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BayCon

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  1. Like
    BayCon reacted to Rekkie in DrivPZr   
    These are two things I'm mostly interested in as well. That and darker nights (hopefully with more lighting options down the road, although lights can be expensive to process if you have many of them). I attempted to make subterranean, but the main issues were zombie and tree spawning. I could dabble in the engine code and possibly mod something to fix these, but to be honest, I'd rather see them official.
     
     
    Dark night with lunar cycles, could spring for an event. Similar, but not like the Blood Moon.
     
    1. Ground and tree level fog on colder days/nights to compliment the darker nights feature (with the option to turn it on/off in gfx settings). A sprite based image which lingers, moves, fades, and covers tree tops. Night based fog could have a blue tint, and the day having white. Around the waters edge, or swampy areas too. Mapping wise, it could be zoned in much like foraging. This could help prevent it from entering houses, and if it does, it could be made to fade away. I respect that this is a fair bit more work than lowering lighting levels and may impact performance too much, but it's something which definitely adds to that 'spooky' factor, if it was to be added
  2. Like
    BayCon reacted to RobertJohnson in DrivPZr   
    Really? That can be done aye, I could add more difficult option for really hardcore players
     
    About night darkness, pitch black mean... Pitch black, tbh, without lampost outside, you just don't go outside without a torchlight, candle is the minimum but not really good light radius... During full moon you can barely see some things, but it's intended to be damn black
     
    About change how zombie act during day/night, that's a good suggestion, although will be quite hard to do.. I'll investigate if i can find a quick way to do it...
     
    And moon phase yup, it was buggin' i didn't even know, it's fixed now (in general, by doing all these sandbox options i fixed bunch of small things like this :D)
  3. Like
    BayCon reacted to Svarog in DrivPZr   
    This would be absolutely awesome to have.
  4. Like
    BayCon got a reaction from Svarog in DrivPZr   
    YES! This would be a great way to add more challenge for seasoned players like myself. I have a few requests for this.
     
    1. Maybe give us the option to have a separate configuration for zombies at day and night?
    2. When we hover over the slider controlling darkness at night, maybe render a frame of a character standing outside with a few world objects of different colors around them so we can see the effect of our settings without having to wait until night time in-game?
    3. Maybe have the minimum darkness be the current setting (because it's realistic, but you can still see). For the max darkness, I want it pitch black. Tar black. So black, that it feels like the darkness is a solid entity that can only be broken by light sources. Black hole black. So black, you can't see a single texture or object outside of a small radius in front of your character (about as big as you can see zombies behind you). This would make flashlights so useful and make the night so scary.. 
    4. Could you add a light attraction setting so that keeping lights on at night can be dangerous unless you have your curtains closed?
    5. As others have said, it would be nice to have some cool new options for light sources. I know flame barrels were mentioned and something else. It would be great to have those, as well as torches, flashlights with a smaller radius, the rare flood light, and a few other improvised items.
  5. Like
    BayCon reacted to Margera in DrivPZr   
    I just remember that such a problem with light was already at the game when a long time ago (maybe even now it's because I have not played for a long time and I'm waiting for the animation)
    I remember when I first got acquainted with the game, I constantly curtained fucking curtains, and in the end everything was in vain
  6. Like
    BayCon reacted to Margera in DrivPZr   
    That is, as a video of Nolanda, night zombies will be more active? Or just faster?
    It also looks good to adjust the duration of the night time.
     
    And yes, I agree with the author above, light should attract the attention of zombies, an open window with light should be like an alarm for a zombie. That's only in this case, zombies begin to climb into the house, even if there is no one there because of the light. I would have fixed it with the following condition - the zombie breaks the window if it sees in the house - the light and the human, or only the human (for example during the day)
    That is, a simple light attracts attention, light and a person makes a zombie poke into a barrier
    More mechanics, it's very cool!
  7. Like
    BayCon got a reaction from Margera in DrivPZr   
    YES! This would be a great way to add more challenge for seasoned players like myself. I have a few requests for this.
     
    1. Maybe give us the option to have a separate configuration for zombies at day and night?
    2. When we hover over the slider controlling darkness at night, maybe render a frame of a character standing outside with a few world objects of different colors around them so we can see the effect of our settings without having to wait until night time in-game?
    3. Maybe have the minimum darkness be the current setting (because it's realistic, but you can still see). For the max darkness, I want it pitch black. Tar black. So black, that it feels like the darkness is a solid entity that can only be broken by light sources. Black hole black. So black, you can't see a single texture or object outside of a small radius in front of your character (about as big as you can see zombies behind you). This would make flashlights so useful and make the night so scary.. 
    4. Could you add a light attraction setting so that keeping lights on at night can be dangerous unless you have your curtains closed?
    5. As others have said, it would be nice to have some cool new options for light sources. I know flame barrels were mentioned and something else. It would be great to have those, as well as torches, flashlights with a smaller radius, the rare flood light, and a few other improvised items.
  8. Like
    BayCon got a reaction from hunger john in DrivPZr   
    3. I've been out in the wilderness at night before too, and like you said, the only things that weren't black were the stars. 
     
    4. I think I heard somewhere that they already are, but it hasn't made a big enough difference in my gameplay for me to notice. I'm basically asking for it to have a more noticeable effect.
  9. Like
    BayCon reacted to DramaSetter in Small but Important Suggestions Thread   
    451. 
    If build 38 would be about interaction with dead bodies,what  'bout make new sprite for burned corpses?
    With different levels of "roasting",depending on how longer zombie was on fire
    ( And also make missing sprites for burned things )
     
     
  10. Like
    BayCon reacted to EnigmaGrey in More funding   
    A) Developers will do as developers do. There's no point trying to dismiss this thread just because you feel it's a waste of their time or trying to play "I'm the boss."

    B) I don't get what's hard to understand about this concept: Indie devs make a product;  people like that product and want to help support it financially, both to reward its creators and give them greater resources to make the game better.
     
    It's only stupid if you think the devs are just pocketing the money, don't need additional resources, or . . .  . whatever that starving artist crap about bankruptcy is. No one's begging here or asking you to personally try and "save" them.
     
    There'll be no  DLC for PZ. If PZ is sucessful, I'm  hopeful this'll be the first and last EA title they do, as well.
  11. Like
    BayCon reacted to EnigmaGrey in In My Garage   
    Considering we went 8 months without an update, one update while Romain deals with his new fatherhood stretching two months shouldn't be that big of a deal, as much as I'd love for some of the more problematic bugs to get hotfixes rather than wait on the IWBUMS -- after all, every day I have to address the concerns of people affected by these issues (hardcore reloading broken, splitscreen moodles overlapping .etc), when often there are fixes in IWBUMS. Yet it's not quite that simple as firing out those fixes when mixed with the new mapping/gui updates, is it?
     
    Not having one low-key Mondoid this iweek wouldn't change that, now would it? Repeating over and over "still working on rotations, fixing bugs, plugging any holes we missed, and actively trying not to get excited and show things off in case you attack me for it" wouldn't change that.
     
    Don't get why Kirrus brings out such a diva in  you, Hicks, but the stress it causes is not appreciated.
     
    Novelty wears off, then it becomes a slog of dealing with anger and betrayal when very obvious, clearly identified issues are left in. That's why we first do a round of internal testing, as is happening with the vehicles right now. e.g. there's a few critical lag issues that are being profiled and addressed right now that would hit everyone that played it.
     
    In many ways, I wish TIS would just push this stuff out there, but I also know it's me and the moderator team that'll deal with the results, if at least a certain degree of quality isn't ensured. A large number of EA buyers don't understand or won't accept this, even if it were hidden behind another branch.
  12. Like
    BayCon reacted to miked79 in You Survived 2016, You Have Killed 0 Zombies   
    Thats why my patience remain of iron!!
  13. Like
    BayCon reacted to xXxFANCYCAPYBARA36xXx in Released: Vehicle Tech Test build   
    WOOOOOOOOOOOOOOOOAH THERE 
    HOLD UP
    TIRE STACKS WOULD BE BADASS ADDITIONS TO BASEBUILDING!!!!!!!!!!!!!!!
  14. Like
    BayCon reacted to Batsphinx in Released: Vehicle Tech Test build   
    Has anyone taken any fun screenshots or vids with the new vehicle textures? Let me know if so as I could use some for the blog.
     
    Also, sounds like there should be a new build today that could help with some of the FPS degradation that people get.
  15. Like
    BayCon got a reaction from hunger john in How Will Vehicles Change Your Playstyle?   
    Get ready for an essay because I don't know how to express my thoughts in a concise manner lol.
     
    I tried for 15 minutes going at max speed to lose the zeds on my tail so my character could sleep. I was on the road in the middle of Muldraugh and WP, and was trying to get to the NE end of the map going all the way from Rosewood. I rounded corners, made sharp turns into open fields, waited until no more zombies were coming into view ahead of me and turned off the vehicle to try to hide, but escaping them was impossible. And since my framerate was getting lower and lower throughout the entire journey, it seemed like I was keeping the attention of most of the zombies I had on my tail.
     
    I understand you are closer to the developers than we are and this can be kind of personal, because I'm sure you've been there through their struggles and long nights and it can seem like we're attacking them or slinging feces on all of the hard work they've done on these things for the past few years, but I can assure you that's not where I'm coming from, and while I don't want to speak for Sly_Wolfy, I don't think that's where he's coming from either.
     
     
     
    There are two main points here.
     
    1. Cars aren't so loud in real life that they would attract the attention of everyone in a 3 - 5 block radius, EXCLUDING that rare jerk with the sports car who wants everyone to hear his engine, or someone who's speeding like crazy. They need balance. Perhaps cars with larger engines, or cars going at higher speeds would attract more zombies, but their current radius of attraction is too massive (and seems to be controlled by no other variable than whether the engine is on or not) for them to be useful.
     
    Perform this test. Step 1: Spawn some bags and drop them on the ground. Step 2: Fire 3 - 5 shotgun blasts in the middle of West Point. The area with the joined shops. The bleeding heart of West Point. Step 3: Try to grab some loot from at least 5 stores. Step 4: Try to fill the bags. There you go. You've simulated what it's like to try to use vehicles as a moving storage container. Except the difference is that the vehicles attract zombies like the helicopter event. I've tried leading zombies away after the helicopter event and it is extremely, extremely difficult. I would lead maybe 50 away, come back, and see they had already been replaced. The vehicles have a similar effect.
     
     
    2. The dip in performance that massive hordes cause will have negative effects on gameplay. Since PZ is not very graphically demanding, it has allowed players like me with normal computers to play it with decent or even good performance without having to compromise settings. Having hordes like that constantly following you is going to make the game annoying for some with mid-to-low range PC's, and unplayable for people with computers like mine.
     
    Oh, and using guns as actual weapons in this game is like taking out a loan for 10 thousand dollars every year to try and help pay off your debt lol. For every zombie you shoot, you have the potential to attract anywhere from 10 to 100 more. That's useful for drawing zombies away from the inner city to loot it, but as a weapon, it is impractical. I only have 250 hours. That's pretty small compared to some people in this community, so I admit that there's something I might not be seeing, but where I stand now, I would only ever use a gun as a noisemaker unless I'm running nolanritchie's suppressor mod. Even then, RNJesus is not friendly to early level gun users even if you take beta blockers and stand still for 1 - 2 seconds before each shot. It took a whole 15 round magazine to try to take out 3 zombies with a pistol. I was using the suppressor mod, but still.. The ol' trusty hunting knife/screwdriver/kitchen knife don't miss their 1-hit kill unless you do. I want to have mostly myself to blame for missing attacks.
     
    EDIT: Oh yeah, and after driving a car not even one block in the center of West Point, I was able to find a mostly deserted city when I drove away from the hordes I drew in. The only zombies remaining were the ones that could not reach me for one reason or another, but even they were trying. It's too much, man.
  16. Like
    BayCon reacted to Storm6436 in How Will Vehicles Change Your Playstyle?   
    Hah, usually I figure people roll their eyes and move on without thinking it over terribly much. 
     
     The main reason why I rattled off what I did was because I'd just finished a 300-level physics class on waves, which spent about a third of the class going over sound waves and the oddities of human perception of them.  I might have the false impression I'm at least partially informed on the topic, but it was pretty damn interesting and I tend to get carried away with things I think are interesting. 
     
     I do kinda look forward to finishing this physics degree, I just need to shake this test anxiety. 
  17. Like
    BayCon reacted to martingee in Released: Vehicle Tech Test build   
    When I initially designed the Police texture my thoughts were what you might find in rural Kentucky. Research threw up a myriad of designs, in part because of the different types of Police (state, county, metropolitan etc) but also the fragmented structure of Police forces in America.
     
    Once Louisville makes an appearance this design will be more applicable. That's not to say the current one will stay white, depending on what Mash thinks and wants to do, a colour change may happen if it jars with the rest.
     
    Also, for those raising concerns on wheel placement, they'll change. Some do clip the wheel arches at the moment as they're placed in code an not part of the car mesh export. It's on the task list, like shadows but performance, stability and functionality is priority atm.
  18. Like
    BayCon reacted to steiger in Released: Vehicle Tech Test build   
    I have used the corvette.  Interestingly, I didn't spin out as much as I expected to.  I think all the handling characteristics are identical at the moment (or based on vehicle weight)?  This can be differentiated in the future, I'm sure.
  19. Like
    BayCon got a reaction from DramaSetter in Released: Vehicle Tech Test build   
    Also, has anyone used the car that looks like a corvette yet? I have not even found one, unless you count the "destroyed" car models in pileups. I like that some cars are rarer than others, and I'm not arguing for their current rates to be changed, I just wanna see one in-game, because I haven't found one yet. 
     
    EDIT: Oh yeah, and Mash's textures for the cars look excellent! I enjoyed Martin's cars up close as well, but at farther zoom levels is when the appeal started to drop for me.
  20. Like
    BayCon got a reaction from Faalagorn in Released: Vehicle Tech Test build   
    An idle car is even quieter than one in motion. However, when a car successfully starts, some of them can be loud, so, fair enough. Other than the fact that they still aren't loud enough have the current radius of attraction they do, I won't try to maneuver my way out of that one. 
     
     
    NOTE: I just read this back, and to be honest, I seem like an arse. I just want everyone to know that I get passionate when debating and I don't mean any harm or insult anyone. I appreciate all the work Enigma has done to keep this community clean, and this is by no means a personal attack. We just disagree on one mechanic of a game, and I don't want anyone to think I see this as anything more than that. I repeat, I have nothing personal against Enigma. I actually like him, we just disagree on this. Cheers.
     
    See this is reasonable. When we debated a little bit in the another thread, your arguments amounted to "Stop whining and learn to adapt, they're fine as-is." You didn't seem to express the idea that there was any room for improvement. I might be mistaken, or I might have misinterpreted your messages, but I didn't get any sense that you wanted any changes. I disagree with the statement that "[It] is otherwise fine for Survival." I don't believe that, without even leaving the same block, or exceeding school zone speed, that I should have a Radius of Attraction of about 3 - 4 blocks. I will never change my opinion on that. Knowing TIS and their love for torturing the player, I know that the use and maintenance of vehicles was going to be a challenge, and I was looking forward to that. Hard-to-acquire parts needing to be replaced, the increasing rarity of fuel later in the game, and so on. What I had not anticipated, on the other hand, was the use of the cheapest form of challenge in any zombie game: the oh-so dreaded horde... Because I know TIS is more talented and crafty than that.
     
    I'd seen that talent when they started to punish me for thinking I could climb through a window I had just broken without getting glass stuck in my hand. 
    I'd appreciated that creativity when I was crippled with a ridiculously slow walking speed for 2 in-game weeks for accidentally jumping from a second-floor balcony.
    I had come to admire all of the ways that the player can screw themselves over when I started a fire in my house, was put on the run in the middle of the night, became tired, had hordes on my tail constantly (this was before I found out how to lead them away and lose them, or use what I call The Lasso Method - creating a line of zombies, and wrapping them around buildings or homes you won't find yourself entering any time soon.)
     
    It just felt cheap to use hordes as the greatest threat to the player's use of cars, when I know TIS is capable of doing so much more. Here are some examples of what I would do if I knew a lick about programming this game (though I may sound like it, I don't want to come off as a guy who thinks he knows more than the experts).
     
    - Worn or damaged tires from accelerating too quickly.
    - Terrible injuries from crashing (which I know are coming) such as anywhere from a few scratches, to multiple fractures, scratches, and deep wounds all over the body.
    - Wearing your engine or muffler from accelerating too abruptly.
    - Leaving a car's heater or headlights on will make you come back to an empty battery.
    - Excess damage to the sides of the car can cause doors to jam, including the trunk in the back.
    - [For after animation build] Crashing at a high enough speed can cause you to fly through the windshield if you haven't got a seatbelt on.
     
    These are just a few examples of making the cars more difficult to use in a much less contrived way than "Start that engine. I dare you. It's gonna look like Comic Con out here boi. Do it. I dare you."
     

     
    BUUUUUUT I know it's just a test build, so I'll just chill out on this until we get a final build.
  21. Like
    BayCon reacted to The White Wolf in Released: Vehicle Tech Test build   
    Well I also made one window with a sheet rope inside the house instead of the stairs, but yeah I know there's a risk that Z's tear those down
     
    Oh okay so it's not just me, I hope this will be corrected, it's kinda annoying ^^'
  22. Like
    BayCon reacted to Magic Mark in Released: Vehicle Tech Test build   
    What makes them no longer useful for attracting hordes? I can still do it just fine, and all things considered It should never have been "as intended" for how it attracted zed before. This is what a horn should be used for, and for logic sake should require slow speed.
     
    The scene in the walking dead where Merle drove a car slowly and blasted music to send a horde in the area of his former comrades comes to mind.
  23. Like
    BayCon reacted to Magic Mark in Released: Vehicle Tech Test build   
    Report:
     
    Really like the new textures. The wood panels on the station wagons. The fact that you still included a few variants without the wood is impressive (smart!) as well and I'm glad you guys ended up going with this.
     
    Found a few old-texture vans.

     
    There are still a few issues with the draw order of cars. Hopefully these help.
     

     

     
    This could also just be a RNG thing but the supermarket parking lot in Rosewood was barren of anything, no cars.
     
    I'm glad that you guys are listening to the feedback a lot and not just going into it with tunnel vision. Vehicles are going to great when the kinks get ironed out. I can't wait to use these on my server.
  24. Like
    BayCon reacted to cool daddy shark in Released: Vehicle Tech Test build   
    Would you guys consider adding in drunk and otherwise impaired driving? Drinking behind the wheel and not sleeping during those long loot hauls should have penalties. 
  25. Like
    BayCon reacted to Magic Mark in Released: Vehicle Tech Test build   
    *spits water out of mouth*
     
    YES! This would be an awesome way to add some penalties to the great elixir of wisdom.
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