage for food to survive, so you want to focus on food and nothing else to get food as fast as possible but you get branches, stones etc
     
    So here's my idea: the ability to choose what you forage for! You want only food? then right click => forage => food. It would be more realistic, more efficient because you focus on a specific resource and you'll finally have the control of your character instead of dealing with what your character decides to pick up.
     
    Of course it shouldn't be OP and won't get you what you need in seconds but it could be efficient enough to get what you need faster than now or/and get you more stuff.
     
    I think it's even more necessary now that we have the possibility to get medicinal plants, it gets you a lot of things you don't necessarily need.
     
    So, that's how I see it:
     

     
    "All" would be the forage system we've right now.
     
    4 - Learning crafts in skill books
     
    Okay so that's certainly not an idea you'll agree with but I'm gonna try anyway. I don't know about you but according to me it's stupid to not learn how to craft the most basic traps by reading the first skill book about trapping. What do you learn in a book about trapping of 220 pages if you don't even learn how to make the most basic trap?
     
    I understand it would make the end-game faster to acquire recipes in skill books instead of searching for recipe magazines but at least give us the craft of the most basic trap in the first skill book, it's not like it's gonna break the game if you can trap some birds, and you'll still need to find the first skill book about trapping and it's not always easy to find it. 
     
    We can extend the idea to others crafts and other skills, imagine you're a trapping master and you don't even know how to make all traps, it doesn't make sense. Before you say it would be too easy, I can assure you that getting to lvl 9 in trapping is not easy and you should deserve to know some crafting recipes.
     
     
    Thank you for reading this long post if you had the energy to do it
  23. Like
    hrot got a reaction from Wveth in Sandbox option: more realistic zombie/human ecosystem   
    I like Project Zomboid but in general zombie spawning/movements around the map etc is something
    that i strongly dislike not because of difficulty but it's more immersion thing for me.
     
    So i thought it would be nice to have sandbox option to make some kind of zombie ecosystem with strict number of zombies at the start of the game with their locations (randomized locations but with some reasoning of course).
    Then as game progresses new zombies would only spawn at the edges of map but with logical reasons like it would be in "real life" scenario.
    So at the start there are zombies in map already and then over time game try to simulate migrations of zombies from other regions (so zombies spawn at the edges of map).
     
    Possible logic of this migrations could be taken from books that creators of game are inspired by.
     
     
    Some possible general rules of spawning zombies at edges of map:
     
    -Zombies will prefer easy paths without many obstacles so they would prefer roads over going through forest.
    So higher chance of spawning on edges of map with roads than edges with forest.
     
    -Zombies from other more populated regions would travel to less populated regions over time.
     
    Example of this: Zombies in Indianapolis, Cincinnati, Lexington would eventually move out of city to less populated regions like Muldraugh and West Point.
    In larger scale zombies in Northeast Megalopolis would migrate more and more inside of country going eventually to regions playable in game.
     
    -Over time numbers of zombies coming from those more populated areas would increase.
    At start of the game not many zombies would spawn, only single zombies that would be on big roads.
    After some time when most people in higher populated regions got overrun by too many zombies, zombies would spawn moreand in more organized groups.
     
    -If zombies don't have anything to get attracted to something on map they would just travel from one edge of map to other in search of human activity.
    Example:
    Very big herd of zombies going through one side of map to other through centre of cities in map destroying any npcs and players if they create enough noise to be detected but if player have base in deep forest they would just ignore him completly and they would just leave map after their rampage.
     
    -Wanderer type of zombies spawning at pretty much random edges staying on map for much logner time than herds going from 1 side of map to other and then exiting map but still with possiblity of exiting map after after long time.
     
    Other changes would include no magnet for zombies that player have now, so no magic spawning of zombies around the player to keep him in check.
    Zombie behaviour would be same with npc activity and player activity.
    That means no "director" in game to keep things interesting and constantly try to screw over player.
    Events (like flying helicopters etc) happening in game would be just randomized and not targeting player over and over again.
     
    It could be split into various options like:
    - disable "director"
    -enable realistic spawning of zombies
    - others?
     
    Yes it would probably make game easier in some ways (It's not by any means just telling you to add option "easy mode" because that's already in sandbox options) but immersion would be overall much better and some players (like me) would greatly appreciate this option to play the game in  the way they want.
     
     
    Feel free to discuss and give me some reasonable critique if needed.
    I would really appreciate it.
     
    Much love to all people working on game
     
     
     
  24. Like
    hrot reacted to Fuji in General Creativity   
    Copious amounts of Vanilla Coke were sacrificed in the process
  25. Like
    hrot reacted to Fuji in General Creativity   
    Rawr.

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