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Zorak

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  1. Like
    Zorak reacted to Geras in Small but Important Suggestions Thread   
    737
     
    Currently wound infections (not the zombie virus) are negligible and do nothing.
    I suggest that untreated wound infections should have a large chance to cause sickness (with the Resilient trait lowering that chance and Prone to Illness increasing the change of getting sick).
  2. Like
    Zorak reacted to MECR in tree wind   
    Afaik it's already being worked on. There was a video from the guy working on the weather effects, several Thursdoids ago, or even back in the Mondoid Era...?
     
    Edit - here it is:
     
     
  3. Like
    Zorak reacted to martingee in Visible layer (interior, engine bay) under removable carparts   
    The "broken hood" issue is known about and we have a fix in the works although it will only show a blank grey texture like the other bits. 
     
    Ultimately we'd like to have working doors, hoods, trunks etc so we'll just be able to hide the separate mesh elements when you swap/fix them.
  4. Like
    Zorak got a reaction from Geras in (Poll) Should there be new skills added to the core game?   
    perks and traits - yes
    skills (that we can lvl up ) no.
    We have so many bad skills that offer nothing that I would merge most of them to make 1 interesting - like:
    traping foraging and fishing into -> survival.
    sneaking , nimble, lightfooted -> stealth
  5. Spiffo
    Zorak got a reaction from EnigmaGrey in (Poll) Should there be new skills added to the core game?   
    perks and traits - yes
    skills (that we can lvl up ) no.
    We have so many bad skills that offer nothing that I would merge most of them to make 1 interesting - like:
    traping foraging and fishing into -> survival.
    sneaking , nimble, lightfooted -> stealth
  6. Like
    Zorak got a reaction from DramaSetter in Indestructible Walls and Doors   
    I dont see point in making guns and ammo harder to get as they are not OP.
    The problem with sledgehammer is thst its easy to destroy things with him.
    Just make destroying take a lot longer "like 10 times" more and after 1-2 wall sections you are exhausted.
     
    Sledge is OP coz you can destroy quite a lot in no time and without much penalty.
  7. Like
    Zorak reacted to Blasted_Taco in Blends n’ Shades   
    Came to say the same, i seriously wonder how big the animation update is going to be if its going to include all the weapons shown and plus a bit more. 
  8. Like
    Zorak reacted to DramaSetter in Blends n’ Shades   
    https://www.youtube.com/watch?v=7UfoY-trxJQ
    1:43 chainsaw?  ( ͡° ͜ʖ ͡°)
  9. Like
    Zorak reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.52
     
    [New]
    Tweaked how hitting car collisions with zombies work: There is now a far higher chance of turning them into a crawler. Ways in which speed impacts damage/response on zombies balanced. Damage to vehicles from zombie collisions improved - far more likely damage to hood/windshield. Added blood splats when hitting zombies at speed. Vehicles now bump slightly when driving over corpses. Required skill level in the furniture-moving tooltip now shown. Added individual translations for most Sandbox option values. Added DebugOptions.TranslationPrefix to show an * before translated strings. Inventory/loot windows now show a resize indicator when the mouse is between column headers. Added PZArrayList.toString() since the base implementation uses iterator() Added context option for placing movables Updated credits  
    [Balance]
    Tweaked player temperature calculations. When in a car the player's temperature will see change more quickly and react to the heating/AC better. Lowered the mass of wrecked cars. AllowExteriorGenerator is now true by default. Radio/TV XP increased, and fixed discrepancy in bonus for halo display. Increased vehicle loot spawn  
    [Bug Fix]
    Fixed DrainableComboItem.updateWeight() possibly using an invalid item type. Fixed issues with stove and microwave power checks. Fixed "Press R to rotate" position in carpentry tooltips. Fixed stacking/unstacking logs giving carpentry XP. Fixed double wooden doors using a wrong texture. Fixed open air garage and opened double gates having no vehicles collision. Fixed broken headlights meaning that taillights malfunction. Fixed elements of world streaming code to fix slight hang on loading new chunks in MP Fixed three bugs with chunk checksums - one of which was in IsoChunk: if HoursForLootRespawn=0 (the default) Fixed multi-tile objects not checking if sibling positions have power. Fixed bug in DeviceData concerning worldsounds. Fixed sound emitters being created for IsoSurvivor Fixed zombies not responding to some sounds. Fixed pathfinding garbage collection
  10. Like
    Zorak reacted to LeoIvanov in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  11. Like
    Zorak reacted to Geras in Small but Important Suggestions Thread   
    725
     
    1. Ability to have a bind option for "go to" wherever the cursor is placed od the screen. It gets tiresome to right-cliok (which doesn't work 75% of the time in this game in wilderness) and then clicking "go to").
    Simply placing a cursor and pushing a specified button would be much better and user friendly. Using "go to" is just a faster option for walking when speeding up time.
     
    2. Now that barricading and cooking (never tried this one) is smart enough to take some of your stuff from backpacks and surroundings, can we have the same for disassembling furniture and other things?
    It's quite silly that I have i.e. a saw on me and a hammer in my bag and my character just stands there like an idiot next to a bed I want to disassemble, not knowing what to do. No, I need to show him the hammer and put it in his main inventory.
     
    3. ALL of the speeding up time options should end and return to normal time flow at the very moment current action gets finished (i.e. reading a book, chopping down a tree etc).
  12. Like
    Zorak reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    Yep, it's based on current speed, you still gonna damage it, but by going slow, it should be ok.
     
     
    Yep, it's probably gonna end up being true by default btw
  13. Like
    Zorak reacted to Damien Darkside in Fix the Aiming System or revert to old one.   
    Honestly the gun mechanics of this game are hot garbage, and I love this game.
     
    Wasn't there some video of a circle that would form when being aimed and it would shrink when your character held the gun up? It would shrink down to show where the bullet would go and moving or being panicked would increase the size while standing still would decrease the size. That was way better than what we have now.
     
    Plus why would I use guns in this game? The aiming is random and isn't intuitive, the noise attracts every zed in a country-wide radius and honestly there are absolutely no positives to having them. Game mechanics like this should have a positive/negative use instead of pure negative, otherwise players won't use them at all. You want a player to say "I don't use guns because of the risk of zombies being attracted to my location, even though with enough skill I can take them out" instead of "I don't use guns because I don't understand how they work" or "I don't use guns because they get me killed every time I use them".
  14. Like
    Zorak got a reaction from DramaSetter in Gundoid   
    One of the best Mondoids this year (1st is animation update video). I Hyped
  15. Like
    Zorak reacted to lemmy101 in Climate Change   
    This is correct. The way 3D models in the game currently work forbid characters to interact with vehicles so as of now interiors are pointless cause you'd have no driver in the car which would be more distracting/disturbing than opaque windows. Once animation build is integrated,  which overhauls how 3D models work within the scene, we'll have the ability to place a character inside a car and thus interiors (which are already modelled) will be added along with transparent windows.
  16. Like
    Zorak reacted to nolanri in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  17. Like
    Zorak reacted to Insidiousness in RELEASED: Vehicle Test 41   
    I love this idea! Would add difficulty as you said and make logical sense.
  18. Like
    Zorak reacted to lemmy101 in Seriously? No Non-Player Character Survivors in Single player mode?   
    At no point anywhere in any of the store page do we suggest that there are NPCs present in the game. While we apologize that development of them has been delayed long further than we expected and understand the frustration of those waiting for it, you can't hold us to task for a feature you assumed to be in the game that is not, when we not only never once claim is in the game, in fact explicitly state is not, on our store page. The whole point of the store page and Early Access blurb is for us to inform potential customers to the features and state of development of the game. It's hard to know what further we could have done to prevent getting this complaint post beyond development of the game having gone differently and the focuses and requirements of the game's development to have been different, and unlike all the early purchasers who bought the game with the understanding of NPCs down the road, you had nothing to stop you waiting or voting with your wallet except your own lack of investigation into the game's state of development. 
     
    If it's useful for you to blow off steam and get your frustrations at not investigating what was in the game before purchasing out of your system then fair enough, but otherwise this post has no other useful purpose and there is nothing we can do beyond recommend you put the game aside and return to it once the features you want are present, or request a refund if you are still within the window. If we'd have focused on NPCs at the expense of the other areas of the game, there is a very good chance that the game would have died and ceased development by now. We've taken the path we've needed to to ensure the game reaches completion and features are added in an order that doesn't cause severe development issues down the road. That's the fact of the situation and one we make great pains to express clearly on our store page. If you think that the estimated sales numbers you quoted are either an accurate representation of the revenue we've earnt, or enough to mean we can just throw as much money and bodies at the development as we'd like, then unfortunately you've underestimated how expensive running a business and a development team over years can be.
     
    The dark side of Early Access, or alpha-funding as it was when we started, is you have to lay out the big picture of development, get people excited about planned features and so on, long before you have the knowledge of what obstacles you will face, what the pressures of development will drive your focus on, what skillset you will have in the team down the road or what other priorities will emerge to keep the game afloat and keep people purchasing to continue to fund it. All of these factor have a huge impact on development, and it's just a sucky thing about Early Access that it forces developers to make promises they can't possibly have all the information without hindsight. The developers 5+ years ago who made the promises they did were much greener, and much naiver to the challenges they would face and would have been wiser never to mention NPCs in the first place. With vehicles going in, we've delivered on every single other promise we made, but are always instead held to account over the one we have not yet. The irony being, since most of our negative reviews are about features like NPCs not being present yet - if we never promised them in the first place our review scores would be higher, not lower, and we'd have probably at this point called it 1.0 and would, ironically, be ourselves used as an example of developers who 'did it right' and finished their game in a reasonable time, perhaps even by yourself when complaining to someone other developer about their Early Access game missing a feature, despite our game's content being identical in that scenario to how it is now minus the expectation of promised NPCs.
     
    The developers you are chastising now are not those same people that made those promises at the start, we've grown, changed, as a long time has passed, and can only do what they can do to try and finish development of them as soon as we can. Yet still where many other developers would think 'we've worked on this enough' and stick a 1.0 sticker on it, all these years later we're still working toward that goal and sticking to our principles of delivering the missing features. Yet that same dedication, despite the fact many of us might enjoy working on something new, is then turned into something to attack us with. Our game is not one of the longest Early Access developments on Steam because we're the slowest (tho I won't deny we're slower than a fair few), it's one of the longest Early Access developments on Steam because we're principled in finishing what we promised. Many others have delivered far less in far less time, then hung up their spurs and moved onto pastures new, and then later down the line when the planned features they abandoned or couldn't do are forgotten, they are used as examples of developers that did a better job than us, and to be honest I'm tired of us having to apologise for not doing the same.
  19. Like
    Zorak reacted to lemmy101 in RELEASED: Vehicle Test 41   
    Vehicle Beta Build 37

    [New]

    Added "ReloadWeapon" keybind, 'R' by default.
    Added support for duplicate keybindings and made changes to vehicle keybindings.
    Added "VehicleRadialMenu" keybinding to hide/show the radial menu. Default is 'V'.
    Escape key / B-button now cancels timed actions.
    Play metal-snap sound when hotwiring fails.
    PlayerDownloadServer saves zip files to memory instead of to disk. This may improve lag issues.
    Added new RPM sounds to some vehicles: sport/modern/luxury car & vans. (Not final versions yet)
    Added a green/red flash after Mechanic Skill actions to show a successful or unsuccesful procedure.
    Added CompostTime sandbox option.
    Added admin/cheat commands to mechanics: Get Key, Repair Part, Repair Vehicle, Remove Vehicle.
    DayLength sandbox option allows all hours up to 24.
    GC optimizations.
    Added new map areas - filling in countryside, farms and smaller settlements between West Point and Riverside, and March Ridge and Rosewood.
    Added new town zones and foraging zones, especially around Riverside.
    Added mailboxes to Riverside, alongside other general decoration map-wide.
    Added switch-seat keybind (Z) and choosing which door to exit vehicle from.

    [Balance]

    Increased CarBattery weight to 5.
    TirePump has chance of spawning in vehicle trunk.
    Adjusted station-wagon physics and extents.
    Nerfed tire pressure impact on speed.
    Tweaked the engine brake to be more realistic.
    XP balance.
    Increased chance/locations where Barbed Wire, Milk and Empty Sandbags spawn.
    Mercia Lang 400 - > Mercia Lang 4000.

    [Bug Fix]

    Fixed inflating tire not inflating to the max.
    Fixed the uninstallation of vehicle parts failing in MP sync condition and not entire item.
    Fixed creation of physics for IsoLightSwitch inside buildings (was meant for outdoor lampposts).
    Fixed seat container appearing in the loot window after being uninstalled in multiplayer.
    Fixed "Shout" key sounding vehicle horn in IsoPlayer.updateWhileInVehicle().
    Fixed passengers being able to honk the horn with the "VehicleHorn" key.
    Fixed physics obstacles being created above z=0 to save on processing.
    Fixed ISCraftingUI.update() being called when the window is hidden.
    Fixed GameFileClient gc.
    Fixed PickUpVanLightsPolice sirens not flashing.
    Fixed OffRoad and SmallCar rear windows not being removable.
    Fixed not being able to click on carpentry crates south and east of the player.
    Reverted moving items in stacks of 50.
    Fixed expanded items duplicating when dragged to the ground.
    Fixed BaseVehicle.isInvalidChunkAround again (velocity.y -> velocity.z)
    Fixed driving over prone zombies doing no damage.
    Fixed clicking on stacked crates choosing a lower crate.
    Fixed ModernSuspension icon being CarBrakes instead of CarSuspension.
    Fixed NormalCarSeat3 and SportCarSeat3 having swapped names.
    Fixed installing different vehicle seats not affecting container capacity.
    Fixed VehiclePoly gc.
    Fixed zombies killed by vehicle driver not adding to number of zombies killed.
    Fixed vehicle not starting after driver switches seats in MP.
    Fixed mechanics UI battery hitbox for taxis.
    Fixed vehicle windows damaged by collisions not being removed.
    Fixed some tooltips showing when another window is in front.
    Fixed time to transfer stacks of heavier items (was too short).
    Fixed delay entering a vehicle caused by zombie pathfinding.
    Fixed issues with zombies attacking players in vehicles.
    Fixed middle and rear window parts showing on the six-seat van.
    Fixed player teleporting when entering rear seats of the six-seat van.
    Fixed bug in which the client often doesn't register specific vehicle IDs, and as such had packets being sent from the server every cycle. Should improve lag issues.
    Fixed McCoy vehicles having a siren bar.
    Fixed crawling zombies getting knocked back by vehicles and getting stuck in stagger-back animation.
    Fixed Spanner not being equipped when installing/uninstalling vehicle parts.
    Fixed memory leak in Bullet.setVehicleParams() (missing ReleaseFloatArrayElements)
    Fixed VehicleManager.sendRequestFull() being done in singleplayer.
    Fixed client hang on exit due to WorldStreamer changes.
    Fixed CompostTime sandbox option for weeks greater than 4.
    Fixed "Check Stats" and "Trade with" in context menu for current player using a controller.
    Fixed controller focus after displaying the "CHEAT: Remove Vehicle" dialog.
    Fixed garbage collection issue in Spiffo tutorial window. [Spiffo was a villain all along ]
    Added admin/cheat commands to Mechanic UI: Get Key, Repair Part, Repair Vehicle, Remove Vehicle.
    Fixed microwave/oven button appearance when using a controller, knob issues.
    Removed rear window on the Mercia Lang 4000.
    GameFileClient no longer creates a separate thread for downloading zip files.
    Fixed client requesting zero chunks sometimes.
    Fixed several gc issues with map streaming.
    Fixed deflating an overinflated tire in singleplayer jumping to max capacity.
    Fixed 'X' button showing next to occupied seats in the switch-seat ui.
    Fixed and improved many and various issues attached to WorldStreamer and chunk loading.
    Fixed missing SFX for knocking down a postbox and other road furniture.
    Fixed Luxury car having wrong parts.
  20. Like
    Zorak reacted to arkahys in Small but Important Suggestions Thread   
    643. filling bath and sink with water
    644. when snow : draw the road by a little shadow on sidewalk and road border
    645. vehicle should slide on snow.
    646. keys found should be linked on door handle (who are don't used yet). and highlight them as doors, then you can choose to build a door with key or not, where you want. highlight door, if handle is on the door installed.
    647. more keys for more doors !! (actually only one codekey for a "type" of player made door handle)...  or it is an other to make beleive implemented ?
    648. An other mode on server : PwP, a PvP where only if both of players are unsafe, can attack together (may already possible ?)
    649. in MP : freeze players safehouse generator consumption when timelapse (when somebody sleep) AND offline. then, you can plan your life IRL to know when you have to comeback to fill fuel.
    650. (don't think enjoy by funder) actually a second generator give me about 19% consumption less. Dont do calcul/test for third. Up this value to ~50% or (and better) :
    651. electrical item / skill (with high lvl) who allow to couple generator side by side : when a generator is less than 5%, one close to it start.
    652. Deep freezer ! (an other thing you show, but it's always picture !)
    653. allow to do things when resting : read, eat, drink, heal, transfert inventory>bag
    654. allow to rest on ground !  when running in forest between town can't rest at all. is it normal ?
    655. tables as container : but not by weight, by numbers of object : only 1 to 3 object and display them on table. (leave a message for teamplayers highlighted, priority object, etc..)
    656. food : display expiration date as a progress bar (may a requested cook lvl). when i open my fridge, I can know if I have to eat the meat or i can wait a day or 2, and I'm not cooker !
    657. As grave, dig trenches. effect : double fences , first cross inverted (down) then cross up to leave hole. then grave give the same effect.
    658. can we jump 1 empty tiles ? (sure was already discuted)
    659. Oil stove and electric heater for winter, because i don't do a firecamp in my living room. When i'm to cold in house, i go in a vehicle, is it normal ?
    660. build inclined roof ( to heigh of an inclined roof a side or if any, attached to height of the wall/floor below.  flat rooftop, make rain enter by holes (stairs) and wet players (or only shoes)
    661. wet localisation : Wet player feet and shoes 1 hour (time depending of rain intensity) after the rain.
    662. Wooden furnitures should be build with screws or glue. IRL technics are : recessed, stuck, screwed.
    663. free paint (as a basic paint program) on tiles : ground, wood, concrete, metal, ceramic and walls (draw my radio frequence, short msg, etc.. )
    664. upper corners of screen is used by button an indactor. but it is place where we put windows, so we lost border space left, right and up. Add choose layouts in options game menu (all to the right, all to the left, everything to bottom...). Or better : in options  game menu a layout of the screen where display buttons and indicator as dragable item (+ choose size, + always over), then you can put them where you want. ( presonnally, "injury and emots" are so tiny that i put it in center of the screen close to player,  because have to always see it but not disturb by is size)
    665. when no watch , display a sun / moon logo, to have an indication of sunrise, midday, sunset, midnight (very old suggestion when you add watches and remove permanent display time )
    666. There is many pseudo implemented, i see (and think) that is a pressure to add new things, but could be good to finish what is started to be added ! this elements aren't really working or fake (because not really usefull at this state) things writted done, but on the paper yet !
    keys doors structure update (elements, menu) barbed (not really difficult : effect of broken window x2 + cross a tree) basic metal structures (miss frame door, door !), and xp skill traps (for zombies, not mouses) electricity above lvl 4 advantage of farming, breeding, cooking. so eating canned food again. more, more, more... not to add ! who was lead off, writed done, and set aside !  
    do no hesitate to fill up 666. point !
  21. Spiffo
    Zorak got a reaction from arkahys in What happened to metalworking?   
    Sorry Enigma but I dont buy "its not realistic" when we talk about metalworking.
    PZ have a way more unrealistic things in than this. How in 1993 anyone would be able to choop a tree with stone and branch just to point one.
     
    The big problem of PZ profession system is that a lot of them are usless. Why would anyone pick fisherman, farmer or chief if the benefits you get are close to none.
    When RJ added compost I hoped that farmer will be interesting pick, but it requires carpentry skill only.
    Jars and lids were introduced, oh cool its good to be chief now ! Wrong, everyone can use that and before you find all that jars lids etc your bags will be full of canned food.
     
    Now we have metalworking that is a poor version of carpentry. But you have less options for building and mats are way harder to get.
     
    I love PZ but it hurts when i see that devs are spending time on implementing those things that most of us never use. There are some balance problems with current skill system.
     
     
     
  22. Like
    Zorak reacted to NorthRoad in RELEASED: Vehicle Test 41   
    Is this just temporary until the "end of the world" bug is fixed, or could it maybe be a server option?
     
    I regularly drive a lot faster than this, and before the black screen bug I'd often go around 100~ mph on roads I knew.
  23. Like
    Zorak reacted to halkaze in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  24. Like
    Zorak reacted to Geras in Test Track   
    The idle car sound is ok, but the other sounds... I hope you guys will improve.
  25. Like
    Zorak reacted to EnigmaGrey in Seriously? No Non-Player Character Survivors in Single player mode?   
    I'm going to give the benefit of the doubt here and assume the charged language isn't intentional.
     
    tl;dr: Getting NPCs back in the game and doing it quickly, just to rake in that sweet cash, is a matter of "won't," rather than "can't." 
     
    NPCs
     
    NPCs were in (basic tutorial then later survivors running around the map) up until the Steam release, but between the community outrage ( bugs and fear that the game would wrap up, leaving people with crap NPCs) and changes in the way the game worked, they were not immediately put back in. While it'd be possible to just re-enable and update the old NPC system, there's little point in doing so. Yes, it'd check off one more box on the planned features list and those that just want NPCs for the sake of having NPCs would be satisfied, but that's not what most of us want from Project Zomboid.

    They'll be released iteratively, just like everything else. Once animations releasable, NPCs will be the focus (because what's left aside from housekeeping, engine improvements, and injecting content, really?).
     
    Money 
     
    -Sold for $5-8 before sales up until it's Steam release
    -Sold only a 16th of its Steam sales figures on Desura (its first 3 1/2 years)
    -whatever upfront costs were required to develop the game before it became successful
    -7 years of development is expensive
    -People that work for you generally like being able to support themselves and their families, rather than donate their time (almost all of us work remotely, anywhere from Russia to France, Britain, and Canada)
     
    So we have the interesting scenario where PZ sold comparatively well to many other games in early access (around the top 40), but sold for anywhere between 4 - 10x less than many of its contemporaries. Couple that to how long development has taken and that the future is uncertain, much of that profit cannot be freely spent. Unlike most developers, TIS doesn't tend to cut features and isn't interested in just getting a cut-down version of the game out of EA. 
     
    Time
     
    You'll find if you compare PZ's dev team (particularly the number of programmers that worked on the game) to most (there are exceptions to this, such as one or two-man teams that produced great games, but they are exceptions for a reason), PZ's team remains pretty small. It's only this year that it's seen a large expansion (four new coders, not all full-time, but several at the top of their field). 

    For the first three years, there were only 2 coders working on the game. After Steam, this changed to ~5 working full time on the game.
     
    TIS chose to do the game in Java (back in 2011 most indie-available engines weren't exactly great for isometric, tile-based games and  Microsoft had started to shelve XNA), which rather creates a talent vacuum for games programmers and, later, some interesting quirks about the JVM and its garbage collection (namely the lack of control over it, outside of aggressive profiling) became more prominent. 
     
    They also chose OpenGL, which isn't always well supported by the type of hardware people tend to think a "simple" "2D" game can run on, that only costs $5. Intel's lack of support for FBOs, texture mirroring on integrated chipsets, and other various things made it much harder to expand the game.
     
    The survival genre was also quite new when TIS started and expectations of what should be included in a survival game have just ballooned since. As can be seen, by its contemporaries (most of which are still in development), it's not exactly conducive to finishing quickly.
     
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