Jump to content

ToastedFishSandwich

Member
  • Posts

    333
  • Joined

  • Last visited

Reputation Activity

  1. Like
    ToastedFishSandwich reacted to EnigmaGrey in NEW ZOMBIE SPAWNING SYSTEM!   
    Uh. Buy seeds. Uh. Soil? Put them in soil. Uh.

    Why are they on fire?
  2. Like
    ToastedFishSandwich got a reaction from Gustav in Computer!   
    I think it's supposed to be set in the past before smartphones and computers were as widespread as they are at the moment. There should probably be a few around the place though.
  3. Like
    ToastedFishSandwich reacted to Jonientz in Flashlight Style Aiming   
    To be fair, an omniscient aerial view isn't realistic either.
  4. Like
    ToastedFishSandwich got a reaction from Jasonface900 in Flashlight Style Aiming   
    I'd like a (visible) cone personally but a reticle would be fine too. I think that it definitely needs to be easier to work out where one is aiming. This could be done with a reticle or cone but perhaps bullets could also just be a little more visible. It might not be entirely realistic but if you could see a bright bullet moving through the world it would make it much easier to aim. At the moment the shotgun feels as though I'm firing some kind of sound cannon rather than a firearm.
  5. Like
    ToastedFishSandwich reacted to SomeRandomGuy in Down with junk food and mono diets.   
    That's about what I was thinking as well, that and eating nothing but junk food should reduce fitness and add weight over time unless you're also getting a lot of exercise, where fresh foods should have no negative effects unless you constantly overeat on them.
  6. Like
    ToastedFishSandwich reacted to King jjwpenguin in Collapse Nearby Corpses' Inventories   
    I missed a zombie with a pistol and a guy found it just as i was leaving. He ironically had bullets... +1 idea
  7. Like
    ToastedFishSandwich got a reaction from nies006 in Collapse Nearby Corpses' Inventories   
    A nice fellow on the Project Zomboid subreddit suggested this and I haven't seen it around here or on the common suggestions thread.
     
    The idea is pretty much summed up in the title but searching through the remnants of one's massacres is extremely annoying and time consuming since it's difficult to tell which corpses have been searched and where each one is located (both in the world and on the inventory UI). I know for a fact that I've spent a lot of time going over the same corpses, even when there're only four or five together, just to make sure that I haven't missed an axe or some other valuable item. The suggestion is simply to collapse all of the corpses around the player (maybe a 3x3 square like the area around which carpentry materials can be located) into a single container. This would allow the player to search through the piles more quickly and ensure they're locating all of the loot. It need only take effect when four or more corpses are in the player's immediate vicinity. If this sounds too overpowered then perhaps there could be a context action along the lines of 'Search Corpses' which takes a little bit of game time.
  8. Like
    ToastedFishSandwich reacted to Geras in Collapse Nearby Corpses' Inventories   
    +1
     
    I also find myself checking the same corpses a few times when my battlefield gets messy.
  9. Like
    ToastedFishSandwich got a reaction from syfy in Collapse Nearby Corpses' Inventories   
    A nice fellow on the Project Zomboid subreddit suggested this and I haven't seen it around here or on the common suggestions thread.
     
    The idea is pretty much summed up in the title but searching through the remnants of one's massacres is extremely annoying and time consuming since it's difficult to tell which corpses have been searched and where each one is located (both in the world and on the inventory UI). I know for a fact that I've spent a lot of time going over the same corpses, even when there're only four or five together, just to make sure that I haven't missed an axe or some other valuable item. The suggestion is simply to collapse all of the corpses around the player (maybe a 3x3 square like the area around which carpentry materials can be located) into a single container. This would allow the player to search through the piles more quickly and ensure they're locating all of the loot. It need only take effect when four or more corpses are in the player's immediate vicinity. If this sounds too overpowered then perhaps there could be a context action along the lines of 'Search Corpses' which takes a little bit of game time.
  10. Like
    ToastedFishSandwich got a reaction from Geras in Collapse Nearby Corpses' Inventories   
    A nice fellow on the Project Zomboid subreddit suggested this and I haven't seen it around here or on the common suggestions thread.
     
    The idea is pretty much summed up in the title but searching through the remnants of one's massacres is extremely annoying and time consuming since it's difficult to tell which corpses have been searched and where each one is located (both in the world and on the inventory UI). I know for a fact that I've spent a lot of time going over the same corpses, even when there're only four or five together, just to make sure that I haven't missed an axe or some other valuable item. The suggestion is simply to collapse all of the corpses around the player (maybe a 3x3 square like the area around which carpentry materials can be located) into a single container. This would allow the player to search through the piles more quickly and ensure they're locating all of the loot. It need only take effect when four or more corpses are in the player's immediate vicinity. If this sounds too overpowered then perhaps there could be a context action along the lines of 'Search Corpses' which takes a little bit of game time.
  11. Like
    ToastedFishSandwich reacted to Blasted_Taco in Usage for credit cards + electrical skill and a bunch of stuff   
    When i saw credit cards i though of opening doors with them.

  12. Like
    ToastedFishSandwich got a reaction from Necromatic_Corgi in True Aiming   
    It used to be like this but it was deemed too confusing. Unless you got a headshot you'd never kill the zombie since you have to destroy the brain.
  13. Like
    ToastedFishSandwich reacted to migulao in The Silver Lining of NPC Delays Etc   
    Dear Devs
     
    Please take your time in making NPCs awesome.
     
    Sincerely
    -snip-
  14. Like
    ToastedFishSandwich reacted to Geras in The Silver Lining of NPC Delays Etc   
    Dear Devs
     
    Chill and take your time.
     
    Yours faithfully,
    Member of your community.
  15. Like
    ToastedFishSandwich reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    I won't deny there's been an element of the NPCs needing to grow to fit the expectation. It's kind of unavoidable to an extent after such a delay. However, the truth of it is is that the NPC system we're building now is the NPCs we talked about in the really early days. We gave an example in really early interviews of a clumsy kid in your survivor group who keeps leaving doors open and making noise, and you finally choosing to take him out and put a bullet in his head, go back to the safehouse and claim they were got by zombies. Dark moral choices, deceit and safehouse politics. That in a nutshell described our vision for the NPCs, and instead we implemented a quite shoddy implementation that didn't really even register on the chart of where we wanted it to be. that was our attempt to get a version in there and expand and improve, and it was a disaster. rotten at its core because it was just implemented in a naive way, and needed ripping out. And it turned out the vision of NPCs we had early on was a big ask. Bigger than we imagined. Then people were confused as to why NPCs would be removed. You can't build on shaky foundations.
     
    I've had to learn a lot to be able to reapproach the NPCs from scratch, built upon a proper framework. It's been a tough job expanding my knowledge to be up to tackling what the NPCs need to be to complete that early vision. It's why it's been difficult to give a time frame, since a lot of the work is pretty experimental. And it's difficult to find good resources/libraries on the subject on the internet (considering a search for behaviour trees on google yields an article about Zomboid's AI code as the first result  but hopefully this should inspire confidence too)
     
    It'll take as long as it takes. I know enough to know it can be done. There's enough of the system there to be proof of concept x 1000. It's just very very ambitious and with a high bar it needs to be reach before it can go public.
  16. Like
    ToastedFishSandwich reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    This is something I've wanted to say for a while, and something everyone should remember when getting frustrated by the delay to the NPCs.
     
    We started development of this game in early 2011. It's our baby and has literally consumed some 80%+ of my waking life (probably similar for the others) since 2011. We've had our lows (and some lows at that) and we've had our highs. The community we've built is incredible, and the love and pride we have for the game and community is immense. But...
     
    This game has been in development for over four years now, and that is a long time for your life to be consumed by one thing (This goes way beyond 9-5 job levels). We'd never ever abandon PZ before it's the game we set out to make, but that's not to say we're not tired, worn out, and missing that feeling of working on something new. As well as the rewards, of which we are very grateful, PZ has taken its toll. Even when the day finally comes that some of us move on, as we've said before, we'd continue to support development of PZ for as long as it makes the money to support itself, and likely even some time after that. But there is that ache there for the truly fun and exciting feeling of exploring new ideas and the potential and wonder of a new game, an ache that strikes every developer and truth be told is years old at this point. I hope we score points for resisting it.
     
    But we won't and can't even think about other projects seriously, even if we dabble in our spare time. It's too dangerous to even think about because we can't have any distractions as we need to deliver the full map, the vehicles, the NPCs, before we can hit 1.0. At the point PZ goes 1.0, a few of us will likely finally be able to explore what's next after PZ, and we hope our community is looking forward to whatever we do next too. As I said before, to reiterate, we'd make sure PZ was well supported as we don't want the day to come when PZ stops getting new content. I don't want to presume what the devs we've taken in from the community would like to do post 1.0, but I imagine PZ would continue with long standing devs the community knows and trusts to steer the ship straight, and of course even if working on something else we'd still be heavily involved.
     
    So I guess around to my point: I know waiting for NPCs is hard. I know they keep getting pushed back, seem vapourware at this point, and trust me I want NPCs out there more than any single one of you, by a factor of like 10000000. I know many of you are patient, I know a few aren't, but I also know their impatience is a good sign as to how much people care. I also know that these NPCs are one of the most ambitious NPC systems in the history of games. It feels arrogant to say as much but I can't really argue against that statement. I'm aware of what we're biting off here. I'm totally confident we can do it, but the fact is after this huge delay we HAVE to deliver, and we HAVE to deliver something brilliant. So that's ironically the reason for the delay. They won't be released until they are brilliant. It's as simple as that. I don't want to say NPC development is a nightmare, because it is also wonderful and exciting in equal measure, but it's a shit ton of pressure that is on around the clock. It only makes me want to weep with sympathy imagining what GRR Martin is going through with the sheer monstrous scale of pressure on his shoulders compared to ours. 
     
    BUT. This is a good thing. Not for us, but for you. Why? Right now, EVERY member of the Indie Stone is working full time on PZ. We need to provide you with stuff, meaty content, to keep you happy, interested, and to improve the game in the meantime while we get our shit together with the NPCs and whatnot. We can't have 6 months or a year of no updates while we tick off our last remaining big bullet point planned features. We can't go 1.0 until NPCs are in. If that took a gazillion years that means a gazillion years of updates and support for PZ. If you think of all the many many great features that have been added into the game in the past couple of years since NPCs were removed. A lot of them would have made it in anyway, of course, but many of them may not have been.
     
    As we say, we don't plan on abandoning PZ at any point in the forseeable future. But the fact still remains, that when NPCs, or Vehicles, or the completed map, go into the game, the longer they took, and the more delays and frustrations they had in getting here, they WILL go in. And if they take a long time: The game they will be dropped into will end up better, more feature rich and deep because of it. All the while having the entire Indie Stone dev team dedicated to the game with zero distractions.
     
    So yeah. Brain dump, but its a point of view I wanted to share with you all. hope you don't hate us for dreaming of new adventures at some point in the future.
  17. Like
    ToastedFishSandwich reacted to EnigmaGrey in Slow down tree growth?   
    There's a startling number of trees that can grow 8+ feet in a year.
  18. Like
    ToastedFishSandwich reacted to Svarog in Slow down tree growth?   
    Time it takes for nature to reclaim the land is customisable in sandbox options. And honestly, if trees grew really slowly most people wouldn't live to see Erosion in it's full glory
  19. Like
    ToastedFishSandwich reacted to Dragonbahn in Inventory and Camera Suggestions   
    Hotkeys would be nice. We already have hotkeys for for the weapons (1-3) so being able to equip a bag or a flashlight secondary would be nice
    Painting door would also be nice.
    Other camera angles are out of the question (Commonly suggested) The game engine is built in a certaint way that makes it completely impossible for the map to load in any other way because of it's HUGE size.
  20. Like
    ToastedFishSandwich reacted to Kirrus in Ammo box misnamed.   
    Have you filed a bug report? You should file a bug report. Bug reports are awesome.
     
    *Points up at tracker link*
  21. Like
    ToastedFishSandwich reacted to Fuzzy Wolfy in A poll on who wants an end game?   
    I demand the Mona Lisa be implemented as a melee weapon.
  22. Like
    ToastedFishSandwich reacted to Marinus in A poll on who wants an end game?   
    If the NPC's are in, I want a mission to look for the cure. And when you finally find the cure, it turns out to be an eighties new-wave band, which is unfortunately zombiefied, and proceed to rip your head off.
  23. Like
    ToastedFishSandwich reacted to EnigmaGrey in A poll on who wants an end game?   
    The end game is your death. Ah-ha.
  24. Like
    ToastedFishSandwich got a reaction from trombonaught in Latest Mondoid on "tripping"   
    I used to hate the idea of tripping but as time's gone on I've started to see how it could benefits the game.
     
    Firstly: if it's avoidable (i.e. it's not the random falling over that many people have suggested in the past), then I don't really have a problem with it because looking where one is going and managing one's panic should both be an important element of the game. If panic will causes problems then maybe people will start to care about it.
     
    Secondly: it sounds as though it'll be a minor setback rather than a fall-on-your-arse-and-slowly-get-back-up type thing. The post talks about how survivors will be "scrambling along the floor trying to get back to their feet". To me this implies that survivors will stumble, possibly slow down a bit but keep moving fairly fast whilst trying to get back up at the same time. The zombies in this game don't even move very fast so if you get caught, even with stumbling, it's hardly the game's fault.
     
    Finally: it would add to the whole living through a zombie film feel that it sounds as though NPCs will add. If you were running away from a horde (because you decided to make zombies into sprinters for some reason) and one of your mates stumbled and eaten that'd be cool because that's exactly the type of thing that happens to stir up drama in zombie films.
  25. Like
    ToastedFishSandwich got a reaction from apg504 in Latest Mondoid on "tripping"   
    I used to hate the idea of tripping but as time's gone on I've started to see how it could benefits the game.
     
    Firstly: if it's avoidable (i.e. it's not the random falling over that many people have suggested in the past), then I don't really have a problem with it because looking where one is going and managing one's panic should both be an important element of the game. If panic will causes problems then maybe people will start to care about it.
     
    Secondly: it sounds as though it'll be a minor setback rather than a fall-on-your-arse-and-slowly-get-back-up type thing. The post talks about how survivors will be "scrambling along the floor trying to get back to their feet". To me this implies that survivors will stumble, possibly slow down a bit but keep moving fairly fast whilst trying to get back up at the same time. The zombies in this game don't even move very fast so if you get caught, even with stumbling, it's hardly the game's fault.
     
    Finally: it would add to the whole living through a zombie film feel that it sounds as though NPCs will add. If you were running away from a horde (because you decided to make zombies into sprinters for some reason) and one of your mates stumbled and eaten that'd be cool because that's exactly the type of thing that happens to stir up drama in zombie films.
×
×
  • Create New...