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Everything posted by Mumbler

  1. Mumbler


    Quest for Glory: So You Want To Be A Hero"!!!
  2. I wonder what happens if you pack a players corpse in your bag in MP before they turn...?
  3. Mumbler

    School Reopening

    I second this!! For immersions' sake, being able to sit on chairs/couches to relax and lay down on beds to sleep would be a surprisingly huge addition (for me, anyway).
  4. I'm not entirely sure I'm leaving this in the right place, but since the animation update I find myself unable to begin opening a window while holding RMB. Though a small gripe, having to let go of RMB to open a window breaks the "flow" of sneaking around, in my opinion.
  5. Mumbler

    School Reopening

    Is this update basically saying that I will eventually be able to run DOS on in-game computers, thereby allowing me to play my all-time favorite game (the original XCOM) from within my second all-time favorite game (Project Zomboid)? Yeah, yeah, good job on all the other stuff I sort of read about. Project Xcom: Zomboid Unknown? You got my attention. (Seriously though. Thanks for the weekly. Great job, IndieFolks!)
  6. I think one of the reasons people see slightly different zombie behavior (larger groups, grouping more common) on multiplayer is that worlds tend to be around longer there. I would wager that most single player folks such as myself start a new world upon death, whereas multiplayer offers more incentive to just keep on with the same map. Since Z grouping plays out over time, you'll see more of it the longer the map is active.
  7. I do believe that amputation (not prosthetics) are a Maybe on the commonly suggested suggestions list, though I assume not as a way to avoid infection, in case that's part of what you're hoping for.
  8. To be more specific, at any given time there's sort of two versions of PZ: the stable, reliable, play-tested-to-death version, and a version lovingly referred to as I.W.B.U.M.S. (I Will Back Up My Save). The IWBUMS branch, while available to the public, is often peppered with bugs and glitches, some rather detrimental. It's also a playground for newly released, yet-to-be-balanced content, so some things don't quite work while some things work...too well. If you're willing to put up with potentially playthrough-ending bugs and glitches on occasion, you can find all the info you need here: https://theindiestone.com/forums/index.php?/topic/4183-iwbums-the-i-will-backup-my-save-branch/ You HAVE decided to come back at an exciting time; wholly new animations, new combat mechanics, visible bags to carry and wear, nutrition, cars, a new town or two...if you've been gone a few years, I highly recommend you hop on board the beta and dive right back in!! Oh, and don't forget to BACK UP YOUR SAVE!
  9. I can definitely see where you're coming from. Inventory management can be a total nightmare sometimes. I would like to argue one point, though: auto-sorting your inventory isn't really a basic function. Indeed, I play a fair number of survival sims and I would go so far as to say it's not even a standard or common mechanic; keeping your house tidy (or not, hey) is typical of the genre.
  10. I'm opposed to this mildly, on similar grounds to other opposition: I think it would take away some of the immersion. Allow me to explain. PZ is a taxing game at times, mentally. I can't tell you the amount of time I've spent (happily, mind you) manually packing away my latest haul. There's an odd satisfaction to having everything organized and knowing you placed each item there by hand. The flip side of that coin is those intense, am-I-even-gonna-make-it-back days, where you just barely make it back to your safe house. Your character is tired from running, fighting, and hauling stuff. It's already 12:30 AM, and you've got the Exhausted moodle chilling. Not only does your character not have the energy to walk back and forth sorting things, but you as a PLAYER don't have the mental energy after keeping your little toon alive. You both just need a second, and a fresh day to start out...so you just drop both bags on the floor saying "'l'll deal with it in the morning." Both of these potential gameplay scenarios become moot with any kind of auto-sorting mechanic, removing bits of micromanagement from a game where every little choice you make (or don't make) takes up time and resources, which is pivotal to the overall atmosphere.
  11. Taking this general idea in a different direction: what about, instead of the zombies being attracted to your material wealth, they're attracted by how often you frequent a certain location...almost like we leave lingering scent in the air, and the longer and more often we're in a location, the stronger our scent signature in that area becomes. I actually wouldnt be TOO surprised if they worked in a mechanic along those lines with fauna and hunting.
  12. Gotcha; I had figured each individual attack animation would only roll once per event , but I tend to take you at your word. Thanks for clarifying!
  13. Are mapping tools expected to be overhauled soon due to animations? I ask because I've actually just started tinkering with them, and while they seem not only super-accessible but also quite fun (for me, anyway), I don't want to bother learning them if there's about to be a reworking due to recent updates. EDIT: Disregard this statement entirely. After working at it diligently for the last 15 hours straight, I've gone from being completely clueless in this process to actually playing on my 1-cell test map, fully functional with houses loaded properly with loot. Success!! Point being this tutorial is still entirely relevant and applicable, if anyone else was wondering. Thanks for the tut', RingoD123!
  14. Ah, I didn't know that, actually. In my limited experience I've only ever recieved a single wound from each individual attack animation. Can you confirm the ability to inflict multiple wounds from one animation as a legit mechanic, Enigma?
  15. The problem wasn't neccessarily that the helmet itself didn't function properly; the problem was that the "helmet-getting-knocked-off-your-head" mechanic didn't function properly. You were never supposed to get bitten in the same attack that knocks your helmet off, since that would be two separate bites. A bite thats hard enough to rip through your shirt, however, is almost definitely gonna take a chunk of flesh as well.
  16. How long have you made it so far? My condolences! I lost a couple-week-old character earlier today. I'm still trying to work up the gumption to get through those first few pre-backpack days. Sometimes I gotta switch to a different game for a few hours or I find myself not caring about the new toon. Nothing a little P.A. can't solve!
  17. I have always really enjoyed the fact that a bite is death; it was one of the concepts that originally drew me to Project Zomboid. Most games use zombies as a prop or, at best, a meatwall for you to grind through on your way to the next Mutant Infected or Psycho boss fight. Not Zomboid! See that lonely looking Z banging her head against the glass in a desperate attempt to take a chunk out of you? Yeah, she can mess up your whooooole setup in one chomp. I like that tension. That being said, I think it's pretty awesome that the devs respect their playerbase so much they let us turn their OWN LORE OFF for the sake of our personal vision of the Z-pocalypse. Way to go, Indiestone!
  18. That's what I was figuring; or at least, if not reverting to Axe by default, than having been assigned the same value as Axe as a placeholder until a unique value is assigned. Makes sense.
  19. I approve this idea. Assuming wildlife is persistent when it's implemented, it would be neat to actually walk through the woods looking for trails made and regularly used by local fauna as well.
  20. So, assuming that increasing the length of the day applies a multiplier to all sorts of variables associated with consumption, etc, its not unreasonable to think that the time it takes the system to "ping" itself and update the battery status to "charge" has also been affected. Wherein the battery would normally start charging after a minute of gameplay, changing the length of the day may alter it so it takes drastically longer. I dunno, I don't do much programming To be clear, though, are you also saying that if you drive the vehicle it doesnt charge, but if you let it sit and idle it does?
  21. Huh, I never actually considered how changing the length of a game day would alter consumption rates. Are things like gasoline consumption also affected relative to the length of the day?
  22. Do you experience FPS drop with any other games? Edit: unrelated, but perhaps a forum mod could move this to the Support section? Nasko? Enigma?
  23. Ha! I'm lucky to last two hours with sprinters...man, I suck at PZ.
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