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Migoxiss

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  1. Like
    Migoxiss reacted to EnigmaGrey in New Moodle: Suffocation   
    Probably better to have the appropriate moodles show up, rather than one specific to carbon monoxcide/dioxcide poisoning:
    headache nausea (feeling sick) and vomiting diziness tiredness and confusion stomach pain shortness of breath and difficulty breathing Always prefer mystery over "hey, you're suffocating!"
  2. Like
    Migoxiss reacted to Teesee in Dogs and Wildlife... Soon™... Now taking tester applications.   
    WE WANT TAIL WAGGING!
  3. Like
    Migoxiss reacted to lemmy101 in Zombie Tactics an Behaviours   
    Any pathfinding ability of zombies that are outside what you'd expect from Romero lore zombies is an undesirable side effect of either 1) a bug or 2) concessions we've made for game difficulty and nothing to do with the lore.
     
    Zomboid zombies, lore wise, have some vague sense of walking around things when they aren't in direct LOS of a close character, where the instinct to eat is strong and immediate and causes them to walk in a direct line. If they are further away, in theory they should still walk toward the player, however if this was the case the games difficulty would plummet as zombies would get caught on the map so much they wouldn't be able to walk through a door, or down a corridor, without getting stuck. As such we need some pathfinding and for the most part this seems reasonable and fits the lore. The slight vague connection to their lives, in Romero 'why do they come to the mall?' it seems reasonable for some innate bit of pattern recognition to be in a corridor and walk down it and around a corner instead of just walking diagonally into a wall and fall over. Or for them to somehow 'recognize' (wrong word to use but there you go) doors as a way between rooms, even if door handles are above their cognitive ability.
     
    It's only in cases where the pathfinding finds a convoluted path that it's really at odds with the lore, but they are hard to get rid of without nerfing their general navigation abilities.
  4. Like
    Migoxiss reacted to MisterInSayne in Dogs and Wildlife... Soon™... Now taking tester applications.   
    *epic music starts playing*
     



    This thread will get more info along the making of the mod. And eventually the mod itself... for now... enjoy this teaser.
     
    There will be no public test versions untill we feel content with the state of the mod. However, starting now, people can submit applications if they are interested in being a tester through private messaging.
     
    This project is being done in collaboration with the amazingly epic WolfeClaw!
  5. Like
    Migoxiss got a reaction from Peetfighter in First Aid Skill   
    Still you will turn unto a zombie, except you end up in a ash pile  
    But for RP purposes it could be cool, to end our characters life with a headshot, to not become a zombie. Its not the "honorable" way out, still better than roaming around as a soulless being.
  6. Like
    Migoxiss reacted to ughughugh in Balancing the soon to be feature of craftable medicine   
    As I understand it Romain Dron is working on a new feature and we'll be able to gather some plants in the woods and to craft some medicine. Anyway, as it is getting easier to treat your wounds, wounds should obviously more likely.
     
    Back then, when the medical system got more complicated, I fully expected to injure myself from chopping down trees, sawing and the like. But it never ever happened.
     
    Even though getting bitten by zombies should be the number one cause of your death, I think there is too much of a focus on it. Someone who has never crafted anything with his hands will obviously injure himself, especially so as you can be hungry and thirsty and exhausted and working in a badly lighted room. I have no idea what the actual numbers should be, but a little bit of common sense like the above mentioned example should serve as a guideline.
     
    The same should apply after the animation update. Imagine you're running past 50 trees in a t-shirt. You should suffer a scratch and that can possibly turn into an infection. 
     
     
    Anyway, you get the gist of it. More injuries, because more treatment methods and other ways of dying than just zombie bites.
  7. Like
    Migoxiss reacted to Outragedparker in Hydrocraft Mod   
    One of the bigger problems I've noticed is weight with the game, even though weight is reduced with certain items, that reduction goes away if it's unequiped or on the ground.
    I wonder if it's possible to make it so weight reduction is constant for example with the waggon with oxen. In multiplayer I saw someone essentially lose their character because they couldn't drop a wheelbarrow that was too heavy, because it had a pack dog in it that was over the 50 weight limit (due to organized trait) - couldn't be moved out of the wheelbarrow, and the wheelbarrow couldn't be dropped.
    On the other end of things, if you drop something that's too heavy to pick up like a wheelbarrow that has stuff in it, you won't be able to pick it back up. I suppose it's mostly due to how the vanilla game doesn't have a great weight system to support the new ways to carry items.
  8. Like
    Migoxiss got a reaction from Man_In_The_Purple_Hat in InSayne Companionship - An NPC companion.   
    No ETA. They are ready when they are ready.
    hehe... I love it.
  9. Like
    Migoxiss got a reaction from Kajin in InSayne Companionship - An NPC companion.   
    No ETA. They are ready when they are ready.
    hehe... I love it.
  10. Like
    Migoxiss got a reaction from fluffe9911 in InSayne Companionship - An NPC companion.   
    No ETA. They are ready when they are ready.
    hehe... I love it.
  11. Like
    Migoxiss got a reaction from Rathlord in InSayne Companionship - An NPC companion.   
    No ETA. They are ready when they are ready.
    hehe... I love it.
  12. Like
    Migoxiss got a reaction from MisterInSayne in InSayne Companionship - An NPC companion.   
    No ETA. They are ready when they are ready.
    hehe... I love it.
  13. Like
    Migoxiss reacted to CaptKaspar in We deserve at least monthy updates on NPCs   
    It can do a ton of harm.
     
    ETA released. Hype builds. Expectations are super high. The industry focuses in. ETA comes. NPCs aren't ready (or worse are released unfinished). Customers and fans get angry. Devs feel like they failed their base. Industry mocks their NPCs. Depression sets in. Development is delayed or worse halted.
     
    -or-
     
    NO ETA given. Hype burbles along. Fans/customers occasionally make a demand. Demands are ignored. Expectations are super high. BAM!!! NPCs ARE HERE! Everyone flips out in elation! The love and endless "thank yous" pour in. TIS never has to buy their own drink again!
     
    Which would you prefer as a customer?
     
    Knowing when NPCs will hit will do you no good. Think about it. What does it change? You gain nothing by thinking they'll be here next week or in a year. What does it matter if they're released this Monday or 104 Mondays from now? All it does is put undue pressure on the team developing them. Your life is in no way better with an ETA. Or at least I can't think of a way how it could be.
     
    Just relax, they'll be here when they're here. They assure us they're working on them.
     
    If TIS closes the doors and NPCs still aren't here; then we can get angry.
  14. Like
    Migoxiss reacted to MisterInSayne in InSayne Companionship - An NPC companion.   
    I can ask you the same thing
  15. Like
    Migoxiss reacted to Rathlord in InSayne Companionship - An NPC companion.   
    ETA on NPCs?
  16. Like
    Migoxiss got a reaction from DemonXelo in InSayne Companionship - An NPC companion.   
    You are a hero
  17. Like
    Migoxiss got a reaction from Wveth in InSayne Companionship - An NPC companion.   
    You are a hero
  18. Like
    Migoxiss got a reaction from MisterInSayne in InSayne Companionship - An NPC companion.   
    You are a hero
  19. Like
    Migoxiss reacted to MisterInSayne in InSayne Companionship - An NPC companion.   
    I can make the NPC follow me around, say things, etc.
     

     
    I guess this means it's set! A fully functional NPC Companion mod is now confirmed! <3 Time for celebration!
  20. Like
    Migoxiss reacted to MisterInSayne in InSayne Companionship - An NPC companion.   
    Well, this all originates from a request from miss DemonXelo, found at http://theindiestone.com/forums/index.php/topic/16455-a-reason-for-doing-what-we-do-request/
     
     
    Sooo... First tests are VERY promising and sucessful!
     

     
     
    I can make the NPC follow me around, say things, and pretty much everything! So, the NPC Companion mod is now confirmed, and will be made.
    Now, my plan is to make a companion NPC that does basic things, but generally just follows you around. The companion will need feeding, sleeping, etc. I don't know how far I can push this, but I don't see any limits so far.
     
    If you have any questions, by any means, ask them
     
    And yes... I am a wizard!
     
     
    Things I got working:
     
    Todo/Currently working on/Being researched:


     
    Features currently being worked in on the go:
  21. Like
    Migoxiss reacted to WolfeClaw in Oven light   
    I mean, I don't see it as a way of making the game easier. I'd want it for the sake of realism. Even if the oven/microwave actually emitted a directed cone of light that's only visible in low-light areas, that'd be cool. 
     
    If you had to manually check just to see if the light was on, then you may as well just right-click it to see if it says 'Turn On' or 'Turn Off' since it's giving you the same information. At least with a light you'd be able to see it from across the room or from outside by looking through the window. Regardless, it's not a necessary detail and I'd want it purely for aesthetics.
  22. Like
    Migoxiss reacted to Hydromancerx in Hydrocraft Mod   
    The wiki is up to the fans to keep updated.
  23. Like
    Migoxiss reacted to Moo in "Bite only" sandbox option.   
    I would like too see a option to choose bite only. This would make game a bit more "casual".
  24. Like
    Migoxiss reacted to uberevan in [Moodle] Something smells rotten around here...   
    Wouldn't that also make it harder to pinpoint though?
     
    Daredevil is blind lmao
  25. Like
    Migoxiss reacted to Zombadger in Easily Digestible List of Trait Balance Issues   
    As I am rapidy approaching my 700th hour of gameplay, I think I am ready to give opinions on things.
    First, congratulations. I have not been this engrossed in a game since Chrono Trigger and FF3 came out on the SNES.
    Second, EnigmaGrey, you do a very good job. You don't get enough credit on the forums. It makes your work a very salty chore.
    Thank you Administrators and Indie Stone Devs.
     
     
    Deaf - Great perk! I only observed the true power of this while watching a friend play, wherein I suggested taking it. Not hearing anything was completely disorenting to them. Death happened again and again with great rapidity from zambos behind doors, lurking in bushes, giving surprize hugs from behind while looking in the backpack for a soda etc etc. However, I play all games in 'Deaf FM' mode where I turn off the games sound and play my music. I thought that Deaf was kind of an interesting option since that is how I play all games. It did not affect me one iota in my gameplay, making it a no-brain choice for a quick, tasty 12 points, but is appropriately costly for most other people as it seems to be a certain death sentance unless you, as a player, possess intense focus and lengthy attention span.

    Obese - * Great perk! Watch as your slow, easily edible tub of tasty crisco runs those thunder thighs off! Admire thier steely reserve as the pounds melt away! Be proud of thier determination with each upwards click of the Fitness bars!

    Weak - See Feeble. *

    Illiterate - Great perk! It allows you to keep track of what you have done in character advancement using numbers that are not skewed with book bonuses. Imagine doing fishing and carpentry instead of just reading about it. Illiterate makes for a more active, interactive playthrough with less downtime.

    Feeble - Great perk! For roleplaying old ladies and unfortunate cancer suvivors. Could be a bit more expensive, as it makes combat a neigh impossibility until you swell those gains a little. *

    High Thirst - Something to drink has never really been a matter of difficulty to obtain for me, even in 'I live in Mulblub, durnit.' runs. With barrels and bags, anything is possible. Still I think my propensity to be a sweaty, thirsty survivor has more to do with me picking this Perk than does this concept of 'free points'. Well balanced, balanced with a well.

    Overweight - See Obese. *

    Restless Sleeper - I dislike this Perk. Because I like to sleep. But if you are a cat napper, this is very appropriate. In that respect it balances well with the other sleep related perks. Wakeful makes those short naps effective. Sleepyhead perk combos this into a 'sleep away your life' style of gameplay where you only really need to wake up long enough to water the crops and sweep the zambos off the porches before it's time to settle down for another well earned eight hours.

    Slow Healer - Great perk! Assuming everything else is fine and dandy in ones life, Slow Healer lets you spend more time figuring out how to bandage correctly and use appropriate measure of disinfectant instead of simply dousing the area down. And in the end, higher First Aid will keep you in better shape faster. Keep a broken window on hand for cutting yourself, because Broken Leg Simulator doesn't require the frequant health checks that a nice, deep laceration will do for.

    Slow Learner - Great Perk! Learning slowly means you end up struggling a lot longer before becoming skilled at anything, extending the amount of time it takes before you have an impenatrable fortress and infinate supplies. The begining of the game is no doubt the most exciting part, and this perk extends the 'begining' by that much longer.

    Thin-skinned - I have mixed feeling about this one. On the one hand, it's an area that needs to be represented. On the other hand, my longest living character with Thick Skin and Defense Blunt/Blade both at 7 and Lucky died in the spring of her third year of the very first injury she had ever taken, ever. All the defensive Perks in the world wont save you from cruel fate, so taking Thin Skinned is pure free points when your game play involves never getting hit ever.

    Asthmatic - This is like having Obese or Overweight in the games begining, but you can never work it off. Needs to be more expensive. I occasionally use this for points when I am not making a fatty.

    Agoraphobic - See Adreniline Junkie. *

    Claustrophobic - See Adreniline Junkie. *

    Conspicious - * Needs to be more expensive. My word, hard to get anything done when you proc every zombie in a circle  around you two blocks out.

    Disorganized - I think this perk is balanced for it's cost, but I never wind up picking it other than for experimental build reasons. A savy carpenter has three shelves on every wall in the storage shed. No need to organize, just offload.

    Hearty Appetite - I have never had a problem staying fed, even with this Perk. However, I stopped taking it after the fifth of sixth playthrough I as enjoy seeing food stockpiles swell. Would need to be another point or two more expensive for me to be tempted into taking it in these modern days.

    Pacifist - I... I don't understand. All these people got eaten or shot in the first month of The End, didn't they? I have never picked this Perk and would look down on anyone who did.

    Prone to Illness - Great Perk! Why wait for the inevitable? Die of a shallow scratch by the time it takes you to think of a new character and move on is what I say.

    Sleepy Head - See Restless Sleeper. *

    Unlucky - Great Perk! For a cost of only -4 points, Unlucky incentivises you to explore the WHOLE MAP in search of the One Saw to rule them all. This is great for playthroughs as often you can find spade, trowel, axe, saw, sledge and a dozen boxes of nails under a single roof without this handy perk, severely reducing the enjoyable difficulty/tension of a new playthrough.

    Hemophobic - Panic is scary. I understand why people think that this Perk is free points, but. I think that those people are dissasociated from the experiance. Have you ever had to stich up a ragged wound that was litterally spilling your life out of you? It's not easy. It's terrifying. You have to hurt yourself more with a freaking NEEDLE to fix it. If only there was a way to make the player 'feel' that terror. Noone would pick this Perk even if it was worth -15. At -3 for no actual impact on a savy player, however, it's free points.

    Weak Stomach - Would need to be more expensive to be balanced if the problem of abundant food supply choices were fixed. Easy -3 points otherwise.

    All Thumbs - Great Perk for a home-body, terrible for a raider.  Could easily be a -3 and still be balanced.

    Clumsy - See Conspicuous. *

    Cowardly - See Adrenaline Junkie. *

    Hard of Hearding - Discount Deaf. Have never used due to a preference for Deaf.

    Hypochondriac - Needs to be more expensive for the toll it takes on every concievable reserve of physical and mental assets.

    Short Sighted - Have used on occasion and don't see much of a difference. What am I doing wrong? What is the tangible effect of this?

    Slow Reader - Great Perk! This one lets me cook dinner while I am reading in game. I can run down to the store for sandwitch fixings, come back, and I'll just be finishing the book. Great for the lazy player who AFK's frequantly.

    Cat's Eyes -  This shouldn't be red! Worthless perk as darkness doesn't help you sneak. If anything, Zambos are MORE aware at night. People who are out when it's close to midnight deserve what they get. IMHO it is not worth the few points it's worth. Likely added to fill out the Perks list. Who knows.
     
    I do not tend to use a lot of these. Making the game easier is not what I am about. However.
    Dextrous - Amazing. Grab that dogfood with laser speed and precision. Could be a +3 and I would still entertain notions of getting it.

    Fast Reader - Needs to be more expensive. Drilling through 2 books in a day with 100% comprehension is a task of herculean adroitness.

    Iron Gut - I have never eaten rotten food in the game on purpose. One I ate a pan of raw steak, chicken, mutton and porkchop stirfry by mistake. She died in spite of my best efforts. This affordable Perk might have saved me. :/

    Angler - Great Perk! You can avoid the whole game by being a good enough fisher.

    Baseball Player - +4 cost for a +1 Skill point, when I could spend +2 more and get brawler. Needs work and a Blade version counterpart.

    Brave - For what it does, I think +4 cost is balanced for this. I would even get it at +5 in spite of how abuntant Beta Blockers are.

    First Aider - Useful on Multiplayer where a lot of this happens, but not useful enough for the cost. Just get Boyscout and bundle that FA with a more useful skill.

    Gardener - Important for making sure your first crop can be sprayed for pests and such. I have heard that other people do not seem to have this problem, but I cannot make 'Cures' for my plant until I have at least one point in Farming.

    Graceful - Could-be-a-5-useful.

    Inconspicious - Could-be-a-5-useful.

    Gymnast - Is-a-5-useful. Balanced, yo.

    Brawler - Great Perk! A true survivalist fights well weather stabbing, slashing, chopping or crushing. If weapons wernt so easy to find, this would be a must have. But since people pick either blunt or blade and stick with it, maybe make this one a odd number? There needs to be more odds and this one is kinda lame to those cis-weapon battlers.

    Eagle Eyed - Have used a couple times, not impressed. Normal vision works just fine and is free.

    Fast Healer - It's not kidding. You heal very fast.  Maybe jack this one up into another odd? This and Fast Learner would look great at +7. They are totally worth it.

    Fit - I have no opinion. Seems pretty balanced to me.

    Former Scout - Pairs well with Hiker, but I hardly ever use it because Hiker is enough and in SP you just don't get hurt enough for First Aid to matter. One Chomp, One Scratch and all your knowledge of the differences between Cetyl Alcohol and Ethyl Alcohol means nothing.

    Hiker - Best Perk! Live off the land! Would need to be bumped up to a +8 cost because of how usefull BOTH of the abilities are. Maybe toss in a +1 to Fishing and be like 'Look, Hiking is as expensive as Handy but makes you a true outdoor enthousiast!'.

    Keen Hearing - Dunno.   I am Deaf.

    Adrenaline Junkie - WOOO! BETA BLOCKERS WEARING OFF, EAT MY DUST ZAMBOS.

    Handy - I often buy this for the extra blip in Carpentry, but I don't need the maintanance. It goes up fast enough on it's own. I hope this gets split into a cheap Carpentry +1 and a less expensive +1 for the maint's. Something like a +6 cost like Hiker.

    Hunter - Needs animals. Have not used/wont use until I get cute, fluffy things to murder at range and then eat.

    Athletic - Balanced. Dunno why anyone would choose this over Overweight though. Too bad you cannot be a big, chunky fitfat guy.
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