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bliss

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Everything posted by bliss

  1. Maybe they could add a new level of hearing inbetween normal and pinpoint then. I just feel that the current spice is way beyond its intent.
  2. I really like playing with everything set to random, specially hearing. However, I feel like zombies with pinpoint hearing are too strong at the moment. Often you will spawn in a place and get overwhelmed by them a in a matter of seconds, having to deal with around 50 zombies before even finding a weapon. Game is too easy without it, but too dysfunctional with it. I suggest a minor/medium nerf.
  3. Right now players need a script or direct access to the machine running the server. You can’t simply remotely send a /restart command for a server to update its mods.
  4. There are other games that have mod launchers (XCOM comes to mind) and I'm not sure if it is doable, but if you devs could take control over if a player updates a mod or not, , through a mod launcher, it would 100% solve the "dedicated server has a different version of your mod" problem. Let players have more control over their mod versions and servers synch! As it is now, I assume that since there are no mod launchers, Steam promotes its own process to keep everything up to date. However, if there were some sort of intermediary system (a launcher) inbeetween the workshop and the game itself, manual updates would be possible.
  5. So many times, specially when alerted from behind, they will take an erratic path (like going around in a round way) making their movement completely unorganic, thus attacking on your flank on the last second, outside the character's attack cone. It must be addressed. Everything else is perfect.
  6. Since the only way to artificially climb heights is to build stairs, which requires a lot of carpentry, maybe we could use some sort of homemade grappling hook. We already have sheet ropes anyways. Here is an idea of what items it could require (more ideas in the link). I consider a height a very necessary thing to level aiming up, since you can get to a position with safe flanks. https://www.wikihow.com/Make-a-Grappling-Hook
  7. As it is now if you respawn by the trailers park in Muldraugh chances are that you will get bitten during sleep since there is no sheets / courtains in the entire area and you can't cover windows with clothes and ripped sheets. It is the apocalypse, let me cover my windows by any means.
  8. One more way of handicapping our characters? Count me in. +1
  9. It could be attached to the lightfooted skill.
  10. First of all, I consider tiredness/sleep mechanic to be vital to the game, since sleeping and feeding are the two most basic needs of a living human. Finding a bed to rest at the end of the day works as a prize for the human being that proudly finished its tasks. Aside the immersion that comes with it, there is also the fact that it helps on advancing the time so players can interact with the different seasons, Summer, Autumn, Winter, Spring faster than if the players were playing full time during nights. First suggestion - So, there is this mod called "Just Sleep". It outright allows players to sleep regardless of pain, stress, tiredness level, and time since last slept, however, while keeping the tiredness mechanic, so every player still need to sleep on a daily basis. I can't see me and my friends not using this mod anymore. It helps a lot with organizing sleep time. It could get an adjustment, though, so that the bad moddles worsen when sleeping without taking care of them. Maybe such feature could be in the base game. Second suggestion - allow the server to speed up time if the majority of players (50% + 1) are sleeping, and the awake people need to do their stuff on the accelerated speed. 3rd suggestion - another thread that I made: https://theindiestone.com/forums/index.php?/topic/59133-making-sleep-tiredness-mechanic-viable-in-mp/&tab=comments#comment-365611
  11. We all know the burden of leveling the mechanic skill when the only thing you can do is remove/install headlights and battery/radio. There is absolutely no purpose in doing so except for the grind. Maybe it could be addressed if players could passively get mechanic skill simply by driving. Nothing exaggerated that would take the grind away, but something that would symbolize how drivers learn about their cars just by driving them. Same could apply for First Aid skill. Realistically, we should be able to level first aid by training on a doll or ourselves. However, it would be too abusable and grindy, so instead, we could simply get a pump by having a passive increase while we are healing injuries and sickness, symbolizing how people learn to treat theirselves better when they are battling an infection or staying safe due to an injury. Sure, Zomboid is a simulator, but I can list a huge number of things that were adapted for gameplay purposes. Out of the bat, we have: no physiological needs, a recipe to learn how to operate generators, towing cars out of thin air, books curing depression, and many other things.
  12. I'm by no means a programmer, but maybe if the devs could make the mouse cursor "mimic" the character positioning and its functions, we could use the mouse cursor to force the game to reveal some areas as if the character were there by itself. You may argue that this would allow abuses to happen, since players would be able to see behind a building/wall that the character has direct line of sight, just by hovering the cursor there. Well, this could be addressed if the mentioned mimic function had a requirement that keeps track of the character sight, only being allowed to mimic if the character has a position good enough to reveal that area, like linking both of them. The mouse cursor would be allowed to reveal an area only if the character itself has the immediate ability to do so, regardless of proximity.
  13. bliss

    Map Pings!

    I would like a map pinging feature it were attached to the usage of a flare gun. You shoot it. People see the flare in the sky, and they get a general ping of your location.
  14. Title says it all. Cloth patches' textures are the same for all tailoring levels. Some modders are trying to address it but should be in base game IMO.
  15. The major problem with the sleep mechanic is the desynch in sleep needed that players face when a new player joins and he has a different sleep need than others. This could be addressed if every player that joins a server could have his sleep necessity adjusted as being the average of the sum of all other players' tiredness. For example: First player joins. He keeps his original sleep tiredness since the last time he logged out. Second player joins. He does not keep his original tiredness, but he gains the same tiredness than the first player. Third player joins. He does not keep his original tiredness, but he will get the same tiredness than player 1 and 2. However, if player 1 and 2, due to traits or lack of sleep or whatever, have different tiredness, this player gets the average tiredness of both, the 1st and 2nd player. Fastforward: 10th player joins. His tiredness is adjusted to the average tiredness of the other 9 players that joined before him.
  16. Currently, there are too many. A small pack of zombies may contain like 40% of sprinters. That feels like too much.
  17. Well, you will need a total of a 20 minutes in sleep mode to go back to normal play. Do you think that is too much?
  18. Instead of the regular sleeping action, Multiplayer could use a "sleeping mode": The game won't require you to stay in the bed for X hours. You will be required, instead, to confirm checkpoint on the bed you are planning to sleep. Then you are free to do anything you want to do, as long as you stay near the sleep checkpoint. When you are done sleeping, you are free to return to the bed (checkpoint) and unmark the sleep mode. Pros: you won't have to stay idle if other players are not sleeping at the same time; You will still need to comply to a sleeping strategy; You can't move away from your sleep checkpoint while sleeping mode is active (realism); Cons: Not realistic (but outright removing the original system is as bad / unrealistic); Players will be able to improve their characters in a period that they are not supposed to;
  19. I think there is a misunderstanding here. The character does not get stunlocked just because it is close to the zombie. it gets stunlocked by: 1) animation where it reacts to the zombie lunging (which is fine) since you don’t want them grabbing you, smashing you, shoving you, scratching you. 2) the reaction animation which tells the player got hurt. if we are trying to emulate realism, yes you would stop Actions and react to a bite or a laceration. You are not immune to pain.
  20. Increase the difficulty. The challange is surviving. If you are doing it with ease, pump up the difficulty.
  21. I just lost a 1 month character (apocalypse) due to the lack of a feature like this. I checked the parking lot. It was completely safe. Started doing the mechanic check on the vehicle in front of me, suddenly I have two zombies on my neck. And since it takes too long to close the window and move away, I got bitten. Sigh. It turns out that there were 2 zombies behind a shadowy wall to the south of the parking lot. They were either hiding there (and surprisingly close to me) or spawned out of thin air.
  22. A good fix for the sleeping problem in MP servers could be the following: To make the resting formula work exponentially when used in MP. That means: You sleep 10 straight minutes in-game? Ok, you get 1.5 (out of 100) tiredness. You sleep 20 straight minutes in-game? Ok, you get 1.5*1.5 = 2.25 (out of 100) rest. You sleep 30 straight minutes in-game? Ok, you get 1.5*2.25 = 3.37 (out of 100) rest. You sleep 40 straight minutes in-game? Ok, you get 1.5*3.37 = 5606 (out of 100) rest. You sleep 50 straight minutes in-game? Ok, you get 1.5*5.60 = 7.59 (out of 100) rest. You sleep 60 straight minutes in-game? Ok, you get 1.5*7.59 = 11.39 (out of 100) rest. You sleep 70 straight minutes in-game? Ok, you get 1.5*11.39 = 17.08 (out of 100) rest. You sleep 80 straight minutes in-game? Ok, you get 1.5*17.08 = 25.62 (out of 100) rest. You sleep 90 straight minutes in-game? Ok, you get 1.5*25.62 = 38.44 (out of 100) rest. You sleep 100 straight minutes in-game? Ok, you get 1.5*38.44 = 57.66 (out of 100) rest. You sleep 110 straight minutes in-game? Ok, you get 1.5*57.66 = 86.49 (out of 100) rest. You sleep 120 straight minutes in-game? Ok, you get 1.5*86.49 = 129.74 (out of 100) rest. Done. Players will need to sleep a total of 48 straight seconds per night to be able to enjoy the sleep feature. If instead they want to have small sleep breaks, it will take far longer than that.
  23. Jumping over a tall wall shouldn't be used only to gain you some time, but also to mislead zombies. Of course, if the wall is short, it is acceptable that the zombie go around it, but long walls which the end of it are away from the zombie's sight? A bit non-immersive for me.
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