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Papa Juliet Whiskey

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Everything posted by Papa Juliet Whiskey

  1. I feel this gets stated a lot on the forum, but the game is set in 1993. We weren't feeling the impact of climate change nearly as much as nowadays. Air conditioning was a thing then, but they were not as common back then as they are now, but more importantly, remotes to adjust them may not have existed quite that early. Although I would really like he ability to adjust the temperature in a room though. Thermostats were a thing then. It could also add an interesting layer by forcing the player to use an AC unit already installed, or to install one themselves, in order to cool the house to a temperature lower than the outside temp. With the relevant skill level to do so, of course. You can already pick up and place the units that are already installed on some buildings, and this could add some functionality, value and immersion all in one. Ceiling fans, of desk/floor fans could add some radius of cooler temperature, like fire radiates warmth that fades over distance from the source. Open windows could create varying levels of draft, influenced by the out door weather. I imagine an expansion on the temperature system is on the devs radar. But until they do, I'll just have to deal with the annoyance of stripping my character down every time I go inside a powered building on a very cold sandbox playthrough, just to avoid being moistened to death.
  2. I wonder if it would be possible to some how link it to the building, then have little stickers pop up on windows or something. Maybe even make them movable, so when mp comes out, players can put up fake stickers to mess with local looters.
  3. The one thing that really bugs me about the alarms is that no matter how long ago the world has ended, the alarms never stop working. I'm sure modern alarms would have some kind of battery back up or fail safe, bit in '93? I legit don't know, but I'd assume they'd stop working eventually.
  4. I think it is, to some degree. You can see the vic bobbing around a bit, and it does slow it up. Especially with Sunday driver, towing a car with a parking break on(can't remember if the e-break is vanilla or part of the better towing mod). I was thinking maybe a vehicle type that is just better suited to it, may have less negative impact, and maybe have a variety of tires that are more conducive to off road funnery. Maybe even make them a little more forgiving riding corpse that a blocky old sedan.
  5. If its copper wire you need, you can dismantle radios and TVs. Not overly familiar with metalworking though, and I suspect its probably some other white your taking about...
  6. If its copper wire you need, you can dismantle radios and TVs.
  7. I think if you cue up an action, but you need to walk to whatever it is you wanna do, if you use the last two time speeds, it'll cancel the action. Ie: dig furrow. If I click one several tiles away, and use anything but pause, real time or the first time compression option, you'll walk to the tile and complete the action. Of you set it any faster before you reach the tile, you character goes cross eyed and forgets what he's doing. And even if you set time compression to stop when you complete action, it doesn't consider that you took an action, and time compression will continue. Either perform the task while next to the tile, or speed up time after your characters gotta be before speeding it up.
  8. With a risk of getting jammed up in the busted fence. I feel like TiS could unnerf vehicles if they made them handle more like real vehicles. Taking more damage striking sturdy things like big trees, brick walls, and to some extent other vehicles(perfect opportunity to add seatbelts that may prevent the character flying through the windshield in 90 degree head on collision), but less when striking standing zombies. Or have a risk of getting stuck, slowed or stalled or driving over things. An off road 4x4 vehicle could navigate off road, but maybe less so for the station wagons. Slow or stop em. Program curbs as geometry into the game and have those wreck tires and alignment if driven over, to varying degrees based on speed and the angle of approach. Hiting standing zombies head on should only kill them at really high speeds, perhaps forcing them to first become crawlers before the car is able to deal sufficient damage to kill them. Match that up with the possibility of getting stuck on their bodies/corpses, the mobile murder wheels no longer seem a viable option. Regardless, vehicles should take some kind of damage when hitting zeds, just not as significant as it is presently. Damaged hoods may pop open, obstructing the player's view forward, but can be 'looked around' by rolling the window down like you need to to look around/use a gun from the car. Just a handful of thoughts.
  9. I feel like I've had this happen on previous builds. If I recall, I think it happens when cruise control is active.
  10. Can't recall if I was playing on 41.51, or the .52 build, but... Love that bars are now good and stocked with beer. Be careful though. Drank one after waking up, which isn't quite enough to get the drunk moodle(or it doesn't last long), and the drinking system seems to cause one to become extremely tired once the drunk moodle wears off. I went from fully rested to maximum tiredness in the short drive from the Rusty Rifle bar in the south of Muldraugh to the walled in spingle story house that acts as one of the spawn points. From fully rested, to a point of no fatigue recovery in less than 2 game hours. The sleeping pills don't even come close to that. Needless to say, no 'hair of the dog' style roleplaying for that alchy character. Note, I did have the simple HUD mod that displays meters for the various stats such as fatigue, hunger, health, etc, but I don't imagine that plays with any game variables.
  11. What if cars have a chance to get stuck on dead or crawling zeds? Or perhaps a full stop and obstruction for going forward, forcing the player to reverse, then try again, or navigate the obstacle. All the while having to deal with a chance of getting stuck backing up. I was once told driving cars through certain styles of fences would have the shit get in the way and 'tangle' up the car. On that note, could cars be made to break through fences like the zombies do now? Ps. I also really like the idea of zeds crawling though/or into cars with busted windows.
  12. No issues like that on my end, only running a HUD mod, which doesn't seem to conflict. You're character has to be tired enough to sleep, and not be in any pain beyond the first pain moodle. I also find it a little janky when it comes to right clicking on the right part of the bed to get the option to sleep.
  13. I think most issues with mods caused by this update had to do with TIS rewriting the loot tables, so any conflict would likely have more to do with items spawning properly in the right buildings. I imagine some map mods loot tables may not properly reflect the new system, so I wouldn't be surprised if item spawns are a little wonky. I assume most other mods are probably fine.
  14. Been a while since playing unmodded. Should be interesting relearning vanilla pz. Oh, and when's mp coming?(just kidding :p)
  15. Perhaps a little out of the vein of this post in particular, and what I have to say may have been brought up, but I give myself certain tasks to try to set some goals. Like, collect all the mankins in the map, then dressing them up like the village people. Oh, and one as Spiffo, too. Seems the mascot outfit's spawn rate has been nerfed, and trying to find a full intact outfit can be a challenge in it's own right. Collect all arcade machines. Build a gameroom with a bar and pool table. Silly, inane things like that. Might not be your vibe, but I find it can extend the playtime on an older character. Given time, I have full confidence the dev's will add more spice to the end game stew. Hell, the animal build will add plenty, I'm sure. Not to mention when NPCs finally get pushed.
  16. I usually drag the bag out to the ground, then check it there. Of course, I also find that I lose bags from time to time, so beyond climbing double high fences with a bag in my off hand, forgetting to put the bag back in the trunk is the only reason I can think of why I lost/misplaced them to begin with...
  17. If I am not mistaken, you can play Project Zomboid split screen with steam remote play. Youtubers Ambiguous Amphibian and PrivateLime did it in some videos they made.
  18. Unfortunate that most video games these days need to please the shareholding investors more so than the end usersers they're marketed to. Modern capitalism at its finest. TIS doesn't have that problem; the beauty of croud funding at work, not to mention the added capital of early access scales. Having a small dev team doesn't hurt. Appreciate the honesty, and can't wait for new sp content.(whatever happened to the new fire system yuri was working on?)
  19. If I'm not mistaken, any article of clothes that takes a hit, it loses some condition, whether or not if successfully deflected. I definatly support some user interface indicating damaged gear though.
  20. Autopause. Can we get an autopause feature? I've lost a few characters accidentally hitting the windows key. Perhaps force the game to open the menu when it's minimized? In the same vein, autopause on keyboard disconnect would also be nice. Lost my most highly developed, longest living, most adored character of ever a year because my keyboard wiring decided to poo the bed. Anyways, love the work you lads have been throwing at this title. Ain't a title out there like it(except maybe ccda? Never played, so I can't comment to that).
  21. It should be noted that there is now a mod that adds boats and swimming. The way the game map handles water and bridges, unfortunately, limits their functionality at the moment. Fun way to slip around the northern part of the map between riverside, westpoint and the mall area, but almost useless on any in land waterways. If I'm not mistaken, bicycles are something the dev's plan on adding at some point.
  22. I can't say for sure, but I think my neighbor was using one of those old brick cellphones around that time.
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