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King-Salomon

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Everything posted by King-Salomon

  1. King-Salomon

    ExerciZe

    exercise sounds really cool :D will there be a decay after reaching say skilllevel 5 if you don't exercide/use the fitness skills (like sleeping for 5 days or reading books decay the fitness skills in a small amount) ?
  2. really great work some small points about the skills: First Aid should be a "Survival skill" and no crafting skill... Firearms are combat skills too.. so it is a little bit confusing to name hand-combat "combat" ... maybe a second skill tab for the combat skills would be a good idea.. one tab for "normal" skills and the other for combat skills - hand combat, firearms etc (will there be a skill for "combat without weapon"? great read
  3. King-Salomon

    Nightzedding

    clothing looks really cool guys someting I am thinking about when I see all the great clothings... do you have a regulation how often some kind of clothing combnations can spawn on zombies? Thinking about, the small towns into the game should only have 5-10 police officers, maybe 5-10 fire fighter, 5-10 nurses in total etc not spawning 100 police officers ingame in 1 year time frame... Zs should be 99% time ordinary people, maybe nearly 25% of them in sleeping gear (as they were attacked in unaware in sleep) - even a huge % of people with special jobs would have been killed while they were not at there job... how will you handle these?
  4. great stuff does the "lucky" trait affects the "randomNumber" outcome? (not in tzhis code but maybe in an other code were it might say somethink like "randomNumber always +/- 5"? EDIT: sorry, I have absolutly no idea of coding so it might be a silly question
  5. if the engine is running you can hear them too ... so it would make even less sense to make them invisible -.- the whole idea is ... as postboxes, litters, HOUSES etc don't vanish too if you show them your back... -.- it makes sense for Zombies but other than that... I can see that it MIGHT make sense for MP sometimes, but than it should be a server option or a sandbox option and not destroy SP immertion... -.-
  6. as I said before weeks ago.. THIS is soooo true !!!!
  7. you are not wrong with this... but wouldn't it be easier to let the keyes as they are and just add a colored "key ring pendant" ? would also be better seen as any kind of key
  8. guess it is REALLY time to get the washing mashines running (as long as power/water supply is on) with all the dirty clothes/bandages features it's time for that
  9. The Collision Update Video is REALLY great - very nice!! Will you chance the mailbox so that it will be destroyed (and the car REALLY damaged) if you drive "through" it instead of blocking the car? can't wait to get the vehicle in IWBUMS and 38.26 out in the open (shouldn't that have happened last monday already?) really nice stuff
  10. Aaaah thanks you got me worried for a moment looking forward to try the new build as soon as I get home again in a few days
  11. Hiding cars "out of sight" I don't understand -.- atm only Zombies are hidden out of sight wich makes sense and is needed for a game like this - but all enviroment pieces are and should be visible (as they are) - so why hiding cars? looks kind of ... well.. not good to see them pop up again and again... if it is because of MP I would really be glad if you could make them only "get out of sight" in MP as for me in SP it would be really ennoying am immersion breaking :/ I know there is a car, it is not moving so I know it is still there even if I turn my back on it... the DD is great guys.. but this "feature" is not cool -.-
  12. That was my first thought too as I read the DD some days ago... all the ideas I read are great but... sometimes I think there is too much focus on making the cars unnessessary complicated/detailed for the time now the game is about zombie apocalypse not "sim mechanic 2018"... (with all respect to all mechanic sim fans) I would be VERY happy to have a simple but working car system which can be make more detailed later The level of detail the devs are trying to get is great (!!) but when I compare it with the level of detail in your other game machanics it is simply not consistent :/ (farming could be WAY more detailed, as well as diagnostics, tool usage, carpentry, metallworking etc pp - clothing system I will not add as I think it will be made new from the scratch with the anomation system) I can understand that you want to get the cars realistic as possible but that whould not be the goal at this point.. just to make it "work great"... I think you are doing great - no doubt about that - but please don't let yourself get stock in microdetailing the cars at the moment... f.ex. it would be much more logical to add detail to the carpentry system with screws as more robust nails etc instead of all 128 parts of the engine to be simulated real time ... I just don't know... (if I use the same level of details on the "make a plank" action you would have to a) chop down the tree and survive the fall (!! without any knowlage/skill you will most likly just crash yourself under it one way or another) ) b) chop the trunk to logs (or not if you want to build a wall instead of a fence !) and remove all branches c) dry the wood for days/weeks/months ! d) remove the bark e) grind the log smooth f) saw some planks out of the wood g) impregnate the plank to make it weather proof ... and I am sure I am missing some important points... now we have 2 clicks with 2 tools and from tree to plank in nearly no time at all AND IT IS WORKING) there are a lot of thinks that are great for itself but not consistent around the game - like the new vehicle weel-UI (created for gamepad users only) and the TV/Radio device UI with is GREAT for mouse-users and looking great too imo... each is working in it's own way but they just don't belong together imo PS sorry about the confusing post.. not much time and it was really bothering me for days now so I had to give it a try :/ long story short meening: you are doing great per se, but try to be more consistent all in all
  13. King-Salomon

    Grave Harvest

    really great stuff guys and mash of course one point after looking at the video: could you PLEASE make the time you need to install/uninstall components more realistic? (not 100% for gameplay reasons but..) ... it is bothering me with older stuff too that the time to build etc is too short, reading is much better to feel "somewhat realistic" but seeing a whole car canibalised in 2 minutes is ... well... hope you will chance it somewhere in the dev progresss
  14. sorry, tryed with WIN+G but when recording there is no problem.. stopping the recording and it is there again :/ will try again later :/
  15. have got a problem with this version (don't know it it was 2-3 versions befor too as I didn't had the time to test): if I walk left and right from room to room the furnitures are jerking - like all the sprites/items have mini-freezes - it is NOT all the time but mostly if I enter a dark (fog of war) room and go back and again and again - left to right and right to left... it will stop than and it is running without problems.. but chancing the room again and... well... it is not a freezing of the game as the player-sprite is walking without jerks all the time .. it's only the furniture (as far as I have tested it atm) sorry, can't explain it better :/
  16. King-Salomon

    Gas 2 Go

    Fair points, but I am not talking about "knowledge" I am talking about "skills" - if you understand the basics of electricity and metallworking (or maschine working) [Skill] you can repair an old car IF you have the knowledge (not the new ones but the old ones) [Recpt/Knowledge] The point is, you have more or less useless skills in the game - and combining them for SKILL (not knowledge) might help the game your points are good but they can achived by getting the know-how with books, magazines etc rather that adding a new skill which is only usefull again in lvl 1-2 imo
  17. King-Salomon

    Gas 2 Go

    not so sure about the need of an extra skill for Mechanic - why not use the Metal and Electro skill in combination? Would be better to flesh out the skills we have than to create new skills which are also not sooo usefull... I still believe the skillls should work together more and depend on each other... other than that.. cool stuff guys thanks
  18. I REALLY don't get what you guys have with NPC's ... really !! the main problem with NPC's is that you need a good and working AI (!!!) - which is a HELL of work - we are not talking about some 1000 animations which are "just a piece of work but nothing too complicated" - we are talking about adding an AI - which if done poorly will break the game !! Not an AI like the Zombie Ai - no, an AI which let's the NPC's act "almost player like" - not like the (great) MOD that includes some "NPCs" but a REAL NPC AI.. An AI most people have no idea how many work it will be to create but everyone will shitstorm if a "NPC" is ruining his playthrough, doing something stupid, gets the player killed, etcpp NPCs are a REAL nightmare - why do you think most games today are going multiplayer instead singleplayer? You don't need so much AI ! Without so much AI the game will be much less costly... a bad AI breaks games... PZ is great without NPCs, it COULD be better with NPCs I agree BUT most likly it will be the opposit as the NPC-AI will NEVER meet the quality the player expect - PZ is too complex a game for that IF you expect the NPC to survice more than 1h - it is NOT a simple shooter or a scripted RPG... you can't even include "savezones" were NPCs can live peacefull without Zeds - like the traders in 7DTD - as it would break the fluff of the game (but would be working to include NPCs as you wouldn't need too much AI for that) ... So I am more than happy to play the game without any NPC as it would be a lot worse to have bad NPC-AI integrated !
  19. someone mentioned it for an older version but still: with 38.10 it still is raining everytime you load a savegame and all lights are turned off again
  20. 492: (very) Heavy load and worse should you NOT allow to climb up sheet ropes (climb down could result in falling) 493: add a real "sheet ladder" (craftable from real robes not racks) which would allow to climb up and down even with (very) Heavy load
  21. I was asked by @Bioweapon to post this for him:
  22. +1 !! maybe even possibility to "paint" icons on the box like a hammer-icon, green cross icon, food icon, fishing-rod-icon, seedpacket-icon, weapon icon etc to chance the art of the boxes (would need new art, so something for the future maybe - till then a tooltip "note" would be great some more tooltips would be great too .. like (but not only) 485: mouse-over tooltips for skills - for newbies it would be a QOL point to get informations about what the different skills are doing/effecting/can be raised by a simple tooltip for overmouse the skill - maybe the text could be copied from the wiki http://pzwiki.net/wiki/Skills (effects) if still up-to-date
  23. 478 : chance the icon art for some of the containers - it's no big deal but seems unnessessary to loot the mailbox from a regal-container etc - even no new art needed, just use the mailbox head as a picture (others might need new art maybe) (maybe even the kittchen- and bathrooms sink container show a sink icon instead of the normal regal one) 479: desks in living rooms (like the desks in the childrens rooms which would be used for homework) should be container like desks in school/offices 480: standardize some commands (atm: using a TV is "device options" - for using the stove it's "settings" ) what was already asked I am pretty sure: - washing maschine as container and useable (with power) to clean clothes - for QoL: naming some of the items to better find them in inventory (like the books should all beginn with the topic, no "jumping" of cooked items in the inventory when you add something to them because the name chances to something completly different, boxed items should be listed with the items they contain, paints not sorted by the color but by paint etc) (I know it's not as easy as this as it is different for every translated language but for the "original english" version it would be great - there are some mods which do this but for QOL it should be into the base game) EDIT: 481: some forum-mod to copy all the suggestions and start a new topic with the list which can be better sorted by @Connall guess a lot are multiples, some are already dealt with, others are "no-goes", some are low priority for the devs etc - could be some kind of color coding (red = nogo, green = already included, yellow=wip, orange = later etc) or some sorting by topics... 482: make more items "not go through" - you can walk through some items instead of "walking against them" like chairs, toilets (!), mailboxes, stop-signs etc ... maybe it is for later with the anmations update but walking through a toilet or chair when I am stopped by a small low table seems wrong EDIT2: 483: First add should be a "survivalist" skill not a "crafting skill" !!!! maybe even rename to "medicin"
  24. not sure if it was mentioned before but it really annoys me... 460: add a possibility (like a check box to select etc) that if you are dismanteling an electronic item, the items you get from it don't spam in your inventory but drop on the floor (like when you are destroying a door) It's really annoying to remove all the stuff from INV when you are only doing this to get the EXP - if you want to get the items you could select an option to get the items back in your inventory for example or something like this 461: cross-using of skills - like metall 3 AND carpentry 4 are needed to build XY etc... also for later: metall + electric could be used for repairing of cars, so no need of mechanic skill 462: better use of the crafting menue UI: "Wash clothing" is great in theorie but you can't select the item you want to clean, so it would be great to make the item you want to clean selectable at the UI in the crafting menue ame as it is for cooking f.ex. - this would also make it possible to 463: clean-up the crafting menue: "Open Packet of XY seeds" could be only 1 entry instead for every seed 1 entry - the same with "Put XY Seeds in Packet" - also lots of cooking recepts could be cleaned up that way, the 100 "dismanteling entrys..." could be deald with etc... would greatly improve the usability of the crafting UI
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