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trombonaught

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Posts posted by trombonaught

  1. 19 hours ago, Larry the Burger Flipper said:

    Afaik it's already being worked on. There was a video from the guy working on the weather effects, several Thursdoids ago, or even back in the Mondoid Era...?

     

    Edit - here it is:

     

     

    OMG WHAT THIS IS AMAZING

  2. 1 hour ago, MyTJ said:

     

    (rarer skills) 

    My two cents on this would be that if it's a rare skill, it's probably far off from being a core game mechanic, and if it's tangential to the core game, it's probably better left to the modding community.

    -Random internet guy sticking his nose where it need not go

  3. On 21/05/2018 at 5:43 AM, Connall said:

     

    RE: Question

     

    Action bar was removed for inventory transfer, because they were generally exceptionally very quick and with smaller items, it would cause the username to jiggle in multiplayer, which proved to annoy quite a few people. So it was disabled.

    Is it possible that animations might provide a cue that things are being transferred? Really missing this indicator for larger items, particularly when trying to transfer under pressure.

  4. My advice to everyone above is until the animations drop, or heck even the NPCs if that's what you're holding out for, bank cash and bamk hours off at work so you can settle in for a little vacation when these things hit. The longer it takes, the more time you have to save up and the longer your vacay can be :P

  5. On 4/29/2018 at 7:36 AM, Flukey said:

    This map is so inaccurate. Many things not even on the map. I'm in areas with a bunch of homes and all the map shows is trees. I am only running POS mod. If you consider the maps you have in the game, be cool to have a map button to reveal an in-game map. And for those that don't have maps, it builds as you drive/discover. Kinda sucks alt-tabbing out of the game to see a webpage of a map.

    To address one thing that I think people have omitted, I believe there is record somewhere that the devs have explicitly said there will not be an in-game map (pop-up or gps-like). The in-game map images are all we get I think, much like real life in the early 90's.

     

    Having a hot-button to open an equipped map would be cool though- here I go to the suggestions thread!!

  6. 1 hour ago, nolanri said:

    Update:

     

    Wow. When the final game is done, there should be a hidden feature called "Nolan's Zomboid" that compiles all of your game-changing mods into a retro version of the game :P

  7. 2 hours ago, DramaSetter said:

    731.

    All melee weapons should have option to "2 hand grip".

    Or maybe like... "more" melee weapons should have 2 hand grip. Knives, not sure that's practical. 

     

    But things like crowbar and frying pan visually use 2 hands when aiming- these should definitely have a 2 hand option. And hopefully animations can reflect the single-handed reality when aiming.

  8. Having seen the impedning weather system that includes thunderstorms crossing the map, I wonder if that system could be co-opted to script a massive horde event.

     

    I am imagining a horde of zeds that spawn at the map's edge and move across the entirety of the map like a storm. Alternatively, I could also see an invisible draw beacon that passes over the map, attracting zeds as it goes.

     

    In the case of the former, I'm not sure how the migration of zeds would interact with standard zed activity. I imagine they would ignore things like moving to empty tiles or forming up with preexisitng hordes. In the case of a sound event or player action drawing them, I imagine that when they return to an "idle" state they would set off again towards their destination on the far side of the map. Once there, they would despawn.

     

    I guess it might be as "simple" as spawning a horde of special zeds who wander towards a map's-edge beacon when they would otherwise be idle.

     

    My intent is for a mid-game event (one to several months in) that has the potential to wreck any fortification anyplace on the map, if it happens to be in the path of the migratory horde. Perhaps there's a way that the path could be drawn over an area of the player's greatest activity.

     

    What do you all think? Other ideas for life post-helicopter (aside from more helicopters)?

  9. 12 hours ago, Pandorea said:

    The PPS issue can be solved by selecting easier mode - Initial Infection over Survival - or by adjusting vehicle settings in Sandbox (Easy vehicles, High chance of having gas, etc)

    I guess what I meant to say is the default for survival might be higher for the sake of realism. It's weird having a town full of empty gas tanks, unless it's accounted for in the lore.

  10. 18 hours ago, Talksintext said:

    And yes, trombo, it adds literally nothing to gameplay other than better visuals and immersion, something you can say about an awful lot of things that are included in lots of games, so I'm not sure your negativity is warranted.

     

    The benefit is it would certainly look cool/standard for a modern game.

    Haha sorry, it would be awesome. I'm just finding that with each major update I'm having to turn my settings down a little, and the performance creep has me on edge :P

  11. I'm having trouble getting the trunk inventory to show up. I'm able lock/unlock (I press E and get an unlock sound), but the container won't show up. Got the trunk once, not sure why it worked that time. All trunks above 50% condition. Tried on three different vehicles (all cars of some sort). Anyone else get this?

     

    Not sure if it's new, I've never tried using trunks before...

     

    PS Love the new bounce rate on forest travel!

    PPS I still think default gas in vehicles could be (much) higher... ran around half of muld and found only 3 cars with gas in them.

  12. It would be enough for me if the aim arc of all guns was reduced to what was directly in front of your character. If, while aiming, I could plop my cursor on top of a zed and be confident that this is my intended target, that would be enough for me.

     

    That said, I don't use a controller and I'm not sure if this would work the same way between mouse and controller.

  13. 3 hours ago, EnigmaGrey said:

    You just have to do it enough. Fatigue increases much faster (the perform() function) than endurance (the scavenge() function) in the scavenging action.
     

    So is there anything to account for the phenomenon of gaining the tiredness moodle while foraging? Is it the desired state of the game that foraging yields the tiredness moodle before reaching a fatigued state?

  14. On 4/16/2018 at 8:32 AM, Connall said:

     

    Looking at the code, it already does cause fatigue and not tiredness, so not sure what you mean.

    That's really interesting. In practice, I've never gained a fatigue moodle during foraging. I consistently gain a tiredness moodle after (I believe) 2 bars of foraging. Please give it a try yourself, I don't believe I'm the only one experiencing this!

     

    Edit: 4 runs of foraging makes my character tired, even after a long sleep.

  15. No offence but this sounds like a hella lotta work for a neglible (if not wholly absent) impact on gameplay.

     

    I'm thinking a system like this might engage fire spread and zeds' smell ability (I think this is still a dead feature?), but I'm not sure it'll add much that couldn't be accounted for through less costly means.

     

    I guess my point is this would certainly look cool, but at what cost (both working hours and performance), and is there another benefit I'm overlooking?

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