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Icy Motto

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Posts posted by Icy Motto

  1. 8 minutes ago, Lexx2k said:

    Zombie population is an issue to me already for years. It's either not enough and the game gets boring quick, or it's too much and you don't stand a chance at all. What is needed - imo - is more variation here. Give the player a phase of OMG and a phase of peace. Zombie migration could play a role in that - just let a huge horde traverse the map from left to right and if the player gets stuck in them, so be it, he has to deal with it (or wait it out, in his fort, if the food supplies allow for it), yadda-yadda.

     

    /Edit: To add to that... For me it's just too predictable right now. The way zombie respawn, etc. works ... the moment I see huge hordes of zombies, I know that we are nearing the max population arc and from now on, that's what I will have to deal with. It's annoying, boring, tedious, no surprises anymore.

    It's even worse with fixed spawn points: In my last game in build 40, every two or three days, huge hordes respawned on exactly the same place and I had to lure them away / kill them. This is what I mean with lack of variation. You see it once, you know it'll always be like that.

    I agree to this to an extent. But I don't think reworking Zed Ai will be anytime soon, but I would also like this in the future. 

  2. Yikes. The 1st interaction would be good, but that second one no, I don't see this ever being implemented. Not only would it be unfair for PvP as you won't see this betrayal/threat coming but why would you get in an enemy's car in the first place? (Unless you snuck into the car while they get in after that, you switch seats and kill them. to hijack the car...) Or  other role-playing elements are done.

  3. Basic thoughts on the new wind mechanics:

     

    Immersion breaking- Rocks sway like plants in the wind. 

     

    Object swaying intensity during storms seem to look fine to me, even when there is no wind.  I think the trees and plants swaying isn't all that exagerated in my opinion, I've seen some terrible storms and they seem to look pretty realistic in-game.  Though, tone down the tree shaking when a player or zed walks by it, and when a car crashes into a tree. Make doors shake a bit less when zeds hit them too. 

     

    All we need now are new SFXs for the weather update and it will make the game 100x better!

  4. Wow, just amazing. Never thought I'd see one of my most wanted features in the game be put it so early! I am glad you guys didn't push out Build 40 yet, as I felt this was a big feature that was missing. Thank you guys for listening to community feedback! You mad lads even added stuff like shaking doors and trees by impact. Great work!

  5. 1 hour ago, Eggtooth said:

    It's already confirmed that Build 41 is animations. We get electricity, farming and vehicle mods after that.

    Knowing TIS, my hopes aren't very high, we see a lot of "in-between" builds that of course are necessary for the bigger builds like Anims, but I'll take their word and I guess Build 41 is anims. But to me it would make more sense the way I assume builds will roll out

     

    TLDR: I know about the small features, I read every blog. A big reminder and thing I always go by is, DON'T ever get too excited, anything can change, we've gone through this.

  6. 14 hours ago, Kennethdio said:

    Build 41: Animations

    Build 42: NPCs?

    My prediction/s

    After build 40-

    B.41- Electricity/Powergrid overhaul.

    B.41.2- Farming system overhaul.

    B.41.3- Vehicle modifications? (Main B.41 focus?)

     

    B.42- Animations

    A couple of builds after anims will be improvements/add ons (map dev etc...) before NPC builds. Unless everything for anims is crammed into one build #.

    B.45???- NPCs

  7. Wow, didn't even know that was actually a modder. It seemed like something that would come from you guys. Shame on me then for being a fool. Thank you for the rather quick response and I hope you guys implement this if possible now, atleast somewhere down the development line.

     

    And sorry again for thinking it was from one of your devs.

  8.  

    Will this make it to this update? Because I was expecting to see this at some point in this build, or is it for anims/post anims content? Just curious because this would go very well with the update. I mean we got wind now, except no trees are swaying....

  9. 2 hours ago, Eggtooth said:

    This has nothing to do with NPC's.

    Hey man, I get that you want the map to look as apocalyptic as in the picture, but I am sure the devs will get to it once it releases. They haven't even finished the map, nor did they ever say they'll leave the current towns the way the are already, I am sure they'll keep adding little thinga here and there and expand according to the actual state of Kentucky. Of course it looks "baren and empty-ish" right now but I do agree that it could use more buildings/scenery. Right now I am sure that isn't priority as no one seems to mind it. Just hang tight, I bet they'll do something about it once the game is close to release.

  10. Yeah hoping TIS releases a patch allowing for more "non-replacing" vehicles to be implemented from workshop. Filibuster does good work and love the car mods he has made.

  11. I recently saw a very good post on the PZ steam community hub that someone did, the user "ArtyomRex01" shared the image I've attached and would like to share for you guys to see. He gave me permission of course.1532305768_Screenshot_5_Panic.thumb.png.17321533e0999daf17dc6db8fb5fd0af.png

     

    I would like to know what your thoughts are for something like this to be implemented into the game once it releases. Though frankly, I remember the devs saying they might not do something like this. But then again, why are they putting hints in the game to how the outbreak happened? (Radio stations talking about this, TV news broadcasts etc...) It would be very cool for this to be in the game in my opinion and would only make sense as a visual to the broadcasts and talks about it.

     

    EDIT: I might have not been clear enough, I want something like this only as an opening cutscene when starting up a new game in "The First Week/Initial Infection" NOT a scenerio to play as, since devs confirmed there will not be any "before" outbreak stuff to play with. Just kind of like a short cinematic that shows chaos right before the phrases that go with the black screen "This is How You Died" .

     

    Also, thanks to the author for letting me post this as his artwork here is very good. :)

  12. I am glad you've made the decision to leave away optimization for decade old PCs. It seems that it has used alot of you guy's time to just try and optimize every single thing possible just so a few users can run the game. It should not be a problem to just save up some money and get with the times. With that out of the way, it seems that more work can be done towards other stuff like anims etc... Great job guys.

  13. 1 hour ago, trombonaught said:

    Window reflections look great, I had no idea that would be coming in! Awesome!

     

    Edit: could a similar function be added to building windows, with the pattern of reflection made relative to player position?

    I agree with the window reflection on buildings.

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