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Blasted_Taco

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  1. Like
    Blasted_Taco got a reaction from CaptKaspar in RELEASED: Build 29.4   
    Here the thing again  (man how i love to disscus stuff here), we are playing the average joe in this game, and i am  90% people wouldnt think about eating insects until is the very very last resort, and you would need to eat 100 grams of crickets to gain 120 calories, most people wont dare to eat them uncook.
     
    Now imagine how a player will see insects, it would be the same thing like if canibalism was in the game, they would see NPCs as a quick meal in case they didnt find something to eat and they are peckish.
     
    It should have a very big downside to eat bugs, like unhappiness, a very large amount of unhappiness per bug, so at the end of your meal you would end up in the edge of derepssion and still a bit hungry.
     
    Is like the people who think they have a plan cause they will hunt rabbits and eat meat while eating plants or bugs, this would lead to something called fat-hunger, you would die cause you are not getting any fat from anything that you eat.
     
    Also depression should play a bigger role in this kind of stuff when it comes down to food, but i think lemmy has a plan for that.
     
      
    Yeah now i know what you mean, but i think it should be a timed action first, making the character "look around", then when the timed action ends, in the floor inventory you see the stuff you found and then you decide what to pick up.
  2. Like
    Blasted_Taco got a reaction from CaptKaspar in RELEASED: Build 29.4   
    Looting a safehouse is not ruining the game, is part of the game to survive. That is why i said, if you lock a door and i am starving, i am sure as hell going to take down that door to see if someone has hid some stuff to eat.
     
    It should be an option to lock the door, but it must remain in-game, not a metagame where if you open it or destroy the door the server will say that you looted the house.
     
    You really think someone when is dying is going to say: "oh geez a locked door/container, better leave that alone cause i am sure that is not looted", i seen people burn down houses and walls cause they wanted to get insde a place, i am sure a crowbar would work the same for a container.
     
    You could lock the door, and when someone is breaking down the door, be ready to take that guy out, atleast it gives you a heads up.
  3. Like
    Blasted_Taco got a reaction from umoito in RELEASED: Build 29.4   
    It should.
     
    Actually i think they should go with some Neo Scavanger approach, where you can find mushrooms and stuff to eat in the forest, but when you pick them up it just: Mushroom.
    But when you have the botony skill it says: Posion mushroom or ediable mushroom, why every mushroom in the forest must be ediable?
     
    You should get a trait that affects if you can tell which one you can eat, cause if the scavanger trait only does that, then how will you know which mushroom does what?
     
    Or even a book about Botony added to the game can counter balance that fact.
     
    Different books of Botony would mean more stuff you can eat or craft medicine with.
  4. Like
    Blasted_Taco got a reaction from CaptKaspar in RELEASED: Build 29.4   
    It should.
     
    Actually i think they should go with some Neo Scavanger approach, where you can find mushrooms and stuff to eat in the forest, but when you pick them up it just: Mushroom.
    But when you have the botony skill it says: Posion mushroom or ediable mushroom, why every mushroom in the forest must be ediable?
     
    You should get a trait that affects if you can tell which one you can eat, cause if the scavanger trait only does that, then how will you know which mushroom does what?
     
    Or even a book about Botony added to the game can counter balance that fact.
     
    Different books of Botony would mean more stuff you can eat or craft medicine with.
  5. Like
    Blasted_Taco reacted to lemmy101 in Zombies need to be "meatier"   
    This will all be addressed now the animations will start flowing - zombie grabs etc will make zombies feel a lot more 'solid' as you say and involve much more interaction between player and zombie. For e.g. we can have zombies pulling you to the floor before death, so there's a way to get absolutely torn apart without having to take sufficient damage on your feet to 'die'. This will make running through hordes practically suicide as 6 zombies around you would likely drag you to the floor within a second and start munching irrespective of your health situation. As they would in the movies/tv shows.
     
    re: collision however we'll have to think on this but to be honest if there's a massive horde then doing proper physics collision on them will be a bit CPU hungry. Atm they just sort of emit a force to push them apart, but maybe we could put extra code in for zombie -> player collision, we'll look into that but yeah I totally agree with the main points / criticisms in this thread and it's not something the dev team aren't aware of.
     
    The bit at the start of TWD ep 1 (in Clem's house) already made me itch for a panicked trip / clambering to feet / pushing self back across floor away from zombie stuff, but was always too scared to ask for such specific and long anims  esp when there was much higher priority stuff that needed to go in like sneak / cover anims, now we'll feel less so worried about asking for more fancy pants anims and there will presumably come a point where we're inventing new anims out of vanity more than necessity, which will be a nice state of affairs. It's our hope to have a lot of lovely purely cosmetic anims (say for e.g. looting anims) that make every aspect of the game feel more 'real'.
     
    But yeah zombies and players interacting will have the lions share of attention very soon.
  6. Like
    Blasted_Taco reacted to Viceroy in Zombies need to be "meatier"   
    You can kill humans with knives too, you can kill all manner of things. The point we are stressing is that zombies simply do not pose a threat as they should. Countless times I have walked past zombies when looting. Countless times I have climbed out of windows as zombies are climbing in. Countless times have I opened a door to have five zombies outside it and just held shift down to run right through them.
     
    We have the ability to push zombies both when armed (missile and melee.) and unarmed, yet there is absolutely no need for this when confronted with a zombie "blocking" a doorway, or standing in a hallway. You just breeze right past them without any effort or player interaction whatsoever. It removes the visceral feel from the game that you actually need to struggle against the undead. It detracts from that "meaty feeling" deprav mentions. If people want to make the game easier a solution would be to play with lower zombie numbers, but as-is even when you push it up to "insane" it feels more like "mundane" when it comes to the actual danger they pose.
     
    Make it an option to scale zombie grip and all of these issues will alleviate to some degree. Those who like it weak and non-threatening can keep it as such, where more veteran players can crank it up. Difficulty (The lack thereof.) is the #1 reason I rarely play zomboid anymore.
     
    Now I am a fan still, I love the game and love tinkering with it, it just is too easy to keep me interested in putting hours into it. Presently I don't even use weapons, I never sheet anymore and I leave my doors open in the hopes of having some excitement thrust upon me. The thing is that it SHOULD kill you, I am acting like an idiot and I live weeks and months even still. The game should be more like DF or NEO scavenger. It should be a struggle to survive, it should be *How you died.* and not *How you lived for weeks and weeks and quit to start anew.*
     
    You see it everywhere, people even call it the "Sims stage" of the game, where you just wander around like some kind of Hollow from Dark Souls without any driving force or threat. So no I don't agree with you Impetiso that it is working as it should. The game is way too easy, for a game based on zombies, the rotten tomato poses a greater threat at present sadly.
  7. Like
    Blasted_Taco reacted to Viceroy in Zombies need to be "meatier"   
    I agree, NMRIH illustrates the dangers of a zombie very well, having one in a door is a sure fire way to run the other way. The difficulty needs to be upped and this is a pertinent way to address the issue I feel. I have many times before mentioned that the grabbing mechanic is too weak and in some cases entirely useless.
     
    For an illustration of this, and to point out that I think it even constitutes a bug. Check out this report: #000682
     
    One zombie should most definitely be able to restrain you and it should most definitely require the player to actively push them back rather than just being able to walk away from them. And I feel that this grappling issue listed above is even more woeful in MP settings where it seems much more difficult to actually get grabbed in the first place.
  8. Like
    Blasted_Taco reacted to RobertJohnson in RELEASED: Build 29.4   
    Turbo is working on Erosion, so better ask him
     
    As for insect yup, you'll have to cook them, they are dangerous non cooked.
     
    So, I don't know about the average joe, but I think in term of survivalism, I think I'm one of them, and I think like lot of other people I saw some Bear Grylls stuff, I know eating insect is required if you have nothing, don't take scavenging like "don't wanna loot today, gonna scavenge quickly" no, it's an urgency tool, if you have nothing else, go scavenge, but keep search for better stuff, the food you find by scavenging (it'll require balance tho) is really poor, most of them are 1-3 hunger reduction, you could probably live for some times in the forest, but after a while, you'll need better stuff.. Also scavenging make noise, forest zombies are one of the biggest threat, and you don't have water..
  9. Like
    Blasted_Taco reacted to EnigmaGrey in RELEASED: Build 29.4   
    Eh, average Joe argument might as well be retired at this point, unless it's backed by the developers: it doesn't seem likely the average Joe would build a hammer from a rock/branch/twine, or merge logs and rope-like objects into a house, or be any good at scavenging in the wild at all (even field greens), .etc

    *shrug* That's the trouble with dealing with something as unquantifiable as "average."
     
     
    So long as you're consuming sufficient numbers of calories, you should be quite capable of generating this fat yourself, but I've not heard of anyone dying (or theorizing they could die) from a lack of fat in their diet.
     
     
    Why not both? Harder, rarer, better goods take an action to find (or require a high level to nullify the need of the right-click scavenge utility), while common stuff is automagic.
  10. Like
    Blasted_Taco got a reaction from Jatta Pake in RELEASED: Build 29.4   
    Looting a safehouse is not ruining the game, is part of the game to survive. That is why i said, if you lock a door and i am starving, i am sure as hell going to take down that door to see if someone has hid some stuff to eat.
     
    It should be an option to lock the door, but it must remain in-game, not a metagame where if you open it or destroy the door the server will say that you looted the house.
     
    You really think someone when is dying is going to say: "oh geez a locked door/container, better leave that alone cause i am sure that is not looted", i seen people burn down houses and walls cause they wanted to get insde a place, i am sure a crowbar would work the same for a container.
     
    You could lock the door, and when someone is breaking down the door, be ready to take that guy out, atleast it gives you a heads up.
  11. Like
    Blasted_Taco reacted to RobertJohnson in RELEASED: Build 29.4   
    You'll be able to find poisonous stuff, and yes it's a timed action available only in forest
     
    You can also make a wooden lance and fish with it (really poor chance compare to a fishing pole tho)
  12. Like
    Blasted_Taco reacted to Jatta Pake in Question about Build 29 *Sounds*   
    I think zombies would be attracted to barking dogs for several reasons.
    1. Dogs are uniquely loud. Barks can get up to 100 decibel range. A human shout is about 80 decibels and a pneumatic drill is 110 decibels. If zombies have working ear drums, dog barks will be heard.
    2. Dogs and humans likely evolved together so any "remnants" of this co-evolution and attraction might still exist within zombies. Mitochondrial DNA tests suggests dogs came about 100,000 years ago and human behaviour likely shaped their transition from wolves. Human development of symbolic culture, language, and specialized lithic technology happened around 50,000 years ago so dogs pre-date words. By contrast, The last Neanderthal died an estimated 39,000 to 41,000 years ago and some modern humans have up to 6% Neanderthal genes in their body.
    3. A zombie that could distinguish types of sounds suggests rudimentary intelligence which zombies shouldn't have. As the cacophony of sounds that humans (zombie food) can make is unlimited, it seems likely that zombies would not distinguish between types of sound. When it comes to humans, loud equals food. A shrill chirp of a bird is not as sustained or loud as human made sounds. So zombies do not need to distinguish.
    4. Domestic dogs are found where ever there are people. Dogs do less well in nature without humans and would find themselves competing with wolves. Zombies would be attracted to dogs because where there are dogs there are people.
  13. Like
    Blasted_Taco got a reaction from Albie in RELEASED: Build 29.4   
    It should.
     
    Actually i think they should go with some Neo Scavanger approach, where you can find mushrooms and stuff to eat in the forest, but when you pick them up it just: Mushroom.
    But when you have the botony skill it says: Posion mushroom or ediable mushroom, why every mushroom in the forest must be ediable?
     
    You should get a trait that affects if you can tell which one you can eat, cause if the scavanger trait only does that, then how will you know which mushroom does what?
     
    Or even a book about Botony added to the game can counter balance that fact.
     
    Different books of Botony would mean more stuff you can eat or craft medicine with.
  14. Like
    Blasted_Taco got a reaction from Mrxbath in Released: Build 28.3   
    Once in MP i found a cabin safehouse that was full of blood splatters, broken door and windows with sheets but no corpses inside.
     
    Insde the house there was like this circle of rotten food and in the middle of it, there was a rubber duck and a spiffo sitting in a splatter of blood in the floor.
     
    When is night and i go to bed i always wonder what the flying fuck happen insde that house.
  15. Like
    Blasted_Taco got a reaction from 956Texas in Tienda de Musica   
    Se ve bien la disquera, buena suerte!
  16. Like
    Blasted_Taco reacted to Rathlord in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Is an overhaul of the health and medicine system in the cards for pre-1.0 release?
  17. Like
    Blasted_Taco got a reaction from VikiDikiRUS in What in *** have we been thinking? AI system rename   
    Bread 

  18. Like
    Blasted_Taco got a reaction from Armeretta in What in *** have we been thinking? AI system rename   
    Bread 

  19. Like
    Blasted_Taco got a reaction from Kajin in What in *** have we been thinking? AI system rename   
    Bread 

  20. Like
  21. Like
    Blasted_Taco got a reaction from SuperJack in What in *** have we been thinking? AI system rename   
    Bread 

  22. Like
    Blasted_Taco got a reaction from lucy the axe in Complete Loss of Dignity.   
    A fight i had with a guy in a dinner over a cooked rat.
     
    It was the most awkward fight you can imagine, i was cooking the rat in the backyard in a campfire, it starts raining and i hear the door open, there is this guy who i gave food when the server started, he said that he saw the campfire and he is starving.
     
    By that point i was starving and sick, he was starving and weak, he draws a pistol on me, no ammo, i rush him and hit him in the head with a rolling pin, it breaks and he drops the pistol for some reason.
     
    There was some butter knives and forks in the floor for some reason, i rush to get a fork and he gets a butter knife, and we start "stabbing" each other for about almost  a minute while some zombie is banging its head against the window.
     
    He tries to run away, and i get the last hit on him and he dies.
     
    I just ate the rat and died some minutes later because of the beating he did on me.
     
    It was a bitter victory.
  23. Like
    Blasted_Taco got a reaction from Wolfihunter_prey in Released: Build 28.3   
    You dont know what you are asking for.
     
    I been on a server where the loot was the maximum amount in Sandbox settings, the server was almost clean of useful stuff after 1 day and a half, turns out people would hoard ALL the stuff even if they are overencumber, so there were safehouses across the map full of stuff.
    Also gunfights everywhere
  24. Like
    Blasted_Taco got a reaction from MafiaPuppet in Released: Build 28.3   
    You dont know what you are asking for.
     
    I been on a server where the loot was the maximum amount in Sandbox settings, the server was almost clean of useful stuff after 1 day and a half, turns out people would hoard ALL the stuff even if they are overencumber, so there were safehouses across the map full of stuff.
    Also gunfights everywhere
  25. Like
    Blasted_Taco got a reaction from Wolfihunter_prey in Released: Build 28.3   
    I remember people complaining about not having wells, that was fun
     
    Also i hope for a "Soon" of the river water boiling
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