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Blasted_Taco

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Posts posted by Blasted_Taco

  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.

     

     

     

    Lit Tuna.PNG

  2. 4 hours ago, Neonwarrior said:

    I know it's possible to survive, because you can always get lucky and find a place that isn't infested. But are you using the PZ map website to find the perfect base spot to book it to every time? If yes, then I don't consider that true gameplay, because you had a meta strategy in mind. I try to play organically, and I only use the PZ map to locate myself in the very beginning of the game (if I do survival challenges which don't let you choose your spawn location). Yet it always requires luck to find a house, or a farm, that is not infested—in my ten hours of this update, every regular spot I go to simply has too many zombies to feasibly get rid of. 

     

    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.

     

    2 hours ago, Neonwarrior said:

    I was fine with the way combat was before, simply because I understood it was a placeholder for a much better system including new animations. Now those animations are here, and it is not what I expected it would be at all. I thought new animations would empower the player to handle zombies in a different way, like kicking and pushing and stiff-arming your way past a few zombies without this insta-grab thing they do right now that requires you to shove them off or you die. Killing zombies is besides the point; I just want to be able to -move- like I feel I should, especially when playing a stronger character who has survived for a period of time. I feel artificially restricted in movement, and I know it could also be completely fixed simply by adding in many new animations for player characters.

     

    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.

     

    2 hours ago, Neonwarrior said:

    I think one of the worst offenders right now is that you cannot shove more than one zombie at a time on Apocalypse difficulty. At the *very* least, I expect zombies to obey the laws of physics and get shoved backwards when another zombie pushes into them, for example shoving one zombie into a small group and watching the ones that came into contact with the stumbling zombie themselves stumble backwards a bit.

     

    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. 35 minutes ago, Neonwarrior said:

     

    I kind of feel the same way. I use Sandbox mode exclusively to make the game playable. I know day 1 starts are supposed to be friggin' insanely hard and zombies are at their toughest and fastest since they have yet to rot over time, but how in God's zombified Earth am I supposed to make for any length of time, even in theory? Even the farmhouses out in the middle of nowhere have tons of zombies. I feel like survival is now a matter of winning the Zomboid lottery, only 1 in 10 attempts can ever succeed past day 14. The only way you can even create a base (and by base I mean a temporary safe zone to sleep in) is to clear zombies out around it, but good luck finding a decent place that isn't swarming with too many to conceivably fight anymore. Even five of them are too much to fight right now if they're clumped together, so you spend almost the entire time running, running, running, constantly crouched down but not even able to sneak effectively due to the sheer number of zombies who see you anyway, desperately trying to find a place to sleep. Combat is simply unfeasible, I might as well be Daniel from Amnesia: The Dark Descent.

     

    This is even more apparent on survivor mode because there are a comically large amount of zombies. Now sneaking is out of the question too. You're supposed to be able to fight them, but Survivor is nowhere close to Build 40's balance. 

     

    If you don't know the map already, how are you supposed to survive a day 1 start now? I can only think of the programming and design nightmare that will eventually hit the dev team when they try to implement NPCs to the game's new balance and find that none of them survive past their first few days, since they'll just be running around avoiding zombies that are -everywhere-, unable to actually fight them, eventually dying of thirst. 

     

    Death is the only possible end for your character, and I understand that's the point, but I never get the death I had in mind. I never die gloriously in some dramatic last stand, I never build a base and lose it due to a zombie horde, I never have to deal with new and interesting challenges like the water and electricity shutoff and lack of food forcing me to take risks. Instead I just get killed due to dull and irritating reasons before I feel like I even get started. I guess that's the intention of Apocalypse and Survivor mode—do you want to die in 7 days due to exposure and fatigue, or do you want to die in 7 days due to exposure and fatigue while also having killed a few more zombies along the way? Sandbox mode is basically the only choice I feel is appropriate, and if NPCs are implemented, this is the only mode I can foresee actually allowing me to live long enough to interact with them.

     

    The next update, hunting—I don't get it. If the philosophy is that you are extremely lucky to survive past your own first few days, why implement all of these systems that can only be used when you've set up a base? Obviously you need a place to store the deer carcasses and meat, so you can only ever actually partake in hunting after you've 'made it.' Just seems contradictory to the 'dying simulator' PZ supposedly is meant to be.

     

    I've made posts describing why I want some more defensive capabilities for my own character, I'm not going to repeat it, but I'm close to wanting to put down the game for another six months until they release the next update (if it even gets done by then). Something just doesn't feel right anymore. I think PZ is turning into the kind of game I feared it would turn into years ago, which was a game that utterly punishes you for attempting to play it, sucking up your time and then not giving enjoyment back. 

     

    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. On 5/24/2019 at 11:21 PM, Blake81 said:

    Good to see Wrenches and Machetes added! Prolly two of my favorite weapons in most zombie games.

     

    Things are looking pretty good so far, so I'm picturing maybe an early-mid June IWBUMS release. I honestly wanna play this than most upcoming AAA releases :P

     

    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. 4 hours ago, Blake81 said:

    Hmm.... am I the only one who thought that the Zed using THEIR HANDS to eat was weird? I mean, 99.9% of Zeds I've seen in movies and games just BITE things off; only use they have for their hands is grabbing, holding and scratching.

     

    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. 

  7. 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.

  8. On 2/2/2019 at 11:22 PM, trombonaught said:

    Wanted to say that the winter scene in the vid, with the new anims as well as blowing trees, grass, and snow, looks like a beautiful summary of the very cool visual work you've all been doing. Really hoping anims drop during one of my holidays so I can really dig into it.

     

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

  9. 2 hours ago, nasKo said:

    This will mean that every developer at Indie Stone, including the chaps at TEA and at General Arcade, will all be working directly on the same version, and the focus of the entire team will be shifted onto making sure the entire game functions with the new animation system.

     

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

  10. 19 hours ago, sharkstertheshark said:

    far superior to the overbearing middle eastern chants which is so out of place

     

    How dare you.

    9 hours ago, Kim Jong Un said:

    Snips

     

    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)

  11. 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*" 

  12. 1 hour ago, TheLeonBM said:

     

    This reminds me... the most extreme of the sleepy moodlets says we'll pass out soon (or something like that). When will that be introduced? :-D

     

    Animations update i hope, otherwise you could see your buddy running around in MP and suddenly he just stops in the middle of the road sleeping while standing still.

  13. 1 hour ago, You've Got Red On You said:

    Snip snap

     

    Exactly my thoughts, also holy shit it has been 2 years since this video

    By now this is just a blur for me, i cant even remember when the animations went silent and the vehicles started to pop up in mondoids, i swear to god it was one summer where i said "i will just wait till the animations drop so i can play again in Redboid (or whatever reddit server it was, but it was the first version of the server)"

     

  14. I dont want to sound negative or anything, but i swear i been reading the same thing about animations like since October 2017.

     

    I always seen the "tying up the animation to a state",  "blending animations", "trigger conditions" and "making AnimZed more user friendly", so i am just left wondering how polished or how many animations that update is going have and how long is the wait going to be between the stable vehicle build and the first experimental animation build. Like i know they are going to deliver on them, but it seems like there is never a clear progress if they are still tying up animations to the code.

     

    Still nice to see the team getting bigger and the vehicle build almost ready to go.

  15. 23 hours ago, Kuren said:

    I feel like TVs are balanced since you have to consider that the broadcasts only last a few days before everything shuts down. If you're comfortable enough to watch that much TV in those few days I feel like you deserve the boost :)

     

    Wait, whatever happen to VHSs you could use to watch stuff like that? I swear that was some years ago when they introduced TVs that they would introduce something like VHS.

  16. 21 hours ago, Elorh said:

    Well, this is sad, I lost my game just for a stupid scratch. I would like to share my story because it's not so reallistic and I think this kind of events should be changed. I don't understand why a character could die in a few hours for a scratch, bandaged and disinfected.
     

    The story:
    My character has been surviving during 3 months in a long-term game, and I was so proud about it. Surprisingly, a zombi made me a scratch. I didn't have a bandage at that moment, but I taked my car and drove home to heal my wound. When I was there I had "severe damage". Well, I don't undestand how a simple scratch can threat a person's life that way unless the zombie has the wolverine's claws. So, I disinfected my wound, I use a bandage and I started to eat until I reached the best boost for healing. Suddenly, I was in "Terminal damage",  and I don't understand why!
    I ate everything I could during several hours, but my character was just stable in this "terminal state" meanwhile I ketp eating without control... (this is not reallistic, really).  That wound was completely impossible to heal, and later he died... yes, he died for a scratch, after having eaten half the food in my fridge. ..... How is that possible?

     

    All of this occurred on the same day? Because if so, that is really fucked i think, since scratches does like minor damage after you bandage it, if it was in the course of 2 days i would say zombie infection.

    But i do agree, the medical system is kinda flawed, it feels weird that i survived a shotgun blast to the torso by mere luck of bandaging myself on time and eating ice cream and soup for some days. Also if i recall correctly, didnt the pain moddle made you lose health faster?

  17. 7 hours ago, LeoIvanov said:

    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented :P

     

    Definitely what i was thinking the other day, there is no way to push cars other than crashing into them very very slowly to clear some roads or when you need to push it a bit to get a clearing.

    I am guessing that it will need a animation of sorts, it will involve the handbrake and leaving the car in neutral and consuming a lot of energy? 

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