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Lambda65

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  1. Like
    Lambda65 reacted to Toshis in Milky Milky   
    I wonder, will zombies attack animals?
  2. Like
    Lambda65 reacted to Snuggler in Add "Fear of hights" perk.   
    I think fear-of-heights people should be able to live on second floor, but can gain panic moodle if they are near a open window or roof top for too long. would basically make rooftop farming and building much much harder. sleeping in a second floor room with the windows and curtains closed should be fine though. 
  3. Like
    Lambda65 got a reaction from Lima in Add "Fear of hights" perk.   
    Add "Fear of hights" perk. It's will not be a "Free point" perk - because character panicing on second floor, being nearby windows on 2+ floor, being nearby stairs - do not allow to normally sleep and live on second floors. 
  4. Like
    Lambda65 got a reaction from Snuggler in Add "Fear of hights" perk.   
    Add "Fear of hights" perk. It's will not be a "Free point" perk - because character panicing on second floor, being nearby windows on 2+ floor, being nearby stairs - do not allow to normally sleep and live on second floors. 
  5. Like
    Lambda65 reacted to Kappatao in Zombified players should have show their nicknames   
    It kinda does with the keyring anyway (the keyring is always named after the character)
  6. Like
    Lambda65 reacted to TyP60_Pirojok in LVMPdoid   
    Great work, as usual.

    Привет землякам! 
  7. pillow
    Lambda65 got a reaction from MrTrololo in Implement Fear of Death (Thanatophobia)   
    Hmm... I also wrote about implementing Fear Of Dark, it can be challlenging after lights turns off
  8. Like
    Lambda65 got a reaction from MrTrololo in Implement Fear of Death (Thanatophobia)   
    Implement Fear of Death (Thanatophobia) - Character will panic if his health lower than 100%/90% - the lower HP he has - more panic and stress character will have
  9. Like
    Lambda65 reacted to Irken Empire in Implement Fear of Death (Thanatophobia)   
    I can see this as troubling for unexperienced players, but you can have runs well over 2 months before you get wounded with some experience in the game and this perk just gives you free points if that's the case, but could be bothersome and unworthy of 4-6 points for newbies.
  10. Like
    Lambda65 reacted to Carlito in Some propositions to improve the mood of the game.   
    Hi everyone ! First post here, I was a ghost watcher for a long time but I have finally decided to bring my contribution. english is not my native language so bear with me is my sentences doesn't make sense sometimes XD.
     
    Be prepared, this post is going to be a little long.
     
    PART 1
     
    First, I would like to say that I really love this game, I am not a hardcore player who has like 1400 hours on it but I have played it enough to appreciate it ^^ The developpers have made already a really good game and I am very thankful for that.
     
    This post will not be about some gameplay changes but about the overall artistic scope of the game. Honestly, the only thing that bother me in this game is the lack of mood and horror vibes. I have seen some suggestion post about that, like adding some crows and such, which is already a very good suggestion in my opinions. But so far I have seen nothing about the lighting or colorimetry of the game.
    So I have made some little rough mockup about some stuff I would like to be added if possible of course. I am in no way a game designer or a programmer so I have 0 knowledge about what is possible to do.
     
    So, my first point is about lighting and ambient light. 
     
    I find the overall lighting of a room ( when you press the switch on the wall) lacking of credibility. The room suddenly become clear and you can't see where the light attached to the switch is. I have add some shading on the floor and a glow at the top to look like the light is attached on the ceiling

     
    Another similar examples is about bedside lamp, the 2d asset have no real difference between switch on or off right now.  So I have made a little mock up that show a more clear difference in my opinion. I don't know if it's possible to add some rim lighting on the characters but it could add a lot more mood and presence to them.

     
    In this scene you see the TV screen give a real sense of presence in the room. I think, the tv screen asset could be better with some animated GIF depending on the channel you're on. I also have imagined what a near lightning strike could do on the screen with a big flash ! I think it could bring a lot more horror vibe ^^ Again, I really don't know if the rim light on the character is possible.

     
    Another thing I was thinking about is flickering light. Of course, a very few lamp in the game would flick but again It could add some really creepy mood. I have attached some examples, but I imagine the same could be applied to the lighting of a gas station or a neon motel sign for example.

     
     
  11. Pie
    Lambda65 reacted to Irken Empire in Implement Fear of Death (Thanatophobia)   
    It sounds tempting, but I imagine it more like an extreme panic increasing factor when you see a zombie, sorta opposite of the current trait called desensitized, I could imagine it being added in two forms, one as a disability that give's you 10+ points, but you can barely deal any demage to zombies + max panic level at the sight of a zombie, the second form would be as a trait simply opposite of desensitized which gives 6-8 points where you're extremly panicked no matter what (beta blockers, surviving for some time has no effect etc.) when fighting 1 or more zombies this would be a decent demage debuff, but you would still be able to kill a decent amont of zombies, the way this current health system works now + Thanatophobia as you described it would be kinda ... uneven, holding 5 planks in your inventory would drop your hp just below 80 and make you always panicked and stressed, then again falling from a second floor leaves you at low hp and a deep wound/broken leg, and survivng some zombie lacerations + scratches could get you to 50% hp before you could patch them up, now this is where i could imagine this trait working properly, overall it could be added as a bad tait that gives 4-6 points, since it's essentially free points until/if you get hurt.
  12. Spiffo
    Lambda65 got a reaction from Irken Empire in Implement Fear of Death (Thanatophobia)   
    Implement Fear of Death (Thanatophobia) - Character will panic if his health lower than 100%/90% - the lower HP he has - more panic and stress character will have
  13. Like
    Lambda65 got a reaction from Guicsr02 in Implement Fear of Death (Thanatophobia)   
    Implement Fear of Death (Thanatophobia) - Character will panic if his health lower than 100%/90% - the lower HP he has - more panic and stress character will have
  14. Like
    Lambda65 reacted to Heffe3737 in Well Ztocked   
    Agreed that Mapdoid is crazy exciting. Just...the potential of it, is astounding. 
     
    +1 to the idea of mapsharing in multiplayer. Having played Valheim recently without map sharing (up until a recent patch), it was miserable trying to communicate with other players about exactly where things existed on the map. A mapsharing, and even map pinging functionality would be incredibly awesome. Pinging functionality should definitely be a customizable option to turn on/off in sandbox. A possible way it would work would entail the players needing to be either within a certain close physical proximity of one another, or if they had portable radios/walkies/devices tuned into the same frequency. It might need some kind of notification icon or sound if a new ping to your map takes place as well. 
     
    As far as the potential for mapdoid even without that stuff...I mean...just wow. This opens up the idea of "questing" without the clunky quest-giver dynamic used in other games. Just natural pings based upon sounds or perhaps things seen in the far distance (beyond the FOV on the screen) for deaf characters. Also, beyond the maps you mention, characters could find notes from NPCs detailing curious information or providing additional locations to explore/discover. Journals that if you read through carefully might inspire a ping. Being able to place good hunting ground locations on the map for when animals go live, good fishing spots, etc. It really has the potential to open up so much. I can't believe you all have kept quiet about what is such a game-changing functionality. 
     
    Thanks for all of the hard work you guys do.
  15. Like
    Lambda65 reacted to Leb in Horror   
    found unused "madness" sounds in files. this is similar to what I want to suggest. scare, with corpses, dismemberment and harsh sounds, say, in a direct way. but you can scare in the Silent Hill style. if the character goes crazy: 1) let him hear someone knocking or breaking on the door. Even a simple sound when you turn the knob will strain you. 2) let him hear someone walking or running near his hideout. Someone is courting the house ... of course, no one will be there, but it gets on your nerves. 3) there are phone booths in the game, let the bell be heard. you can even pick up the phone and they will say terrible things to you. make us afraid in the future not with screamers, but in more graceful ways. Get into our brain.
  16. Like
    Lambda65 reacted to 123123123123 in MiZe en Scène   
    Где мультиплеер на это чудо света?
    Я заебался жить на одних дошираках,ибо купил вашу игру в ипотеку на 24 года под 60% годовых.
  17. Like
    Lambda65 reacted to Ellekus in MP Status Update   
    I was following you since begining. Since I was in school , married and divorced. You were part of my life for so long . I cannot be mad at you. You give updates you still work on the game , instead of abandoning at first sign of trouble. You made my life better. For that I am thanking you 
  18. Like
    Lambda65 reacted to nasKo in Last Boy Zcout   
    Hey all, here we all are again. Here’s your latest zombie news. Beginning with the latest from the MP Strike Force who are working on the implementation of multiplayer for the ongoing Build 41 public beta.
     
    After a more highly populated test last night, last week’s quiet optimism for the client zombies work remains – but there’s certainly many/varied subsidiary issues that have been dislodged during their implementation and need sorting out.
     
    In terms of gameplay blockers there are some car issues that need addressing (meaning last night’s test had to be vehicle-less), player deaths are prolonged to the extent that you wonder if God mode is active, the client zed system seems to get confused when admins/players choose to teleport close to their buddies and very occasional doppleganger naked zed corpses occasionally form during zombie killings. Survivors also reported being liberally doused in level-ups out of nowhere also, which Spiffo will have to clamp down on.
     
    In terms of the group combat itself – it can still look messy with fellow survivors engaging with zeds in the mid-distance and the zombies getting Force Push-ed, and occasional zeds (again in the mid-distance) teleporting position. Likewise corpse placement doesn’t align all that well and needs a once-over.
     
    HOWEVER players reported that (obvious bugs aside) they were never really put in a position where they got an unfair bite. There were no zombies ‘giving birth’ to other zombies (tester phraseology, not author’s own) and teleporting instakill zombies were a non-thing. This was the primary aim of the recent client zeds work, so is good to hear – especially when there are still screws to tighten in this area to make everything flow some more in terms of visuals and feel.
     
    Similarly, we had a tester in central Canada playing alongside Yuri and Andrei in Eastern Russia – on a server in France – and they were able to play together relatively comfortably. Which is more good news.
     
    Fingers crossed this week we can do a big push on the bugs outlined above and knock it all into better shape. Thanks for your continued patience on this, we recognize that it’s far less fun watching a marathon vs. a sprint.
     

    Finally in other MP news RJ has now made it so that Walkie Talkies now work with VOIP – if someone is talking in VOIP with an equipped radio or a radio on their hotbar, and you have a radio on or near you on the same frequency then you will be able to hear them. If you’re standing at a distance from the walkie-talkie then the voice you hear will be quieter, and vice-versa.

    This has been something we’ve been wanting to implement for a long time, and it’s great to finally get it in and placate PZ Reddit’s persistent Bernie Sanders.
     
    It also allows us to remind you of that most vital of PZ development discoveries: that the French word for ‘walkie talkie’ is ‘talkie walkie’.
     

    SFX AND MUSIC OVERHAUL
    These past few weeks the PZ sound overhaul crew have been tackling the music system, as well as plugging in many and various new SFX created by their colleagues. So, over to The Noiseworks’ Michael Klier to find out a little more.
     
    “The music system has been revamped from the ground up. Instead of a random playlist the music choice now reacts to the game.”
     
    “There are different parameters that have an effect on the music. A different selection of tracks will play when you’re roaming a town zone vs exploring the wilds. Music is no longer a constant either. When a track plays out we now give players a chance to indulge in the new ambiance of the soundscape for moment. It’s only after a random amount of time that a new track will start playing.“
     
    “When you wake up after going to sleep a different selection of tracks will start playing, and which ones play will depending on various situations – such as if you’re waking up to zombies, have had a nightmare or are simply going to a more pleasant start to the day.”
     
    “Action music will be triggered when you decide to engage zombies head on, and if things get a bit hairy, the music will change gears as well. We are, however, also making sure that you won’t be able to tell whether you’ve escaped to safety (or are entering dangerous territory) by the music alone.”
     
    “In future iterations of the PZ soundscape (so not in the initial drop) we have plans for layered approaches to using the stems of the soundtrack that Zach has provided – but for now we are concentrating on how the individual tracks play as a whole. That said, tracks will no longer simply fade out – if you leave a town zone for example they will conclude musically. Likewise the ‘starting’ signature track when you load in or spawn in a new house will always be “Finally Calm, until things start becoming… not calm.”
     
    Please note that the following mix is WIP, but it’s a good example of where we’re at. As before PLEASE NOTE that the vast majority of work for this is being done by the Noiseworks team, and as such it’s not holding back any MP work.
     

    BENDS IN THE ROAD
    Behold the work of Kukrapok! While Mash, Binky, Xeonyx and RingoD continue their labours in our version of Louisville this has started to happen to the internal main map…
     

    A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! Our thanks to all bratty stepsisters out there for refusing to relinquish their gaming PC!
  19. Like
    Lambda65 reacted to Faalagorn in Add possibility to be infected after eating spiffo's burger.   
    I think it's not that the burgers are what actually poison people, it's what a guy on the radio believed.
  20. Like
    Lambda65 got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    Make rain wash away blood from walls and ground!
    It is logical and useful.
  21. Like
    Lambda65 reacted to SergeyUnique in IWBUMS 41.45 released   
    Очень крутое обновление!
  22. Like
    Lambda65 reacted to Madman_Andre in Hazmat Suits and Gasmasks/face coverings protect against sickness   
    What the title says. basically the idea is that certain items and face coverings could provide varying degrees of protection against the sickness caused by dead bodies/zeds.
     
    An idea I had for balance would be that bandannas would provide a quarter resistance, surgical masks would be half, gas masks would be three quarters while the rare Hazmat suit would provide full protection from the effects of decaying bodies. For added balance you could factor in condition as well, A hazmat Suit at 75% durability would only give the same resistance as a gas mask, for example. I think it would give another reason to use those items, as it would give them added utility as well as a reason to take care of those pieces of equipment.
     
    Your thoughts?
  23. Spiffo
    Lambda65 reacted to nasKo in Zed Paddling   
    Lots of good work in the MP department this week, so let’s start there.
    Yuri and Andrei in the MP Strike Force have continued their work on their impressive zombie networking code, making some changes to the zombie updates sent to clients. This has allowed them to further reduce the amount of packets sent to clients for zombie movement.
    (Apologies if we get technical again here, but clearly that goes with the territory a bit.)
    Predictions in the new MP code are generally sent at least once per 4 seconds, with nothing more frequent than once per 650 ms – which is less than 2 a second.
    The current public PZ version sends between 2 and 6 updates per zombie per second, so the savings being made already are clearly noteworthy.
    If required, pathfinding will be carried out on the client so the zombie will know where to go without any need for information from the server (unless the zombie changes behaviour) if there are obstacles between the zombie and its target.
    Andrei and Yuri have also made a debugging interface that shows many and various useful details. Here’s a video demoing some of their latest work with extremely infrequent zombie update packets and very low network usage.
    Compare and contrast this with the other videos in recent blogs, and hopefully you’ll be able to see the high degree of progress.
    In the first part of the vid, Yuri shows the moving zombies debug interface: the graph shows any selected zombie, which is marked in the gameplay behind it with a red square. On the graph the MP Strike Force can then see that zed’s position on the server (yellow line), its target (predicted) position (orange line) and its position on the client (pink line). The second part of the video then shows the new zombie update settings interface.
    There are still many challenges to face and fix, but the guys are certainly currently on track for a much more stable and efficient MP foundation. Our thanks to all the Strike Force for their hard work and sage guidance in this ongoing quest!
    IWBUMS 41.38
    The new version is almost ready for a release into the public IWBUMS beta, but we’re still putting the new tutorial through its paces to gain polish and breakage feedback – as we’d rather it go out and have people enjoy it rather than report in with a deluge of ways in which they got stuck or irritated by obvious game-breakers.
    Here’s a quick image from the expanded tutorial by way of compensation.
    You can probably anticipate 41.38’s beta release early next week. Current (and now final) content also includes:
    Radial menu for reloading firearms and spare magazines. New clutter visuals and overlay sprites to provide more visual variety Briefcases, flip flops and fanny packs (bum bags for those not American) Vehicle memory optimization, which has allowed blood to be shown gathering on vehicles. Blood can be washed off with water, but is not yet washed off by rain. Composting fixes and polish Worldflares system made available to modders (coloring/lighting up of a local area in a radius) Tweaked female models, and different hairstyles for both male and female appearances – including curly hair and ‘The Rachel’ what with this being in the 90s Latest community translations, including a general pass over the English UI skew to standardise and improve things.  ‘Fill all’ option for multiple bottles. Empty bleach bottles that can be refilled with water. Too many other fixes, nips and tucks to list as there’s been a long build-up of them as this patch has been long in the gestation. They cover areas like: split-screen issues on sleeping, movable items, horizontal rain, tripped sprinter zombies, vehicle windows, saved outfits, flashlights and lots more. Thanks all, see you early next week for the patch release hopefully. We’ve made the tutorial quite fun so hopefully it’ll be an engaging playthrough for our existing playerbase as well as the newer survivors.
    This week’s changing room sports gear from Starbug. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  24. Like
    Lambda65 reacted to Killom in Small but Important Suggestions Thread   
    Please add key bindings for the "Loot All" button and for the "Transfer All" button
  25. Like
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