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Mumbler

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Posts posted by Mumbler

  1. Just wanted to say great job on the update.  I've personally only experienced one crash (I had the game paused and windowed for twenty minutes and when I came back it CTD.) which I haven't been able to replicate.  Otherwise completely smooth sailing on my end.  Only mod I have active is Survivor Radio.

  2. I have always found watching systems like the zombie tracking seen in this video to be mesmerizing...there is something wholly satisfying about seeing the lines draw as the Zs are aggro'd.  Great vid, promising update.  Thank you, Indiefolk!

  3. I am....forgainst this idea.  On one hand, it could add variety to both the visual side of mobs of zombies and the combat aspect of approaching said mobs.

     

    On the other hand, every time I've ever seen a Z in media pick up a rock or tool and use it, even in the most rudimentary way, my brain immediately goes "that's f'ing stupid.".  So, forgainst it.

  4. 9 hours ago, Damien Darkside said:

    Two options for the sandbox menu I'd love to see

    Water Shutoff: Never
    Electricity Shutoff: Never

    It doesn't have to be "never" in the code, just 99999 days. I always play with the 0-5 years setting for sandbox, but now I have this thing were it's still "it going to shut off tomorrow or three years from now".

    I hate playing this game without electricity or water. At that point its just "drink bleach start new character this file is ruined", since it doesn't allow me to live in my customized house that I spent hours in. Nights for me become very boring. Gameplay becomes way more limited. The game isn't fun anymore past the lights going out. I get that you guys want a realistic game, but if you can give me 0-5 years range on Sandbox Options, we should have a "never" option for shutoffs. I can already turn off zombie infections, this is the one last thing preventing me from fully enjoying and investing in Zomboid, the lingering fear of "instead of a zombie horde overwhelming you on a supply run, the light and water turns off and you don't want to play anymore".

     

    I fully agree that there ought to be a "never" option.  The more customization, the better, says I!

     

    That being said, you CAN set up a generator with a fairly small amount of effort, and if you dont mind tweaking the sandbox settings (which it sounds like you don't) you can turn down noise and gas consumption to a point that both become negligible factors.  Just an idea in the interim until they (hopefully) expand the sandbox options even more.

  5. 22 minutes ago, Nebula said:

    Dear Sirs, Developers, finally make an animation of sitting on chairs and lying down (floor, bed, sofa).
    Or will the character stand in front of the computer?

    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).

  6. 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!)

  7. 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.

  8. 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.

  9. 10 minutes ago, Killom said:

    Well I am able to comprehend your point of view on this. But in my case, I get rather bored by having to manually sort in each item. I don't want to bother with this kind of micro management. Well, basically I am in search for a very basic function: I would like to be able to empty the inventory by keystroke. I do not want to aim the mouse at a tiny button in the inventory every time and do a click. It's uncomfortable. Instead, I would much rather press a key to "take all" or "drop all" to empty or fill the selected inventory. Sorting things automatically into the right containers would be a nice "optional" addition to this. The lack of such basic feature isn't just a taxing inconvenience to me. It is very annoying IMHO. It won't be a downside for both of us, if such feature would be optional.

     

    Also I am requesting this, because it is not possible to add such feature through mods. In the current state, Key bindings can't be implemented in runtime. They have to be hardcoded AFAIK

    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. 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!

  13. 1 hour ago, EnigmaGrey said:

    Or it’s just the default val when none is specified, like items without a name being called bloo.

     

    Not sure how explosions are meant to work. It’s possible  it wouldn’t have a source char or weapon, only a target and explosion damage.

     

    You can see this in the server logs. They’re not listed as pvp .ect events, only map additions.

    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.

  14. 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?

  15. 14 minutes ago, Zork said:

    Confirmed these bugs to still occur in 41.37.

     

    I'm curious - do devs actually check this subforum?

    Having been here many moons (I lost my login info for my previous account and email so I started wholly fresh) I can tell you that yes, they indeed do check these subforums.  

  16. Perhaps it could be an upgrade to the already existing rain collector barrels; build the collector, and then use a tarp and 4 tent pegs or sturdy sticks to convert it to a dew collector.  That way, while it is a viable way to gather water, it still forces you to make a choice between the two.

  17. This is actually a great idea.  Some of the more iconic scenes for me in the zombie genre have been people exposed, physically and emotionally, as they stand defeated washing all the blood and gunk off.  It would be cool from an RP perspective to be able to recreate that feeling at the end of a PZ day.

  18. I recently started poking at the game with my Switch Pro controller and have been finding it surprisingly accessible.  I may be down for a few controller-only playthroughs with extemsive note-taking.

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