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Magic Mark

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Everything posted by Magic Mark

  1. @RobertJohnson The inconsistent XP gain for mechanics isn't working out, or at least not as intended. It would be much better to have the XP gain be consistent. I understand that you are concerned about it being too easy to grind, which is why these tasks should take considerable amounts of ingame time to counterbalance that (as repairs usually take long, and all mechanics learn from repetition anyways). Report of all of my mechanic work. Level 1 reached, added through commands. -Uninstalled a windshield: 0 XP -Uninstalled a hood: 0 XP -Installed a hood (after breaking 1, mind you): 0 XP -Uninstalled a battery: 0 XP -Installed a new battery: 0 XP -Uninstalled a headlight: 0 XP -Installed a headlight: 0 XP Of course this may not be working as intended, but this really counters the idea of finding better parts and replacing it for no XP reward at all due to RNG. Should just be tied to the part or job on the car so you can perform the task once for a XP reward and then only get XP again if the part gets damaged. In the interest of making this less based on RNG you may want to consider consistent XP gain for completing the task, which should take some time. It's still worth noting that you have the break chance for early XP levels being extremely high, so its still risky to repeatedly install parts.
  2. @Batsphinx You may want to consider dropping the weight of human bodies to 20, a little less than the ingame carry weight of vending machines. This could fix the issue of not being able to move a realistic amount of bodies with the trunks of cars. The average sedan could fit two bodies if this change is made, so it would make sense. This would add a lot to letting people use vehicles to move bodies. As moving bodies already occupies both hands on foot, there won't be much negative effect to lowering the weight rather than being able to stuff a realistic amount in the back of vehicles, while fixing a present issue at the same time (that vehicles of all sizes currently cannot be used to move more than 1-2 bodies).
  3. Finding dead bodies in cars, especially the ones on the roads, would be another great addition. Unfortunately the developers would have to cave on the space in vehicles being too small for bodies. Speaking of which, moving bodies would be a lot more feasible if you guys expanded the trunk size of the open pickup (and potentially the vans). The car trunk sizes are fine, but I feel like those big-ticket moving vehicles should be feasible options for moving bodies. Scratch that, a better idea for game balance that would eliminate this problem entirely: Reduce the weight of bodies ingame to 15-20, since currently they are heavier than vending machines.
  4. Made a new character, I have another round of issues with the mechanic system. Currently it is impossible to gain XP or at the most extremely unfeasible. The only things a level 1 mechanic can do - Battery change - No XP Tire swap - No XP Headlight swap - No XP I attempted some riskier tasks that a level 1 should not be doing for reasons of part preservation Hood uninstall - No XP Hood install - No XP Front window uninstall - No XP So currently there is no way to gain XP for beginners. I understand that you are concerned with people grinding XP by uninstalling and installing items, but the key to rounding out this conundrum is to have these tasks take long or to tie the gain to the item. If a player is willing to spend a long amount of time working on something, it would make sense for them to gain XP for it. Otherwise, all this system is good for for those at low levels that aren't able to modify their skills is breaking parts and battery changes. I only reached level one through the amateur mechanic trait. Additionally, uninstalling and re-installing parts is how a lot of mechanics learn the craft, by re-assembling things until they know how it works.
  5. It's working as Q for me, but it still honks the horn while typing in chat.
  6. @RobertJohnson The break chance of parts needs a serious rebalance. My character has maxed out mechanics and metalworking. I started by removing an old muffler from a car - When the RNG decided I had successfully completed the task, it was at 0% condition coming from 42%, and within 5-8 tries. So then I attempted to install a 100% muffler into the car. After maybe 10 tries, the part finally installed... at 35% Keep in mind that I am maxed out in terms of applicable skills and tools, and I could not install a part without breaking it beyond the initial part's condition, making the attempt to fix it entirely useless. At level 10 in anything, the chance of breaking parts during a replacement (replacement, not part repair) should be zero percent. I can't imagine how bad the odds will be at lower skill levels. These same drastic issues also apply to bodywork. I could not replace any part without damaging it beyond where I started. The break chance for removal/installation of these parts did not display either. This being said, I did not experience any bugs with the install. The values need a massive drop in break chance as I cannot imagine replacement work being feasible at all at level 10, let alone level 3 or level 5.
  7. Radios are no longer working as intended in multiplayer. Had a person set up a radio with me around. He turned it on and changed the stations. While I could view the changes in text (the different radio hosts doing their intros as the station changed), the person actually setting up and turning on/tuning the radio could not see any text at all. Walkie Talkies do not work, we both used screenshots to confirm we were both on the same frequency and did not have mics muted.
  8. Back from another multiplayer day. The progress on the visuals system appears to have been reversed through bugs, this one happening along the rear of the firestation. The wall is no longer fading to reveal what is behind the building. I am standing against the wall. Flickering is the better word - sweet spots are against the windows. There appears to be desync issues regarding cars in general. Bags removed from trunks are disappearing after being placed in fridges/containers, trunks having different contents after returning to vehicles. Different bug: My friend left his key in the ignition and the station wagon running, we fled a horde for some distance. Realizing he left the vehicle running we ran back, I hopped into the surrounded car and drove off. When I left the vehicle I had an item "Car Key" in my inventory and could not start the station wagon again.
  9. This goes for both sections of pumps at the truck stop. http://map.projectzomboid.com/?#0.5015533079009994,0.3211924290082496,410.18627024600187
  10. Reporting from my server, found some major issues. 1. Items in Glove Box reset. Unsure if desync or general saving issues. Keys placed in glove boxes have dissipated, sometimes different loot is found in it's place, so clearly there are issues with saving the contents of the vehicle containers. We've lost keys and other important items through this. 2. There are zombies beneath this gas station roof.
  11. This just sounds like NPCs with extra steps, being totally honest. You literally just described the benefits of having a NPC community with virtually none of the work of monitoring other characters while you aren't playing them. NPCs have already been discussed to death on the suggestions board, these are just NPCs that you both don't have to supply, only exist when you need them to, and give you additional player characters.
  12. Since most of the cars in the game are based off of vehicles that could realistically have trunk/hatch access from inside the cabin to begin with (folding benches, the rear portion of the interior of the vehicle in some cases), I am in full support of adding in an open/closed state to trunks, whether cabin controlled or not. When the build began, I too put keys in the trunk of a station wagon thinking the space would be accessible. My mistake. The existence of the feature is the key distinction between two very relevant situations. You and your party are loading the back of a hatchback outside of a grocery store. One by one, the key is passed around (slowly but surely) so everybody can line up and put their loot in the trunk. VS You and your party are loading up your car. Somebody opens the trunk. Everybody puts what they want in, and then the trunk is closed after the last guy. And if you really wanted to spice it up, punish players who leave the trunk open by having it all fall out of the car.
  13. Not to get off topic, but both I and another two members I am acquainted with were going to post about it if Anishka hadn't already. Campfires don't overbear you to carry around, after all. Regardless, it is good to know that it's on the to-do list. -- I'm planning on re-opening my server to my playgroup and test out the issues we had with car containers once our group is done with exams. Will post feedback as soon as possible. It's great to hear you guys are going ahead with advancing the mechanic system.
  14. Unfortunately pipe bombs still cause fires.
  15. I apologize, the cruise control suggestion wasn't directed at your post and I made it seem like it did. ABS was already a standard for a lot of vehicles by the mid-80s. My thing is, with the cars we have to choose from right now, there is only a few that take design cues from earlier than this period and may not have it. If you are going to differentiate ABS and non ABS on cars, it might be better to wait and see if older cars are going to make a presence. As it stands right now, the heavy majority of cars in PZ would have anti-skid systems to some degree. It might be worth noting for the sake of clarity that it is "anti-lock braking system", not "automatic braking system" as some people tend to infer that this means "modern computer tech" when it does not. The technology for this isn't dependent entirely dependent on modern day electronics in order to exist and vehicles from the 1980s, let alone 90s, have these systems. Europe would have had plenty of experience with ABS by this point in time due to a lot of pioneering of ABS occurring there. Anyways, it's semantics. Relevant point here is that removing ABS from the braking concepts currently being employed in Project Zomboid is pretty choosy at the moment. I must agree that the slowdown of letting off the gas is far too strong to the point of removing "coasting" entirely from the current build.
  16. This isn't true at all. Anti-lock brakes, or "anti skid" have been in cars since the 80s and were definitely commonplace by the 90s. I'm sure any quick google search could further corroborate this. One of the first cars I ever rode in was a mid-80s Volvo wagon that had ABS, and good stopping power at that despite being a back-heavy vehicle. --- @RobertJohnson It sounds like what the people here could make some use out of a cruise-control feature, where you can let off the gas and the car will remain at the same speed. This has worked in a few other driving games as a toggle option. I think that allowing the cars to also still use the realistic approach of rolling for a while has some mechanical application as the car isn't going to be as loud when it's coasting by. When I used to be into bikes people would commonly let off the throttle to avoid blasting kids on the sidewalk with sounds. The same effect would apply to cars.
  17. It's actually interesting to hear that you slide more with less air in your tires, because in real life, the effect is the exact opposite. People take air out of their tires to increase traction at the expense of increased wear especially on the circuit. The "optimal" PSI for tires is a healthy balance of traction and wear without the risk of bursting. If this is actually an effect of having less air that should probably be addressed.
  18. Not sure if this is a bug, but every 2 door compact hatchback is green and everything is either black or a slightly tinted shade of a dark other color.
  19. The SUV used to spawn in parking lots, it does not anymore. I haven't been able to find any ranger vehicles outside of the firestation parking lot. I also haven't been able to find livery vans/stepvans.
  20. The SUV and second modern car don't seem to be spawning at all anymore (not that I can recall the 2nd modern car ever spawning)
  21. This is the same with every railing, not just these specific locations. Not sure if this is a related bug, but in this case the roof is actually clipping inside of the building, and this used to not happen at this location (Firestation):
  22. Tried the vehicle build for multiplayer: -Terrible desync issues regarding TVs, loot -Glove boxes run on their own container per player -Keys that spawn on the ground were only seen by one player -All of the containers that were tied to the visual component of shelves were empty, 100% of them. Potential de-sync as the other player was able to find loot in the same containers. Gameplay: Trunks absolutely need to be able to opened from inside of the vehicle. A player decided to temporarily keep the keys in the trunk through sorting, and all of a sudden the key was gone forever as the key to open the trunk was within the trunk. Thankfully he was able to hotwire the vehicle. [Edit: This was in the station wagon which makes this just as much hilarious as ridiculous ] Other bugs: Terrible visual issue where railings and posts fall behind walls layer on different tiles. Same applies to falling zombies, once they drop they go behind the wall. (Seen by all players in the server) Many map bugs, including the country club. Trees spawn in front of doors, etc This restaurant doesn't spawn restaurant loot but could have something to do with the desync issue above. http://map.projectzomboid.com/?#0.45248766594782497,0.185621247106945,491.02132435465785
  23. Oh, speaking of which, there are a few vehicles (the ones with trunk space connected to the seats - hatchbacks, station wagons, vans) that should have the trunk freely accessed from the inside/backseats. A lever to open the trunks from the driver's seat of all vehicles would also be pretty accurate, but I'd be happy with the above as well.
  24. Looking good so far! A few issues, including feedback for the traffic jams: 1. The rear of open pickup trucks cannot be looted without the key 2. The 2nd modern sedan (cannot find a picture of it) does not appear in common spawns, only one of them does. 3. Out of the 30-40 or so vehicles in the traffic jam, only 5 were not wrecks, and were severely damaged. Only the front of the jam (where the accident likely occured) should be like this. Rows of cars backed up towards the rear wouldn't be involved as much and in good/better shape. I don't believe this is intentional as the aftermath of a demolition derby isn't this violent.
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