Jump to content

MGWhiskers

Member
  • Posts

    23
  • Joined

  • Last visited

Everything posted by MGWhiskers

  1. had that issue. cache check did nothing, searching for the file to delete it and re-download via cache check did nothing. client reinstall solved it
  2. 41.65 multiplayer dedicated none reproduction: agro and pull along some distance(in a straight line, not circling around) amount of zeds. the larger the group, the noticable the effect will be keep luring zeds, remaining in relative proximity, maintaining the line of sight with them over some distance a percentage of zeds will drop the pursuit, turning their back on the player, without any reaction to the noises player makes, will make a few steps and stop in place. the freeze time can take around 10seconds. during that time the frozen ones can still be killed, but over the said time they will dissapear. unstable effect, had been noticed only once: over time zeds that dissapeared might pop up back into world somewere in the vicinity of the spot where they dissapeared, sometimes creating traps for players that are still fighting in that area video example of the described bug https://youtu.be/SXF7i34yQeE ingame map screenshot of the place shown in video. mind that this isnt the only place where said bug occurs, just as an example ZC8MDfT.png (1920×1080) (imgur.com)
  3. look who snatched my screenshot from reddit. why downscale 3d objects tho, if this opens room for 2d sprites to be upgraded
  4. the range of hair colors when creating a character is much more extensive than there is dyes in the game. the ability to return to the native hair color through shaving bald, or adding missing dye colors would be great. or even both.
  5. visual bug. 41.45. vanilla you can see it on him but not in his inventory once he's dead, there's only satchel
  6. 3m 20ish days old save got a few tiles of carrot that was planted in one day. then it snowed once for a couple of hours. during that snow i fertilized some carrots. few days later i've noticed that fertilized ones are stuck on 3rd stage, when non-ferted were already on 5th. same watering level, no diseases or zeds, everything clean and pristine. loaded post-fertilizing backup, in debug mode fertilized the stuck ones once more while its +10 C, and few days later the carrots finally moved to 4rd stage. no idea where i'm gonna get that many ferts to unstuck the carrots outside debud mode tho 41.45 vanilla
  7. cut to the chase. current pots are barbie-sized. a stew of 110ish nutrition will got you covered like for 2 days and thats for one person. what if i want to bother with cooking less frequently. what if there's 2+ mouths to feed. we need cauldrons. big ones. maybe kazan-like like on pics below. something of this size as well
  8. 1m 11d passed. somehow rachel grew into hat and the hat into bob . meanwhile over eye goes straight to long steam 41.39 vanilla
  9. according to ppl from the discord, they are not even close to being a rare item
  10. created 4 brand new saves with loot set to normal and ran thru every store in riverside plus cheсked gated community. found all kinds of purses and handbags, along with all backpacks, except for alice pack. but not a single fanny pack whatsoever. just none. 41.38 steam, vanilla
  11. brand new save, no mods, steam 41.38. other than that, the game appears to work stable console.txt
  12. Fire. there's tangible part of players persuaded, that weaponized fire is too op. that there's no way player should be getting access to half a town worth loot only because he has a molotov/campfire. i'm not it the camp of #NerfFire or #FireproofZeds team, but if fire shall be nerfed, then it should be done reasonable and logical. therefore i'm suggesting the following: since fire spreads over a horde through chain reaction zed-grass-zed, dead fallen burning zed can act as grass. to make fire less effective, could be increased the time of exposure to fire before a zed catches up in flames, plus some chance that the flame on zed goes out, as it happens with player's character. as for campfires - they should be trampled if certain amount of zeds passes though it. Traps. if you nerf one player's tool, something esle must be given in return, otherwise its just a nerf-fest. hence i think traps for zeds should be added if fire will be nefred. a pit or a ditch that is human height deep. covered or not with leaves and brances, in which you can lure some amount of zeds, without any way to escape (since zeds unable to climb tall fence). now i know minus one floor is not a thing for pz yet, so it could be not a physical pit with real 3d zeds in it, but just a 2d sprite that will show if the pit is empty, or there's some zeds in it. and when the pit is full, lets say its 8zeds to fill the pit, it will act as regular and even grown for other zeds. for player it will be a death trap, since zeds inside are still functional. Water. water pressure goes out on 4 or 5th day iirc, but that such a minor and neglectable thing because of residual water in the taps, that i dont really feel it when i roam a city in search of loot, coz i always can go to another house and get myself a full bottle of pristine water. to increase water's value, it should go bad in 25ish days since the pressure is out. i mean everyone knows that still water, especially in closed container can start smell funny after a week or so, depending on ambient temperature of course. Cooking. Player can use weapons that also serves as a tool in cooking process. rolling pins, knives, machete. if the tool is bloody, it should add a hidden infection to the food it was used with. (infection might be cured if the food passed specific heat treatment?). and that food should apply the virus to player as if he was bitten. i mean really, 30 minutes ago you pulled that knife from some zed's jaw, and now you cuting bread with it, or gutting fish? Etc. this one came from my very own expirience. my character held a lug wrench in his main hand, and on command to break a window, he used his elbow, while a damn pen works just fine for this purpose. shouldnt any solid enought item, espesially the one made of metal make this procedure safe? apologies for any grammar, not a native speaker
  13. my recent death brought me up to an idea. pic 1 https://imgur.com/ajULrIf pic 2 https://imgur.com/t2iDngl pic 3 https://imgur.com/rZUVqU8 so there's a wall and i want to see whats along it. but to tell whats there i can only from a certain distance to that wall. which is weird, coz nothing obstructs vision for my character. and there's no telling if its safe along that wall or not, without coming closer or making unwanted noise. the solution that I propose: to make cutaway trigger either on everything, or on specific building that your cursor points to/at a certain distance to it, both upon entering combat stance (RMB)
  14. related to this post altho infinite strafing was nerfed by smooth full stops on recovery frames, there are still occasional moonwalks that stands out, and can get you into a trouble, since they locking you in place at the start of a strike, unlike those "recovery" stops 41.33 https://youtu.be/T3QUB-WSLIY
  15. these are some corpses that spent there a few days, now looks like 2 mannequins from the store on the left, but keeping their own loot 41.33 steam, vanilla
  16. dunno what to say, the video is pretty self-explainatory edit: 41.33 steam, vanilla https://youtu.be/sABC3nmy9pw
  17. so that stuff i've posted about is a feature? sweet... is there any other way to make it less bug-ish looking? like rapid slowing down with appropriate response animation from the legs, instead of full instant stop with cosplay of michael jackson?
  18. upon landing a strike while moving backwards, character stops and makes occasional moonwalk if playing certain striking animations https://youtu.be/7WsplYECwnE 41.32 steam, fresh vanilla save
  19. didnt knew about the F key, thx. for radio tho, doesnt earbuds reduce hearing abilities and awareness about your surroundings? and sound adjustment was just an exapmle. turning it of periodically to save the battery, or switching between the stations. if the F buttoun would summon radio's window as well, i'd be happy
  20. so first one is the whole point of that post. it would be awesome to have some sort of shortcut to items that charater holds in his hands, be it a certaing hotkey, or a context menu that pops up by clicking RMB on one of these 2 icons, so people could turn on/off quicker anything they have in left hand, without necessity of digging thru whole inventory to turn of a flashlight or make your radio quiter. second one i suppose might be suggester before, no idea. the ability to attach turned on walkie-talkie to your standart belt. also would be nice to attach flashlights like that, but in terms of balance they could be attachable only to some sort of builder's toolbelt
  21. 1st case looks alright, just as an example 2nd and 3rd looks like a bit too far 4th how did she even miss? overall their reach seems kinda random. maybe its just animations freaking out, coz sometimes zed does some crawling towards the char, and then strikes, but sometimes sht just throwing the arm and thats it edit: 41.31 steam, vanilla https://youtu.be/cK2fKPeP51Q
  22. as always, i brought a video https://youtu.be/6C-pqLtWj9o overall explanation: there's an issue, when with certain alignment (or without it, if there's 3+ zeds) one zed can push another in front of him 1. very nice example of the most common scenario, which can screw you up badly, especially if you're not aware bout that issue. zed when being shoved off, can be pushed back to you by another zed behing him, creating a situation when the character is still in post-shove recovery state, but the zed is already right in front of your face in no time with another one behind him. 2. turned out that not zeds only can do this pushy thing. i wonder if this will be present in multiplayer, with players pushing each other around. on top of that frozen crawler. idk how that happened 3. this one was very unexpected. i stacked the horde as tight as i could, for fire to spread, and zombies in the middle of that horde managed to push those who were in front right on me. rephrase: shamblers were able in to catch up with the player's walking speed, which is impossimle in normal circumstances. sort of turbo boost, that could easily kill me if i wasnt paying much attention 4. just another demonstration. zeds performing dying animation could be pushed forwars as well, since they stopped moving 5. same as 3 6. same as 4 in conclusion: i heard an opinion, that this "feature" was there forever, but that wasnt important, until animations came out with solo-target strikes on top of that, which is great change, coz ngl? i'd probably miss this thing, if i played something else but apocalypse. and this aint something that you can control or predict, when it will happen, and when not, and this gets frustrating and irritating in an instance, when you getting injured coz of some weird ramdom element which looks like complete bs. apologize for possible grammar errors
  23. my inventory capacity looks like there's no underweight. according to wiki, very underweight have to affect strengh, but its not. 41.19 steam, vanilla edited: typos
  24. no mods, save was created on current 41.19 steam build other than that the vid is pretty self-explanatory https://youtu.be/SHH0zS93XiE
×
×
  • Create New...