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arkahys

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  1. Like
    arkahys got a reaction from Shnider in frustating death and suggestions in fights   
    Maybe the most annoying things who make me ask "will I play an another game, or put the game aside", there was some death due to interface, or game operating who are bristling the point. If you can do something, should be very cool :
    when out of ammo, hold clic do the player don't move and entering in a *klik*, *klik*, *klik* loop while when you fire, player stop to shoot then move. Should be the same : player should stop , *Klik* to avert there is no ammo, then move. I talk about that before , but don't know where : When you facing horde with axe, if you knockback a zombie, sometimes he hurt zombie to ground instead of zombie walking on you. think a known issue : unseen and/or untouchable zombies in stairs (or some door/wall corner). we should see players and zombies on both level when on the last steps of stairs. (and them too ) attacked during game loading on an heavyloaded moment on low/medium PC. Zombies crossing window should make noise. (a step noise should be enough). Player too while low nimble.  
    For me, others death are missing key or game bugs...
     
     
    And suggestions to end :
    ability to shoot while walking with one hand weapons (knife and screwdriver but not when OS, pistol, etc.. ) think could be a good balance. Add a target to simultaneous targets to axe when skill is high or/and strengh high. ( actually 2 , then could be cool that pass to 3 when  lvl 8/9 to blade accuracy and/or strengh 9/10 ) seems realistic.  With fire weapons I don't know if I miss target as much times, or there is no visual reaction on zombies when doing few damages. If the case, just reset walking animation should display that I touch the zombie. I know the aimed zombie by fire weapons request and I know the sight principe of game. I find an easy way and pretty implement to partially resolve this :
    When pistol is equiped of red point, overlay the aimed target by a red point sprite.
    When rifles are equpied with rifle scope, overlay the aimed target with a cross.
     
  2. Spiffo
    arkahys got a reaction from xXxFANCYCAPYBARA36xXx in S.P.I.F.F.O as S.P.E.C.I.A.L   
    I just wrote a suggestion where intelligence skill could be good.
    With actuals bugs, can't enjoy play, so waiting release, i come back play to fallout 2. that's remind me :
    For old players who now fallout series and is S.P.E.C.I.A.L, I find this character adjustement very fine and powerfull , and in a certain way, PZ is not as far.
    For others in fallout player have skill who form "special" they are  :
    Strengh
    Perception
    Endurance
    Charisma
    Intelligence
    Agility
    Luck
    This affect game stats and the base of many subskills, who can be separatly upped.
    In a 3rd time you can have some capacities.

    When I create my charcter in PZ, I realize that all of this is here, but with less incidence between skills/capacities.
     
    What about a S.P.I.F.F.O ? this could give more fines parameters and impact.
    I try to find some word who are not to close to fallout. I'm not very at ease in english to know all goods adjective...
    I put in first line incidence on in game stats, on the second on skills themsleves (xp gain, or starting XP).
    Strengh : carry capacity, knockback, run speed, blunt attacks damages affecting : run , carpentry, metalworking, mechanic, both accuracy Perfection : buildings quality , transfer speed, container capacity could affect : sneaking, all accuracy/aiming, cooking Intelligence : sight range, reading time, container capacity, engineer speed,  could affect : electricity, first aid, all maintenance, forage Fitness : endurance, running time, sneaking speed, transfert speed, blunt attack speed, thirst affecting : nimble, mechanics, reloading time, Faith : panic, boredom, luck in general, moods, repair and loots. critical hits could affect : all guards, fishing, trapping.  Outdoursy : building time, foraging speed, run speed overloaded, hunger, could affect : farming, lightfooted, forage, fishing , trapping  
    All of word and impacts are ideas to show a principe. don't say that are at the right place.
     
  3. Like
    arkahys got a reaction from PapayaKing in S.P.I.F.F.O as S.P.E.C.I.A.L   
    I just wrote a suggestion where intelligence skill could be good.
    With actuals bugs, can't enjoy play, so waiting release, i come back play to fallout 2. that's remind me :
    For old players who now fallout series and is S.P.E.C.I.A.L, I find this character adjustement very fine and powerfull , and in a certain way, PZ is not as far.
    For others in fallout player have skill who form "special" they are  :
    Strengh
    Perception
    Endurance
    Charisma
    Intelligence
    Agility
    Luck
    This affect game stats and the base of many subskills, who can be separatly upped.
    In a 3rd time you can have some capacities.

    When I create my charcter in PZ, I realize that all of this is here, but with less incidence between skills/capacities.
     
    What about a S.P.I.F.F.O ? this could give more fines parameters and impact.
    I try to find some word who are not to close to fallout. I'm not very at ease in english to know all goods adjective...
    I put in first line incidence on in game stats, on the second on skills themsleves (xp gain, or starting XP).
    Strengh : carry capacity, knockback, run speed, blunt attacks damages affecting : run , carpentry, metalworking, mechanic, both accuracy Perfection : buildings quality , transfer speed, container capacity could affect : sneaking, all accuracy/aiming, cooking Intelligence : sight range, reading time, container capacity, engineer speed,  could affect : electricity, first aid, all maintenance, forage Fitness : endurance, running time, sneaking speed, transfert speed, blunt attack speed, thirst affecting : nimble, mechanics, reloading time, Faith : panic, boredom, luck in general, moods, repair and loots. critical hits could affect : all guards, fishing, trapping.  Outdoursy : building time, foraging speed, run speed overloaded, hunger, could affect : farming, lightfooted, forage, fishing , trapping  
    All of word and impacts are ideas to show a principe. don't say that are at the right place.
     
  4. Like
    arkahys got a reaction from Pandorea in S.P.I.F.F.O as S.P.E.C.I.A.L   
    I just wrote a suggestion where intelligence skill could be good.
    With actuals bugs, can't enjoy play, so waiting release, i come back play to fallout 2. that's remind me :
    For old players who now fallout series and is S.P.E.C.I.A.L, I find this character adjustement very fine and powerfull , and in a certain way, PZ is not as far.
    For others in fallout player have skill who form "special" they are  :
    Strengh
    Perception
    Endurance
    Charisma
    Intelligence
    Agility
    Luck
    This affect game stats and the base of many subskills, who can be separatly upped.
    In a 3rd time you can have some capacities.

    When I create my charcter in PZ, I realize that all of this is here, but with less incidence between skills/capacities.
     
    What about a S.P.I.F.F.O ? this could give more fines parameters and impact.
    I try to find some word who are not to close to fallout. I'm not very at ease in english to know all goods adjective...
    I put in first line incidence on in game stats, on the second on skills themsleves (xp gain, or starting XP).
    Strengh : carry capacity, knockback, run speed, blunt attacks damages affecting : run , carpentry, metalworking, mechanic, both accuracy Perfection : buildings quality , transfer speed, container capacity could affect : sneaking, all accuracy/aiming, cooking Intelligence : sight range, reading time, container capacity, engineer speed,  could affect : electricity, first aid, all maintenance, forage Fitness : endurance, running time, sneaking speed, transfert speed, blunt attack speed, thirst affecting : nimble, mechanics, reloading time, Faith : panic, boredom, luck in general, moods, repair and loots. critical hits could affect : all guards, fishing, trapping.  Outdoursy : building time, foraging speed, run speed overloaded, hunger, could affect : farming, lightfooted, forage, fishing , trapping  
    All of word and impacts are ideas to show a principe. don't say that are at the right place.
     
  5. Like
    arkahys got a reaction from Geras in S.P.I.F.F.O as S.P.E.C.I.A.L   
    I just wrote a suggestion where intelligence skill could be good.
    With actuals bugs, can't enjoy play, so waiting release, i come back play to fallout 2. that's remind me :
    For old players who now fallout series and is S.P.E.C.I.A.L, I find this character adjustement very fine and powerfull , and in a certain way, PZ is not as far.
    For others in fallout player have skill who form "special" they are  :
    Strengh
    Perception
    Endurance
    Charisma
    Intelligence
    Agility
    Luck
    This affect game stats and the base of many subskills, who can be separatly upped.
    In a 3rd time you can have some capacities.

    When I create my charcter in PZ, I realize that all of this is here, but with less incidence between skills/capacities.
     
    What about a S.P.I.F.F.O ? this could give more fines parameters and impact.
    I try to find some word who are not to close to fallout. I'm not very at ease in english to know all goods adjective...
    I put in first line incidence on in game stats, on the second on skills themsleves (xp gain, or starting XP).
    Strengh : carry capacity, knockback, run speed, blunt attacks damages affecting : run , carpentry, metalworking, mechanic, both accuracy Perfection : buildings quality , transfer speed, container capacity could affect : sneaking, all accuracy/aiming, cooking Intelligence : sight range, reading time, container capacity, engineer speed,  could affect : electricity, first aid, all maintenance, forage Fitness : endurance, running time, sneaking speed, transfert speed, blunt attack speed, thirst affecting : nimble, mechanics, reloading time, Faith : panic, boredom, luck in general, moods, repair and loots. critical hits could affect : all guards, fishing, trapping.  Outdoursy : building time, foraging speed, run speed overloaded, hunger, could affect : farming, lightfooted, forage, fishing , trapping  
    All of word and impacts are ideas to show a principe. don't say that are at the right place.
     
  6. Like
    arkahys got a reaction from Octopus in S.P.I.F.F.O as S.P.E.C.I.A.L   
    I just wrote a suggestion where intelligence skill could be good.
    With actuals bugs, can't enjoy play, so waiting release, i come back play to fallout 2. that's remind me :
    For old players who now fallout series and is S.P.E.C.I.A.L, I find this character adjustement very fine and powerfull , and in a certain way, PZ is not as far.
    For others in fallout player have skill who form "special" they are  :
    Strengh
    Perception
    Endurance
    Charisma
    Intelligence
    Agility
    Luck
    This affect game stats and the base of many subskills, who can be separatly upped.
    In a 3rd time you can have some capacities.

    When I create my charcter in PZ, I realize that all of this is here, but with less incidence between skills/capacities.
     
    What about a S.P.I.F.F.O ? this could give more fines parameters and impact.
    I try to find some word who are not to close to fallout. I'm not very at ease in english to know all goods adjective...
    I put in first line incidence on in game stats, on the second on skills themsleves (xp gain, or starting XP).
    Strengh : carry capacity, knockback, run speed, blunt attacks damages affecting : run , carpentry, metalworking, mechanic, both accuracy Perfection : buildings quality , transfer speed, container capacity could affect : sneaking, all accuracy/aiming, cooking Intelligence : sight range, reading time, container capacity, engineer speed,  could affect : electricity, first aid, all maintenance, forage Fitness : endurance, running time, sneaking speed, transfert speed, blunt attack speed, thirst affecting : nimble, mechanics, reloading time, Faith : panic, boredom, luck in general, moods, repair and loots. critical hits could affect : all guards, fishing, trapping.  Outdoursy : building time, foraging speed, run speed overloaded, hunger, could affect : farming, lightfooted, forage, fishing , trapping  
    All of word and impacts are ideas to show a principe. don't say that are at the right place.
     
  7. Spiffo
    arkahys got a reaction from grammarsalad in S.P.I.F.F.O as S.P.E.C.I.A.L   
    I just wrote a suggestion where intelligence skill could be good.
    With actuals bugs, can't enjoy play, so waiting release, i come back play to fallout 2. that's remind me :
    For old players who now fallout series and is S.P.E.C.I.A.L, I find this character adjustement very fine and powerfull , and in a certain way, PZ is not as far.
    For others in fallout player have skill who form "special" they are  :
    Strengh
    Perception
    Endurance
    Charisma
    Intelligence
    Agility
    Luck
    This affect game stats and the base of many subskills, who can be separatly upped.
    In a 3rd time you can have some capacities.

    When I create my charcter in PZ, I realize that all of this is here, but with less incidence between skills/capacities.
     
    What about a S.P.I.F.F.O ? this could give more fines parameters and impact.
    I try to find some word who are not to close to fallout. I'm not very at ease in english to know all goods adjective...
    I put in first line incidence on in game stats, on the second on skills themsleves (xp gain, or starting XP).
    Strengh : carry capacity, knockback, run speed, blunt attacks damages affecting : run , carpentry, metalworking, mechanic, both accuracy Perfection : buildings quality , transfer speed, container capacity could affect : sneaking, all accuracy/aiming, cooking Intelligence : sight range, reading time, container capacity, engineer speed,  could affect : electricity, first aid, all maintenance, forage Fitness : endurance, running time, sneaking speed, transfert speed, blunt attack speed, thirst affecting : nimble, mechanics, reloading time, Faith : panic, boredom, luck in general, moods, repair and loots. critical hits could affect : all guards, fishing, trapping.  Outdoursy : building time, foraging speed, run speed overloaded, hunger, could affect : farming, lightfooted, forage, fishing , trapping  
    All of word and impacts are ideas to show a principe. don't say that are at the right place.
     
  8. Like
    arkahys got a reaction from grammarsalad in Player moan and shout when hurted   
    Jere Suggestion make me think to that :
    It's hard to know when we have been really hurted or when suffering without open health panel.. Some scratch sounds are only lower health, some others sound are for players around.. Our player is so unaware of is body to have to check to know if it is scratched (as the healthpanel check) ?
    Some players sound could be really usefull to know severity or just if it is me who is hurted !
    When just touched, when scratched, when hurt ourself, when health very low....
    Good exemple with firsts and last of this page :
    https://www.soundsnap.com/tags/hurt?page=5
  9. Like
    arkahys got a reaction from grammarsalad in Simulate a belvedere view.   
    We build a big tower (so 7 levels). to know what we can see.. but can't see more than level 1, except the isometric gap due to elevation, so to the north-West.
    When we aiming, we can see further. It would be very nice if this shift increase with higher floors...
    exemple : each level add a tile length egal to the number of level, to the actual view length :
    level 1 : 0+1= 1 tile more level 2 : 1+2=3 tiles more level 3 : 3+3=6 tiles more level 4 : 6+4=10 tiles more level 5 : 10+5=15 tiles more level 6 : 15+6=21 tiles more etc....  
     
    build high tower could be more usefull and rifles with scope x8 finally could be too.
  10. Pie
    arkahys got a reaction from WrittenInBlood in Exhausted, tired. What is the difference ? Sleep or coffee for all.   
    A post make me reacting to some moods.
    Actually exhausted and tired have same solution : sleep or drink coffee. With impact of working by night, This make play unrealistic for  players who know PZ.
    With point 635 in small suggestion topic, this can balance night working. But there is always a problem with night cycle, stamina and moods !
    Should add a mood : Exhausting and tiring should be separated.
    Exhausted, link with calories, strengh activity : Increase with physical activity, run, heavy load, etc... decrease by eating, vitamine, ginseng, and not too physical activity, so indirectly by rest and sleep. have to give the possibilty to rest even when not out of breath. more depending of strengh effect : slower mouvement,cosntruction , transferts. less carrying.... so more strengh effect than perception. Coffee only bypass effect but not the exhaust itself. Tired : Link with difficulty, numbers of task and focus : Increase with numbers and difficulty of actions, mass transferts, sighting, reading, etc..  exponential time from the last sleep and his duration. decrease by sleep, coffee (so with the exponential malus of sleep, can't only drink coffee !). better sleep by night. less tasks so indirectly by physical activity. more depending of fitness (because there is no smart skill).  effect : reduce sight range, shadow, reduce chance to repair and quality of contruction ! so more perception effect than strengh ! vitamine only bypass effect but not tiring itself.  
    All are possible balance, but I found all this complementarity really interresting (coffee/vitamine, rest/physical, etc...)
     
    Could add fun in game result (but not when sustained) and very realistic if :
    I build a lvl 2 wall (with players saying : "oh, I'm really tired" ) while I'm lvl 10 because i'm too tired.  can't repair a car and broke the piece again and again (with players saying : "I may go to sleep" ) because too tired even if I got the good level. getting tired because i transfert 2000 nails one by one instead of making box before. Being exhausted by too heavy load during farming (with players saying : "exhaustation plays trick on me" ), then have to drop object because the load seems more and more heavy. take double time to make a wall at the end of the day (with players saying : "I'm fed up" ) because I do that all the day.  If I snipe or read all the day, I will not be exhausted but very tired. If I build walls all the day, I will not really be tired but very exhausted. Give a solution to the actual exploit bug : carrying more than 50. Players will quiclky unload to not be exhausted !  
    With that , further kind of night cycle could be easily be implemented. 
  11. Like
    arkahys got a reaction from trombonaught in Less inclinated stairs to allow 4 directions stairs and car go up   
    I know the perspective problem of actual stairs to be 4 put directions. That's evident when you see (or rightly not see !) the back side of an inclinated roof : 45° ( or higher) is just the sight of player, then you don't see it, because flat roof above it.
     
     
    Recently TIS talk about Louisville outskirts, Make me think to Road ring (elevated road) on cities outskirts. Then I go back on an old idea when cars was just at start : a way to allow car to go on other floor, allowing multistage parkings, real bridges, road rings.
    I think to a "stairs very less inclinated", a stair for car on 8 tiles. actually stairs elevation is on 3 tiles. And then , BING ! perspective problem of 4 directions stairs : Make other inclinaison stairs, on 4 tiles ! then the stair will be less than 45° and could be seen with actual perspective. As there is abrupt stairs (could be actually version, only two sided) and soft stairs.
    If the animation of players on "bad angle stairs" are ugly, could be an other effect who can help with perspective render : each step of kind stairs hide players according to his height. this could give an hide feet effect on steps. Last point is a suggestion, Ability to climb  1 height crate but stay on it (players and zombies !). Related because can become stairs or plateform to see above a wall, seems a balanced cheap (skill) stairs : 6 crates are need (18 planks), really slow to up (3 time climb for a level) remove cheaty one crate zombie wall.  
    Aside all of this, coming back on road rings :
    Could allow to make a real bridge as it is on the highway at the exit of muldraugh. Make too a real bridge on the river near West Point. it is a commun place for all zombie/devasted stories in films and games. Shoot zombie from a bridge or an elevated road, see an horde fall down from such place to surround me are situation i would play in PZ.
       
  12. Pie
    arkahys got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    SP :
    From some vehicule SP release, I got bigs lags on firsts minutes on each new game. I don't know if a preload can be possible, could be annoying and distrubing for new players. If swing in the air with axe or other, then zombie heard me, but i don't make any noise or other, even a transfert is mor e louder. Mechanic "waiting diagnostic" should be done only when don't done before. Such as a 1 minute instant acces allow or such bypass. because if I watch my back to kill one zombie, (so 10 sec...) when i turn me to reopen window have to check again ! So If 1 zombie arrive each 20sec, you can't do anything on a car. Car hurted seems to be moved too much as if all car are a 3 doors little car. worth with wrecks and no wheels (or missing wheels) cars. trees can grow under cars. they should regress still can knockback zombies under car (as they fall crossing wall) there isn't a way to force angle when close to a colision box ? may an other "will be obsolete with anims" I didn't see it before : fill a blow torch with propane tank take half of tank ! (for a weight of 20 ?!?) blow torch weight is 0.3... so i stock blow torch and propane tank is "usefull" only for barbecue.
    Emptying more than 1/20 of tank give tank useless for torch (and really rare propane by tank). MP :
    Car are always more slow (for my low/med PC spec) in MP than SP except if i zoom in at 50%. (but unplayable). So actually i play with zoom to manage car speed.  A key disappear problem with actual save disconnected player who really annoying me : If i drive a car, when I leave it but disconnected just after, then I lost key car. (because wasn't in my inventory at the moment of the saved used to reload (driving car), but in the map, it isn't on vehicule (leaved car) !
    I Had some disconnecting by my ISP. Then I'm a little affraid to leave a car and take keys , watching my internet Box, praying to not be disconnected at this moment !
    I finally post for that , because on last spiffo i lost 3 keys (6seat van, COP; and useless car) due to that, and on server it is not really easy to find keys !
    Key could be "shadowly declared in driver inventory when in ignition" ?!? easy solution, who invert problem : double keys if disconnected when dirving, then add : remove key from driver inventory If key are in ignition at reconnection. I dare try open, close and remove my old buggy lockable gate (but don't try to lock it). even if I can place an other one on it, everything graphically bug fine (partially open) without crashing server. Then I can remove it. But seems some locking features are disabled ?!? : I try the locking system of doors : following "1 kind of keyS (un)Lock 1 kind of doorS but no more" bug.
    then now, in 41 : "1 kind of doors" can be locked and unlocked without any key. gate aren't lockable anymore ( Was able to lock it because last point ! not because have got the key, so I wasn't supposed to be allow to lock it, then false bug resolution ?) No lockable door enlighting by working key (but no need of key, so don't know is too related to point 2 line upper) Forage : From 2 release I didn't succed to find anything but Materials even leveling 8, there is any major changes I miss ?
    that's my 4st character who I up at forage lvl 8. and I find only materials, I try differents zone, differents times, now tested at differents season, But lvl 7/8 forage still give me only materials (even reading herbalist).
    Somenody succeed to find other stuff ? I miss a constraint ? I hear players (who i suppose to be close to me before) claping doors and hoods even if they go (very) far away.

    Mainly good stability on MP, even on medium aggro with other players. Just try a little bit the siren aggro but not in real case because actually the "waiting diagnostic" (exposed in first line of this post) cause real interaction problem when zombie around and coming one by one by intervalle, making impossible to put or pick a simple batterie!
    I come back on the hourglass idea, pleaze.
      Aside :
    Congratulations for the today IWSMB merge !
  13. Like
    arkahys got a reaction from Jason132 in Less inclinated stairs to allow 4 directions stairs and car go up   
    I know the perspective problem of actual stairs to be 4 put directions. That's evident when you see (or rightly not see !) the back side of an inclinated roof : 45° ( or higher) is just the sight of player, then you don't see it, because flat roof above it.
     
     
    Recently TIS talk about Louisville outskirts, Make me think to Road ring (elevated road) on cities outskirts. Then I go back on an old idea when cars was just at start : a way to allow car to go on other floor, allowing multistage parkings, real bridges, road rings.
    I think to a "stairs very less inclinated", a stair for car on 8 tiles. actually stairs elevation is on 3 tiles. And then , BING ! perspective problem of 4 directions stairs : Make other inclinaison stairs, on 4 tiles ! then the stair will be less than 45° and could be seen with actual perspective. As there is abrupt stairs (could be actually version, only two sided) and soft stairs.
    If the animation of players on "bad angle stairs" are ugly, could be an other effect who can help with perspective render : each step of kind stairs hide players according to his height. this could give an hide feet effect on steps. Last point is a suggestion, Ability to climb  1 height crate but stay on it (players and zombies !). Related because can become stairs or plateform to see above a wall, seems a balanced cheap (skill) stairs : 6 crates are need (18 planks), really slow to up (3 time climb for a level) remove cheaty one crate zombie wall.  
    Aside all of this, coming back on road rings :
    Could allow to make a real bridge as it is on the highway at the exit of muldraugh. Make too a real bridge on the river near West Point. it is a commun place for all zombie/devasted stories in films and games. Shoot zombie from a bridge or an elevated road, see an horde fall down from such place to surround me are situation i would play in PZ.
       
  14. Like
    arkahys got a reaction from myhappines in Less inclinated stairs to allow 4 directions stairs and car go up   
    I know the perspective problem of actual stairs to be 4 put directions. That's evident when you see (or rightly not see !) the back side of an inclinated roof : 45° ( or higher) is just the sight of player, then you don't see it, because flat roof above it.
     
     
    Recently TIS talk about Louisville outskirts, Make me think to Road ring (elevated road) on cities outskirts. Then I go back on an old idea when cars was just at start : a way to allow car to go on other floor, allowing multistage parkings, real bridges, road rings.
    I think to a "stairs very less inclinated", a stair for car on 8 tiles. actually stairs elevation is on 3 tiles. And then , BING ! perspective problem of 4 directions stairs : Make other inclinaison stairs, on 4 tiles ! then the stair will be less than 45° and could be seen with actual perspective. As there is abrupt stairs (could be actually version, only two sided) and soft stairs.
    If the animation of players on "bad angle stairs" are ugly, could be an other effect who can help with perspective render : each step of kind stairs hide players according to his height. this could give an hide feet effect on steps. Last point is a suggestion, Ability to climb  1 height crate but stay on it (players and zombies !). Related because can become stairs or plateform to see above a wall, seems a balanced cheap (skill) stairs : 6 crates are need (18 planks), really slow to up (3 time climb for a level) remove cheaty one crate zombie wall.  
    Aside all of this, coming back on road rings :
    Could allow to make a real bridge as it is on the highway at the exit of muldraugh. Make too a real bridge on the river near West Point. it is a commun place for all zombie/devasted stories in films and games. Shoot zombie from a bridge or an elevated road, see an horde fall down from such place to surround me are situation i would play in PZ.
       
  15. Like
    arkahys got a reaction from DedpaUrvor in Less inclinated stairs to allow 4 directions stairs and car go up   
    I know the perspective problem of actual stairs to be 4 put directions. That's evident when you see (or rightly not see !) the back side of an inclinated roof : 45° ( or higher) is just the sight of player, then you don't see it, because flat roof above it.
     
     
    Recently TIS talk about Louisville outskirts, Make me think to Road ring (elevated road) on cities outskirts. Then I go back on an old idea when cars was just at start : a way to allow car to go on other floor, allowing multistage parkings, real bridges, road rings.
    I think to a "stairs very less inclinated", a stair for car on 8 tiles. actually stairs elevation is on 3 tiles. And then , BING ! perspective problem of 4 directions stairs : Make other inclinaison stairs, on 4 tiles ! then the stair will be less than 45° and could be seen with actual perspective. As there is abrupt stairs (could be actually version, only two sided) and soft stairs.
    If the animation of players on "bad angle stairs" are ugly, could be an other effect who can help with perspective render : each step of kind stairs hide players according to his height. this could give an hide feet effect on steps. Last point is a suggestion, Ability to climb  1 height crate but stay on it (players and zombies !). Related because can become stairs or plateform to see above a wall, seems a balanced cheap (skill) stairs : 6 crates are need (18 planks), really slow to up (3 time climb for a level) remove cheaty one crate zombie wall.  
    Aside all of this, coming back on road rings :
    Could allow to make a real bridge as it is on the highway at the exit of muldraugh. Make too a real bridge on the river near West Point. it is a commun place for all zombie/devasted stories in films and games. Shoot zombie from a bridge or an elevated road, see an horde fall down from such place to surround me are situation i would play in PZ.
       
  16. Pie
    arkahys got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    stake ( barbed wire ) have no collision box with car (nor players, but less weird).
    Seems that in some case colison box appear, then car flight.
    All bulding action an placing objects shouldn't be allowed on tiles where is a car..  
    Aside Vehicles :
    thank's to the longer time to enter PvP ! But while the loading bar during this time, could be good if the skull appear with other color, better : instead of a this loading bar, a loading color on the skull (with skull fill in red, then when PvP, becoming white). So the same state icone could be visible and understood by all players.
    The spike gate ask to the same requirement as wired gate to be built. (have to get wire in inventory, even if spike Gate don't consume it)
    shoot with gun across spike walls and wired wall don't do damages.
    Sink take in account only earlier collectors. So if i add a collector, Have to pick and pose sink to refresh new links.
    Have pure water is still cheaty. but actually do a good balance for the impossiblity to use sinks to directly wash clothes and bandages.
    I drool, but metal crates still can't be stacked by 3. (If it is a balance issue, lower a little bit the metal crate space )
    Can't select text in chat windows (display part) to copy it. hard to communicate with russian by typing letters one by one because can't copy it to translate.
     drag and drop an item on chat window to write his name and link info ( as bot do on discord with .item xxx , but with less info)
  17. Pie
    arkahys got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    It seems that long post aren't read by some people. I'll try to do shorten posts and more often, may help to the snake biting its tail, so pages on topic, then don't read all, so repeat same things who make more pages...
    I get again key diseappear on MP while doing quickly "click on ignition to remove key > use [Key] to exit car" Because translation I'am not sure to understand sense, I totally agree If it is the way that hire wire is too simple. actually on Spiffo Space problem is to find batteries and gaz, not at all key (or hire wire) to manage to start cars. I think that IRL if infection occur, that should quite more inverse. the need of same skill to start a cerise wagon and a Cop car is weird.
    Then at least if not increase skill required (as was nerfed some version ago), then could have difference of skill requirement according to car.  such as : familial=2 < commercial=3 < sports=5 < civil cars=7. then even at low skill could find a simple car to drive, and later when more skillfull, can try on a more powered or usefull car.
    The firsts Spiffo Space in games month, all cars was stripped, with all stuff just around cars. That's not really a good view of a zombie apocalypse.
    The system to XP is first unsintal and install give XP. but majority of player only unisntall. IRL, it's more difficult to install a part that unistall it, then A solution could be very good for all of this : Give (very) more XP by install than (and/or less, to balance) uninstall. Then players will by themeslve not leave all parts of car on the ground !
    annoying right click... long... sub menu... to  choose... part.... to ... install. The mechanic window should react as an inventory window :
    Drag and drop an item from inventory to the mechanic window install it 
    Drag and drop an item from mechanic window to inventory remove it (and put it in the selected inventory)
     
    Aside vehicles (soon)
     
  18. Like
    arkahys got a reaction from Skooma Skeeve in [Vehicles Test Server] Spiffospace: Vehicles   
    understood server down...
  19. Pie
    arkahys got a reaction from Keshash in RELEASED: IWBUMS Build 39.67.3   
    It seems that long post aren't read by some people. I'll try to do shorten posts and more often, may help to the snake biting its tail, so pages on topic, then don't read all, so repeat same things who make more pages...
    I get again key diseappear on MP while doing quickly "click on ignition to remove key > use [Key] to exit car" Because translation I'am not sure to understand sense, I totally agree If it is the way that hire wire is too simple. actually on Spiffo Space problem is to find batteries and gaz, not at all key (or hire wire) to manage to start cars. I think that IRL if infection occur, that should quite more inverse. the need of same skill to start a cerise wagon and a Cop car is weird.
    Then at least if not increase skill required (as was nerfed some version ago), then could have difference of skill requirement according to car.  such as : familial=2 < commercial=3 < sports=5 < civil cars=7. then even at low skill could find a simple car to drive, and later when more skillfull, can try on a more powered or usefull car.
    The firsts Spiffo Space in games month, all cars was stripped, with all stuff just around cars. That's not really a good view of a zombie apocalypse.
    The system to XP is first unsintal and install give XP. but majority of player only unisntall. IRL, it's more difficult to install a part that unistall it, then A solution could be very good for all of this : Give (very) more XP by install than (and/or less, to balance) uninstall. Then players will by themeslve not leave all parts of car on the ground !
    annoying right click... long... sub menu... to  choose... part.... to ... install. The mechanic window should react as an inventory window :
    Drag and drop an item from inventory to the mechanic window install it 
    Drag and drop an item from mechanic window to inventory remove it (and put it in the selected inventory)
     
    Aside vehicles (soon)
     
  20. Like
    arkahys got a reaction from myhappines in wear and clothes   
    Many of this was already said. It is more for centralize and remember some very old suggestions who can be more important with dev progress.
     Because there is no way to warm us except camp fire in winter and refresh in summer : I would like to wear socks. A little random on temperature of clothes to have the possibility to find (or search) for a more adapted clothes in summer / winter. aside this can easily give the feeling of a fake diveristy of clothes. The last point, but really developped ; add some clothes who change efficiency player stats, that's could incite to wear differents clothes according to tasks. exemple (bonus to ones could be panalty to other and inverse) : Up : jeans jacket : reduce a little nimble, time you're wet and chance to be scratched by Z's. Increase time to be wet tank top : increase a little chance to be scratched, temp=0 (or close to), decrease a little build time. Down : sweatsuit : increase time you're wet jeans : reduce a little : nimble, run speed and chance to be scrated, time you're wet. Increase time to be wet shoes : flip-flops : temp=0,  reduce run speed a lot, reduce time to be wet and you'r wet. basket :  increase time you're wet safety shoes :  weight very higher , reduce a little = run speed, nimble, build time and chance to be scratched by Z's. Increase time to be wet wear watch as clothes, to not encumber (or select by mistake) inventory. wear talky walky as clip belt drag and drop to wear / equip (hands) / replace Usable washing machine And/if more time to clean clothes by hands.
  21. Like
    arkahys got a reaction from DramaSetter in Small but Important Suggestions Thread   
    speaking of light switch and indoor light bugs and claustrophobic and heal problems  (everythings about restriction of actual rooms declaration) and with last WIP reminder (thursdoid) who recall old video about weather :
    676. Add an ingame room declaration (and modification) : Simple test for all BuildWall and BuildFloor : If floor above and below then If walls on sides then CheckForRoom Simple check (modification) if BuildWindow BuildDoor, DestructWall DestructDoor DetructWindow (or break). with some variable as : On each overtures : OpenTo (outdoors or an other room), OpenState (to be set to 0 by closed door or window). then frameWindow and removed wall give a fixed OpenState=1. Size. Id attached to building, for MP Allow many improvements : sound : reduce inside and outside sounds when Closed.
    When open : spread sound only on/from OpenTo (so a closed house but opened indoors doors, don't spread sound outdoors) Temperature : if closed, goes up with oven, a little bit with fridge (and futur radiators) according to size.
    When open : if OpenTo is a room,  slowly equilibrate temp betwen them, if Outdoors heavily adjust to outdoors temp.
    That's could be a very low priority process and very spaced check / equilibration. Lights : Place roof lights and usable player installed light switches (can be without roof lights : If there is a switch light then there is a roof light in room) claustrophobic trait become  more realistic, if destruc some wall of room / many opened windows and doors. In Mp : management options for safehouse admins (and server admins).
    Allowing individualy rights by rooms for each members and add "Guest" as member. (for clans or welcome a stranger)  677. Add roof light, with ability to take it and change lightbulb (so become breakable bulb lights) as wall lights, .
    Auto Add at the map generation to all map declared rooms, with only 3 kind of roof light can easyly suit for all rooms types : chandelier for living room, kitchen and restaurants lampshade for bed room Ramp neon for industrials  (simple wire with bulb in cellar) 678. Rest option should be just a sit down option and a state where : reduce : breathlessness, slightly panic increase : speed to read of skill books, healing effect, lost a "eat standing penality". (life regeneration, see further) 679. Unlike comics strip and news papers (who should be nerfed), Books should be as skill book : that's not at the end that you have the stress bonus, but with time to read. Each book could have a time as skill book and at the end will be consumed. (resolve : i take 1min to read a book and my character is happy).  680. We only know if we are too cold or heat at the moment of advertiser appear !
    IRL whe know if temperature is a little bit high or low, should be displayed (ex : a round who fading from grey to intense blue or red according to the diference degree of the place where we are). 681. (if 678 to 680 is integrated) Action to decrease life DEgeneration !  warm a room in winter (cold outdoor) or refresh in summer (hot outdoor) to feel confort. be sitting, don't wast your energy reading a classic book (to think to other things)  
    Tadddaaaaa ! the healing and moral process (begin to) become realisticly active, restrictive and interresting to perform (with futur adds !)
     
    Change the Way to play :
    Avoid lighting and all related room based problem by a refresh of the state of room when a wall is removed (and only when a building action is performed). close doors, repair windows and walls in winter. Open in summer when use oven too much. (with night/day temp changing, will be awesome in summer to be obliged to open house by night to reduce temp !) for the moment (with an idea of radiator) have to put many oven to warm a big sized room. (with neg point for very little room!) open indoors doors in a house to hear next. Lighting rooms with real lights, not all with wall light ! Not have to put the wall light close to entrance (to switch on easily) Have to change lights of houses too. In Mp : welcome stranger for a night or relief. give precise container access restriction to members of a clan / safehouse. force to sit down for advantage. (realistic) give a bigger and realistic penalty to big injure and stress. So you have to stay sit all the day, and only move to take food and medics if you want to quickly get better. allow claustrophobic to sleep indoor, by sitting on bed before he can sleep. and many more...
  22. Like
    arkahys got a reaction from junglistjim in RELEASED: Vehicle Test 41   
    For the update On steam problem :
    The vehicule TEST beta has been merged with IWBMS today !
    So go to proprieties of the game > beta tab >
    Then select IWillBackupMySaves , (actual 41.2 version)
  23. Pie
    arkahys got a reaction from numbersixthecat in RELEASED: Vehicle Test 41   
    For the update On steam problem :
    The vehicule TEST beta has been merged with IWBMS today !
    So go to proprieties of the game > beta tab >
    Then select IWillBackupMySaves , (actual 41.2 version)
  24. Like
    arkahys got a reaction from Elorh in Small but Important Suggestions Thread   
    1. NPC and Story !

    reread last pointbefore continue...

    (color for already said elsewhere by me or others)

    for metalworking being unique :
    616. metal door frame and door (because actually zombies knock on a wooden door even if all the wall is in metal)
    617. Up metal wall health
    618. stack by 3 metal crates as wooden crates ! so easy (i think)
    619. tank fillable with water or fuel, as a crate (or possibility to fill metal crates with liquids) posed on a crate if 618 or (new recips) tripods to replace it, to match with mechanics of fuilds. same effect as actual sink with barrel above, but there, on the same floor.
    620. transparent : prison doors and bars, high wired mesh

    wood :
    621. frame doors, doors (without more hinge need), fences and floor should be upgradable as WoodenWall and WoodenWindowWall. instead of destruct them to rebuild at lvl3.
    and woodenWall and WoodenWindowWall should propose only "build wall" and "build windows" as frame doors, doors, fences and floor (and build the higher level automatically).
    622. damages on walls and others : visual of damages (just display the lvl behind is easy). Repair as propose the upgrade.
    623. plaster : on doors frames. on metal (because it's as far as possible than wood, lol) give a shield to the wall who crumble and allow to see the what is made wall and the state of shield. IRL plaster is a very high consumption. think should have more bag, and a bag for a wall or 2 max.
    624. painting seems very restrictive in addition to an only nice-looking effect ! IRL painting yield is 10/15 m² by liter, if I concider 2 layers : with a 5L you should paint at least 10 wall. A draw seems ~1/4 of wall painting use.
    624* painting should overwright blood. paint plain woodenwall and floor (just with a modificatin of wood color) but always with remove blood !
    625. renforced doors to match with nerf wall health point
    626.  realism of "bridge and balconies" : When build floor, i can do a line of many wooden floor without support under. It break a little realism of bridge effect. When i see a 4 tiles woodenfloor long, it's seems hold in the void, same for 6/8 wooden floor with fences.
    May add constraint such :  for build a woodenfloor, a connected woodenfloor on 2 tiles N,E ( 2+ 1tiles S,W for the on the edge effect and not affect multiplicator ) around must have a pillar or wall on floor above. 
    But this seems more realist with fences, (bridge between houses), then add distance x4 for each wooden floor who get 2 fences or wall on it could balance things. Add some bonus tiles for metal floor.
    Then to do a bridge without pillar between two houses, you have to start from a side, then go to the other side to build and finish bridge.
    627. repair window.
     
    Electricty :
    628. more wide range items at high lvl : vibration, cuting line, are very common IRL securty. radio as link (details here)
     
    Cook :
    629. use bowl not only for rice and pasta, for cooked in stove too, etc..
    630. not display eat all when already eat 1/4 or 1/2.. write regarding to what left in dish.
     
    Farming :
    631 same as 630. quantity for water is abstract : % of plant, of container...
     
    General :
    632. add the health points in the info build window (where icon and requested items) of buidable objects
    633. add a "fill all" when many bottle or objects not full (between each other , and with barrels for exemple)
    634. Allow windows to be moved out of screen ! with big car window, become essential for the little screen i'm actually.
    635. Prohibit all action when too dark (read, build, repair, farm, etc...) as read a to dificult book : "I don"t see anything", "it's too dark", etc..  use your light car or lamp if really need to work outside as IRL, find a generator if inside... or sleep !!!
     
     
    MP :
    636. enjoy my safehouse : Think safehouse and powered tiles/wall should be concidered by coping (or screed, translate doubt) and applied on all floors above. Less rooftop for safehouse , if this is unwanted.
    Could easily resolve playermade safehouses ability (with just a restriction on the surface and tiles distance of other specified building area and safehouse) and restrictive powered zone.
    637. real voice by radio. 
    638. give an occasion and tools to meet survivor ! electricity tools to do with radio transmitor, looping detress mesages, position etc..
     
    as last link (from 2016), I come, i play and in late game : i have build everything, I'have killed hordes of zombies, and I'm boring.
    When I die, i'm asking me, but what will I do in a new game ? each time, it's they need bugs reports and suggests....
     
    639. give interest to late game, tactics : wave of zombies, less idiots zombies ( because the chicken and i see actually is more smart) I don't know.... think sophisticated things (electric, radio, tank) should give a good extention of life SP or/and MP...
    And npc ?!? 

    Map :
    640. rounded corner of road
    641. -1 floor : cellar, dig tunnel. (with constraint to carry land, and spend many time to dig)
     
    edit :
    642. Use concrete powder to make wall : on a frame metal wall (as welded mesh) with nails and wood for formwork. (may wood not be consumed). need woodenwork and metalwork very high. very good for a top wall !
    642* Use concrete powder to make concrete floor (always with metal for welded mesh) and set this as playermade safehouse coping (screed) value for safehosue surface. as last wood an metal lvl high...
    as plaster suggest, 2 point above give the necessity of very more concrete spawning.
  25. Like
    arkahys got a reaction from Elorh in Small but Important Suggestions Thread   
    I post separetly because this one is awesome and easy :

    682. Listen CD player should slighlty reduce stress but avoid hearing all except horn and siren ! You need cd player, earphones and CD. everythings is already in game !
    Kill Zombies while hearing classical to reduce stress ! think to Clockwork Orange, mouahahaha !
     
    683. Objects destruction balance
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