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Kappatao

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  1. Like
    Kappatao got a reaction from Geras in Is the Large Clock here to stay?   
    So is the big clock interface here to stay? I'd heard it was a bug that was being looked into when 41.51 launched, but it's been two updates and it's still oversized, which is leading me to believe this is intentional (Which IMO would be unfortunate, as I personally think it's a tad too big and takes up a bit too much of the screen. It just feels a bit out of place, as it's much larger and HD than any of the other HUD elements).
     
    If it is here to stay, could we get a slight resize of the speed buttons so that they line up with the edge of the clock again? It used to be so satisfying how they lined up, and would probably make em easier to click.
    For anyone confused what I'm talking about, the clock UI got updated, and is now much larger than it used to be (The edge of the clock used to be inline with the pause button for reference).

  2. Like
    Kappatao reacted to JustSomeGuy in Auto-focus rename field   
    If I choose to rename an item, it would be nice if the input field automatically had focus instead of me having to click it.
     
    It would be especially good if the existing name was currently highlighted so immediately typing would overwrite it.
  3. Like
    Kappatao got a reaction from JustSomeGuy in QOL for Cursors and Radial Menus   
    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?
  4. Like
    Kappatao got a reaction from Geras in QOL for Cursors and Radial Menus   
    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?
  5. Like
    Kappatao got a reaction from MadDan2013 in Open Windows while Aiming   
    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).
  6. Like
    Kappatao reacted to PoshRocketeer in Please bring back weapon durbility indicators on the hotbar.   
    I understand that the star was removed for being innacurate, someone said that supposedly you could check its durability by mousing over it on your hotbar, but you can't. Or at least I can't. Maybe a bug, but it seems like other people aren't seeing it either. I don't understand why it would be removed entirely, as it's not really an improvement on gameplay to remove any kind of durability indication from the hotbar, if anything I'd say it's more of a detriment. This is of course assuming that it really was removed without replacement,  and not just a bug.
  7. Like
    Kappatao got a reaction from gabriel rodrigues brandao in IWBUMS 41.51 released!   
    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!)
  8. Like
    Kappatao reacted to Geras in It's Coming to Roam   
    Wow, with the cool little LCD displays for radios and TVs I wish we had a UI overhaul for these.
    Something along the lines of having a low poly radio/tv model open in a new window instead of the current UI, with usable knobs and controls.
  9. Like
    Kappatao reacted to Blake81 in Jumps n' scares   
    Looking at the big changelist, everything looks golden except one particular thing...
     
     
    Won't this basically make the Fanny Pack completely useless? The FP already weights 1 lb while equipped (which is kinda dumb on its own), but at least it was a nice separate container to have some smaller items like meds and bandages for faster access. However, if its capacity got reduced to 1, (and unless its weight was also reduced) it'd be downright negative to even use it.
     
    Did the weight also get tweaked?
  10. Like
    Kappatao got a reaction from AuthenticPeach in How to enable -Debug mode for Project Zomboid   
    Thanks so much for the info on the error screen, i've never been able to close it before!
  11. Like
    Kappatao reacted to MacBearington in Thank you for letting us know!   
    I just wanted to applaud you for making the call and rather put a date far away instead of, as you put it, "stringing us along". As much as I long for the MP release I prefer knowing that it's far off instead of building hope and being disappointed every thursday. 
    Thank you! 
  12. Spiffo
    Kappatao got a reaction from Nebula in Minor changes to items usages   
    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.
  13. Like
    Kappatao got a reaction from Faalagorn in Minor changes to items usages   
    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.
  14. Like
    Kappatao reacted to Zork in Last Boy Zcout   
    Agreed. Door opening sounds very forceful, while it should always sound like the player is attempting to do it quietly.
    Maybe with the exception when the player is in running mode and hitting E at the same time, it could use the louder noise (And also create more noise).
  15. Like
    Kappatao reacted to Ioni Ink in Reaction [Physics Puzzler]   
    Hey everyone, Reaction, the physics puzzler where geometry falls from the sky is now on itch.io: https://mechanicalink.itch.io/reaction

    How does the game work? You swing your paddle left and right in order to push the pieces towards the evacuation shafts, gaining some of that precious little time before the play area inevitably spills and it's game over.

    "Aha", I hear you say, "so it’s a physics puzzler of sorts!" And that is correct. You can play it alone or with a friend in multiplayer, you can go at it in short bursts or try to crack those elusive high score spots.

    Here's what's included so far:
        A single and/or multiplayer experience
        Six power-ups to help you get through the evolving levels of difficulty
        The option to add faces and expressions to pieces, turning them from cold shapes into cute little geometrical folk

    Check out the trailer and see if it's the kind of thing you'd like to play:
     
     
    Or go to our homepage and find out more: https://mechanica.link/reaction.html

    You can also follow us on twitter for more frequent updates: https://twitter.com/mechinkling

    [The game is available for Windows, Linux, and Apple].
  16. Like
    Kappatao reacted to Faalagorn in Minor changes to items usages   
    A lot of these suggestions were posted in Small but Important Suggestions Thread or elsewhere, but I think it's best to group them together. These should all be easy enough to implement, giving use to otherwise unused object, which in the long term would make the game more interesting and hopefully lest cluttered, as people won't just blindly throw away items so the container can be disassembled or in the case of respawning items, could respawn loot. Right now the totally junk items don't server any purpose and can only be thrown. While some of these suggestion won't magically give those items a must-have sought to flag, they would at least give some use for those unlucky ones to be stuck with just those items, or just wanting to use them for something as often is IRL.
     
    I also grouped it, for easy searching. I think those kind of fixes would be easy to fix to not distract from getting MP to run for smaller teams of no-MP focused  (hi Team Tanglewood!)
     
    Beauty:
    Comb should be required for specif hairstyles. Rubber Band should be required for hair styles (there's a mod for that!), it would be nice to have rubber hairbands dropping as well. Lipsticks, Eyes Makeup, Foundation Makeup should be drainables. Water storage:
    Empty Tin Can, Empty Jar and cooler should be able to hold water and collect rain when placed outside. Empty Drinks Can should be able to hold water. Fuel:
    Money should be used as a fuel and kindling. All kind of shoes should be usable as a fuel again (including broken/worn out ones). Worn-out clothes should be able to be used as a fuel. Broken wood weapons should be able to be used as a fuel. Weapons:
    Mop should be a weapon. Tree branch should be a weapon. Containers:
    Wallets should be containers. Empty chips bags should exist and be containers as well. Clothing:
    Bandanas, Balaclavas, Bikinis, Fingerless Gloves, and some hats should be used to craft sheets. Belts, Holsters and Leather Gloves should be a source of leather. Overalls should be cut for denim. Earpods and Heaphones should be able to be worn. Misc:
    Crayons should be used as a multi-colored pens (they should have durability too).  
    I'll update the list when I remind myself of stuff that I missed, as there are certainly some :). As I said, a lot of these ideas would reduce useless clutter on servers when MP comes without the need to resorting to removing items, so it's a welcome change I guess. I'd also love smelthing to make a comeback, especially with the remaining weapons and jewelerries and lockets that could potentially be smelted for something.
     
    Though since we got composting, at least rotten burnt and poisonous food can be used for something (even if composting rotten meat is not something to be advised IRL).
     
  17. Like
    Kappatao reacted to Toshis in Really Useful   
    Also, slightly rounded corners and crosswalks on crossroads could be nice, for example:
     

  18. Like
    Kappatao reacted to Hovelax in Container Item Preview - Toggleable on individual Containers   
    Hey,
    I don't know if anyone has come up with this or if there is a suggestion for this already but I wanted to add my voice for a suggestion; that being able to more easily recall which containers have what inside them. In my mind it would work like this.
    - Right click on any item inside a container and there will be a small tab with two options in
    the usual list.
    - One will simply leave the preview of said item turned on when selected as seen in the images. The other will be mouse preview - so it will be turned off unless you hover your mouse over the container for a much faster information gain.
    - In my mind it would only be visible to the player that activated it for that item in that container - akin to them 'remembering' they saw that item inside that container.
    I hope you like my idea or tell me which mod has already implemented this idea lol. Even if it is a mod i still think it could work for the game!


  19. Like
    Kappatao reacted to Blake81 in Really Useful   
    On those undriveable cars- Will we also be able to tow them away, or remove whatever good parts they may still have left?
     
    As a dude who's worked on Junkyards before, I can tell you that even the most wrecked of cars still has plenty of useful parts you can pull out. Also, even if I can't do that, I'd like to be able to remove them from, say, a road I'll be driving on often. Will we be able to?
     
     
  20. Like
    Kappatao reacted to turkler in Let us move and place more stuff from the game's world   
    Now, I understand that not everything should be craftable. You shouldn't be able to just build a microwave, you should have to find it and bring it to your base. That's a good concept, it's genuinely fun hauling things like chairs to my base because I know it'll pay-off in the form of, well, having a nicer base. I gain essentially nothing from bringing more than one chair or building a pretty big mansion for myself except the sentimental one, but that's what this game is about.
     
    ...Which is also why it baffles me that there are some arbitrary restrictions on what can be picked up or be built. I can pick up counters, sinks and even set up plumbing systems powered by rain water, but I can't pick up a door. I can build myself a three floor mansion, remove the floor boards from several houses and use them in my mansion, even build and plaster walls, but I can't pick up a garage door for a garage. I can build stairs, but I can't either move or build guardrails for those stairs . I don't understand how I can install and uninstall windows but not doors.
     
    Can you let us move the things like garage doors (Which you shouldn't be able to build, fair enough, but at least let us move existing ones.) and let us both grab, place and build things like guardrails because you'd think ''Building guardrails'' would be the logical conclusion to ''Building a house with several floors.''
  21. Like
    Kappatao got a reaction from grammarsalad in Merging the Long and Short skills back to a single skill.   
    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).
  22. Like
    Kappatao got a reaction from turkler in Merging the Long and Short skills back to a single skill.   
    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).
  23. Like
    Kappatao got a reaction from Faalagorn in Multiplayer early release option   
    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.
  24. Like
    Kappatao got a reaction from MadDan2013 in Multiplayer early release option   
    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.
  25. Like
    Kappatao reacted to LololoerShadow in Notebooks and pages!   
    Hello.
    I'd like to suggest having a small update to the current notebooks and pages. I as a player like to use notebooks to write character diaries or simply record items, currently the PZ notebooks are these cramped little black boxes, barely any space, or personality not to even mention that they're only 10 pages long! I'd like to see in the future a small overhaul to notebooks and pages. A different look, the ability to write with colored pens, and a pencil. Making it a bit more similar to the current ingame item maps. I believe the current system for notebooks is lacking and unfriendly to players that might consider actually using it, rather than just going for objectively more useful items. Having something as simple as just a texture for notebooks and pages would improve not only the single-player roleplay aspect but multiplayer as well! Leaving notes or reading another player's notebook would add another layer for player-to-player interactions and the last thing I'd like to suggest would be the ability to doodle both on notepads and maps without being limited by symbols or text only. So players can make their own unique markings and messages!
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