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Everything posted by lemmy101
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I'd say putting aside anything catastrophic popping up, definitely this year.
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But we've explicitly said, and I've replied as such, that the goal is there is less clicking and micromanagement over what you currently have, so please explain how you feel its too much micromanagement? Perhaps we've not explained it properly or missed something?
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oh, apologies. We were under the impression people wanted us to delay it as long as we possibly could. we've obviously been trying to get it out there as soon as possible. We also said upfront before this build it's a massive rewrite of the entire game and will take a long time. People keep using this 'lose interest' like some kind of warning. If people are impatient and annoyed, we'd MUCH prefer them to lose interest, and then find interest at some point in future when they find out its out. Interest in the form of being annoyed and complaining the build isn't out yet is of no benefit to us whatsoever, there are plenty of other games in the meantime to sink your teeth into. As said in the thursdoid, we're down to our last 'big thing that needs to go in', while nothing is certain the dates you said are perfectly plausable for IWBUMs, its certainly nowhere near another year.
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yeah there's going to be less clicking. We're making the system more logical and realistic in terms of containers, but we'll be easing up on some of the restrictions we have currently that require clicking (e.g. clicking between loot or held containers, or having to transfer items in and out of containers to use them)
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The game would be rebalanced accordingly to counter the issues you describe. If anything we'd make log/plank transporting easier by allowing more weight reduction if stuff is in hands, without having to make the 'top level inventory' some kind of catch all big inventory space that meant we had to limit the log count to balance it. The goal of this system is to make things easier and more logical for people. My guess is you'll probably be able to carry 2-3-4x as many planks, just you'll have to use your arms to do it Also, the anims made the game much easier, not harder, we had to balance to make things more difficult because the smooth fluid animations and controls made combat a million times more responsive and intuitive.
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No. We still need the rotational anim stuff implementing.
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it's not currently planned, as it creates a real issue with the river, which is there purely as a a natural barrier way of meaning we won't have to model the entire of Louisville and surrounds over the river, only the portion on this side north of where the mall etc is (which will still be meaty enough in terms of work and play area). Also in terms of lore, for a good portion of the early game at least, the other side of the river is fine and unaware of the zombie threat across the river, so there are multiple issues with adding swimming and maintaining our story, the huge ton of work it would add aside. Maybe if at some point we can do some kind of 'currents are too strong' thing to keep the river uncrossable we could consider it. No promises though.
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In future builds, there will be no such thing as manually applied skill points, so you don't have the same kind of opportunity cost by choosing one thing or another. We can keep reloading skill but maybe also add gun maintenance skill, since skills will just level up themselves through xp gained doing that action organically there's no reason to remove or change existing skills because they are not seen as equivelent usefulness as others. Because of this we're hoping over the next few builds to vastly increase the number of skills to cover a lot more gameplay systems and stats.
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Hear the 'difference': The zombie sounds we've added are surprisingly similar (though we didn't consciously imitate) to a show that probably represents the most culturally relevant modern depiction of the zombie in popular culture, so to those saying 'too animalistic' or 'over the top' I respectfully disagree. The vast majority of feedback we've received has been overwhelmingly positive, we're extremely happy with the results, we may tweak volumes and hearing distances before release, or add more variation and degrees between different zombies, but this is how the zombies are now and there's nothing wrong with them. If they are 'too scary' then they are doing their job well, and someone of a nervous disposition or young age should not probably be playing if they are too scary. Zomboid has never been intended for the faint of heart and always blatantly and clearly intended and advertised to be a dark, bleak, nerve-wracking survival horror experience, and if it wasn't before these zombies, then it was a failing we've managed to overcome. This ain't Minecraft, it's Project Zomboid.
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it's not just you, it's a concern we're trying to balance against the sluggishness, it may change again before release to try and find some sweet spot between the two, we'll see how it plays out. The slower movement / anim speed drew a lot more complaints tho.
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and it's literally only neck bites we've changed severity of.
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sorry you feel that way, but the things you describe as unfun have been our raison d'etre, ethos and what the game's proudly worn on its sleeve as its inspiration, marketing and reason for being since day 1, we're not going to move away from that. You always have sandbox to disable.
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anims still aren't to the point the first vehicle build was - multiplayer is completely non-functional, the game difficulty balance of the game is completely fubared, it will run like an asthmatic dog with high zombie counts, and anims have been hyped for years longer than vehicles were, so we have to make sure first version doesn't piss people off cause there is 100x more 'it's taken them X long to do' expectation. We're also very much hoping that anims going public will coincide with a sales increase that will pay for all the significant extra resources and money we've put into getting them out there asap, and pushing them out in an underwhelming state would be dangerous to risk muting the excitement and attention it would get. Sadly as much as IWBUMS is a testing beta branch, a huge amount of people take it as the defacto build as soon as it goes public in any way. As much as testers are positive about them, they just aren't ready for IWBUMS before a few key things, particularly the rotational blending and MP support, as well as some SERIOUS optimization to not cut off the bottom half of our players. But that day is definitely getting closer. We won't keep it in private testing longer than i needs to be, but a few minutes of video simply doesn't tell you the whole story.
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not like 20 boxes full of it in every kitchen's cupboard tho
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Probably not in the anim update, but we have a completely new gun aiming system planned that'll prob be in the hunting update after. Think of the old Commandos games with their sniper rifle sights that follow the mouse. We're going to try make shooting a more player skill based, visceral and satisfying, with less reliance on RNG with some of the FPS style mechanics like bullet spread indicators on sights, and aiming with your mouse (tho obv the bullet will still travel from the player and may hit cover etc)
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I'm almost 100% positive we already have a zombie specific run anim. If not its definitely on the list, no mod required
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Here is a quick video taken, without 4 hours of footage capturing cut down to 30 seconds of short clips, and without me trying to avoid showing all the broken bits this doesn't even scratch the surface. We're not being modest here, the game isn't playable and took me 4 hours to make that 30-60 second video you saw. we're not just hitting record and getting uninterrupted footage of brilliance, outside visual glitches and problems, there are bugs and missing features making the game as it stands 100% impossible to play. And to get footage to show off the stuff that IS working requires about 20 attempts to avoid something totally broken appearing or happening. We're making great progress but there's a lot to do before we could DREAM of putting it out there in public, even IWBUMs. Imagine how disappointed and angry people would be? It's not worth it, you wouldn't enjoy it and would get the experience spoilt for you. We'll release it as soon as we feel people can play a full game of zomboid in it and have a good experience and feel the anims worth the wait, even if there are bugs, it has to function as a game.
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Sorry, not close to that yet. You are seeing little slices of footage of stuff that's in but the game simply isn't close to being fully playable yet.
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nothing is nerfed as in the entire combat system is being built from scratch from the ground up, but yes we're going to look into making sure we don't make certain weapons aren't OP. while building it from scratch
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[NEW] New zombie network transmission system. Two circles with radiuses definable in server options: ZombieUpdateRadiusHighPriority (default 10 tiles) - zombies in this tile radius circle from a player will be transmitted to that player every frame, meaning their movement will be smooth and precise. ZombieUpdateMaxHighPrority (default 500) can be used to limit the amount of zombies in this circle (ordered by those closest to the player) that will receive these high frequency updates, so in the midst of the horde only the closest few will be precisely transmitted to clients (the most relevant zombies). ZombieUpdateRadiusLowPriority (default 300 tiles) - zombies in this tile radius circle will be updated to the player infrequently, enough to keep track of their approximate movement, but when low accuracy is needed since they are not close to a player. Uses the amount of seconds defined by ZombieUpdateDelta (default 0.5 seconds) to define how frequently the server will send these zombies. Lower ZombieUpdateDelta values will make them more precise at cost of server load and network traffic. Higher values result in less traffic but more obvious pausing, sliding and glitching. Zombies outside the outer low priority radius will never be transmitted to the client, and will be invisible. Depending on the config and player's resolutions and zoom modes, this may cause zombies not to be visible at a distance with 4k res, or when right click scrolling the view, or when driving a car fast, but is potentially a sacrifice worth taking for a stable and performant server, and this effect can be reduced by expanding the outer radius to suit your own needs. We can look at adjusting the defaults further once we've seen what the server runners go with for their options, as it's hard for us to judge how far we could push it on a 60 player server, so our defaults start off relatively conservative. Out of the box, with default settings, it will be have just like previous builds, but server operators can adjust these numbers to gain better performance. After xmas we'll adjust the defaults and work on this more once we have more info. New message given to player when trying to claim a safehouse and already part of existing safehouse [FIX] Fixed errors with safehouses. Fixed duplication of rope text in build menu Removed ability to access items placed in a bag placed in a car (seat, trunk..) as it was causing issues in MP
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IWBUMS 40.41 (important info for server operators)
lemmy101 replied to lemmy101's topic in PZ Updates
Released. Forgot to increment version number so that'll update in the next 30 mins. We felt we had to revert the defaults of the new zombie system until the holidays are over since we need to get the safehouse fixes out to the public build, butthere were a few potential issues. 40.43 BALANCE Reverted values of new Zombie Network system to default values, to allow server operators to experiment with them - without changing existing server operation. FIXES Removed ability to access items placed in a bag placed in a car (seat, trunk..) as it was causing issues in MP -
IWBUMS 40.41 (important info for server operators)
lemmy101 replied to lemmy101's topic in PZ Updates
40.42 NEW New message given to player when trying to claim a safehouse and already part of existing safehouse FIXES Fixed duplication of rope text in build menu -
Things to look out for: 1) Zombies in the distance will probably be more 'laggy' by default, however this is intentional to vastly reduce the server load. 2) The nearest zombies to you, any within any range of doing any damage to you soon, should be much much smoother, even when lots of players are connected. 3) We're especially interested if you feel any general server lag outside zombies, or whether this work has improved the stability of the server. 4) We can tweak the default settings if people find the defaults unplayable or distracting, but generally the more conservative we can be with distant zombies without it making for a poor experience, the better.