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BayCon

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  1. Like
    BayCon reacted to cool daddy shark in DrivPZr   
    We need candles bad. Id like to light my remote cabin with candles at night when the power goes out. I use the wood oven for lighting but thats pretty wood intensive.
  2. Like
    BayCon got a reaction from Svarog in DrivPZr   
    I don't see how this relates very much to darkness in the game other than your mention of a campfire. I make my bases in various different places, not just in the city, but I always make sure there's a decent amount of zombies in the area, sometimes even a lot just to challenge myself (which is when I choose the city). I get too bored if there are no zombies around, because it basically just turns into Sims or a farming simulator.
  3. Like
    BayCon reacted to hunger john in Released: Vehicle Tech Test build   
    I assumed it was just supposed to be on constantly once enabled through properties, thanks
  4. Like
    BayCon got a reaction from dnk3912 in Released: Vehicle Tech Test build   
    Most of the bugs I can deal with, but...
     
    1. the messed up loot spawning (loot appearing in inappropriate locations and not appearing in the appropriate locations) makes supply runs not worth the effort.
     
    2. Interior doors being locked, and cannot be unlocked from either side.
  5. Like
    BayCon reacted to GHawkins in Released: Vehicle Tech Test build   
    That may be intentional and not a bug.
     
    When that police car is driving behind you, and you look in your rear view mirror, the text will tead POLICE, because it is now mirrored. Some countries or departments use it.
     
    I'd paste an image of an ambulance that has it but I am on my phone. Just google "ambulance front" and you'll see.
  6. Like
    BayCon reacted to alicia_praesepe in Released: Vehicle Tech Test build   
    I found a bug.
    "POLICE" is inside out."
  7. Like
    BayCon reacted to Brex in Released: Vehicle Tech Test build   
    So here's a little glitch that happened: I was driving a van up the highway and tried to turn, but the van flipped and ended up on its back, skidding to a stop next to a chain-link fence outside the auto mechanic shop (ironic?). And that's when I became trapped. For some reason, the upside-down van had an invisible barrier around it, so when I got out of the van I could move around a little, but couldn't escape. The crash obviously attracted zombies, who swarmed me. But for some reason, while they were able to reach me and attack me, they couldn't do any significant damage to me. They managed to injure me but didn't scratch or bite or do anything permanent/long-lasting to me, and I managed to kill them with ease. I honestly should have been torn apart, but I don't know why I wasn't. I only managed to escape the invisible box around the upside-down van by sprinting north, which somehow broke me free of the van. 
     
    Here's a screenshot for reference:
     
     

  8. Like
    BayCon reacted to Lexx2k in Released: Vehicle Tech Test build   
    Game runs a lot better now. Still tiny bits of stuttering here and there (apparently whenever a lot has to load), other than that a huge improvement to how it was before.
     
    Also seems grass isn't overlapping the cars anymore. At least in places I've been able to test it.
     
    PS: Would be fancy if car lights would change their texture when light is active. Either texture flip or some glow layer that gets activated when light is on. Right now it looks awful flat.
    /Edit: Something like this...

  9. Like
    BayCon reacted to Svarog in Released: Vehicle Tech Test build   
    Trying to transfer items from my inventory to passenger seat by dragging has resulted in my character completely locking up, I could "walk" but couldn't do anything, no interactions, no messing with inventory, he was stuck in the walking animation.

    That happened to me completely randomly twice. Anyone else had something like this happen?
  10. Like
    BayCon reacted to Batsphinx in Released: Vehicle Tech Test build   
  11. Like
    BayCon reacted to Zorak in Released: Vehicle Tech Test build   
    Its not a bug, its a feature

  12. Like
    BayCon reacted to Soul Filcher in Released: Vehicle Tech Test build   
    Hell yeah, Carmageddomboid. "Bonus for artistic expression"
  13. Like
    BayCon reacted to Joosy69 in Released: Vehicle Tech Test build   
    I think it would be great to hold down E while driving, and watching your body tumble down the road while the car careens onwards.  This would be a great tactic, assuming you survive the bodily damages.  You could do things like sending the car off into a pile of zombies, then after your body stops rolling you hit your remote to trigger the bomb that you planted onboard the car, and take out like 50 zombies.  And you got some scratches on you, but you can still run away.  
     
    That would be awesome.
  14. Like
    BayCon got a reaction from Rekkie in DrivPZr   
    What makes you say it's "more frustrating than challenging"? Even as an experienced player, I personally get a little anxious at night when I hear a bunch of zombies banging on my barricades after the power goes out. When I start to feel confident, cocky even, The darkness after the power goes out puts me in check.
  15. Like
    BayCon got a reaction from Margera in DrivPZr   
    What makes you say it's "more frustrating than challenging"? Even as an experienced player, I personally get a little anxious at night when I hear a bunch of zombies banging on my barricades after the power goes out. When I start to feel confident, cocky even, The darkness after the power goes out puts me in check.
  16. Like
    BayCon reacted to Svarog in DrivPZr   
    I think if zombies are to be attracted to lights, that should only be a thing after the power goes out, then light shining inside would really stick out like a sore thumb while with the power being on they would probably see it as nothing very special since there is some light on at night in every other house.

    If that would not be the case then zombies would demolish every single house on night one.
  17. Like
    BayCon reacted to Zorak in DrivPZr   
    @RobertJohnson
    How about instead of more rare items make quality level for items that we have in game ?
    Like: dull axe, sharp axe etc. The difference between them is damage, durability etc. Nothing big but you can see diference between worst possible item quality and finest one.
     
     
  18. Like
    BayCon reacted to Brex in DrivPZr   
    Hmmm, undead zombies with multiple speeds that are more active at night...that sounds a lot like "The Last Stand", and that's not a bad thing at all. 
  19. Like
    BayCon reacted to RobertJohnson in DrivPZr   
    It's done, you have a new sandbox option to add as many free traits points as you want
  20. Like
    BayCon got a reaction from DresdenBBQ in DrivPZr   
    Wohoo!!! Thanks for responding to our suggestions! I think if you could find a way to allow us to have seperate settings for day and night, we could accomplish exactly what you said in the Mondoid, but with even more detail! For example, zombies are inactive during the day, weak, and short-sighted. But, for whatever reason, at night, they are sprinters with eagle-eye vision and pinpoint hearing. It would allow us players to create our own lore. That would be so cool. ^.^ Then, suddenly, Zomboid becomes like Darkwood, my favorite horror game ever. Here's a screenshot of the game during the day, and one during the night.
     
    I wish I had taken better/more screenshots of Darkwood so I could explain this better, but here they are:
     
    Darkwood during the day (note, I was looking at the ground, but when your character is facing forward, everything is as bright as the little area in the circle around my character):
     

     
    Darkwood at night (note, you can only see what little light is provided by the lights connected to the generator if you choose to start it. Starting the generator in-game uses a priceless in-game item, gas, and it is unknown whether keeping it on attracts the horrors of the night or repels them, so it's a gamble):
     

     
    If you choose not to have any light, NOTHING outside of your character's immediate radius is visible. Period. It's completely black like the right side of the screen, but they've added some neat fog and smoke effects to give the darkness even more of a solid feel. I'm not expecting smoke effects or anything, I just want everyone to know what I was basing my opinion on when I wrote my last post about pitch black darkness.
     
    By the way, almost anyone who likes Zomboid would like this game. It's terrifying, has permadeath as an option, procedurally generated world, good story (so far).
     
    EDIT: Happy 400th post for me!
  21. Like
    BayCon got a reaction from Svarog in DrivPZr   
    This comment pointed out to me the lack of sounds outside at night. I live in the country (not too unlike Muld & WP, Ky) and on a loud night, there are almost a deafeningly large amount of crickets. Sometimes you can hear a giant frog that grows in our back pond every year croaking loudly, and on quieter nights, you can hear owls singing a song they only sing in my area. If I could program, a sound overhaul would be the first mod I would make. It would probably just start with night sounds though.
  22. Like
    BayCon got a reaction from Rekkie in DrivPZr   
    This comment pointed out to me the lack of sounds outside at night. I live in the country (not too unlike Muld & WP, Ky) and on a loud night, there are almost a deafeningly large amount of crickets. Sometimes you can hear a giant frog that grows in our back pond every year croaking loudly, and on quieter nights, you can hear owls singing a song they only sing in my area. If I could program, a sound overhaul would be the first mod I would make. It would probably just start with night sounds though.
  23. Like
    BayCon got a reaction from Margera in DrivPZr   
    This comment pointed out to me the lack of sounds outside at night. I live in the country (not too unlike Muld & WP, Ky) and on a loud night, there are almost a deafeningly large amount of crickets. Sometimes you can hear a giant frog that grows in our back pond every year croaking loudly, and on quieter nights, you can hear owls singing a song they only sing in my area. If I could program, a sound overhaul would be the first mod I would make. It would probably just start with night sounds though.
  24. Like
    BayCon reacted to Rekkie in DrivPZr   
    The atmosphere of darkness, an aspect of the unknown strikes fear into the mind of the player. Pitch black nights, creating the right conditions for zombies to investigate any unusual lights. Even more so for any lights which a player has touched. Maybe that street light they ignore because they've seen it before, but the light left on upstairs is new... must go have a look... maybe there's some brains to nibble on, a midnight snack perhaps?
     
    A new mid-game random event: "Night of the living dead". In the dead of night, fog settles in, the sky grows exceedingly dark, the frogs and crickets go dead silent, distant moans of unrest, it sounds like there is a larger gathering of zeds outside than normal. It's a good thing you barricaded down stairs and made a sheet rope. Only problem is, if you try to run, how will you see? You have a torch? But the fog is so thick and you can hardly see your feet, even with the torch. Maybe you're thinking that you should have slept the night away? Not tonight! Try as you may, but the banging noises wake you up. Should you risk going downstairs to get your shotgun? Or try to be quiet and hold out upstairs until first light? The only problem is, they remembered that light, and want to be in the very room you're in... If only you hadn't stayed up so late, the light would have been off... maybe you should have built more walls... one simple mistake turns into a movie like experience *yells at the screen 'don't just stand there and get eaten, run you fool, run!'*
  25. Like
    BayCon got a reaction from Rekkie in DrivPZr   
    Wohoo!!! Thanks for responding to our suggestions! I think if you could find a way to allow us to have seperate settings for day and night, we could accomplish exactly what you said in the Mondoid, but with even more detail! For example, zombies are inactive during the day, weak, and short-sighted. But, for whatever reason, at night, they are sprinters with eagle-eye vision and pinpoint hearing. It would allow us players to create our own lore. That would be so cool. ^.^ Then, suddenly, Zomboid becomes like Darkwood, my favorite horror game ever. Here's a screenshot of the game during the day, and one during the night.
     
    I wish I had taken better/more screenshots of Darkwood so I could explain this better, but here they are:
     
    Darkwood during the day (note, I was looking at the ground, but when your character is facing forward, everything is as bright as the little area in the circle around my character):
     

     
    Darkwood at night (note, you can only see what little light is provided by the lights connected to the generator if you choose to start it. Starting the generator in-game uses a priceless in-game item, gas, and it is unknown whether keeping it on attracts the horrors of the night or repels them, so it's a gamble):
     

     
    If you choose not to have any light, NOTHING outside of your character's immediate radius is visible. Period. It's completely black like the right side of the screen, but they've added some neat fog and smoke effects to give the darkness even more of a solid feel. I'm not expecting smoke effects or anything, I just want everyone to know what I was basing my opinion on when I wrote my last post about pitch black darkness.
     
    By the way, almost anyone who likes Zomboid would like this game. It's terrifying, has permadeath as an option, procedurally generated world, good story (so far).
     
    EDIT: Happy 400th post for me!
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