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trombonaught

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  1. Like
    trombonaught got a reaction from Faalagorn in Unified world item picking   
    I had these exact thoughts last night after posting about crafting interface suggestions.
     
    This is a single function in rl ("move stuff," be it in bags or in world) that is carved up and inplemented over distinct systems. It's easy to understand how it has come to it's current state by necessity, but hopefully there are plans to unify this.
     
    While I agree about my appreciation of the generator/corpse "equipped" item movement, I will also be sad if a day comes when I cannot load my bags full of mannequins and coffee tables at the mall to outfit my base in Muld   But for realism's sake, I woud favour a system in which excessively large items were given an "equip" tag for transport.* 
     
    *Side note, this might include logs as well. I think logs should be carried in hands and should not be as "stackable" as they are now- 4 long trees are still 4 long trees when bound together. I think planks should be made the preferred transport form for wood, as it can be reasoned that they can be shortened, stacked and otherwise arranged in bags more efficiently than logs. It would also be necessary to "bundle/stack" planks for capacity reduction similar to current log stacking.
     
    Tldr; I wish every function in game was accessed in context menu via right click for simplicity. Tutorial for new players: "How do you X?* "Right click."
  2. Like
    trombonaught got a reaction from DresdenBBQ in Under the Hood   
    This whole game is all about pain with little reward... the true PZ player revels in disappointment!!
  3. Like
    trombonaught reacted to Faalagorn in Unified world item picking   
    The thing that's been boggling me since the furniture moving was introduced (which I totally love by the way :)) is that there are two systems for moving things currently in-game. I always wanted to suggest it, but I was reluctant to write a whole post about it back then and seeing how it is now with disassembling items, picking up multi-tiled items, inability to drop picked furniture as items on the ground, and minor improvements to pick up menu, I'm a bit confident unifying the system could be a right way to go.
     
    Previously before furniture items were movable, it was possible to pick up and place down generators and dead bodies - and I may say I really like this system. It still generates an "item" in your inventory, but it automatically occupies both hands, making you vulnerable to attacks and disallows to pick up another body and/or generator - which is great, as it is really realistic .
     
    However, when the furniture moving was released, a new system was introduced with a new sub-menu allowing to choose an item from the world and put it into your inventory. While great, as it also allows you to rotate the object and making it potentially easier to place the item at desired location, whereby placing generator is not so "precise", it introduced some oddities - for example, you can pick up multiple furniture items and even hide them in your bags (or equip in one hand (!) ) and further reduce their weight, which isn't quite realistic. You can also equip a weapon while carrying a fridge, which while slows you down, doesn't make you as vulnerable as with transporting a generator or moving a dead body. Originally it was also possible to pick a furniture and drop it on the ground as an inventory item, but that was changed recently (though the drop option is still there that currently does nothing ).
     
    While I realize the rotation and more precise placement (also when wanting to place the item on top of another) is needed, but it would be nice to unify both systems a bit, either one way or another (though I'd really prefer to use the generators/body system for this). 
     
    I also really like the recently introduced disassembly system, as it utilize right click instead of separate menu for disassembling items up. It would be really nice if you could select items to pick up by right clicking, as it would be less confusing (especially for newcomers), unified and won't require a separate button for picking things up.
     
    I'm aware changing the system would probably need some work to make properly and that probably it was done and managed by a separate person that introduced movable generator and bodies, but here's my suggestion how it could look like to be more fitting to existing systems:
    Right click any applicable world item and choosing "Pick up" option (same way as "Disassemble" is made) to pick item up item and equip it in both hands (similar to corpses and generators). Right click item in your inventory and choose "Unequip" (which could be also renamed to anything else if you feel it's too confusing, such as "Place" or current "Drop") to bring the current "Place" option. The press "'X'  = cycle through object in inventory would no longer be needed as you are operating one item at time. I don't think it would bring issues with placing down your radios/walkie talkies from inventory, as you'd just have to pick up appropriate one anyway - actually that alone could be less confusing, as you know exactly which one you will be placing. Also, the current unusable "Drop" option on movable items would no longer be needed. In addition to allowing you to rotate items upon placement, it's certainly possible to add "Rotate" option to right click menu, below the "Pick up" and "Disassembly" options - it would just let you rotate objects the same way the current rotate options allows you. For multiple-tiled items, there are two options I see - one would be simply allowing you to pick them up wholly (which make sense for large paintings or mattresses, but less sense for large beds), second option would be automatic splitting to parts upon clicking "pick up" and using the current system. Keep in mind that there are most likely still some refinements to be done on that matter, as, unless something changed, you still can destroy a part of multi-tiled object with sledgehammer . EDIT: For starters, maybe how about if destroying a tile of an item with a sledgehammer automatically make the remaining tiles, minus the one actually destroyed appear on ground? This could apply to partially burnt items too, at least until some delay (to allow fire to spread). It would basically mean that without that part, the rest of the object fell apart. Alternatively simply make destroying one tile destroy the others automatically (and after a delay for fire to allow it to spread potentially). The remaining parts would have to be picked up one by one manually.  
    EDIT: I also realized that trap placing for mouse traps already uses a similar system, too - as long as you have a mouse trap in your inventory, you have to right click ground tile, choose "Place Trap" option and then the regular placement menu appears. I just think the rotation isn't available there. Putting traps could be unified in this new system as well, since they are basically not really different than radios, walkie-talkies or TVs. It would be nice to be able to rotate traps in addition to generators!
     
    That way, it'd be bringing more streamlined, unified, less confusing and requiring a less clicks option to move furniture while using the systems that should already be in place!
     
    Currently, the lightest items to pick up with furniture moving system are probably paintings or smallest chairs. While painting are cumbersome to move due their size, I fully understand it being unrealistic to be totally vulnerable while moving a single chair or being able to move more than one item - maybe it's possible to set it to certain items to only occupy one hand instead two then? That way you could either wield a one handed weapon while moving a light/easy to move object, or to be able to pick up two chairs with one trip. Actually, it would also be cool if the strength skill/trait check could be added to move some items one-handed that normally require two hands. I could imagine a 10 STR muscular character being able to be able to drag two zombie bodies in one trip for example (ormouse  drag one body one-handed while wielding a pistol/knife in other hand), a task terribly impossible for a weak filmsy character.
     
    Also, while we're at it, I would suggest changing the disassembly recipe for TVs in place of the current right menu disassembly option. I'm not sure if you want to further expand it to placed radios and walkie talkies (which I am fine with), as it would require placing them on ground or appropriate surface first (some radios are preplaced in world, but I don't think any walkie talkies are, but they are generally found as a loot).
     
    Also I would like to know if there are some hard to avoid technical reasons that could made impossible for this system to be implemented that I'm not aware of - or maybe I missed something? Discussions are also welcome, I'm just glad I could finally make a post about what was confusing me, as even if it won't be impossible/unwanted change, at least I know why .
     
    P.S. Hopefully my post is not too messy, as I wasn't really up to proofreading it much.
     
    EDIT: Down the road, when vehicles are added, it would be nice to be able to load them with furniture you want to move. I really like the idea of pushcarts/barrows/shopping carts to allowing to move items more reliably as @Unghin suggested with a nice picture .
  4. Like
    trombonaught reacted to DresdenBBQ in Under the Hood   
    VEHICLE HYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYPE!!!!

    MY VEHICLE HYPE CAN'T STOP WONT STOP!
  5. Like
    trombonaught reacted to Magic Mark in Soup up our vehicles   
    Bulldozers are generally transported on the back of transport trucks and should never be driven on civillian roads in part due to what those wide tracks may do to the road.
     
    The closest thing I know of is a JD 764 High speed dozer which tops out at 17-18 for transportation (and is also not the same thing).
     
    Your average bulldozer won't go over 10 mph (which is generous enough) and the likelihood of the devs including a lightning mcqueen version are low.
     
    A bulldozer would be cool though.
     
     
  6. Like
    trombonaught got a reaction from DresdenBBQ in Soup up our vehicles   
    Also, this:
     
  7. Like
    trombonaught got a reaction from Geras in Help Guides for Simple Info   
    Not sure exactly how to implement the following suggestion, but here's my beef.
     
    When baiting traps, I find myself relying on the wiki to figure out where I place my traps and what I place in them. It would be great to have an in-game item that could be used for reference (such as a "trapper's help guide" or something distinguishable from books and magazines), or to have the information revealed gradually through trapping experience. The goal being I can learn everything I need from the game, without breaking immersion.
     
    Similarly, treatment of wounds is something players need to know, but are never told explicitly. While it may be common sense for some that a deep wound requires stitches, common sense for others might not cover this information, especially if they don't know suture needles exist in the game- some sort of "first aid help guide" could be used to provide basic instruction on actions that are otherwise hidden without the correct wound and item combination.
     
    Stretching the idea further, I think the crafting interface could use some refinement or smoother integration into the game. Digging through the menus which sometimes contain an exorbitant amount of mundane recipes (I'm looking at you, Farming) feels tedious and is sometimes misleading due to the omission of many capabilities (world-object creation via carpentry/metalworking, treatments with first aid, etc). I'd ask you to entertain the idea of presenting all recipes through additional help guides, perhaps grouping "help guide editions" as they appear now in the crafting menu (carpentry, survival, fishing, etc) or by some other means ("Log Work," "Primitive Tool Making," etc).
     
    tldr; What if immersion were streamlined with literature documents in-game that provided "tips" information to players while having no mechanical function (no XP boost or stress reward)?
     
     
    Great idea from Dr_Cox1911 reads:
     
  8. Like
    trombonaught reacted to Corsair in Alive Inside   
    Done!

  9. Like
    trombonaught got a reaction from DresdenBBQ in Help Guides for Simple Info   
    Not sure exactly how to implement the following suggestion, but here's my beef.
     
    When baiting traps, I find myself relying on the wiki to figure out where I place my traps and what I place in them. It would be great to have an in-game item that could be used for reference (such as a "trapper's help guide" or something distinguishable from books and magazines), or to have the information revealed gradually through trapping experience. The goal being I can learn everything I need from the game, without breaking immersion.
     
    Similarly, treatment of wounds is something players need to know, but are never told explicitly. While it may be common sense for some that a deep wound requires stitches, common sense for others might not cover this information, especially if they don't know suture needles exist in the game- some sort of "first aid help guide" could be used to provide basic instruction on actions that are otherwise hidden without the correct wound and item combination.
     
    Stretching the idea further, I think the crafting interface could use some refinement or smoother integration into the game. Digging through the menus which sometimes contain an exorbitant amount of mundane recipes (I'm looking at you, Farming) feels tedious and is sometimes misleading due to the omission of many capabilities (world-object creation via carpentry/metalworking, treatments with first aid, etc). I'd ask you to entertain the idea of presenting all recipes through additional help guides, perhaps grouping "help guide editions" as they appear now in the crafting menu (carpentry, survival, fishing, etc) or by some other means ("Log Work," "Primitive Tool Making," etc).
     
    tldr; What if immersion were streamlined with literature documents in-game that provided "tips" information to players while having no mechanical function (no XP boost or stress reward)?
     
     
    Great idea from Dr_Cox1911 reads:
     
  10. Like
    trombonaught reacted to makkenhoff in Help Guides for Simple Info   
    Something like the spiffo quickstart tutorial, but specific to each discipline?
  11. Like
    trombonaught got a reaction from grammarsalad in Help Guides for Simple Info   
    Not sure exactly how to implement the following suggestion, but here's my beef.
     
    When baiting traps, I find myself relying on the wiki to figure out where I place my traps and what I place in them. It would be great to have an in-game item that could be used for reference (such as a "trapper's help guide" or something distinguishable from books and magazines), or to have the information revealed gradually through trapping experience. The goal being I can learn everything I need from the game, without breaking immersion.
     
    Similarly, treatment of wounds is something players need to know, but are never told explicitly. While it may be common sense for some that a deep wound requires stitches, common sense for others might not cover this information, especially if they don't know suture needles exist in the game- some sort of "first aid help guide" could be used to provide basic instruction on actions that are otherwise hidden without the correct wound and item combination.
     
    Stretching the idea further, I think the crafting interface could use some refinement or smoother integration into the game. Digging through the menus which sometimes contain an exorbitant amount of mundane recipes (I'm looking at you, Farming) feels tedious and is sometimes misleading due to the omission of many capabilities (world-object creation via carpentry/metalworking, treatments with first aid, etc). I'd ask you to entertain the idea of presenting all recipes through additional help guides, perhaps grouping "help guide editions" as they appear now in the crafting menu (carpentry, survival, fishing, etc) or by some other means ("Log Work," "Primitive Tool Making," etc).
     
    tldr; What if immersion were streamlined with literature documents in-game that provided "tips" information to players while having no mechanical function (no XP boost or stress reward)?
     
     
    Great idea from Dr_Cox1911 reads:
     
  12. Like
    trombonaught got a reaction from grammarsalad in Build doors   
    I think there's a misunderstanding here @Butter Bot, binding specific doorknobs to specific keys within your inventory is different from acquiring locks and keys that match without player intervention.
  13. Like
    trombonaught got a reaction from grammarsalad in Soup up our vehicles   
    Also, this:
     
  14. Like
    trombonaught reacted to dareddevil7 in Soup up our vehicles   
    The big question is how much more armor would you need to defend aginst zeds? Some bars over the window to keep them out? Maybe a little bit of a wedge to gently push them to the side. You dont want to hit something weighing 130-160 lbs at 50mph, so blowing through a horde shouldn't be feasible.
  15. Like
    trombonaught reacted to Faalagorn in Small but Important Suggestions Thread   
    Just realized we were thinking about a different "matches",  you mentioned matchbook while I was thinking about matchbox - honestly forgot they could be packed otherwise, as they are pretty much nonexistent where I live, so I only see them in the movies :P. Just looked up and it seems the one used in Zomboid are the ones you mention, so my idea have less sense now :P.
     
    About milk - the problem I saw was the fact that from what I understand, the regular rotten food disappears ("decays") after some time. While it make pretty much sense for decayed vegetables, fruits or meat, as when they are in such advanced decay state, then even if they aren't eaten by whatever animals/microorganisms got to them, they are pretty much useless and impossible to eat, yet alone make a recipe out from, milk carton actually will be there for the whole time. I don't mind having an option to eat rotten milk, actually I think it should stay too, just thought it shouldn't totally disappear, that's why I suggested creating a virual new items similar to melted ice cream - that way the milk won't disappear and could be still used for a recipe (unless rotten milk can't be used as a recipe anyway, then it's not as important actually).
  16. Like
    trombonaught got a reaction from Faalagorn in Small but Important Suggestions Thread   
    If spoons can be weaponized, corkscrews should DEFINITELY be weaponized. +100
     
    The matchbook appears to be of the sort where matches are torn from the book, so while you could loosely store them in the fold of another matchbook as individual matches, the open-folded nature of the matchbook means they'll spill out and you'll have a bag of loose matches. It's most realistic to keep seperate matchbooks I think.
     
    Disagree; all food should remain edible for those desperate days when you need the choice.
     
    Just some thoughts I had while reading your post.
     
  17. Like
    trombonaught reacted to Faalagorn in Small but Important Suggestions Thread   
    Since it was now officially confirmed it's the proper way, I'm gonna mentioned my 8 cents here:
    387. Sugar should be made food type and edible following what happened to coffee, tea bag in build 35
    388. Socks should be made to ripped sheets, such as other clothing and underwear, mirroring my old suggestion
    389. Crayons should be made a writing tool, preferably with the colors shown in the icon, also mentioned in my old suggestion
    390. Corkscrew should be made a melee weapon, preferably with a jaw stab attack. After all, it's not less plausible to kill a corkscrew than with a butter knife
    391. Matches should have cantBeConsolided = TRUE flag removed - after all, you can combine two packs of matches (unlike lighters) - see below
    392. Milk should have Replaceonrotten, replacing it with new "rotten milk" item that is no longer edible, but won't disappear and still can be made used for Mildew cure - the current problem is milk is really scarce, have low expiration date and can't be frozen and unlike cigarettes which can be found on zombies, cannot be obtained by other means than looting
    393. Speaking of cigarettes, there should be separate items - cigarettes and cigarette pack, similar to nails or similar items (just realized it's been also suggested as 248.)
    394. Add a "Stale" suffix to food that is in between fresh and rotten, as I suggested before - that way it will be obvious at a first glance that this item should be eaten quick or put in a fridge, especially for newcomers who might not realize which foods can rot.
  18. Like
    trombonaught reacted to RobertJohnson in RELEASED: Build 37.14   
    IWBUMS 37.4

    [NEWS]
    Added a "Make Small Metal Sheet" recipe, done from a metal sheet + blowtorch/welding mask, gives 3 small metal sheets. Added new server option "HoursForWorldItemRemoval": Number of hours it takes for items left loose on the ground (not in containers) to disappear. Intended to prevent item build-up putting unnecessary strain on servers. Added a new Forage UI, when foraging it'll let you choose what you're looking for (mushrooms, berries, plants, animals, materials...). Also intended to prevent item build-up putting unnecessary strain on servers. Added Portuguese Brazilian community translation by HiveFuse. [BALANCE]
     
    Lowered the floor creak sound volume. Improved the loot distributions for the annotated map. Crafting a metal roof now require 1 use of the blowtorch. [BUG FIX]
    Fixed 64 bits version non working when loading a 37.2 to 37.3 version. Fixed floor creak sound playing on containers other than floorboards. Fixed some fish having wrong weight value calcul (pikes too heavy, etc..). Fixed thunder being heard by deaf characters. Fixed a crash caused by a zombie night event during player sleep. Added code check to avoid doing fall damage when running down stairs on laggy servers. Death by stairs averted. Fixed having bleach in inventory stopping you from eating evolved recipes with more than 3 ingredients. Fixed a crash due to burning IsoCompost item. Fixed blowtorch being removed if it is emptied. Fixed "e" context key not working to climb down a sheet rope. Fixed server crashes when removing a non-pvp zone. Fixed a bug in the calculation of reanimate time making every reanimation to zombie almost instant. Remove bush is now possible with a stone axe. Fixed metal door fences blocking the vision. Fixed vision not updating when barricading player made construction. Now walking to the ashes when doing "clear ashes" action. Fixed a wrong calculation of the non pvp zone size when creating it. Fixed wrong properties on Lettuce. Fixed clicking "Details" on the main screen opening up multiple UIs multiple times. Fixed duplicating factions. Remove plants + erosion data when placing floor Server options for radio tranmission staff members/invis players Some tiledef fixes Fixed oven and microwave can not be controlled from joypad Fixed do not stop alarm if alarm clock on the ground. Player can not activate alarm clock from joypad. Fixed 'Buffs/Debuffs in 4p overlap each other'
  19. Like
    trombonaught reacted to Kuren in Under the Hood   
    First off, love the Mondoid format and info Reminds me of the good old dev blog like Mondoids we used to get (The reason I fell in love with them lol)
     
     
    Also, totally caught that from the picture and love that you all continue to add community names into the game Too fitting that Nolan will be immortalized into a car dealership as the creator of the car mod
     
  20. Like
    trombonaught reacted to winterpyre in More funding   
  21. Like
    trombonaught reacted to Virindi_Screenwriter in More funding   
    Forget raising funds for Zomboid--we need a ToonBoom animated series starring Spiffo--with teeshirts and plushies.
     
    Get some animators, some voice actors--maybe a fast-food tie-in. It'll be the premiere YouTube series.
     
    EDIT: Saw this in the Mondoid. MOAR:
     
  22. Like
    trombonaught reacted to Alive Inside in Alive Inside   
    Need ammo? Go and get it! 

  23. Like
    trombonaught got a reaction from syfy in More funding   
    I would contribute to a Patreon account or something like that. I definitely put enough time into the game to put a little more money in.
     
    That said, while this could boost revenue for TIS, it would also likely boost the expectations of the fan base. If the expectations became too great, I could see this backfiring and demoralizing fans and devs alike.
  24. Like
    trombonaught reacted to Faalagorn in More funding   
    Actually looking how other games of the similar genre progress (DayZ standalone and similar of the genre), or were totally abandoned (I'm looking at you The Dead Linger), I have to say I'm really positive how PZ progresses . I am actually impressed that dev team is still being able to carry it continuously for so many years, despite the initial problems :P. Although if any extra funding was needed, I'd gladly buy a soundtrack DLC, even if I'm pretty sure it can be found somewhere hidden in game files :). It would be really awesome to have it in lossless form, too hint, hint!
  25. Like
    trombonaught reacted to Batsphinx in More funding   
    At this point we have enough funds to complete the game, please don't think of ways to give us extra money beyond the simple act of recommending the game to your friends if it's in a state that's to your liking
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