Jump to content


  • Posts

  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I should also add that one of the more common causes of distress that the new audio affects is Misophonia. Again, this is a barrier that can completely prevent people from being able to enjoy the game and the only real way to actually address this is to see about bringing back a replica of the Advanced Audio Options from 41.50, a modded example of which is here: https://steamcommunity.com/workshop/filedetails/?id=2609849923 As you can plainly see, this option is not actually that difficult to get working again and, having tested it myself, actually works. While there is likely to be a reason for the devs not enabling the advanced menu to do with updates of the audio engine and code around it, it is still perfectly functional and really baffles me that it was left disabled for this long. It is LITERALLY a single tiny piece of code and it works flawlwssly with the new system out of the box. Now, it could be that TIS plan to revamp the other end of their audio code in a way that would break this in the future, but until then, why disable this?
  2. Just popping in to say i genuinely wished i could refund this game earlier today, despite the fact that I utterly adore it in 99% of its design and gameplay. The reason for this I will outline below, and hopefully you will be able to understand my reasoning and find it to be a valid grievance even if you yourself are not affected by this in the same way that I and many others demonstrably and irrefutably are. Please take this suggestion as seriously as possible, and please exercise basic human empathy and try to put yourself in my shoes before replying, as I am not making any huge demands, nor unreasonable suggestions. The audio updates have made it so I now get panic attacks while playing, which cause me to enter a state in which I have a vastly elevated heart rate and extremely painful sensitivity to sudden changes in noise or light, lasting between 1 to 6 hours in length, from the screamer violin chords that are louder than every other sound in the game and cannot be disabled or turned down. This is an inherent disability that I cannot just "turn off" or "fix" through exposure or medication. Believe me, i've tried. And I am not alone in having this kind of sensitivity, which importantly was not an issue at all back in 41.50+ before the Noiseworks update. The effect that noise alone has is independant of any actual feelings of fear or horror that the game portrays. I have been jumpscared by zombies before the update, with the chord off, so it is just as effective a horror game without it, and most importantly, natural organic jumpscares dictated by game design and immersion do not cause the same panic attacks or aversion and are way more effective at building and maintaining the psychological horror atmosphere. I actively enjoy playing the game with the orchestral stings removed, even feeling scared and apprehensive about every encounter, and to be quite honest the scare chords are nothing but a shortcut, a way to cheaply cause shock to a player, which for some of us is both immersion-breaking and extremely distressing to a degree that I wish you could experience at least once, just to be capable of fully understanding how utterly devastating it is. However, it is also important for me to clarify that I do not want to suggest you should remove the sound entirely. That would be a horrible suggestion, as there are clearly a huge majority of players who are either fine with it or actively enjoy the fact this chord exists in the game. It would be callous and rude of me to suggest that the majority of players should lose something that many of them find iconic about this game just for a small minority of people who are extremely sensitive to the noise. Instead, what I am suggesting is a means to customise in volume or mute the scare chord, placed under the "Accessability" tab in the options menu. Take a page, perhaps, from Outer Wilds, which included a toggle option for "Reduced Frights" in the psychological horror themed DLC 'Echoes of the Eye'. I promise, it will not dilute or ruin the experience for those of us who choose to use it, and we will still be experiencing the same psychological, adrenaline-fuelled horror that you intended to portray. Please take a moment to think about this seriously, and please, don't simply dimiss this offhand with "just mod the game to remove it there's mods on the workshop that remove it/add the advanced audio menu back to the game". Because while both of those mods do fix it in the short term, it highlights a huge lack of care and responsability towards folk like me with "invisible" disabilities, disorders of the brain that are physical, inherent, strongly genetic, present from birth, and incurable, only mitigated to a finite degree by medications, therapies and avoidance towards certain situations. I genuinely love this game, and it breaks my heart that such an easily accomodated barrier to entry has been left in place untouched since the update dropped. I am certain that if you wanted to, you could have added an accessibility option to mute it in the vanilla game options by now with little to no worry about breaking the sound system, even if it did involve taking a small amount of time away from polishing other features to implement safely. Based upon the number of mods that address this specific issue without modifying the FMOD soundbank, it surely must have been possible to safely add this to vanilla for a while now, and yet it seems that the message never got through to TIS, or was ignored if it did, or some other complication as yet beyond my understanding has caused you to delay adding it which has not been mentioned in any blog posts or communication I was able to find. In fact, I choose to hope that this is in fact the case, and it's an issue that you do intend to fix as soon as reasonably possible. I dearly hope you understand that this isn't just a petty request and has some actual grounding in reality, and can understand that this is worth considering for the future. I'm still gonna stick around, and I still love this game in every other way, even if I can't play it at all without mods that bar me from a majority of multiplayer servers. I still hope that i will be able to get back into it one day, because it is a brilliantly designed game with so much love, care and attention to detail. I just... can't in good conscious play it or recommend it to anyone I know on the spectrum until there's some recognition for disabilities like this without forcing us to mod the game so it's actually playable without posing a serious hazard to both our mental and physical health. I hope you can understand. Thank you for being there for us. This game helped a lot of people find a little bit of joy in dark times, myself included.
  3. For now, I must make do witha two dimensional toilet paper storage system. Pray for me.
  4. So I just found a house with 377 rolls of toilet paper. To my dismay, i found out that when you place down TP, it will not stack, it will just clip into the next roll if you place them close enough. It also highlighted an issue where fine adjustments of small objects in place mode is interrupted by the player character turning to face the cursor, causing the camera to move, causing the *cursor* to move, making fine adjustments pretty hard. But that's not what this post is about, what this post is about is the toilet paper roll fortress of my dreams. Just imagine it. Beautiful, no? imagine a world where we can stack toilet paper. It will be glorious. I promise. So please.... let us stack.
  5. I think i recall this being addressed - there's so many new sounds and a new sound system, so thjey have to finish implementing and testing and fixing noiseworks before they can consider re-writing the advanced audio menu since they'd have to re-do it all from the ground up or something along those lines, i agree that it's a vital feature but it's probably not gonna be re-implemented anytime soon without a lot of pressure from the community and even then it may not be something that's possible to implement soon
  6. So I just started playing the new patch, and the Noiseworks has a LOT of awesome to it. I love the new sounds, especially those crispy deep menu button clicks. So satisfying. I could hit buttons all day long. However, when I got ingame I immediately felt something was a little off. Walked outside and it hit me after i'd walked around hearing noises for a bit. Y'all cranked the reverb up waaaaaay too high. The echo. The room wet mix. Whatever it's called in Noiseworks, it really does not feel right outdoors especially. It's..... okay, ish, indoors, so long as the room is wide open like a warehouse, but in a furnished room with carpets and all that jazz sound does NOT echo like that and it gives me actual migraines. Not sure if those settings are editable on the fly but those would be my number 1 target to give a slider in the audio options, as this is something that varies from person to person. Hell, if we had access to the basic audio settings like wet mix, damping, reverb, stereo width, etc i feel like while many people wouldn't immediately use them most people know what bad reverb sounds like and could tweak them. Even if not, please consider toning it down a little, it's ridiculous outdoors, and turns the background wind noise into a white noise esque hiss that genuinely gives me a literal headache after less than 5 minutes. Speaking of toning it down, the jumpscare chord is a very divisive thing amongst zomboid players. I know y'all are very attached to it in the dev team but please make some concessions for those of us playing that either have weak hearts or simply find jumpscare chords to be the laziest form of horror shorthand ever devised. it's literally interchangeable with the Metal Gear Solid alert noise in function, and honestly it really is far too bombastic and over the top. Please give us an option to mute the jumpscare chord and/or an option to change it to something more toned down like a zombie growl or literally a metal gear solid alert noise if you feel so inclined. Note that I don't feel it's something that needs to be removed, far from it, it's a horror trope that many people like and expect to find, it's just that there's a sizeable chunk of people out there that find it annoying or worse and they deserve to be given the option to do something about it. Anyway, that's my input on the new Noiseworks from a surface level, i'm gonna keep playing and see if any other issues pop up.
  7. Even the tiniest mod can have a huge impact even if it doesn't sound or seem like it should impact a specific part of the game. I'm just saying that for some reason i'm having trouble replicating it vanilla whereas it was occuring basically 100% of the time before if I didn't make sure to use ESC to cancel before trying to say, left click on the next furrow or something.
  8. I have the first three, though i have a different implementation of the same idea for food expiry. However, it's likely they use similar implementations behind the scenes, so it's still worth me checking with minimal bars and combat text, then with food expiration alone, and see if the behaviour comes back for either configuration, at which point it should be clearer which mod might be messing with this assuming there's not a scattering of different mods that mess with it. I'll test at some point. If you get a chance before me, give it a go and see if disabling any specific mod consistently stops the issue occuring.
  9. Yep, and i like the little fake dead ones quite a lot, they add a hair of uncertainty to encounters. I've just done a retest of this and the other thread i had running with the farming menu getting stuck, and while i am starting to suspect mods for the farming menu thing (which i'm trying to figure out with the other person who chimed in), I have observed the duplicating zombie thing while doing my vanilla tests though it's either harder to trigger than i thought or dependant on luck and/or other unknown variables (lag, or framerate fluctuations/stuttering, or some other factor i'm not aware of yet.) The methodology i'm using to test is basing the difficulty on Builder, cranking the vehicle stories and spawns up to max, and making zombies have low population whilst also being slow, weak shamblers so i can run around bashing heads in with an overpowered character build and not worry about being swarmed or killed while i'm trying to brute force test this. Which meant that corpses still spawned in stories but it wasn't overwhelming running across the map trying to find the ones that weer only *playing* dead. It took me about a dozen or so encounters with not-quite-dead bodies to actually get a duplication to occur, so it seems like it's not quite as simple as "kill them before the animation finishes". I was using the classic spiked baseball bat at the time, since the starting kit option in the sandbox settings conveniently includes a bat and a hammer, and nails are a quick find. If I can get my screen recorder's 30 second replay mode to start working i'll try to catch a recording of it occuring in vanilla next time i get a chance.
  10. Regardless of how lack of errors or size, what mods are they? I had a lot of mods running and having just done a vanilla test, at least twice I didn't seem able to get the behaviour to trigger which makes me think it might be one of the mods that alters the context menu or something, but knowing what mods someone else is running who gets the same issue will help narrow it down if we share certain mods. That or the bug is not as simple as expected, but it'll help knowing which mods *could* be involved in order to rule out possibilities.
  11. i figured out right clicking on wells worked to clear it as well as generator info, though wells are few and far between perhaps rain collection barrels will do? Out of curiousity did you have any mods enabled at the time?
  12. it is likely that there's a possibility you are experience the gambler's fallacy, a dissonance between "real" rng and "weighted" rng. Weighted RNG is what most people think of because game designers tend to design in a guarantee that you'll get what FEELS right from RNG, so if you fail a lot it'll compensate by making your odds actually better each time you fail. True random RNG doesn't give a toss about how improbable it is to, say, fail a 99% to hit in games that feature it. Sometimes the random number generator just spits out failure after failure because that's simply the chaotic nature of random generation. I've gotten about what i expected from a 25% chance to break sinks. It's nota 3 in 4 guaruntee. It will almost never be 3 in 4 unless you do it a million times and take a look at the average from that large dataset. The previous RNG roll doesn't affect the next one, so every time you pick up a sink it rolls a 4 sided dice, one side of which is a failure, the other three which are not. Naturally, this means that you are more likely to succeed than to fail, but that doesn't necesarrily mean you *will* succeed. Now, I do think that it'd be nice to see it down to 15% or less like with carpentry, but that risk is part of the intent of the game developers. there is ALWAYS a chance it will break. You are *never* safe unless there is a 0% chance to break.
  13. So this is something i've only experienced twice, and may be inconsistent. I still need to test with mods disabled, and i'm not sure if stuttering issues may have some involvement. The bug: Certain corpses you find on the ground aren't actually dead and will trigger a wake up animation once the player gets close enough to them. In two cases, both laying in front of wrecked cars (vehicle stories) when I approached and quickly attacked and killed the zombie during that initial animation as it wakes up, the zombie duplicated itself. Both zombies i killed with a one hit KO using a spiked baseball bat. The first time, I killed it almost immediately after the scare chord and animation began since i was anticipating it waking up as it seemed suspicious. I then turned to walk away and check the car when a very brief stutter was followed by, in my periphery, the zombie began to move towards me. It had the exact same body, outfit and inventory contents including random loot (a bottle of vitamins), and had been perfectly aligned in position and pose, which lead me to conclude that it had duplicated. Fast forward a week or two. The second time (just now) I swung at one towards the end of that animation but before it began to crawl at me, and the same duplication occurred, except this time the fresh duplicate had a completely empty inventory. Otherwise the sequence of events and result were identical. I have yet to exhaustively test this or to test without mods, and I haven't encountered many fakeout zombie corpses that i had time to hit before their wakeup animation had already finished. After the animation finishes i'm pretty sure the zombie doesn't duplicate. I'd appreciate someone testing this in vanilla as well since i'll not get a chance to test without mods for some time. Since these spawn as part of vehicle stories afaik, best method to find them would be a custom sandbox with stories on very common or better. I did have zombies set as slow weak shamblers in both instances which may be important if one hit killing them is part of the cause.
  14. I'll record this once i get a free chance, probably after the current playthrough i have going on. I'll update this thread once i get around to it, assuming i remember (which it'll be hard to forget during a playthrough where i'm farming!) note: this is the first 15 inch model of the Razer Blade (2018) laptop, so some part numbers aren't detectable by Speccy Specs: Operating System Windows 10 Home 64-bit CPU Intel Core i7-8750H CPU @ 2.20GHz RAM 16.0GB (unspecified branding, as this is a prebuilt laptop) Motherboard Razer C1_MB (U3E1) Graphics 4095MB NVIDIA GeForce GTX 1070 with Max-Q Design (Razer USA) Storage 238GB SAMSUNG MZVLB256HAHQ-00000 (Unknown (SSD)) 3725GB Western Digital WD Elements SE 25FF USB Device (USB (SATA) (SSD)) <----zomboid is on this drive
  15. I would agree there. Often things like spices, bowls, refridgerated foods, tools etc getting slurped into your inventory can be a bit annoying when you have to manually sort it all back where it's supposed to go. Not sure how feasable it'd be but having items return to the shelf they came from after taking however much is needed for a recipe would be a great QOL improvement in my eyes.
  • Create New...