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Migoxiss

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  1. Like
    Migoxiss reacted to Ontogenesis in Just wanted to say…   
    I've been hanging around here for over 2 years now - definitely one of the best communities I've seen. Thanks to you guy at the Indie Stone for carrying on when the shit was happening, there are some that would have quietly dropped the project with the setback and backlash. Now, tomorrow you're on Steam. At least all the ups and downs will make a good story at the end of the day? Better than, we decided to make a game and made it, woo.
     
    Anyhoo, it's been fun.
  2. Like
    Migoxiss reacted to vvvRavenvvv in RELEASED: Build 32.16   
    thank you that will be my real face on my profile photo ~ ) and i dont know i tried to find people with the same issue with me typing in chat and the game crashing like that but found nothing.. found only about how the game crashes with 3d modules on but that is about it
  3. Like
    Migoxiss got a reaction from vvvRavenvvv in RELEASED: Build 32.16   
    First, I love your profile pic man
    Second, maybe you should post this issue on the PZ Support page, if you didn't do that already
  4. Like
    Migoxiss reacted to syfy in My new idea about medicine.   
    we are not talking about a real life situation here. just as we have to accept the acceptance of zombies, some things have to be adjusted in one way or another in the name of game play. we get so many people in here who want to argue about this, that, or the other, when it is all pointless.
     
    simplicity is the key. adding stuff that people actually have to pause the game to look up, to understand what it is and what it does, is not good game play. keep things simple and to the point.
  5. Like
    Migoxiss reacted to Svarog in Skill rework   
    Get a carpentry for begginners book and spam build floor. Skill books not only give a multiplier to whatever skill they're for, they also multiply skill point gathering experience, in fact, I just reported that as a bug.
    Edit: From Carpentry level 1 to level 10 with skill books I got over 34 skill points. I could probably do so with Farming, Trapping and Fishing too but carpentry is the best for it.
  6. Like
    Migoxiss reacted to Zorak in The useless gun?   
    IMO a small buff to accuracy would be good. Guns have already a lot of cons (lots of noise, rare ammo etc) and the only way to use them without 80% miss chance is to pick right occupation.
    A buff to accuracy at close range and more traits for aim/ reloading would be welcome. So we can create non Police officer / Veteran character with some aiming exp boost (hunter trait is so expensive).
  7. Like
    Migoxiss reacted to Mike280 in Limit size/distance for supported constructions   
    Nooooo!!!  My castle in the sky would be ruined....RUINED!  Considering Zeds attack all player made structures when they get in a "frenzy", that would be really bad.  I've noticed if they can't get to you, anything at ground level becomes an enemy to them.  Windows, doors, crates, etc.  It would be pretty awful if that were implemented and I log back in after the world update.  My whole structure would come crashing down with me in it.  At least it would be a quick death
  8. Like
    Migoxiss reacted to EnigmaGrey in 3D Models Mac   
    We'll see what we can find out, Migoxiss.
  9. Like
    Migoxiss reacted to styan in [FREE][GAME][IOS][ANDROID] SwappyDots - The ultimate-concept puzzle game   
    Hi guys,
     
    We have just released our first mobile game SwappyDots.
     
    SwappyDots is a new approach to the most addictive match-3 puzzle games, but it isn't similar to others in the genre: the game shows up 62 dots and one hole. To get 3 or more color matches players can swap the dots only with the hole not with any other dots. Players can get other advantage with 4 or more matches and matches with bonus dots or black dots.
     
    Gameplay Trailer Video:
     

     
    SwappyDots is available for FREE:
    Android: https://play.google.com/store/apps/details?id=com.code2game.SwappyDots
    iOS: https://itunes.apple.com/app/id974977682
    Windows Phone: https://www.microsoft.com/store/apps/9NBLGGGXWHF7
     
    Website: http://www.swappydots.com
     
    Have fun, thanks to every player!
  10. Like
    Migoxiss reacted to PackerHavoc in RELEASED: Build 32.16   
    So does this mean there could be potential for the Fire Officer to gain a fire fighting perk, as is uses half as much material to put out a fire?
  11. Like
    Migoxiss reacted to EnigmaGrey in 3D Models Mac   
    Unfortunately, nothing has changed since last you posted, MIgoxiss. One person since has had this issue, but otherwise we've come no closer to solving it.
  12. Like
    Migoxiss reacted to Svarog in Have walls/pre-built fences be capable of being toppled by zombie hordes.   
    Oh, I do know that actually tearing a chain link fence apart would be quite a feat.

    I just have a hard time imagining how toppling walls over would look\work in a 2D isometric perspective. It would be difficult to convey right and without falling into various issues. It could work great if what we had here was a 3D isometric game with controllable camera and 3D models instead of 2D sprite tiles.

    That's why I suggested that they just be breakable, not easily, 1 zombie would do 0 damage to those walls but if there was a high concentration of zombies near it then they would start doing more and more damage, the fence would eventually show dents, tears, small holes and eventually just function as an open door.

    That (sprites showing damage) could be extended to all player built stuff because right now there is no way to tell if the walls and barricades are getting compromised until they pop out of existence.

    It's not as cool as it would be to recreate those prison scenes from TWD but it also removes the problem of certain places being 100% zombie proof and it would be a whole lot easier to implement both coding and art wise.
  13. Like
    Migoxiss reacted to Trojan_Turps in System for locked houses/containers   
    There could be the option to hide items in containers. It's not very realistic but could work. Basically if you chose to hide the item it takes longer to put in and take out of the box. There is only a small/limited amount of space for hiding things in each container. Only the player or allowed friends can find the hidden loot.
    It could be that you can only hide loot in a container you built. Also there could be an option to build a crate with a secret compartment.
  14. Like
    Migoxiss got a reaction from MrZombifiedGamer in Dynamic Economies   
    Yeah I guess trading with objects would be priority
    Under NPCs I know its just an example but money? Who needs money in a apocalypse? Maybe implementing some type of NPC whos insane and collects that.
  15. Like
    Migoxiss reacted to Suomiboi in Zombies speed/distribution need to be completely revamped.   
    I'll accept the fact that they might not get any faster, although I still feel it could be done so that it wouldn't be intrusive or seem lore breaking, after all the zombies already are "sprinting" faster than the player is walking or at least an equal speed... I'm mostly suggesting to lengthen that and slightly add to the faster shamblers' speeds. I'm starting to realize that the film makers have taken some editing freedom when creating the more fast paced bits and zombies do indeed just slouch forward. And I did recheck the zombie survival guide and that too confirms that they do just stride forward.
     
    But the bit that still bothers me is the thing that they stop at the point where they last saw you.
     
    I'm hoping that we'll get animations to being exhausted, which could warrant a slightly further reduction of speed without things looking off. I think that the current animation looks a bit off when you're tired and tricks my mind into feeling that I should be going faster.
  16. Like
    Migoxiss reacted to lorneagle in Zombies speed/distribution need to be completely revamped.   
    Hm I am very confused. This post reads like it was created before build 32.
     
    I played the entire weekend with friends on build 32 and before that I played every night solo on build 32 for a week.
     
    First, while I totally agree with OP pre-32: I was able to survive for months and only die to my own stupidity.
     
    But now you have constantly migrating zombies. The meta events really screw you up because HUNDREDS of zombies will migrate to your current position...and if you are at your safe house then say goodbye to it. Because zombies will just attack any structure in their path (which I like).
     
    I don't feel safe in this game anymore....EVER!
     
    Pre build 32 I would clear an area around my safe house and be sure to never be bothered again.
     
    Now, I feel like there is a now horde on its way to my base just when I'm done clearing the last one.
     
    I barely get to build walls and farm. I actually lowered the default zombie settings because I have to admit: Normal is now to hard for me. I might have to start experimenting with noise devices to divert zombies from my safe house.
  17. Like
    Migoxiss reacted to EnigmaGrey in Zombies speed/distribution need to be completely revamped.   
    Disagree. I like that zombies are slow currently and the main method of death is inattention or, with build 32, becoming surrounded.

    While I agree that lunging would be neat, it shouldn't be to the point that zombies lose their Brooks/Romero nature, such as by [by approaching] running [speed] as fast or faster than the player just because they're in a group or near.
  18. Like
    Migoxiss reacted to Suomiboi in Zombies speed/distribution need to be completely revamped.   
    I have to say that I somewhat agree with the speed issue. I made a post about it a while ago, but it seems that many people don't want the speed changed at all.
     
    I personally think that there just needs to be slightly more variation and zombie speeds shouldn't be off/on/sprint, where "on" is a constant speed of a zombie, even if it's just walking around. I think that the "sprint" should be much longer and also slightly faster and also gradual. When a zombie gets closer to you it should slowly start gaining speed imo, I think it would increase the feel that it is gaining on its food and would feel more fluent altogether. Why would a zombie slow down after it lunges or gains on you? Aren't they supposed to be basically tireless?
     
    And here comes the topic of player speed that was discussed on another topic. It would seem that we're going to get gradual speed (a Mondoid showed gradual speeding up animations) for the player, which I think would be great for balancing this out. I personally also dislike the fact that you can simply walk away from a horde and there's no way that they'll be able to follow you. I think in Max Brooks lore it's stated that what makes zombies so dangerous is not the fact that they're fast, but very durable. They'll walk or shamble after you for miles on end, and when you're tired, that's when they get you. But with these current speeds it simply isn't possible. You'll just walk away and they'll be left in the horizon within a few blocks. Even hordes.
     
    And last in my points is just that. Big hordes stop after they lose sight of you. Zombies altogether stop when they find the spot that they last saw you in. That means there would be no chance of wandering hordes in the game as it's presented to the player. Sure we can make scripted events that send mega hordes coming past your base and I'm for that, but it would seem silly when what you're seeing when they come after you is the opposite. They stop and then they start wandering on the spot. They should continue to the direction they were heading without stopping as long as they lose interest or find something more interesting. This would go with the gradual speed. Once they've lost sight of you and gone past the point where they last saw/heard you/anything they'd start to gradually lose interest and stop. unless in hordes. I mean, how do zombies know how to stop at a certain place where they heard a gunshot. It's not like they should have pin point hearing. Also that would in my opinion show or at least hint of intellect which should be a no no. This might be an issue after the zombies have gone out of the loaded range, but still it bothers me that they just drop back and say "Hmm... It was probably nothing." Well at least they don't get back to their post.
  19. Like
    Migoxiss reacted to J0hnm13 in Performing Hobbies tied to Traits to decrease boredom   
    If I'm not a farmer by trade, but a gardener by hobby, I should enjoy my time working with my plants. If I'm a brawler, I should enjoy fighting. If I'm a hunter, I should enjoy finding animals in my traps, etc etc. The boredom and depression moodlets should be helped by performing selected hobby traits. 
  20. Like
    Migoxiss reacted to Wasteland in Car wreckage - early WIP   
    Well onr thing that made me upset all that time were empty streets. Knox looked like everyone just gone away with theyr cars and those that had no cars re survivors.
     
    So we decided to fix that problem on our server and made some new tilsets for car wreckage, abandoned cars and some other stuff.
     
    I know we will get cars some day BUT we will get working cars and i wnat to see some more trash and post-apocalyptic scene.
     
    So here is a bit whats done already:


  21. Like
    Migoxiss reacted to ethanwdp in let me SPEAK   
    These are awesome.
    I'll work on it ASAP
     
    Edit: Well, I got a framework up and running for me to throw any speech tables at. I don't know if I can detect certain sounds or if I could detect sitting around a camp fire, but the rest can be handled easily.
  22. Like
    Migoxiss reacted to migulao in Food preservation [Dig a hole with shovel]   
    Everything is cool when you're part of a team!
  23. Like
    Migoxiss reacted to PintLasher in BF4 Attack Helicopter TOW missiles. Best anti-air weapon.   
    I made a new attack helicopter montage and wanted to show it off because I'm so proud of it! If any of you play BF4 and use the attack helicopter you'll know how insane these anti-air TOW missile kills are!! They changed the way that the TOW missiles work in the May 26th RIP SRAW update... They travel twice as fast, not as far, and you can only launch 1 at once. DICE thought they were nerfing it for the scrubs but in reality they just made them even more powerful! Muahahahaha!!!
     
    TOWs start at 0:45 but the first 45 seconds is just roadkills lol

     
     
    If you don't use TOWs you should think about it. Instakill to infantry, choppers and jets. 20+ damage to all armor! They really help with the ground game. Against infantry it's simply unfair and once you get experienced with them they are the ultimate jet defense, but hitting other helicopters is super super hard head-to-head. Chasing them down or surprise attacking them from range is a little bit easier. Hope you guys liked the video!
  24. Like
  25. Like
    Migoxiss got a reaction from f3rret in Will there be any random world events in PZ?   
    shortly after*
    Shit am I even authorized to do this?
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