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Magic Mark

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Everything posted by Magic Mark

  1. I'm sure this has been suggested before. While this may be more desirable for a mod going for more of a 'shoot em up' style of play, it simply isn't grounded to reality (or effective enough in a real setting) to justify adding it in for PZ, a game that already punishes you for falling into similar traps of action movie tropes. It looks cool, but it's never done in real life due to the complete inability to aim and the amount of processing power it takes to fire weapons simultaneously at multiple targets on top of that. Also, not really being able to reload without putting one of your weapons down. I can't speak for the developers, but I don't imagine they would take their current combat system above and beyond what can be realistically expected in most first person shooter games, when they already frown upon more feasible combat hacks (like throwing knives) for this exact reason.
  2. The art ingame does depict a pull-tab, which I have seen a few cans of IRL for tuna.
  3. Conversely, if you were to move a cabinet with the doors open, the doors would close when you placed it down again. Intentional or not, they should add a function to the decorate system that lets us choose between item variations.
  4. and untucking shirts, while we're at it! 😁
  5. I would disagree with you here because the shovels ingame are much larger and longer than entrenching tools. It makes sense that the blunt face of conventional shovels would carry more force than the edges (which aren't sharpened, mind you). Also, your entrenching tools are much smaller and lighter than these shovels, making those more purpose-built for this kind of thing than an actual gardening shovel. Maybe if historic entrenching tools were added to the game, treat them more like a bladed weapon - but not regular shovels and spades, which has more heft when using them as a weapon.
  6. Magic Mark

    ZedMarkers

    I'm excited to see the new polish finally coming in to play! I'm looking forward to what can be done with the map markers.
  7. With the help of our wonderful community managers, I just got my name changed from Kim Jong Un to Magic Mark, my discord handle. My previous name was in pretty poor taste, but it's up to date now!

  8. Yeah, I agree! I also got my complaint wrong - I forgot the C4 actually does take the headlights with the hood as it lifts. No need to "fix" it either.
  9. Even if this could happen, it is an outright no for me. Not that I use sky bases, but this is very unrealistic and best reserved for World War Z where it belongs. Harsh, maybe so, but zombies here have been pretty grounded* so far - this is just too much for me. *ba dum tss
  10. Thank you for sharing the above photo I guess the sports car (Corvette) takes the popup headlights with it when the hood opens. Correction, this is not an issue, I just had to remind myself what the engine bay looked like.
  11. Which you can enjoy fully on C:DDA. My point was, none of this stuff should be seen as a way to catch up to C:DDA, rather a completely different design direction. This would be better suited as a mod since freaks and bionic geeks isn't exactly what is being emulated here. Despite what previous conversations on the C:DDA discord have covered, it just isn't the direction this particular game is trying to go in. If it's what you enjoy, all the power to you! I just don't think this is the right bowl of cereal for the orange juice.
  12. "You have almost a carbon copy of CDDA" Sorry, but some of us prefer the more grounded elements of the apocalypse and don't want a game with that extra futuristic stuff going on. Clearly you are fond of CDDA, which has pretty distinct differences aesthetic and gameplaywise. Why would we want it to become more like something that already exists? Have a good day, #6865.
  13. Hello @claire, thanks for translating and reading my post! I'm glad you agree about the dirt situation. You cover a lot of different topics in your post. This thread is about recent changes to the game in the last update. Would you consider making a thread in the suggestions section? That way, your new ideas can be categorized and seen easier. 😀 https://theindiestone.com/forums/index.php?/forum/20-pz-suggestions/ Have a great day!
  14. Overall test feedback: ~~ Dirt: Great in appearance, acquisition is not logical. Currently, dirt piles on way too quickly in passive gameplay. My character's jeans, face and arms got muddied from 20-30 on-off seconds of jogging (not sprinting) up and down my gravel driveway and front yard. Realistically, this should only occur (and at a lesser rate) if the character is sprinting. When I run in real life, I often run on the grass/dirt as it's easier on the feet. I don't ever worry about kicking up mud and soaking myself unless I'm running through puddles. Additionally, despite appearing visually over my clothes, the dirt would only be removed after washing "myself". And then I went out, watered my plants and immediately had more dirt on my face than I did before. ~~ Bags: Functioning, look great, but one minor issue: I experimented around with bags. These work great. I think it's awesome that you can take a tumble and drop one. It creates some harrowing moments out in the world where you have to choose whether going back for your stuff is more important than keeping on going. I admit, when you are carrying two bags and drop both of them at the same time, it does look a little weird that both icons on the ground overlap each other. It's hard to tell whether you dropped one or two bags this way. I don't know if you have 3d ground models on the books for bags (I do love the new models for them) but you may want to consider spreading the dropped bags (in the case of dropping more than one) by a tile. ~~ Flashlights: Attach the new smaller one to your belt! The fix for the new hand flashlight is great. For consistency, you need to be able to attach it to your belt. If you want it to become more integrated into regular gameplay as you claim, this is a needed change. It is too much excess inventory management otherwise to replace risking running through the dark. It also completes the 'security guard' look some of us have during our patrols. ~~ New car damage: This is great that you are putting in real consequences for having a damaged/no hood, but you need to counterbalance this by giving us a way to repair the front end of our vehicles. We can't always go out and find 100% condition hoods to replace ours with, even if we actively avoid crushing zeke like a black-friday wet dream. You may also want to consider differentiating the front bumper and hood, as this is pretty necessary as an upgrade to the maintenance system overall. Give players two potential barriers to engine damage that both make sense. Referring to the entire front end (fenders and all) as "hood" was great as a temporary sticker, but you might want to make the distinction. Wreckfest, for example, considers bumpers as an element separate to the hood. Players may replace bumpers if they wish, which should integrate nicely with the car armor you showcased a while back in another thursdoid. It's just easier to go that route than having to continually explain that the hood is all-encompassing. It also makes more sense - you hit a zeke, what part takes the brunt first? The first step, however, is making the hood repairable. Duct tape, glue, and metal sheets (what is currently the status quo for other parts) are satisfactory. It would be nice if using welding was buffed overall for vehicle repair as it is too resource intensive for obsolete repair benefits. As you recently re-balanced metal walls, this might be on the books as well. ~~ Misc. Build 41 has been out for a while, and the meat cleaver is still a non-reparable item. It should be repaired in the same way any kitchen knife or machete can already be repaired. Other than that, great work! It's very close to polished now, and I'm looking forward to what you do next!
  15. Now that having a broken/no hood does damage to the engine, is there any chance that we can properly repair hoods? It would be a good idea to add in this missing content now that there are proper consequences for neglecting it. Also, the engine damage/condition could really use a once-over, as it hasn't really made much logical sense since the get-go. I'm excited to try this update, will be back with proper feedback for new features and bug reports.
  16. There is new bug behavior from corner wall pieces that causes wall furniture to layer itself behind the corner. See the following. Note that taking and replacing the object does not fix the issue.
  17. I found my own survivor in a horde because of the hammer still on his belt. It was pretty eerie, with tools and whatever that I dropped trying to get away leading up to him.
  18. Not sure if reported already, but rain puddles appear to "flood" through full window walls and ignore roofed patios. This is on medium puddle quality settings.
  19. What's surprising to me is that I have found M36 revolvers on corpses a few dozen times, yet every single police officer/ranger I kill, I only ever find a holster. You have a higher chance finding guns on a civilian than singling out zombies that you would expect to have a firearm. Maybe, with the system being new and developing, this will be balanced a little differently.
  20. Speaking to just this, it's blatantly obvious that those are the triggers for it but falling over isn't guaranteed, hence the talk of RNG. Thankfully, this was spelled out in the earlier anim newsdoid, otherwise it would seem more unfair than it actually is. So, give the players who want more casual movement the option to play with that value, you offer them the ability to fix their own issue. It seems like a fair compromise to me, since you can already adjust other elements that were introduced in B41's movement.
  21. I agree with your post with how walking backwards goes. There should be a better transfer animation to show some haste in turning around into a run. Rather than scrap it, It may help to have a midpoint between raising your weapon and moving in a single direction (strafing?) where you are still moving one direction, aren't focusing on hitting something. Your character could be more vulnerable as they aren't aware of where they aren't looking and are also sending momentum where they are least agile, but can move at the pace of a light jog. This isn't a full defence of build 41, but I imagine the state of movement will be changing a lot before it comes out. Overall, tripping is not a bad idea, and the current implementation isn't unmanageable. It has a few areas it can improve in before release, but right now it is a proper consequence to poor planning and being overconfident. In its first attempt to release, It's bloated and clunky in the worst places. Here's where I see these improvements being made: The thing that players should be able to adjust for themselves: Frequency of falls. As of right now, tripping is as much as RNG as it is tied to your moodlets. The overall "chance to stumble" can be a sandbox setting. Those of us who play in other difficulties looking for that more free-movement experience can reduce, maybe even remove it. The developers have done this with being dragged down and other newer elements of the game, so I say this is both harmless and on the easier side to implement instead of gutting the system entirely. Add a sprint function to getting back up: Trying to scramble upwards from a downward spiral as adrenaline shoots through your veins can be one of the most heart-pounding experiences in build 41. Currently, fallen characters get up in an animation that doesn't really reflect the situation that they are in. Developers can remedy this by letting players holding the sprint button to force their character to "scramble" - do everything in their power to move their ass from the floor to a sprint because their life depends on it, and they will actually die if they don't. Tied to their nimble stat for speed and maybe other environmental factors, trying to scramble away can result in the survivor tripping again in the absolute worst of conditions, while most of the time giving the players some mercy who are trying to simple get away from an impossible scenario. You can still fail - but at least you can show that you are actually trying. That's my 2 cents. The previous movement made the game way too easy to cheese, that is a factual truth. Sprinting through hordes is no longer an option. However, the player maintains control over how they encounter and deal with these situations where escape is a priority.
  22. See "zombie lore", I believe. All values related to zombie migration and group size are there.
  23. As the current geometry is still new, hopefully this change is still possible. The only clothing this would actually apply to (Button-up shirts, T-shirts) are mostly retextures of the same geometry, so I hope the request isn't unrealistic. Sweaters/jackets/vests already go over pants, so we aren't talking about everything.
  24. This is currently implemented. You can adjust the settings for them in the sandbox settings (how close they stand together, how far they travel per travel interval, etc).
  25. Something has struck me as off about the new clothing, and I realized that every shirt is always tucked-in 100% of the time. While there is nothing wrong about this, it is definitely not something that needs to be black or white. Why not let this be a situation where the shirt is tucked/untucked based on whether or not it was put on before or after the pants? Can't have the casual T-shirt and jeans combo if it is tucked in. Then, you just look like a farmer. Other than that, really loving these new details! Also, I can confirm the black patches that @unuroboros is experiencing in the same spot (I live on that farm) https://map.projectzomboid.com/#0.3793972189057648,0.20931870218096676,194.8551904338348
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