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Kim Jong Un

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  1. Like
    Kim Jong Un got a reaction from trombonaught in Reduce the Rural Zombie Population   
    The unnamed town between Riverside and Rosewood is densely populated with zed for such a small place. Hordes that easily breach two digits are densely packed together as far out as the houses on the edge of town. This is consistent on both custom and standard settings. Even with the suggestion that this is for gameplay purposes, this is beyond excessive and probably needs to be dialled down.
     
    https://map.projectzomboid.com/?#0.44709692915098154,0.18508075528803195,34.43781814090985
  2. Like
    Kim Jong Un reacted to ohgodspidersno in Please add a dedicated "shove" button and a dedicated "stomp" button   
    I don't understand why you're arguing this position. The lack of dedicated push and stomp buttons is the primary reason not to fight two zombies up close. Also you don't always have a choice.
  3. Like
    Kim Jong Un reacted to Ziggylata in Please add a dedicated "shove" button and a dedicated "stomp" button   
    Thats absolutely not true. Infact, the lack of consistancy in your characters actions are what gets you killed in that scenario, as you need to be ready for both options even though you want one.
  4. Like
    Kim Jong Un got a reaction from EnigmaGrey in Getting bored when inside is unrealistic   
    Maybe boredom should be renamed to stir-crazy to better explain this? This seems acceptable, because players can understand that this is because they haven't left the house in hours and also haven't done anything fun to counteract that. If it is poorly explained, it could come off as if the game is underhandedly punishing you for having a moment of relief. 
  5. Like
    Kim Jong Un reacted to DresdenBBQ in Buff the Farmer Profession for the Love of God   
    Could we please get a buff for the farmer profession? Farming is honestly one of the easiest skills to upgrade, plus honestly it doesn't really make much sense to them only to have skills in *just* farming. You could give them a +1 to maintenance, since maintainin' and repairing farm equipment, be it a tractor, your power tools or simpler tools is something most rural American farmers do. My godfather's dad who lived on a farm all his life maintained most of his tools instead of buying new ones which is why he's had them for some twenty odd years. Even the chef profession gets maintenance skill but the farmer doesn't??? The most maintenance chef's typically do is sharpening knives! You could even give them a +1 to long blunt skill, since they're used to using shovels, rakes, pickaxes, etc. Which does require some time to aim right since you always wanna hit the dirt at its weakest point and it requires some know how to effectively use those tools. Hell you could give 'em +1 shootin'! I've never known a farmer who didn't own a shotgun down here in rural southern America. Farmers are used to needing one to scare away hogs, deer and on occasion birds who try to eat the crops! As it stands the farming profession is highkey one of the more useless ones which is sad and farmer's know how extends out farther than just knowing about crops, they also have a basic knowledge of the land as well as survival. This is just my two cents and I'd like to see if anyone here agrees with me here. Cause as it stands professions like Carpenter, Engineer, Veteran or even Electrician are objectively better professions to take. 
  6. Like
    Kim Jong Un reacted to Okamikurainya in Buff the Farmer Profession for the Love of God   
    I think a buff should come in the form of an update to farming in general, with seasonal crops being a major part of it.
    Farmers, unlike other occupations, would be able to tell exactly when to plant their crops, as it would be displayed in the seed's info, anyone else would have to figure it out through trial and error as their crops either grow and flourish or wither away fast.
    They'd also have a greater effect on the crops everytime they water them and treat them for illnesses and such.
  7. Like
    Kim Jong Un reacted to DarkHawkArg in I'm not really a fan of the Apocalypse/Survivor split   
    I think that the idea is to make more like a "default" (Not the correct word I think) mode in general, not just focused on the character builds. If you want to make the game more suited for your gameplay style, you can made your own with the sandbox mode, so I think that the new modes are just something "generic" or even "canon" modes.
  8. Like
    Kim Jong Un reacted to TheLostBigBoss in Metal Weapons - Should they even "break"? (And other weapon durability concepts)   
    With B41 being a nearly complete revamp of how the game is played in order to survive, the new weapons have me thinking. 
     
    Things like shovels, gardening pikes and similar long range metal base-wooden length weapons are very easy to break in the game, some of them only lasting a few zombie encounters before snapping. This can be abstracted to the wooden base of the weapon breaking, obviously not the metal end of a shovel. 

    Similarly, we now have weapons which are 100% metal. Things like metal pipes may not be easy to handle or do all that much damage, but the actual "durability" of using a metal pipe on a living person, let alone someone who is decaying, is nearly infinite. Something like a Pipe Wrench has been tested with the most insane of stress tests, these things in reality do not break under any normal usage, let alone in the circumstances of it being used as a blunt vs. human flesh and bone. 
     
    Which comes to the current balance of weapon durability. Some of the weapons we have come to know and love, like the Spade (which is now a shovel) have been rightfully reworked to not be as effective over any significant length of time. However, since we are now treating weapons as they should be, should not the inverse be looked at in regards to weapons which realistically would never actually stop functioning or break in combat? 
     
    This goes for metal ends of weapons like axes. The weakness and "durability" isn't in the head of an axe. The clear weakness is always the handle and the connection between the handle and the head of the axe. Instead of having an axe just "break" and be unusable, the aspect of repairing it or "fixing" it should be two fold. 

    Low level carpentry can try and maintain a handle/head connection with the common tools we have like tape, glue and so forth. Higher level carpentry can craft new handles to attach axe heads. This means that broken heads from old axes, both one handed and two handed, can be repurposed later in the game when you gain the skills to craft proper handles.

    The weapon "effectiveness" is also impacted by the overall state of the axe head. It can chip, become dull during multiple combat encounters that requires cleaning between encounters up to resharpening the edge during downtime back at your base in order for it to keep being as effective as it should be.
  9. Like
    Kim Jong Un reacted to TheMitu97 in Built walls not visible on higher floors   
    So, there's a problem with player-built walls if set on floor 1 or higher, they're not showing up properly when standing on the same level. They're cut like the player is standing behind them, which I don't think is suppose to happen. 
    For example, here's how it looks from ground floor:
    https://imgur.com/nYXwhWg
     
    And how it looks when I go up: 
    https://imgur.com/txgjiMd
     
    (I used debug mode, to make it faster)
    If someone already posted something like that or if it's already known issue, then my apologize.
  10. Like
    Kim Jong Un reacted to EnigmaGrey in Wood axe animations   
    And wait until you try it on trees. It's ridiculous.
     
    Good ideas. I agree.
  11. Like
    Kim Jong Un reacted to muscamole in Wood axe animations   
    That's not the point, I understand what it is used for. I'm not asking them to change the animation, the slow animation is perfect and keeps the wood axe from becoming an overpowered and unrealistic crowd control weapon.
     
    In real life if your axe gets stuck in something, you don't have to pull it out immediately, you can let go of the handle. Same with initiating a swing, if you start and decide you don't want to swing the axe, you simply don't swing the axe. There's a point where your momentum will carry your swing through but there are distinct periods at the beginning and end of the motion that you have a lot of control over.
     
    But in the game once you initiate movement the entire animation plays. For the wood axe, part of that animation is recovering from the swing and pulling the axe out of the thing you put it into. It doesn't make sense that you can't simply let go of the axe at this point should you need to do that.
  12. Like
    Kim Jong Un reacted to muscamole in Wood axe animations   
    The new wood axe is great, the long and slow animations make it feel much more like an axe to me. However, you really need to be able to abort the animations somehow. Take the ground attack animation for example. Very powerful attack with a very long animation. Totally makes sense why it would take a long time to dig the axe out of the zombie you just stuck it in. But that long animation can get you killed if another zombie is nearby, in a way that isn't exactly realistic. In real life if your axe is stuck in something you can just let go of the handle and run, but in the game you're stuck digging out the axe if you've completed your swing. Also, if you've just initiated a swing and you haven't built up full momentum you would be able to stop yourself from carrying out the full swing, which is not possible in the game right now.
     
    The axe is the only thing that comes to mind right now as far as aborting animations but I'm sure it would make sense for other weapons and animations too.
  13. Like
    Kim Jong Un reacted to EnigmaGrey in Pharmahug Loot Table Broken   
    Yes, but the name of the container is still set in the mapping tool. Different person doing maps.
     
    This change is much newer. The map hasn't been updated yet.
  14. Like
    Kim Jong Un reacted to EnigmaGrey in Pharmahug Loot Table Broken   
    Overall I agree. It might just be down to the map were going back and flagging this particular line of shelves as being special compared to the other one's. Something the guy scripting can't really do.
  15. Like
    Kim Jong Un got a reaction from Tails in Pharmahug Loot Table Broken   
    Okay, but none of these shelves on the store side have medical supplies, which isn't consistent with any pharmacy I have been to. At least some of the shelves are dedicated to home medicine, such as bandaids, cold and flu, etc.
  16. Like
    Kim Jong Un reacted to Bourbon in Build 41 Gun Specific Stuff   
    Just my two cents on the gun stuff in the new build 41 IWBUMS, likely I am gonna add more to the list while playing more.
     
    If you comment a suggestion in the thread I will put it in the top post for better visibility. Keep the good stuff coming!
     
    Praize:
    -Revolver loading animation is great!
    -Shotgun Racking feels Awsome!
    -I like that you have three revolvers and one is in .45 ACP. That makes for interesting gameplay as you can use the same ammo that the 1911 uses.
     
     
    Critizism:
     
    Overall Gunhandling:
    -If a gun jamms we need a more clear message, the PC could mabye say "Shit jammed" Also include which button to press to unjam.
    -Pistols should NOT spawn without a magazine. This ist just frustrating.
    -Magazines should spawn A LOT! more. THIS IS STILL NOT FIXED!
    -Ammo should spawn a lot more. There is no sense in nerfing guns that way.
    -There needs to be a way to level "aiming" quicker. Early shooting levels are just frustrating. Maybe add a Magazine that teaches the PC basic sighting and gives them a easier time. Or doing target practice out in the woods.
    -Long guns should spawn on zeds too. Like a M16 for the bank robbers. (dont know if it is already in or not, mabye its just reaaally rare, suggested by Tails)
    -When a Zombie is very close, and you have a handgun you should be able to just put the gun against the zombies head and instantly shoot him instead of shoving (suggested by crossed)
    -Weight does need to be adjusted to the firearms. The Snubnose Revolver should be a lot lighter than the Desert Eagle.
    -Guns should also be able to be put on a belt slot. This DOES NOT make Holsters obsolete, because having a holster gives you a faster draw and a quickslot more.
     
    Revolver:
    -When unloading a revolver the text reads "Rack Revolver" this is worng Right text would be ----->  Unload Revolver, should also just unload the whole cylinder, there is no use in just taking one bullet out with a revolver.
    -When "racking" a revolver the sound is of a spinning cylinder, that makes no sense
    -Shooting sound of a revolver is reeeeeally bad, sorry
    -When reloading a revolver, PC should dump out all the cartriges and load from start (thats how you do it, taking single casings out doesn´t work because they stick to the chamber. You have to use the cylinder plunger.) See ORGM Rechambered.
    -Revolvers shoudn´t jam like they do now. If a revolver jamms you can´t "just rack it" like a pistol. A revolver doesnt have the malfunctions that a pistol can have. This should be reworked that revolvers cannot jam. (There is a lot that can go wrong with a revolver IRL, but for a game it would make sense if it would be the more reliable option, but with less firepower.
    -Speed loaders would be nice to have for  reloading a revolver  much faster than slow bullet by bullet reloading. (Suggested by Tails)
     
     
     
    Shotgun:
    -Doublebarrled shotgun has no option to be "sawn off" (suggested by Crossbow7734)
    -Shotguns could have two options to be sawn off. Only barrel, which reduces weight a bit and increases spread. Or Barrel and stock, which makes it a pistolgrip. Reduces weight by a lot and increases spread AND recovery time (time to have an accurate shot again, mabye for PCs with low gun skill chance to get hit in the face by recoil)
     
    Hunting Rifle:
    -Both should have internal Magazines like they were before. A detachable 3 round mag is just useless.
     
    Ammunition:
    -Pistol boxes should contain 50 rounds not 30
    -Rifle Ammo boxes should contain 20 not 40 rounds
    -Shotgun boxes should contain 25 not 24 rounds (this is the amount of any real shotgun shell box)
    -Loading Magazines is waaaaay to fast, was good last build, there was no need to change
     
     
    Already adressed by the devs:
     
    -Guns seem to fire to slow. I cannot fire them fast. (Fixed, now it depends on your aiming level how fast you can fire)
     
    -If your PC has a good aiming skill the animation for racking should be shorter. The PC could rack the shotgun while shouldered which makes it faster. (Already done, but without a seperate animation)
     
    What are your opinions?
  17. Like
    Kim Jong Un reacted to ZombieHunter in PZ Classic was a Great Idea   
    I just want to say PZ Classic was a great idea - it will take time for mods to update and when dealing with major overhauls that break a lot of mods - not having access to the previous version is a pain on certain people. By having a PZ Classic branch it saves both developers and players headaches. 
  18. Like
    Kim Jong Un reacted to EnigmaGrey in StreamZed III   
    Surface 4 is not generally what we mean by low spec.
     
    You'll probably be ok.
     
    Low spec is more like a $300 business laptop from Best Buy, running just an i3-i5 or less.
     
    Edit: So long as we're not talking about a Surface Go.
  19. Like
    Kim Jong Un reacted to nasKo in StreamZed III   
    Yeah like EG said, that's exactly what we've heard with every single change to the look of characters so far, which was like four times since the games inception.
    Lots of doom and gloom posts about how things won't look good or out of place. Instead of looking at a still, wait until you can play it yourself and then holla at us again. The general consensus of those who have played it is unanimously positive.
     
  20. Like
    Kim Jong Un reacted to Sick Boy in StreamZed III   
    Well, good for them.
  21. Like
    Kim Jong Un reacted to lemmy101 in StreamZed III   
    The bug with the water is due to the map being made by @Xeonyx  before Yuri's water changes, where the shaders that overlay the water don't behave with the unorthadox use of using the water for a fountain instead of a body of water.
  22. Like
    Kim Jong Un reacted to lemmy101 in StreamZed III   
    high-res wise - weirdly its going to help in almost all cases. Animations currently degrade performance but not as much as it was, and we'll continue to improve as we go.
  23. Like
    Kim Jong Un got a reaction from trombonaught in Water/Swim Mechanics   
    I don't see this as an actual issue in my opinion,
     
    If somebody builds a water base off of the mainland and has to soak themselves to get to it, lose access to the benefits of having land (vehicles, foraging) and are now heavily inconvenienced by their location travel wise. It's a give and take, which is why plenty of survival games entertain this as an actual possibility.
     
    It also isn't stated that the players can build out on the water by simply swimming, since they wouldn't have any kind of support unless somebody builds a bridge (opening a way to zombies). 
     
    Forbidding building on water tiles may not be the answer as people would probably be pissed if they couldn't set up bridges across streams (as many currently do) but not allowing build tiles that aren't connected to solid ground in any way (as mentioned or otherwise) is the answer to this.
     
    ~~
    If people are worried about folks swimming to the other side of the Ohio river, on the other hand, the simple answer is to cut off the map at the edge of the river, as having an out of bounds area isn't an issue if it doesn't exist. This tactic is used in most games.
  24. Like
    Kim Jong Un got a reaction from grammarsalad in Water/Swim Mechanics   
    I don't see this as an actual issue in my opinion,
     
    If somebody builds a water base off of the mainland and has to soak themselves to get to it, lose access to the benefits of having land (vehicles, foraging) and are now heavily inconvenienced by their location travel wise. It's a give and take, which is why plenty of survival games entertain this as an actual possibility.
     
    It also isn't stated that the players can build out on the water by simply swimming, since they wouldn't have any kind of support unless somebody builds a bridge (opening a way to zombies). 
     
    Forbidding building on water tiles may not be the answer as people would probably be pissed if they couldn't set up bridges across streams (as many currently do) but not allowing build tiles that aren't connected to solid ground in any way (as mentioned or otherwise) is the answer to this.
     
    ~~
    If people are worried about folks swimming to the other side of the Ohio river, on the other hand, the simple answer is to cut off the map at the edge of the river, as having an out of bounds area isn't an issue if it doesn't exist. This tactic is used in most games.
  25. Like
    Kim Jong Un reacted to lemmy101 in Not a fan of Instant Death Trend   
    Literally all that's changed, in terms of zombies dragging you to the floor, is that instead of the character standing in the middle of a horde, sliding about as he's pushed about inside a blob of zombies comically, getting scratches and bites for 30 seconds, before magically squeezing out the side (not due to pushing through but due to the separation physics of all the zombies bugging out and popping you out close to the side randomly), escaping and dying a couple of days later from a bite. It looks comically bad, is silly, weird, unrealistic and uncinematic,  but has the exact same result. if a group surrounds you to the point you're going to get bit, likely multiple times, instead the character dies dramatically in a cool 'getting eaten alive' moment like they SHOULD. 
     
    Seriously, you're reading way too much into this. To reiterate again, you've not played it, come back to us when this is provably something you need to 'combat against'. If you end up inside a group of zombies all stood directly next to you and attacking you, then you've already NOT done the 'thing to counter it' you should have. Any 'thing to counter' at that point would be doing some spin kung-fu kick and downing all the zombies like its some childrens TV show, or having all the zombies make some weird slapstick pratfall to give you an opening to get out, is totally against the ethos of Project Zomboid, a dark, realistic, fatalistic and brutal zombie apocalypse sim. You counter it by not being packed inbetween a group of zombies tearing at you in the first place, I'm not sure why you don't seem to get this.
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