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Ozin

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Everything posted by Ozin

  1. Ozin

    Bikes

    I suppose pokemon style bikes can be modded into the game? (8 direction, fixed speed, perhaps with gear up/down controls) I suspect most of the work would lie in animating the character and bicycle. How fast movement will affect performance is another question..
  2. Hehe. All I'm saying is that it would be nice if there were more signs of the chaos that would result from a zombie apocalypse. I suppose we'll have to wait and see how the whole NPC thing turns out.
  3. I would actually like to see freezer compartments added to the fridges, since most fridges seem to have these in real life (except for those small mini-bar fridges). It would act like a fridge container but would have a lot less storage space and would cool the contents below freezing, preserving the contents indefinitely (until power outage). Frozen food would be inedible until they defrost, and take longer to cook.
  4. This is a bit of a general suggestion to spice up the current buildings found throughout the PZ world, based on what I've seen so far (haven't seen much of West Point yet). I feel like a lot of the houses look a bit too tidy, considering the game takes place in a zombie apocalypse. I love coming across scenes such as the one you can find in the church and a few other buildings (though they often lack the bodies). I think it would be nice to take some inspiration from the Fallout games, where you often find scenes of past violence. They often tell a subtle story of a past survivor's fate. I love that kind of stuff. It wouldn't really add anything to the gameplay, but I think it would help create a better atmosphere. Once NPCs are included with the game, and the meta game decides that some die (away from the player), perhaps their scene of death can be created by the game?
  5. I'm curious, will NPCs try to barricade doors and windows? Build structures such as walls? Chop down trees and loot to get needed materials for said structures?
  6. Ahh, so RMB is the new aim button, that makes a lot more sense! I've just seen a few buildings in WP before I died of some fever. New to the game so I'm sticking to the old map with lower Z density until I get the hang of things. Also, I suppose most have yet to explore most of it
  7. Any reason for this change? It seems more logical to keep it on left mouse, at least that's what I would assume was the method for held attacks if I was a new player. Not that it poses a problem now that I'm aware of it
  8. Yeah I noticed this, a very nice change. I also noticed (not sure when it was changed) that the hold attack with left button was removed, not sure how well I like that tbh. Held attacks for more damage seemed like a good idea
  9. As a new player that has browsed the forums for the last week, I've got to give you big props on the way you communicate with your community. Hold on to that in the future! (and brace for a wave of impatient complainers in the few weeks after the steam early access release, some people just don't understand the concept of alphas and betas ^^ )
  10. Didn't know of that function. Tested that now, and while it helps for smaller transfers, it's still insufficient for larger amounts. Since nails and ammunition are transferred individually, it becomes a bitch to manage in large quantities without either a slider or number input :/ Considering how important of a part inventory management plays in this game, and that you can't do it while paused, really calls for a streamlined and optimized inventory management user interface. Of course I understand that you're still in alpha, and I'm in no way expecting this any time soon, but it would be nice to have it included some time during the beta stage. Edit: about the shift-click functionality in inventory menu.. The standard (for most games and utilities) is usually that shift click selects all items in the table that is between where you click and the previously selected item. CTRL-click is usually the key combination for the current shift-selection.
  11. Considering how picking up and transferring stacks of items (especially nails and ammunition) works in this game, it would be great if the "take half" option could be replaced with a new one. The new option could open up a new small window with a slider that determines the exact amount you want to transfer. Alternately, I suppose a numerical input would also suffice A third solution would be to add some way to halt an ongoing transfer, so players would have to time it themselves.
  12. Can't wait for this to be updated with West Point
  13. ^ Well said. I'm experiencing the same. It kind of makes the whole safe-house and carpenting aspect of the game a bit pointless. I'm hoping the problem will be addressed when NPCs are introduced again. The less all-knowing the AI is, the better
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