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Blasted_Taco

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Everything posted by Blasted_Taco

  1. Reminds me a lot of West Point for some reason.
  2. I think you just summed up my feedback. Plus the music was too loud sometimes and i needed to tamper with the options to be able to hear what people were saying.
  3. I just hope they use the Discord channel for feedback instead of using it as TS3 and not using the VOIP.
  4. Blasted_Taco

    Megatestin

    I agree with what you said, but i think that part of why so few people play IWBUMS is because the animations themselves, i am pretty sure that i am not the only one waiting for the animations to come out in any shape to merge once again into the game, i seen some post here and in the Steam forum saying how they have been waiting on them to play the game again. Now, i know that the IWBUMS build 35 is all about polishing it to stable and we even going to have a big ol' party of testing on December 1 for all those neat MP features and bug fixin's, but after that if all goes well and smoothly and we get IWBUMS out of into the wild world of the stable build, what happens next? I would like to hope that MP animation wise is not going to be a lot of trouble and we might get it 2 weeks into December, but we know that aint going happen (the devs are going to probably found out this week). So if IWBUMS is hopefully out to the stable build next week, what could go wrong with just giving us a teaser for the animations on a SP branch while we wait for the whole package everyone has been waiting for almost 1 year? It wouldn't interfere with any further testing and i am sure that the numbers would spike up again to try it out.
  5. Blasted_Taco

    Megatestin

    From the looks of it, it sure does look like it. Last week the gap of all the animations were filled in, and they said: And then we have: From so much polishing they did to the SP side, they hopped over to the MP side to fix things. How much damage could it be to give us the SP side of the animations to play around with while waiting for the MP side to be finished? We could even find stuff they didnt find in the SP when they were doing all the states of animations.
  6. Blasted_Taco

    Megatestin

    Probably because something about merging them together and complications down the line, but before this mondoid i had hopes of "Well we fixed the reloading code, we saw a few hicks here and there but it shouldn't take long" and then testing around the 5th or 12th of December. But now with the MP in the way it probably will be"We found dysncs, nightmare fuel when X thing happens breaking the animation, lag, crashes if X thing happens, another bug came up, the gun code is not ready yet" type of delays all along December until the end of the year. I am still a sliver of hope that maybe, just maybe they will get a SP testing branch, but that hope is just dying quickly. It was so close for SP, i knew no good would come from MP folk and their network for multiple clients machines!
  7. Blasted_Taco

    Megatestin

    I thought there was a chance for a SP animation testing branch, they mentioned it before in some other Mondoid saying that they could give us a SP testing while checking MP. And god knows that testing MP with the new animations is just asking for trouble, we probably wont see the animations branch till the end of December because holidays and whatnot. To put everything into retrospective, the first time we saw anything related to the animation system was 15 of January 2015. https://projectzomboid.com/blog/2015/09/re-re-animated/ We probably are going to see and play with the new backpacks 1 year after we first saw them. Times goes out the window and slips like sand though our hands gentlemen. Iron focken patience my friends. Also good to see the new additions to the map, when i went though it, it felt like...to clean of anything and the rural side was empty. And in the Movables section, that means that the bug of the Wood stove will be fixed to give it function after moving it for the first time too?
  8. But those mugs and pots seems to be for collecting water, making something disappear after X amount of time if its in the ground wont let you use the collecting water from rain feature or hiding a bag behind a dense forest zone.
  9. I would like it but that you would only have a limited range of view to balance it out.
  10. Here is my go to character always that i want to play Survival for a long period of time. Name: Jeremy Baker Profession: Burger Flipper Positive Traits: Fast learner, Fast Reader, Wakeful, Light Eater, Dextrous Negative Traits: Feeble, Overweight, Short Sighted Jeremy Baker is a typical student just trying to get by, trying to pay his bills working in Spiffo's burgers in West Point, he became quite adapted to sleep less since he started working the night shifts, in his work he became quite good at making different kinds of burgers that Spiffo's is so known for, also he became quite fast at packing different combos in small bags with ease. Even when working the night shifts, he never left his studies behind, he always was good at reading and that gave him quite an advantage over the other students in his class, as a student he started eating less food, but the food he ate most of the time was the unhealthy type, making him go a bit overweight and since there was no time to hit the gym, he is quite weak when it comes down to physical activities. Also what do you mean with named characters to spawn in? You mean that aside from choosing a spawn point we can chose a pre-determined character to play as to skip the character creation screen?
  11. You may want to check cinema again, The Last Man on earth is a pretty good adaptation. Anyway, the idea is good for a mod, nocturnal zombies as someone linked above has that feeling of Dying Light. However, imagine a normal day in West Point downtown after 3 weeks in survival. Now you imagine the zombie population at that point, got it? Good Now try to fit them in buildings, it would be impossible to loot anything because there would be way too many on each building, the normal "surprise zombies in the bathroom" moments that everyone loves would be a thing of everyday.
  12. Not even close to Pancakes VS Waffles. That question will stand the test of time.
  13. Huh i always thought that the zombies that spawned inside the house was the zombie who had a chance to have the key, i thought that leading zombies into a building to generate keys was just a bug when the key system came out.
  14. This makes me wonder....would keys spawning in desks or offices of said buildings to open the door would work + having zombies drop the keys too? Just say that the keys that spawned in the desk, office or whatever were backup keys.
  15. I agree, 6 free points is overkill. Between 2 and 4 should be enough.
  16. I agree that cigs should be more easy to find on corpses than axes (since actually, zombies are my main supply of axes everytime i play). If cigs were more hard to find BUT you could grow your own tobacco and make your own homemade cigarettes of lower quality and less lasting effects (buffs), that could make up for good balance. All of this revolving around the balance of one trait, but it would give normal found cigarettes more value and it could be a commodity for NPCs with the smoker trait.
  17. It was in the firsts versions of the challenge mode, i think something bugged out there but my character had it after i picked up a normal hammer and i was like "wot". Also there are no watches or clocks in the challenge? I wonder if that is because there hasnt been an update on the challenge mode or its because of some balance issue there. I am going for the former and say that the watch/clocks arent in the loot tables.
  18. I got to day 13 too because i found a sledgehammer and took out the stairs of the floor below the apartments. Then by day 9 my FPS started to die, by day 13 my game became a power point presentation, kudos to you for pulling it off and throwing a molotov, i died the moment i tried to step in my floating floors. The only way to survive this mode is to be nomad and by 6 AM be moving around to some other place, you really cant establish a base in this game mode. I should give it a try again someday.
  19. Yup that is why i dont got ultra hyped. Remember, this is good news because there has been progress, but dont get hype, this same thing happen some months ago with the female models that was the last obstacle in the animation update (around 3 months ago).
  20. Wait, what was the advanced reloading mechanic? I recall it had something to do with taking out a magazine and you could chamber the bullet but i thought that was dropped ages ago. Anyway, i am glad to hear those good news about the animations coming up nicely.
  21. You cant outrun the infection though, not as far as i know, you are pretty much dead when you are infected with it.
  22. Huh i never notice that, what was the reason behind the removal of the trait?
  23. I love this idea. When you are in the middle of running and you need to say something quickly, you can just pop Q and use it. Also it could work for NPCs to give quick commands on the fly. For the MP side, maybe you could customize them too.
  24. Well for one, NPCs are the threat that is suppose to fill that gap when you feel comfy inside your base. Also hordes in the middle of the woods is not the way to go, we still have that promised update of hunting/wildlife. So i am pretty sure we are going to encounter some sort of wolf, bear or some wildlife predator down the PZ road. If anything, DayZ showed me how great it feels to be threatened by wildlife in a zombie game when you think that the woods are safe to travel on.
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