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About OffitMan

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  • Birthday 05/12/1989

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  1. As someone who had a particularly harrowing & near fatal experience at McCoy Logging Co recently, I agree with this completely. Trying to decide the best time to treat 2 lacerations with overexertion whilst being chased by zombies was intense. Thank God for the wire fence.
  2. This is my concern as having 1 key fits all would make looting so much easier, than having to break into each house individually. I definitely want variety with the buildings rather than them being cookie cut from each other. I'll try to make them individually for now but if they don't play nice or it's too much of a processing strain, I'll reluctantly revert to making 1 building for the terraced/semi-detached houses. Thanks for your advice guys.
  3. I've returned to my map project after a long hiatus and need to create terraced and semi detached houses. I'm just wondering whether it's better to just make 1 long building, or 2, 3, 4 buildings etc and place them next to each other in the editor. Do they play nice when they're that close? Creating 1 building would be quicker but I'm guessing when house keys spawn, it would be a 1 key fits all scenario which would make scavenging & base building a lot easier. There aren't any examples in the vanilla map to take inspiration from so any advice or suggestions would be appreciated. Thanks.
  4. Dude, I think you're overreacting just a little and are certainly putting words in my mouth. I never said you were a commoner. Your opinion and word has value. I have criticised this game many times in the past. I just wait until I've played the game before criticising as videos can often be misleading and don't portray the real feel of the game, especially when showing work in progress features. The reason I said people can't help themselves is because some people seem to think what's in the videos is final and no more work will be done on feature 'X' , despite TIS explicitly saying otherwise. These 2 paragraphs are just ridiculous. The 1st is a perfect example of people thinking things are final. Because no game has ever been changed after a feature has been released. FACT. Once features are released, they're permanent and can't be removed or altered. Did you read what you wrote before posting or did you just have a brain aneurysm and pass out on the keyboard?
  5. This is my tactic so I'm definitely more excited after that little insight. The video is beautiful! Need to get a new laptop as I don't think my 2012 Macbook will be able to handle the new animations without trying to take off into orbit.
  6. Alternative sources of power is worth exploring but one issue I have with wind turbines and solar panels (that others have suggested previously) is that they are silent. With fuel generators, the risk-reward is obvious. Zombies will be drawn to the sound of the running generator but you get to power your safe house. If not thought about properly, I can easily see them being OP and a situation where players just choose to be an engineer, run to a house in the middle of nowhere, build a few wind turbines and live a completely sheltered and hazard free life because no danger comes their way. Perhaps wind turbines could be quite fragile and would require frequent repairs in stormy weather. I often think in the end of days/apocalyptic scenarios, people would revert back to old ways of doing things. Water wheels have been used since the Persian Empire. In the apocalypse, I can definitely see someone constructing a water wheel out of wood and buckets to generate some power with a dynamo, like a primitive hydroelectric dam. The drawback of water wheels is the reliance of flowing water so they could only be located next to the river. I'd like to see more sources of power providing there are pros and cons for using them and none become godlike.
  7. Maybe wait until you've actually played the new build before you start calling for immediate action to problems that might not even exist. People just can't help themselves when they see these WIP videos. Keep doing what you're doing TIS. Can't wait to play this once it's ready.
  8. OffitMan

    Anim-Transition Blog

    I've noticed this trend for a while now, since before vehicles were released. People can't seem to wrap their noodle around the fact that what's presented in Mondoids is not final and there's still work to be done/room for improvement, even if its written directly in the Mondoid. The problem is people get so used to what's in Zomboid already that when something changes (animations for example) it's going to look weird to people regardless, because it's not what they're familiar with. If the new animations were in from the start, people wouldn't bat an eyelid. Keep doing what you're doing though. We all appreciate it massively and are super excited for the update.
  9. OffitMan

    Drink to the Memory

    You should know better than to ask that. I have to agree. I've never seen anyone take pills like this in real life. Maybe in films. Cannot wait for this build!
  10. A game set in the 90s would be incomplete without bucket hats, baggy jeans, flannel shirts and dungarees (though I'm fairly certain I spotted the latter in a recent video).
  11. Favourited items shouldn't be dismantled either. For example, I had a digital watch as a favourite, but had 3 others in my inventory so I could dismantle them for parts. I hit dismantle all and it did all 4 so I was left with no watch. Not a game-killer or anything, just a mild inconvenience. It has been a while since I've played so if this has been changed in the meantime, I apologise. If not, I suspect this could be looked at once we have a clothing menu and we can actually wear watches.
  12. OffitMan


    Congrats to Batsphinx and family! Nick should be immortalised in PZ somewhere.
  13. Some of you are more than likely already aware Mark Brown has a recent video discussing skill trees. I watched it today and thought it was relevant to this topic. Forgive me if I'm mistaken but I feel some of his views mirror the points you're raising @nasKo. On one hand, I can see why TIS have forced us to choose which skills to assign points to, in order to create replayability where each playthrough can be different dependent on what skills you level up first. But it doesn't make sense. It should be that skills level up automatically once you have enough experience in that field, and if you want your game experience to be different than the last then you should be forced to adjust your style, rather than just arbitrarily clicking another box in the skill tree. Maybe the main skills in the game could only be levelled up through discipline XP and skill points can be used to gain extra perks? The perks could also be lost again, kind of like how you can go from fit to overweight and the game could even assign negative perks based on your actions (smoke too many cigarettes, become dependent). I dunno, I'm just spitballing but theres definitely some improvements and new avenues that could be explored. The current system is by no means the worst I've experienced. TIS already do a good job by not allowing us to unlock everything in a single playthrough and make us gain XP in a particular skill before we can level it up. It's just the process of assigning of points that could use a bit of TLC IMO.
  14. Just the vanilla maps. If you have a pen, pencil & red and blue pens, you can convey quite a lot of information.
  15. I've thought about the use of cork boards for a while. They could really turn into the hub of your survivor community. Not only could you add notes/messages as you mention above but you could pin a map of town on the board, so people could mark off what buildings had been looted and what area the community were targeting next. Potentially, you could trace the map so you could take a copy out with you. You could pin a calendar on there and mark off dates for certain events, like when crops needs to be watered etc. Add lists of what supplies the base desperately needs. Cork boards could be really valuable, something where people could just log into a server, look at the board and immediately know what the community plan of attack was, without the need for anyone to be there to explain it.
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