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Blake81

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  1. Like
    Blake81 got a reaction from muscamole in Corpse piles   
    Hm, as far as I am aware, there IS something like this already in game, albeit on a small scale.
     
    Try piling up as many zeds as you can on a pile at least the size of a car and then try walking over it; you'll see your char struggling a lil' bit, as if in a forest. Then try driving a car at fast speed over it, touching it only with the wheels of one side and you'll see the car flip.
     
    I do agree, however, that they could use a bit more of a Z plane; piles are still too flat, and corpses sometimes feel like cardboard cutouts.
  2. Like
    Blake81 got a reaction from JonneKebab.com in Corpse piles   
    Hm, as far as I am aware, there IS something like this already in game, albeit on a small scale.
     
    Try piling up as many zeds as you can on a pile at least the size of a car and then try walking over it; you'll see your char struggling a lil' bit, as if in a forest. Then try driving a car at fast speed over it, touching it only with the wheels of one side and you'll see the car flip.
     
    I do agree, however, that they could use a bit more of a Z plane; piles are still too flat, and corpses sometimes feel like cardboard cutouts.
  3. Like
    Blake81 reacted to muscamole in Corpse piles   
    tl;dr Corpses should become corpse piles that have actual physical presence and depth
     
    Corpses become a major part of the environment, but they feel like an afterthought in the game. Don't get me wrong, there are a lot of good things about the corpse system that you don't see in a lot of games. Corpses don't just disappear. You get sick if you're around them, they act like speed bumps on the road, you hear flies buzzing around them. But even when you are surrounded by corpses, it never really feels like you're surrounded by corpses. A pile of 100 zombies is essentially the same as one zombie.
     
    The problem is that corpses don't actually take up any space, at least in the Z plane. I understand that it is probably very computationally expensive to give each corpse its own depth, but this isn't necessary to implement depth to corpses. One way this could be implemented is if corpses that are clustered within the same tile automatically enter a new container type, the "corpse pile" when there are enough corpses. As more zombies die within the vicinity of the corpse pile, the corpse pile has the potential to grow into a larger corpse pile, which has a greater height and extent than the previous level. You would be able to walk over these corpse piles similar to stairs, with significant movement penalty that ramps up as the height of the pile increases. 
     
    This type of system would add so much to the atmosphere of the game because corpses would physically change the landscape as time goes on rather than simply being there and being a nuisance. A pile of 100 zombies would be an imposing sight that blocks your movement and your vision. Smaller corpse piles could be used for the player's strategic advantage. Players could lead zombies into small corpse piles, which they would potentially stumble over. But the movement penalty could get you killed, and also killing too many zombies in the same place could create impassable barriers as the pile's height grows.
     
    It would also eliminate some of the tedious aspects that people often complain about when it comes to corpses. Instead of clicking each body and clicking "add fuel" and burning them, you could just burn the corpse pile provided you have enough fuel. You could also just destroy segments of the pile with regular attacks, at the cost of unhappiness and sickness chance. 
     
    It could also eliminate some of the cheesier game strategies and set up some amazing unscripted gameplay moments. Window camping is a highly effective method against zombies in the current build. It absolutely should be highly effective because that would actually be a great strategy for fighting zombies IRL, but it shouldn't be unlimited. Eventually you'll either block the window or have to move. That could be good for you if that was the only side they were coming from, but what if you needed that escape route more?
     
    This could also affect the safety of high fences without giving zombies the ability to destroy them directly. Zombie piles would have to be actively cleared in order to keep yourself safe because if the pile gets too high, the zombies can simply stumble over the fence and land in your backyard.
     
    I would also love to see this combined with the ability for zombies to damage other zombies when they are downed. Imagine getting surrounded by a massive horde in your normally safe gated Rosewood home. You jump the fence, thinking you have made it. But you turn around and see that outside the fences the horde still sees you, and is in desperate pursuit. As the horde pushes against the fences, some of the zombies stumble, and they are trampled by the rest of the horde. Slowly you watch the piles of the dead grow, and you gaze in horror as the zombies reach closer and closer to the top of the fence. You realize that no place was truly safe after all. This will be how you died.
     
    I don't know, maybe its just me but I think changing corpses to have some kind of physical presence should be one of the top priorities for future builds. What do you think? Is this something that is planned? Is this something that has already been scrapped?
  4. Like
    Blake81 reacted to EnigmaGrey in "Cruise mode" for cars   
    Yep, just to clarify everyone: it worked this way before. First 2-3 months of the car build (not sure if -all- of that was public) was all cruise, all the time.

    Press W == increment speed up; press S increment speed down. Very simple, like you'd expect a throttle on a car to be, really.
  5. Like
    Blake81 got a reaction from crossed in IWBUMS 41.17 RELEASED!   
    First of all, I'll say that this new feature has been a case of "WHERE HAD YOU BEEN FOR MY PAST 657 HOURS OF GAMEPLAY!?"- I just LOVE how now I can hotswap from one weapon to another in the blink of an eye, allowing me to quickly adapt to whatever situation I am dealing with.
     
    And so far, it has been smooth sailing, too. Only bug I've encountered is that, if you're wearing a normal holster and replace it for a double holster, the new slot won't show up. You have to unequip the gun on the old holster, unequip the old holster itself and then wear the new double holster for both slots to appear. Also, I feel like the guns are showing "too high" on my character's waist; can barely see their handles clipping into my jacket at navel height.
     
    Also, if I were to make suggestions for the future, they'd be the following:
     
    -Weight Reduction
    Just like the bag on our backs weights less than if we had it just in the inventory, items on those places should weight a little bit less. This shouldn't be too hard to implement as the functions are already there.
     
    -Utility Belt Slots
    More slots for bandages, tools, traps, bombs, quick access to maps, or maybe even a way to wield our walkie-talkies without taking our second hand (Like this) for faster access. These belts could be dropped by mechanics, construction workers, firemen and the like, and some don't even need to be actual BELTS, but just POCKETS in the equipment we're wearing (Hello, Foreman's Jacket, all those pockets you have...).
     
    -Harness Holsters
    These-

    Also used by cops and security, just like normal ones. Could add 2 more guns slots, which would allow for using up to 4 guns at the time, swapping them as they become spent, which would be an interesting way of dealing with the reload system's disadvantages (why carry one gun and 3 clips when you could carry FOUR GUNS instead?).
     
    Just my two cents.
  6. Like
    Blake81 got a reaction from cool daddy shark in IWBUMS 41.17 RELEASED!   
    First of all, I'll say that this new feature has been a case of "WHERE HAD YOU BEEN FOR MY PAST 657 HOURS OF GAMEPLAY!?"- I just LOVE how now I can hotswap from one weapon to another in the blink of an eye, allowing me to quickly adapt to whatever situation I am dealing with.
     
    And so far, it has been smooth sailing, too. Only bug I've encountered is that, if you're wearing a normal holster and replace it for a double holster, the new slot won't show up. You have to unequip the gun on the old holster, unequip the old holster itself and then wear the new double holster for both slots to appear. Also, I feel like the guns are showing "too high" on my character's waist; can barely see their handles clipping into my jacket at navel height.
     
    Also, if I were to make suggestions for the future, they'd be the following:
     
    -Weight Reduction
    Just like the bag on our backs weights less than if we had it just in the inventory, items on those places should weight a little bit less. This shouldn't be too hard to implement as the functions are already there.
     
    -Utility Belt Slots
    More slots for bandages, tools, traps, bombs, quick access to maps, or maybe even a way to wield our walkie-talkies without taking our second hand (Like this) for faster access. These belts could be dropped by mechanics, construction workers, firemen and the like, and some don't even need to be actual BELTS, but just POCKETS in the equipment we're wearing (Hello, Foreman's Jacket, all those pockets you have...).
     
    -Harness Holsters
    These-

    Also used by cops and security, just like normal ones. Could add 2 more guns slots, which would allow for using up to 4 guns at the time, swapping them as they become spent, which would be an interesting way of dealing with the reload system's disadvantages (why carry one gun and 3 clips when you could carry FOUR GUNS instead?).
     
    Just my two cents.
  7. Spiffo
    Blake81 got a reaction from Thelonestander in IWBUMS 41.17 RELEASED!   
    First of all, I'll say that this new feature has been a case of "WHERE HAD YOU BEEN FOR MY PAST 657 HOURS OF GAMEPLAY!?"- I just LOVE how now I can hotswap from one weapon to another in the blink of an eye, allowing me to quickly adapt to whatever situation I am dealing with.
     
    And so far, it has been smooth sailing, too. Only bug I've encountered is that, if you're wearing a normal holster and replace it for a double holster, the new slot won't show up. You have to unequip the gun on the old holster, unequip the old holster itself and then wear the new double holster for both slots to appear. Also, I feel like the guns are showing "too high" on my character's waist; can barely see their handles clipping into my jacket at navel height.
     
    Also, if I were to make suggestions for the future, they'd be the following:
     
    -Weight Reduction
    Just like the bag on our backs weights less than if we had it just in the inventory, items on those places should weight a little bit less. This shouldn't be too hard to implement as the functions are already there.
     
    -Utility Belt Slots
    More slots for bandages, tools, traps, bombs, quick access to maps, or maybe even a way to wield our walkie-talkies without taking our second hand (Like this) for faster access. These belts could be dropped by mechanics, construction workers, firemen and the like, and some don't even need to be actual BELTS, but just POCKETS in the equipment we're wearing (Hello, Foreman's Jacket, all those pockets you have...).
     
    -Harness Holsters
    These-

    Also used by cops and security, just like normal ones. Could add 2 more guns slots, which would allow for using up to 4 guns at the time, swapping them as they become spent, which would be an interesting way of dealing with the reload system's disadvantages (why carry one gun and 3 clips when you could carry FOUR GUNS instead?).
     
    Just my two cents.
  8. Like
    Blake81 got a reaction from ZombiesLoveBrainiacs in Building Cutaway Error - Won't recognize player-made additions on interiors.   
    So, I was thinking of setting up shop in the Big Warehouse at Mul (especially now that I can put my car inside), so I started rebuilding one of my old designs, which involved covering this hole on the second floor with wooden floor like you see here on the right.
     

     
    However, the moment I walk into it....
     

     
    Not only everything around me vanished, but now I am supposedly OUTSIDE, as I get wet on the rain and lose my boredom Moodles. Tried doing similar additions of second floor to other buildings with internal platforms (McCoy Logging main building, Railyard Warehouses, Warehouses out of town, etc) and the results are all the same. It only happens when you add floor INSIDE of a building; outside is OK.
     
    Seems like the cut-away system didn't had these possibilities into account, so the game basically thinks you're just floating there....
  9. Pie
    Blake81 got a reaction from Pandorea in IWBUMS 41.16 released!   
    Very old bug; been like that since the Furniture Moving was first implemented. Can't move those cubby walls, and some desks for some reason.
  10. Pie
    Blake81 got a reaction from Charlypizza in IWBUMS 41.15 RELEASED   
    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?
  11. Like
    Blake81 got a reaction from Lexx2k in IWBUMS 41.15 RELEASED   
    Any chance of making the car Headlights a bit tougher? If I do as much as graze a Zed, they die. And speaking as a dude who's seen plenty of car crashes (once worked on a tow truck rental), headlight bulbs are some seriously tough nuts; I've seen cars whose engine got completely TOTALLED on the crash, yet the dangling bulbs of its headlights still work.
  12. Like
    Blake81 got a reaction from ZombiesLoveBrainiacs in IWBUMS 41.15 RELEASED   
    Any chance of making the car Headlights a bit tougher? If I do as much as graze a Zed, they die. And speaking as a dude who's seen plenty of car crashes (once worked on a tow truck rental), headlight bulbs are some seriously tough nuts; I've seen cars whose engine got completely TOTALLED on the crash, yet the dangling bulbs of its headlights still work.
  13. Like
    Blake81 got a reaction from thejoker954 in IWBUMS 41.15 RELEASED   
    Any chance of making the car Headlights a bit tougher? If I do as much as graze a Zed, they die. And speaking as a dude who's seen plenty of car crashes (once worked on a tow truck rental), headlight bulbs are some seriously tough nuts; I've seen cars whose engine got completely TOTALLED on the crash, yet the dangling bulbs of its headlights still work.
  14. Like
    Blake81 got a reaction from thejoker954 in IWBUMS 41.15 RELEASED   
    And I'm afraid I have to inform this bug is affecting spawn rates in an alarming way, pun fully intended-
     
    Fired my gun a few times a house, then quickly stealthed to another house (have Inconspicuous and maxed Stealth) and hid in a room whose door had a glass and I could see thru it, and saw Zed spawn not once, but TWICE and go after the alarm.
     
    Meaning, every time you use a gun, you're pretty much spawning an INFINITE number of Zed, making guns basically completely unviable for for anything other than summoning massive hordes.
  15. Like
    Blake81 got a reaction from Neonwarrior in IWBUMS 41.15 RELEASED   
    Any chance of making the car Headlights a bit tougher? If I do as much as graze a Zed, they die. And speaking as a dude who's seen plenty of car crashes (once worked on a tow truck rental), headlight bulbs are some seriously tough nuts; I've seen cars whose engine got completely TOTALLED on the crash, yet the dangling bulbs of its headlights still work.
  16. Like
    Blake81 got a reaction from crossed in IWBUMS 41.15 RELEASED   
    Any chance of making the car Headlights a bit tougher? If I do as much as graze a Zed, they die. And speaking as a dude who's seen plenty of car crashes (once worked on a tow truck rental), headlight bulbs are some seriously tough nuts; I've seen cars whose engine got completely TOTALLED on the crash, yet the dangling bulbs of its headlights still work.
  17. Like
    Blake81 got a reaction from feral_donkey in IWBUMS 41.15 RELEASED   
    Any chance of making the car Headlights a bit tougher? If I do as much as graze a Zed, they die. And speaking as a dude who's seen plenty of car crashes (once worked on a tow truck rental), headlight bulbs are some seriously tough nuts; I've seen cars whose engine got completely TOTALLED on the crash, yet the dangling bulbs of its headlights still work.
  18. Like
    Blake81 got a reaction from Legoland99 in IWBUMS 41.14 released!   
    Is there a new patch? When I woke up, Steam had downloaded a PZ patch. Is there a changelist to that?
  19. Pie
    Blake81 got a reaction from Pandorea in Reload Skill not gaining XP   
    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.
  20. Like
    Blake81 got a reaction from Exercist in Tripwires as Traps/Defenses   
    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...
  21. Like
    Blake81 got a reaction from Mushpickle in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    And more importantly, FIRST!!!
     
    (Would have some meaningful comment, but too busy downloading )
  22. Like
    Blake81 got a reaction from Geras in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    And more importantly, FIRST!!!
     
    (Would have some meaningful comment, but too busy downloading )
  23. Like
    Blake81 got a reaction from Arsenal26 in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    And more importantly, FIRST!!!
     
    (Would have some meaningful comment, but too busy downloading )
  24. Like
    Blake81 got a reaction from piersxoxoxo in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    And more importantly, FIRST!!!
     
    (Would have some meaningful comment, but too busy downloading )
  25. Like
    Blake81 got a reaction from Tails in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    And more importantly, FIRST!!!
     
    (Would have some meaningful comment, but too busy downloading )
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