Sick Boy

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About Sick Boy

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  1. Sick Boy

    Far from the Zedding Crowd

    You heard it folks. EXACTLY 2 weeks.
  2. Sick Boy


    So, that sound is awful and horrible and grating and I love it, it's perfect for mailboxes and other small metal type objects. I hope the tree sounds get changed to something more mangled brush-rustle sound. Which it probably will, I did notice it said the sound effects were temporary, but I have to say, if you can differentiate between brush and more solid debris sounds that'd be perfect. The body sounded more "body rolling beneath the undercarriage" than "speed bump" which is awesome. But I might be imagining that. If not, that sounded pretty darn good.
  3. Sick Boy

    The Sound of Mucus

    I hate to be the negative Nancy in the group, but I think the zombie sounds are a bit over the top. Now, I do agree they should make the moaning and groaning and stuff. But the ravenous growling is too animalistic. It's too intense. Like they're mad at me. Loud is fine. but they don't seem like zombies when they make that much noise. They seem like angry cannibals.
  4. Sick Boy

    Door Knocking

    While not a perfect solution for your need, sometimes you can just swing your weapon in the air and a zombie on the other side of the door will hear it. Don't actually hit anything with the weapon, just whiff it through the air. Sometimes if I go into a house, I'll walk a couple steps in, swing my weapon and then count to 10. That usually brings them out of corners or gets them banging on a door they're on the other side of.
  5. Sick Boy

    Zed Snacking

    If you think you can just wave things like a comically giant pan and a skeleton dance party in our faces and expect us not to demand it...? Well, brother you got another thing comin'!
  6. Sick Boy

    More details

    I would like it if this function was tied to the "Erosion" mechanic. Meaning that Day 1 of the outbreak would look almost similar to the "clean" world you have... But over the weeks and months you might stumble upon a house that was a defensive structure or an overturned/burned out car wreck that wasn't there a month ago. I imagine something similar would happen with the inclusion of NPCs if they function in an independent type of manner. Maybe now when you hear the random gunshots, you can explore the direction of sound and find a corpse being devoured by a horde or having already been reanimated. There is a really cool mod on the SteamWorkshop called "Post-Apocalyptic Sprites" which adds the random gore and broken furniture around the map(inside houses), the only problem is it replaces EVERYTHING with no procedural kind of function for it to degrade and become a deranged nightmare world over time instead of instantly.
  7. Sick Boy

    Reloading skill could use a rework

    Hell even Reloading 3(which is more realistically reachable, even with ORGM) has a significant difference in reloading speed. And when highly panicked the reload penalty is extremely noticeable. I do not agree with your assessment of it being negligible. I agree it could use some finer tuning... Maybe a more all-encompassing gun handling trait instead of two categories for aiming and reloading so that way you can level them up rather evenly. That frees up room to include a gun maintenance trait for repairing and degradation. I like the idea of a maintenance trait.
  8. Sick Boy

    Thunder can start fires and electrocute you

    No. Also, Thunder is the sound. Lightning is the part that strikes people.
  9. Sick Boy

    Inverse decay setting for zombies

    "mutant" zombies are not part of the game lore though. So you're not likely to even see an option for anything other than the sprinter types. The only variations of zombies you're likely to see are the kinds you find in Night of the Living Dead or The Walking Dead universe. Shamblers, rotters, skin-and-bones, at best the "worst" type of zombie would be either a body-builder or a fat guy. (not that we have anything other than "standard walking corpse" right now, but in the future you probably wont get much in the way of post-reanimation mutation.)
  10. Sick Boy

    Drink to the Memory

    So, I love the new "task" animations (self-care, taking pills, digging grave, pouring one out for a fallen homie, etc) ... But can I suggest to add a small animation in between opening the pill bottle and slamming the bottle into your mouth? It's a great "drinking" animation, but no one would ever take pills that way. Considering pills(especially painkillers) are supposed to be taken one or two at a time, maybe animate so the character opens the bottle and taps the bottle into their opposite hand to simulate "shaking one out" and puts the hand with the pill up to their face?
  11. Sick Boy

    Zed Inn

    The Kentucky hat is a nice touch, but did you guys know that there is a sexual lubricant called "K-Y Jelly" and its product colors are white and blue? I don't have anything substantial to add, I just thought it was mildly amusing.
  12. Sick Boy


    Man, that picture up top sure is cool. Whoever took that must be one cool, smart, handsome, talented and brave dude.
  13. Sick Boy

    IWBUMS VERSION - 40.37

  14. Sick Boy

    RELEASED: IWBUMS Build 40.18

    I have to say, I just started up a new game a couple days ago on the IWBUMS branch and I am LOVING this new weather system. I really like the fog effects. I will say it's weird that it doesn't start get dark until after 10pm. It's also weird that it only rained 2 times in the month of April though. I found it a bit insulting when I went 27 days without rain and thought "Okay, I'm gonna plant some carrots"(because they grow better in dry spells and when not fully watered) and IMMEDIATELY after I watered them up to 75% it started raining. This is a good update.
  15. Sick Boy

    Item duplication(Metal Bars)

    I noticed when you barricade a window or door with the metal bars, it requires you to have at least 3 in your inventory but you end up only using 1 and you're left with 2 in your inventory. Additionally, when you go to remove them from the window, it gives you back 2 bars, essentially giving you an extra bar. So if you have 3 in your inventory, and you apply bars to a window, it will only use up 1 bar. You will have 2 in your inventory still, and when you go to remove them with the "Unbarricade" option, it produces 2 bars, and you end up with 4 bars in your inventory. edit: This is in the most recent IWBUMS version.