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Livio Persemprio

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Everything posted by Livio Persemprio

  1. i can barely contain the happiness, thank you ^^
  2. did you guys got a chance to use the remote play? i can't test it right now ;_; also, the thursdoid mentioned that only the rifle had an equip animation, is that still the case?
  3. amazing will this work on my already existing character or should i start a new game?
  4. it's fine as it is imo, if you have time you just reposition and hit the head, if you're surrounded then you don't deserve the bonus damage from head stomping and just go for the chest (which still kills but slower). in that case you also have the option to smash it with your weapon for extra damage to balance it
  5. yes, because, ironically, skill based attacks like the knife were so easy that you could kill the whole neighborhood with a couple butter knives. the stomp on the ground is skill based, as you have to hit the head to get the bonus damage. if you hit the chest the zombie still dies but at b40 stomp damage rate. i hsd a couple issues getting hits on zombies placed sideways but it's just a matter of getting used to it, especially now that the area of effect has been buffed so much. stomping is very viable for eliminating one or two zombies (given the two zombies have different walking speed that is). if you're in a real hurry you should just bash the head on the ground with your weapon because more than anything you don't want another zombie up and attacking you so just kill it quickly with your melee weapon of choice. whenver you go for a head stomp should be because you can afford the extra time to kill it that way
  6. yeah, it's already too easy once you get used to it. the idea was pretty much headstomping needs to be precise but rewards you by being ridicolously more effective than b40's head stomp. then they buffed the area you can stomp in. any more than this and push and stomp will be so ridicolously op
  7. i tried a no zombie sandbox to test some stuff, modified the zombie count and pressed save. after that i went into apocalypse and there were no zombies. i went back into sandbox and noticed that sabing actually overwrote the main apocalypse setting instead of prompting a new slot. trying to reverted the change ended up in the game asking me to save a new preset. deleting the zomboid lua folder fixed it, but i can easily see people falling for it in the future
  8. wow. thanks for the dedication in helping me, then i definitely need to run more tests. sadly i can't manage that many full reinstalls, the problem might be the settings file, whichever it is
  9. so flak jackets and gss masks are already in the files? this is marvelous, thanks for the heads up
  10. weird, i just set the zombie count to none without touching anything else and had plenty zombies around, twice. might be something in your settings doing the trick?
  11. as per title, setting the population to 0 in the sandbox doesn't work. it's very handy to test new stuff without zombies around, it does save a lot of time and possible death for not knowing how to operate stuff
  12. as per title, when you activate a noise maker from a distance it doesn't emit any sound, but still works on zombies. this is a problem because both you can't know when it's stopped and because someone will definitely end up like Willie the Coyote, walking up to the trap to check what's wrong only to be greeted from zombies coming from everywhere. if you place the noise maker on the ground it does emit sound for the first second but then it stops
  13. yeah, maybe make it so other people's glasses would just help a little bit but not perfectly like irl and only your starting glasses being perfect for you. i really like using the real uos and downs i have irl but short sighted is just too much without this mechanic
  14. it would be amazing if our glasses would work on being short sighted, of course they'd need a higher chance of breaking and a higher chance of becoming dirty, preventing them from helping until cleaned/repaired
  15. now we have to clean dirt and blood from our survivors, how about if you perform first aid with dirty hands you get a very high chance of infection? it would definitely benefit mp because people would rush for the doctor rather than waste the precious soap
  16. i had a good chat this afternoon about the military in the usa and the game could use a little bit more realism on that side (of course i know it's not very high in the priority list, i'm just tossing the idea there for the list). military zombies wearing just a camo t shirt shouldn't be a thing, military are the endgame stuff and finding one should feel rewarding. of course the problem that military should carry weapons or stuff breaking the balance in the early game is there so let's just not put that on the zeds for now and focus on how to make it feel realistic and rewarding without balance issues: military zombies of course should be quite rare, they should have some good clothes with good protection and durability and maybe a couple mre rations and an annotated map for the trouble. that's basicly my suggestion there, rare military zeds, dressed properly and the reward is their clothes. first off the clothes should be either jungle camo or olive, so that it's way easier to tell them apart fron other zombies at a glance, then the classic set would be boots and camo trousers (both in game already) Flak Jackets over BDU's. Under that is normally a tan/green t-shirt. and a military helmet with faceshield on top of everything some helmets vietnam style would work too since a lot of veterans there will definitely have them around. none of these items would be too op, they'd just be something to look forward too from zeds, adding a little bit more to work for in game, and would give them proper military aesthetic that right now we lack. what do you think? considering i'm already considering it wouldn't be top priority, i know the most urgent thing is a properly polished build
  17. this looks more like a bug than anything else, it indeed breaks the balance completely
  18. yeah, we probably went through worst stuff, but it's not the bug per se, it's that in just a week so many different things happened. they probably want to get to a point where fixing something doesn't guaranteed break something else (and adding my beloved unbuttoned lab coat :D)
  19. yeah 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. who knows next time. programming is very complicated, and i'm looking forward for the next stream in hype. i'd kill in order to get my hands on the build but i don't really expect it that soon, let's give them time to do it properly (and add my unbuttoned lab coat. MUHAHAHAHAHAHA)
  20. which reminds me of 1056: bring back the zombies that pretended to be dead, just standing there waiting for a human to approach, back in the day crawlers used to do that and we've seen from anims that some zeds will be sitting when nothing happens around them
  21. would it be possible to add unbuttoned version of the lab coat and various jackets? it would work like the hooded/unhooded sweater. my one and only wet dream is an unbuttoned lab coat(like the one the in my profile picture) . El.Psy.Kongroo.
  22. some things are here for an interesting gameplay, but some makes sense with the zombie lore. zombie thumping on stuff until they break it makes sense because the zombie is too dumb to understand he's the one causing the noise, so he will keep believing something is causing the noise and will keep trying to get in forever, and other zombies will be attracted by the noise and they will convince each other there's a reason for that thumping. same goes for groups, any noise a zombie causes will make other zombies follow, they'll end up grouping up in no time
  23. sounds fun and useful, as long as it's balanced to be neither overpowered or useless (i'm looking at you, metalworking)
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