Jump to content

TelegaOvoshey

Member
  • Posts

    9
  • Joined

  • Last visited

Reputation Activity

  1. Like
    TelegaOvoshey reacted to Raul_ in immersive start for the "second" survivor created, after a while   
    I got this idea from my personal experience with the game.
    See, when I'm playing with my first created survivor, and he dies, I forgive that initial immersion in the world, because the second survivor is still inside his home, even though the apocalypse in his city has started more than 1 month ago! This is not immersive, nor does it make sense. After all, this game is a simulation of an apocalypse.
     
    The second survivor must, as the name he describes suggests, be surviving! Whoever reads this agrees with me? Because of this surreal reason, I came here to propose that you, developers, or modders, create a Zed Story for the second survivor (and later), which suggests that he lives in a city that is really going through an apocalypse, this way, maintaining the immersion of the city and the game.

    I got tired of deleting my game because I was not immersed in the second created survivor. I want him to have a story, like having just had a car accident, and having a cut on his leg, making you rip his shirt to stop the blood. Or you're camping out near the city, hungry for your food to run out.

    This type of story makes you immersed that he spent 1 month surviving and suffocating as his first character, however, he does not do as well as his first survivor, and you need to continue seeing a dramatic and immersive story of a survivor , controlled by you. That's all I'm asking for. Enough is inside the house as if none of the dead were walking in your garden or eating your neighbors for more than 1 month!
     
    I also suggest that Lore's story about the second survivor be told according to his chosen profession.
    Some got suggested:
     
    If he is a policeman, for example, a story that would fit with him could be an accident in his vehicle, he just got close to the chosen city of spawning, in a neighborhood, he is bleeding slightly due to a scratch caused in the accident , or cut, and it is necessary to tear your shirt to stop the bleeding.
     
    If he is a lumberjack or forest ranger, he may be surviving in the woods, at a camp, near the road to a store or gas station in the chosen city. The food he collected and that helped him survive until then is over and he is a little hungry.
     
    Other stories that suggest how the second survivor is surviving the apocalypse when you start to control it:
     
    Inside a house with sheets on the windows and doors.
     
    Inside the gas station store.
     
    Inside a supermarket with an empty backpack.
     
    Inside a car at the entrance to the city, but the fuel ran out.
     
    Near a campfire, with rice. This fire may have been built near a city lake. or not having any food, just the campfire warming the survivor, and he
    starts to sit next to him, warming up.
     
    Inside a hospital, with a bandage wound. (I know you have a mod with a similar start, it's a good idea to dive in yourself)
     
    And it can contain as many different immersive scenarios as you developers want to add.
     
    Thanks for reading.
    Sorry about my English.
     
  2. Like
    TelegaOvoshey reacted to EnvyDemon in Ability to open/close Jackets   
    I'm not sure why this has not been posted already, but and many other members of the community would like the ability to have the ability to open/close jackets, in a system much like the one that hoodies have to raise/lower the hood, as well as the ability to change hat orientation.
  3. Like
    TelegaOvoshey reacted to MINKFLOW in Suicide Meta Event Droprates   
    Not sure if this is intended or not, but dead civilians in their homes that have "committed suicide" frequently spawn with multiple guns and multiple boxes of ammo on them. Seems kind of overpowered and overall unrealistic. An example would be finding a civilian dead in their house with 2 shotguns and a rifle on them, along with 3 or 4 boxes of ammo. Not only overpowered, but it doesn't make sense either.
  4. Like
    TelegaOvoshey reacted to EnigmaGrey in IWBUMS 41.35 RELEASED   
    We'll only release MP after one of these threads goes 3 days without a similar post.
  5. Like
    TelegaOvoshey reacted to Faalagorn in A couple issues with forums   
    Today's something different, a little issues I found in forums .
     
    First of all, I like the new forum style! However, there's at least one issue, the text on threads previews are white instead of black on default theme. See for example this:
     
    This is the most obvious issue so far, since it prevents reading text comfortably, but I'll list two the issues  I noted while at it:
    I guess the upper text should say "BUG REPORTS" instead "BUG TRACKER"" , since regular forum posts are used for bugs now and that's how the subforum is called. And finally, you can change links to https:// in PZ Suggestion forum and remove the extra lines, as I think it made the section unnecessarily long .
  6. Like
    TelegaOvoshey reacted to Eddy63 in Overly dramatic music all the time   
    V 41.34
    I remember the music used to be situational some years ago. Nowadays it seems to play like a playlist.
    When starting the game the music is calm. When encountering zombies the music gets dramatic, BUT it never stops with the dramatic music.
    Its really getting annoying sitting at home reading a book in your bedroom in a secure base, with no zombie around for 3 screens and the music is hammering you as if a massive horde is approaching, but its not.
    If i stop the game there and reload the music is calm again, which leads to the assumption the dramatic music triggers, but never ends. Maybe the game still simulates some zombies far away and takes this as reason for the dramatic music.
    -tiered zombie updates is off
    -music selection is set to early access.
  7. Pie
    TelegaOvoshey got a reaction from Pandorea in Deadly shooting bug and some minors   
    The main bug seems to work with any kind of firearm. If you push a zombie with space action and then pull the trigger while another zombie is close enough to your weapon to visually touch it, the animation will freeze. Here's the video.
     
    Another bug is with homemade plumbing. I know about that clean water benefit, and I use it shamelessly, but while it's raining, if there is a puddle nearby, my character tends to fill his water bottle from the puddle (I definitely press on the sink).
     
    The third bug is related to fishing system. Fishes abundance parameter is updated only if you start fishing, despite the fact that there is 0% fish. It took me three hungry days of despair to understand that there was a lot of fish in my pond  
     
    And there is some tile bugs. First is here, second (double floor) is here
     
     


  8. Like
    TelegaOvoshey reacted to Faalagorn in Deadly shooting bug and some minors   
    it seems the water/puddles bug was already discussed in this thread in case you missed it
     
  9. Like
    TelegaOvoshey reacted to SVAFnemesis in When using water, right click always prioritize puddles on the ground.   
    When you try to right click and get water from sink, barrel and such, and if among all the zdepth there's a rain puddle at the bottom layer, the game will always prioritize the rain puddle despite closest zdepth  being the sink the barrel or other water container. This causes fetching water during and after rain impossible.
  10. pillow
    TelegaOvoshey got a reaction from Pandorea in Composters don't work (IWBUMS 41.31)   
    Composters absorb rotten products. but don't produce compost in return. Compost level remains at 0%. 
     
    --
    Upd
    Nevermind, I'm just dumb. My sandbox settings were "20 days to rotten food removal" and "Compost time: 8 weeks"
  11. Like
    TelegaOvoshey reacted to idiotica in transparent floor on water (41.30 bug)   
    The floor built over the water will be transparent.
     
    There are still bugs in b41.31.
    [movie]
     
    It looked normal until b41.29 (another savedata).
    [movie]


     
    location : South Muldraugh

     
    build 41.31
    mod : Health Bars (for Build 41) https://steamcommunity.com/sharedfiles/filedetails/?id=1959288739
    savedata : since b41.29
     
  12. Pie
    TelegaOvoshey got a reaction from Pandorea in Bug with lighting (IWBUMS 41.31)   
    Which is worse, I can't hide from it even on the second floor 😧
     

  13. Pie
    TelegaOvoshey got a reaction from Pandorea in Metal floor requires 0 welding rods (IWBUMS 41.31)   
    I understand that there is some kind of decimal value, but it looks ridiculous

  14. Like
    TelegaOvoshey reacted to Kalista in 41.24 bugs: hair growth, car repair, sleepwalking, fishing animation stuck   
    On 2 i need to check if pulling the radio out and putting a fresh one in still gives the 10% as well
  15. Like
    TelegaOvoshey reacted to Zhurgy in 41.24 bugs: hair growth, car repair, sleepwalking, fishing animation stuck   
    @4 -> you're stuck in animation and can't do anything if your line brokes too, reloading game fixes it.
×
×
  • Create New...