Jump to content

Livio Persemprio

Member
  • Posts

    578
  • Joined

  • Last visited

Posts posted by Livio Persemprio

  1. 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

  2. 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

  3. 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

  4. 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

  5. 10 minutes ago, lichterloh said:

    I did not reinstall each time, that would keep my internet connection busy for quite a while. All I did was delete the directory where the game keeps the save files, log files, settings, sandbox presets etc.

    oh, that i can do :D

    mind if i ask where this folder is? 

  6. 5 minutes ago, lichterloh said:

    Did four Custom Sandbox tests just now. Deleted the Zomboid folder in my home directory each time beforehand, so everything should be on default. The only thing I touched was Zombie Count set to None and I encountered no zombies every time while running through the streets shouting like a madman.

    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

  7. 13 minutes ago, lichterloh said:

    Can confirm. When not touching Zombie Count but setting Population Multiplier and/or Population Start Multiplier to 0, Zombie Count wont change and stay on its default High and Zombies will exist in the world. Though after a short test I'd say they are not as numerous as they normally are with the default ZC=High, PM=1.0, PSM=1.0.

    But I do get a completely zombie free world when I set Zombie Count to None.

    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? 

  8. 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

  9. 14 minutes ago, SilasSweet said:

    This would be really cool, I made myself with all the bad traits and good, I couldn't justify putting near sighted as a bad perk. 

    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

  10. 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

  11. 16 minutes ago, Blake81 said:

     

    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...

    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) 

  12. 4 hours ago, Blake81 said:

    God, I hope we get it this week.... having to watch all these streams is like your parents buying your X-mas present in July, showing it to you, but instead giving it to the kid next door to play until X-mas morning, and you have to spent all that time watching him have the fun you can't have...

    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) 

  13. On 9/28/2019 at 5:41 PM, TheMitu97 said:

    1054: Prevent standing zombies from scratching/biting anywhere below lower torso. With current and future animations playing it looks a bit odd. I mean, leg injuries are cool, but only crawlers should scratch/bite a leg.

     

    1055: More crawlers. I haven't ever seen a naturally generated crawler zombie. They should spawn naturally.

    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

  14. 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

     

  15. the theme is dark, the music is fine as it is. the devs made the sandbox mode so nobody should tell you how to play and you can tailor it to your own need. in this case the real solution is just mute the music and play something you like from a playlist. 

    the thing is, when it comes to the standard experience the devs envisioned, someone being able to kill 17k zombies is somewhat of a defeat for the devs. zombies are supposed to be scary, and the new update will do wonders in that regard. you just enjoy the game in a different way, which is fine, nobody can tell you how to have fun, but the official soundtrack will never deviate from the theme the devs have in mind

×
×
  • Create New...