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MadDan

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Everything posted by MadDan

  1. This is one thing that definitely won't happen from the developers. Mutations/special zombies. Right now, they actually deteriorate over time and get weaker and while it doesn't help the late game right now, you'll see at the end of this post how they plan to make the late-game more interesting and challenging. From just recently playing through the three Metro games I sense a lot of inspiration here. I'm not sure if it fits with the lore, I love Metro and the idea of this but personally I don't think this kind of things suits Zomboid. Everything else you listed I think is fair game to be considered/discussed. Psychological stuff used to be slightly in years ago. You'd hallucinate zombies. Would be great to get it back and more fleshed out. For endgame stuff, this is the kind of thing they're aiming for to make it not lackluster:
  2. MadDan

    NPCs

    Don't worry about it. Wasn't trying to demolish you or something, or hype you up too much either. Mostly urging you to give them a few chances as they're dropped into the game until their final features are implemented before just immediately turning them off. I wholeheartedly agree with you on the mod, I tried it and I couldn't bear it. It's laggy, overly chaotic, immersion breaking and just shoddy. You're not alone in liking how the game is currently though (I mean I do too, but I crave for end-game content like NPCs). With the amount of sandbox options that are added with new features (even smaller ones), with something so game-changing as NPC's are intended to be - can almost be 100% certain on that being an option. It's nice to be able to link some information about them though to give you an idea. NPC's were once in the game, but just... bad. So they were removed again until they can be got right, and use the systems the game has built up over the years. A lot of these links are old, but hopefully you understand the massive undertaking build 41 was for a game build on a custom engine in Java. An idea of what they're aiming for rather than generic survivors running around shooting things is this: https://projectzomboid.com/blog/news/2013/01/tales-from-the-metaverse/ Then there's some older videos here showcasing their movement systems. Probably the most interesting thing is the last video showcasing behaviour trees: https://projectzomboid.com/blog/news/2014/07/its-an-npc-related-mondoid1-no-hype-pls/ I have been around for a long time (not many people get to have their literal dream video game made). As someone who's very excited for NPCs in general, I don't dare touch the mod even for that quick "fix", and I'm fairly confident in saying the developers wouldn't be too far to admit the older NPCs that were in the game, were just terrible. But in general, no one can blame anyone for wanting more options. I remember basically begging for an option to turn off the door shake in options when it was released. When sandbox mode is a thing, expanding on it is never a bad thing. Doesn't change the game the developer's want to make and allows other to tailor it to the type of playthrough they want. These messages really get much, much longer than I expect.
  3. MadDan

    NPCs

    There's no doubt they'll be a sandbox option at some point. Though they are undoubtedly a PZ thing - a main feature the game needs before 1.0. The thing is, this kind of is Zomboid, NPCs are the focal point the game has worked all of its other features towards. There's no chance it'll ever stray away from the "This is how you died" -- only expanding on it with more unique possibilities with NPCs. They're the end-game content, the things that when you've become safe (relatively) from the zombies, that the actual threat are other survivors. I get the "This is how you died", thing being you, and no matter how many other NPC's you'll encounter in whatever other circumstance, it'll always be your story. It'll just be a far, far more interesting and engaging one than got bitten, drank bleach/got bitten, succumbed to the infection/etc (obviously there's more but hopefully you get the idea of expanding the idea of your story.) Don't worry, it's not going to become some dumbed down 7DTD trader/vendor system that ruins everyone's immersion, I'd urge to at least give them some shot when they do come out. Plus there's pretty much two things that won't ever change in PZ: This is how you died. Sandbox. If you haven't seen some of the posts about NPCs, give them a look, they're good reads: https://theindiestone.com/forums/index.php?/topic/14491-the-silver-lining-of-npc-delays-etc/ Maybe less this one (simply because it's about the actual development systems, which I don't think you have much interest in, but regardless): https://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php
  4. MadDan

    NPCs

    I'm not sure about the Karma system, there's till lots of info about NPCs to come out when they're closer to release but the general idea you have in mind is the direction that the game is heading in. Stuff like points systems would less likely be a thing and more dynamic systems I'd imagine (eventually). Dependent on traits, and how certain NPCs end up seeing you in their eyes. Here's the general rundown for the plan for NPCs if you haven't seen it yet:
  5. MadDan

    The Walking Spiff

    I think you need some serious anger management. Either way, I don't see this post going anywhere without a ban.
  6. Definitely seems like it's a Super Survivors issue. Not a master of logs though. Looks like you're using "Super Survivors"? Which isn't working for Build 41. "Superb Survivors" or "Serious Survivors" are for Build 41. I don't use any of them though so I'm not sure exactly which one is up-to-date fully. I could be completely off on that mod though, but it seems like that's causing an error nonetheless. Not sure how much disabling it will break the rest of the save. You could start a new save, and add those mods one by one, or add Super Survivors and see if it crashes still. They could also be conflicting mods etc, doesn't look like it's the case here though from my view.
  7. If I remember correctly, it doesn't really make a sound that indicates it's working. It makes a zombie hit sound that sounds very light as if it's doing nothing. I think roughly 7-8 times should do it.
  8. This actually is possible as far as I'm aware. Or it used to be at least. But overall I agree, it's tricky and would be great if it worked easier. Normally it tends to be towards the back of the car where I can get it to pop up.
  9. Unfortunately I don't think so. For this reason build 40 will always be available in the Steam betas as PZ classic.
  10. As with zombies currently they'll most likely be customizable in the same way in sandbox. Though I would recommend trying them at least a few times and fiddling with the settings when they do come at least rather than immediately disabling them.
  11. Once build 41 is stable and the default build people will play when first launching. Trailer also as said here: https://projectzomboid.com/blog/2020/01/garbage-train/
  12. I'm fairly sure there's an option in settings already to change it to CTRL instead... I think. Accessibility maybe?
  13. Missing decals like on T-Shirts. (RJ's face, logos, etc...)
  14. He means that the GOG version will be updated to 41.30, today most likely, but including a hotfix that Steam users will probably get today, (which would make it 41.31 for both platforms). Why would they stop releasing hotfixes on Steam?
  15. You seem to be using mods, judging from the map, it doesn't look vanilla. Disable them all and try on a fresh save, see if it persists.
  16. As of now, it doesn't stop broadcasting.
  17. This will most likely be a thing in the Hunting update along with some more stealth animations/mechanics. https://pzwiki.net/wiki/Upcoming_versions
  18. Seems to be random, and no range so far as I can tell. Sometimes it's at a number you can't tune to (eg. 90.3) where you could only tune to 90.2-90.4 in that range. My fix for that is just go searching for one already pre-tuned. You'll have to venture out a good bit to find one if you're on the same save. Not all radios have it tuned either.
  19. Try walking away from the car and pressing V.
  20. Please try without mods and see if it still occurs, otherwise we can't really be sure whether it's in vanilla or not. If you're using mods and experience a bug - it's best to disable and start fresh and see if it still occurs.
  21. Closest we really know about any Faction system really at this point: Not sure about the rest of the stuff, but would be cool nonetheless having distinct differences between groups and factions and all.
  22. Please disable the mod and see if the issue persists, and check also in non-modded playthrough on a new save (no need to delete this one) to be sure.
  23. Sorry, but this is so not in the spirit of PZ and would really ruin the game adding something like microtransactions. Something in the future, nearer to 1.0 would be possibly a merch store (for example T-Shirts or the like), and a soundtrack release. Not sure how the merch store plans go/would go but I'm heavily against any sort of microtransactions or custom skins, and I don't think I'm alone there in this community.
  24. Well, clearly it didn't make it into the "next IWBUMS build" but they had a blog about expanding the way power works here https://projectzomboid.com/blog/2018/08/powerdoid/ I presume it might still be on the cards after this build gets stable? Who knows. Either way, I would love it. More ways to allow more dynamic horror, the better. Imagine going through a school during a storm and then the lights start flickering or something. Especially with the new zombies sounds, it'd be great.
  25. Would be nice for sure. I'm not sure how many people even use that mechanic knowing that it's there and instead just get inside of the car to put their items in it. Took me a bit to realize I could open doors outside the car to be fair.
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