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TheLostBigBoss

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  1. Like
    TheLostBigBoss got a reaction from Cory in Blood loss,blood bag,blood draw kit and transfusion   
    Ok so;
     
    1) In order to get blood you would need to go to a hospital... after a zombie apocalypse where 99.99% of the town/city entire area is dead/zombified (I would say this is a bad idea)
     
    2) If you didn't pre-think about this, you would be attempting to get blood while weak and frail... running into problem (A) when you're most vulnerable (Probably a very bad idea too)
     
    3) You also need to beat the timer of power going out and the blood going bad

    4) If you manage to get the blood, you need to have a way to store that blood yourself properly. You must also be able to identify if the blood has gone bad before using it.
  2. Like
    TheLostBigBoss got a reaction from Geras in Changes in Food System   
    Needing forks, plates and other things to eat is just needless micro managing for a gameplay mechanic that wouldn't be in any way enjoyable to play as.

    People eat the same foods on a daily basis all the time over the world. When you're dealing with surviving on a day to day basis, eating boiled/roasted potato every single day isn't as bad as you make it out to be when the alternative is starving. Boring food is also already in the game in regards to the (very underdeveloped) depression system.

    Eating dirty plates won't make you sick in real life. All it takes is one rag to clean off a plate or a pan via scraping some gunk off. Again, it's micro for a mechanic that doesn't need it.
  3. Pie
    TheLostBigBoss got a reaction from Okamikurainya in Changes in Food System   
    Needing forks, plates and other things to eat is just needless micro managing for a gameplay mechanic that wouldn't be in any way enjoyable to play as.

    People eat the same foods on a daily basis all the time over the world. When you're dealing with surviving on a day to day basis, eating boiled/roasted potato every single day isn't as bad as you make it out to be when the alternative is starving. Boring food is also already in the game in regards to the (very underdeveloped) depression system.

    Eating dirty plates won't make you sick in real life. All it takes is one rag to clean off a plate or a pan via scraping some gunk off. Again, it's micro for a mechanic that doesn't need it.
  4. Spiffo
    TheLostBigBoss reacted to lemmy101 in IWBUMS 41.18 released!   
    go somewhere you've not been to generate new loot
  5. Like
    TheLostBigBoss reacted to moatbordered in Weight of items on hotbar does not decrease when equipped [resolved]   
    So, putting weapons on your hotbar (belt/back/holster) reduces their weight by 30%, that's well and good. But when you equip said weapon, they don't take on the better 70% weight reduction brought about by equipping them.
     
    Easy enough to check: Get a weapon -> equip (note your current weight) -> add to back/belt -> equip weapon again (note your now higher current weight)
  6. Like
    TheLostBigBoss got a reaction from Necromatic_Corgi in Thermal Expansion   
    The insulation menu seems a bit too in-depth for the mechanic it's trying to implement.

    Is that a debug menu showing the values for each body part, or is that what the player will see and use? Cause I'm struggling to picture a person in real life taking inventory of three distinct parts of an arm and detecting perspiration, warmth, what each section is doing for shivering/sweating... and blood vessels? 

    I love the idea, and for some things like insulation just in itself, it's good to know which clothing options are failing to properly keep you warm via what body parts lack it. But other sections, it seems extremely redundant and information overload to have so many specific body sections have all that information represented. 

    Also, I don't think shivering/sweating should be on the same meter. If you have a fever you could easily be shivering and sweating at the same time and you can't represent that via a sliding bar.
     
    Everything else looks awesome, especially the hotbar that requires holsters/straps to access.
  7. Like
    TheLostBigBoss got a reaction from B00ze in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    I have a similar "concern" with the weapons, although I wouldn't really call it a concern and more of a comment. 

    With the new animation system, I feel like there should be a little bit more visual feedback on the animations in regard to some type of "goldilock" zone, which I'm not even sure there is one? Goldilock zone as in, the distance where you're not too far away to outright miss or do reduced damage, but not so close that you're not getting enough momentum with a swing to do all the damage you could, or too close where you have to push away. 

    I know with spears(and similar weapons) there is a range where you do a thrust attack(good), a range where you do a swing attack (bad), and where you're too close that you have to do a cross-check push. This is very distinguished because of how obvious each move is. 

    With one handed, and some two handed swinging weapons, such zones don't feel as defined (and again, I'm assuming there are similar zones as I feel like some hits are doing little damage due to how close I am to the zombie). This is also compounding with the difficulty in swinging and trying to adjust yourself via moving backwards in distance with the zombie you just hit.

    So, I suppose I should just ask, am I imagining this "goldilock" zone with other melee weapons or is this a real thing that needs to be taken into account during combat?
  8. Like
    TheLostBigBoss got a reaction from trombonaught in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    I have a similar "concern" with the weapons, although I wouldn't really call it a concern and more of a comment. 

    With the new animation system, I feel like there should be a little bit more visual feedback on the animations in regard to some type of "goldilock" zone, which I'm not even sure there is one? Goldilock zone as in, the distance where you're not too far away to outright miss or do reduced damage, but not so close that you're not getting enough momentum with a swing to do all the damage you could, or too close where you have to push away. 

    I know with spears(and similar weapons) there is a range where you do a thrust attack(good), a range where you do a swing attack (bad), and where you're too close that you have to do a cross-check push. This is very distinguished because of how obvious each move is. 

    With one handed, and some two handed swinging weapons, such zones don't feel as defined (and again, I'm assuming there are similar zones as I feel like some hits are doing little damage due to how close I am to the zombie). This is also compounding with the difficulty in swinging and trying to adjust yourself via moving backwards in distance with the zombie you just hit.

    So, I suppose I should just ask, am I imagining this "goldilock" zone with other melee weapons or is this a real thing that needs to be taken into account during combat?
  9. Like
    TheLostBigBoss got a reaction from feral_donkey in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    I have a similar "concern" with the weapons, although I wouldn't really call it a concern and more of a comment. 

    With the new animation system, I feel like there should be a little bit more visual feedback on the animations in regard to some type of "goldilock" zone, which I'm not even sure there is one? Goldilock zone as in, the distance where you're not too far away to outright miss or do reduced damage, but not so close that you're not getting enough momentum with a swing to do all the damage you could, or too close where you have to push away. 

    I know with spears(and similar weapons) there is a range where you do a thrust attack(good), a range where you do a swing attack (bad), and where you're too close that you have to do a cross-check push. This is very distinguished because of how obvious each move is. 

    With one handed, and some two handed swinging weapons, such zones don't feel as defined (and again, I'm assuming there are similar zones as I feel like some hits are doing little damage due to how close I am to the zombie). This is also compounding with the difficulty in swinging and trying to adjust yourself via moving backwards in distance with the zombie you just hit.

    So, I suppose I should just ask, am I imagining this "goldilock" zone with other melee weapons or is this a real thing that needs to be taken into account during combat?
  10. Like
    TheLostBigBoss got a reaction from feral_donkey in IWBUMS 41.15 RELEASED   
    It's not a bug, the trees were always the source of the infection!!
     
    Project Zomboid ripped off The Happening! 
  11. Like
    TheLostBigBoss got a reaction from ilikecaterpillars in Original pistol does not load 9mm magizine   
    Could be that the "original" pistol shouldn't be in the game anymore, since an actual 9mm pistol is in the loot table now which takes in the 9mm magazines?
  12. Like
    TheLostBigBoss reacted to Rathlord in RELEASED Build 32   
    Because burning zombies was a completely broken way to kill infinite amounts of zombies before. Sometimes realism does have to take a hit for gameplay.
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