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CreepyD

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Everything posted by CreepyD

  1. I had a thought when I saw todays pic for the Mondoid.. Currently zombies bash on doors / windows / fences etc, and each one has a strength which gradually gets whittled away until it's destroyed. Well that's not very realistic tbh, maybe it's even a known placeholder, I'm not sure There's a good example that was tested on Mythbusters some time back, whereby you have a large really strong wooden barn door, heavily reinforced with beams from the inside. A single person or even a handful cannot do any damage what so ever to it, it's just too strong. But they also tested bringing say 50 test zombies to the show, pushing in unison - and you know what? Yes the massively strong wooden beams started to crack and it would have eventually given way if they had kept at it for many hours as real zombies would do if they knew someone was inside. So back to the Mondoid pic, that fence which is usually indestructible should actually be taking damage under the strain of that many zombies - you shouldn't have the comfort of knowing that's never going to break. It would need some visual way of you knowing it's buckling slightly in advance though. Similarly, if you build a strong reinforced wall, you shouldn't have to worry that just a single zombie bashing it for long enough will break it, but more zombies would be a problem. So each material needs an invulnerability threshold, then over that they need to take more damage the more zombies are bashing, exponentially more damage. Also more walls of the same type together should spread that damage out, so when it goes the whole thing goes down, or at least a large section. I don't know how all this would be for gameplay, I was just thinking realistically as that's generally what this game is about
  2. I guess it could work the same as an axe. If it 'crits' then you get the 1 hit kill animation, otherwise you get the normal forward stab animation. But yeah hopefully the animation system update will change the way this kind of thing works. I've been on a break until that hits, can't wait
  3. What would make it more fun that way would be to put zombies on pinpoint hearing / excellent vision in that mode. That way they would hear you in the house and see you through the windows. I tried playing a fair with pinpoint hearing zombies and it was actually pretty good. It felt much more like movies and tv. Adding as a sandbox option would allow the above
  4. I definitely agree there. They shouldn't be attacking windows and doors to get into a house unless they hear or see something inside.
  5. Regarding door noises, I know in my prison I'll often hear a single very loud door bang nearby (same noise as zombies bashing the door). Sometimes it makes me jump it's so loud. I haven't been able to work out what it is other than maybe a sound playing loudly when it shouldn't - I'm pretty sure it only happens when time is accelerated (not 100% on that though).
  6. I did hear the helicopter once in West Point, but that was back at about 33.1 or so. It hovered about the area for ages.
  7. I'm testing at the moment, I set up in the big prison in Bedford, in the NW corner of the map. It's very easy to fortify the central area and is rich with loot, everything from guns, books, medicine, trees etc. I even disabled migration completely, turned respawning down to 0.05 and the timer for unseen repspawning up to 72 hours. What happens as I gradually build my base? That's right I get a constant slow daily stream of zombies coming from the direction of the town. It's all the noise I'm making in cutting down trees and putting up walls, it has to be. This only started happening once I started building stuff. It's working great imo.
  8. I just came to say about house creaks and wind noises too. - Both are waaaay too loud to start with. - House creaks could use a handful more variations. - Wind noises are playing near closed windows. - Ambient sound volume slider appears to do nothing at all
  9. The popping is definitely 'better', but it's not gone for me. It's a little quieter, more towards a sound effect than a pop like you're unplugging an audio cable as it was before. Walking around busy zombie streets it was very apparent - the less zombies around the better it was, down to gone when no zombies were around (I guess the same as before).
  10. Also came to post about the snap crackle and pop issue with the sound. I'm sure someone is on it seeing that everyone seems to have the same problem It would be nice if furniture in the way would delay them at least a little, although I do think the latest Walking Dead episode was well over the top using some super sofa, better than a solid door even!
  11. My first try of 33.3 I had all zombie sounds and sounds of me swinging my crowbarcompletely stop working. It's like I could only hear ambient noises like birds. Reloading my save didn't help - reloading the game from scratch did. There are also some really weird noises when I fast forward time (been there since 33), I can't work out what they are suppose to be. Last thing I tried to move some crates yesterday. Maybe I'm doing something wrong, but I have all the skills, it let me pick up a crate. But then I didn't have a clue what to do - there was no way to place it down, it wasn't in my inventory - it was just 'gone' from existence. I tried a second crate thinking I'd done something wrong - nope, nothing. Two crates vanished into thin air. Gladly I have another 20 or so crates in my base to test on once I hear about this or it's fixed
  12. I dunno I think it's ok in build 33. I played with pinpoint hearing zombies for quite a while in build 32 (poor sight). That actually made it much tougher. You even push a zombie and watch as they come at you from as far as you can see. So being I got used to that, I feel like they are deaf on Survival mode, I can sneak past everything and even kill a zombie within a screen's distance of another without attracting them Still only lasted 6 days though so far, getting used to the limits not using the Weapon Nerf mod which I only recently removed (I don't think it's needed since Survival got its last buff anyway). Look forward to another go later.
  13. I know bugs like that look bad, but surely they are so big and obvious that they are good bugs easily caught and fixed? Bad bugs that take time are usually hard to reproduced easily or even spot.
  14. I came looking for probelsm with foraging on this map, and glad I found this thread. Just going to try renaming my map_meta.bin. I've set up in the prison, right in the central canteen (using the sofa's next door for sleeping). It's walled it off from the attaching corridors and added a side door for escaping. I must say though, the forest areas in and around that prison have got me killed twice now while chopping wood lol My fault for playing a hard of hearing / short sighted character I don't hear them coming.
  15. That's cheating And don't say you could do it in real life - you wouldn't be able to lug all the scavenged loot up a sheet rope or even a proper fixed ladder. In fact yeah, no climbing sheet ropes if encumbered!
  16. The Mondoid also seems quite late, the last few have all been posted well before now.
  17. Sorry my post *may* have come across moany - it certainly wasn't suppose to be, just how i was thinking. I'm very hyped for the new features in it and can't wait Funny thing is I'm actually really looking forward to the animation overhaul (hopefully in build 34), but this build is also awesome sauce.
  18. I was hoping for today based on how development sounds like it's been going. I also hope so as I started playing yesterday only to find this update is due any time.. Now I don't want to play because this update is going to need a new map. We should know very soon either way.
  19. I've been searching for a mod that makes time continue as normal when sleeping. I guess I could start my own server, but then time acceleration wouldn't work right? As far as I can tell time skips when you sleep when solo. Even with many zombies around, if I managed to get asleep then I'm 100% safe until I wake at least. I want time to continue as normal (time acceleration will still work of course). I don't know if a mod exists like this? Insomnia simply disables sleep.. Ideally I'd love that mod but with sleeping as above. I never want to feel 100% safe when I sleep
  20. 1 day 2 hours. Really funny death - Came downstairs to 4 zombies in the front room and didn't instantly know which door led outside.. I ran into one of those 2 square cupboards, having to shut the door Got bitten on my way out and died pretty fast. Funny my starting house had absolutely nothing of use in it. Not even a fork. But I found a hammer and a can opener (but no cans!) and slept in safety for the first night so I was pleased with that. Just a note to others.. Play with the Weapon Nerf mod, it's much more fun. Basically with that you can only push or hit 1 zombie at a time, except for with a sledge hammer. Much more realistic and fun.
  21. I'm in the 'it's cheating' camp. Here's my possible solutions, I think all 3 would be great to have. In real life you sure could destroy or completely block some stairs, but then how are you going to carry bags of loot up that sheet rope? - I don't think you should be able to climb a sheet rope with more than 25% of your max carryable weight (variable with traits, maybe 10-40%) - have you tried climbing a rope while carrying stuff? Seriously it's not going to happen Not sure on the percent, but that would make it true to real life and also be good for the game. - Don't allow you to put soil anywhere but on the ground floor - you have to come down to grow and tend your crops. I suppose in real life you could have a massive rooftop greenhouse, but in terms of gameplay I think you should be required to only grow at ground level. - Don't allow the last staircase to be destroyed This one is simple logic, and probably the best solution (although you'd still need point 1 to prevent stairs to nowhere being placed).
  22. Ooh I had always wondered why we couldn't use the rope as a rope
  23. Seems I highlighted a popular issue, thanks for all the likes. Hopefully it's a simple fix I would think, just altering a key bind for something, all the code is already in the game. I didn't know that would also make you jump down floors, I haven't done that yet!
  24. On an unbroken window, you tap "Use" (E usually) to open or close the window, and hold E to climb through. Yet on a smash window, a tap of E and your guy climbs straight through! Noooo! Tapping E next to a smashed window should start clearing the glass shards from it, still needing you to hold E to climb through. If you aren't holding a weapon, a tap should do nothing. Tapping E should never climb through a window. Keep it consistent. Simples. Thank you
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