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muscamole

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  1. Like
    muscamole got a reaction from Faalagorn in Item mass rebalancing?   
    I generally agree but there are some head scratchers here and there. Pasta comes to mind. I guess I understand why rice would be so heavy because you can easily find it in large 5-10 lb bags at stores, but I've never seen a bag of pasta that big in my life, so I'm not sure why pasta weighs the same as rice, and nearly as much as a plank.
     
    Wearing socks should be as close to weightlessness as possible. Its minor and I really don't think I've noticed it in game but I think OP is right about it. 
     
    Ammo makes sense because it would be hard to carry around a lot of loose ammo. But it'd be nice to get something like a bandolier to make it a little more manageable.
     
    Really the bigger problem is that item weight isn't adjusted based on amount left, for most items. I think that would solve most weight issues.
  2. Like
    muscamole got a reaction from Misha in Vary shout volume by holding shout key   
    The shout button is very useful but it could be so much better if we could just vary the volume at which we shout. I think the shout key and the whole shouting mechanic could be improved a lot if the key was changed from a key that you tap to a key that you hold down. The longer you hold the key, the louder your voice is. Visually the volume of your voice could either be represented by text size, or by changing the text to things like "psst" for quieter speech. 
     
    From a realism perspective obviously it is realistic to be able to vary the volume of your voice. From a gameplay perspective it gives the player a potentially powerful tool for indoor exploration and crowd control. It also requires an element of skill on the player's part since the timing of the button hold determines how loud the shout will be, and thus the radius that zombies will be able to hear you. Too short a hold and you won't make any noise, too long and you shout at the top of your lungs, which could attract a lot of zombies.
     
    What do people think of this idea? Are there any plans to implement voice volume control, in this manner or otherwise?
  3. Like
    muscamole got a reaction from Celladoor in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  4. Like
    muscamole got a reaction from numbersixthecat in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  5. Like
    muscamole reacted to iuridosanjos in Improvement on how condition of items are shown in UI on primary/secondary/hotbar   
    I've already posted it on reddit, but I was in doubt if it would reach the devs there, so I'm posting it here.
     
    How I think the condition of items in primary/secondary/hotbar should appear in UI to be easy to see the condition of the items on hotbar and primary/secondary slots.
     


    Note: today (build 41) the game use a Star next to the item to represent the condition on items (I removed that on the image above). I think it's not a good way to represent that, it's not easy to see nor obvious for some players. The suggestion is to replace the "Star" with the above a "colored circle" around the item.
    Image of how it is today: 
     
    What do you think?
    Remember to react/like if you would like to see it in game!
  6. Like
    muscamole reacted to Loskene in Rename some actions in order to reduce the chance that players hurt themselves accidentally   
    Seconding more autoswitch if it's an action that can actually injure you if you don't use a tool.
  7. Like
    muscamole got a reaction from Geras in Rename some actions in order to reduce the chance that players hurt themselves accidentally   
    I like the name change suggestions, but I also just think you should be able to autoswitch to a weapon if you have one. Tons of other actions already autoswitch. I'd rather they reduce the tedious aspects of the game by enabling autoswitching without user input when it makes sense than add new nested menu options. 
  8. Like
    muscamole got a reaction from grammarsalad in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  9. Like
    muscamole got a reaction from Okamikurainya in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  10. Like
    muscamole got a reaction from Geras in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  11. Like
    muscamole got a reaction from Caturday in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  12. Like
    muscamole got a reaction from Crossbow7734 in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  13. Like
    muscamole got a reaction from ColonelJukeBox in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  14. Like
    muscamole got a reaction from ZAMNPlayerD in Add shopping carts, wheelbarrows, dollies, etc   
    Currently, there are no ways of transporting large amounts of items without using cars. In real life we have things like shopping carts, wheelbarrows, and dollies to allow us to do that, but none of these items are found in the game. There is really no reason these items should not be in this game. These items would be very common in 1990s rural Kentucky. The lack of these items seriously detracts from this game's atmosphere and realism and makes the world feel empty. These items would be extremely useful in the game, serving as big mobile containers that don't require gas. This would improve so many in-game tasks, such as construction, wood collecting, and corpse piling. Shopping carts and similarly sized items could also serve as weapons capable of multihit. A person sprinting with a shopping cart at full speed could easily knock down 2 or more people. It wouldn't really be a fatal weapon on its own, but it'd still be really useful.
     
    I know this has been brought up in the past, and to a degree was incorporated in the Hydrocraft mod, but this should really be incorporated into the base game. It seems like it wouldn't be that hard given that cars are already in the game. It would require new models and animations, but essentially these are just new car types.
  15. Like
    muscamole got a reaction from MrTrololo in Fall damage for zombies   
    I was playing a custom map which featured tall apartment buildings and noticed that zombies don't take noticeable fall damage, even from 3+ stories. They kinda get into this crouch/impact bracing animation but are totally fine afterwards. A 3 story fall should nearly always turn zombies into crawlers or kill them outright. Very disappointing from a realism/atmosphere standpoint. I do play with "random" toughness so its possible these zombies were just tough, but even if that were the case they shouldn't be able to walk after a 3 story fall.
     
    Zombies falling from one story should have a high chance of turning into crawlers too. Not sure if fall damage for player characters is missing as well, but a one story fall seems to rarely damage the player character. 
     
    Please fix fall damage devs! 
  16. Like
    muscamole got a reaction from Snicker in Fall damage for zombies   
    I was playing a custom map which featured tall apartment buildings and noticed that zombies don't take noticeable fall damage, even from 3+ stories. They kinda get into this crouch/impact bracing animation but are totally fine afterwards. A 3 story fall should nearly always turn zombies into crawlers or kill them outright. Very disappointing from a realism/atmosphere standpoint. I do play with "random" toughness so its possible these zombies were just tough, but even if that were the case they shouldn't be able to walk after a 3 story fall.
     
    Zombies falling from one story should have a high chance of turning into crawlers too. Not sure if fall damage for player characters is missing as well, but a one story fall seems to rarely damage the player character. 
     
    Please fix fall damage devs! 
  17. Like
    muscamole got a reaction from Geras in Fall damage for zombies   
    I was playing a custom map which featured tall apartment buildings and noticed that zombies don't take noticeable fall damage, even from 3+ stories. They kinda get into this crouch/impact bracing animation but are totally fine afterwards. A 3 story fall should nearly always turn zombies into crawlers or kill them outright. Very disappointing from a realism/atmosphere standpoint. I do play with "random" toughness so its possible these zombies were just tough, but even if that were the case they shouldn't be able to walk after a 3 story fall.
     
    Zombies falling from one story should have a high chance of turning into crawlers too. Not sure if fall damage for player characters is missing as well, but a one story fall seems to rarely damage the player character. 
     
    Please fix fall damage devs! 
  18. Like
    muscamole got a reaction from grammarsalad in Fall damage for zombies   
    I was playing a custom map which featured tall apartment buildings and noticed that zombies don't take noticeable fall damage, even from 3+ stories. They kinda get into this crouch/impact bracing animation but are totally fine afterwards. A 3 story fall should nearly always turn zombies into crawlers or kill them outright. Very disappointing from a realism/atmosphere standpoint. I do play with "random" toughness so its possible these zombies were just tough, but even if that were the case they shouldn't be able to walk after a 3 story fall.
     
    Zombies falling from one story should have a high chance of turning into crawlers too. Not sure if fall damage for player characters is missing as well, but a one story fall seems to rarely damage the player character. 
     
    Please fix fall damage devs! 
  19. Like
    muscamole reacted to Dantman40 in Looking out window   
    It should be possible to stick ones head out a window for a look down. IRL you would not rappel out a window blindly into a mass of zeds below
  20. Like
    muscamole reacted to ohgodspidersno in Item mass rebalancing?   
    A pair of socks weighs 1 kg, and they still take up 0.3 kg of bulk once they're on your feet? A bullet weighs almost as much as a box of 24 bullets? A notebook with 10 pages weighs five times as much as a journal with 20 pages?
     
    There's just a lot of super unbalanced or completely incorrect weights that are pretty annoying to deal with. I never wear t-shirts or socks because they cost a ton of weight, and imho that's just not a choice that the player should ever be compelled to make. RP shouldn't be the only reason I give my character comfy socks.
     
    I might just have to make this one myself, but it seems odd that no one else has made it.
     
     
  21. Like
    muscamole got a reaction from Geras in New Traits   
    How exactly would "can't drive" work though? Like you can never drive a car throughout the playthrough? I feel like that doesn't make sense. There are a lot of people that don't drive but the people that can't drive aren't really represented in the game. Like extremely elderly, intellectual disability, blind, major physical handicap. Those are people that can't drive.
     
    I feel like most people that don't drive would be able to pick it up if their lives depended on it, its really not that complicated. Even manual transmission, you'd probably at least figure out how to get the car moving eventually. Maybe if driving were a skill that you could level up this trait would make more sense. "Can't drive" people would start out constantly stalling their cars, causing damage to the engine, moving very slowly, etc. But it should be a trait you can get rid of.
  22. Like
    muscamole got a reaction from grammarsalad in Autoswitch to weapon when smashing windows if one is on belt   
    Basically exactly as the title suggests. If you have a weapon on your belt capable of smashing a window without causing injury you should switch to it automatically if you're smashing a window. This would prevent a lot of dumb immersion breaking hand injuries. Lots of actions, such as filling up a gas can, unequip your primary weapon, it can be easy to forget that you didn't reequip it. And then you don't realize it until you've punched the window and start bleeding. You would never do this in real life except maybe under extreme panic because you would always be aware of what you have in your hands. If you had a hammer hanging right there on your hip you wouldn't just punch a window.
  23. Like
    muscamole got a reaction from Bourbon in Autoswitch to weapon when smashing windows if one is on belt   
    Basically exactly as the title suggests. If you have a weapon on your belt capable of smashing a window without causing injury you should switch to it automatically if you're smashing a window. This would prevent a lot of dumb immersion breaking hand injuries. Lots of actions, such as filling up a gas can, unequip your primary weapon, it can be easy to forget that you didn't reequip it. And then you don't realize it until you've punched the window and start bleeding. You would never do this in real life except maybe under extreme panic because you would always be aware of what you have in your hands. If you had a hammer hanging right there on your hip you wouldn't just punch a window.
  24. Like
    muscamole reacted to TehaGP in Jump Through The Window Breaking Her   
    I was ambushed in a room and the window was closed. After I died, I thought, "It would be so good to be able to run against the window and jump, breaking the glass so I could escape."
    It would hurt you for sure, leaving shards of glass scattered all over your body (maybe just your arms since the window-jumping animation I imagine would be jumping with your arms in front of you) but it would be a lot better than dying for the zombies in the bedroom.
  25. Like
    muscamole reacted to Okamikurainya in Occupational Items on Spawn   
    Released a new version for B41.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1908499360
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