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Blake81

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Posts posted by Blake81

  1. 3 hours ago, lemmy101 said:

    - Fixed parenting the player's inventory to a zombie after a knife gets stuck in the zombie's head.

     

    This was a bug!? I always thought that the knives getting stuck on the Zed heads was a rather interesting way of balancing the ol' one-hit-neck-stab kill method. I mean, it seemed reasonable that the knife could slip from your hands. Or did I misunderstood something?

  2. Just found a minor bug; neckties are one layer lower in clothing than they should be; they show- say, over a Long John, but not over a Formal Shirt (which is what most of the necktie-having zed wear). Not exactly game-breaking, but it seriously hinders any chances for a Shaun of the Dead cosplay :P

  3. 2 hours ago, Neutz said:

    However i cannot clear out the zombies in the area. I am literally watching them spawn in front of me out of thin air

     

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

  4. I can confirm this; it just happened to me. My first character died, so I made a new one, picked up all his stuff and went to base. Closed the game and reopened it, and POOF!! I was back to the beginning of my second character (there goes my military backpack :cry:), everything I did completely gone and my items lost

  5. For some reason, the Reloading skill bar is not gaining ANY XP POINTS AT ALL.

     

    I tried starting a game with XP bonus of 1000, and I have reloaded ALL guns and their clips (except the assault rifle; haven't found it yet) and haven't gained a single XP point in that skill branch.

  6. The problem with the car parts remain; those that show up with "Condition 10/10" instead of "Condition 100/100" will install with only 10% condition, and this happens even to those that were 100%.

     

    A moment ago I removed a tire that was 100% from another car to put it on mine, and when I put it back, it's condition had dropped to 10%.

  7. So far, all's been good. I've been just driving around in a van, gathering stuff and trying all the clothes. I've only encountered 3 bugs:

     

    1- Some car parts (tires, seats, suspension) have botched durability; they say 10/10 condition and when you install them, they only have 10% condition which is particularly troublesome on tires.

    2- Some minor clothing accessories (neckties, bowties, etc) show on the wrong layer; you can only see them if you're completely shirtless (which I won't deny is funny)

    3- The Reloading Skill doesn't seem to increase; so far I've been using a 9mm pistol, reloading its magazines like they did in the Streams, but the skill does not go up at all (not even one point) .

     

    I haven't gotten into base building yet, but so far that's it, and it's a damn good start (specially with how the combat keeps me on my toes)

  8. I'm really liking the decay process, even if it's still WIP. It, as usual, reminds be of SoD where Zeds also came in various decay states that ranged from "Was alive 5 mins ago" Fresh to "Been dead for almost a month" Rotten, and everything in between. What it didn't have, however, was said decay affecting how strong/weak the Zed was, and I'm starting to think of how could that be used for gameplay.

     

    For instance, let's say we stumble upon a barricaded house, filled with so many freshly-turned Zed that they'd prolly be quite hard to clean out. If we were to leave that place there and come back in a week of in-game time, would the fact all those Zed are much more decayed and hence, much weaker?

     

    Also, will this mean that, after some amount of time, corpses will turn into skeletons? 

  9. So, how are things shaping for tomorrow? Just hope the next Stream can test the cars around; I'm kinda curious if the slight size reduction has affected their handling.

  10. Was there any reason neither of the Streamers started/drove any cars? I saw DrunkOnLife loot a few, but never drive them. Are they still bugged somehow?

  11. Bit of a question regarding tomorrow's Stream. Just like previous ones, I imagine the streamer has been warned to avoid various known issues, yes? If that's the case, can we have at least some vague idea of what are we not seeing? I just wanna judge what I'm seeing while keeping that into account.

  12. On 9/30/2019 at 8:34 AM, Livio Persemprio said:

    eah but we're learning so much from the streams, and it's quite clear that the build isn't there yet. two weeks ago cars crashed the game and zeds wouldn't aggro properly. last stream we had zombies not biting often enough and the animation at double speed.

     

    Yeah, but besides the cars one (which was major) all the other bugs look like stuff that could be fixed on IWBUMS; it's not like we haven't had similar issues on those in the past...

  13. On 9/26/2019 at 5:14 AM, Axezombie said:

    Like spikes barricades, I know it has been suggested a thousand times but it becomes more necessary now, stop 4 zombies for example and if more come it breaks

    Bear traps, hard to find and craftable with metalwork to stop one zombie and of course reusable.

     

    Maybe the spikes could be used not just by themselves but as an "upgrade" to existing barricades- something you could add to say, a window or door barricade to kill the first 2-3 Zeds that thump it.

     

    Again, that wouldn't exactly make your base an indestructible tank, but it could help avoiding what I call the "Lone Wrecker"; a lone Zed thumping on a specific thing all the time, if you don't kill it, it'll eventually break thru, but even if you kill it, another will take its place. This would be more of a "quality of life" thing...

  14. Was just thinking now that, as a gameplay feature, it'd be great if we could tie ropes (sheet or otherwise) around certain solid objects (lamp post, tree, car fender, park bench, telephone cabin, even a chain link fence) at a low height to trip the Zed.

     

    Now, tripping won't kill them, but it'll DELAY them; force them to go thru the "get up" animation. Even a horde could be somewhat delayed by a well-placed tripwire, at least long enough for you to run away or finish boarding up those doors and windows. They could also trip other players, but only if they're running.

     

    Of course, just like all defenses, these tripwires would have a durability; they'd either come loose and fall or snap due to the pressure of many a Zed in that horde pushing. Sheet ropes would be weaker than actual ropes, but given their ubiquity, much easier to craft.

     

    I seriously think this could work...

  15. 15 hours ago, lemmy101 said:

    Yup thanks! We're really proud, only a year to rewrite huge portions of the game is way better than we anticipated, and yes we feel very close now.

    Don't supposed ya guys will be able to surprise us with an IWBUMS on such important day, would you? :P

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