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Kurogo

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Posts posted by Kurogo

  1. Sorry for the late reply. I'm working on adapting Farmoid to the new system, as well as some other additions I've got in the works. At the latest, I'm hoping to have it ready sometime in January.

  2. Right now, it seems events are trigger with little regard to the player. About the only factor I'm aware of player's have is really just where the event happens. Being that it isn't all players at the same time (unless they are all in the same area), it's at least plausible to believe that events are even happening that aren't near us.

     

    I like this scenario more than I like the idea that the game is actively working against us. We prepare for what might happen, and die from something we missed, as opposed to preparing for what might happen, and then getting punished for...playing wisely?

  3. Nuclear fallout might make a better mod than in vanilla. It would be hard to explain how there's a reactor in a state that is heavily supported by coal mining/power and had a moratorium on nuclear facilities. Nuclear bombs/strikes would also be hard to explain, as well as late game organized military activity, as the infection has spread globally according to broadcasts in game.

     

    As far as weather events...well some of those are already in the weather test build, such as storms and blizzards. Earthquakes? The largest modern quake recorded for KY was only 5.2, and that was in 1980-something...

     

    Overall, I'm not a fan of arbitrarily destroying playerbases or killing players. Make it something we can prepare for as we see fit, or mitigate when it occurs. Having a challenge is nice, but an airstrike bombing players' bases isn't challenge, it's trolling.

  4. 2 hours ago, Batsphinx said:

     

    Could Turbo get some details on time of day/year, temperature, how long you were outside etc?

     

    All this stuff clearly needs a lot of balancing, and I suspect making the impact less 'DEATH' and more 'MAKES YOU SLOW' or similar.

     

    I'm not sure what the temperature was, but it was around midafternoon, maybe 3-4. I'd just driven back to the golf course from WP, so was in my car most of the day(car is missing front 3 windows). I was at stage 2 when I got home, so stripped all clothes off. Made two rounds of transfering loot from the car into the house, and climbed into the car to empty the seats, that's how I died.

  5. 13 hours ago, MrCouper said:

    Hmmmm nice, if it was vehicle specific then transmission could be a change-able part? :)
    SUV and the modern cars would also likely be automatic, older vehicles and pickups most likely manual.
    This would be great as well as RWD or FWD, which would affect handling under acceleration or deceleration when turning

    In 1990's, a little over half of cars made in the States were manual, ranging from nearly all makes and models, (luxury cars started adopting automatics faster than the rest to a point).

  6. 23 minutes ago, grammarsalad said:

     

     

    Well yes, it should be a combination system. But driving really is a skill, and there is a substantial difference between a professional and an amateur.

     

    I mean, sure I'm a decent driver, but I'm not going to be able to compete in the Indy 500 no matter how good my ride is

     

    In the most likely case, I would compare the scenarios this game provides to off-road driving rather than the Indy 500. There is a difference in ability between someone that knows how to handle their vehicle over rocks/mud/etc than someone who doesn't, and that's the best analogy I can think of that would compare to driving over zombies, on or off actual roads.

     

    But the skill that that entails requires finer control over the vehicles than the game provides. Losing traction would be a nice mechanic, but driving slower should be the appropriate recourse to overcoming that, or simply better tires for driving off road.

  7. Some more metaevents would be neat, but this sounds more like you could use a peek at sandbox settings. Zombie spawning, migration, density....these are all things you can already adjust in sandbox.

     

    I'm not too keen on them getting stronger over time though. Logically, they'd be getting weaker as they continued to decay and be subjected to the elements.

  8. I think I'd prefer vehicle handling and operation to rely on vehicle parts and condition as opposed to skill. The best driver in the world isn't going to make an ignition start any faster than anyone else or give the tires a better turn radius, for some examples.

     

    Plus, it's enough that we, as players, need to learn how these vehicles handle. The more we use vehicles, the more familiar we become with them. I don't feel that we need another layer added to this.

  9. On ‎5‎/‎25‎/‎2018 at 12:53 PM, MaxD12 said:

    Dont know much about it, but it really make sence. It might be some kind of irritation or alergic reaction. Would be nice to see more things like this in medical system in future builds. Anyway, at this time  glass shards in wounds are much dangerous  that any infection on them. Excluding zombiefication,of course.

    I caught that pun. =D

  10. For the farming aspect, if you get experience just for putting seeds in the ground, seeds need to become a lot more rare, and the xp needs to be something like .1 per seed or so. Nothing requires the player to invest in all the seeds they plant, and seeds are so plentiful, even on extremely rare settings, that letting some crops go to waste just to build farming xp is not really a penalty anyways.

     

    I think it's better that you get xp after successfully growing plants. It makes sense that your character learns what they are doing right and the reward comes after the work involved.

  11. Split screen Co-op issues:

    Player 1(P1): Mouse&Keyboard

    Player 2(P2): Wired Xbox Controller

     

    Detection: When P1 & P2 are close to each other, P1 can only see zombies that aren't moving or P2 has detected, even when the zombie is right in front of P1. Seems to be that P2 detection radius is overriding P1's.

    Televisions: When P1 & P2 are close to each other, if player 1 is watching an educational show on TV, P2 will get the experience for it, even when they are not watching TV.

     

    Foraging: When P1 & P2 are not close to each other. If P2 is in an area that can be foraged, P1 gets the context menu option to forage, regardless if they are in a place that otherwise couldn't be foraged.

     

    Sound: Sounds are focused on P2, P1 cannot hear any sounds if P2 can also hear sounds.

    Carpentry: P2 cannot upgrade wood wall frames at all, no context menu options for it appear.

  12. Local Co-op seems to be broken, I'm getting around 6000 of these errors:

     

    Mar 15, 2018 4:07:17 PM zombie.iso.IsoCell render
    SEVERE: null
    java.lang.NullPointerException
    	at zombie.iso.IsoCell.IsDissolvedSquare(IsoCell.java:1392)
    	at zombie.iso.IsoCell.RenderTiles(IsoCell.java:905)
    	at zombie.iso.IsoCell.render(IsoCell.java:4899)
    	at zombie.iso.IsoWorld.render(IsoWorld.java:2881)
    	at zombie.gameStates.IngameState.renderframe(IngameState.java:849)
    	at zombie.gameStates.IngameState.render(IngameState.java:1015)
    	at zombie.gameStates.GameStateMachine.render(GameStateMachine.java:37)
    	at zombie.GameWindow.render(GameWindow.java:732)
    	at zombie.GameWindow.run(GameWindow.java:1309)
    	at zombie.GameWindow.maina(GameWindow.java:1077)
    	at zombie.gameStates.MainScreenState.main(MainScreenState.java:183)

     

  13. At first, I thought it was a problem with my mod,  but after some experimentation in the base game I've noticed this: Non-thumpable objects can be stacked on top of each other. Farming plots, plastic chairs, campfires, etc...as long as they don't share the same sprite, they can be stacked.

     

    It's not game breaking, but somewhat exploitable. Could we get a way for all world objects to check a square for other world objects. The existing options don't seem to do this on such a broad situation.

  14. Hey everyone, it's getting close to time for my next update. One of the things I'm planning on adding to the game is a potting system so you all can have your lovely gardens indoors. There's about 5 more items on my to-do list with them, but so far they work like this: you can place empty pots anywhere, outside or indoors; you can fill pots with potting mix up to 50; you have to have at least some potting mix in the pot to plant seeds; you can only have as much water as you do potting mix (e.g. 35 potting mix = 35 water max); seed, water, harvest, and fertilizer amounts are reduced to reflect that the pot is smaller than a normal farming plot; harvesting will reduce the potting mix level dependent on your farming skill; potting mix recipe can be learned, and requires compost + moss to make; moss is a new forage item, you can find it starting at Forage lvl 2.

     

    Once I've finished my to-do list for pots, I'm going to start work on raised garden beds.

  15. 57 minutes ago, Watermel0wned said:

    Lag has even increased since the latest patch.
    FPS are dropping (down to 5-10) like crazy and my character is freezing in place every few seconds for 2-3 seconds.
    Currently the game is literally unplayable for me, meaning its even impossible for me to find any bugs in this build until i get control over my characters movement again.

    Please stop adding more and more gimmicks to the game and put some resources into making it testable at least. 

    My specs:

    Win7, 64bit
    980GTX
    32GB RAM
    I7 4770k




     

    They had that fixed for a bit, but then it came back. I'm sure RJ is doing his best to figure out what's causing it. Remember that this isn't even IWBUMS though...things like this are going to happen. I'm happy they let us peak at this feature so early in it's development.

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