Jump to content

hunger john

Member
  • Posts

    198
  • Joined

  • Last visited

Everything posted by hunger john

  1. I'm pretty sure this is intentional, the idea is supposed to be that the occupants had packed and left/the house had already been looted.
  2. When equipping the camo hunting vest the following visual glitch appears: Unequipping the pants (or the vest) fixes it. This happens with any pants.
  3. Is firearm suicide not in yet? I remembered that one preview video so I checked the keybinds and fiddled with the controls for a while, but in the end I couldn't figure out how to stick the barrel in my mouth.
  4. Delightful experience. The gameplay feels much deeper overall and it's like playing for the first time all over again. I love the variety and atmosphere. The main issue that has consistently stuck out to me is that controlling the character is much more of an ordeal-- It's almost like tank controls and the turning animations are really sluggish. There's also the issue of aiming changing your walking direction which has turned my attempts to glance around for danger into stumbling right at pursuers at the worst times. While I understand there are trade offs to be made from the old system, there's still definitely room for fine tuning this.
  5. hunger john

    Grave Intention

    You guys already used that title https://projectzomboid.com/blog/2016/12/grave-intentions/
  6. I've seen it in a parking lot before, namely the bar in Riverside.
  7. got to admit I did not expect fursuits
  8. Isn't all this bloodied clothes stuff already in the animations build? Are you moving the code over to the generic sweater/vest/etc items, or rewriting it as a placeholder?
  9. To add onto this, there should be rolling blackouts in the days before it happens so you can prepare for it accordingly.
  10. Is there a way to leave the car idling while on foot?
  11. I don't think that preset factions would fit well in the game. Rather than have these different factions form on their own in the exact same place every time, let the players influence just how territory changes hands and what factions form. Have the game start with no factions as the quarantine was just recently placed on the game area, and have NPCs/the player form them on their own over time. Allows the player to feel their actions have direct consequence earlier on. Clearing an infested warehouse and coming back later to find bandits have set up shop is a more enriching experience than the warehouse having always had a preset group. Deeper player agency as they discover what actions can be taken to ensure different consequences. For example, this could be helping someone badly hurt, and weeks later when they're the leader of a nearby group they might be more receptive to bartering. Instead of the prison always having a tough set of armed inmates, let the game decide what outcome happens. Say the prison always starts with a dozen inmates, and five guards. What are their traits? Upon world generation, the prisoners could all end up psychopathic, athletic brawlers that massacre the guards, or a mishmashed group of craven gardeners and hunters that are quickly put in check. This means several things: The results add variety and depth to the prison area The player could arrive at the prison early and directly influence the outcome This allows for deeper consequences. You could help the prisoners take over, and then later they could ally with your own faction, or perhaps they just decide to terrorize the entire Rosewood area instead. I think there's just too much to be explored with more RNG-decided factors, rather than preset factions.
  12. I assumed it was just supposed to be on constantly once enabled through properties, thanks
  13. 1) Engine noises loop whenever the game is paused. This means that you need to manually stop and turn off the engine every time you want to alt-tab or open up the steam overlay to check something, or the noise will blare. 2) Some way to lock doors from the inside (and outside with keys) would be appreciated. I know this is likely on the list anyways but currently MP/Coop vehicles aren't very safe since other people can just drive off with them. 3) -disableeasyvehicles doesn't seem to be working. Would be nice to have a more realistic/hardcore experience before release. Would also like to point out that sleeping in a moving car is really buggy. Hordes speed up and can attack windows while your car remains at the same speed, and waking up can cause it to do some strange flips and other general weirdness.
  14. 1. Try entering the car through the unlocked door, switching seats, and exiting using E. 2. Don't think it's possible yet. Would be nice to be able to recharge them with another car + jumper cables, or perhaps a generator if you're especially desperate. 3. Obtain a gas can, and use the V key to open the radial menu outside and directly beside your car. It should allow you to siphon + deposit.
  15. Damnit, Lori! Anyways, FPS seems around the same. Haven't noticed any crashes or FPS drop over time yet, I'm averaging 15-25fps with the specs seen below. (Lowest graphical settings, 1280x720)
  16. hunger john

    DrivPZr

    3. I like this idea. In real life, light pollution is a lot more prevalent than you'd think. When I was 17 I went out to a relative's ranch in rural Ohio, and at night everything was astoundingly dark. I'd legitimately never seen the sky so dark. And Christ, the stars were beautiful. Anyways, even with it's proximity to Louisville, the rest of the game area should be rural enough to have minimal light pollution. It would also make headlights on cars, generators, and candles much more useful. 4. If I'm not mistaken, aren't zeds already attracted to light?
  17. http://prntscr.com/faxn28 Looks like they weren't doing their job very well.
  18. hunger john

    DrivPZr

    Great to see smell finally making its way into the game. I hope there's good smells too, as touched on in this thread. Since zombies can canonically smell as evidenced by their sandbox options, I suppose other players won't be the only ones we have to worry about smelling our delicious stale bread and potato stew. How will clothing dirtiness and blood amounts on the player currently work while we wait for the full visual implementations in the animation build? Only thing I can think of is a reskinned soaking wet moodlet for blood.
  19. Since RJ is working on new sandbox options for the game, I though I'd go ahead and suggest this as it's been on my mind for a while. For those unaware, the game No More Room in Hell features a few different kinds of zombies. The sequel is expanding on this by adding different levels of decay with a different zombie subtype for each. Recently infected are sprinters, then they decay into walkers, and eventually they're just a bloated shambling corpse. This provides their lore explanation while still allowing different distinctive zombie style tropes like runners and shamblers in one game. Anyways, I saw that "random zombie speeds" is already being worked on so I was wondering if it could be directly tied to time spent as a zombie. Default zeds would be randomized as usual, perhaps with sprinters on the rarer side, but player-borne zombies would always rise as sprinters (and decay over time as usual). I feel like this would be an especially fun addition for multiplayer as you'd have people extra paranoid about having someone in their group croak and come back as a sprinter within their base. I can imagine some funny scenarios where a guy gets an bite, dies, and in turn infects his entire safehouse of people because they're all sprinters running around in close quarters. Then you've got people debating whether to run in and grab all the loot before someone else does, or waiting until the group inside has decayed down and hope there's still something left. I suppose it also has the added bonus of crowded servers not becoming infested with sprinters either, as they'd all decay down to walkers within a few in-game days. Don't know if I'm supposed to post a separate topic for different suggestions, so I guess I'll post my other one here: Sandbox option to enable zed numbers decreasing over time. I actually don't know if this is already possible with the current advanced settings, but if so I can't figure it out. It would allow for more versatile gameplay since you could have the zed population start low, then sharply rise up and find yourself frantically attempt survival until they die back down. It would fit in well with sandbox games attempting to emulate 28 Days Later with sprinters, for instance. Nervously peeking through the curtains hourly watching them all stumble around and run after noises, desperately attempting to survive in a barricaded apartment as you pray to god the ones outside starve before you do, etc. I've admittedly no idea how much work any of this would be, just some suggestions spurred on by today's Mondoid. Thanks for reading.
  20. I understand what you mean. Currently HAM radios can be used by players to communicate in private over long distances. They both connect to the same frequency, and then anything typed into local chat is transmitted over the radio to anyone else on the same frequency. It makes sense for service vehicles to have their own frequencies. Radio content could be added to them for the first day or so of the quarantine, as law enforcement around the area attempts to restore order. As for NPCs using vehicles, you probably won't get an answer on that. The developers aren't presently discussing them until animations have released. However, I was watching an old podcast with the developers from a few years ago and one of them mentioned that NPCs would use roads as walking paths while looting, so I suppose it's possible for them to be able to drive on them? No telling yet.
  21. Anyone else notice the first aid kit container is now green? So is the first-aider trait. I wonder if there's an in-game model for carrying the kit in the animation update, and these were changed for consistency? Or am I reading too much into it? It's probably actually just to avoid breaching the Geneva conventions act.
  22. I don't think the game area is large enough to justify individual police cars for each town. It'd probably just be better off with a generic rural sheriff's variant to represent most of the more isolated map parts, and state police for the larger urban center in Louisville. KY Department of Fish & Wildlife resources would also generally act as civil authority, wouldn't they? I wonder if cars can be set to only appear in certain areas.
  23. According to the broadcasts, there are two strains of the virus. The first one began in the quarantine area, and is transmitted through bites and scratches. The second strain apparently mutated into airborne transmission, heavily increasing infection spread across the globe. A percentage of the population, presumably including your playable character, is immune to the airborne transmission. Despite this, bites and scratches still infect everyone. Or at least that's what I've gathered from the broadcasts, anyway. As for the bite chances, I suppose it's possible to get bitten without saliva entering the wound. The bite could just barely break the skin, or the corpse could be decomposed enough to not have any fluids left around the mouth.
  24. NMRiH devs did it about as tastefully as you can, (or as tasteful as hostile rotting children corpses in a video game can get) and there was still some controversy. http://steamcommunity.com/app/224260/discussions/0/558749825316322891/ I wouldn't be averse to some rare children zombies around schools or whatever, I actually think it'd enhance the game's emotional tone... Though it's understandable why the developers won't add them.
×
×
  • Create New...