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Pritch

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Posts posted by Pritch

  1. QUESTION:  Backpack compartment just for ammo.

     

    Would it be possible to have a separate tab in your backpack for just ammo?

     

    Pros:

    • Ammo types are great for adapting to the fight you need to have, but there are so many types and variations that it ends up clogging up your backpack space.  A separate tab (compartment) that ammo automatically goes into would make sifting through a cluttered backpack less strenuous and let you focus on the "combat" inventory separate from everything else.

    Cons:

    • Possibly complicate the backpack too much.  Possible unwanted interference with the encumberment system.
  2. On 8/29/2021 at 7:37 PM, Pritch said:

    After 19 Alphas my only criticism is with combat and zombie pathing.

     

    Hand-to-hand combat is unbearable especially at low levels:  zombies don't flinch properly (if at all), hit box at point blank doesn't make sense, and animations make game play non-intuitive.    Zombies should always respond to receiving a hit.  Sometimes this is a knock back, knockdown, or decapitation; sometimes this is a flinch.  A flinch should be a random interruption duration between a split second (where zombies will attack before you can swing again) and a slightly longer duration (allowing you a second swing before it recovers).  Flinches need animations.  Flinches are not as effective as knock backs but represent minimal effect from receiving blows.  This feedback mechanism should be happening with each hit--melee or ranged.

     

    Zombie pathing around obstacles is not the problem.  The pathing problem is related to the compass' orientation between the user and the zombie.  If you aim N, S, E, or W the zombie will run straight at you (good).  However, if you aim NE, NW, SE, or SW the zombie will zig-zag block to block rather than run directly at you (bad).  This is highly unrealistic and makes ranged combat unbearable.  A zombie is dumb and should be running straight at you and not zig-zag just because you are shooting in a NE, NW, SE, or SW direction. 

     

    Other changes are looking great.  Keep up the good work TFP. ❤️❤️❤️

    Pritch

    For reference, here is an example of the zombie zig-zag pathing issue causing @Fubar_Prime to miss every shot 😢

    https://www.twitch.tv/videos/1138408947?t=00h58m59s

  3. After 19 Alphas my only criticism is with combat and zombie pathing.

     

    Hand-to-hand combat is unbearable especially at low levels:  zombies don't flinch properly (if at all), hit box at point blank doesn't make sense, and animations make game play non-intuitive.    Zombies should always respond to receiving a hit.  Sometimes this is a knock back, knockdown, or decapitation; sometimes this is a flinch.  A flinch should be a random interruption duration between a split second (where zombies will attack before you can swing again) and a slightly longer duration (allowing you a second swing before it recovers).  Flinches need animations.  Flinches are not as effective as knock backs but represent minimal effect from receiving blows.  This feedback mechanism should be happening with each hit--melee or ranged.

     

    Zombie pathing around obstacles is not the problem.  The pathing problem is related to the compass' orientation between the user and the zombie.  If you aim N, S, E, or W the zombie will run straight at you (good).  However, if you aim NE, NW, SE, or SW the zombie will zig-zag block to block rather than run directly at you (bad).  This is highly unrealistic and makes ranged combat unbearable.  A zombie is dumb and should be running straight at you and not zig-zag just because you are shooting in a NE, NW, SE, or SW direction. 

     

    Other changes are looking great.  Keep up the good work TFP. ❤️❤️❤️

    Pritch

  4. 11 minutes ago, Pritch said:

    I beat the main quest, but there are two additional side quests. 
    For "Side Quest: Burial Rites:" I Found the three Essence, but cant seem to find the Grave to upgrade.
    For "Side Quest: Pizza Party" I'm not really sure what "Feed a Ghost" is so I'm not really sure where to upgrade it.

    Any ideas?

     

    (Also, very fun quest.  I love seeing this.  So creative, great job!)

     

     

    In case anyone else had the same question:

    Spoiler

    the Grave is next to the slide outside and "Feed the Ghost" are the 20 dinner plates in the dinner hall.

     

    Great job with this quest.  Thank you for all your hard work!

  5. I beat the main quest, but there are two additional side quests. 
    For "Side Quest: Burial Rites:" I Found the three Essence, but cant seem to find the Grave to upgrade.
    For "Side Quest: Pizza Party" I'm not really sure what "Feed a Ghost" is so I'm not really sure where to upgrade it.

    Any ideas?

     

    (Also, very fun quest.  I love seeing this.  So creative, great job!)

     

  6. Hey everyone, I'm just trying to mod my main menu music.  Started here: 

    https://7daystodiemods.com/menu-music/

     

    Got the special DMT version downloaded and ran the .exe, but I'm not finding any instructions for creating the custom menu music.  I got a sound file I want to use saved on audacity can can export it to any format.  I just need to know how to plug it into DMT and compile the new game file.

     

    Any help would be deeply appreciated.  Thanks!

  7. I have 2,000 hours in this game and literally my only complaint is the zombie combat system badly needs an overhaul.  I have introduced many friends to the game, but many don't stay because combat is so "jittery" and "unbearable.". The poor combat interactions make it hard for me to justify coming back to test out new alphas as well.  It is painful to struggle through.

     

    Let me just say, I love everything else you guys have been doing.  It's truly remarkable how far you've come along. But please heed some friendly advice, combat needs massive work as it is a critical and ubiquitous interaction people have with the game.

     

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