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Sedgwick

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Everything posted by Sedgwick

  1. The zombie infection doesn't show up on the health tab. The infections that you see on the health tab are related to regular wound infections only. Any of those scratches had a chance to give you the zombie infection and it sounds like one of them did. Even if the wounds heal you'll still start to lose health from the zombie infection looming inside you. No amount of bandaging or disinfecting can get rid of the zombie infection once you have it. The default game settings take about 2-3 days for the zombie infection to kill you off and scratches are a low chance of infection, lacerations a medium, and bites are a guaranteed death sentence. So you did get a bit unlucky with a scratch taking you out but multiple wounds will really start to add up. RIP and good luck to your next character!
  2. Container's can have different sizes if you use the Disorganized or Organized trait. So a character with no traits would see a wooden box at 50 max capacity, but a character with organized can fit 65 weight of items inside a box. Same goes for a character with disorganized, they can't fit as much into a container. Were you seeing these container size changes on different characters, or seeing this change on the same character in the middle of a game? If in the middle of a game are you using a mod that does something like dynamically change traits, or were you seeing these container size changes on different characters?
  3. Adding in that I know it's not isolated to my install instance. Was watching another player on Twitch and they had it happen too, I clipped it here: https://clips.twitch.tv/UnsightlyAbstemiousKimchiPunchTrees-bridmj1qQl3cdFH9
  4. Someone may have to correct me on this, but were police officers in 1993 wearing vests that also had plates? I thought back then it was just kevlar soft vests for small arms fire, maybe a steel plate over the heart, but not the full on ballistic plates.
  5. Hey survivors! Going to list off my thoughts, ideas, and reasons for reworking the -5 point trait hemophobic as well as an additional mechanic for dealing with blood and dirt. Changing the point value won't be part of the discussion, I don't know how the values are calculated to begin with. First a review of the hemophobic trait description: "Panic when performing first aid on self, cannot perform first aid on others, gets stressed when bloody" One of the things about hemophobic that seems odd to me is that while hemophobia is a fear of blood, the only fear inducing part of the trait is when you have to perform first aid. Your character seems more scared of the wound itself than the blood. What happens when you are covered head to toe in the blood of the undead? Stress, not fear. Probably being pedantic at this point, but it's closer to Traumatophobia than it is hemophobia. Contrast hemophobic to the other two phobia traits, claustrophobic and agoraphobic, which do induce panic in the appropriate situation. Reworked Hemophobic: So, you kill your first zombie and get a splash of blood on you: Slight panic. Increasing amounts of blood lead up to the extreme panic. Treating your wounds would still cause panic, but this is where I would apply stress from the trait. Continuously tending to wounds or one severe wound that's still bleeding would continue adding onto the stress, eventually leading to sadness from prolonged stress on top of the panic while tending yourself. You still would not be able to tend to other people's wounds. One of the common tricks players use now to manage hemophobic is to also take smoker, since smoking a cigarette can reduce stress you can stave off the stress of being covered in blood by smoking. The rate at which you have to smoke is ramped up to a half dozen a day instead of the 1 or 2 just from being a smoker, so it does add up over time. Someone scared of blood probably wouldn't be relieved (even temporarily) by smoking a cigarette like a hemophobic smoker would in PZ, but you could still reduce it medicinally through beta blockers. In this way you could still manage the panic caused by blood the same way you would manage the zombie stress using beta blockers to help you with some temporary combat effectiveness. So a hemophobic player could still benefit by being a smoker, but not for the fear of blood, but the stress of the wound tending. Why change hemophobic? Currently hemophobic creates a weird scenario where you build up stress, and once you learn that's the effect, you just stockpile cigarettes and take an additional negative trait that is relatively easy to manage to stave off the symptoms while you fight off the undead. There's no panic, no fear of the blood which doesn't make sense as a phobia trait, and if you don't want to be a smoker your only way to manage it is in safer scenarios back at base by reading books or other stress reduction methods. In addition, I think it would pair well with my additional blood and dirt mechanics I'll describe below. I'll list some ideas I had about a hemophobic player may have to deal with: Do you remove some layers of protective clothing while in a combat to reduce your panic while dealing with a combat against zombies? The water is out and you don't have enough water to both drink and wash your clothes. Are you willing to sleep without all that clothing on to lower your panic and sleep? Provides a good reason to collect a few sets of clothes you can swap into to stay in clean clothing to avoid panicking. --- Additional blood and dirt mechanic: A character without hemophobic would still not want to be covered in blood. All characters would slowly build up stress over time from wearing bloody clothes, with a minimum threshold that would need to be passed before there is any accrual. I think dirt should be a factor here as well, but it should be a fraction of the stress gained over time by being covered in blood. In this way if you've got a little bit of blood on your boots from squashing a zombie skull, you'll not be building up stress. You don't want to be baked in dirt either, but it's not going to be as stressful as a biological contagion like zombie blood. Why change this? Well right now there's no reason to ever wash your clothes except for aesthetic reasons. You can be as dirty, bloody and disgusting as possible and it won't affect anything. Sure it's the apocalypse and there are other pressing matters to attend to (zombies), but the blood and dirt is still a threat that does need to be managed, just lower priority. I also think this isn't as detrimental as another change I've heard people mention, which is bloody clothes increase the chance of zombie infection. Code wise, from my understanding, this is difficult but also I'd rather not so harshly penalize someone for having a bloody jacket. This would finally add in some other reasons for non-hemophobic characters to manage cleaning clothes. I'll list some idea I had here that are blood/dirt mechanics that may factor in with this: Early on keeping your clothes clean is easy while the water is still running, so before the water runs out you've got another resource that might be good to collect: an extra set of clean clothes. If you can't keep your clothes clean, you've got additional incentive to read those stress reducing books instead of hoarding them on the shelf. Swapping out sets of clothes if you don't have water to wash. Most players put on 1 set of clothes for a lot of protection then never take it off unless they have to. Incentivize getting some renewable water working at your base so you don't drain the pipes washing clothes when you also need to drink it. Hey, maybe actually collect some soap ya filthy animal! So what do you think? Hemophobic becomes a trait that actually causes fear, dirty and bloody clothes need to be managed, and the apocalypse rages on. Thanks for checking out my suggestion!
  6. Pretty much every time I play I'll have at least one zombie do this. That day that I posted those videos was more than usual. It happens infrequently enough that I never expect it, which is why so many of my videos of this happening are me missing as I go for the head attack. I've been using short blunt weapons with this character but in the characters I played in between 41.51-41.55 I was often using long blunt weapons and I would see it often with those too. Not sure if it's weapon specific though, as I remember back in 41.50 I would see it with machetes too and that first 41.50 video I posted was a hand axe. This is with no mods. The character from these 41.56 videos is: Occupation: Repairman. Current Negative Traits: Slow Healer, Claustrophobic, Conspicuous, Pacifist, Weak Stomach, Clumsy, Cowardly, Slow Reader. Current Positive Traits: Cat's Eyes, Dextrous, Outdoorsman, Angler, Lucky, Runner, Gymnast, Fast Learner, Keen Hearing, Organized, Fit, Stout. Traits I started with and got rid of: Feeble, Overweight, Out of Shape. I'll go ahead and post the rest of the videos from that session just as other examples and so I can show how much time passed between each one. 11:00 AM 7/21: https://i.imgur.com/BOI12qA.mp4 7:20 AM 7/22: https://i.imgur.com/J2G3SpD.mp4 8:50 AM 7/23: https://i.imgur.com/rRRvKnQ.mp4 9:30 AM 7/23: https://i.imgur.com/FJ7A2hX.mp4 2:30 PM 7/23: https://i.imgur.com/2ns56pu.mp4 10:00 AM 7/24: https://i.imgur.com/ahiCbb6.mp4
  7. 41.56 made mention of a few instances of zombie flipping being fixed, but it did mention zombies that were facing down already. This type is still the most common for me: Hitting a zombie with an attack that knocks them down. Walking on top of the zombie that I just knocked down then going to swing down at them. They flip over and dodge the attack. In fact since I was recording today I was able to count and had, over the course of 3 in game days, 6 zombie flips. Unless it helps I won't add all the ones I recorded today, but here are a couple more videos with the knockdowns happening at some different angles since my last video of this was from 41.50. https://i.imgur.com/J2G3SpD.mp4 https://i.imgur.com/rRRvKnQ.mp4
  8. Figured I would share a couple of videos here demonstrating the camera panning in the vehicle if you want to see it before you use it. Driving around town with camera panning I really like the concept and have wanted something like it for ages since it feels like you can't look far enough while driving. However I could really feel how it impacted the FPS which is why a few seconds in I turned on the FPS counter. I tried with it off driving around the same neighborhood and was consistently 50-60 FPS but with it on I was having some big dips as you can see. With cruise control on at 30 MPH it felt like it was stuttering in a way, you can see it here: Stuttering at 30 MPH cruise control
  9. In the TV and radio broadcasts they mention bridges being blocked, but beyond that there are only 2 bridges in real life in the surrounding area to cross north of the Ohio River. One is west of where Riverside would be and one is in Louisville. The wiki has a Knox Country prospect map for areas that could potentially be in the game, and it doesn't include any area north of the river. I doubt we'll see anything north of the Ohio and we're more likely to see areas expanded south of the river before that.
  10. Sorry that you lost your grill. But even still that's a pretty funny bug. I was able to easily replicate it. Permanent change too, no getting the grill back from there. https://i.imgur.com/48RPCKo.mp4
  11. I'm also a big fan of this idea. I've never been that keen on short sighted even while being short sighted because it doesn't feel like how it works in real life. It's not that you lose your peripheral vision, and seeing the earlier tech demo video that feels way more accurate. They seem like really cool optional ways to play that I'm all for.
  12. You can see some table items even if you haven't been inside the room and the door is closed. At first I thought these items in the screenshot below were on the floor, but realized after checking the room they were on a table in a room that I had not been inside. These were table event items, but after I picked up the notebook and placed it again myself I could still see it through the wall.
  13. Saw this video earlier and it really made me think about how more of the furniture in game should have the option to jump over it. I'll post it below, but basically they got backed into a living room that's sectioned off by a few chairs and a couch. While they may have gotten lucky and ran through some zombies to escape, I realized if I had gotten backed into my own living room like that, I wouldn't feel stuck, I'd just jump over the couch. I think couches, chairs, maybe even some of the low counters like low cabinets and jewelry counters should have the option to vault over them. In a non-threatening situation it can make navigating some rooms easier, and in a moment of panic it gives you an option to flee for your life. There's already the mechanic that you can fall if you're going faster than a walk when vaulting fences, so in a panic it's not just a free getaway: you could trip and fall if you try to do it fast. Downsides I'm thinking would be zombie navigation, in enclosed spaces like in the video they might start crawling over furniture way more often instead of just pathing around like they would here. Even still a zombie on the ground in that situation would have me in a panic as they try the floor swipe. Getting stuck behind some furniture that we could easily jump over. Starts at around 18 seconds in.
  14. I've been using a crowbar on the studio challenge, so I'm in combat a lot every day. I probably see this half a dozen times an in game day. In my old 41.50 games I was mostly using a machete or 2-handed axe and saw it with some regularity.
  15. Typically an item carried or attached to the belt will show you its effective weight followed by the unequipped weight, like a hammer on the belt will display weight: 0.7 (1.0 unequipped) However, I'm using the Premium Technologies Walkie Talkie and while it does get the weight reduction bonus for being equipped/on the belt, it doesn't report this weight when you hover over the item. Walkie Talkie weight while not in inventory is 8.2: Weight correctly goes up by 2 when taken to inventory to 10.2: Receive the weight reduction bonus from equipping to belt down to 9.6, but Walkie Talkie does not display accurate weight: I also noticed that the battery/ear buds being equipped to the walkie talkie don't effect the weight, but it seems Faalgorn already noticed that but I'll leave that link here too since it's weight related.
  16. Looks like this is very similar to what I was about to post, so I'll share a couple more jacket+vest clipping issues here. This is without any mods enabled, so BrainlessSurvivor I think what you're seeing is likely unrelated to your current mods. This kind of leather jacket clips with the police vest: as well as the diamond pattern sweater vest:
  17. I'm still seeing a lot of this. Zombies rotating 180 degrees while on the ground, rotating while I'm hitting them, and the occasional flipping zombie, where they kind of flop up into the air and then land facing the opposite way, usually resulting in my smacking their feet instead of their head. I've not noticed it any better, I'm getting it with regular frequency. Unless their were other instances that were fixed of this, it seems just as rampant as it did before. There was a bug report issue for it here where I've also included an older video, 41.50, where I had the air flipping happen, no video of the rotating while on the ground though.
  18. I was playing a CDDA challenge and happened upon a couple of houses that had the table event of a cake being prepared. The cake preparation is still good, even 6 months later, while the rest of the food on the table has long since gone rotten. Faalagorn, years ago, posted about Food that should go bad but doesn't, which highlights that this has been a thing for a long time. However, the preparation was never much of an issue before since it would only be found if created by a player. Not only that, you would have had to have found the milk while fresh to even have had a chance to make the cake (with eggs being something you could get later from foraging after the house eggs go bad). Now, however, you can find something created using eggs and milk, which rot, mixed together and lasting indefinitely without going bad. If Cake prep. table events are going to pop up, it would make sense if cake preparation also had a rot timer. While I was happy about the fact I actually found something safe to eat in my CDDA game in those first few critical days, it also feels weird to safely eat 6 month old "fresh" cake batter left on the table during the apocalypse.
  19. Good day Survivors! I propose that the TV Remote, a typically rare item to find in the usual loot settings in game, also provide a battery when you dismantle it. They don't even need to be 100% batteries, they could have varying amounts of charge left. As they currently function, the TV remote dismantles into a 100% chance at a scrap electronic as well as a receiver. If it's a matter of balance, what makes sense to me would be a 50/50 chance of receiving a receiver or scrap electronic, and a very high chance at a random charge remaining battery. It's way more likely that, upon breaking down a remote, you'll end up with a functional battery than working components. And considering how uncommon it is to find these items over a long playthrough, it wouldn't end up being a game-breaking amount of batteries to find (radios would be way more common). Especially for the time period, all TV remotes would need a battery to function. There's even the cliche of stealing batteries from a remote to use for other things when you've run out. In the apocalypse scavenging remotes would be a prime place for a guaranteed battery (but who knows how long it will last?). I had come to this realization with remotes and batteries when thinking about a no/low gas playthrough, where power that doesn't come from gasoline would be way more important. Let me know what you think about this suggestion, I'm sure there are many great ways that something little like this could be balanced around the quantity/chance of a battery and other parts but right now with no batteries it feels weird. Good luck out there survivors!
  20. I jumped back into the tutorial with 41.52 to see how it was looking. I'll preface this with I don't have any of these issues in a regular game, it's just issues with the tutorial. No mods installed or enabled. 1. When I got to the part where you need to open the curtains, I right clicked and selected open curtain, but got stuck aiming the shotgun instead. At that point you're stuck in place, can spin around, but other than that can't do anything except left click the curtain. Left clicking the curtain triggered the next part though, so it was only that one option that failed. Video for it here. 2. I couldn't complete the tutorial when I got to the part where you need to sprint to the outhouse. A video wouldn't be super helpful here since it's just me walking and jogging while alt fails to make me sprint, I just continue walking. I haven't changed the keybind and as I mentioned, the sprinting works fine for me in a regular game. So at that point the tutorial was softlocked. I tried again a second time, but this time without triggering the bug in number 1, so i just left clicked the curtain to open instead of right click > open curtain. I continued on and was able to sprint when I got to the appropriate stage. edit about number 2: it could also have something to do with the clothing in the cabinet? One attempt I just put on the jacket, and was able to sprint, another attempt I put on a bunch of gear including the boots, and couldn't sprint. Got to the part where I thought I was softlocked and put the sneakers back on, and could sprint again. It seems some combination of the clothing & the curtain bug prevents it, but I'm not sure what specifically is doing it since some combination of these things work, and some combinations do not work to let me sprint. Hopefully this helps, let me know if you need any more info. Have a good one!
  21. In the screenshot here I had just heard the level up music and checked to see what I had learned. I had just got level 3 lightfooted, however I hadn't checked the skills list after I had got a level awhile ago for level 1 short blunt. When I hit 3 Lightfooted skill, I open the skills menu and it still has Short Blunt highlighted, even though you can see I had gained significant experience in the mean time so it really wasn't the last skill that leveled up. Lightfooted should be the one highlighted green here.
  22. I'm experiencing the same. At the moment if you place a sheet on a window or windowed door, you can't reclaim it with the move tool like you could a curtain, and with the removal of the right click "remove curtain" option there isn't a way to get a sheet back.
  23. First thing I wanted to do was stress out the garbage collector and see how it works with the 'travel chug'. Anyone who's done a lot of driving in PZ knows that after you go a ways down the road, it starts to stutter and the game gets real choppy and freezes for a few seconds and the only remedy was to restart the game, which can get pretty frustrating when you only just started playing 15 minutes ago and go on a cross-country drive. I started an Apocalypse sandbox but with easy use vehicles so I could get on the road as quick as I could. Started in West Point and drove west towards the northern outskirts of Ekron, then further west to Scenic Grove, then beyond that to the gas station along the highway on the far west edge of the map. And while you still do get the 'travel chug' from driving a long distance, the garbage collector does its job and, without intervention, it would go away when it would do its cleanup. I didn't need to restart my game to get rid of stuttering or freezing, and was able to fight and do everything smoothly once I got there. So thank you, thank you, thank you! 41.51 remedies one of my biggest gripes and lets you keep playing without having to restart to fix long distance travel!
  24. My rooftop garden does find this encouraging. I would be interested in that. Usually it's not a big deal for me, but I've got a nice long lasting character going so if there is anyway to move that character to .51 I would love it. Though if I'm understanding what this means incorrectly, then maybe he can retire with grace instead. All around amazing to see, and I can't wait to have a table covered in the hundreds of Money I've found around the map! edit: EnigmaGrey answered the question on reddit: Transferring means switching to the build 41.50 build in the Steam beta tab once 41.51 goes out so that people can continue their saves.
  25. I was able to get a good video of the backpack dupe happening. I wonder if it had something to do with the fact I also had a very heavy object, as I had the antique oven in my inventory when I dropped it. I drop the backpack and it drops a ghost pack on the ground at my feet that I can interact with, but upon bringing it to my inventory it disappears. You can see for a split second it recognized it as I get a moodle for just a moment for being encumbered. Then there's me battling against my stretcher bed as I had to get into the corner to get my actual backpack floating up in the air. edit: Mods: I'm using one at the time this video happened, 'True Actions. Act 1 - Sitting' though I've had this happen at least a couple other times when I was using no mods, and hopefully this one wouldn't have had an effect as I wasn't sitting at the time. https://i.imgur.com/RNXWo2l.mp4
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