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Nesano

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Posts posted by Nesano

  1. 3 hours ago, EnigmaGrey said:

    In real life, people don’t actively shove the car around. Lack of traction + opposing force of thousands of bodies.

    It'd be one thing if the bodies on the ground are causing the car to lose traction, but that's not what's happening. Corpses on the ground just make the car model dance around a little bit.

     

    Also, you'll never be going up against the force of "thousands" of bodies. The amount of clumsy walking corpses that could be acting on the car at any given time couldn't possibly generate enough force to give a machine with hundreds of horsepower any problems.

  2. On 4/21/2020 at 2:19 PM, wanderinbilly said:

    Thought I should share this. The zeds sure have me, don't they? I was probably dead in a minute....nope, got away with minor damage but steadily driving fwd and alternating right and left.  Mind you, those zeds were *impressive* when  they tore after me - I've played since 1.5.5 or something: they looked scary! Lol I really should be dead though - I've had a dozen take me out kinda quickly when my vehicle got stuck. In hindsight i don't think the zeds damaged the vehicle at all - I did as I "wiggled" out. I mean, could I have just turned the engine off, had a smoke, and taken a nap? Other than this break they gave me, though, version 41 zeds are mean AF. Good job.

    Project Zomboid 4_18_2020 10_34_48 PM.png

    Project Zomboid 4_18_2020 10_38_02 PM.png

    I hope they eventually make it so being surrounded by zombies doesn't make it so hard to drive. I can't think of a reason why a car would have trouble getting through a crowd of people from a dead stop.

  3. 9 hours ago, Arsenal26 said:

    I think you're on to something here... Mod wise however... Vanilla's path is pretty much set unless we make a mod with enough players subscribing

    The issue with this suggestion being a mod request is that it would likely require an entirely new key binding, which would call for a pretty hardcore mod. I know mods like ORGM add key bindings, so it's doable, but it still seems like it'd be a pretty heavy one. Vanilla's path is set out pretty well, but it's still in early access and it's the beta version of a big update, so now's the best time to suggest adjustments to the new system.

     

    9 hours ago, Arsenal26 said:

    Unfortunately right now, with the frequency of updates, mods get broken frequently... So I get the feeling many of our favorite modders are just waiting until vanilla is more stable so they don't waste their time.

    Yeah, when I saw people asking about this new "eyewimbus" thing or whatever in the comments section to some mods I was subscribed to I was pretty amazed to see they were referring to some update that hadn't even been made playable yet. I don't even mod, but I can't imagine making a mod for the beta release of an update.

     

    Funny little side-story, I actually named my save "Eyewimbus" because that's what I said in my head when I first read IWBUMS.

  4. Ever since I first used the spear I've noticed a discrepancy with the animations. Two of the animations are a straight stab and the remaining one is a sort of sweeping slice attack. I always thought it was odd how I could stab two zombies standing about a meter apart with the same spear thrust. Hitting two zombies at once with the sweeping attack makes sense, but not with the stab, unless it's the critical thrust and the zombies are standing in a line.

     

    I'm not sure what the best way would be to execute this, as weapon swinging has only ever belonged to the left mouse button, but it's still worth looking into. Picking off stragglers? Get in there with a decisive strike. Trying to keep a group of them back? Go for a sweeping strike that divides the kinetic force of the swing between two targets and doesn't leave you open to getting bitten.

  5. 9 hours ago, Planet Algol said:

    Have you tried playing with the sandbox setting?

    If you adjust stuff like zombie toughness and speed you may be able to dial in something that suits your preferred playing style?

    Yeah, that's the beauty of Project Zomboid. Any suggestion I post that can be fixed by sandbox settings is intended to give the "default" mode a good setting.

     

    5 hours ago, crossed said:

    I love how balancing games has became "gatekeeping" and "not letting people play the way they want" somewhere along the line. Fun times..

    It's a pretty sick notion that making suggestions is "gatekeeping." Not sure if I've ever seen multiple people get this bothered over a suggestion thread in my life.

     

    4 hours ago, Blake81 said:

    But none of these are deal-breakers.

    Even little gripes are worth bringing up. That's what beta testing is for.

     

    4 hours ago, Blake81 said:

    I just can't wrap my head around the problems you guys are having.

    Probably because they're not game-breaking issues, they're just mechanics that need improving. If this were just some dumb zombie killing arcade game, I wouldn't care, but this game has a lot of attention to detail and seems to care a lot about inching its way towards perfection.

  6. 1 hour ago, EnigmaGrey said:

    Encumbrance is already a factor.

    Exactly, so why bring it up?

     

    I literally couldn't care less about who is and isn't a founder and anybody that tries using their status as leverage in an argument doesn't deserve to be taken seriously. Now are you gonna get back on point or are you gonna keep accusing me of things like having not even played the game and dying in a theoretical zombie apocalypse?

  7. 10 hours ago, lemmy101 said:

      The vast majority ARE finding it enjoyable and playable though. Almost every review, or comment about zomboid outside this community is 'you need to play 41 it makes the game 10x better' type stuff,

    I promise you they're not talking about the clunky movement when they praise this game because I'll tell you this update absolutely makes the game better but still tell you the movement system needs work.

     

    10 hours ago, lemmy101 said:

    if we tightened up the controls to 40 level, we'd end up with horde killing and the game being too easy

    Which is why we'd need to make other changes, such as not allowing us to stab two zombies standing a meter apart with the same spear thrust. There are ways to make the game realistic without making it too easy.

     

    10 hours ago, lemmy101 said:

    until I realised I could kill 100-200 zombies with zero effort purely by holding backward and hammering LMB

    You couldn't because your character would get tired or your weapons would break before that happened. We're not talking 100-200 swings, we're talking 100-200 zombie kills. There are other mechanics in the game that make it hard for the player to deal with a lot of zombies at once.

     

    10 hours ago, lemmy101 said:

    That's not a combat system, that's broken and would have been an exploit everyone used

    Except kiting tactics like that are exactly what we would do in real life if we had to kill a bunch of stupid, slow zombies with a melee weapon. It's not an "exploit," that implies what you're doing is physically impossible. I'd take that over having to break combat to turn around and walk backwards a little because that's just tedious and the fact that I have to do that instead of just simply moving backwards faster is unrealistic and extremely annoying.

     

    10 hours ago, lemmy101 said:

    people would be surviving years and have zero fear of zombies

    Literally one bite and you're dead. Fear zombies or you'll get cocky and die.

     

    10 hours ago, lemmy101 said:

    combat would be boring and broken, and so we added the slow down during swing purposefully to fix that

    Combat is boring and broken now as soon as we have to turn around to get distance. Adding the slow just introduced this new problem.

     

    10 hours ago, lemmy101 said:

    it's the way it is for a reason after the months of testing the game has had prior to these posts

    Then the months of testing were wrong. This is a zombie survival simulation, not an arcade game where we need to be artificially limited for muh balance.

     

    10 hours ago, Caturday said:

    Yo make a rl video how fast you move with 2hander axe + backpack full of frige + gass can + tons of stuff you should have never contained there realistically.

    So make encumbrance slow us down in combat. Easy fix.

  8. 1 hour ago, EnigmaGrey said:


    The reason for the brief pause when (and only  when) backing up being your character is bracing into the swing so that they don’t fall on their arse or lightly tickle the zombie instead of hit it.

     

    It means you can’t just create an infinite conga line of undead and kill them all with no risk, of course.

    Any direction.

  9. 18 hours ago, Kim Jong Un said:

    Tied to their nimble stat for speed and maybe other environmental factors

    At that point it would be worth starting the nimble stat out at something like 3 or 4 and implement traits that reduce it so that not every fresh character would be literally the most clumsy human being possible.

     

    10 hours ago, lemmy101 said:

     

    Except you can?

    Attack while moving - your character will quickly slow to a stop for no reason, then start moving again.

  10. 18 hours ago, EnigmaGrey said:

    Holding an object, walking in reverse, swinging something with enough force to matter (requiring some degree of bracing not to fall on your ass), as the undead grab you.

     

    Doesn’t scream ”easy” to me

    Just use passing steps while swinging - it's extremely easy. You can't even move while attacking in the game right now, so there's already a huge disconnect.

     

    15 hours ago, Axezombie said:

    But since we're just a small minority to complain, it won't get fixed which is understandable, I wouldn't waste time either for few players if the vast majority is okay with it, I hope some modders will fix this then.

    God, I hope not. This is such a glaring problem.

  11. The push for more realistic player movement is admirable, but some of the ways the player character moves is just clumsy and unrealistic.

     

    You should be able to move backwards while fighting zombies much more quickly. Like, all you're doing is holding an object while walking in reverse - it's not that hard. A normal person should be able to move in reverse faster than any zombie can "shamble." Maybe make a "combat posture" and a "mobility posture" that can be toggled back and forth with the jogging hotkey. Look at how clumsy this is - I shouldn't need to completely disengage to keep distance from the zombies and turn all the way back around to reengage like that, I should be able to move back at a pace sufficient to keep me out of range. Not to mention my character just completely stops moving for no apparent reason, which almost got me bitten twice.

     

    We should also be able to dodge in any direction. I'm not referring to a clumsy, cumbersome, dodge roll, I'm just talking about a sudden long step to get out of harm's way while in a combat stance. I do see the problem with this and the WASD movement, as we would only be able to dodge in 8 directions, but it'd be better than nothing.

     

    Get rid of tripping. Just get rid of it or at least give us a way to recover from a trip with a sense of urgency, maybe something like that stumble-roll recovery from the original Assassin's Creed or just simply getting up faster than an 80 year old man. Like, y'know, the kind of urgency a person would have when they're 1-2 seconds from guaranteed death. People aren't this clumsy in real life.

     

    The new movement system has good potential, but there are too many scenarios where the player character just shrugs and says "guess I'll just die" instead of using basic motor skills to not get his brains feasted upon. Not saying we should be ninjas, but we should be people. Most of the problems are coming from either the player character having no motor skills or just simply not having the sense of urgency that should be present in a life and death situation where they're literally becoming panicked. These changes wouldn't even make the game too easy because, not only could encumbrance hinder these maneuvers, but you're still dead as soon as one bite gets through to you.

     

    This update is still a big leap and a good start, so keep up the good work.

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