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King-Salomon

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  1. Like
    King-Salomon reacted to OffitMan in Pitch Battle   
    Don't get me wrong, I don't have a problem with people liking The Walking Dead. I have the graphic novels and watch the series (not as much recently, certainly the first 4 seasons). I just don't understand why people want to turn PZ in to The Walking Dead game, where you reenact the series.
     
    It's been done. Think of something new and original people, rather than just copying the show.
  2. Like
    King-Salomon got a reaction from Geras in Pitch Battle   
    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 -.-
  3. Like
    King-Salomon got a reaction from Legoland99 in Pitch Battle   
    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
  4. Pie
    King-Salomon got a reaction from Legoland99 in Pitch Battle   
    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 -.-
  5. Like
    King-Salomon reacted to Batsphinx in Pitch Battle   
    This is being included more as a 'see what people think' as opposed to a rock solid 'this will be a final feature'.
  6. Like
    King-Salomon reacted to PPanda0421 in RELEASED: Vehicle Test 41   
    Ok, I understand now. You want cars to be so feature rich so that you can enjoy the game more with the challenges it will provide. I on the other hand see it as a side feature, something that is nice to have but not required, unless you plan to travel to other cities. I guess I'll be in the group that will have 0 mechanical level and just fuel the car and drive it when necessary. If the car breaks down I'll find another car. So you are right we do have different ideas about this new feature. What if the developers decide to add all the features I mentioned and also add a ton more features to cars. But here's the thing, what if they can't get everything working until winter 2018? Spring 2019? Summer 2019? Surely your patience must have a limit. I am sure most of us do. Given unlimited time game developers can do anything. The question is will the fans stick around until then.
     
  7. Spiffo
    King-Salomon got a reaction from DeadDuck in RELEASED: Vehicle Test 41   
    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
     
     
  8. Like
    King-Salomon got a reaction from Kuren in 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
     
     
  9. Pie
    King-Salomon got a reaction from Magic Mark in 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
     
     
  10. Like
    King-Salomon got a reaction from Legoland99 in 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
     
     
  11. Like
    King-Salomon reacted to martingee in New Model   
    This is the double edge sword we tread. If we mention anything about it, other than its released, we get lambasted for talking about "nothing". 
     
    If we don't mention that work continues, people get sad or suspicious.
     
    You can be rest assured work continues on the new animations which are intrinsically linked to new clothes and weapons. Hopefully when that build goes into testing everyone's wait won't be a disappointment!
  12. Like
    King-Salomon reacted to RobertJohnson in New Model   
    Yep, mechanics won't tho, it's still WIP, need to finish the UI & car scripting first
     
    But this'll come once I finished to smash bugs on 38, prob next week! (NO ETA RJ! BAD RJ!)
  13. Like
    King-Salomon got a reaction from Zorak in 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
  14. Like
    King-Salomon got a reaction from Legoland99 in 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
  15. Like
    King-Salomon got a reaction from DramaSetter in Let's make a date thread for when we predict NPCs will officially drop.   
    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 !
     
     
  16. pillow
    King-Salomon got a reaction from Legoland99 in Let's make a date thread for when we predict NPCs will officially drop.   
    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 !
     
     
  17. Like
    King-Salomon got a reaction from grammarsalad in Build 38 and Beyond: Small but Important Suggestions Thread   
    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
  18. Like
    King-Salomon got a reaction from grammarsalad in Build 38 and Beyond: Small but Important Suggestions Thread   
    I was asked by @Bioweapon to post this for him:
     
     
  19. Like
    King-Salomon got a reaction from Massi in Build 38 and Beyond: Small but Important Suggestions Thread   
    +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 
  20. Like
    King-Salomon got a reaction from Massi in Build 38 and Beyond: Small but Important Suggestions Thread   
    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" 
     
  21. Like
    King-Salomon got a reaction from grammarsalad in Build 38 and Beyond: Small but Important Suggestions Thread   
    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
     
  22. Like
    King-Salomon reacted to Livio Persemprio in Build 38 and Beyond: Small but Important Suggestions Thread   
    I think it's time to fix some half done works:
     
    522: metal stuff should have more hp than wooden one, thank you for putting your time with the coding but right now there is no point in trying: less hp, harder to gather skills and materials, louder so that a zombie knocking will attract way more.
     
    523: fix gas pumps, in multiplayer the admin is needed to spawn gas or to enable loot respawn which a lot of people dislike, just so that more than 1 player ever will be blessed with the sight of a working generator. Running a small community like this is not fun, please allow us to siphon from pumps or to power them, or to siphon from cars, it is just quality of life
     
    524: make life easier for electricians, most players don't bother because there is very little you can dismantle that grants xp, and stuff like house alarm (the item) is still a legend to mostly everybody
  23. Spiffo
    King-Salomon got a reaction from Hilrof in Let's make a date thread for when we predict NPCs will officially drop.   
    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 !
     
     
  24. Spiffo
    King-Salomon reacted to nasKo in Over where?   
    Ello, ello, ello – here’s some of the latest.
    BUILD 38
    The public Build 38 release is feeling increasingly imminent – although there are still a few fixes to the new roof rendering and player view system that are still in the oven. Today we released IWBUMS public beta 38.11 that focuses on transferred optimizations from the vehicles build – so improved garbage collection, optimized lighting, memory leaks plugged and improved map loading.
    There’s also a VoiceManager fix gone in, spotted by BitBaboon Steve and remedied by General Arcade, that should provide an FPS improvement in SP – especially on lower spec systems. So if you see/feel/sense any improvements then please let us know.
    The build also does various soon-to-launch jobs like updating community translations, alongside several of Connall’s Community Suggested tweaks: first aid kits now spawning with sterilized bandages, suture needles being able to be used for sewing like regular needles and the ability to sterilize bandages in boiling water. He’s also made aspects of tea preparation and drinking less frightful through the addition of a new recipe. Full changelist here.
    VEHICLES
    This week Yuri is moving onto commonly reported MP issues in the public vehicles beta in preparation for the wider testing audience when Build 39 goes into IWBUMS. As such stuff like vehicles disappearing on exit, precious loot removing itself from the boot (trunk if you’re American) and similar will all come beneath his steely glare.
    He’s also, finally hopefully, zapped the ‘trapped in walking animation’ bug that’s been vexing our car testers for several builds now – with a fix due in Vehicle Build 19.
    Vehicle Build 18, meanwhile, came out last Friday – and came with the much requested addition of making sure that the number of players that can fit inside each car model is accurate to the number of seats, and hopefully a fix to the strange lights on/off syncing issue that MP players have been reported. It also came with actual visible headlights appearing on vehicles (rather than just having the beams) and red brake lights to boot.
    It brings a surprising amount to the vehicles when it’s all seen in-game, as you can hopefully see in this video. [Although Yuri’s coding music is a little… mellow (?) for our taste.]

    We’ve also updated the Vehicles Build with the latest IWBUMS, so testers can explore the new town of Riverside and the Knox Heights Country Club in relative leisure – as seen below.

    39+ PLANS
    Once Build 38 releases the current plans are for Build 39 to be a relatively quickfire release, essentially getting the existing experimental vehicles out to the public in as bug-free a state as possible – albeit on the current selection toggle. We anticipate improving on their current zoning/spawning alongside aspects of their optimization, but the meat of their maintenance will come in the following build.
    We’re currently firming up the design docs – but the current plan is for vehicle damage, repair and car wreck player injuries to be a focus in Build 40, and then to turn to player-crafted improvements and realistic ‘apocalypse survival’ modifications in later versions.
    As we’ve mentioned before, maintaining your cars will work in much the same way as our current medical system – covering stuff like dead batteries, burst tires and the more common engine issues as well as structural damage. Don’t expect My Summer Car levels of vehicular knowledge requirements [although we certainly hope the modding crowd will think towards this] but do expect the Mechanic profession to be a fun/useful one to have.
    Elsewhere Turbo is making good progress with his Devices overhaul (this week reworking radios so it’s easier to find and tune into different player wavelengths), Bitbaboon Mark is fixing up the new skinned renderer in the now integrated model loader in the anims build and his colleague Steve is marking up various targets for optimization to ensure that vehicles run as swimmingly as possible when they’re released. Oh, and Mash is adding more detail to the wilderness areas around Riverside for those who venture into the back of beyond.
    Today’s featured massacre from C.P. 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 Mondoids 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.
  25. Like
    King-Salomon reacted to wsensor in Build 38 and Beyond: Small but Important Suggestions Thread   
    484: A way to label crates so that you can hover over them with the mouse and read the label.
     
    IE: Post it Note (Write on it Tools.) Paste note to crate. Than when you hover over said crate it will say tools.
    Would make it easier to know whats in a crate.
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