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trombonaught

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  1. Like
    trombonaught reacted to Toshis in Getting into vehicles needs a rework   
    I agree. Was sitting in drivers seat waiting and laughing at my friend, how he was turning around in circles and wiggling his character, trying to enter a car unsuccessfully. The process of entering car isnt smooth, hard to hit that "enter" spot.
  2. Spiffo
    trombonaught reacted to loliraider in Scaling the interface separately from the screen resolution   
    I want to offer the possibility of configuring the game interface separately the screen resolution . On large monitors, it is too small and it is very difficult to work with it normally. I also think it will be very convenient if everyone can adjust it for themselves . Especially in IWBUMS, where there are even more such windows than in previous versions .

    As you can see in the screenshots, the interface in 1920x1080 is much larger for such a resolution and everything is very easy to see in it .

    Thank you for your attention, if I need to add something to the offer, please write about it, my English is not the best : )
  3. Like
    trombonaught reacted to CaptKaspar in Small but Important Suggestions Thread   
    1163. Harvest leather strips from shoes. 
  4. Like
    trombonaught reacted to Alessandro in safehouse set respawn not work   
    no, it's not that, we have always disabled this option, it is other than causing the problem

  5. Like
    trombonaught reacted to Alessandro in safehouse set respawn not work   
    we noticed that when we enter multiplayer and enter the respawn box in the safe house with the client key, after some minutes it resets it seems not keep the setting

  6. Like
    trombonaught reacted to VexSol in safehouse set respawn not work   
    I've seen that too.
  7. Like
    trombonaught reacted to dyingwish in [41.65 Multiplayer] [Hosted] Can not create new character after death, error box appears.   
    I run the server with no mods, as soon as you die and click to create a new character, an error box appears and nothing happens. 
    This happens for me, as well as for the person I play with.
    Is there a bandaid fix for this? Could it be caused by one of the settings of the hosted server?
    Appreciate any attention this gets, happy holidays!
  8. Like
    trombonaught reacted to Evul in [41.65] [ANY] Allow all clothing setting prevent respawn   
    When enabling the Allow All clothing setting on server or host you are prevented to respawn on death.
     
    Version: 41.65
    Dedicated Multiplayer / Host Multiplayer
    No mods
     
    Reproduction steps:
     
    Enable: Allow all clothing Die and respawn  
    Similar threads:
    https://theindiestone.com/forums/index.php?/topic/44991-unlocking-all-clothes-gives-you-only-one-life/
  9. Pie
    trombonaught got a reaction from Evul in Can't respawn from the death screen   
    I noticed that my error log had a long list of duped items, so that definitely seems related. I tested it out in a few cases and you're absolutely right! It also seems fine to toggle this setting after server creation (that is, if you had this enabled when the server was made, you can disable it to fix safehouse spawns and things will still run alright). Thanks @Evul!!!
  10. Spiffo
    trombonaught reacted to Evul in Can't respawn from the death screen   
    do you have the setting allow all clothing?
     
    If so disable that I've hade the same problem on my dedicated with that setting enabled. Disabling it solved that.
  11. Like
    trombonaught reacted to Dentrick in Can't respawn from the death screen   
    This is happening to me and it's extremely frustrating. I've tried on a modded server, and it doesn't work. I uninstalled all mods and reinstalled the game and it doesn't work. Still searching for solutions but I only know of 3 people who this has happened to in the past few days. Hopefully this gets fixed or I find a solution fast!
  12. Like
    trombonaught reacted to Kappatao in Can't respawn from the death screen   
    Whenever I die in the new MP branch, I'm not able to "respawn" using the "create new character" button from the death screen. It just pops up the red error box and doesn't do anything. This is in MP and SP, but it's especially problematic in MP because I then have to close down any hosted server and create a new character from the main menu.
    This is happening consistently (for me) in vanilla. To reproduce it should be fairly simple. create a character, get character killed, and click the button. I'd provide error logs if I knew where to find them.
  13. Like
    trombonaught reacted to NCrawler in Key Code Reference   
    Just thought I'd share this with everyone.  Comes in handy when working with the OnKeyPressed event:
     

  14. Like
    trombonaught reacted to papuce in Any written tutorial for mod making?   
    Hi, this is all I found:
    -- MOD tutorial (outdated, but works)
    -- PZ documentation & tutorials
    -- JAVA class signatures (missing any real documentation like comments, explanation etc.) https://theindiestone.com/zomboidjavadocs/
    -- JAVA class signatures (nearly identical, but some of the methods here are not listed in the other java doc)  https://projectzomboid.com/modding/
    -- LUA Events (outdated, probably just a small part of the all really available) https://pzwiki.net/wiki/Modding:Lua_Event
     
    Btw if you want to debug your code and print anything, those logs are saved to /Users/.../Zomboid/Logs/...DebugLog.txt - if loading the mod itself on the game start. And they are saved in the /Users/.../Zomboid/console.txt if you log something in the real game (while playing).
     
    EDIT: NEW AND UPDATED MOD TUTORIAL IS HERE https://github.com/FWolfe/Zomboid-Modding-Guide
    Also some cool modding stuff and Discord community is related to this project https://github.com/cocolabs/pz-zdoc (see info in the repository readme)
    I spent 2 days browsing internet and github, it is really really hard to find and should be pinned somewhere in the modding section of forums directly...
  15. Like
    trombonaught reacted to yooks in Any written tutorial for mod making?   
    Here is a mod development framework I wrote for Project Zomboid:
    https://github.com/pzstorm/capsid
     
    The project README contains detailed instructions on how to set it up and use it.
     
    In my opinion the best way to start learning how to mod Project Zomboid is to engage with the modding community on Discord and start working on a small and simple collaborative project with other modders. This way you learn not only about modding but also about software development and project management, which are good things to know when you are writing code in any capacity.

    You can find links to our Discord communities here:
    https://github.com/pzstorm/capsid#discussion
  16. Like
    trombonaught reacted to nasKo in Brush with Death   
    Straight in with the MP update this week.
     
    As stated in the last Thursdoid, we feel we’re on the home stretch now and are still confident in our December (or at worst January, after Russian New Year and Christmas, if we get uncomfortably close to the holidays) estimate.
     
    Though truth be told, the day we were pushing to have a release candidate ready for was Dec 1st – and clearly that didn’t happen. The additional issue with black boxing (which wasn’t discovered and within the schedule to a Dec 1st release) took up a good chunk of the MP team’s time to diagnose and repair, so the presence of looming holidays marching toward us is ever-present.
     
    It’ll basically come down to how quickly the last serious issues get squashed as to whether we’ll make it before Xmas. We still very much want it, and will tirelessly push toward getting it out during early December, until the proximity to the holidays no longer feels safe to release in terms of pumping out the required hot-fixes while team members are away.
     
    Many of you have probably seen that we gave MrAtomicDuck permission to make a video based on his experiences in our latest MP test session, we said that we wanted to hear his honest opinions and were extremely happy to see what a positive experience he had.
     
     
    As highlighted in his video, and in our previous Thursdoid, the main release-blocker at this point is vehicles, whose rubber-banding and physics bugs are severe enough that we’d not be comfortable releasing until they are fixed. Put simply: they are frequently an instant death trap and this clearly isn’t something that could be present in a release candidate build. As such, the MP team are hard at work improving these as we speak.
     
    Several other issues discussed last week are fixed, VOIP is now crystal clear (however we’re still investigating to make sure VOIP doesn’t have any adverse effect on network performance), black boxing and excessive rubberbanding and lag experienced by a select few of our testers seems to have similarly been dealt with.
     
    So outside the vehicle issues described, our next priority pre-release is dealing with issues with zombies not responding to guns, helicopters, alarms etc.
     
    Eagle eyed viewers of Duck’s video may have noticed that the gunfire wasn’t attracting the hordes one would expect. At some point in the restructuring how zombies work to eliminate lag bites etc and provide smooth movement to clients, their ability to reliably hear all sounds in the world has been broken.
     
    This will be a top priority along with vehicle fixes, and the doctor zombie convention that seemed to have been taking place at the hospital.
     
    ZOMBIE SYNC
    We thought we’d respond to the main reoccurring piece of negative feedback we read after Duck’s video, which was otherwise overwhelmingly positive.
     
    The main piece of negative feedback we read, that cropped up several times, related to instances where a certain broom-wielding maniac was fighting zombies and visually it looked a bit odd. The choice of using a one-handed broom while simultaneously wielding amped-up admin powers, and maybe a slightly higher ping, probably exacerbated this!
     
    However, it highlighted that the combat between other remote players and zombies can sometimes have sync issues. In crowded scenes like these, especially, characters seem too far from zombies when they kill them, and zombies sometimes fall in the wrong direction.
    We certainly intend to improve this going forward – possibly prior to release, but much more likely afterward. However, there is only so far we will be able to push it.
     
    Our biggest priority with making solid multiplayer was to prioritize interactions between the local player and zombies that are targeting them, so that lagging zombies leading to an unfair bite are an impossibility.
     
    This to our mind, in a game where a single zombie bite can end a character you’ve pumped many hours into in an instant, was our biggest priority at the expense of all else.
     
    As such, the way zombie positions are calculated (which will always differ between clients due to unavoidable latency of different geographic locations) is handled in a way to ensure that when a zombie is chasing the local player, then that local player will treat the zombie as if it were a single player zombie. This, then, has the side effect of essentially doubling the latency and delay on syncing that zombie’s position with the other players who are NOT being chased by that zombie.
     
    As such, zombies chasing someone else will always be a little bit out. We have a lot of code in to predict zed movement, and we do mask this inconsistency as much as possible, but it will always be a present issue.
     
    There are, however, various other ways we can look into improving these visuals in future: finding ways to speed up message transmission and server tick rate to help sync them further, and better predicting their movements between clients.
     
    However, it’s unlikely this will ever be perfect when dealing with potentially hundreds of zombies being witnessed by numerous clients at the same time. In other games with high enemy counts, it’s rare that a single enemy can instantly kill you, so other games generally have more leeway available to them than we do.
     
    On the up side, as it stands, combat with zombies by the player themselves will suffer zero latency, and will be completely indistinguishable from single player combat.
     
    The price paid for that is sometimes companions you can see fighting other zombies (especially those who have larger pings) may not appear to connect fully with zombies they are fighting or the zombie they hit may slide a bit as they die or change target.
     
    We think that’s a good price to pay for what it brings to the individual player’s combat, and further when you’re more likely playing on a more local server (unlike our testers connecting from all around the world onto a server based out of Paris) we don’t think these issues will get in the way too often for the majority of players.
     
    As ever, also, it’s an evolving process that we will continue to work on both in the run-up to release – and as each new patch and build is released beyond it.
     
    To end with, a few more vids taken by the internal test team – one of which very much underlines why we need to get the vehicles physics fixed up.
     

     



    This week’s featured safehouse from Alejodbort. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  17. Spiffo
    trombonaught reacted to nasKo in LVMPdoid   
    Hey all, a bit of a general ‘where we’re at’ this time, so please excuse the lack of ‘new stuff’.
     
    This past week it became clear that our MP work and our polishing and fixing work on our huge map expansion, player map drawing system and new search/forage mode were looking like being ready at roughly the same time. Also, the separate new game systems in the SP branch weren’t getting enough testing love when compared to our internal MP builds. As such, we decided to cross the streams – meaning that we now have an MP build in which our version of Louisville is fully explorable.
     
    In terms of the IWBUMS release of MP proper, we’re still very much aiming for December. HOWEVER, as stated in the last MP update blog, there is still a lot to do – and if the build drags into December too far due to any additional work we’ll be getting dangerously close to the holiday period. If that were the case then, out of safety and sanity, it would be moved back to after both the Western and Russian Christmas / New Year.
     
    We don’t want to screw it up by reaching mid-December and putting something out there, and having no one around to hotfix any big issues that crop up. After all this time spent making sure we had something good to put out, that would be a silly mistake on our part to undermine it for the sake of a couple of weeks, as much as it’d be lovely for a nice Xmas present for everyone.
     
    So where are we at at the moment?
     
    Well, following the addition of our map expansion this week there have been a few new bugs introduced, mainly involving location themed zombie costumes bugging out. This resulted in a lot of santa zombies wandering about which, while increasingly seasonal, we should probably get fixed.
     
    A couple of other issues became clear once we started multiplayering in Louisville, where it became clear way too many zombies were being spawned and this caused a catastrophic drop in client FPS. This was a big brown trousers moment, but the reason for it was quickly discovered and we are now well on the way to a full resolution. (This is the sort of issue that can always crop up unexpectedly in the run-up to our internal release milestone, which is why we mention it by way of example – though in this case the remedy currently appears fairly simple).
    We still need to do a few more expanded full server tests too – but excluding the specifics of some of the more technical issues to resolve (all accounted for in our current plans) here are three of the bigger items on the list that need to be ticked off before release:
     
     
    Vehicle physics bugs
    At present, lag related effects on the vehicle physics can lead to some very deadly moments for passengers. A bump between two vehicles amidst a moment of lag could lead to immense forces being generated that can instantly kill. There are also rarer cases of a car ending up floating in the air with the occupants eternally trapped.
     
    Making sure vehicles are about as safe for travel as in SP is a must to fix prior to a launch, as while cars are a bazillion times better than they were six months ago there are still a few kinks to work out.
     
     
    Rare low ping lag
    We’ve had some isolated cases of players experiencing more lag despite a low ping. We’re investigating if this is something to do with their particular set-ups, and it may be this issue may have been already partially or completely resolved by the zombie count bug discussed above. Either way we’re collecting data on this, but it only seems to affect a very small minority of the testers, and then only intermittently.
     
    VOIP
    Currently the in-game voip system seems to be bugging out a bit, applying high levels of reverb, has some compression issues, and other issues which prevent it from being clear and easy to understand. Since there will be a lot of multiplayer encounters where everyone isn’t in the same Discord call together, we really feel it important to make sure inter-player communication is solid before we release
     
     
    Other stuff
    Other items on the agenda, meanwhile, involve rare moments of ‘black boxing’ for some players where the map grid ahead of the player fails to load (though this is likely the same issue as the low ping lag), further improvements to close-up zombie combat between players and a bunch of smaller but still important to fix bugs due to the Louisville merge, for example as mentioned above, the zombie costumes going haywire.
     

     
    It’s also worth pointing out at this point that PVP, while functional and playable, could use some big improvement both in terms of balancing weapon damage and syncing of player positions. It’s playable but not ideal, and a few fixes are on their way that may improve it further, but we’re feeling inclined to maybe address this fundamentally post release as it wouldn’t get in the way of the PVE gameplay that a lot of people will likely take part in, and it feels like delaying the entire of MP until PVP can be improved further would be unfair.
     
    This leads us to the other item that we will be firmly underlining upon release. While it will be possible to create public servers, our strong recommendation for the initial MP release will be to play on co-op or on whitelisted servers, as until we can look into some anti-cheat measures, we anticipate public servers being vulnerable to those sorts of people who spoil everyone’s fun.
     
    Our priority has been very much on making sure the game is playable as much as possible (like single player with high zombie loads, avoiding zombie lag and desync) and this goal has been at odds with making the game as anti-cheat as possible.
     
    We think this is the right choice for how most people will choose to play, but will in the period post-release likely mean that public servers will not be the most secure places to be for avoiding griefers, trolls or cheaters.
     
    As is now traditional, here’s a quick video of some testers making the journey into our version of Louisville. [Insert usual: ‘it’s not a 1-to-1 recreation, but still cool and huge by PZ standards’ disclaimer here].
     
     
     
    Also here’s a few new weapon sound effects that have been dropped in by the Noiseworks crew, including the much desired bespoke frying pan sound the game has long needed. As usual the levels may continue to be balanced and tweaked prior to release!
     
     
     
    This week’s featured image is Pat_Bren in a toilet. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  18. Like
    trombonaught reacted to Papa Juliet Whiskey in If walking carrion can creep and crawl under cars, why can't I?   
    It would be an interesting option if you could crawl under a car yourself. For the sake of realism, this couldn't be done with a backpack equipped, forcing the player to ditch his bag before the crawl, similar to how you hop a tall fence and drop handheld bags. Since most cars, in reality, would be a mighty tight squeeze to crawl under, maybe it would force the player to drop all handheld bags as well. Weight could play a role as well, dictating which vehicles can be crawled under. Overweight characters may only be able to crawl under raised off road vehicles. And only the underweight can crawl under sports cars. Obese is hopeless, but extremely underweight characters may not be forced to drop all bags if crawling under a 'high' enough vehicle 
     
    On a similar, but side note, maybe a prone position could be a thing added to game, shortening the zombies sightline range for spotting the character.  You'd move slow, and tire quicker than normal, but it may add some depth to the stealth system. 
     
    Then make the ghillie suit worth while when prone in an area with taller grass. Hell, if you lay in a field without tall grass, not moving at all,  you'd be mistaken for a bush by the zeds, and left reasonably well enough alone so long as you don't move, or make noise.
  19. Like
    trombonaught reacted to Blake81 in Zombies carrying wong car keys   
    I get the feeling that those car keys spawn on the zed when the zed itself spawned; and boy THEY CAN WALK. I once found a cop zed in Dixie carrying the keys to a patrol car in WP...
  20. Like
    trombonaught reacted to Mork in Player Stunlock   
    Hi, Fuzzy. I'm curious and I'd like to be sure to understand the issue, so do you happen to have some clip showing how does an unjustified stunlock situation look for you in PZ?
  21. Like
    trombonaught reacted to Blake81 in Search and DeZtroy   
    OH MY GOD! THEY GAVE AN ETA!
     

  22. Spiffo
    trombonaught reacted to nasKo in Search and DeZtroy   
    First off, a brief overview of where MP is at – followed swiftly by reportage from the guts of its development from Yuri and the MP Strike Force.
    After (almost) five of the original six months we gave as a ballpark estimate for the 41 IWBUMS MP release, our much improved and stable MP feels like it is nearing completion.
     
    The MP Strike Force coders and their dedicated QA team have been working largely undisturbed, and this week the wider team and a few select testers got their first play with it.
     
    While there were a couple of easily fixable combat bugs still to be crushed that got in the way a bit at times (some of which were fixed between the test and today) the improvement over the previous test session back in July that showed us a delay was necessary was huge.
    As such we still remain confident to say that we’re still on course for our original projection of (give or take) six months, and are really trying to make sure the first version falls into this year.
     
    However, we’re sure that we won’t be throwing it out there in November. While what’s left seems manageable there are still critical bugs to resolve, larger player counts to test and various things to look at when it comes to connections with higher pings.
     
    Also, while we’re hoping for a December release, we’re also mindful that after delaying it six months then if there was still some gremlin to crush in the approach to the holidays (and following that, the Russian holidays) when devs will not be around then we’d be very foolish to push it out of the door for the sake of it. That would not only undermine the whole point of this delay in the first place by releasing something broken or substandard, but also make for a lousy working Christmas period for both devs and support team.
     
    So while the actual date is still up in the air, we have an internal ETA we’re working to. Right now the release date appears to be dancing around about a matter of weeks – even if the stars don’t align and we end up having to hold it in until after the New Year and Christmas (both Western and Russian).
     
    We will break from our regular ‘MP news every month’ news policy in the next dev blog (in two weeks) to give a clearer picture of where we’re at with it all.
     
    At this point we will also have a clearer idea of where our incoming other new features (city map, bendy roads, nu-foraging, new map system etc) will be landing in terms of them being in a separate build, or as a part of glorious new multi-feature package.
     
    Here’s a quick video of some of our testers back in the build on Tuesday – a fair few of the bugs you might spot in this vid have already been fixed.
     
     
    Now, over to Yuri for a more on-the-ground report:
     
    This month we fixed a lot of bugs with the sound system, PvP, synchronising clothing, synchroninsing fallen players getting back up, zombie client ownership and much more. We also improved the attack range for remote zombies, car ramming and attack/hit synchronisation.
     
    Our testers also looked at how split-screen works with multiplayer. The mode mostly works, though there are some crashes. This clearly isn’t a dev priority, but all crashes were video recorded, the logs were saved and reports were formed for later fixes.
     
    Finally, we had big changes in networking protocol last month, the FakeClientManager was repaired and the processing of the SyncInjuries, the HitCharacter, and the PlayerUpdate packets was updated. This allowed us to do some load testing of the server, before opening testing up to the wider TIS team.
     
    The server with 10 Gb RAM worked for 30 minutes with 32 fake clients exploring the map and killing zombies. We thought this was a good result.
     
     
     
     
    MEANWHILE, ELSEWHERE
    LV
    Our version of Louisville continues to get fixed up (note! Not a direct recreation of real world Louisville – but huge by PZ standards. Please don’t expect to find your own house or place of work etc etc) with map bugs continuing to be quashed.
    The primary time sink now being zoning new areas, ensuring that the right loot and zed outfits spawn in the right places, adding new food and clothing items relevant to the various new sorts of restaurants and shops and basically bringing it to the same level of variety and interaction as the rest of the main map.

    MAP SYSTEM
    The development of our new map system continues, with the current task being to bring our current ‘drawn by an artist’ maps and discovered survivor loot map system over to the new self-drawing future.
     
    This means that we, and modders, can easily create our own lootable maps from the latest version of the in-game map – and decorate them, annotate them and size them however we wish.
     
     
     
    FORAGING/SEARCHING
    Finally, a few words on the new search mode that will be replacing our current foraging system. Here’s a quick vid of some urban searching/foraging – followed up with some deets on the current implementation supplied by Eris.
     
     
    The loot and system has been overhauled completely with new items to find. Urban foraging has been added, as seen in the video above, and appearance rates have been increased since the early implementation.
     
    Poison berries and mushrooms have been expanded upon with a random poison chance and power depending on level (which should never be zero percent) to compliment the existing system (there is still one guaranteed poison berry and mushroom based on item type) adding some risk to these items even when the poison item sprite is known. Players will still require the herbalist trait or book to reveal which berries/mushrooms are poisoned.
     
    The Investigate Area Window
    The Investigate area window is a recent addition which gives the payer information about the area they are standing in and the world (a horizon view) which relates to foraging.
     
    The primary info visible on this window is the current time of day (as a sun/moon moving across the sky) and the current zone (as a silhouette background). These primary factors determine what may be found at that location.
     
    Secondary info shown on the panel is the cloud level (rain and light levels) sky colour (ambient light) and fog level. These secondary factors relate to visibility and the chances for certain items to spawn (e.g. frogs are more common in the rain, but less common when it snows).
     
    Search Mode Overlay
    The player search radius is shown by the overlay circle on screen. The size shows how far a player could see a size 1.0 item at that moment. The circle radius is also dynamic based on speed, weather, light level just the same as spotting items. When a large, obvious item is visible outside the circle, the search radius will expand until it spots that item. Players must have search mode enabled to see forage icons.
     
    Spotting Small Items
    Search mode has been expanded to spot small items on the floor, any item under a threshold weight of 1.0 as well as dropped container type items. This allows the player to spot hidden stashes and small items (like car keys) in the world. Icons will only show when Search Mode is active.
     
    Stashes
    Annotated map stashes (hidden floorboards) support has been added for all floor stash types. Upon finding and visiting the annotated map location, it may assist in finding the hidden stash tile.
     
    World Markers
    World markers are added to icons to help show exactly where an item is on the floor relative to the player by showing an arrow icon when looking directly at an icon.
     
    Other Stuff
    In the modding world, there’s some rather audible delights in store from supremo audio modder extraordinaire Azakaela, creator of Survivor Radio. We’ll let the video do the talking but it’s super super cool to hear the world of PZ radio brought to life with such quality.
     
     
     
    A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  23. Like
    trombonaught reacted to Burger_Time in I don't like where this game is heading to.   
    Skill issue
  24. Like
    trombonaught reacted to HetCigarr in I don't like where this game is heading to.   
    I mean all this "RNG forcing you to die" just doesn't exist. Wether you screw up or not isn't based on RNG, it's all in your control wether you bump a zombie/get grabbed or not.
    However, when you do screw up THATS when the diced are rolled, and RNG will decide wether or not you will be forgiven for your mistake.

    It's like you're burning yourself by laying your hand on a hot stoveplate and saying "omg stoveplate why did you do this to me, that's so unfair I did nothing wrong!!!"
  25. Like
    trombonaught reacted to ToastedFishSandwich in Latest Mondoid on "tripping"   
    I used to hate the idea of tripping but as time's gone on I've started to see how it could benefits the game.
     
    Firstly: if it's avoidable (i.e. it's not the random falling over that many people have suggested in the past), then I don't really have a problem with it because looking where one is going and managing one's panic should both be an important element of the game. If panic will causes problems then maybe people will start to care about it.
     
    Secondly: it sounds as though it'll be a minor setback rather than a fall-on-your-arse-and-slowly-get-back-up type thing. The post talks about how survivors will be "scrambling along the floor trying to get back to their feet". To me this implies that survivors will stumble, possibly slow down a bit but keep moving fairly fast whilst trying to get back up at the same time. The zombies in this game don't even move very fast so if you get caught, even with stumbling, it's hardly the game's fault.
     
    Finally: it would add to the whole living through a zombie film feel that it sounds as though NPCs will add. If you were running away from a horde (because you decided to make zombies into sprinters for some reason) and one of your mates stumbled and eaten that'd be cool because that's exactly the type of thing that happens to stir up drama in zombie films.
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