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Domoro

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Everything posted by Domoro

  1. +1. To find planks you will need to loot warehouses, sheds etc. or be really lucky. Which is kinda stupid if you ask me. There is wood lying everywhere. All what you need is saw or anything that could be used to break simple wooden chair and get anything from it (hmm.... maybe some blunt weapons would work too? Maybe?)
  2. It does and they are? Press the Advanced button.All settings are also available in MP. Like i said - settings in advanced aren't different respawn mechanics. They allow you to customize the respawn mechanic, NOT allow you to change important parts of whole mechanic (how it works etc. for example if it's random, or working on filling population - like the one we have already). Like you said - they can't respawn on chunk you're on, but they can migrate to that chunk. And migration hours is 12.And your mall example is not so precise. In the mall all the zombies have their own paths, what they see, hear, smell, they do actions etc. My idea was based on.... Just read it what i said man. I'm not going to talk about that same thing over and over. About MP. Honestly, i just don't like MP. I don't have time for MP. And i'm just simply kind of bored of playing PZ and MP would require at least playing a few hours per 2-3 days (to be sure no one fucked up my base or whatever).About options. I'm playing in PZ like from like 20 build. I'm new to the forum but not to the game. I remember the times/bug when tomatoes were super OP. I messed around with options a lot. Basically, i don't even remember when i player survival. But i'm still unhappy with this respawn mechanic. No matter what i would choose in option. Hours or % it's still that same thing that annoys me. Even if would set more hours to X this would only delay the mechanic. If i would change % of population that will fill up after X hours or whatever it's still that same thing, but less zombies. If i would disable migration it'still that same thing, really but some chunks would have a lot of zombies and other chunks would have almost no zombies. Or maybe i wouldn't notice anything at all - zombies would just spawn instead of "migrating" to chunk (aka teleporting, aka kind of spawning). And i don't want to disable respawn mechanic also. Game would be kind of boring. Anything interesting that i can think of is disabling respawning or delaying it and have mostly just migration mechanic. EDIT On other hand i think i can check out respawnig off/almost off and migration on. But i don't expect much from it, honestly. But i think i'll wait for stable version and some mods updated (mostly Hydrocraft, if it's not updated already).... Oh man.... I edited shit out of Hydrocraft for build 32.... All these hours.... Well... I think i won't edit anything more than models from TommyGuns (Hydrocraft don't have custom models for weapons, like Bow, Crossbow etc.). By the way, it would be nice if they would ask Tommy about using his models.
  3. I dunno about MP settings. But i know sandbox options do NOT allow you to change respawn mechanics (mechanics aren't things like "how much hours you need to X" or whatever if you're talking about these). If you can do such thing on MP then it simply sucks and sandbox options should be that same. But i don't play in MP. Why? Simple question - trolls. I rather like to play alone and roleplaying i'm immune to virus (aka I'm Legend) rather than say "Oh well.... Many people would die for setting my base on fire, with loot.... So realistic."
  4. But i'm not talking about sandbox options... I was saying.... Uh.... Nevermind. It's another loop of me saying something several times and people somehow forgotting that i said anything like that at all. About SP/MP kind of thing. This game is mostly SP based. It was created only with SP. Challenges are only for SP (i think so at least). In SP everyone can change the game using sandbox. It's harder to find server with options you like. Map isn't really super big etc. etc. I don't see a problem in making less accurate respawning mechanic in MP, but based on that same code and making more accurate in SP.
  5. "How is that any different from disabling respawn entirely?ę I think there is less zombies in the Muldraugh than there should be. I don't think whole population is spawned/have points to appear etc. but i'm probably wrong. And i NEVER said i wan't respawn mechanic removed. I'm just not happy with how it works now. In my opinion it need some polishing. Maybe even a little more than some, but anyway, i never seen devs saying they will do anything in this direction, so i'm here giving feedback (aka complaining if you wish). Either way, i'm rather waiting for animation update, because i think this update will also come with armor (but i'm probably wrong...) and even if it won't, i'm sure modders will do it if they'll can (for now, it's hard to connect two mods with models). After all it's hard to make killing squads without proper weapons and armor. Humans aren't dogs. Simple leather could save you from zombie bite, not talking about RIOT armor ;d
  6. You clearly didn't understood what i was saying. 1. Sandbox options are solution to things like "hours for respawn" NOT for whole mechanic in general. 2. I'm not a LUA modder. I'm not going to spend hours learning how it works and then making a mod for it, only because i want game be playable for me. 3. I said they should migrate to Random points in the city/near the city not in only ONE point. It's huge difference. "If I use your definition of zombie movement patterns, only migrating for meta sounds and walking in circles, then you may as well turn respawn off in the sandbox options. That would be the best way to simulate this sort of situation." Kind of, but not exactly. In the city you have ligths for example. Zombie that is already in the city wouldn't feel huge difference - ligth here, ligth there, but for zombies outside the town... Well... They would migrate to ligths and sounds. And i don't think zombies should migrate to only one point (one chunk) to fill X% of population. This should be way more random, their movement should be more random (it could be made making them "slower" for a program, instead of making their path a huge maze and they should choose random locations on chunks, instead of respawn/migration points etc.) "The average person walks at 3.1 mph, so I'd say you could half to third that to account for the mindless wandering and a bit of shambling of a zombie. KY is 380 miles long and 140 miles wide. Accounting for general terrain I'd say it would take 5.83 to 15.83 days to reach any certain point in KY by walking." Exactly. Zombies in game need 12 hours to migrate to somewhere. Tho, this can be fixes using sandbox options, but not being able to clean any area will stay. I hope you do realize what you're saying isn't cleaning. No matter how many zombies you would drag away you'll have more zombies everyday. It's rather killing, not cleaning. Cleaning means area will be clear for at least a few days/week. And that won't happen, because zombies are somehow mind-controlled and they really just MUST migrate to your "cleaned" area to fill up x% of original population. This is what is most annoying, really. If you would do some math you could even know how much zombies you'll have on your "cleaned" area after a week. Probably even a exact number. This mechanic is really raw and honestly i really would enjoy option to make it more random, even if i would need to play on low FPS. And sandbox won't help. I can set migration to 24, 48 or 72 hours but it's still that same mechanic. I can turn off respawn, but by doing that i would make game ever more realistic because Muldraugh would have way lower population than it really have (there is no such thing like population in PZ. You either can respawn zombies and after some time have zombies respawned from nowhere or have no respawning and zombies that should be there, in the city would never respawn, which would make game easier). What i'm saying is i would really enjoy having option like "Respawn until town population (how many people lived there etc) will be zero" or something like that. Why? Because i can either have unrealistic game and unrealistic game - either no respawn and too much respawn. I know this game is about you being killed, but no one said you need to be killed by a zombie. You can die of heart attack (role play, of course) or being old. I think players that would clean both Muldraugh and West Point should have some kind of reward (if they would set that option i was talking about in sandbox) - safe place. Kind of game over, really. You're finally safe. More or less, but you should survive unless some (not existing) people would kill you. With unlimited respawning that isn't random and don't care about how many zombies you killed, your strategic position or whatever it's rather tower defence with running for loot and instead of towers you have axe.
  7. "Maybe instead of "dealing with it," you should consider relocating to a less trafficked area. They do exist, and are sort of meant as treats to the player clever enough to realise this. Build in a highly trafficked area of the map? You're going to have a bad time, and you should." I'm not going to give up on two big cities and live in boring forest foraging for hours only because respawning mechanic is really raw, not even a bit random (zombies like to spawn in that same places, exactly in that same places). "Cleaning should get progressively more difficult in the game until cleaning is impossible, unless you've sacrificed quite a bit. Just consider how many undead would be wondering America (several million within a hundred kilometers of Muldraught), if for so many zombies there's only a handful of survivors. " Exactly, "unless you've cacrificied quite a bit". This is what i'm asking for, really. It IS impossible to clean area no matter how many zombies you would kill in that area and even around that area. The only way to make area totally clean is to make walls around the area. But if you have only ONE small gap, zombies will respawn in this area. "Zombies only spawn in areas you've not visited in three days in game. If you had just cleaned the street, a trickle of 10% of the maximum population of that cell ( an area of 300 x 300 ) shouldn't make a dramatic difference. You're mistaking spawning for migration of zombies from other areas." Day have 24 hours. Zombies can't respawn until chunk was unseen for 16 hours. Zombies will respawn on a chunk in 72 hours (3 days). But they can migrate in 12 hours. So in general - after a week (168 hours) zombies can respawn twice in chunk you're intereted in, but zombies from closest chunks can migrate 14 times. 14. Remember that street you're interested in isn't only one chunk - one street may be built from many chunks. Even if it's only 10% of population, after a week it can be 30-50% of population (20% from respawning and -/+ 30% from migration. I probably understand this thing wrong, so let's say zombies are migrating from one chunk to another, so in result one chunk will only have more zombies that respawned there for a really short time (in week, there would be 20% of original population + some zombies from other chunks that wouldn't stay there for too long, it's still can be 30% of original population). And remember that some streets are literally swarmed in zombies, which mean even that 20-30% of original population could be a smaller horde. On only one chunk, not one street. Also, remember that zombies don't really move much - zombies mostly walk in circles. Mostly, only metasounds would make them migrate. But these sounds are rare after month or more. If you don't believe me on this i can start a old game (few months in), get killed by a horde and see how far they will migrate in only 12-24 hours. Correct me if i'm wrong.
  8. "No, iterating through an array of 108,000,000 tiles would still be costly, just for the sake of having a zombie show up at the right time. Compond that by having thousands of zombies active on the map at one time and it falls apart." Not, if zombies would be in groups. And i'm not saying the groups should spawn everyday, everywhere. Looking at map, you could say that zombies from closest town would appear first, from X direction, etc. CPU would only need to count RoadxTime for groups of zombies. It's simple math, i don't most CPUs couldn't handle this. Game do this already - but on smaller numbers. If zombies will respawn on X tile your computer will need to think about where they can migrate in X time. It's almost that same thing, really. "If an area is unseen by the player, zombies will also spawn to make up for this deficiet after a certain period of time (one that's much longer than migriation from cell to cell)." This is what i really hate. Because of that zombies spawn so quickly in places like streets that you cleaned etc. And it's hard to balance this thing using only "after X hours you'll have X part of original population". I think zombies should spawn more randomly, not only, because after all town is mostly dead - there is no reason why one chunk should have more zombies than other chunk. Because of that your safehouse can be either super safe or swarmed with zombies (same with some areas), which is really annoying. Also, zombies are pretty quiet. I don't see why zombie walking in circles should have so much zombie-friends. What i don't like is that respawning is raw "you have X population in this chunk, zombies will respawn here, deal with it mate". It's not random at all, which make it really annoying - cleaning that same amount of zombies every freakin' day. It would be fun if you would have some quiet days but then BAM, you have a random horde destroying your walls. Respawning mechanic that we have now is based around "You want to live in city? Ok, we will sent X zombies everyday, until you'll die of boredom or you'll forget about cleaning area and you'll be swarmed in zombies and you'll escape to another place and that same thing again and again, deal with it, this is how zombies work". Even changing "time to respawn" won't change this mechanic. So in general - previous builds were annoying because you keep area clean for months and new builds are annoying because zombies respawn all the time, in almost that same numbers, making cleaning impossible.
  9. In my understanind (i'm probably wrong) zombies do it right know - they respawn really far and then migrate to other places (like your house) + zombies respawning closer to you and then migrating. I'm not saying these zombies respawning on edges should be like "real" zombies. That every sound etc. would work on them like on zombies next to your house. I'm saying they should respawn there as a "dots" (for program) and travel to city - something that would make a lot of noises. Still, this wouldn't be so realistic, but it would be better, because it would simulate zombies coming from other cities to Muldraugh etc. This wouldn't need so much CPU at all. They would be dots spawning on one point and walking to another point (most likely, these points should be randomized so all zombies wouldn't travel to only one point, like your safehouse etc.). And even if this mechanic would take so much CPU power some players couldn't play, i think it's better to have good mechanic with option to disable/change it rather than bad mechanic so end-low pc players (like me, but well.... i really want another respawning mechanic) won't have any problems. Objection. I never had zombies magically skip all my walls or something to appear on the other side, you are exaggerating. That was the case when the whole simulation/respawn started because of some very nasty bugs, but sicne that IWBUMS there has never been a case like that before. A zombie will spawn on a player cell with constructed player stuff ONLY if there is a way the zombie could have slipped by (the woods, a broken door, a broken window or breaking both and then entering) Objection. I never said i would wall whole big are completely. I was saying i would build walls in places like streets so zombies would need to travel in the forest or break my walls (which would really slow down), but they somehow would still respawn inside these "not complete" walls in only one day, because they aren't complete (tho, they would have strategic positions). Did you check the walls or fence? Zombies can break them, if you mean they "spawned" outside your base, that means something drove them there, not literally spawned in (you constructing the wall for example, makes sounds which draws zombies). If you mean that the zombies spawned inside your base perimeter, that means there was a hole in your defense where they could slip by, walking though the woods, breaking one of the walls or stuff like that. No, zombies don't respawn inside my base, but they respawn like next to my walls (sometimes, literally next to my walls). Everyday. And even if zombies are not respawning in area where i am, they still respawn on next chunk and travel to me (or maybe my base is located like on edge of one chunk, so zombies can respawn really close to me?). In only one day. Somehow, without any sounds that could make them travel to my safehouse. It's really annoying. I know zombies do move and they would randomly travel, but it's not even random. When you die and become zombie you'll see how zombies like to move - they move 3m there 3m there and they end in that same place. It's really a illuminati thing in this game. They walk like shit, they remember shit, but they still are able to travel in big groups.... I feel zombies are really determined in their journey....
  10. So you guys are saying that we shouldn't complain/feedback about respawning, because in previous builds there was no respawning and it sucked? It's like saying "don't complain about police brutality, in old days we had no police" or something like that. IT IS broken, IT IS useful, IT CAN BE better. We are not saying we don't like respawning at all - we're saying respawning need some changes to make it better. About "you can't call anything in zombie game unrealistic". Sure, zombies aren't realistic, but people slowly moving to your house are realistic when on other hand people slowly moving but somehow appearing under your windows in only one day aren't realistic. I will explain it in other way - If 10 objects are around Area 100mX100m and they move really slowly then there is no way at least 2 from 10 objects will move to the centre of the area only in one day. I could build shit out the world, make walls and barricades to make Zombie John journey to my house for my brain really hard but even if i would do that he would magically skip all of them and say "hello! I sprinted to your home! I heard you have some Mac*Cheese in your fridge! And brain, of course!". This is why it's so annoying. I had the base where it would be really hard for zombies to migrate to me - forest around, big fence on one side (that would stop most zombies walking from that direction) etc. But they still respawned in big groups around my base. About "deja-vu". Yeah, it's like the dumbest deja-vu i've ever heard of. It's like saying "Wait... Why people are complaing about things in unfinished games? They are still unfinished.... I'm sure devs will make this game great without any kind of feedback...." Sorry for being rude, but seriously, you guys are complaining about us complaining rather than add something interesting to this suggestion. If you don't agree with suggestion, say why (no, saying "without respawning bla bla bla" isn't a legit response, because clearly, OP wasn't talking about removing respawning mechanic completely or saying "think about if devs wouldn't call it respawning"), other than that all what you're saying is clearly not worth reading (same with my post, but well.... I'm not the one starting it).
  11. Yeah! Exactly! Well... No. Of course not. It isn't really THAT hard to know zombies wouldn't just magically appear in centre of the town or behind your base if they wouldn't respawn there. Especially that defeault zombies are slow. And in my game i needed to clear area around my base like everyday (with like 5-10 zombies around). And streets wasn't even a little bit clear after a week (more or less time in would use that same street again). In general - all what you can do is run into the forest or deal with a lot of zombies everyday, everywhere, always. I know this game is based around zombies, but this shit isn't even realistic. You can't "respawn" in real life, zombies would need to spawn on the edges of the map after most of town population would be killed (and i had games when i should kill like every freaki' zombie in town, but for some reason they are still there, respawning over and over). TL:DR Spawning zombies isn't a good way to make game harder. Players can attack like 2-3 zombies in that same time, but devs decided to make zombies respawn everywhere (from the asshole, literally...). It's "spawn unlimited amount of enemies and make players super OP so game will be hard but not realistic" kind of logic (think about Just Cause, you're superhuman but you get a lot of people shooting at you). This shouldn't be a thing in game like this.
  12. Yeah, on one hand game would be boring without zombies but on other hand it's rudicolous that after killing even 100 000 zombies, you would still have problems with zombies respawning next to your base (magic?...). I miss days when you could clean are and it would stay cleaned at least for more than 1-2 days. "Just make base in the woods". Yes, it's a option, but for some reason Project Zomboid is based on map with two towns. And i hate not being able to see anything because of single trees. Because of that i can have a lot of zombies around me and don't even know about that. In city, at least, i see what i can see.
  13. I agree with you. I'm sorry, i didn't read what you said really carefully.
  14. So in general you're saying it's better to not have pitch black nights because? Because it's so hard to make gamma etc. options in the game or even make darker nigths a option (either in sandbox options or in regular options or both). This isn't really a good point. "People complained about it, because i wasn't well made, so we needed to remove it completely". It's mostly what you're saying. And i understand what you're saying but really - it's not so hard to both have darker nigths for hardcore players and have options to disable them/gamma options for not-hardcore players. People probably wouldn't complain about that if that one simple option would be created. But neither way, from my experience devs won't really change their point of view because some random dude made a post around it (tldr i think it's always better to create options for some things to make both sides of players happy than remove something and make only one side happy, Starbound devs do that thing really often and they have many haters because of that....). So i think having like limited range of view during night would be better.
  15. +1 Cool idea is to make nigths either darker or make "fog of war" thing, so you will see less during night than during the day. Night in zombie apocalypse should be something you should really be scared of and you wouldn't even dear coming out without a flashlight. Even if flashlight will make you really visible....
  16. I know that clouds have shadows. It's obvious. And i said that "it's darker when it's raining" (so when clouds are full of water etc. they have more "visible" shadows). I'm just saying that clouds don't have solid shadows - they aren't solid objects. They are gases so you will need both small (if cloud will be too big you probably won't even realize you're in that cloud shadow) and dense cloud to see cloud shadow on the flat ground (not from the mountain or something, like on these pics).
  17. Like OP said - there is like huge difference beetwen tough and annoying. Killing zombies in PZ is so freakin' easy. With axe you can kill two zombies at one hit and like push 2 or 3. Making player deal with hundreds of zombies isn't a good way to make game harder. It's rather a way to force player to quit when there will be so many corpses on the ground that game will slow down. And about that "dev's vision of the game". On one hand i agree -it's their game, but on other hand - if a lot of people are complaining about it then i think they should change it. After all from where they get the money? Exactly. Either way it takes some time. And if you'll lure them away they will come back in that or other way. Probably. It's not necessary but that doesn't mean every player living in some random house in the city should deal with so many zombies everyday. Like, why it's even a thing? It's DEAD town. Sure, it's easier for zombies to migrate in the city etc. but this shouldn't be the reason why you have to deal with so many zombies. You can't clean any are at all. Even if you would kill Muldraugh and West Point population you still would have to deal with zombies everyday, because they spawn inside of the town. Safehouses are pointless then. I would be OK with that, but only if we would have any kind of buildings that would help us kill the zombies. Sadly, we don't really have them and we can't clean areas to make them somewhat safe. At least for a few days. There is a *really simple* solution - zombies can respawn only on edges of the map (new zombies from other cities, not population of the town ((i think that there is less than 5000 zombies in Muldraugh without respawning)))
  18. @Popsalot I agree. Tho, using toilet may sound hilarious but it would be like really hard thing to do. In real zombie apocalypse you would either need to poop in the woods (and risk some zombie sneaking out) or clean the building with toilet. Think about Zombieland movie ;D
  19. -1 Not because it's bad idea, but because i just don't care about shadows in games (well... i even disable them to get extra fps. Shadows are REALLY fps hungry), and i don't like clouds shadows - it feels so unnatural for me to have shadows of clouds. Like, it's even a thing? Sure, it's darker when it's raining etc. but there is no such thing as shadow of clouds (like literally, where every cloud make shadow on the ground that you can easily see, i remember such thing from some games).
  20. Yes, but look at this in this way:Hours to respawn on unseen area - 16 hours. Redistribution of zombies - 12 hours. If you will do simple math you'll know that there is a LOT of zombies spawning around your safehouse (not loaded parts of map) and a lot of these spawned zombies will come and visit you. +72 hours respawn even on parts where you are. In general, you have new zombies around your safehouse *everyday*. If you're unlucky you may get new zombies respawned twice in only one day. Zombies dont respawn in a location recently seen by your player.Your issue is solely with migration not spawning Does SP allow the same manipulation of zombie respawn and migration options as MP does? I can open a file and alter the fuck out of zombies how they respawn, how the group up or horde up, how they migrate, how long for each of those things. Yes, zombies don't respawn recently seen by your player, but we're talking about endgame where all you need to do is build your base. Then, almost every part of the map wasn't visited by you recently.No, it's not my issue, it's OP issue and i'm just simply giving proof that he is probably right using what Enigma said. And no, it's not only issue with migration, because without respawn there would be no zombies to migrate to another place. Isn't that simple?? MP? Did you even read what OP said? He was talking about survival so obviously about SP not MP. And like you said - if you play MP only then why you even talk about survival in SP? OP said that he already did that. He is talking about balancing surival. I would agree with you here, but.... Towns in Project Zomboid are REALLY small. Like there is... 5000 people in Muldraugh? After killing like 1000-2000 zombies you easily shouldn't have hordes everyday.And if this game would be fully logical you should have even more zombies in the forests (especially in endgame) Why? Because these zombies must come from somewhere, right? They should migrate from other bigger cities. And after all town is dead - there is nothing that could make so loud noise to attract zombies from everywhere. Sadly.... Game respawn zombies EVERYWHERE even in centre of town.... This is exactly why respawn mechanic is really broken. Due to one simple thing - zombies respawning in towns. BTW People, remember what OP said before saying things like "just use sandbox options". And we're talking about game where you have nothing to do but only hide in your safehouse (i'm talking about ModdedTibby who said zombies don't respawn in recently visited parts of the map and about Enigma that liked his post about that)
  21. Yes, but look at this in this way: Hours to respawn on unseen area - 16 hours. Redistribution of zombies - 12 hours. If you will do simple math you'll know that there is a LOT of zombies spawning around your safehouse (not loaded parts of map) and a lot of these spawned zombies will come and visit you. +72 hours respawn even on parts where you are. In general, you have new zombies around your safehouse *everyday*. If you're unlucky you may get new zombies respawned twice in only one day.
  22. You're not a God in that game but you work for one of five Gods (you can choose) and after some time you'll be like "royal guard of god", so yeah, it's pretty similiar. And you're kind of wizard in this game.
  23. Yeah, that's problem with Alpha 15 (14 had other better mechanic). Tho, it's mostly based around your PC power.
  24. Universe Sandbox consisted of throwing planets at eachother. Definitely not worth the pricetag IMO. It's sandbox. You can do whatever you want. It's up to you to think about something more interesting than throwing planets ;d
  25. Plague Inc. Evolved? You can destroy the world using virus etc. I'm just joking right now, i really don't know other games like thes ;D Maybe..... Universe Sandbox? Well.... No one says you're a god but you have God-like powers.
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