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Modin

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Everything posted by Modin

  1. Eating a worm or a bowl of pasta takes the same time. It'd be more logical if eating a worm was fast and a bowl of pasta was slow. Maybe depending on hunger gained? Or weight of the food? Also, if you eat half of a bowl of pasta, it'll take the same time as eating an entire bowl of pasta. It'd be more logical for it to take half the time. Once you've eaten half of the bowl, if you choose to eat the remaining half, it'll once again take the same time as an entire bowl, but if you cancel about halfway through, you'll have eaten the other half completely, showing that the extra time is wasted and looks more like a bug than anything else. I also found out while testing that if some piece of food has less than 1 hunger left after you're done eating it partially, whether through cancelling the action or eating half/a quarter, it disappears. Eating half of a worm makes it disappear completely. But you've only gained 1 hunger. I'll make a separate bug report.
  2. I have vsync disabled. My monitor is 170hz baseline. If I set windows to 170hz and launch the game, everything works beautifully. If I set windows to 144hz and launch the game in fullscreen, I get a temporary blackscreen while my monitor is changing its refresh rate, and then the game runs with my monitor at 170hz. If I alt-tab, the black screen happens again and my monitor goes back to 144hz. If I alt-tab back in, black screen, monitor goes to 170hz. The expected behavior is that Zomboid would detect that the refresh rate is set to 144hz with the help of windows or graphics drivers, not sure, and then not touch the refresh rate. At least, that's what every other game installed on my PC does, indie or triple A, fullscreen or no. Not sure how they do it, but they do it. There is no way to change the monitor's refresh rate in-game, and I didn't find a line for it in Options.ini. You can change the framerate, yes, but that's not what I'm talking about here - I'm not trying to limit the framerate - that can easily be done in the options, NVCP, or RTSS. I'm trying to make Zomboid comply with windows and not change the monitor's refresh rate every time it's displaying in fullscreen. By the way - this is not a problem for me, I have no reason to set my monitor to anything lower than 170hz. But I know some people do and apparently this causes problems for them. And all the other games I have work fine there, so I'm thinking you guys can somehow fix this. It's not insanely problematic for sure, but maybe the solution is pretty easy to implement as well? Just making sure you guys at least know about this!
  3. I very often run headfirst into open windows - when I'm short on time, zombies are incoming, and I want to get ready for them, for example (not crossing the window though, just waiting in front of it). We could only really know if the change was made. It'd also depend on how sensitive it was - how close you'd need to be to the window. I don't know how often it'd happen to me, but it would. However, it could be convenient enough that re-learning old habits would be worth it. I agree that having to hold E is inconvenient. I've always been a kbm player and I've always disliked games placing several actions on a single key to streamline control schemes with gamepads. If I have to be honest however, I'm running out of easily-accessible keys in Zomboid, so your solution works well.
  4. If for some reason someone would like for their monitor to be used at a lower refresh rate than the native one (say 120hz instead of 144hz), and sets it accordingly in windows settings, upon launching Zomboid the setting will revert back to the highest possible value (144hz in my example). I've tested it with other games and they all comply with windows. Zomboid is the only one that's disobeying and stubbornly changing the monitor's refresh rate. This causes time-consuming black screens when you launch Zomboid or attempt to alt tab out of it or back into it since the system has to constantly change the refresh rate. The issue is only a problem in fullscreen - borderless windowed fixes it. Edit: after attempting to play with my refresh rate, after a reboot Zomboid starting behaving oddly - glitchy green/purple images when launching and alt-tabbing, and only running at 72 fps for some reason. I could fix the issue by changing my refresh rate to 165 and back to 170 in windows, before restarting the game.
  5. Fences can break from zombies crossing them too many times. But there's no visual feedback for it. A completely new fence and an almost broken fence will look exactly the same. Would be nice if we had some feedback - maybe even a sound cue similar to doors, as it stands now we can't be sure that the next zombie will not bring the whole thing down.
  6. Gotta admit it would be more of a problem for me than an improvement, I would constantly cross windows by mistake. Maybe with a delay but then isn't it like pressing E? Would be weird to have your character jogging into a window for a half second before hopping through it.
  7. On the topic of randomness, I like a healthy amount of it, but I find some games overdo it and end up bland as a result. An example is Rimworld. This game is ripe with randomness, almost everything is random. Particularly, sculptures and their descriptions. It can end up as something funny, but most of the time it's just uninteresting auto-generated garbage, and the more you play, the more uninteresting it becomes, as you get used to the randomness. So imo if they add named books, the names should be made by humans, with intent. Auto-generated names would end up feeling bland or out of place to me.
  8. On the topic of inventory management I'd very much like to see a way to search all containers around you. When there are 50 zombie corpses it's a pain to go through each one. It could be an action that takes some seconds (maybe more for each container) and at the end shows everything your character found. There could also an option to blacklist a certain item category. If I blacklist clothes and junk, I suddenly can't see these anymore, or maybe they're only visible at the very end of a list with an obvious separation so I can focus on what I want. Hell, maybe there could even be a way to automatically highlight containers that have items on your wanted list, like in Fallout 4. Could be a trait, could be some base option for everyone, or could be a bonus for some level of foraging. On that topic (I know I'm going off-track here) I'd really like seeing special bonuses from having skills at certain levels. Imagine if every 2, 3, 4, 5 levels you'd gain something special, like fitness and strength, but more active? Some skill that makes your life easier. Weapon skills could give you certain abilities with weapons, or big passive boosts. I know it's a bit more of an "arcade" feeling than some people may want from a game like this, but as it stands now I find skills and xp grind very unattractive in this game.
  9. There are a couple problems that I see with targeting. I've played 500+ hours and I can't be bothered to anymore because I always die to one of these bugs, even though I love the game (great job on the revamped music). Note that when targeting bugs out on you (it always does if you survive long enough), you're likely to die. This ends the run, no matter how perfect you played. Runs should end, but they shouldn't end because of bugs. It should be epic, not 2 random zombies killing you because a shove missed when it shouldn't have. Anyway you get it, I think this should be the highest debugging priority. Without further ado. Videos: https://streamable.com/nyr2yn https://streamable.com/zlbmq1 https://streamable.com/h2xl25 https://streamable.com/gckba8 https://streamable.com/l7jmtc Coordinates 11650, 6725 (this is one place where I noticed targeting was wonky, but it can happen almost anywhere) - Shoving misses when it shouldn't Usually happens around furniture, trees, or cars. As far as I can tell, it's either that a zombie - while in front of you and clearly in your line of sight - is "unhittable" for a split second as you shove, or that it sometimes simply goes through completely (not sure why). - Stomping instead of shoving #1 run killer for me. Showcased in the first 4 clips. Same as above, but this time a zombie is down next to you, so during those "unhittable" frames, hit space and your character will stomp. This also happens around furniture, trees, or cars. I just died from this happening around the trunk of a car : 2 zombies, one down, one up, character decides to stomp -> bitten. This one and the above are the most easily reproducible, and as such, predictable, but they tend to creep up on you. Never fighting around anything solid just to safeguard against this bug is... very frustrating. - Shoving not the foremost zombie, but the one behind it Happens often enough, not sure why. Showcased once in the last clip. Usually not a run killer but still weird. - Inconsistent green outline Directly related to the one above. Sometimes you see a green outline on a zombie. You hit. The swing hits another one completely - the green outline hasn't moved. You can see it happening in the last clip. - Shove prioritizes zombies getting up versus zombies standing Not really a bug but a quality of life improvement. Also showcased in the first & last clip. Maybe the toon should be intelligent enough to shove according to an order of priority?
  10. They'd have to find a solution to griefing. Killing other players on sight would be the best way to stay alive and the game's not really balanced for that imo. Though I haven't ever tried pvp so I'm only going from other people's experience.
  11. Pretty good. I love minimalistic/compact design. Screen space is valuable real estate and should be treated as such.
  12. From my experience, when you craft a new bladed spear, no matter the condition of the spear or the blade, the bladed spear will be poor condition (around 20-25%). Carpentry 10 does not change anything to that. Additionally, the spear/blade being lower in condition will lower the bladed spear's condition even more. So this is definitely good to address the abusable nature of bladed spears - you'll need lots of duct tape or wood glue (or both). But it still makes a couple wood glue/duct tape and a single machete into a very strong reusable weapon - either a spear with machete or a machete itself. That just upsets the balance imo since every other weapon eventually dies from being repaired too much.
  13. @Mork - Planks are too easy to find. With a simple hammer, you can already disassemble large beds for ~12 planks each. Add a screwdriver and you can disassemble doors. Add a saw and you can disassemble anything including common wooden fences. Carry an axe and a saw and trees transform into spears. I agree that spears being fragile works to counterbalance their strength, but that's not enough imo. My experience is simply that... I have no reason to use any other weapon (except as a stepping stone to spears) and I wish I did. - Yes that should definitely be fixed. Thanksfully, you can just bind a key to "manual floor attack" and that isn't a problem anymore. It shouldn't be hidden behind some option though imo. - Smoker, from my experience only gets you to "agitated" maximum which is -10% damage. It does cause you unhappiness. I've personally never had trouble finding smokes. There are either so many zombies I'm bound to find some on them, or there aren't enough zombies which means I'm free to run to the nearest bar and get cigarettes there. 4 points just seems too much to me. - If it's been fixed then that's great, but I haven't seen anything in the list of changes. The decreased condition is already a thing right now on the latest stable build, but that's not enough. It just forces you to use wood glue, which granted is not easy to find. - I tested it in debug and infections take a minute or two to heal with a sterilized bandage vs dozens with alcohol wipes/antibiotics. Same for the resetting thing - you can see bandage duration in debug, and you'll notice that this duration resets when you reapply the bandage. You can keep a bandage from getting dirty by reapplying it.
  14. Here's two more: - You can combine resting + sitting for extra fast stamina regeneration. This seems like a bug. - Vitamins, coffee and tea are abusable. For anyone who doesn't know, they reduce fatigue (sleepiness) and can be used without limits. You can keep yourself awake for an entire month if you have enough coffee/tea/vitamins to do it. There should definitely be some diminishing returns, or at least downsides to that. I know you put a cooldown into the use of lemongrass for example, a similar mechanic for fatigue reducing substances would be good. This works in tandem with the point above since the lower your fatigue, the higher your passive regen. And vitamins can be found on zombies. I find enough that I almost never have to sleep lol (killing 500 zombies a day at least though).
  15. - Spears are the best weapons in the game with infinite supply The swing speed should be nerfed so that it's on par with other weapons. The instakill effect should be gone too, or other stats should be made worse to compensate for it. Alternatively you could make spears even more fragile or increase their weight to prevent someone from stacking them so easily. You could eventually increase the Carpentry requirement to craft them at full condition, or make it so you need several planks for 1 spear, or increase the time it takes to craft them. It'd just be nice for them to be a viable alternative to any other weapon in the game - not the absolute best category. - Even with lunges, windows are still op as hell with the manual floor attack Especially with axes. Axe man is broken with manual floor attacks. Two-handed axes become the fastest weapon. You could reduce the swing speed of all weapons when floor attacking, or disable the ability to manual floor attack (which seems to speed up the swings compared to left clicking). You could also disable axe man's swing speed for floor attacks. You could eventually also fix windows altogether with a good fix instead of making lunges even more broken than they are currently - for example, give zombies a chance of crossing a window without falling to the ground. It could also be interesting if zombies had the ability to pull you from the other side of a window/fence - they already do this with cars so why not with all windows? - Alcohol is op, especially with little sips If you didn't know, alcohol can be sipped by starting to drink then pressing ESC. You use 1% of the bottle that way, and get to keep all the benefits, namely: panic reduction, ability to sleep whenever, pain reduction, unhappiness reduction. So the best tactic becomes to carry a beer can around and sip it ever so slightly every 1.5 hours which is the duration of the panic reduction. You become immune to all forms of unhappiness (and thus boredom), panic, and pain. A beer can used that way lasts months. Make the effects dependent on drinking at least a set amount. - Nutrition is broken with the ability to survive on cereals forever There's no reason to use canned food or any other type of food that's heavy, since you can just get 40-45 hunger per .2 weight with cereal or maple syrup. So my car is literally filled with those (along with chips and other lightweight food). It'd be nice to see this balanced. Maybe balance the weight of food items so cereal/maple syrup isn't so much better than canned food? Or make canned food give more hunger? Maybe implement some unhappiness effect that stacks the longer you eat 1/2/3 same types of food all the time? Or make it impossible to down an entire box of cereal in a couple of seconds, and about that: - It's too easy to keep your weight up How can I just eat an entire block of butter like it's nothing and not have cataclysmic diarrhea. How can I eat an entire bag of uncooked pasta or rice or dried lentils. It's way too easy imo to overeat, and too unrealistic the way you can eat stuff that is absolutely 100% not edible and would give you a stomachache for days. It increases unhappiness which you can shrug off with antidepressants (or the aforementioned alcohol trick), and thirst which is not a problem at all and brings me to my next point: - Water is too easy to find Water staying in the pipes is nice, but it doesn't make sense and makes thirst trivial. How does a bathtub have 5x the water in the pipes compared to a sink? And how can I drink water that sat 6 months in pipes? Wouldn't it be dangerous? (I can't find any info on this) But mostly it would be nice if at some point we'd finally have to start collecting our own water instead of being able to rely indefinitely on sinks and bathtubs. Even just a neighbourhood must have enough water so you can stay hydrated for an entire year. I think water in pipes should slowly but surely decrease in volume so that 6 months later, there's barely any water left (1 unit out of 20?). Or make it tainted after some time spent sitting in the pipes. - The multiple tiles/hits exponential effect for xp makes leveling some skills trivial Electrical, Carpentry, Metalworking, Aiming. Those 4 skills are affected by the multiple tiles/hits effect. I can go from 1 carpentry to 2 by deconstructing 3 king-sized beds. So if you're not aware, deconstructing a 1 tile object = Y xp, deconstructing a 2 tiles object = Y * 2 * 2 xp, deconstructing a 4 tiles object = Y * 4 * 4 xp. Something must be wrong with the formula, unless this is intended, but then deconstructing a 4-tile bed gives 16 the amount of xp than deconstructing a chair gives, for the same amount of time spent. I'd be happier if it gave 4 times the amount of xp for 2-3-4 times the amount of time spent. This works for aiming too, hitting 1 zombie = Y xp, hitting 4 zombies = Y * 4 * 4 xp, making the shotgun the absolute best weapon to level aiming. Just make sure to hit 4 zombies every shot. I think the formula should be fixed - exponential increase is op. - All of the negative traits that do nothing and are free points There's lots of negative traits that do nothing, or barely anything. They should give less points or be balanced to actually be punitive relative to the points they give. A quick list: Thin-skinned, Conspicuous, Prone to Illness, Smoker, Weak Stomach, Short Sighted, Slow Reader. - Bourbon bottles Hold more water than water bottles for less weight which should be fixed. - Some actions should make noise Like disassembling a bed. That should definitely draw zombies. - Infinite machete etc.. repairs with spears Machetes should keep their repaired amount when made into a spear or reclaimed from a spear. - Sterilized bandages are too strong, and bandages resetting is op They fight infections so fast that they make any other way of fighting an infection useless. Antibiotics and alcohol wipes - useless vs some sterilized bandages. Also, they last forever since you can reset a bandage's durability by removing it and then reapplying it. I think bandages should maybe be overhauled so they have a "bloody" meter or something that slowly increases infection chance as well as a "sterilized meter" that starts ticking down instantly even if it's not applied, a bit like clothes. This would prevent resetting bandages and make sterilized bandages significantly less op - it'd at least force you to carry some disinfectant on yourself. The strength of their infection fighting ability should also be nerfed, or else antibiotics/wipes should be buffed. That's all I can think of for now. Keep in mind this is all stuff I use, and am having fun with. I'm still reporting it because, well... some of this stuff completely breaks the intended (as I understand it) difficulty of this game. Spears make zombies into not much more than a mild inconvenience, for example, not the absolute terror they should be. Thirst is inconsequential, not anything I would ever worry about, etc etc...
  16. I feel the same, I don't wanna learn 50 mods. I play vanilla in solo.
  17. I've never had any such misclicks outside of Zomboid. My mouse is a G305 and it does have its specific Logitech software (which I hate). I use it at 800 DPI though, nothing too crazy, and I have no idea about the acceleration feature but I've never heard about it. There's no mention of it anywhere in the app. I've long since disabled mouse acceleration in windows (hate it).
  18. After playing a bit more, I still have commands that are dropped even with an uncapped UI. Sometimes it's a right click, sometimes it's dropping an item to the ground. So, it would seem these two things are completely unrelated and I was wrong to assume they were. It would seem that the majority of people prefer not having their UI capped to 20 fps. It feels that much worse. However, not that many people have seen my thread, so I wouldn't know. I personally can't go back now. I couldn't say what causes the dropped actions, but I don't think it's tied to framerate. It happens when my framerate is smooth too.
  19. What can be used by double-clicking right now: - Food - Clothes - Weapons What should also be able to be used by double-clicking: - Books (to read) - Medicine (to take) - Boxes (of ammo, of nails, of candy... to open) - Canned food (to open) - Cigarettes (to smoke)
  20. I have vsync forced on, I think, from using an adaptative sync display. I always disable vsync in all my games while keeping it on in the nvidia/amd drivers. I tried reproducing the unresponsiveness with the setting on, and I can't. I think it might be dependent on framerate. I seem to remember it happening a lot when I was sitting zoomed out in a snowstorm with hundreds of corpses around and blood splatter on, at 20-30 fps. I'll keep playing with the setting off and see if it also happens in these situations.
  21. So my friend tested and he gets shit fps (25) regardless when zoomed out, ~65 down to ~55 on average zoom, and ~120 down to ~65 when zoomed in. In short, it would seem to have a massive effect, but only when zoomed in, which is when your fps is at its highest (so high you can afford losing frames). His screen is 60 hz so he doesn't care, and for me, well I suppose I might go down from 500 to 250 or something, but I run capped at 165 anyway. He decided that the UI's smoothness is well worth the 5 fps he loses on a medium zoom, because it feels fucking amazing in comparison. I decide the same. I think this definitely should be adressed. A UI shouldn't eat half of your frames. And it's a weird situation, because Zomboid is the only game I know that runs from 20 fps to 120-500 fps depending on what you're looking at. Disabling this setting makes your fps go from 2 to 60-250 instead which changes pretty much nothing, since the zoomed in fps is not what matters - we don't play constantly zoomed in. Unless it makes someone go from 60 to 30 fps at max zoom in, in which case even with the setting on, his game is gonna run between 30 and 60 _anyway_ just from going from mid-zoom to max-zoom, which I would consider unplayable in the first place. Anyway, Zomboid performance is weird and this setting is the weirdest of all. Edit: I hear what you're saying. Maybe we have different brains, but goddamn does it feel bad. b a d. with the setting on for me. Unacceptably bad is what I mean, and there are definitely ignored commands at 20 fps for me, which makes perfect sense to me. I would right click an item and nothing happens. I would drag and drop something to drop it to the ground quickly and nothing happens. Stuff like that. It doesn't happen anymore. It feels so good. There needs to be a compromise between keeping the game playable by default on potatoes, and informing non-potato PC players that there's this one option that makes the UI feel s l u g g i s h as hell and that they should really really disable it. Everybody on the reddit thread I've made says this is game-changing.
  22. Sure most PCs aren't running games at 165 fps, but most of them are still running them at 60+. From 20 to 30 is already a pretty big leap, from 20 to 60 is insane. It's like N64 vs modern PC. When not so long ago I played the N64 zeldas, OoT/MM, on an emulator running at 20 fps, I was feeling excruciating pain. 20 fps just feels so bad. It's like I'm playing a new game now that I've unchecked this box. I just want everyone to feel this bliss from the get go, without having to learn about an obscure display option. Also, on my hardware the option doesn't make a difference. The game still runs good zoomed in, and runs like shit zoomed out, there is not a single frame of difference whether at 165 or 48 fps. I'll ask my friend who's running at 60 fps on a potato to try it out for me and come back with his results. Edit: I mean seriously - clicks often don't register with this option on. Drag & drop sometimes is ignored. It's so bad. Soooo bad. Devs: low fps is bad, bad, bad, bad, I just can't say it enough. It makes your game not feel good, it's frustrating, it's a backwards leap of 30 years of gaming. If it turns out my friend's PC does go from 60 to 30 fps with the option on (which I doubt, but we'll see), then this is a top priority thing to fix in the performance department, seriously! It's sooooo bad.
  23. It doesn't make sense to me - how much of a performance hit can running a UI at 60 fps vs 20 fps have? If it has any noticeable performance hit, I would think there's a problem somewhere. If there is a problem somewhere, the solution shouldn't be making the UI feel sluggish as hell for everyone. I personally didn't notice any worse performance. The game still runs at 165 zoomed in, and 35 zoomed out lol - perf is bad regardless of the UI. In other words, I just found out about this option, unchecked it, and oh my god this is the reason I've been feeling like the game is sluggish as fuck ever since I started playing even though I get 165 fps. Clicks that don't register. Very unsatisfying scrolling, box selection, and drag & drop. The UI feels so much, SO MUCH better without this stupid option. It took me way too long to find out about it and I'm fully expecting that way more people don't know about it. Save us all the trouble and leave it unchecked by default - something to be used by very potato PCs only.
  24. Not sure why you got no replies in 13 days but: I never died from being surrounded by zombies while sleeping. Never needed to break stairs (though I agree it shouldn't be a thing). I agree that it seems stupid that zombies would randomly break house windows but not car windows - although I'm glad they don't or every single vehicle in the game would be a wreck. I agree with most of your points though, and I think zombie AI should be polished. If you watch Retanaru's vid on how to lose zombies, it's clear that there's some magic bullshit going on and zombies should be fixed to be coherent. Edit: there's a setting to allow or forbid zombies from destroying doors and windows randomly. The default Apocalypse settings forbid them, so if they do surround you, it's because you somehow drew them in. Maybe by switching the lights on? (watch Retanaru's vid on lights attracting zombies)
  25. Huh, I tried with my friend and although shouting and text carried over, voice didn't. We took 2 walkie-talkies (not the same kind, one was a toys-r-us and the other was a better one), we tuned into the same frequency, shouting and text carried over so it worked fine, but voice didn't. We still could not hear each other from more than ~50 meters away. We tried it about a month ago I think. Has the latest patch fixed it?
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