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vek

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  1. Like
    vek got a reaction from mimo_za in Martial Arts   
    In fact, in order to avoid being bitten by some zombie, you don't need karate, but the ability to use the stationery tape available in the game to wrap thick clothes in three layers. So you can make perfect armor against zombies, which will be impossible to tear or bite through.
    But I know that it will break the whole balance in the game.
  2. Pie
    vek reacted to Larnell in [41.78.16] Metal Shelves and Big Locker   
    I don't know that this is known or not, but anyway.
     
    • ver 41.78.16
    • both single and multiplayer
    • I'm not good at server systems, but this happens in every server
    • no mods, only with debug mode
    • Reproduction steps:
     
    Make metal shelves by an wall, then make a big locker on it.
    In this case, there are both in a same tile at the same time.
    The locker can be taken and placed on a tile where shelves are, but once shelves are taken, it can't be placed on the locker.
     
    The screenshot is an example. In this case, there's a chair, a big locker and metal shelves on a same tile.
     
    That's all. Thank you for reading.

  3. Like
    vek got a reaction from Luxus Zigard in More ways to be stealthy.   
    I think it's time to add bows and crossbows to the game.
  4. Like
    vek reacted to mimo_za in Cigarette Quantity   
    It is possible to make sticks from the board for ignition.
  5. Like
    vek reacted to Zombiologist in More ways to be stealthy.   
    I think such stealth skills would have to require a very high skill with said weapon, and should be limited to specific weapons such as knives. Perhaps if you shoved your padded arm into the zombies mouth from behind and stabbed it in the nervous system, temple, or eyes quickly enough and carefully lowered the corpse to the ground it might work, but I'd sure be risky and depending on what you use for the padding your arm would still get bruised pretty badly.

    Also "silencers" are actually called suppressors in real life, and they work nothing like the movies. The gun is still very loud, just not ear damaging loud. Suppressors are primarily used for protecting your hearing and increasing your accuracy slightly by reducing recoil anticipation not making you more stealthy. However I'd still very much prefer a supressed gun in a zombie apocalypse if I had the choice, as less noise may at least reduce how much attention I bring if I'm lucky.

     
    Bows and crossbows contrary to popular belief are not completely silent, they string makes a good snap that will reveal your position. Rock slings, shepherd's sling, atlatl (spear thrower), and hand thrown weapons and objects are the only truly stealthy ranged weapons. There are also stealth bows which are modified to be much quieter than regular bows. They sacrifice some of their range for this though.
  6. Like
    vek got a reaction from Zombiologist in You should be able to see what time it is when you're in a running car even if you don't have a watch.   
    This is a very logical desire to have a watch in the car.
    But even if this is not implemented, it seems to me that no one will be particularly upset. There are already many hours in the game world.
  7. Like
    vek got a reaction from getstoopid in More ways to be stealthy.   
    I think it's time to add bows and crossbows to the game.
  8. Pie
    vek got a reaction from mimo_za in [41.78 without mods] Zombies in the tree.   
    It turns out that when I pass through the crown of a tree, a zombie can't hit me at that moment either?
     
    Then it turns out that you can be invulnerable in the crown of a tree?
     
    And how to hunt wild animals in the forest, because in a dense forest they will very often be in the canopy of trees and the shots of hunters will not reach the target?
  9. Pie
    vek reacted to Killersnake49 in Late game zombie migration   
    I personally think it would be cool to see a late game repeating event where after the exclusion zone falls massive hordes can enter from the borders of the map. Migrating  towards the center unless attracted by Noise stopping the path. This would provide a new source of late game threats and in my opinion would be a big improvement from the current respawning system. Maybe even implement a rare event where a horde can follow an Npc’s car into Knox Country. Please devs if you find the idea good can you implement it please and thank you.
  10. Like
    vek reacted to mimo_za in [41.78 without mods] Zombies in the tree.   
    Good question. I have also encountered this.
  11. Like
    vek reacted to Yana M.D. in [41.78 without mods] Zombies in the tree.   
    This is how trees work, they take up a tile. Not a bug
  12. Like
    vek got a reaction from mimo_za in [41.78 without mods] Zombies in the tree.   
    Actually, it's not really a mistake. Maybe I just made a few mistakes in the game myself.
    I just want the developers to pay attention to it.
    I play without mods on 41.78.
    Fight in the forest.
    A zombie is coming towards me, a tree is between us.
    He is alone, nothing distracts me, I know the range and range of my homemade spear. So I calmly wait for him to hit when he is in range and calmly go on.
    A zombie enters the crown of the tree that separates us. I stop seeing him, but I know that he is there and that he is walking slower than he walked before.
    I wait a second and hit the crown of the tree with a spear, while according to my calculations I have to hit a zombie, but I don't hit a zombie, and after another half a second he will attack me, appearing from the crown of the tree where I just hit.
    It should be noted that I have played PZ for several thousand hours, I am quite good at killing zombies in this game and have killed many tens of thousands of zombies with different weapons all the time.
    In this regard, the question.
    Does a zombie lose its physical properties by disappearing from view in the crown of a tree?
    Am I still not calculating the impact time correctly?
  13. Like
    vek got a reaction from mimo_za in Terminal damage isn't terminal   
    Sterile rags in this game work wonders.
  14. Like
    vek got a reaction from mimo_za in In a residential building in the kitchen in all cabinets and shelves there is stationery loot   
    Judging by the description of the loot, it is rather zoned as an office.
  15. Like
    vek reacted to mimo_za in In a residential building in the kitchen in all cabinets and shelves there is stationery loot   
    I continue to play the same game session. 41.78 without mods.
    In a residential building in the kitchen in all cabinets and shelves there is stationery loot - pencils, notebooks, erasers, paper clips.
    Coordinates:
    11839 x 8801
  16. Like
    vek reacted to mimo_za in There are no switches in the house   
    41.78 without mods. single player game.
    I found a house in which there is not a single light switch. Not in any of the rooms.
    Coordinates
    12593 x 5282
  17. Like
    vek reacted to Yana M.D. in [41.78.12] Outdoor lamp textures are still broken.   
    The issue was in the lighting vision changes which are a part of the next build, 42, so there was no a simple fix for this one. 
  18. Like
    vek reacted to mimo_za in A mistake? on the map with loot settings.   
    Today I found another bug on the map.
    Coordinates 11688 x 8268
    In an office building, there are three kitchen drawers in the dining area, but loot appears there as in office desks - pencils, notebooks and magazines.
    The game version is 41.78, there are no mods.
  19. Like
    vek got a reaction from Bullet_Magnate in Farm of Fear   
    I have already voted for PZ in the nomination "favorite child".
    I think you're all doing great!!!
  20. Like
    vek got a reaction from mimo_za in Farm of Fear   
    I have already voted for PZ in the nomination "favorite child".
    I think you're all doing great!!!
  21. Pie
    vek reacted to nasKo in Farm of Fear   
    Let’s get something out of the way first then. Ugh. We feel so unclean doing what we’re about to do. SORRY. SORRY EVERYONE…
    All the other games were posting Steam Awards links like that, so we did too. Don’t vote for us if you’d rather not, but if you do – well click on the above massive intrusive image and that would be swell.
     
    So, back to business, we released some final-ish fixes for the current stable build yesterday – the changelist for which can be found here.
    There may well be another smaller patch, early next week, with some other minor changes – namely a few small anti-cheat measures, a fix for some modded textures and a bit of metal walls weirdness that still needs addressing.
    B42 FARMING
    This week we’re going over to Blair, and his current mission on overhauling our Farming system. Now, priority number one is to get things more tactile and animation-led with farming: when you use a watering can we want it through a direct mouse-click and not a maze of sub-menus.
    Away from this, however, we are also making the overall system more complex, varied and interesting. Elements of this already coded into the 42 mainframe include:
     
    Plants have growing seasons, and for most crops there are one or two optimal planting months. You’ll be able to read the best month to plant your crops on the back of seed packets, and if you plant at the wrong time of year you’ll get a reduced yield, and perhaps the risk of producing sickly plants. Appropriate plants, such as Potatoes, can be planted using the vegetable itself. You’ll be able to dry seed Corn and Peas to preserve them for planting next year. Plants can accumulate slugs and snails for the player to deal with – either using looted pest control, or perhaps using a folksy remedy. Nearby slug repellent plants such as Rosemary will help too. Rosemary is one of several herbs added as well. They tend to grow more quickly, and when harvested are knocked back a few growth stages –  and then can be harvested again later. The herbs you pick can also be used to propagate new herb patches while they’re still fresh, and can be dried as well. We are expanding the need to water your crops to houseplants. Potted indoor vegetation that players find in the world will now be living – similar, but not identical, to crops. They need to be watered, can fall victim to diseases, and will become visibly unwell before they die and become a dried husk. This also means that they will be another cool signifier of the days that have elapsed since the beginning of the Knox Event – since in time all the plants in homes, shops, the mall etc will wither and die. Elsewhere, we’ve been seeing what animals look like without their clothes/skin on. We’re thinking that these look realistic but a little too fatty and should have a little more muscle on show – but it’s interesting nonetheless.
    These past two weeks we’ve also made a lot of progress with getting the previously shelved fire system back on track, including the ability for the game to have liquid-looking Molotov fire FX on the ground. The actual visuals are going to be fine-tuned and improved soon, so we’d rather not share images of it, but rest assured it’s going to be pretty cool.
     
    Finally, another quick bump for the Spiffo plush that Makeship are creating for us – which is something that the community has been asking for since forever.
     
    If you want one you’ve got two weeks to put your order in.
    In case you want to give it for Christmas then Mash has also created a certificate of gifting intent that will hopefully come in useful.
     
    This week’s road-side (well, centre) picnic from Athena. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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.
  22. Pie
    vek reacted to mimo_za in trash cans which do not have a garbage disposal function   
    Today, when playing at 41.78 without mods, I noticed that there are two large branded trash cans on the map in Pizza whirled, which do not have a garbage disposal function.
    Coordinates of the garbage cans:
    11662 x 7080
    11667 x 7089
  23. Like
    vek reacted to Ralms in 41.78 UNSTABLE Released   
    Hey, 
     
    I assume this is Unstable too, correct? 

    Also, just while you are at it, if a client fails to download the map, the only option given to the players are "Quit to Desktop". 
    Wouldn't it be better to either give "Back to Menu" + "Quit to Desktop"? Or just "Back to Menu"? 
    It's frustrating having to start the game client again because something went wrong downloading the map while joining multiplayer.
     
    Thanks. 
  24. Like
    vek got a reaction from mimo_za in 41.78 UNSTABLE Released   
    Yesterday I tried to pump the gas welding as much as possible.
    He spent all the propane he found at West Point, and I searched the whole city. But I was able to pump the gas welding only up to the fifth level. The sixth one was not enough for me just a little bit.
    Played without mods on 41.78.4.
     
    By the way, I didn't find a single propane tank in an auto parts store on the east of West Point.
    Although, it seems to me, this is a place where there should be a lot of them.
    At the same time, I found six chargers for car batteries there. And not one in the rest of the city!
  25. Pie
    vek reacted to Pandorea in 41.78 UNSTABLE Released   
    Canning (and crafting in general) will be reworked for the next major build (B42) so nothing will be done for these atm.
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