Build 38 and Beyond: Small but Important Suggestions Thread
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721.

Change the way you burn the bodies. If you burn them, it will stop the corpse disease, but that's all, this is still a corpses that can't be removed with shovel/sledgehammer, so if you don't wanna see dead bodies - bury them. Change the sprite of burned corpses too.

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On 4/6/2018 at 12:05 PM, DramaSetter said:

It's a cruel world, where corpses can reanimate.. Why not swearing? 

Because they are working on a profanity filter. It is easier to become aware of the profanities as they are added so they can be filtered with a special option. If you make a game and then go back and try to remove profanities it makes it much more difficult. Also as to the reanimated corpses it is not an issue because you can't reanimate corpses but you can type/speak profanity. Also even though it is a cruel world the game can still teach teamwork among other survivors.

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10 hours ago, Zomboid said:

Because they are working on a profanity filter. It is easier to become aware of the profanities as they are added so they can be filtered with a special option. If you make a game and then go back and try to remove profanities it makes it much more difficult. Also as to the reanimated corpses it is not an issue because you can't reanimate corpses but you can type/speak profanity. Also even though it is a cruel world the game can still teach teamwork among other survivors.

I didn't notice any prof.filter ingame. Only saw files, where most of the swearing writted. Is it works in MP?

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722. The ability to lock windows. I don’t know if this will be a thing or not but I believe this would be a great thing to add for multiplayer/ Npcs, as it stands now if you don’t have the supplies to board up windows your basically screwed if someone were to walk up and just pull the window up and hop in. When you lock the windows it will just make the perma lock sound and you won’t be able to open it without a crowbar or some other object you can pry it open with.

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723.

1. Firearms weight depends on ammo loaded in it.

[ Empty shotgun - 3.0, fully loaded - 3.6 ]

 

2. If sling is attached to firearm, you can "hang it" on you, so weigh will be reduced just like if you hold it in your hands.

 

 

Edited by DramaSetter

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12 minutes ago, DramaSetter said:

2. If sling is attached to firearm, you can "hang it" on you, so weigh will be reduced just like if you hold it in your hands.

slings already reduce weight, regardless of if the gun is in hand or inventory (or backpack or other containers)

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724

 

I know it's been said before, but foraging. Please. Make it cause fatigue, not tiredness.

If all other forms of exertion cause fatigue (running, fighting, tree chopping) there is no reason for foraging to be different.

 

Thank you!

Edited by trombonaught

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23 hours ago, trombonaught said:

724

 

I know it's been said before, but foraging. Please. Make it cause fatigue, not tiredness.

If all other forms of exertion cause fatigue (running, fighting, tree chopping) there is no reason for foraging to be different.

 

Thank you!

 

Looking at the code, it already does cause fatigue and not tiredness, so not sure what you mean.

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On 4/16/2018 at 8:32 AM, Connall said:

 

Looking at the code, it already does cause fatigue and not tiredness, so not sure what you mean.

That's really interesting. In practice, I've never gained a fatigue moodle during foraging. I consistently gain a tiredness moodle after (I believe) 2 bars of foraging. Please give it a try yourself, I don't believe I'm the only one experiencing this!

 

Edit: 4 runs of foraging makes my character tired, even after a long sleep.

Edited by trombonaught

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9 hours ago, trombonaught said:

That's really interesting. In practice, I've never gained a fatigue moodle during foraging. I consistently gain a tiredness moodle after (I believe) 2 bars of foraging. Please give it a try yourself, I don't believe I'm the only one experiencing this!

Ive never expierienced fatigue during foraging, since it's release.

Edited by DramaSetter

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13 hours ago, DramaSetter said:

Ive never expierienced fatigue during foraging, since it's release.

You just have to do it enough. Fatigue increases much faster (the perform() function) than endurance (the scavenge() function) in the scavenging action.
 

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3 hours ago, EnigmaGrey said:

You just have to do it enough. Fatigue increases much faster (the perform() function) than endurance (the scavenge() function) in the scavenging action.
 

So is there anything to account for the phenomenon of gaining the tiredness moodle while foraging? Is it the desired state of the game that foraging yields the tiredness moodle before reaching a fatigued state?

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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).

Edited by Geras

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726

How about an additional context menu when adding fuel: Add fuel> "Sturdy Stick"> Add one/add half/add all, just like with food. I dumped all of these sticks onto the fire to get rid of them, rather than add them as fuel 71 times.

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