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Blasted_Taco

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  1. So right now when the power goes out, the only source of light inside of your house is either a flashlight/candle you need to equip or you build one of those Lamp on a Pillar that needs 5 Carpentry to build, so unless you have 5 Cap you are out of light sources that you can turn on and off and light up a specific place in your base. So why not take a candle, a can of tuna and just place the candle inside the can and place the can with the candle somewhere in the floor? You will have both hands free to do whatever you want, you have a source of light that you dont need to know how to build a shack of wood to make it, you can turn it on and off whenever you want as long as it still has wax and you have lighters/matches and also it looks good. I tried to mod it in copying the file of Lamp in a Pillar but i am too drowsy to do this stuff right now, so have a picture.
  2. I do not use the PZ map for the same reason as yours, i actually like getting lost in the map and that is why i love Kingsmoth and Riverside since i have never explored those maps before. As for getting lucky, to be honest i just found a barricaded house, took the hammer i had, took out the single barricade on a window and open it, let the zombies come out, lure them to the woods (there were around 6 of them inside), clear the area of stragglers with my hand axe and boom, i had a base on day 2 of nomading it up by exploring, reinforced the house with TVs around and tables, did a quick suicide run to the hardware store to get fishing stuff and a saw and my trusty axe and went to town with it clearing every single zombie i could find, by now i kinda found a rhythm to combat but i never take on more than 3 zombies, i just lure 3 zombies by 3 from large groups. Also windows are excellent chokepoints to stomp them while they are down but you can easily be grabbed if 2 of them jump at you at the same time. I do not know what you mean by this, with the ability of strafe and move while attacking, you can easily take on the zombies with a long range weapon like a baseball bat, axe or shovel and unless a zombie grabs you from behind or you have a slow zombie and a fast zombie, its rare that the zombie you are fighting does a grab, the only times i have been grabbed before was on corners or when fighting while tiered, so zombies could come from behind and bite me. What really matters right now is the skill you have with your weapon, level 3 axe can take on more than 3 zombies but i do not like to risk it unless i really need it. If we go with the law of physics, a zombie that trips over you will completely knock you down and that would be a game over, now imagine 3 zombies lunging at you while you try to shove 1 of them, you would be fucked, i guess my playstyle is a little different but why you want to shove 2 zombies at once? The only situation where i wish that i could shove more than 2 zombies is when i was cornered by 4 zombies but even if i could shove 2 i was fucked by the other 2 at the sides and right now shoving and stomping is OP as hell.
  3. I know that Apocalypse (i am seriously going to miss the Survival name, its just perfect) is very damn hard right now in B41, but you can manage just fine, right now i am living on the edge of Riverwood for around 14 days with around 210 zombie kills, i just kill when i have the upper hand, never underestimate more than 2 zombies, sneak about everywhere, never use vehicles unless you are going for a long haul (warehouses outside town, another town) and barricade the base windows with furniture on the sides so they cant get in at night, use guns to clear a sector you want to loot using sound as bait and a whole lot of tactics you can use to survive longer than 3 days. Overall i am seriously damn loving this update, i cant believe they pulled off the wait of 2 years (almost 3 or 3) and it rekindled my almost eternal love for Zomboid, making me remember when i played it for the first time in the OG map and i was scared to leave the house, i cant wait to see how hard the game becomes once NPCs start looting too and you have wild life hunting you down too. As for PZ begin punishing, you can play Brawler and Builder or Sandbox to enjoy the game, one tip i gave to a friend who couldn't make it to day 4 was to play on Sandbox on the hardest difficulty but to turn off zombification, so you can learn from your mistakes without losing everything and so far he has made to day 9 in now Apocalypse.
  4. So the first days things were going normal, no crashes no freezes in a 2 hour session. Later i had to stop playing, so i had to quit the challenge and close the game. A few hours later i came back, loaded the game from "Continue" and kept playing normally, again had to go after 1 hour session, closed the game normally from quit game and left. After that each time i go to sleep, the game hangs up and never really stops responding, just hangs up, i have to alt-tab and close the console, then the loading of "This is how you died" goes super fast like if i was fast forwarding and i load into the black screen with the clock when you are sleeping, then when i am suppose to wake up, the game hangs again, i have to alt tab and close the game. The last lines in the console before i close it is something along the lines of (i attached the file below😞 LOG : General, 1571622162120> 1571622162120 znet: ZNetFriends::OnPersonaStateChange LOG : General, 1571622365709> 1571622365709 znet: ZNetFriends::OnPersonaStateChange LOG : General, 1571622915839> AnimatedModel.addStatic> Adding Static Model:static/clothes/f_glasses_normal LOG : General, 1571623296055> reanimate: saved 0 zombies Also quick note, this started to happen after i used a digital alarm to wake up at 5:50 AM (cant miss those Live and Living shows) with the TV beside the bed with the TV on, for like 3 sessions even if i turned the alarm off, i kept crashing at 5:50 AM. console.txt
  5. Funny that by the end of 2018 my predictions were around start of May for the animations build, now i dont even have a estimation anymore, its really a mystery.
  6. Are we going to be able to pick up the broken glass and place it somewhere else? It would make a nice way to know if someone is going around your base with them crunching that glass.
  7. Blasted_Taco

    Zed Snacking

    Not only that, but we have slavic zombies doing squats to eat a corpse, since i saw that animation in the one of the very old animations videos, it felt odd that a zombie would squat to eat a corpse.
  8. Blasted_Taco

    Zed Snacking

    Fuck the NPCs, give me a game mode where there is only skeletons and you can only damage them with blunt weapons and they seek to take your calcium. I just imagine a modern Necromancer came to Kentucky to fuck shit up. No, seriously, give us the option to have only skeletons, i need dis.
  9. Yup, from the looks of the last blog post, the animations are going to take longer than 1 or 2 months it seems, so probably a IWBUMS around end of May at the earliest.
  10. Blasted_Taco

    Jan(im)uary

    I agree with this, something about the new animations + clothing + winter snow falling and blowing tree just makes everything come together so much better.
  11. Blasted_Taco

    Nightzedding

    I just want IWBUMS to be finished already so the team goes full ham on Build 41, each week makes me lose hope for a Build 41 before 2018 ends. Still, everything else like the water and shader look really great.
  12. *Raise Dead* Lets not lose hope for a 2018 animation update
  13. Blasted_Taco

    Men with Ven

    Fuck yes, this is what i wanted to read for a long ass time now.
  14. Blasted_Taco

    Beeverdoid

    How dare you. Yeah i was thinking the same thing about the wheel, only bad stuff can happens if you put a metal sheet so close to the wheel and if you fuck around with your bumper. But at this point i dont think they will take the realistic approach of making those upgrades fuck over the player like the chainsaw will (pls gib animations before the vehicles, pls)
  15. Blasted_Taco

    Zedlights

    Needless to say, i was too disappointed with the whole Build 40 going without animations. And i get it, i get that everyone in the team have different stuff going on and one thing does not delay the other, but my question is, what happen to the progress of the animations? Because i cant even remember what summer i stopped playing the game because the animations were coming, then the animations went into the backburner because of the vehicles, but in every Mondoid and then Thursdoid there was always "Progress continues on the animations!", "AnimZed progress!" , "Hooking more states animations to the remaining game systems!" and so on and on and on for this year and the the whole of last year, but from the sounds of the last devblogs, the animations update seems to be aiming for a December release or something estimating on how long each IWBUMS is. This also makes me wonder, how big is the update going to be now, is still going to be missing the sneak section? (there was a blogpost saying that the initial animation update would be incomplete and lack some features, like sneaking and taking cover) or is it going to be the full package? And the worry from the Build 40 i think comes from how IWBUMS works, so lets say that mid IWBUMS Build 40, there a breakthrough so big that allows the animations to be "stable" enough for testing, would the IWBUMS Build 40 merge with a animations build? Or we would need to wait for the IWBUMS to end and then stabilize for 3~4 weeks (like Build 39 with the current ironing out of bugs in the stable branch) to get the animation build or have a total different branch to test out the animations, like the vehicle branch? I think that is the question that makes people go "aww fuck, build 40 is going to delay the animations *again*"
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