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Survager

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Everything posted by Survager

  1. I was glad it was a zombie deer 😲 When I understand that it was a vulture, I was upset 😭
  2. What do you mean when you write "a little Alpha 22"?
  3. What is "Player Inventory Preference System"?
  4. The developer of this mod is Ukrainian. The last time I talked to him, he served in the Armed Forces of Ukraine and I don't know if he is alive now. 🙁
  5. It's you when you demand a good quest reward from a trader 😁
  6. If the chance of a working radio station is not very high, then the player simply will not have an interest in reloading the location many times to get a working radio station, it seems to me...
  7. It works like before... like in 20 Alpha? )
  8. Today on the stream I could not cure a dislocated leg with a cast/splint. Was this feature removed after the update?
  9. As a teleport, such radio stations could only work at the base of traders, but at locations to call an airplane with supplies. There is no contradiction.
  10. Now planes that drop supplies appear at a certain frequency, which can be configured in the world settings. This mechanic can be made much more interesting in the game. One option, and the simplest, is to add a random value in the settings, like you did with the Blood Moon Horde, so that you can set the random frequency of the supply plane spawning. The second option is much more interesting. I don't know what plans the developers have for these radio stations, but I want to suggest such an option for their use. The location can meet working and broken radio stations (working versions will have flashing lights and they will hiss and snippets of some conversations) Broken radio stations can simply be dismantled for resources, as it is now. It will be possible to interact with working radio stations (by pressing the E button). When the radio is activated, a military voice will sound from it, which will inform you that my request to send supplies has been accepted. After that, the radio will sparkle, smoke will come out of it (as is the case with quest generators), and then the radio will turn off and become inoperative. Activating the radio will start a script that will call for a supply plane, but only the next day (it takes some time to send a supply plane). The next day, a regular plane will fly in and drop supplies. When the bandits appear in the game, at the supply landing place, when approaching the box at a distance of 100 blocks, bandits should spawn next to it (who also saw the plane and decided to take the supplies for themselves). To pick up supplies, you have to fight the bandits. As long as there are no bandits in the game, zombies can play their role. Supplies should not come easily to the player. And in this case, the contents of the supply box can already be made better than it is now. If you like this idea, write about it in the answers so that the developers see this idea. Thank you )
  11. i.e. when zooming the image in the scope, there is no additional rendering, even when the image in the scope shows details of buildings that are not visible without the scope? Developer comments needed here @faatal 🙂 👆
  12. The game has a very strange aiming system and I would like it to change. Now, in the crosshairs of the sight, we just have an invisible point moving randomly, into which, theoretically, the bullet should fly. This dot becomes visible only after the installation of a laser sight, and... it moves, damn it, while the weapon in the character's hands is and camera motionless. It's just mystic 😁 The weapon (crosshair) and the camera in the aiming mode should move. The amplitude should depend on the development of the character. The amplitude should decrease as the character levels up. Amplitude should be smaller in aiming mode. The amplitude should increase for a short time after each shot. In this case, the player's skills will matter more than they do now. The game already has camera movement when a character gets hit by a zombie and it looks good. I'm sure it could also work well in normal mode. I hope this changes sometime ) If you don't agree with me, it's okay, it's just my opinion )
  13. I can't say that I like the black screen around the scope. I do not like him. But since there's nothing I can do to change this (other than installing mods), I just resigned myself. I think that the black screen around the scope will never disappear from the game, since its absence will require additional rendering of the area outside the scope, and this is a minus FPS. The game will ported to consoles and therefore optimization (money) is in the first place, and the absence of a black screen will only hinder this. I'm just for the developers to get more money for their game and be able to make other cool games, so I won't be outraged, I'll just use mods that are available to all PC players. Another question is what the developers will do if the players on the consoles don't like it )
  14. And then you say that you want the return of wet concrete, which will have to become dry over time? )
  15. On the stream, we saw how the chain disappears on the bike when bike is completely broken. Do you plan in the future to make other vehicles partially lose some visual parts? For example, at 50-75-100%, the jeep could lose one headlight, then one exhaust pipe and at the end the top lid of the hood *************************************************************************** Another question concerns "improving the quality of life" in the game. The stream showed how convenient it is now to go to recipes directly from the crafting progress menu, without having to manually search for the desired recipe. Do you plan to do something similar with the pinned recipe that appears at the top right so that you can close it without having to look for it in the list of recipes?
  16. This "hint" was on one of the early streams )
  17. On the last stream, we were shown that zombies will eat the corpses of animals. Do you have plan's that zombie-vulture/bears/wolves/coyotes also make it with deer's/rabbit's/chicken's corpse?
  18. When something is created in the workbench and at this time the light of the lamp burns brighter, this is clearly visible and logical. 👍 In regards to the forge, wouldn't it make more sense for the bellows to be animated to compress and decompress when something is being created there? 😇 I understand that this is more difficult to do than changing the intensity of the glow, but if you guys decide to do this, do not forget about the concrete mixer, it would also like to spin when they mix the concrete 😉 And the campfire could just sound a little different when something is being cooked there. For example, it could be the sounds of frying or gurgling 🙂
  19. I do not think that the developers will notify us when the moment "set in stone" comes) And it's never too early to propose an idea that the developers may write down for themselves for discussion )
  20. I've heard the proverb: "Better sooner, or later it may be too late" 😉
  21. Joel (on this forum as @madmole) loves to build castles, so Trader Joel must be a builder! )
  22. Hello survivors. I want to share with you in this post my reasoning regarding the specialization of some traders. The game now has three global types of items, which are divided into the following categories: medicines, food, vehicles, as well as weapons and armor. But there is another type that has been ignored. This is the subject of construction and tools. Building in the game takes a very important place. And the fact that there is no trader in the game who specializes in building materials and tools is, in my opinion, a big omission. After watching the third stream of developers and reviewing the locations of traders Joel and Hugh, I came to the conclusion that these guys are selling the same type of product. Both traders at the base are equally represented as weapons and armor. In my opinion, trader Hugh could sell both weapons and armor. But Trader Joel, who built his base with his own hands, and only by this personifies the builder, could do everything related to construction. He could trade in building materials, all kinds of fossil resources (stone, iron, lead, coal...), as well as tools for their extraction and tools for scrapping (wrenches, ratchet wrenches, axes, pickaxes...) This would give players the choice to go to the mine for 2 days and mine for resources, or to do quests and build. Conclusions: I propose to make Trader Hugh, those who will deal with military topics (weapons and armor) And Merchant Joel should deal with the subject of construction and tools. What do you think of it? Write your opinion. Maybe if you like this change and this topic becomes popular, maybe the developers will listen and make this minor change to the system of traders in the game. Thank you for your attention. P.S.: Another reason for this change is that my index finger gets very tired when mining resources, and in general this is the most boring part of the gameplay in the game
  23. I would like to laugh with you, but... Yesterday at 4 am in the Uman city (this is not a front-line city), a Russian missile hit a residential building and destroyed the top 5 floors of a 9-storey building. 23 civilians were killed, including 5 children. I'm sorry, but I'm not even smiling right now. If this post is against forum rules, please delete it.
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