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BayCon

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  1. Like
    BayCon got a reaction from trombonaught in Latest Mondoid on "tripping"   
    I think this is a great mechanic, particularly for those of us who find the game too easy, and you said it yourself, just avoid the clumsy trait... Anyway, I like the idea because have you ever broken out running in terror or excitement faster than you've ever run before? I have, and the scars on my knees can tell you better than anything that running out of nowhere past your speed limit coupled with emotion does sometimes result in a massive trip and fall or tumble. Or maybe I'm just clumsy irl (although I haven't tripped for awhile now), which I think would give me reason to talk about this if I am clumsy.
     
    Breaking immersion? Come on.. it's perfect! I would like to see more things happen when your character is panicked because as of right now all that happens is that your character swings his gun around at everything BUT anything that is A FOOT AWAY from you and somehow turns an axe or a spiked baseball bat into a plastic knife or spoon. Tell me how that doesn't break immersion, using any guys in this game is not worth it anymore because you can rarely hit anything which counts it out for using against hordes. It's especially bad with the shotgun when panicked. JUST BECAUSE I'M SCARED DOESN'T MEAN MY SHOTGUN DOES LESS DAMAGE DAEFF??! you can't even kill anything with a shotgun when injured or scared... trust me. Anyway, back on topic. I think there are many options as to how panic can affect your character. I think anger should have a similar "take away control" effect when NPC's are added. Like if an NPC pisses you off beyond comprehension you do what some of us do irl which is lose complete control of your body and your brain and instincts just drive you, doing random stuff, good or bad (stole the idea from Hardtime: Prison Sim, don't judge).
  2. Like
    BayCon reacted to Burleon in Advanced Zedonometry   
    I understood as much as a zombie would from this post.
     
    All jokes aside this goes to show what a good and smart team this game has and what type of effort it takes for things to get done.
  3. Spiffo
    BayCon reacted to nasKo in Advanced Zedonometry   
    Happy Thursday all. First things first:
    PROJECT ZOMBOID 40% OFF, NOW AND ALL WEEKEND. TELL YOUR FRIENDS. ALL YOUR FRIENDS. Etc. Etc.
    (Sorry about all this.) 
    So anyway, it’s been a week of fixing stuff on the animations build generally this week – and usually we’d be doing a ‘sorry, dull blog today’ blog.
    HOWEVER some of you might find the deeper elements of the animations system interesting, and we’re also secretly hoping that a fair few of you will be interested in digging into the dev/modding tool yourselves once AnimZed is released alongside Build 41.
    Sooooo… Zac has kindly written something up for us that’s a bit more technical than we usually talk about – but thankfully RJ has also provided a quick vid of something fun he’s implementing before we get into the nitty-gritty.
     
    LIMPIN’
    What you can see in the vid below is our first pass on the various animations that can impact on your walking and running – all of which will get some balance love before any test release.
    First off the video you see a scratch cause a light limp – and a limping run. Burns will also have the same impact, alongside cuts – a new injury type that’s somewhere between our existing scratch and deep wound.
    After this: a deep wound that triggers heavy walk limps. You can still try to run, but it’ll be slow – on a par with the walk speed with a light limp. Finally in the vid: a fracture. This is currently a heavy limp, but it will forbid a run. This will also be the case if you have glass shards, bad burns or a leg bite.
    Okay, with that all explained: here comes the science.
    Over to you Zac.
    THE ANIM PROBLEM
    The Animation system needed a big quality pass. Plagued by dozens of tiny issues with snaps and odd transitions, the system was functional – but a rough diamond in need of refinement.
     
    THE ANIM OVERVIEW
    So, basically, the Animation system is divided into three layers: the AnimState, AnimNode and AnimTracks.
    The AnimState handles the big picture: what the character is currently doing. For example, the character is standing idle, walking, sneaking, and so on. The character can only ever be in any one state at a time.
    Next layer down is the AnimNode. These handle the middle-detail of what the character is up to, like walking while holding a crowbar, sneaking while walking sideways, etc. The state determines what nodes should be active, and assigns a weight to each. As nodes come and go, their weights are faded in and out.
    Finally, the bottom-most layer is the AnimTracks. These are the fine-grained animations that get mixed and applied to the character’s bones. Tracks are also weighted and transitioned, similar to nodes.
    One of the common issues we had was visible snapping between nodes. For example, when a character goes from strafing to sprinting, while holding a 2-handed weapon, the weapon would go from being nearly vertical to suddenly snapping to being horizontal, in under 3 frames.
    THE FIX
    The first step was to refactor the code itself. From the ground up, the code was tidied and tightened up to be cleaner and more efficient.
    Next, it was a matter of finding out exactly what the weightings were at the time the issues were occurring.
    There was no easy way to make the game stop and show us the data. There was no crash, no exception, no stackdump.
    So, a recorder was written up to take the values of weights and times, and dump them out to the console in a comma-separated format. Next, it was a simple matter of putting it into a spreadsheet, and having a close look at the various curves.
    It was immediately apparent that the curves were not smooth. The blending algorithm needed some work.
    So, we needed to use math(s).
    THE MATH(S)
    A set of quadratic tweening functions were written up, called EaseOut, EaseIn, and EaseOutIn. A square-root function was also written, but turned out to be too CPU-intensive for what it was intended.
    The AnimNode weight transitions were upgraded with these easing functions, and pretty soon we had some nice and smooth transitions between nodes.
    The AnimTracks got the same treatment, and transitions between tracks became much smoother as well. The number of snapping issues greatly decreased, and much joy was had. However, a few issues continued to stubbornly evade us.
    Deciding to focus on one issue at a time, we chose the crowbar strafe->run transition. A video was taken, alongside the recorded weight data for states, nodes, and tracks. The individual frames were then painstakingly arranged alongside the generated curves, and then closely examined.
    Once the track weight curves were stacked and normalized, a problem became visible. There was a rogue Idle animation sneaking into the mix. Its weight would reach barely 40% before it disappeared, over a period of just 10 frames. This made us intrigued, but also sad and weary.
    THE SOLUTION
    With this clue, the field of possibilities was greatly narrowed. The cause was soon found. As the strafe node was transitioning out, it was still processing its blend-field. Even though the character was now in the sprint state, its strafe state was still active, and it thought that the character was standing still.
    So, in its few last dying frames, the strafe state would blend in the Idle animation, just before snapping it off again.
    With the root cause discovered, the solution was simple. Stop any transitioning-out nodes from applying their blend-field. The fix was made, and the last remaining snapping issues were conquered. HOORAY!

      LESSON LEARNED
    There were a few lessons learned. Firstly, Math(s) is great – even when we got down to brass tacks and went old school on this issue.
    The second was how helpful it was to observe, reproduce, and document every known issue in a visible list. Then performing a ground-up service and tune-up, systematically fixing each issue one at a time.
    Finally, that it is important to have visibility on the internal workings of the system. Instead of relying on stop-start debugging, we need a mechanism for recording all state data as it changes over time, and present it in a human-readable format.
    Thing was, the spreadsheet and curves were incredibly useful, but were slow and cumbersome to use.
    So! We are now building a fully-fledged recording viewer as a part and parcel of the AnimZed dev and modding tool. Huzzah!
    We’re sorry this has been such a technical Thursdoid, easily the most involved one we’ve ever done, but in amongst all the cool vids we’ve been showing in past weeks we wanted to spotlight some of the work that’s been happening that’s not quite as sexy. (Well, not mainstream sexy anyway.)
    We also know that there are some among you who really dig this sort of thing – but apologise whole-heartedly if you’re not. We’ll be a lot less clever-clever next week, and that’s a promise/inevitability. 
    This week’s winter that’s coming from eHxAtoMiic. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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! Our Discord is open for chat and hijinks too!
  4. Like
    BayCon reacted to JAK in Older versions...   
    Man, wish somehow the Devs could make a couple of these popular versions on Steam as a 'Beta'. 
    Or even modify some of these old desura files to make it work.
     
    The seven seas are scarier than zombies at this point. 
  5. Like
    BayCon reacted to RobertJohnson in Cussoid   
    Hey, thanks a lot guys!
     
    Doing ok now, this happend 2 weeks ago, didn't wanted to talk much about it, but mondoid mention with bit of his drawing will make my parentss proud
     
    Don't worry though, i'm full back on coding since 1 week now
     
    Really appreciate the thoughts, thanks again!
  6. Like
    BayCon got a reaction from FireOnAsphalt in Cussoid   
    I don't comment very much on Mondoids anymore, but I read about RJ's brother on the Zomboid website and hopped over to the forums to send my condolences...
    I have a brother, and I know what it's like to have the strange brand of love that brothers have, so it's not hard for me to imagine what you're going through right now having to let him go, RJ. I'm terribly sorry to hear about his death. Hopefully TIS is alright with you taking as much time to mourn as you need.
     
    His drawings are spectacular... I glanced at the attached picture and before I read that it was his artwork I thought it was a close-up photograph of a real man. He had some serious talent. Hopefully it's not inappropriate for me to say that. Anyway, I hope you're having some time off man.. Peace.
  7. Like
    BayCon got a reaction from Batsphinx in Cussoid   
    I don't comment very much on Mondoids anymore, but I read about RJ's brother on the Zomboid website and hopped over to the forums to send my condolences...
    I have a brother, and I know what it's like to have the strange brand of love that brothers have, so it's not hard for me to imagine what you're going through right now having to let him go, RJ. I'm terribly sorry to hear about his death. Hopefully TIS is alright with you taking as much time to mourn as you need.
     
    His drawings are spectacular... I glanced at the attached picture and before I read that it was his artwork I thought it was a close-up photograph of a real man. He had some serious talent. Hopefully it's not inappropriate for me to say that. Anyway, I hope you're having some time off man.. Peace.
  8. Like
    BayCon got a reaction from Patrick H in Cussoid   
    I don't comment very much on Mondoids anymore, but I read about RJ's brother on the Zomboid website and hopped over to the forums to send my condolences...
    I have a brother, and I know what it's like to have the strange brand of love that brothers have, so it's not hard for me to imagine what you're going through right now having to let him go, RJ. I'm terribly sorry to hear about his death. Hopefully TIS is alright with you taking as much time to mourn as you need.
     
    His drawings are spectacular... I glanced at the attached picture and before I read that it was his artwork I thought it was a close-up photograph of a real man. He had some serious talent. Hopefully it's not inappropriate for me to say that. Anyway, I hope you're having some time off man.. Peace.
  9. Like
    BayCon reacted to FireOnAsphalt in Cussoid   
    I am deeply sorry to hear of your loss RJ; I have a brother myself and I cannot imagine losing him, so I can only fathom what you're going through. Stay strong! This game and the community it has created is a testament to the love people have for your efforts! Now I'm thinking how awesome it would be to have in-game posters with your brother's amazing artwork to bring home and display... 
     
    On an unrelated topic, right on Svarog! Community Member of the Month award goes to you! 
  10. Like
    BayCon reacted to nasKo in Cussoid   
    Hello, here’s the zed latest from in/around the Knox Event.
     
    VEHICLES
    The general plan with vehicles is for Yuri to continue fixing up bugs/issues in SP and MP, work on gamepad support for them (and simultaneously other areas of the game that need gamepad attention) and then create an ‘experimental vehicles’ toggle on the difficulty setting menu so the current vehicles branch is ready to become a Build 39 IWBUMS beta as soon as Build 38 releases to the public. Once all this in place then Yuri can again turn to look at optimization when it comes to vehicles turning impacting on FPS etc.
     
    Last week Yuri released a build that made engines feel more natural – both in terms of keeping them revving once the player leaves the car (perhaps making them useful as a distraction), and creating more of an ‘acceleration curve’ that will allow us to put in simulated gear changes. It also had a speedometer and engine gauge to help things out.
     
    We’re also currently working on the sound of vehicles and (while not perfect currently – this is slightly ‘angry racing lawnmower’) in this video you can hear the aforementioned gear shifts pretty well.
     
    Yuri has also fiddled with stuff like increasing the chances of cars turning zeds into crawlers and made sure that players can only ‘shove’ at zombies if car windows are open. We’ll be releasing a new build tomorrow that addresses other issues like burnt out cars sometimes using a random texture. Our thanks to all our community testers, and especially to the efforts of Svarog, whose efforts have been greatly appreciated during this time.
     
    38 IWBUMS
    We’ve got a 38.6 IWBUMS running backstage that’s letting us guide ChrisW’s fixes for the new ‘see the rooftops’ engine tweaks when it comes to player-built constructions. He’s working on this right now, so it’s likely that we’ll have another 38.7 release internally before returning to the public channel. In the mean-time he’s also fixed a few annoying legacy bugs like hovering blood splats visible when you’re on a lower floor.
     
    From this point RJ will be looking at bug tracker clearance and improvements to what’s already in the build rather than add new stuff, so as to get it all out of the door and experimental vehicles bumped into IWBUMS.
     
    OTHER STUFF
    As mentioned last week Mark R’s work (the Technical Director chap who rode into TIS town to help with the animations and is delivering a lot more besides) is currently being merged into the existing build. This means that dudes like this are an important step (of a multitude of assured steps, we know) closer to testing.
     

     
    Finally, just a brief mention that as of the next IWBUMS we’ll be updating the credits to let people know that Project Zomboid is now dedicated to the memory of Romuald Dron – RJ’s brother – who sadly passed away in recent weeks. Our thoughts are with RJ’s family and friends at this time. RJ has also asked if we could share a little bit of his brother’s awesome artwork in today’s blog, so here you go:
     

     
    Today’s featured image from Buttrix. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless Mondoids for info. 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! Our Discord is open for chat and hijinks too. The CBOIT likes to spread the zombie love – so if you like games like ours then the plans for Dead Matter might be right up your street as well. Its Kickstarter lives here!
  11. Like
    BayCon reacted to Jack Bower in Hazmatters   
    So, I know we don't want to rustle that bee's nest. But do we have any word on anything animation related being released to IWBUMS? 

    Player populations have really been struggling lately and I'd love to see animations hopefully spike them back into activity. 
  12. Like
    BayCon reacted to Magic Mark in Hazmatters   
    Sounds great, but you should still really consider making the new camera view a toggle considering the growing concern behind not being able to see behind tall buildings. It's not just about survivors or zeds, it's about simply being able to see where you are going before you get behind the building as that could be a life and death altering scenario where a definite flaw with the system could easily get you killed.
  13. Like
    BayCon reacted to Svarog in Hazmatters   
    Sims style toggle floor/wall visibility system would sure be nice.
  14. Like
    BayCon reacted to Magic Mark in Released: Vehicle Tech Test build   
    What you are talking about is Cruise Control, a feature a lot of vehicles have. The developers @Batsphinx could add a key for that and hit two stones with one bird.
  15. Like
    BayCon reacted to Batsphinx in Wednesday 28th IWBUMS Server Megatest - Free PZ codes for participants   
    Just added to the IWBUMS public beta is an MP server option that Stas from General Arcade has been working on.
     
    This momentarily pauses all player activity when admins require server saving, instead of having it stretch out while players are out performing various in-game actions. Stas has also worked on shortening these save times – so this should all help lag, black boxes and the like. It’ll also need a stress test. So…
     
    This Wednesday 28th June at 7pm GMT (8pm BST, 9pm CEST, 2pm ET) we will be running a test IWBUMS server with this new function and anyone willing to jump on and play the game for an hour will get a free Project Zomboid code to give to a friend/enemy/close family relation.
     
    All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade.
     
    Everyone who is online one hour after the event start (so an exact moment around/about 9pm BST) will be given a free PZ Steam code upon PM-ing an organiser with:
     
    The Steam ID number they were playing with. An in-game screenshot of the player scoreboard with your Steam account / character name visible. (Press ESC -> Players)  
    No free codes will be handed out beyond this set time at/around 9pm BST.
     
    SERVER DETAILS:
     
    IWBUMS TEST
     
    Event Begins at 8PM (BST / GMT+1)

    IWBUMS 38.4
    IP: 167.114.157.39
    Port: 16261
     
    Password protected until 7PM (BST / GMT+1))
     

    Q. Who are the event organizers?
     
     
    Q. How do I get my Steam ID?
    Q. What should the screenshot look like?
    Q. How long will it take to get my key?

     
     
  16. Like
    BayCon reacted to Brex in More Defenses   
    Hey y'all. It's BIT (Brex Idea Time) again!
     
    One of my favorite places to fortify during the fall of Knox County is the Muldraugh Police Station, as I often RP as the last surviving police officer in Muldraugh and make it my mission to reclaim the police station and turn it into a functioning safehouse. Problem is, it's not the most defensible location. Lots of smashable windows in the front, and a waist-high fence around the perimeter of the station that does f**k all to keep out the zeds. 
     
    Now, usually, I just board up/sheet up the windows and proceed to either A) tear down the useless waist-high fence and replace them with walls, B) simply build the wall in front of or behind the fence, or C) just say "f**k the fence" and leave it as is, dealing with any zombies that enter the perimeter as they come. 
     
    As you can imagine, none of those options are particularly viable. Option A is time-consuming, Option B is awkward, and Option C is a death sentence. That got me thinking about how to improve and expand the available defenses that can be built and utilized to protect your safehouse, wherever it may be. So here are a few suggestions I came up with: 
     
    1) Plywood boards. As anyone who lives near a coastline in America can tell you, plywood is the cheapest and most readily available material to use in order to board up the windows of your home in the event of a hurricane. In-game, plywood boards would be an alternative form of barricading windows, slightly stronger than simple planks but much weaker than metal sheets. All you'd need is a hammer, nails, and a sheet of plywood (which could be scavenged from any warehouse or hardware store.) It would also solve one of my biggest peeves in-game: barricading over broken windows, because wooden planks (and sometimes even metal sheets) tend to "float" in the air when placed in certain types of broken windows, especially if the windows are cleared of glass. A plywood board covering up the hole would be a viable solution, covering up the hole in the window while also serving as a decent barricade. It could also work for certain doors too:
     

     
    2) Traps. While there are a few trap-like tools that experienced survivors can craft in the base game, they're not the best at keeping out zombies from your base. So instead of flame traps made of bottles of vodka or pipe bombs crafted from cans of hairspray, lets keep it simple. How about bear traps? A ditch filled with wooden spikes? Trip wires? A highly-skilled carpenter or engineer could go full-out Home Alone and create a whole host of booby traps to kill Zombie Harry and Zombie Marv. 
     
    3) More perimeter defenses. Like I mentioned above, the ridiculously short fence around the police station in Muldraugh is a bit of a peeve of mine. So instead of tearing it down or trying to build around it, why not include certain ways to improve perimeter defenses? How about some wooden spikes surrounding the perimeter? Piles of barbed wire in front of the fencing, a la Rainbow Six: Siege? Maybe with certain fences you can even build on top of the fence, such as adding wooden barricades or barbed wire to keep zombies from climbing over as seen here in my second favorite zombie game of all time, State of Decay: 
     

     
    Now I know that some players use crates and boxes as barricades to block zombies from climbing over waist-high fences, but that to me seems more like an exploit of the zombie's pathfinding AI rather than a legitimate strategy to keep enemies at bay. I mean, they're just f**king boxes. There should be an option to construct additional defenses on top of or around waist-high fences in order to keep zombies from climbing over without having to waste time and effort building an entire damn wall. 
     
    4) Junk walls. For that perfect post-apocalyptic look, just cobble together whatever scrap 'n crap you can carry and construct a shoddy makeshift wall that, while not particularly strong, serves as a cheap temporary barrier between you and the zombies until you can create your real walls. It can be made of practically anything: logs, metal sheets, planks, siding, plywood boards, scrap metal, you name it. One or two zombies against a junk wall isn't much of a problem, but be warned: a horde of those f*ckers will tear it down like it was made of tissue paper. It's only meant to serve as a temporary barrier until you gain the supplies to build actual walls. For a decent idea of what I'm talking about, take a look at the junk walls from the game Fallout 4: 
     

     
    5) Using furniture to barricade...properly. The addition of movable furniture to the game allowed for players to use everyday objects as measures of protecting their safehouse from the zombie hordes, as seen here by a player barricading the wide-open plaza of the Sunstar Motel:
     

     
    That's a good start and is definitely what most people would use to barricade their homes in the likely event that they don't have access to wooden planks, a hammer, and some nails. But it's still rudimentary; furniture and objects can only be moved from their original position to a new position. I think it should go a little further than that. How about overturning sofas and beds to block hallways and act as cover from gunfire? Bookcases and refrigerators that can be pushed in front of windows? Chairs that can be wedged into doors to keep them from opening? The possibilities are endless, but I recognize that this particular suggestion may not be entirely possible, given the nature of sprites and object manipulation within the game. It's not a huge deal, but the devs did say they want to implement the ability to use furniture as barricades...well, I'm just trying to expand on that idea a little.
     
    6) Concertina wire. Often mistaken for barbed wire, this can be used a form of fencing or other barricade, and is actually much harder to penetrate than barbed wire. Stick a ring of it on the walls and fences around your safehouse or set it up just outside your front step and watch any unfortunate bastard who wanders into it get caught and bleed like a stuck pig: 
     

     
    I believe the item "Razor Wire" is in the game, but it doesn't really have much use at the moment. Well, razor wire could be used to construct razor wire fences such as the one in the picture above, keeping out (or at the very least slowing down) and intruders. 
     
    7) Tire-stack fences and barricades. Players who have been experimenting with the recent vehicles test may have noticed that, for all the benefits of finally having a car in Project Zomboid, they don't really make for the best fortifications. Being physics-enabled objects, they can be hard to manipulate into proper positions and can experience glitches when used to seal off a doorway from the outside. Besides, good luck finding enough workable vehicles to build a proper perimeter out of. You can't even use the vehicle wrecks as there are no tow trucks in game. But you should be able to use something else: the tires. 
     
    We've seen dozens of eco-friendly aficionados do all sorts of crazy things with tires, but one of the most common uses for old tires outside of recycling is for holding back earth or water in retaining walls like these:
     

     
    Now, I don't know about you, but a ring of tire stacks filled with earth sounds like it would form a damn-near impenetrable barricade against both zombies AND gun-toting survivors. Hell, as seen in the photo, they may even be used as miniature growing plots! Instead of retaining water or earth, these tire walls would retain the undead. 
     
    8) Turrets. What's that? You found a Humvee on the highway with the Browning still attached? And it still has ammo? Well how about you relieve that vehicle of its precious cargo, set it up on top of some sandbags, and lay waste to any zombie hordes that step within a hundred-foot radius of your safehouse. But be warned, zombies are attracted to noise, and a .50 caliber machine gun is LOUD. 
     
    9) Noisemakers. Got a horde on your tail and don't want to lead them back to your safehouse? Getting royally f*cked by an unfortunate house alarm or by some d*ckhead flying overhead in an Apache? Well why not make some noise of your own? Set up anything from fireworks to remote-controlled explosives in specific areas, and trigger them in order to get the zombies off you. With proper planning, you could even control the movements of the horde and perpetually keep them away from your safehouse, barring any unfortunate circumstances beyond your control. Just be careful: noise carries in Knox County, and you may end up attracting a lot more danger than you intended if you're not careful.
     
    10) Body walls. Yeah, you read that right. Body walls. Piles of corpses stacked thirty feet high around your base. A scene straight out of 300 or Game of Thrones. You've slaughtered so many zombies and now their decaying corpses litter the ground around your safehouse. Now you could do the smart-but-boring thing of burning and burying the bodies, or you can do the dumb-but-awesome thing of literally stacking their bodies on top of each other to form a barricade around your safehouse. Not only is it a testament to your zombie-killing achievements, but it has one more practical purpose: masking your smell. Now this would NOT work like in The Walking Dead, where covering yourself in zombie guts or keeping de-jawed zeds on chains close to you would make the zombies think you're one of them and not attack you. The zombies of Project Zomboid operate on sight, hearing, AND smell, so if they see your ass or hear your f*cking around, they're gonna come after you. But having a wall of rotting corpses potentially robs the zombies of one of their keenest remaining senses, tricking them into thinking that the only thing in the area is smelly rotten death. And zombies can't eat smelly rotten death. Again, if they see or hear you, they'll be on you like white on rice on a sheet of paper in a snowstorm. But otherwise, they might just pass you by...provided you don't stink even worse than a literal pile of walking corpses.
     
    Well, there you have it. Ten ideas for improvements to base defense in PZ. Have you guys got any other ideas for stuff that can be implemented to assist in defense?   
  17. Like
    BayCon reacted to RingoD123 in So I want to start creating my own map   
    Here's a link to the official Map Modding Guide:
     
  18. Like
    BayCon reacted to Zorak in More Graves + Corpse Disposal Details   
    Sorry for duble post and a offtopic but I think that the main issue is healing / 1 st aid system. We need things like minor ilness. They wont kill us like bite but will keep our attention for things that devs wants to be important.
     
    Like: corpses - if we ignore them we can get some trublesome debuff for few days.
     
    Now we can:
    Ignore it and play with that debuff.
    Use some pills/meds to reduce it.
    Burn/avoid corpses to prevent it.
     
    Same with cooking, if we dont cook proper meal there is a risk of stomach pain etc for few days. We can stay at home for those 3-4 days.
    Use pills to reduce it to 1-2 days. Or just start cooking to prevent it.
  19. Like
    BayCon reacted to Zorak in More Graves + Corpse Disposal Details   
    I Think that the main point is always benefit vs harm. The only bad thing is
    hp lose, we can overcome that by simply eating a bit more for healing effect.
     
    Its the same way with cooking and 1st aid.
     
    If you want us to pay attention to those corpses you need to make sure that it will affect us long term. Perhapse not super deadly but things like reduced movement speed, carrying capacity etc will matter more than just some simply hp lose.
     
    Moodle system is great, make us of it. If we get some debuff for 2-3 days it will motivate us more than just simple damage.
  20. Like
    BayCon reacted to Brex in More Graves + Corpse Disposal Details   
    Wow, thank you. I just wanna support this game as much as I can. Heck if I knew anything about coding or graphic design I'd offer my services in that field. But for now I'm happy to provide ideas for the development team and the community. 
  21. Like
    BayCon reacted to Svarog in More Graves + Corpse Disposal Details   
    I was a bit grumpy last night . You're right anyway, it's a wip it'll get better I should have just thrown my suggestion and thoughts on the pile without the unnecessary comment.
     
    Edit. Yeah the grave in my pic is the in game grave tiles without the middle part. 
  22. Like
    BayCon reacted to Svarog in More Graves + Corpse Disposal Details   
    I'm sorry.
  23. Like
    BayCon reacted to Batsphinx in More Graves + Corpse Disposal Details   
    No biggie. Sorry, probably woke up a bit grumpy this morning.
     
    Grave size is something we can fix super-easy, as in your pic, Mash is away at the moment but when RJ gets a sec he can maybe do a cut-down placeholder.
  24. Like
    BayCon reacted to Batsphinx in More Graves + Corpse Disposal Details   
    First off, could we possibly avoid phrasing like this when we're dealing with something that's WIP? It's really quite dispiriting. 
     
    I agree that it needs work in various different areas, and most of what's discussed in this thread has been aired backstage too.
     
    I would say, however, that we are up against a few annoying factors too. For example, 'invisible walls' around graves to stop people walking over them would be us introducing a new zed/player barrier - and would be a 'Return of the Composters' exploit. This also complicates adding larger Grave Pits as, whereas we can just about get away with a grave sprite you can walk over, it would seem really weird to have a bigger hole that's walk-through as well.
  25. Like
    BayCon got a reaction from Brex in More Graves + Corpse Disposal Details   
    I think you consistently have some of the best ideas in this community.
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