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Found 9 results

  1. Hello guys, I'm a brazilian player of project zomboid that have been enjoying this marvellous game since very old builds, and in this topic I wish to talk and discuss about the new changes to come compared with the actual stable version of the game and some details that I think should be added/ fixed. Here you may comment the characteristics that you dislike and like in this new version to come for our favorite game, trying to help the developers balance and evolve the game even more and reach our expectation and surpass them as they have already made so many times. After playing the beta for a few hours, I've been feeling how much the changes made in combat and stealth have changed the game, and I can say that the animations are a marvel and very organic, and the souds provide a even deeper immersion in a pos apocaliptic scenario. But as it isn't released as a stable version yet, I conclude that the developers know that changes and balance issues are to be made and be done yet. 1- Something that made me a little dissatisfied compared to my playstile in the actual stable version of the game compared with the beta is the STEALTH effectivenes: --Compared with the acurrancy of the hearing and vision of the zombies, the stealth (both in Apocalipse and Survivor scenarios, that are setted at normal level in sandbox menu) even in level 10 both in light footed and sneaking (cheater leveled), is too much nerfed even at the night... In the game, if you walk in front of a zombie facing the direction you are passing by, there is a chance to be seen based in the lightting level, sneaking level and the distance that you are, a chance to be looked upon based in the noise that you make and your distance from the zombie, a chacne that can be reduced with the level of light footed and other factors, and a chance of the zombie randomly changing the direction that it is facing, and this new direction may be the one that you are passing by giving it the chance to see you. Despite the zombie facing the same direction that you are passing, it is always with its head a little low, as if looking at the ground, so even if the zombie is facing the direction that you are passing by, it doesn't imply in him seeing you all the times or even looking at you with "attention", that is the concept behind insconspicious and sneaking skill I think.. --If you have played both versions of the game, you maybe have seen the GREAT PROBLEM I'm mentioning, especially if you played 6 Months Later scenario for many months (or not by dying horribly pretty early). It appears that you are spotted by all zombies facing your direction ALL THE TIME in this new game version, despite your levels in agility If you have played six months later scenario in Build 40 you maybe have seen how being sneaky is a must.. but after playing and gaining experience in the new version to come of the game, I'm a little nervous about being insatisfied with the changes in playstyle... even with crouching option.. and I dont see the old 6 Months Later scenario possible in this new version. If you try to compare the spotting ability from zombies in build 40 and Beta 41, it appears (using the sandbox configuration options) that the hearing and specially the vision level of the zombies in Beta 41 is Medium and High even with Insconspicious and Graceful traits, respectively, and in Build 40 is low and low. Try comparing it for yourselfs using MAx all Skills cheating mod and with the Insconspicious + Graceful traits!!! Stealth is too nerfed... ----------- I suggest a balance fix in this aspect, and the way that it should be done is as follows: --Reducing the probability of the zombie seeing you despite it facing the same direction that you are passing + another probability reduction if the player is crouching and behind an object --Increacing the probability reduction in those aspects if you have the Inconspicuous trait 2- Another problem is the SCENARIOS CONFIGURATION and the inexistance of 6 months later scenario. As I see the difference between Apocaliptic VS Survivor Scenarios that consists (using sandbox configuration as reference) only in the ability of the zombies dragging you down (disabled in Survivor) and the hability to strike more than one zombie in a single swing of your weapon (disabled in APocaliptic) is too much superficial. First, it don't make sense to me to turn combat so much more harder in Apocaliptic by turning off multiple hit option... In the way I see things.. maybe the Apocalyptic scenario "tryes" to make what the 6 Months Later Scenario does very well.. turning combat harder to focus in Stealth and in super fast risky looting in the correct situations... but in the wrong way The zombies in Apocalypse scenario (AKA 6 Months Later) should return to 6X or less.. the multy hit option should be allowed, and the stealth balance (as written by me in topic one) should be done. The stealth aproach would be more about maneuvering between hordes of zombies and a few lone zeds.. killing sillently and efficiently the few that you cannot ignore and fucking running and maneuvering between trees, windows and etcetara to make the zeds that actually spot you lose you... or you readuce them to 2 or 3 to kill them with your skills 3- Turning of Randon environment attacks from zombies in Apocalypse and Survivor? Common mannn, really, why? 4- The impossibility to SPEAK in different loudness levels (AKA press Q in the keybord) in different levels of loudness.. Man, you should, really should be able to whisper, speak, scream or howl to attract different ammounts of zombies with your voice. --What could be done to solve this: when you press Q, an text about the loudness of your voice appears above your head but inside a "imagination balloon".. if you roll your mouse wheel you swap between whisper, low voice, normal voice, loud voice, scream and howl sound levels.. and when pressing the mouse wheel (AKA mouse button 3) the sound is made!!!!!!!!!!!!! 5- THe impossibility to throw rocks, tin cans, and other objects to create sounds and distractions.. --What could be done to solve this: Making the throw skill, adding a throw arc menu that mimics the direction you are aiming, and the distance beeing controled by your mouse. Then a throw check would be done depending on your skill. Where the object lands would be the place where a sound would be generated as if "your voice" would appear in the place attracting some zeds. Well well... I can call this a LONG post.. but there are many more fix suggestions and comments I will add with the time as I play and compare both game versions. But I'll done so when I figure and understand more of the new version of the game. Anyway, thank you very much for reading this and congratulations for the Indie Stone group for making one of my most favorite games!! Trully love project zomboid!!!
  2. I've been enjoying the new Build 41 beta recently and while generally having a lot of fun, i found a rather annoying, albeit minor, issue. When i try painting a wall with a brush and a paint bucket, the game just pops out the good ol red box with a number and doesn't do anything. I tried different paints, manually assigning the brush and the paint bucket to their respective hands, reloading the game and nothing changed. The fact that drawing symbols works fine makes it even more annoying. I can provide the log messages if needed. Pls fix i need those walls blue
  3. At first I rebooted and my live character disappeared with all the loot, I appeared as if I had started a new game. Then later in the same conservation he equipped the car with loot, went away to look for fuel, returned and someone stole it !!! (well, or she just disappeared, because I did not find any traces of the wheels) Please, add a report bug button in the game! console.txt logs.zip
  4. Hey, nice update. You made a lot of work and I'm glad to see results. But to sadly see unused cool posibilites. You made cool "pan camera" option, and course player now very slowly rotate, please make player rotate with "pan" button, but not only "rmb" I wanna rotate when I'm sneaky without standing straight. Thanks!
  5. Hello there! I recentlly change my project zomboid to the IWBUM beta, but when I hit de PLAY button the game crashes and send me this: # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000000614ca236, pid=6332, tid=0x0000000000000784 # # JRE version: Java(TM) SE Runtime Environment (8.0_121-b13) (build 1.8.0_121-b13) # Java VM: Java HotSpot(TM) 64-Bit Server VM (25.121-b13 mixed mode windows-amd64 compressed oops) # Problematic frame: # C [ig7icd64.dll+0x26a236] # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.java.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. So, my question is... is the game or my PC? and, what can I do to solve this?
  6. A the title says, here's my suggestion towards the Dev's for another type of large vehicle that I for one would love to see in the game. I saw in some threads the mention and occasionally pictures of buses and other transport vehicles. Since there's already kindergartens and schools in Mouldraugh and WestPoint (probably someplace else also I don't quite remember) and on custom maps I would love to first of all, see School Buses like this one, which let's say, can hold up to 12 people or such in total. Now, the vehicle won't be op. It drives slower but has a large fuel capacity, it's harder to steer it at higher speeds and turning in general is a challenge just like in real life, also it's more durable but replacements parts and such are harder to come by (ex: only found on trucks and mechanic shops). Same things apply to the Prison Bus. As for the Prison Bus, being reinforced to stand up to more damage will mean that the consumption of fuel might be a bit higher but overall it will offer more protection for the player/s. Also, inmate zombies with a matching Bus ? WOOP WOOP! Now, moving on to the Trucks section. We already have the UPS type trucks and the mail delivery trucks in the game, but they are just for small deliveries. While I know large vehicles might be a problem in PZ, I think that they should be added since cars are becoming more and more diverse. Cars like security trucks, dump trucks, garbage collecting trucks and transport should be something worth of finding. Large fuel capacity, large consumption, hard to turn but with good speed and durability. Not to mention that they are loud and they'll attract zeds worse, if not the same as a bus would. I'm not sure if adding trailers to it would be a thing but I would surely love to see that. A box truck (furniture moving, delivery truck etc. Knox Telecommunication Utility Vehicle.
  7. This server has been renamed and moved to: http://theindiestone.com/forums/index.php/topic/13581-pvp247us-deadpixel-pz-deadpixelcom/
  8. Banjo

    Banjo's Mods

    Sorry, folks! I got delayed by "real life" for a few weeks, but am now back to post my mods as intended. Yay? In an attempt to ensure that my time-sapping "mapping research" project last month wasn't totally in vain, I'm starting my mod posting with my "alternate start" mods... ---------- 1. START MEGA-LIST Mod type: alternate start / modder's resource Starts the player randomly in one of the many interesting locations scattered all over the entire map. This is less of a playable mod and more of a fun-to-mess-around-with one, or a basis for your own mods/coordinate research. Most locations are commercial ones (shops, warehouses, etc.) Included in the file is an Excel spreadsheet with my mapping research data so far (it will also auto-generate spawn code from co-ordinates when entered in the correct columns). Got a favorite map spot or somewhere cool you've found and want to start at? Post/PM me the co-ordinates and I'll update the mod to include it! DOWNLOAD (Apologies to those I promised this weeks ago! Hope it comes in handy!) ---------- 2. START AT DIXIE MOBILE PARK Mod type: alternate start Starts the player somewhere in Dixie Mobile Park, south-east of Muldraugh. For more zombies, play in Sandbox mode with Zombie Distribution set to 'Uniform'. DOWNLOAD (I love this location!) ---------- 3. START AT FARMVILLE Mod type: alternate start Starts the player somewhere in the farming community to the distant northwest of Muldraugh. For more zombies, play in Sandbox mode with Zombie Distribution set to 'Uniform'. DOWNLOAD (Hey, devs... how about placing a small shop or two in that "farmville" map region?) ---------- Also currently in progress: Mod that determines your start location based on your profession (with several random choices for each profession, and supporting popular custom profession mods like Xmod, Action Hero and my own WIP profession mod).---------- Install Notes: Being fairly OCD about mod organization, I always include easy uninstallers, but they will only work if you use my default mod install path ("mods" in the Steam/game subfolder). NOTE: ALL MY MODS UNLESS STATED ARE FOR THE STEAM "BETA" TEST VERSION (2.9.9.17). SOME MAY NOT WORK WITH THE VERY RECENT "INTERIM" x64 STEAM TEST BUILDS OR EARLIER (NON-STEAM) BUILDS. I hope to eventually update for compatibility with the interim build, but due to instability and what appears to be a lot of code-breaking differences (or bugs, but I'm leaning towards the former) I just don't have time to figure out what I need to change right now. ---------- I'll update this first post with new mods as I get them updated and playable. My professions one and my "fixes" are next...
  9. Hello ! We are a pair of newbie game makers in need of feedback on our half-baked game. After prototyping a lot, we settled for a combination of puzzler, platformer / maze, shoot-em-up and sci-fi adventure. Gameplay is much about interacting with blocks: Some can be moved, some are easily destroyed, some gets destroyed only by laser, some can be toggled on and off, and some sits in the background until you "create" them. There are spikes, acidic liquids and blocks that emit beams which bounces against 45 degree angles. Besides the different blocks, there are keys, locks, crystals, spheres and hearts for health. And there are buttons in the level for shooting laser and bombs at various enemies and blocks. At first sight, this might seem a bit messy with many ingredients, but we hope that this mix of problem-solving and action is entertaining and challenging. The game will be released for PC/Mac/iOS but is in beta stage now, with a three-level, playable demo ready. Feedback and funding is what's missing now, so we are grateful for any comments on gameplay or anything! There's a video at our webpage presenting story and gameplay: http://pollopuzzler.com
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