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muscamole

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  1. Like
    muscamole got a reaction from Okamikurainya in Dormir en cualquier parte   
    For non-Spanish speakers basically the suggestion is to be able to sleep anywhere, not just chairs or beds, which of course would have its disadvantages. I agree, you should be able to just sleep on the ground with penalties to things like comfort and happiness.
  2. Like
    muscamole reacted to ohgodspidersno in Please add a dedicated "shove" button and a dedicated "stomp" button   
    I've had moments where both zombies are getting up, but one is at the point in the animation where you can stomp and the other is at the point where you can shove. In that situation it is better to stomp because you will keep him down and possibly kill him, and you will still have plenty of time until the other zed is ready to attack.
  3. Like
    muscamole reacted to Ziggylata in Please add a dedicated "shove" button and a dedicated "stomp" button   
    Thats absolutely not true. Infact, the lack of consistancy in your characters actions are what gets you killed in that scenario, as you need to be ready for both options even though you want one.
  4. 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.
  5. Like
    muscamole reacted to ohgodspidersno in Please add a dedicated "shove" button and a dedicated "stomp" button   
    If you are a fighting  two zombies at the same time, and they are both next to you but one is on the ground and one is on its feet, then pushing spacebar may make your guy shove or it may make him stomp. Often times it makes the wrong choice, which will either kill you immediately (if it stomps instead of shoves thus allowing the standing one to eat you) or set you up to die a few seconds later (if you shoved instead of stomped thus keeping an extra zed alive so that you will get overwhelmed a few moments later).
     
    If there were a way for me to choose whether I stomp or shove this wouldn't happen, and if I died anyway it would be my own fault.
     
    I'm not even asking for the current spacebar to change, since it generally does a good job; I just want dedicated buttons to exist as an option.
  6. Spiffo
    muscamole reacted to turkler in Some proper ambience sounds   
    Well, I'm gonna cut to the point.
     
    The current world of Project Zomboid is very, very silent. Yes, there are some random events that do make some noise, but other than that, it's completely quiet.
    And that's why rain is arguably one of the best types of weather since there's so much audio and sounds and effects and everything in it. It really adds to make zomboid feel real.
     
    Now, I'm suggesting some more sounds that always play, and some that would play depending on several things.
     
     
    Something like this would be hearable on daytime. Sounds of things like the wind. It would be the background sound of daytime.
     
    At night tho, things would change.
     
     
    There would be crickets and stuff to fill in the atmosphere.
     
    And that's it really, not a major suggestion, but a small QoL improvement.
  7. Like
    muscamole reacted to Okamikurainya in Buff the Farmer Profession for the Love of God   
    I think a buff should come in the form of an update to farming in general, with seasonal crops being a major part of it.
    Farmers, unlike other occupations, would be able to tell exactly when to plant their crops, as it would be displayed in the seed's info, anyone else would have to figure it out through trial and error as their crops either grow and flourish or wither away fast.
    They'd also have a greater effect on the crops everytime they water them and treat them for illnesses and such.
  8. Like
    muscamole reacted to buwaro in Desensitized Trait Suggestion   
    Well you technically do have it after about 6 months or so. You gaining less panic over time almost equivalent to the trait, I am going to to (shamelessly) plug my suggestion on the topic: https://theindiestone.com/forums/index.php?/topic/26171-make-the-the-courage-mechanic-into-an-actual-skillattribute/
    which would make both the mechanic more visible.
  9. Like
    muscamole reacted to Josko in Injured Trait   
    I saw that there is an unfinished injured trait that would give -4 points, I think it would be a nice addition to the game, it would be extra nasty with slow healer trait too!

    Maybe you start with a broken bone and those healing from that really takes time ^^

    If it's a broken bone it should give alot more points, like -10 IMO.
  10. Like
    muscamole got a reaction from Loskene in Corpse piles   
    tl;dr Corpses should become corpse piles that have actual physical presence and depth
     
    Corpses become a major part of the environment, but they feel like an afterthought in the game. Don't get me wrong, there are a lot of good things about the corpse system that you don't see in a lot of games. Corpses don't just disappear. You get sick if you're around them, they act like speed bumps on the road, you hear flies buzzing around them. But even when you are surrounded by corpses, it never really feels like you're surrounded by corpses. A pile of 100 zombies is essentially the same as one zombie.
     
    The problem is that corpses don't actually take up any space, at least in the Z plane. I understand that it is probably very computationally expensive to give each corpse its own depth, but this isn't necessary to implement depth to corpses. One way this could be implemented is if corpses that are clustered within the same tile automatically enter a new container type, the "corpse pile" when there are enough corpses. As more zombies die within the vicinity of the corpse pile, the corpse pile has the potential to grow into a larger corpse pile, which has a greater height and extent than the previous level. You would be able to walk over these corpse piles similar to stairs, with significant movement penalty that ramps up as the height of the pile increases. 
     
    This type of system would add so much to the atmosphere of the game because corpses would physically change the landscape as time goes on rather than simply being there and being a nuisance. A pile of 100 zombies would be an imposing sight that blocks your movement and your vision. Smaller corpse piles could be used for the player's strategic advantage. Players could lead zombies into small corpse piles, which they would potentially stumble over. But the movement penalty could get you killed, and also killing too many zombies in the same place could create impassable barriers as the pile's height grows.
     
    It would also eliminate some of the tedious aspects that people often complain about when it comes to corpses. Instead of clicking each body and clicking "add fuel" and burning them, you could just burn the corpse pile provided you have enough fuel. You could also just destroy segments of the pile with regular attacks, at the cost of unhappiness and sickness chance. 
     
    It could also eliminate some of the cheesier game strategies and set up some amazing unscripted gameplay moments. Window camping is a highly effective method against zombies in the current build. It absolutely should be highly effective because that would actually be a great strategy for fighting zombies IRL, but it shouldn't be unlimited. Eventually you'll either block the window or have to move. That could be good for you if that was the only side they were coming from, but what if you needed that escape route more?
     
    This could also affect the safety of high fences without giving zombies the ability to destroy them directly. Zombie piles would have to be actively cleared in order to keep yourself safe because if the pile gets too high, the zombies can simply stumble over the fence and land in your backyard.
     
    I would also love to see this combined with the ability for zombies to damage other zombies when they are downed. Imagine getting surrounded by a massive horde in your normally safe gated Rosewood home. You jump the fence, thinking you have made it. But you turn around and see that outside the fences the horde still sees you, and is in desperate pursuit. As the horde pushes against the fences, some of the zombies stumble, and they are trampled by the rest of the horde. Slowly you watch the piles of the dead grow, and you gaze in horror as the zombies reach closer and closer to the top of the fence. You realize that no place was truly safe after all. This will be how you died.
     
    I don't know, maybe its just me but I think changing corpses to have some kind of physical presence should be one of the top priorities for future builds. What do you think? Is this something that is planned? Is this something that has already been scrapped?
  11. Like
    muscamole reacted to Blake81 in Corpse piles   
    Hm, as far as I am aware, there IS something like this already in game, albeit on a small scale.
     
    Try piling up as many zeds as you can on a pile at least the size of a car and then try walking over it; you'll see your char struggling a lil' bit, as if in a forest. Then try driving a car at fast speed over it, touching it only with the wheels of one side and you'll see the car flip.
     
    I do agree, however, that they could use a bit more of a Z plane; piles are still too flat, and corpses sometimes feel like cardboard cutouts.
  12. Like
    muscamole got a reaction from JonneKebab.com in Corpse piles   
    tl;dr Corpses should become corpse piles that have actual physical presence and depth
     
    Corpses become a major part of the environment, but they feel like an afterthought in the game. Don't get me wrong, there are a lot of good things about the corpse system that you don't see in a lot of games. Corpses don't just disappear. You get sick if you're around them, they act like speed bumps on the road, you hear flies buzzing around them. But even when you are surrounded by corpses, it never really feels like you're surrounded by corpses. A pile of 100 zombies is essentially the same as one zombie.
     
    The problem is that corpses don't actually take up any space, at least in the Z plane. I understand that it is probably very computationally expensive to give each corpse its own depth, but this isn't necessary to implement depth to corpses. One way this could be implemented is if corpses that are clustered within the same tile automatically enter a new container type, the "corpse pile" when there are enough corpses. As more zombies die within the vicinity of the corpse pile, the corpse pile has the potential to grow into a larger corpse pile, which has a greater height and extent than the previous level. You would be able to walk over these corpse piles similar to stairs, with significant movement penalty that ramps up as the height of the pile increases. 
     
    This type of system would add so much to the atmosphere of the game because corpses would physically change the landscape as time goes on rather than simply being there and being a nuisance. A pile of 100 zombies would be an imposing sight that blocks your movement and your vision. Smaller corpse piles could be used for the player's strategic advantage. Players could lead zombies into small corpse piles, which they would potentially stumble over. But the movement penalty could get you killed, and also killing too many zombies in the same place could create impassable barriers as the pile's height grows.
     
    It would also eliminate some of the tedious aspects that people often complain about when it comes to corpses. Instead of clicking each body and clicking "add fuel" and burning them, you could just burn the corpse pile provided you have enough fuel. You could also just destroy segments of the pile with regular attacks, at the cost of unhappiness and sickness chance. 
     
    It could also eliminate some of the cheesier game strategies and set up some amazing unscripted gameplay moments. Window camping is a highly effective method against zombies in the current build. It absolutely should be highly effective because that would actually be a great strategy for fighting zombies IRL, but it shouldn't be unlimited. Eventually you'll either block the window or have to move. That could be good for you if that was the only side they were coming from, but what if you needed that escape route more?
     
    This could also affect the safety of high fences without giving zombies the ability to destroy them directly. Zombie piles would have to be actively cleared in order to keep yourself safe because if the pile gets too high, the zombies can simply stumble over the fence and land in your backyard.
     
    I would also love to see this combined with the ability for zombies to damage other zombies when they are downed. Imagine getting surrounded by a massive horde in your normally safe gated Rosewood home. You jump the fence, thinking you have made it. But you turn around and see that outside the fences the horde still sees you, and is in desperate pursuit. As the horde pushes against the fences, some of the zombies stumble, and they are trampled by the rest of the horde. Slowly you watch the piles of the dead grow, and you gaze in horror as the zombies reach closer and closer to the top of the fence. You realize that no place was truly safe after all. This will be how you died.
     
    I don't know, maybe its just me but I think changing corpses to have some kind of physical presence should be one of the top priorities for future builds. What do you think? Is this something that is planned? Is this something that has already been scrapped?
  13. Like
    muscamole got a reaction from Geras in Corpse piles   
    tl;dr Corpses should become corpse piles that have actual physical presence and depth
     
    Corpses become a major part of the environment, but they feel like an afterthought in the game. Don't get me wrong, there are a lot of good things about the corpse system that you don't see in a lot of games. Corpses don't just disappear. You get sick if you're around them, they act like speed bumps on the road, you hear flies buzzing around them. But even when you are surrounded by corpses, it never really feels like you're surrounded by corpses. A pile of 100 zombies is essentially the same as one zombie.
     
    The problem is that corpses don't actually take up any space, at least in the Z plane. I understand that it is probably very computationally expensive to give each corpse its own depth, but this isn't necessary to implement depth to corpses. One way this could be implemented is if corpses that are clustered within the same tile automatically enter a new container type, the "corpse pile" when there are enough corpses. As more zombies die within the vicinity of the corpse pile, the corpse pile has the potential to grow into a larger corpse pile, which has a greater height and extent than the previous level. You would be able to walk over these corpse piles similar to stairs, with significant movement penalty that ramps up as the height of the pile increases. 
     
    This type of system would add so much to the atmosphere of the game because corpses would physically change the landscape as time goes on rather than simply being there and being a nuisance. A pile of 100 zombies would be an imposing sight that blocks your movement and your vision. Smaller corpse piles could be used for the player's strategic advantage. Players could lead zombies into small corpse piles, which they would potentially stumble over. But the movement penalty could get you killed, and also killing too many zombies in the same place could create impassable barriers as the pile's height grows.
     
    It would also eliminate some of the tedious aspects that people often complain about when it comes to corpses. Instead of clicking each body and clicking "add fuel" and burning them, you could just burn the corpse pile provided you have enough fuel. You could also just destroy segments of the pile with regular attacks, at the cost of unhappiness and sickness chance. 
     
    It could also eliminate some of the cheesier game strategies and set up some amazing unscripted gameplay moments. Window camping is a highly effective method against zombies in the current build. It absolutely should be highly effective because that would actually be a great strategy for fighting zombies IRL, but it shouldn't be unlimited. Eventually you'll either block the window or have to move. That could be good for you if that was the only side they were coming from, but what if you needed that escape route more?
     
    This could also affect the safety of high fences without giving zombies the ability to destroy them directly. Zombie piles would have to be actively cleared in order to keep yourself safe because if the pile gets too high, the zombies can simply stumble over the fence and land in your backyard.
     
    I would also love to see this combined with the ability for zombies to damage other zombies when they are downed. Imagine getting surrounded by a massive horde in your normally safe gated Rosewood home. You jump the fence, thinking you have made it. But you turn around and see that outside the fences the horde still sees you, and is in desperate pursuit. As the horde pushes against the fences, some of the zombies stumble, and they are trampled by the rest of the horde. Slowly you watch the piles of the dead grow, and you gaze in horror as the zombies reach closer and closer to the top of the fence. You realize that no place was truly safe after all. This will be how you died.
     
    I don't know, maybe its just me but I think changing corpses to have some kind of physical presence should be one of the top priorities for future builds. What do you think? Is this something that is planned? Is this something that has already been scrapped?
  14. Like
    muscamole got a reaction from Blake81 in Corpse piles   
    tl;dr Corpses should become corpse piles that have actual physical presence and depth
     
    Corpses become a major part of the environment, but they feel like an afterthought in the game. Don't get me wrong, there are a lot of good things about the corpse system that you don't see in a lot of games. Corpses don't just disappear. You get sick if you're around them, they act like speed bumps on the road, you hear flies buzzing around them. But even when you are surrounded by corpses, it never really feels like you're surrounded by corpses. A pile of 100 zombies is essentially the same as one zombie.
     
    The problem is that corpses don't actually take up any space, at least in the Z plane. I understand that it is probably very computationally expensive to give each corpse its own depth, but this isn't necessary to implement depth to corpses. One way this could be implemented is if corpses that are clustered within the same tile automatically enter a new container type, the "corpse pile" when there are enough corpses. As more zombies die within the vicinity of the corpse pile, the corpse pile has the potential to grow into a larger corpse pile, which has a greater height and extent than the previous level. You would be able to walk over these corpse piles similar to stairs, with significant movement penalty that ramps up as the height of the pile increases. 
     
    This type of system would add so much to the atmosphere of the game because corpses would physically change the landscape as time goes on rather than simply being there and being a nuisance. A pile of 100 zombies would be an imposing sight that blocks your movement and your vision. Smaller corpse piles could be used for the player's strategic advantage. Players could lead zombies into small corpse piles, which they would potentially stumble over. But the movement penalty could get you killed, and also killing too many zombies in the same place could create impassable barriers as the pile's height grows.
     
    It would also eliminate some of the tedious aspects that people often complain about when it comes to corpses. Instead of clicking each body and clicking "add fuel" and burning them, you could just burn the corpse pile provided you have enough fuel. You could also just destroy segments of the pile with regular attacks, at the cost of unhappiness and sickness chance. 
     
    It could also eliminate some of the cheesier game strategies and set up some amazing unscripted gameplay moments. Window camping is a highly effective method against zombies in the current build. It absolutely should be highly effective because that would actually be a great strategy for fighting zombies IRL, but it shouldn't be unlimited. Eventually you'll either block the window or have to move. That could be good for you if that was the only side they were coming from, but what if you needed that escape route more?
     
    This could also affect the safety of high fences without giving zombies the ability to destroy them directly. Zombie piles would have to be actively cleared in order to keep yourself safe because if the pile gets too high, the zombies can simply stumble over the fence and land in your backyard.
     
    I would also love to see this combined with the ability for zombies to damage other zombies when they are downed. Imagine getting surrounded by a massive horde in your normally safe gated Rosewood home. You jump the fence, thinking you have made it. But you turn around and see that outside the fences the horde still sees you, and is in desperate pursuit. As the horde pushes against the fences, some of the zombies stumble, and they are trampled by the rest of the horde. Slowly you watch the piles of the dead grow, and you gaze in horror as the zombies reach closer and closer to the top of the fence. You realize that no place was truly safe after all. This will be how you died.
     
    I don't know, maybe its just me but I think changing corpses to have some kind of physical presence should be one of the top priorities for future builds. What do you think? Is this something that is planned? Is this something that has already been scrapped?
  15. Like
    muscamole got a reaction from TehaGP in Corpse piles   
    tl;dr Corpses should become corpse piles that have actual physical presence and depth
     
    Corpses become a major part of the environment, but they feel like an afterthought in the game. Don't get me wrong, there are a lot of good things about the corpse system that you don't see in a lot of games. Corpses don't just disappear. You get sick if you're around them, they act like speed bumps on the road, you hear flies buzzing around them. But even when you are surrounded by corpses, it never really feels like you're surrounded by corpses. A pile of 100 zombies is essentially the same as one zombie.
     
    The problem is that corpses don't actually take up any space, at least in the Z plane. I understand that it is probably very computationally expensive to give each corpse its own depth, but this isn't necessary to implement depth to corpses. One way this could be implemented is if corpses that are clustered within the same tile automatically enter a new container type, the "corpse pile" when there are enough corpses. As more zombies die within the vicinity of the corpse pile, the corpse pile has the potential to grow into a larger corpse pile, which has a greater height and extent than the previous level. You would be able to walk over these corpse piles similar to stairs, with significant movement penalty that ramps up as the height of the pile increases. 
     
    This type of system would add so much to the atmosphere of the game because corpses would physically change the landscape as time goes on rather than simply being there and being a nuisance. A pile of 100 zombies would be an imposing sight that blocks your movement and your vision. Smaller corpse piles could be used for the player's strategic advantage. Players could lead zombies into small corpse piles, which they would potentially stumble over. But the movement penalty could get you killed, and also killing too many zombies in the same place could create impassable barriers as the pile's height grows.
     
    It would also eliminate some of the tedious aspects that people often complain about when it comes to corpses. Instead of clicking each body and clicking "add fuel" and burning them, you could just burn the corpse pile provided you have enough fuel. You could also just destroy segments of the pile with regular attacks, at the cost of unhappiness and sickness chance. 
     
    It could also eliminate some of the cheesier game strategies and set up some amazing unscripted gameplay moments. Window camping is a highly effective method against zombies in the current build. It absolutely should be highly effective because that would actually be a great strategy for fighting zombies IRL, but it shouldn't be unlimited. Eventually you'll either block the window or have to move. That could be good for you if that was the only side they were coming from, but what if you needed that escape route more?
     
    This could also affect the safety of high fences without giving zombies the ability to destroy them directly. Zombie piles would have to be actively cleared in order to keep yourself safe because if the pile gets too high, the zombies can simply stumble over the fence and land in your backyard.
     
    I would also love to see this combined with the ability for zombies to damage other zombies when they are downed. Imagine getting surrounded by a massive horde in your normally safe gated Rosewood home. You jump the fence, thinking you have made it. But you turn around and see that outside the fences the horde still sees you, and is in desperate pursuit. As the horde pushes against the fences, some of the zombies stumble, and they are trampled by the rest of the horde. Slowly you watch the piles of the dead grow, and you gaze in horror as the zombies reach closer and closer to the top of the fence. You realize that no place was truly safe after all. This will be how you died.
     
    I don't know, maybe its just me but I think changing corpses to have some kind of physical presence should be one of the top priorities for future builds. What do you think? Is this something that is planned? Is this something that has already been scrapped?
  16. Like
    muscamole reacted to ZombieHunter in Procedural Branching Event Stories   
    These are Special "Events" that has a chance of spawning that add an "ambiance" to the world.
     
    Essentially small little "mini stories" that have a chance to randomly spawn ( may or may not spawn in the current world ) 
    That let's you relate to "survivors" by having a skyrim-esque books \ letters \ notepads laying around .to read and find out about what happened. 
    They may even tell of hidden loot stashes that spawn and their location.
     
     
    For example the event, "Fisherman"
     
    A dead female body spawns randomly in one of the houses with a notebook. in her Inventory.
     
    A second male body can spawn randomly with fishing gear 
    Can either be next to the body, next to the lake, or somewhere between.
    In his inventory contains an ID card that says George
     
    Example of Text 
     
    First Entry
    "I don't know how long it has been since George and I were chased out of the house by those things, I no longer keep track of the days, to me it feels like an endless nightmare. I keep wishing it is just a bad dream and keep pinching my self to wake up my arm covered in red welts from fingertip to shoulder as if an army of red ants decided to climb across my arm. While George and I were scavenging I found this book in a little girl's bed room, the flowers the, bed, her little clothes, oh the horrors that little one has to suffer through. I hope and pray she is a better place now and not have to face life through this hell on Earth. Look at me, praying for some one elses death. I have never would have imagined a day when death would be better option than life. As my sanity wanes I decided to write once again, and hope one day someone, may look upon my words and be thankful that it has come to an end. That some one will remind others never to repeat the mistakes of the past to cause what ever did this. That some one will still be alive to read this when me and my George are gone.
     
    Second Entry.
    "It has been a while since I last wrote, we have to be careful anytime we move from house to house. Those.... those... things are everywhere, behind every shadow, around every corner, behind every door. I don't know how much longer I can do this. George though, god bless him, he tries to put on a brave face for me, giving me that somber smile telling me everything will be OK."
     
    3rd Entry:
    "It has been 1 day since George left. He found a tackle and pole in the last house we were at. The smile on his face when he found it, it was as if all the worries in the world just disappeared for him. He signed to me and pointed at the map where he was headed. A lake east of Malborough, he and his buddies used to go fishing there before the outbreak started. He refused to let me go, he said it wouldn't be safe. To be honest I don't even know if my legs could muster the courage to reach that far. I pray he will be OK, I have nothing left.
     
    4th Entry
    It has been almost 3 days since he Left. I ... ( pages too destroyed by water damage to make out the text )
     
    8th Entry 
    If you are reading this George, I am sorry. I am so sorry. I couldn't take the screams anymore. Night after night they claw on the doors, the howling the screaming, the howling and screaming. This madness will it never end? Why did you have to go? I am so sorry for what I am about to do, but i hope you were able to find peace. Know that my last thoughts were of you and only you. I am sorry, I truly am sorry.
     
     
     
  17. Like
    muscamole reacted to ilikecaterpillars in Equipped Clothes in Inventory   
    It's probably already been suggested, but is it possible to have equipped clothes showing up in an expanded menu? Either that or as it's own 'bag slot'?
     
    I personally find that it's quite hard to navigate my inventory when I'm wearing every single bit of clothing I can find. I understand not everyone is as clumsy with inventory management as me, but I feel it would help massively. xXx
  18. Like
    muscamole reacted to Milkdromeda in Place a candle in a can as a source of light   
    Would love to just be able to place a bunch of candles in general without adding anything all over the place for a real apocalyptic aesthetic. Being able to visually see them be held would be cool too. This is a good idea as well though, so it gets support from me.
  19. Like
    muscamole reacted to Thelonestander in IWBUMS 41.18 released!   
    Come on man they are letting us play the beta get over it. At least we can play the new content now. 
  20. 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?
  21. Like
    muscamole reacted to EnigmaGrey in Alternate Power Systems   
    So, you're just going to ignore everything I wrote and focus on your opinion on where resources should be spent?  I never held the position that solar panels were costly in terms of resources to implement. They don't find the game's setting - the functionality they provide doesn't matter if they're out of place. Most of your ideas don't fit the game's setting or the developer's goals for the game, and that's why they get rejected. It's not because they're a luxury in terms of resources or because we don't feel they have functionality over form (whatever that means in this context).
     
    I don't care about your thoughts on resource allocation, dude - it's not your business where we spend out time on developing our game and it's not welcome. I don't care if you personally can't see the value something adds and am not going to waste my time arguing with you over your lack of vision -- it's not actually about what you personally want in the game, anyway.  Though we value people's opinions, we also have to curate them (literal tens of thousands of them) and select the ones that fit from the ones that don't. So, take the "no" and drop it re:

    * Dumbing down zombies
    * Methane capture technology
    * Solar panels (excepting what amount to low-wattage childrens toys, RVs, or possibly off of sign lighting, but these were all pretty shit options; excepting solar-heating of water, a different technology that people often confuse with solar panels)
    * Biodiesel

    Things that do fit are
    * small wind turbines (common enough in rural areas for water pumping or to get some electricity)
    * small water turbines (see above)
    * Alcohol distillation
    * Multi-fuel engines (kerosene, alcohol, gasoline -> assuming PZ ever has more than one fuel)
    * Wood gas production and compression
    * Potato batteries (because lol, why not)
     
    Rest of you guys can post your suggestions elsewhere, but consider re: drawing penises. Someone has decide if they want you to be able to spam penises in the game, then someone has to do the art for desired penises, then someone else has to write the your penis-centric code. It's not like there aren't penis-sprites in-game to take a feature away from you or to punish you, it's because adding that level of penis-centric customization takes work and is a personal choice as to whether we'd even want it in the game (personally, I don't care either way, but opinions will differ among team members).
  22. Like
    muscamole reacted to Lord_of_Cats in Door Bars   
    I swear I thought I saw another thread about this here, but I couldn't find it... I'm currently using the isolated house in Muldraugh as my safe-house, and I just finished barricading up the windows, but I can't barricade my door at all because it is my only way in and out. Unfortunately that makes it a weak-point. I think we should be able to make Door Bars with either Carpentry or Metalworking  so we can fortify our doors but still use them. Building it should require more skill and material than just nailing some planks to the frame of a door ( Say, at least level 2 Carpentry/Metalworking? ) and maybe not as effective as normal barricading four planks until the usual 2 levels or more above the base skill requirement.
    4000 × 3000  Metal Door Bar Example  
     
    466 × 350      Wooden Door Bar Example
  23. Like
    muscamole got a reaction from TheWraithPlayer in SOAP   
    Tallow takes ~7-8 hours, while soap takes 24-48 hours. Not that long at all. The devs plan to add hunting. It'd be a strong incentive to go hunting if you could collect animal fat as well as food. Lye is also a fairly common thing found in the real world, and could have multiple uses.
     
    I can understand why they'd rather just add more soap or rebalance soap use, but making soap is not some nonsensical fantasy. With that said, I think soap would be fine as is if they let you wash yourself at least partially with water.
  24. Like
    muscamole got a reaction from Neonwarrior in Wood axe animations   
    The new wood axe is great, the long and slow animations make it feel much more like an axe to me. However, you really need to be able to abort the animations somehow. Take the ground attack animation for example. Very powerful attack with a very long animation. Totally makes sense why it would take a long time to dig the axe out of the zombie you just stuck it in. But that long animation can get you killed if another zombie is nearby, in a way that isn't exactly realistic. In real life if your axe is stuck in something you can just let go of the handle and run, but in the game you're stuck digging out the axe if you've completed your swing. Also, if you've just initiated a swing and you haven't built up full momentum you would be able to stop yourself from carrying out the full swing, which is not possible in the game right now.
     
    The axe is the only thing that comes to mind right now as far as aborting animations but I'm sure it would make sense for other weapons and animations too.
  25. Like
    muscamole reacted to Billytheman02 in Build 41 IWBUMS - Hypochondriac bugs and others   
    1:  The Hypochondriac trait kills me every time I get wounded by a zombie.  I get nausea, anxiety, and stress and eventually a fever, but my health never recovers and the "fever" kills me.  I don't come back as a zombie, it says Deceased instead of zombified.  Also, I tested it in a custom game with reanimation time being instant so I'm 100% sure I wasn't infected.
     
    2:  When you have the Hypochondriac trait, being scratched from running through trees triggers the Hypochondriac symptoms (anxiety, stress, fever).  Also, because the Hypochondriac trait kills you, you die 100% of the time from a scratch caused by running through trees, even if the wound has already healed by the time the fever kills you.  However, it's not all wounds.  If you punch a window, for example, Hypochondriac won't trigger.  Not sure about scratches from tripping, in my experience they sometimes kill you and sometimes don't, but I could be mistaken on that.
     
    3:  Hitting the Randomize button on the character screen gets rid of your occupation.  You have to go back to the skill screen and change to a different occupation and back for it to update.
     
    4:  Sometimes, the sound breaks when it rains.
     
    5:  Clothing doesn't keep you warm.  Died of hypothermia wearing 5 layers during May, had to switch to June.
     
    6:  When you remove a magazine from a pistol (with the right click option), it racks the gun before removing it.  So with a pistol having 5+1 bullets, removing the magazine will cause you to have one bullet in the chamber, a magazine with 4 bullets, and one bullet in your inventory.  Removing the magazine by pressing R does not do this.
     
    7:  Sometimes when hitting a zombie vaulting over a window/fence, the animation bugs out and makes them stand up.
     
    8:  Switching off from a gun has the red/green firearm zombie outline stay on them for a second or two afterward.
     
    9:  Standing zombies can push sitting zombies.
     
    10:  If you have a loaded gun in your hand and wait using the fourth speed option (the clock one), aim, and hold left click, your character will shoot infinite shots without using ammo and your character will bug out.  The shots aren't real, I think, it just looks like you're shooting.  However, shooting at the third speed option uses bullets normally.
     
     
     
    Besides the bugs though, Build 41 is some of the most fun I've had playing a game in a long time.  Keep up the good work!
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