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Magic Mark

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  1. Spiffo
    Magic Mark got a reaction from numbersixthecat in IWBUMS 41.36 RELEASED   
    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!
     
     
     
  2. Like
    Magic Mark got a reaction from Optimism in IWBUMS 41.36 RELEASED   
    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!
     
     
     
  3. Like
    Magic Mark got a reaction from axeladalidez78 in IWBUMS 41.36 RELEASED   
    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!
     
     
     
  4. Like
    Magic Mark reacted to Geras in IWBUMS 41.36 RELEASED   
    I'd just like to add to this great feedback:
     
    - When making car hoods repairable, please consider removing/extending the number or possible repairs and diminishing returns. Maybe tie the number of possible repairs to car fixing skill? Consider car mechanic and welder professions having this limit lifted?
     
    - Car mechanic profession special trait: can fix all car parts (suspensions, brakes, mufflers etc) with metal and welding parts + spare parts of any quality i.e. fixing performance brakes with cheap brakes + welding and metal parts.
  5. Like
    Magic Mark got a reaction from Misha in IWBUMS 41.36 RELEASED   
    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!
     
     
     
  6. Like
    Magic Mark got a reaction from Geras in IWBUMS 41.36 RELEASED   
    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!
     
     
     
  7. Spiffo
    Magic Mark got a reaction from trombonaught in IWBUMS 41.36 RELEASED   
    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!
     
     
     
  8. Like
    Magic Mark got a reaction from trombonaught in IWBUMS 41.35 RELEASED   
    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.
  9. Like
    Magic Mark reacted to Maleficus in Increase Business Diversity   
    It seems reasonable to think that early 1993 KY would have the following businesses/locations in addition to those I have already seen in Vanilla:
     
    -Auto Parts Store/section of the hardware store
    -Plumbing Supply Store/section of the hardware store
    -Thrift Shop
    -Pawn Shop
    -Plant Nursery/Gardening Supply
    -Cattle Ranch
    -Liquor Store
    -Public Library
    -Towing Service and Tow Trucks
     
    Please keep in mind that I haven't explored everything and might be suggesting things that are already included.  Also, I'm sure there are others that would also make sense.
     
    Happy Surviving!
     
  10. Like
    Magic Mark reacted to Sanctus in Hanging maps   
    I'd also like to be able to place a map on a table/wall and allow multiple people to look at and draw on it at the same time.  It'd be a great immersive way to plan looting trips in multiplayer.
  11. Pie
    Magic Mark got a reaction from Pandorea in IWBUMS 41.34 RELEASED   
    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.

  12. Like
    Magic Mark reacted to Nesano in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  13. Like
    Magic Mark got a reaction from Geras in Zombies should have more weapons, especially guns.   
    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.
  14. Pie
    Magic Mark got a reaction from Pandorea in IWBUMS 41.29 RELEASED   
    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.
     

  15. Like
    Magic Mark got a reaction from trombonaught in Zombies should have more weapons, especially guns.   
    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.
  16. Like
    Magic Mark got a reaction from Tails in Zombies should have more weapons, especially guns.   
    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.
  17. Like
    Magic Mark got a reaction from Nesano in We need more maneuverability.   
    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. 
  18. Like
    Magic Mark got a reaction from numbersixthecat in We need more maneuverability.   
    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. 
  19. Like
    Magic Mark got a reaction from Geras in We need more maneuverability.   
    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. 
  20. Like
    Magic Mark got a reaction from Jason132 in IWBUMS 41.29 RELEASED   
    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
  21. Like
    Magic Mark got a reaction from Jason132 in IWBUMS 41.29 RELEASED   
    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.
  22. Like
    Magic Mark got a reaction from Geras in IWBUMS 41.29 RELEASED   
    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.
  23. Like
    Magic Mark got a reaction from Geras in IWBUMS 41.29 RELEASED   
    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
  24. Like
    Magic Mark reacted to numbersixthecat in Faraway events : visual cues   
    Now that fire is being improved, it would make sense to alert the player about the presence of smoke or fire in the surrounding areas.
    Irl you would see a column of smoke from afar, whereas in game it is impossible due to the isometric perspective.
    It would make sense to add some kind of visual cue to indicate that the character has seen faraway fires or smoke columns.
    It would also be useful to have cues for sounds coming from afar, e.g.: gunshots, car engines, helicopters, explosions, all sounds that we would expect to be able to hear beyond the immediate range visible onscreen. This was also already suggested in the past.
    I hope this suggestion makes some sense.
  25. Like
    Magic Mark reacted to Geras in A Good Day   
    Thanks, I haven't used the mod, so I wouldn't know.
     
    Also, modded gameplay being posted on official PZ yt channel is what made it confusing.
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