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FlashFire

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    flashfire62420

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  1. Isn't there a problem with the zombie spawn at all ? I spent 1 hour in game killing more than 2000 cop zombie in the police station in louisville without getting to the end of it... On low zombie settings ! I ended up quitting the game because I was so fed up with that. Is that a normal thing?
  2. FlashFire

    Liquid Zedball

    Well there's no attack here, so I believe we're good If you feel that way, that's nice. I felt that way too. It when others, new players, pointed out for me that I realised there's a ton of actions you can do a lot of differents ways. Same for the amount of windows you can display at the same time whereas it should maybe for more concise or organised in the same windows. Sometime for people it's complicated to find the right window for the right action because there's so much of them. And now, you're adding another two.
  3. FlashFire

    Liquid Zedball

    Yeah I agree with Vek. It's not because there's worse out there than we shouldn't get a better ui ? I don't get why you bring another game into the argument. And IT IS complicated for most people which tries out the game today. It's a real feedback I got from over 14 people I've tried to get into the game and they ARE regular gamers, not just any randoms.
  4. FlashFire

    Liquid Zedball

    Hello, I don't post here very often, but i felt like I would this time, raising my concerns I've been playing project zomboid for... years, i think i played it since 0.1.3a, since your very first releases, and since, played every single one of them. I'm a big fan and even an old internal beta tester. Never missed any blogposts, I've always loved and admiring the work at TIS, and I think this is the very first time i'm concerned about the directions you choose to take. Today I felt very... confused. While reading today's blogpost I kept saying to myself... "Yeah... but why?" about the liquid management. While there might be a need for a liquids management I must not considering, I really don't think you need to take it this far ? transfering liquids was very fine the way it was. Why would you even need to take it to the milimeter graduation ? that's insane x) And I also don't get why you feel like adding another ui window just for that purpose? Many of the new players I'm trying to initiate at project zomboid are always sooo confused about the UI interface. That mostly why 80% of them quit the game without venturing further. There's so much UI windows, so much different ways to interact with things, people gets irritated about it. And honestly, we can't blame them : a game that need a tutorial about how use their interface is a good indicator on how difficult it is to interact with it. I personally don't have trouble interacting with stuff, but i think it's because i've been discovering everything as it was added at the same time the game developped new things. There's so much stuff to be done, so much stuff to improve (the UI would be a great start) i'm really wondering why and how you choose to work on new systems like this. At this point of the game growing at it is, with so many player coming in, and TIS being so community friendly over the years, i'm even surprised there's not thread or regular poll on what the team should do, or aleast to know what people would think or like from what idea you guys have and what you do next. (I don't talk about roadmap, i hate roadmaps) ( also i know there's the suggestion forums, but i'm thinking more something on the front page, like blogposts) You could have feedback and ideas without even going too deep in a system that can take weeks to develop and most people won't even use (or worse, quitting the game cuz facing the tiredness clickling on things, closings, and opening windows everywhere everytime every actions) which would you allow to redirect your devs toward something more useful/wanted or take it to a simplier level Don't take it too bad, but I feel like something there's a lot of things that has been done, way too complicated, way too deeply and not very useful (i'm thinking for example, at all the radio systems that i never used and never saw any use this far, over the years. And I recall seeing alot of blogposts about it, I felt like it took some much time on the dev team) I'm not saying they shouldn't be in the game at all, but maybe it wasn't the time for or not a this level of detail. Like I said, I love this game, and love the team and I know as a developper that sometimes we need suggestions and feedback to get new perspectives Keep up the good work !
  5. That's fine x) Nothing could've help you find this on your own. I had the problem several times x)
  6. Still unable to try vehicles yet. All of them has "Ingnition : failure" => they turn on for a second then the engine stops. Everytime. Of course, my game has no mods installed. edit : Forget it, it was because I want 6 month after the apocalypse : all batteries were dead.
  7. FlashFire

    Union City

    Well woaw. It's awesome, great work ! That sprite working in order to make the world more 'lived' is awesome. making me think about the ability of actually PUT things ON table/containers would be great too. Keep up the good work !
  8. I kind of agree here, just highlight the zombie you'll shoot with a percertange of chances to hit would be very very great, It's not even a complete overhaul of the system, just an upgrade. (Furrs will win )
  9. There's this, found in items.txt with the item "item WhiskeyFull" though, I recon I don't really know how it works. But I think it's quite moddable. But, great Idea
  10. I know we can, but this just would look so much better. And what about removable roofs? Ya know guys, i think this is the most important part of this suggestion, because i can't make not-shit looking base on the house with the roof without this. But... this is possible ? I did it many times. Juste take a sledgehammer on the level where you want to destroy it, press "r" to choose the tile you want to destroy and there you go... have yet to ever see that... I assure ya. It's working.
  11. I know we can, but this just would look so much better. And what about removable roofs? Ya know guys, i think this is the most important part of this suggestion, because i can't make not-shit looking base on the house with the roof without this. But... this is possible ? I did it many times. Juste take a sledgehammer on the level where you want to destroy it, press "r" to choose the tile you want to destroy and there you go...
  12. Here an exemple of a zombie spawn map, based on yours https://www.dropbox.com/s/zq8c6ob17xvul07/Map.bmp?dl=0 The most important is to Highlight the roads and some, and you have to do it gradually, proportionally to the zone where the Zeds have to spawn. Black shows where zombie wont really spawns. Grey is medium spawn White is High spawn Don't forget to export your image in .bmp format
  13. I did some test with a real map, and it's technically all possible. But here's my remarks : The players can't spawn in the actual bunker, because if he does, no Zeds will spawn in it. We'll have to find an alternative. Do a largeeeeeeeeeeeee building consume lot of ram memory -> too much lag in the editor (I had a blank but large building with lots of rooms) Though, it's been a hot day, here in france, Maybe my computer had some pain to support this, or maybe because it's really memory consuming. otherwise, It seems feasible.
  14. 1°) There isn't 2°) That's what I Said, in fact 3°) That's the whole point. The game has to think like that, but the players won't see anything. I want to do the same thing as the mall, it seems to work fine so far, so i'll look around to see if it's possible to make it like that
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