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NikkiKnack

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  1. I've been playing the most recent build, ended up getting killed by this bug. Turns out you cannot drop things while moving, and if you are over encumbered, 2 zombies will end up killing you if you walk around a corner. Makes certain situations impossible to come back from, even with decently leveled characters. I encountered some other bugs, if I remember them I will update the post.
  2. So first of, I love the new belt feature. It was much needed. While digging through your inventory while beset by zombies was stressful and scary, often it wasn't really immersive or engaging, and more often frustrating. This is something, however, that I feel could be expanded upon to deliver some higher overall quality of life for players without greatly affecting the code base or decreasing the difficulty. The strongest example of this is cigarettes. Currently you have to dig through your inventory to smoke a cigarette, though any smoker keeps a pack on hand. Adding a non-essential pocket button, and binding it to a key, let's say 6, would give your character the ability to smoke when they start feeling antsy if you put a pack in that pocket. I think 2-3 of these slots would be reasonable, and binding specific items to these slots could help with various quality of life actions that aren't actually that difficult for a Player Character to do, but are frustrating for a Player themselves to access through the menu system. Below I will list some possible items and their benefits in pocket slots. Cigarettes: Easily smoked to help manage anxiety, useful for RP Wrist Watch: Silence an alarm at the press of a button, since it is only on your wrist anyway Walkman: While it currently does nothing, putting it in a pocket with headphones will give you access to a music happiness buff at expense of your characters hearing Flask: While liquor bottles themselves are too large to fit in pockets, if a flask is added then characters will have access to a way to drink out on the field, while providing ample opportunity for RP Notebooks/Maps: A player that likes to use these features, for RP or otherwise, will be able to make more use of them with the feature being available at the click of a button Snacks: You aren't going to fit a whole ham in the pocket, but perhaps you could prepare a ham sandwich for lunch while you are out scavenging. This would encourage using the cooking skill to it's fullest rather than being ignored by many players Tissues/Handkerchief: Have a cold? Pull a tissue from your pocket to stifle some sneezes Sand: POCKET SAND!!!! (jkjk) These are all the ideas I personally have on the matter, thought up while writing this. This originally started simply as a smoker button idea, but evolved while explaining it. Please, if anyone else has ideas, please post them. I would like to see this feature implemented.
  3. A large bug with some smaller quality of life ones Large Bug: Sneaking (possibly with a spear, I was unable to test) next to the entrance to the small bakery on the second floor to the left of the Auditorium causes the screen to go entirely black. The game does not shut down, and walking through the area normally does not cause this graphical glitch. The game does not seem to change while the screen is black, you can still walk around and zombies in the area are still prohibited by doors. Small Bug: When drinking pop, the player opens the can every time they go for a drink, and the can movement is slightly out of sync (delayed) from the arm movement, causing it to float behind the hand.
  4. I will post the new bug and the bug I forgot here Forgotten Bug: Ice Cream results in massive increase in boredom and sadness when it is frozen (marked on hover template) New Bug: When I opened the game, the Continue button was available despite just dying, and I clicked on it. It brought me to a random character appearance customization screen, and when I backed out twice to the main menu it gave me the splash screen but no menu
  5. I finally survived a bit this time, but got killed by what is essentially a bug. It's impossible to see up multiple flights of stairs, which is an issue in the movie cinema screen. There were zombies on the stairs and I could not see them despite them being 20 ft ahead of me. Cannot see up multiple series of stairs, even if line of sight should be possible The pyramid shaped windows on top of the building next to the pier can be walked through, resulting in falling damage Zombies walk into and through the barbed wire fence to the north of the starting position The Lucky trait seems to do nothing at all. I was struggling to find even basic items. Events make even less sense on an island, there were times were I heard gun shots at sea The king sized beds being used in the starting location houses that are split in half are impossible to dismantle. Other than these things, it was a very cool map. The extra tall buildings were exciting and the new architecture was interesting.
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