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Kappatao

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Everything posted by Kappatao

  1. I imagine this is on purpose, leftover from before you could climb fences, so you don't have to go all the way around. Mccoy Logging also has a few gaps in it like this.
  2. Since we're getting a whole load more cursors (e.g. with farming) and radial menus (e.g. the emote radial menu), there's some QOL that I think would greatly benefit them. Firstly cursors. It would be nice if there was a keybind for cancelling (or turning off) a cursor. I know esc cancels the cursor, but it also cancels any action you're doing, and any time warping. I instinctively right click to cancel them, which kinda, as opening the right click menu turns the cursor off, but I think it could be streamlined a bit more, e.g. right click cancels a cursor if you have one selected, but doesn't open the right click menu, until you click again. Maybe even have it as a bindable key, incase you prefer e.g. using mouse thumb buttons for that kind of thing. Secondly, it would be nice if you could queue up cursor actions. It's done a wonder for getting rid of the tedium of farming etc., but I feel the next step could be to let you for example queue up a whole load of watering actions, and speed through them with time warping, instead of going one by one. It might be a bit contentious though, because that would essentially open the door for the game playing itself for you idk. Now radial menus are great. I would suggest however, a similar thing to my first suggestion on cursors. I instictively right click to go back a layer/close a radial menu, and it's sometimes jarring to have to use esc, which requires taking my hand somewhat off the movement keys, which can be quite deadly. I think it would also greatly improve the emote menu, which has submenus, if you could just right click (or an equivalent key bind) to go up a layer, instead of having to rotate to the "go back" segment, which can be in a different location in each menu, depending on the amount of segments. Speaking of the emote menu, it can get quite cumbersome when there's a lot of segments, as they get quite small, and muscle memory can't take over. Warframe, a game that uses radial menus for gear/items during gameplay (and also emotes) solves this with an infinite gear wheel, that you can rotate through to go to multiple layers (Example), which actually works quite well. Now i'm not necessarily suggesting going for a system exactly like this, but I think some ideas from this system could potentially improve the radial menus when you have a lot on them (I'm especially thinking of how tiny segments get on the old controller weapon select menu, which I imagine is getting replaced at some point). As a side note, I think replacing the carpentry menu with a radial menu could work great. Any modders out there who would be willing to give it a try?
  3. We recently got some nice QOL, where you can now switch a flashlight on/off while aiming (which is super nice btw), so I figured it was time to suggest this. Now, it would be super nice if we could open windows while aiming (like you can with doors). I think it would help reduce the "friction" between the aiming and normal walking, and as E isn't used in combat, I don't think there's any danger of opening a window and getting locked into the animation mistakenly, especially since you can cancel the animation anyway It would also be nice to get a key combination or something to remove broken glass (maybe auto remove it or shift+E, but that would conflict with opening curtains).
  4. While the star was pretty awful, it would be nice if you could mouse over the items in your hands/hotbar to see their tooltip (and hence the durability).
  5. This is kinda dissapointing tbh. It's too big IMO, and you can't enable/disable the alarm from the ui. Also a lot of the female hair cuts still go to a pony tail when wearing a hat, even though we have the long hair for hats. I also noticed some of the new DEBUG uis don't work (they don't open anything) Other than that pretty cool update. Love the mohawk details. Props for the optimisation (just spawned 1k zeds, and the game is actually running, so that's really greatt to see!)
  6. Thanks so much for the info on the error screen, i've never been able to close it before!
  7. Water Storage: We should be able to fill bathtubs, sinks etc. before the water shutoff to provide more water after it is shut off. Weapons: This mod does a pretty good job of rounding out the unused items as melee weapons. Notable mentions of missing melee weapons: lug wrench (I can't remember if the wrench is a weapon or not), kettle, gas can. Clothing: Belts, holsters and splints should have visuals. It would also be nice to have sneakers that have white borders, like the canvas shoes added by the Paw low loot mod.
  8. I don't think they should be merged back into one skill line, but it would make sense (IMO) to get a bonus in the opposite skill tree once you reach a certain level. e.g. level short blunt to 8, and you get a 2x multiplyer to long blunt xp (and vice versa).
  9. TIS have already said multiple times they're not gonna do this, because there is virtaully no difference between the CO-OP and full blown server code wise.
  10. I remember a while back some modder on here was working on actual proper curved road tiles (not 45°, actual curves). I don't remember what happened to them, but they looked quite promising. I'll liink the post if I can find it. EDIT:
  11. Kappatao

    Rusty Rifle

    Is the pink/blue hair colours new? I don't think i've ever seen the option ingame before (unless it's a hair dye i've never found)
  12. Kappatao

    Noise Works

    The sound of new sounds sounds amazing! I kinda feel that this is one of the remaining areas where PZ has the greatest potential to shine, so I'm hyped for this one. If Mark has almost finished his 3D models, is there a good chance they end up in b41 and not later like originally planned?
  13. It would be quite nice if you could open boxes of ammo (and possibly put ammo back in boxes) straight from the reloading radial menu, instead of having to go into the inventory each time you need to open a new box . Limiting it to opening 1 box per button press would be fine I think, if you can just press the button more than once, and queue up the amount of boxes you want opening. Or maybe something along the lines of a "hold" press to open all boxes (though that is used more on controllers, and doesn't translate that well onto M&KB). Please see image for rough example. My apologies if this has been suggested before
  14. Just curious, once things get more polished with MP, could you guys stream/record and upload your entire wednesday tests (like you did before the release of 41 IWBUMS)?
  15. 1225: A replace bandage option in the health menu, that combines the actions of remove bandage and selecting a new bandage (I suppose it would default to the same type of bandage if you have one, or the best that you do have if you don't have the same kind) Also adding on to this, perhaps let us wear bandages, even without injuries (for fashion purposes)?
  16. I've noticed this quite a lot with those kinds of tiles (It happens quite a bit around gas stations aswell.) It seems to be some kind of "additional" tiles that are added onto walls etc. for more detail, that don't get cut away properly.
  17. That's a great idea, but then you end up where we started, within invinsible floating sky bases with zero downsides. At least with zeds being able to tear your rope, you need to think a bit before destroying your stairs.
  18. This. I find it so annoying to see my cars etc. wobbling on the ground. It's been around so long I'd started wondering whether it was just me that noticed it. Sorry to hijack your post, but I would really like this issue to get more attention (along with the character occaisionally visually clipping through 2d objects).
  19. This is a good idea IMO. To balance it however, cars would have to not be invincible, which would probably require more work than the current solution did, so I'd say it's understandable for now that things stay as is
  20. Just curious, what are bumped anims? Are they the same as player hit reactions, or is it when you jog past a zombie and "bump" them?
  21. This is a very simple suggestion. As it currently is, bandanas have quite a messy way of wearing them (an issue that was resolved for hoodies and ponchos and fanny packs a while ago with the addition of the "wear" menu). Notice how Untie Bandana and Tie Bandana are seperate to wearing on your face. (TBH the wording of these is kinda confusing aswell) Here is the solution that has been implemented for hoodies, to clean up the clutter in the RMB menu. Just a simple proposition to apply the same "wear" menu to bandanas (and maybe reword the Unti Bandana and Tie Bandana menus, so that it's clearer that this is on your head instead of your face.) My apologies if this has been suggested before/is planned and i've missed it.
  22. This is more of a question than a suggestion. I've been wondering, will stubble return as an option for male characters in b41? I'm also just gonna tag an arbitrary reminder than belts and splints still don't have any visuals yet.
  23. While we're at it can we PLEASE get a fix for the horn not looping correctly (there's a click/buzz currently at the end of the horn sound when it loops).
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