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Kappatao

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  1. Like
    Kappatao got a reaction from Yengenc in IWBUMS 41.50 released   
    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
  2. Like
    Kappatao got a reaction from Yengenc in IWBUMS 41.50 released   
    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?
  3. Like
    Kappatao reacted to Kauffy in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    I noticed that last update shown on Steam is from June of 2019-- that is, update notes. If I were a prospective buyer, and I saw that the devs were doing regular updates, but then stopped a year-and-a-half ago, I think I'd conclude that the game was dead/abandoned as opposed to freaking awesome and alive!
  4. Like
    Kappatao reacted to orikamii in Symptom of Depression   
    I agree that there should be more symptoms on top of what's already there. As far as I know, in game, all it does it slow you down when equipping items. But not only is insomnia a symptom, so is sleeping too much lol. I think it would be cool to have the game randomly assign symptoms. One day your character can feel tired all day, and the next they can't sleep at all without a sleeping pill. 
     
    The devs may already be reworking unhappiness in game, effects on sleeping patterns/fatigue would be more of an incentive to care for our characters, even having them run more slowly or something as well, get scared more quickly/ get more prone to panic attacks etc..
  5. Like
    Kappatao reacted to Raul_ in Symptom of Depression   
    One of the symptoms of depression is INSOMNIA I don't know if they have already implemented this symptom but it should be something indispensable. It will make caring for sadness more relevant.
  6. Like
    Kappatao got a reaction from Faalagorn in Add "Open box" to reloading radial menu   
    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
  7. Like
    Kappatao got a reaction from Pandorea in Add "Open box" to reloading radial menu   
    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
  8. Like
    Kappatao got a reaction from Faalagorn in Small but Important Suggestions Thread   
    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)?
  9. Like
    Kappatao reacted to Ornament in Small but Important Suggestions Thread   
    828: Something like shooting targets, (or use empty bottles or cans) to practice accuray without the need to fight against a horde with a ranged weapon.
  10. Like
    Kappatao got a reaction from Faalagorn in Some tiles are visible through walls where they shouldn't   
    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.
  11. Like
    Kappatao reacted to Mr_potto in carry fuel in bottles (google translate)   
    Hello everyone! In the Project Zomboid It is possible to carry fuel ONLY in gasoline cans, which looks a little strange as it is possible to do it in bottles and similar containers (Beer bottles, bleach bottles, and so on)
    And also  Transfer water in gasoline cans, which would also be very useful.
     
     
  12. Like
    Kappatao reacted to Badgzerz in Getting shoved by zombie lunges = bad animation   
    The recovery on this animation is awful. I'm standing still for a good second but I can't do anything, I can't shove, I can't swing, I can't move, all while my character is standing upright. It would be great if that animation had my character still backpedaling throughout the animation so I'm not rooted in place long enough for a zombie to grab me every time. The zombie almost always has enough time to get up on you and grab you, which is when its too late to shove. This animation is usually triggered when a zombie that flopped over a fence or through a window pushes you back (somehow they get superhuman upper body strength when laying down)
  13. Like
    Kappatao reacted to MadDan in Bodies in Trunks   
    Well when you're carrying them they count as 'items' in your inventory. All you need to do is transfer them to the boot or seats even just like any other normal item. They weigh 20 so they'll fit in most car boots, larger cars and trailers adding to the amount of course.
     
    Though I'd like if it had an animation for carrying a corpse and loading it into a car, too. And generators too maybe. Just for the more unique items.
  14. Like
    Kappatao got a reaction from DXPOHIHIHI in Covoid 19   
    Seeing things like crates, drawers and door frames in 3d, does this mean we can expect things like animated doors, or actual 3d crates (instead of sprites) in the world? Or even seeing our character carry crates etc. when they pick em up?
  15. Like
    Kappatao got a reaction from Zork in Small Suggestion Re: Zombie Litter   
    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).
  16. Like
    Kappatao reacted to Shagyee in Stagger Instead of Fall   
    This is a pretty simple one, I have never made it past 4 nimble with the updated and couldn't find info on it so I decided to post this in case it wasn't already a feature.
     
    I noticed running into a wall makes you fall. What gave me this idea was when I clipped the corner of a house to see my character land flat on his ass. I was thinking with high enough nimble, instead of completely falling you would stagger and lose speed, depending on how you run into something. For example, if I clipped the house like I did, it would show an animation of my character losing balance and continuing at job speed. However, if I ran straight into a wall, it could knock me back and stun me for a second or two, but not lose my footing. The higher your nimble, the shorter the delay is before you can control your character again. Like, the speed of the animation could just play faster with high nimble, or take less steps before recovering footing. This would add another incentive to level your nimble up without making you overly powerful with a maxed out character. 
  17. Like
    Kappatao reacted to Ciber Ninja in IWBUMS 41.50 released   
    IMO if you remove all a cars wheels then zombies should not be able to crawl under it or should crawl much more slowly. It may have been op but it was also a fun emergent mechanic that I don't think we should discard entirely.
  18. Like
    Kappatao reacted to orikamii in Exercising Is boring?   
    This was originally posted as a suggestion here: 
    https://theindiestone.com/forums/index.php?/topic/31679-4147-exercising-gradually-helping-with-boredom-and-uhappiness-not-making-the-character-bored-and-unhappy/
     
    But honestly, this should be addressed as a bug. Currently, doing exercise leads to boredom and eventually unhappiness and depression. This is likely because the game thinks you're standing still and doing nothing. Exercise has been proven time and time again to lighten people's moods which is why this leads me to think this is unintentional?

    Off-topic: Reading skills books is also boring for some reason but I imagine this is for balance. You could always make books not boring and then make them unreadable without light - there are mods for these two things.
     
  19. Spiffo
    Kappatao got a reaction from TrailerParkThor in Bandana improvements   
    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.
  20. Like
    Kappatao got a reaction from Faalagorn in Bandana improvements   
    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.
  21. Like
    Kappatao got a reaction from TrailerParkThor in Return of Stubble?   
    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.
  22. Like
    Kappatao got a reaction from Cuirassier in Return of Stubble?   
    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. Like
    Kappatao got a reaction from trombonaught in Close Window Animation Delay   
    Just thought I'd pop this out there since there seems to be a focus on polish ATM (even though it's probably already known), but I feel the "close window" animation which often starts playing as the character turns to face the window would benefit from a slight delay in triggering, to allow the player to turn and face the window, THEN play the close animation.
  24. Like
    Kappatao reacted to Moloch Horridus in Trip & Fall opportunities   
    I feel like the roleplaying aspect on PZ would benefit from adding more ways for agility based skills to manifest in gameplay. You can already fall in various situations, but not in some that would be very probable in real life.
     
    How this could be done is to make movement through various special terrains more hazardous and demanding. First that comes to mind is of course the piles of zombies you've killed, isn't it kind of obvious you'd have harder time stepping on corpses. Add a bit of a RNG and pair it with player stats to create more dynamic, challenging and realistic gameplay.
    The more speedily you move, more exhausted you are and less skill points in nimble you have, more likely you are to trip and fall on obstacles on the ground.
     
    Adding a some sort of ease of traversal status for terrain types and then layering optional negative or positive modifiers to it would make everyday life just a little bit more interesting. Instead of running through rotting corpses of slain undead you'd need to slow down a bit - unless you're nimble sprinter. If you're clumsy enough you might trip on a sidewalk when backing onto it for example. My point is not to make all movements more hazardous, most of the time you would be fine and be able to play just like you can today, but sometimes you'd had move more carefully.
     
    This could be part of the erosion system also. Longer the undergrowth more chances you have to trip on something or just get tangeld up in the weeds. You'd need to think before you take risks, I think thats what the Project Zomboid is after. Falling down would have a probability of injuries, that promotes of using and upgrading your first aid skills.
     
    Proper shambling zombies are clumsy and dull minded creatures, so they'd suffer the consequenses too. All and all I feel like this could be a well balanced add on that also contributes to skill usage.
  25. Like
    Kappatao reacted to Ergenta in Miner's Helmet With Flashnight   
    Add a flashlight to miner's helmet also dropping a lit candle still emits light 
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