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Magic Mark

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  1. Like
    Magic Mark reacted to Charlypizza in IWBUMS 41.26 released!   
    would be cool for combat be still while you swing a weapon but while recovering the swing be able to move it feels way to static to be still during the hole animation even if the movement is slow but been able to move give more fluent combat feeling
  2. Like
    Magic Mark got a reaction from M2xim in IWBUMS 41.21 RELEASED   
    Sorry, but I think you misunderstood my post. I've been in the south before, I haven't been up here for my entire life. Focusing solely on the clothing in Kentucky, people wear tank tops in spring - that's usually fine on most days. A lot of farming is done in the spring, since Kentucky isn't frozen over - almost at any point. Hell, the warm temperatures make spring one of the best times to visit the state. Recognizing how much this was done so winter can seem balanced, having to wear this much clothing just to survive indoors in spring is obscene and comical. Perspective has absolutely nothing to do with it. I don't need to live there to justify my case.
     
    I'm confident the staff will rebalance this as this is merely a test run of it after all. It just needs proper playtesting.
     
    It also goes without saying that this much weather danger makes Kentucky feel like a Siberian wasteland instead of anything close to southern USA. Even dialed back, if freezing to death is going to be a regular scare - it's fairly tone deaf, and I don't think it is intended. With that said, I'll happily adjust my temp settings in sandbox to make it feel more immersive by my own standards.
  3. Like
    Magic Mark got a reaction from halkaze in IWBUMS 41.21 RELEASED   
    Man, this insulation stuff is painfully unrealistic and punishing. For reference, I live in a Canadian mountain town on Lake Superior - I know Northwestern Ontario cold. Today is a warmer day, we we were at -3 for our high, and I was fine wearing 1 down jacket over my shirt - not sweater - and usually replace the former with a hoodie when I leave work for the day. The fact that I have to wear 4 layers of clothing to survive spring in Kentucky is both absolutely hilarious and terrifying.
     
    I look forward to your next patch - hopefully this gets heavily rebalanced. Other than that, there is a ton of great detail here. I'm surprised with how much potential this system has.
  4. Like
    Magic Mark reacted to Okamikurainya in Reduce the Rural Zombie Population   
    Population data for the region and time period exists, I actually started a mod for having realistic regional demographics a while back... Think I should continue that, though maybe drop the sex and race aspects out of it for now and focus on bulk population number... Would anyone be interested in that?
  5. Like
    Magic Mark 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
  6. Like
    Magic Mark 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.
  7. Like
    Magic Mark 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.
  8. Like
    Magic Mark 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. 
  9. Like
    Magic Mark 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.
  10. Like
    Magic Mark 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.
  11. Like
    Magic Mark reacted to EnigmaGrey in Wood axe animations   
    And wait until you try it on trees. It's ridiculous.
     
    Good ideas. I agree.
  12. Like
    Magic Mark 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.
  13. Like
    Magic Mark 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.
  14. Like
    Magic Mark 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.
  15. Like
    Magic Mark 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.
  16. Like
    Magic Mark 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.
  17. Like
    Magic Mark 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.
    -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.
    -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)
    -Doublebarrled shotgun has a animation where it is coocked again after each shot. This doesnt make sense. It looks to me like a hammerless shotgun. Even if it has hammers, there would be no reason to NOT cock both hammers.
     
    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:
     
    -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. (This is supposed to be fixed, havn´t tried it myself.)
     
    -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?
  18. Like
    Magic Mark 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
    Magic Mark 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
    Magic Mark reacted to Sick Boy in StreamZed III   
    Well, good for them.
  21. Like
    Magic Mark 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
    Magic Mark 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
    Magic Mark 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
    Magic Mark 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
    Magic Mark got a reaction from TheMitu97 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.
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