Jump to content

Kappatao

Member
  • Posts

    84
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Kappatao got a reaction from vek in BagZ of fun   
    I couldn't help but notice with the wallpapering video that the character emoted without using the emote wheel. Was this just devmode things, or will we be able to trigger emotes from hotkeys in b42 (cause that would be really cool ?
  2. Spiffo
    Kappatao got a reaction from getstoopid in Zoom in more   
    Just been playing around with the new map tools, which let you zoom in quite far (infact, so far that you can clip inside your character model), which made me think; wouldn't it be nice if you could zoom in this much outside the map? Screenshots attached for comparision.
     

  3. Like
    Kappatao got a reaction from fcolley3 in Zoom in more   
    Just been playing around with the new map tools, which let you zoom in quite far (infact, so far that you can clip inside your character model), which made me think; wouldn't it be nice if you could zoom in this much outside the map? Screenshots attached for comparision.
     

  4. Like
    Kappatao got a reaction from getstoopid in Visible Breath Particles   
    I hope we get particles for a lot of small details like this. More examples I could think of are car exhaust and dirt from the tires, and dust when you sledgehammer objects.
  5. Like
    Kappatao reacted to Reconspiracy in Visible Breath Particles   
    So I know that with the new upcoming fire overhaul in B42, particles will (I assume) finally be something in the game that developers can tweak around with. With that being said, I would like to suggest the implementation of “breath fog” particles from the character’s mouth when it’s around freezing temperature (~32° F, however sometimes with humidity and wind chill sometimes you can see it around ~40° F). I think this would add a degree of realism to winter that the game currently is lacking.
     
    The intensity/transparency of the particles would be directly coordinated with the temperature; for example, if it’s 34°, F it would be more transparent than if it was 20° F, in which case it would be essentially a white cloud instead of a thin puff of breath.
     
    If the player is wearing a mask or helmet that covers their mouth, then it would not be visible.
     
    As an added detail, I think this would be really cool if implemented with zombies as well, although obviously this could be quite performance-heavy. To counter this, I think a setting to determine if the breath is visible for only players, players and zombies, or disabled entirely would be good for those who struggle with performance.
  6. Like
    Kappatao got a reaction from TheUltiM8Guy in The map as an item   
    I think it would be pretty cool to have a sandbox option to have the ingame map as an item. It could then work similar to how belts unlock the ability for a hotbar (except obviously, this being a map that unlocks the ingame map function).
    It would create the possibility of people looting your map and getting your map markings in MP (so you might want to think about if you really need your base marked?), almost like a player made annotated map. It would also balance how you can die and magically knowing every location your previous character did (as you would now need to recover your old map to relearn your discovered locations).
  7. Like
    Kappatao got a reaction from Bullet_Magnate in The map as an item   
    I think it would be pretty cool to have a sandbox option to have the ingame map as an item. It could then work similar to how belts unlock the ability for a hotbar (except obviously, this being a map that unlocks the ingame map function).
    It would create the possibility of people looting your map and getting your map markings in MP (so you might want to think about if you really need your base marked?), almost like a player made annotated map. It would also balance how you can die and magically knowing every location your previous character did (as you would now need to recover your old map to relearn your discovered locations).
  8. Like
    Kappatao reacted to CannedRat in The map as an item   
    Yep.  This could be developed as its currently very simplistic.  Having a simple option for onboarding new players and the above options for experienced players would cover all the bases.  I like the idea of being able to loot a map and all my keys from my previous incarnation.  I already do that for the keys but the map would add additional value to finding my former self.
     
    Knowing that others could loot my map in MP would make it very valuable. 
  9. Like
    Kappatao got a reaction from Axezombie in The map as an item   
    I think it would be pretty cool to have a sandbox option to have the ingame map as an item. It could then work similar to how belts unlock the ability for a hotbar (except obviously, this being a map that unlocks the ingame map function).
    It would create the possibility of people looting your map and getting your map markings in MP (so you might want to think about if you really need your base marked?), almost like a player made annotated map. It would also balance how you can die and magically knowing every location your previous character did (as you would now need to recover your old map to relearn your discovered locations).
  10. Like
    Kappatao got a reaction from Magondivel in The map as an item   
    I think it would be pretty cool to have a sandbox option to have the ingame map as an item. It could then work similar to how belts unlock the ability for a hotbar (except obviously, this being a map that unlocks the ingame map function).
    It would create the possibility of people looting your map and getting your map markings in MP (so you might want to think about if you really need your base marked?), almost like a player made annotated map. It would also balance how you can die and magically knowing every location your previous character did (as you would now need to recover your old map to relearn your discovered locations).
  11. Like
    Kappatao got a reaction from getstoopid in The map as an item   
    I think it would be pretty cool to have a sandbox option to have the ingame map as an item. It could then work similar to how belts unlock the ability for a hotbar (except obviously, this being a map that unlocks the ingame map function).
    It would create the possibility of people looting your map and getting your map markings in MP (so you might want to think about if you really need your base marked?), almost like a player made annotated map. It would also balance how you can die and magically knowing every location your previous character did (as you would now need to recover your old map to relearn your discovered locations).
  12. Like
    Kappatao got a reaction from duh7 in The map as an item   
    I think it would be pretty cool to have a sandbox option to have the ingame map as an item. It could then work similar to how belts unlock the ability for a hotbar (except obviously, this being a map that unlocks the ingame map function).
    It would create the possibility of people looting your map and getting your map markings in MP (so you might want to think about if you really need your base marked?), almost like a player made annotated map. It would also balance how you can die and magically knowing every location your previous character did (as you would now need to recover your old map to relearn your discovered locations).
  13. Like
    Kappatao reacted to Lefrax in Map Pings!   
    I've seen on a video from AtomicDuck there will be an option to see other players on the map. It's a good thing to adress the difficulty to find other players in-game, but I find it lacks a little RP and is a bit too much OP.
     
    So what I suggest is having the possibility to send a ping, either by chat or by UI in the map or a keyboard shortcut. A ping would be seen as a specific mark on other players' map, that would indicate the sender's name and would show for a specific duration, after which it would fade so it would not pollute maps. Pings would not need items as to not disadvantage starting players needing a lift.
     
    I think this system would be a bit more like a tool that could add something, not only answering a need. It would be something less passive, necessiting active play from the players. For example, it could be a mean to gain intel in servers with faction wars. Also, it add a bit of uncertainity to a tool that should not give so much info passively.
     
    What do you think?
  14. Like
    Kappatao reacted to ZombieHunter in QoL: Holding shift and walking upto window should climb through   
    When players want to quickly move through the enviroment - it feels like a chore having to either Hold E or right click.
     
    It would be nice if simply holding shift and facing the object it wlil auto climb similar to how games like Assassins creed \ Division \ etc work.
    That way when players want to quickly escape from a dicey situation - they are able to 
  15. Pie
    Kappatao got a reaction from Pandorea in Placed items glitch on double tile objects.   
    When you place an item now, it's possible to cause parts of the item to dissapear if you place it on a tile boarder for a multi tile object e.g. a table. Attached is an example with makeup and a mirror on a table.

     
    To reproduce this, place the item on 1 tile, overlapping the other. In this picture they're placed on the bright tile, overlapping the dark one. It's interesting to note, if I place them on the dark tile overlapping the light one, they display correctly.
  16. Like
    Kappatao got a reaction from GKuba in Placed items glitch on double tile objects.   
    When you place an item now, it's possible to cause parts of the item to dissapear if you place it on a tile boarder for a multi tile object e.g. a table. Attached is an example with makeup and a mirror on a table.

     
    To reproduce this, place the item on 1 tile, overlapping the other. In this picture they're placed on the bright tile, overlapping the dark one. It's interesting to note, if I place them on the dark tile overlapping the light one, they display correctly.
  17. Like
    Kappatao got a reaction from Mork in Placed items glitch on double tile objects.   
    When you place an item now, it's possible to cause parts of the item to dissapear if you place it on a tile boarder for a multi tile object e.g. a table. Attached is an example with makeup and a mirror on a table.

     
    To reproduce this, place the item on 1 tile, overlapping the other. In this picture they're placed on the bright tile, overlapping the dark one. It's interesting to note, if I place them on the dark tile overlapping the light one, they display correctly.
  18. Spiffo
    Kappatao reacted to NagashUD in Bad Red vs. Good Green   
    Sending good vibes to Turbs !
  19. Like
    Kappatao got a reaction from gabriel rodrigues brandao in Next Up   
    smiling cow isn't real it can't hurt you.... smiling cow^
  20. Like
    Kappatao got a reaction from IdkWtfImDoingHelp in Next Up   
    smiling cow isn't real it can't hurt you.... smiling cow^
  21. Like
    Kappatao got a reaction from trombonaught in Next Up   
    smiling cow isn't real it can't hurt you.... smiling cow^
  22. Like
    Kappatao got a reaction from pap22 in Next Up   
    smiling cow isn't real it can't hurt you.... smiling cow^
  23. Like
    Kappatao reacted to Frosty83 in Small tweaks to learning in Multiplayer   
    2 quick things I think would be fast and easy tweaks to XP/learning in multiplayer servers.
     
    1) The VHS tapes are not consumed when watched (good) but cannot be used to gain XP from if you die and make a new character under the same account. I'd argue this is bad as there's no logical reason for this, and indeed it is inconsistent with the behaviour of Skill books which also are not consumed when read but give the XP benefit on all characters made under the same account. You can bypass this by changing account details for a new character, but it just seems like it'd be a quick and easy fix, add consistency, and convenience for players.
     
    2) Reading is very slow by default which is realistic, but in single player you can speed up time to zip through books meaning game play doesn't stagnate and get boring. In multiplayer there's no time speed up, so books take a painful amount of time to read, even with the faster reading perk. I have personally tweaked this multiplayer server setting to be 10x faster at 0.1 minutes per page, but I think it would make sense for the games internal logic to compensate for this automatically. That way you can have official default settings like 'survivor' or 'Apocalypse' at their default of 1 minute per page but have the server apply an internal multi like say 3x, or 5x or whatever is considered balanced.
     
    This is more of a nitpick than anything, I quite like the idea of hosting a server with pre-made settings so everyone knows what to expect, as long as those settings a vaguely sane, and the OCD part of me doesn't like customization. But I was just forced through sheer tearful boredom of reading times to alter this for multiplayer. Besides many other players may not find it easy to tweak these settings or may just want to dive in with defaults but find this particular one very frustrating. Sane defaults make sense to me.
  24. Like
    Kappatao reacted to DenisX3_Scg in Throwable objects   
    A similiar mechanic of "The Last of Us" to lure zombie hordes away from our path, if there are 20 Zombies that might see or hear you you could just throw a glass bottle on the other side of the road/inside a house/ on a window/ on the head of a zombie dealing damage, same for cans, rocks and maybe bricks(?) Having their own damage and sound area
  25. Like
    Kappatao got a reaction from getstoopid in Additions to blood system   
    The current blood system is pretty nice (bit morbid I know), but there's a few things I feel it's lacking, so I thought I'd put em in a nice little list.
     
    Blood on the character should go darker with time, like blood on the ground does.
    Bleeding should add blood to the body part that is bleeding, and eventually soak through clothing layers.
    Following on from the one above, certain injuries shouldn't bleed straight onto the floor (e.g. your chest is bleeding, but you're wearing a t-shirt, so it would have to soak through the shirt before you start painting the floor red.)
    You should get blood on your hands for bandaging yourself/someone else (if they have the bleeding moodle)
    Placed weapons should still have their blood textures (This used to be a thing before all the 3D models where ingame if I remember right)
     
    In addition, the dirt system could be expanded a bit;
     
    Digging furrows/graves should make you dirty (especially if you use your hands)
    Not sure if this one is ingame, but walking through trees, and walking without shoes should make you dirty.
    The current dirt texture is very similar in colour to the blood texture (this wouldn't be a problem if the blood texture colour matched the blood that appears on the ground.)
     
     
×
×
  • Create New...