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Mumbler

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Everything posted by Mumbler

  1. I'm not quite clear on what you mean by insta-kill. Could you be mildly more specific?
  2. This sort of realism and micromanagement. I like this.
  3. As a sidenote to this, it would be interesting to put a "spillable" characteristic to any storable item that fits the bill; if you run around with a bowl of soup in your pocket it slowly runs out (or perhaps immediately empties, depending on how hardcore you wanna be about it). Pretty much anything liquid without a sealed lid ought to have to be carried in one or both hands to not be spilled. With the washing of clothing, bags, and self, I see this being a fairly natural work-in.
  4. I'm not sure this is worth its own post as it may have popped up some time ago, but I didnt see anything about it in the forums. If you try to enter a car door that's parked next to a closed house window, your character will turn, open the window, and then get in the car. Almost got me eat'd.
  5. I actually think procedurally generated maps are on the list of confirmed NOs, sorry to say. I believe the team themselves set out to at least somewhat faithfully recreate a specific part of Kentucky.
  6. Well said. I didn't mean to imply that you put the circle on the specific body part, but more that you put the circle on the "location" of the Z as far as the game code is concerned (I think. I've had a fair amount of success with this method). I believe the game recognizes the "feet" as the zombies location on the Z(could be wrong) axis when the zombie is standing, and allows for aiming at different parts when the zed is grounded. A programmer I am not, so I can't tell you for certain if that's whats happening, but my playing so far has led me to believe this. Addendum: You definitely seem to do more damage to prone zombies by aiming the cursor directly at their head, but your character also has to be the correct distance from the target, depending on weapon.
  7. A large number of the misses in that video are, sincerely, you aiming incorrectly. With the new system, you need to put the circle that appears at the bottom of the line when you start aiming where you want to hit (so, put the circle at the zombies feet if it's standing, or directly on its head when its on the ground). There are also a few glitchy Z moments there, I'll admit.
  8. This seems mildly counterintuitive to the way inventory typically functions: If I attempt to loot something from a container into a secondary inventory that doesn't have room for it, it simply won't allow me to complete the action. That's probably why it seems like a bug to have it plop into the main inventory while foraging. I assume this was done to avoid some sort of programming bug I wouldn't understand, wherein items are produced by foraging but left with nowhere to go when a filled secondary inventory is selected. It may make more sense for the foraged item to be dropped on the ground instead of placed in the main inventory?
  9. You can also view a stacks contents (each individual unit in the stack) by expanding the inventory with the button in the upper left of the inventory screen. This allows you to select individual units of a stack (or select specific multiples by holding CTRL and clicking each unit you want). The inventory in this game essentially mimics Folder structure on your PC.
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