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arkahys

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  1. Like
    arkahys reacted to Geras in Small but Important Suggestions Thread   
    171. Put Fitness and Strength of the same page as other skills and name them "Passive skills" or sth. I can't think of a reason for them being on a separate page. It only adds an extra click to check those. And then an extra click to go back.
  2. Like
    arkahys reacted to Okamikurainya in Small but Important Suggestions Thread   
    This would go a long way to solving the apparent stairway problem. Please TIS, give us stairs in four directions! 
    It's the only thing keeping me and my OCPD back from making buildings and towns.
  3. pillow
    arkahys reacted to kool1984fra in Hunt for the Wilderdoid   
    "Future Builds:
    Not currently in public testing:
    New animation and combat system."  
    when do you implement the new animations as promised?
     
    I would say that we are a bit tired of waiting.
    I would also like to know when the possibility of correctly displaying the worn clothes will be included.
    It seems absurd that you do not take these things together
  4. Spiffo
    arkahys reacted to B33ware in Hunt for the Wilderdoid   
    Glad to hear this news!
    How it is going with zombie pathfinding optimization?
  5. Spiffo
    arkahys reacted to Tails in Small but Important Suggestions Thread   
    613.  Locking the door on the inside without a key. 
    614. canned food and  other types of non perishable food items in grocery stores and convenience store shelves instead of just bags of chips and pop.
     
  6. Pie
    arkahys got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    in this version, seeding carrots are the only things where i got something when harvested (tested with matures tomatoes,  matures strawberries, matures potatoes) crepes store is the only place where can find milk (with good chances) out of houses. but no one in westpoint, so I have many difficulty , even with using  at max respawn, pass some day with many generators around in a neighborhood. May "the drake and chrystal pie place" could have the same chance as crepes s store ? ( because making cake use milk !)  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. But woodenWall and WoodenWindowWall should propose only "build wall" and "build windows" as frame doors, doors, fences and floor (and build the higher level automatically) add the health points in the info build window (icon and requested items) of buidable objects ? the metal counter at 11898x6878 is straight, should be corner (hidden behind a wall)  
    Compost :
    can cross compost as a tree ( very slowly, but can walk on it) if i add something to the compost every 2 days, never give compost... Wait from 1 month on spiffospace . (IRL you put rotten above, and take fresh compost above) so may should transform old rotten in fresh compost close to fresh added rotten food. on spiffo space (don't know in SP) if i put food no rotten (but no fresh), they "become rotten" only when i watch in composter (i see all the "rotten" refresh) I put  pickles (wasn't on purpose), 1week after, when i see it, i can take and eat the pickles or put in in fridge. it's detail, but non-perishable food may be rotten with that ?  
     
    on the transfert problem (prefere to say what wasn't say before, in case) :
    50 stack transfert doesn't work with "transfert all" button, if use this method, the transfert is done 1 by 1 as before update pot (and other) filled with soiled water and pur water are concidered same in inventory (same stack). it's the case for me where i lost items almost times, when transfert just purified water or purified water close to soiled water. fourniture objects (shelves, curtains,  carpets) are concidered as same object during transfert.  
    car should "dance" as drive off-road when pass on zombies
     
    Barrels + sink trick (try just now on spiffospace):
    so if i place a sink, and floor above a barrel (or 8) on one of 8 tiles close to where i place the sink, the sink give water after cutoff. cool but :
    water is purified, not soiled (if changed, drink should advertise that we drink soiled water) the visual empting of barrel work but neither info buble nor capacity. have to reconnect to refresh barrels status (so with a barrel who have 3%, can fill many times the same pot to fill entire). 8 barrels empty one by one starting by them behind, but if i place a barrels directly above the sink, this one isn't emtpied.
  7. Like
    arkahys got a reaction from dnk3912 in RELEASED: Vehicle Test 41   
    in this version, seeding carrots are the only things where i got something when harvested (tested with matures tomatoes,  matures strawberries, matures potatoes) crepes store is the only place where can find milk (with good chances) out of houses. but no one in westpoint, so I have many difficulty , even with using  at max respawn, pass some day with many generators around in a neighborhood. May "the drake and chrystal pie place" could have the same chance as crepes s store ? ( because making cake use milk !)  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. But woodenWall and WoodenWindowWall should propose only "build wall" and "build windows" as frame doors, doors, fences and floor (and build the higher level automatically) add the health points in the info build window (icon and requested items) of buidable objects ? the metal counter at 11898x6878 is straight, should be corner (hidden behind a wall)  
    Compost :
    can cross compost as a tree ( very slowly, but can walk on it) if i add something to the compost every 2 days, never give compost... Wait from 1 month on spiffospace . (IRL you put rotten above, and take fresh compost above) so may should transform old rotten in fresh compost close to fresh added rotten food. on spiffo space (don't know in SP) if i put food no rotten (but no fresh), they "become rotten" only when i watch in composter (i see all the "rotten" refresh) I put  pickles (wasn't on purpose), 1week after, when i see it, i can take and eat the pickles or put in in fridge. it's detail, but non-perishable food may be rotten with that ?  
     
    on the transfert problem (prefere to say what wasn't say before, in case) :
    50 stack transfert doesn't work with "transfert all" button, if use this method, the transfert is done 1 by 1 as before update pot (and other) filled with soiled water and pur water are concidered same in inventory (same stack). it's the case for me where i lost items almost times, when transfert just purified water or purified water close to soiled water. fourniture objects (shelves, curtains,  carpets) are concidered as same object during transfert.  
    car should "dance" as drive off-road when pass on zombies
     
    Barrels + sink trick (try just now on spiffospace):
    so if i place a sink, and floor above a barrel (or 8) on one of 8 tiles close to where i place the sink, the sink give water after cutoff. cool but :
    water is purified, not soiled (if changed, drink should advertise that we drink soiled water) the visual empting of barrel work but neither info buble nor capacity. have to reconnect to refresh barrels status (so with a barrel who have 3%, can fill many times the same pot to fill entire). 8 barrels empty one by one starting by them behind, but if i place a barrels directly above the sink, this one isn't emtpied.
  8. Spiffo
    arkahys reacted to Zorak in What happened to metalworking?   
    Sorry Enigma but I dont buy "its not realistic" when we talk about metalworking.
    PZ have a way more unrealistic things in than this. How in 1993 anyone would be able to choop a tree with stone and branch just to point one.
     
    The big problem of PZ profession system is that a lot of them are usless. Why would anyone pick fisherman, farmer or chief if the benefits you get are close to none.
    When RJ added compost I hoped that farmer will be interesting pick, but it requires carpentry skill only.
    Jars and lids were introduced, oh cool its good to be chief now ! Wrong, everyone can use that and before you find all that jars lids etc your bags will be full of canned food.
     
    Now we have metalworking that is a poor version of carpentry. But you have less options for building and mats are way harder to get.
     
    I love PZ but it hurts when i see that devs are spending time on implementing those things that most of us never use. There are some balance problems with current skill system.
     
     
     
  9. Like
    arkahys reacted to halkaze in RELEASED: Vehicle Test 41   
    Do you have plans for fuel filler mark ?

  10. Spiffo
    arkahys reacted to Geras in Infection chance details and mechanics. Looking deep into the code's eyes.   
    They should make bites 99% fatal, not 100%. That would keep us from instantly quiting the game and taking our chances for surviving a bite.
  11. Pie
    arkahys got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    Got a similar problem, but just exit vehicle, reenter to verify if i shutoff engine, and no key.
  12. Pie
    arkahys got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    If i place compost and a floor above, can't use the crate, but if i destruct the floor, can't use anyway. have to destruct and make an other one. Can't move or disassemble compost, can only destruct it. Lvl 1 / 2 / 3 of wood wall (and 1 and 2 of metal wall) : why display the 3 ? when i can only build lvl1 wall, the 2 others are useless ! And when I'm carpentry 7 , lvl 1 and 2 are useless ! So hide useless lvl instead of appear them red or let build poor wall. (in metal the cost is more for a better wall, so it isn't really the same thing ) place wall light on player made wall even if it remplace an original safehoue wall don't power the light.
    could we use electric wire to power wall or floor?  as extention cord can power a light. Wire pillar between them to extend power.
    A % power extend at each powered wall/pillar who is out of powered zone could allow to extend some meter : reducing radius of power and distance at each pillar/wall. Concretly could be a good solution to realism : to power a light on parking, have to pull a wire until the base of light, because it's distant. Can't switch on a bedside lamp if it is placed on floor. can't destruct the 1st floor up of a stair before destruct it : if i want to move the stair lead to rooftop by 1 square, i can't destruct first floor at the step at the top to go down, destruct stair and remake it one square ahead. So if i destruct stair, can't access rooftop to destruct after that the floor who block placement of the new. before power cutoff, if i add a floor to safehouse, it isn't declared as powered. after cutoff, can't use the gaz pump, even if i power a generator on it. car can pass trough pillar light. if i loose connection to server due to my ISP, server seems to not realize.. so I quicly close steam (because have to reconnect too) and reconnect with the hope that no Z's was around. it's frustrating to lost a advanced player due to a "lost connection" !  
     
    conduct car :
    When driving I don't see car or obstacles rather early to brake, even if I'm 30 mph !!!! the change of point of view when driving should be at a lower speed, and increase at more than 30 ! (see only the top of the car) because when moving forward at 5mph, Z's can't hurt me, so i don't need to see behind. at 15/20, can't turn enough to turm on what I see on the side (I hope I made myself undestood).
    I drive on spiffo server , and there is many cars left there, anywhere. Now i drive at 30 max, i scrutinize the corner of the screen with the haunt of car carcasse on the road, because if appear, i'ts not sure i can avoid it ! and despite that, i hurt my car most of the time Am I grangpa when i drive ? I don't brake, i slow down. I don't turn, i go a little on the side. it is as if there is a conduct lvl but i'm always at first ! may a lvl to conduct to turn or brake at the limit of skid or make drive more sports.  
    Tow truck ?
  13. Like
    arkahys got a reaction from Shinjitsu noDeshi in RELEASED: Vehicle Test 41   
    fill in action can't be queued
    One of benefit of radial menu is to remember position of entries (orientation) to quick select. I don't think it is a good things to hide unfeasible action because button aren't at same place. Each time i open the menu, I reflect to what is where, loosing initial advantage.
    Think unfeasable action should be only shadowed or grey box then buttons would be all the time at the same place.

    I think t's to complicated to switch seat, often is in emergency action, it would be nice if there was close to ignition directly seats drawed or an icon representing a seat to open a little window on it.
  14. Like
    arkahys reacted to Geras in Small but Important Suggestions Thread   
    40. Make is so starting a fire on a charcoal BBQ uses same firestarters as a campfire (clothes, twigs etc.).
    41. Make soda dispensers usable (fill bottles and cups with soda!).
    42. Make those office water dispensers refillable and add an option to remove that big bottle on top from it.
    43. Make ladders that are already in the game world usable.
    44. Make all roofs and all under-an-angle stuff walkable (so roofs and MU railyard underground hangars basically).
    45. Make molotovs from any glass bottle.
    45a. Use petrol for molotovs.
    46. Take nails from bags for barricading automatically.
    47. Water-specific foliage near water and on the water itself.
    48. Fix bowl of beans giving a mood bonus as can of beans gives mood penalty.
    49. Make it so I can't stuff myself with dog food or rats and then just read a book or three to feel happy again.
    50. Sleeping bags to improve quality of sleep in a tent / on couches/benches.
    51. Make Park Ranger and Lumberjack move quicker then rest through woods.
    52. Someone else mentioned that burned grass and foliage should regrow.
    53. In random burnt houses there are perfectly fine posters and paintings hanging on walls. Same goes for light switches. Also halves of tables standing on two legs defying gravity.
    54. Sleeping in bathtubs and on toilets.
    54a. Sleeping on the ground (Sleeping bag would help! Rain would wake you up when sleeping outside!)
    55. Bags found on zombies should have some random/useful stuff inside.
    56. Random zombie senses/strenght/speed/travel distance, random group sizes, many zombies not forming groups at all, random migration times, random respawn times and random respawned zombie count.
    57. Make it possible to walk across wide stairs (invisible wall atm). http://map.projectzomboid.com/#0.41836410782883027,0.1619607441212,325.04533736798015
  15. Like
    arkahys reacted to DramaSetter in Small but Important Suggestions Thread   
    588.
    1. Increase the weight of bodies. They weight 40kg at this time.. Maybe, that should be random, says from 40 to 105 ( or more ), zombified players will weight as "previous owner"? Also, zombies doesn't fill the "floor" space, so that shouldn't be a problem.
  16. Like
    arkahys reacted to DramaSetter in Small but Important Suggestions Thread   
    567.
    Ability to metalwork without mask, but that will take longer time and will give you trait "poor vision" with 90% chance, also cause pain or slow health loss.
  17. Like
    arkahys reacted to Nebula in Small but Important Suggestions Thread   
    593
    Revise the radio range.
    Now the stationary radio station operates within a radius of only 5 km! This is very small. Do at least 20 km for it. In multiplayer it is very difficult (impossible) to communicate with other players located in other cities at a great distance.
     
    At the moment they are practically useless.
  18. Spiffo
    arkahys reacted to myhappines in very usefull and wide range of use of Electricity items   
    Like it. Great idea!
  19. Pie
    arkahys reacted to NorthRoad in RELEASED: Vehicle Test 41   
    It's a little known feature, but you actually can make sinks useful after the water goes out. If you put a rain barrel one tile from the side of the sink on a floor above, the sink will draw water from it and automatically purify it.
  20. Like
    arkahys got a reaction from myhappines in very usefull and wide range of use of Electricity items   
    tought to some useful objects who can give some sophisticated systems and a post remind me that :
     
    transmitter :
    Vibration detector (knocking detection) : on a door, wall (all straight line or radius number wall) when detect knocking, emit. destruction detector : on a door, wall (all straight line or radius number wall) when detect absence of object when set, emit pressure plate : on the ground or floor when Zombie, player, car, loot is on the tile, emit more wide range if plate can craft selective plates Light detector : on ground, wall. can set the lumens detection.  
    modifier :
    radio frequence transmitter ( same use as remote controller, but can be add to objects) Can be set on a radio frequence.
    need a batteries who consume low power in standby and a lot when detecting.
    higher electricity lvl for increase frequency range and distance For objects : vibration /destruction detector, pressure plate, timer, sensor. radio frequence receiver (as sensor for remote controller). Can be set on a radio frequence. options : reverse signal, interrupteur/detector
    need a batteries who consume low power in standby and a lot when receiving.
    higher electricity lvl for increase frequency range and distance For objects : bombs, desk lamp, wall lamp, noise maker, TV, radio.  
    Can't change frequences of transmitter / receiver in safehouses
     
    with this you can :
    Have a light or sound alert (or not) when somebody attack a wall, a door. Trigger a bomb (or not, that's amazing !) when somebody attack a wall, a door. warned of passage of Zombie, players, animals or car on a tile. switch on/off light by sensor or day /night. attempt to distract Z's when attacking a wall or a door, or pass on a tile (by a noise maker away) can hear if someone attack a wall, a door on any radio (even in car) in the range of your system generate events when a car light on, a player with torch, or somebody who switch on a light hack system of other player in watching wich frequences they use.
  21. Pie
    arkahys got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    if i knockback a zombies next to a car : he fall under car and don't get up. Dash ranger : it is the only car I found who have the "normal" seat capacity (and as other car, can't change it by change seat). It is too the only car I found that if you release forward [w] the car stop as braking. The windshield damage seems very high when hurt an object, I think to many car who have a big crash and only the hood is totaly destructed! think windshield should be damaged by hurting Zombies (and no hood), less than stationnary object.  
    I succeed to reproduce the magic logs car !
    If I full seats of car with log and saw logs from car, then go further and comeback (or deco/reco) logs reappear in car. If before they reappear I full again with log and saw this, then at reappear logs are added, so i get a franklin valuline, with 12 logs x 5 seats. (I stop the add at this point) who auto reload with deco/reco or go away and come back. There is no way to stop queue action in car (horn, hotwire, etc...) with problem above, when launching saw, if a Z's arrived, have to move the car, until the saw finish, because can't stop action. same problem if i launch many horn/hotwire action at a time. [E] (exit car) should stop any action/queue started. When in car and/or driving i can saw/eat etc.... I think should have some action who can be driving, other stopped, and other no. If I saw logs in car, when inventory is full logs are looted on ground. All mixed up :
    leave on the ground planks could be interresting in MP, somebody who prepare a wall saw logs, and loot stack on the ground here and there but not while driving. eat while driving seems feasible. read no, but passenger yes.

     fluidity changes :
    game is more fluid with mass zombies, can attack bigger horde (but not biggest).
    But worth with "end of the world" slowing and players presence.
  22. Pie
    arkahys got a reaction from Insidiousness in RELEASED: Vehicle Test 41   
    With IWSMB and vehicles test branch, don't know where post this bus or an other. hope they will be read by concerned dev.
     
    can hotwire at 2mecha and 1 elec, is it normal ? when there is a zombie around, I hear always many zombie, idle state and attack state : when a zombie attack me i hear many zombies attacking me. I hear sometimes car doors slam while I'm alone on server. when hear one time, there is many door slam after. When refuel generator, if I stop refuel by go away, no fuel is transfered (seems a all or nothing action) sometimes i don't hear generator or car engine (out of car). doors, seat, tanks,batteries, brakes, suspensions respawn but no muffler, engine parts, and the most destructed : windows winshield and hoods ! painting a wall don't remove blood sprite. decreased weight is not apply sometimes in container (weight of full, but not full), have to transfert it in inventory to refresh weight. Paint bucket weight don't decrease when partially emptied as others painting seems very restrictive in addition to an only nice-looking effect ! amount of painting with a bucket : 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. wood is not really a good support for plaster, so can we plaster metal wall too ? ( health point become a surprise for attackant) plastering have no real references :  5kg bag are mostly for interior use and small jobs, 25kg are the more common for walls and exterieur : the yield is ~8kg/m² , 3yield, so a bag by m².
    May set weight to 25, spawn more plaster to adjust one bag by wall, and give an other interest than nice-looking effect :
    plaster could give shield points to wall, who crumble/disappear when attacked : can't give a visual info on shield statut (no need to give a number of health point) if ability to plaster metal wall : hide to attackant what is made wall until attacking enough. no visual effect of the destruction state of a wall, can't repair wall (just give the posibility to "upgrade to lvlx" if not maxHealthpoint and not plastered ) the radial menu is very big ! an option to reduce size of round and icons as text in windows.  
    always don't see any pump.
    a post remind that : for 7years player can read, make wall, cook,etc... in totally dark !
    As player say "i don't understand" etc.. when reading a too difficult level book, he should say "I don't see anything !" when perform a cook, build, read, farm, forage, in totally dark. Add a real good challenges. ( so, I imagine already to put my car face to a wall with light on to manage to end my wall after sunset ! )
  23. Like
    arkahys got a reaction from EnigmaGrey in RELEASED: Vehicle Test 41   
    fill in action can't be queued
    One of benefit of radial menu is to remember position of entries (orientation) to quick select. I don't think it is a good things to hide unfeasible action because button aren't at same place. Each time i open the menu, I reflect to what is where, loosing initial advantage.
    Think unfeasable action should be only shadowed or grey box then buttons would be all the time at the same place.

    I think t's to complicated to switch seat, often is in emergency action, it would be nice if there was close to ignition directly seats drawed or an icon representing a seat to open a little window on it.
  24. Like
    arkahys got a reaction from hunger john in RELEASED: Vehicle Test 41   
    Metalworking :
    Can't refuel blow torch with propane. can only pouring in other blow torch If got more than one blowtorch and one almost empty in inventory, menu don't allow to build : count the most empty (or only the last used, don't know). have to put the most empty in my bag, then menu allow to build. If some parts of construction are missing, item to build don't appear in red. can't take to replace or dissassemble metal crates, can only destruct it. Can't stack 3 metal crates as wooden crates. If can stack 3 metal crates, with his 80, will never say metalworking is useless, lol With all farming i do, i don't find "The Metalwork Magazine Vol.3", is it normal ? no metal sheet in disassemble ? ( metal sink, shower for exemple). tubes tubes tubes and pipes sometimes, but main metal works use more sheet. Disassemble car parts to get metal sheet (recycling old pieces such door, hood, etc who spoil very quickly) ? Disassemble wreck in a veryyyy long process and tiring effect at lvl 6 of metalworking to get a good amount of tubes and sheet ?  
    others :
    some  metals sheets(x5) disappear at transfert in inventory, occur too with pot filled with water(x4)but remplaced by pot filled with soiled water(x1) occurs when put on crate after purify water. Z's loot again keys for the same door I build (no others), An other door I build use the same keys. so, on 9 doors I build and 188 keys i found, i got 157 keys who work for 2 doors. I just equip my second keyring to count keys, it disappear when click on inventory (to desequip it). rescue keyring disappear, lol no colision between car and lamp on pillar Is it desired that's car key comeback to inventory and no keyring ? shortcuts and action to take a key (car or door) should put it in the keyring not in the opened inventory (button "take all", "take", action shutdown engine, remove key from ignition, etc...) Agree with move a stack to light objects only : may move a stack if total transfered is under a weight. This could force to take half or a quarter of stack to move it rapidly, very imersive. for nails, cigarettes, etc...  For me there is more "reappear 20m before" by foot, before update was very uncommon.
     
    Still : (but I was thinking easy to implement because code/visuals are already here !)
    barbed fences useless (same effect as broken window + cross trees) no buildable metal door / metalframe door (So why build metal wall ? there is a wooden door ! and Z's knock the door !). and in transparency : high wire meshs / prison bars / prison doors

    I was on my roof, and think about the fact i can't see the base of the building, may use the mask to see player behind wall as opposite in the back of player to see in pit , like this :

  25. Pie
    arkahys reacted to B33ware in RELEASED: Vehicle Test 41   
    So, what's going on with the zombie pathfinding optimization? It's the most annoying thing.
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