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hotpoon

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Posts posted by hotpoon

  1. For me the issue is all the dramatic noises the character makes when their food goes below 50%. It sounds like they are literally dying because they have gone days without food, when really, it's just between breakfast and lunch, and they want you to fill their pie-hole constantly. Like for goodness sake, shutup, you just ate you damn glutton. haha

     

    I expect 'death from hunger' noises and movement penalties to start when you are at zero food, and not a minute before, but it is what it is, so the way I try to resolve it for myself is I imagine the 50% mark is actually a completely empty stomach, and then everything below that is a gradual increase in hunger.

     

  2. @madmole please would you ask Lathan if he gets a chance if he could make it so that the Twitch integrations could be dragged to a different part of the screen. Some streamers have their webcams on the right, so that obscures the integrations. If not draggable, then perhaps be able to choose between left and right of the screen.

     

    Apologies if I'm asking in the wrong place. 

  3. On 12/13/2021 at 10:50 AM, Viktoriusiii said:

    1) wake them up without giving them aggro
    This is probably the easiest and most effective way to resolve this issue.
    This makes stealth far more challenging, fills the world with life and still gives the player a way to shine through stealth. (also it fixes the stupid placement where every zombie is behind a wall)

     

    Yes!

     

    I'll go one step further and say that I think all sleepers (not just trap room sleepers) should wake up and start walking around when a player is in scope distance. When a player leaves the vicinity without catching their eye, they can go to sleep again - either their original sleeping spot, or in a new spot designated for sleepers.

    That way the world would feel more alive and stealth builds would neither be OP (killing immobile sleepers is OP), nor would they be irrelevant (auto wake, auto agro zombies make stealth builds irrelevant)

  4. 2 hours ago, pApA^LeGBa said:

    Last thing this game needs is another easy mode upgrade tbh. And that´s exactly what a bigger backpack would be.

     

    This isn´t a pure shooter, it already feels like that way too much anyways, no need to add another thing to that feeling.

     

    Inventory management is part of the survival genre.

    Strange thing to say. I would say a smaller backpack would make it feel like a shooter. Shooters aren't about loot. Most shooters don't even have inventories. They have loadouts which may or may not be changed during game.  It's the reason I avoid shooters because I'm all about the loot.

     

    Sure some Survival games have miserable inventories, like Subnautica, but not all of them do, and this isn't ONLY a survival game. It's also classed as an RPG/crafting game. RPGs tend to have nice big inventories, and crafting games like MineCraft and Terraria are best for my taste because of the big stack sizes. I detest using more than 1 slot for the same thing. lol. 

     

    Because this game straddles genres, it attracts a lot of different tastes. Fortunately we can mod this game how we want. There are mods for bigger backpacks/stack sizes and there are mods that go the other way. Saw one the other day that decreases stack size of a whole bunch of things. So not really an issue for any of us either way to be honest.

  5. To be fair, any survival game is going to feel relatively easy after 1000 hours of play...which many of us have. 

     

    The real prize would not be to make the game as a whole more difficult, but to have more difficult end game. That way, it won't chase away new players, and it will still cater for veterans. I think the Pimps are angling towards that kind of thinking with having greater reward for more difficult biomes. I imagine, in the future, they will probably make the best loot guarded by gun slinging bandits, so that will be something to look forward to if implemented well.

  6. On 12/11/2021 at 4:00 AM, KhaineGB said:

    Then I would check your folder structure and make sure it's correct

    Are you talking about the location of the mod folder on the server? If so, yes, it's correct. We're running a couple of other mods from there successfully, one of which is your 60 slot backpack. We have I think 7 mods in total and they all work together in single player, but weirdly on the server, the 6 other mods work while the headshot only doesn't. We initially thought maybe a conflict between mods, but even we take the other out, the headshot doesn't work on the server.

     

    Edit to add: these are the other mods we are running. I'm sure you will recognize some of them as your own artistry :)

    > Reduced Zombie Hand Reaches
    > Wandering Horde Frequency
    > 30k Item Stacks 
    > Toolbelt Slot Numbers 
    > Bigger Backpack Mod (60 slots) 
    > Dangerous Cities

  7. Agreed, the number of different things to loot has grown, but the backpack hasn't really grown with it. My friends and I all use a 60 slot backpack mod and 30k stack size mod which solves the issue. I don't know if mods are tracked by their telemetry data, but if they are, I suspect it will show that a lot of people do. If there was steam workshop integration to make it simpler for the non technical gamer, I'd bet a whole lot more people would be doing so as well. Hope the Pimps look at that data, 

  8. 15 hours ago, KhaineGB said:
    			<requirements compare_type="or">
    				<requirement name="HoldingItemHasTags" tags="perkSalvageOperations"/>
    				<requirement name="HoldingItemHasTags" tags="perkTheHuntsman"/>
    				<requirement name="HoldingItemHasTags" tags="perkDeepCuts"/>
    				<requirement name="HoldingItemHasTags" tags="perkPummelPete"/>
    				<requirement name="HoldingItemHasTags" tags="perkElectrocutioner"/>
    				<requirement name="HoldingItemHasTags" tags="perkJavelinMaster"/>
    				<requirement name="HoldingItemHasTags" tags="perkSkullCrusher"/>
    				<requirement name="HoldingItemHasTags" tags="perkBrawler"/>
    				<requirement name="HoldingItemHasTags" tags="perkGunslinger"/>
    				<requirement name="HoldingItemHasTags" tags="perkBoomstick"/>
    				<requirement name="HoldingItemHasTags" tags="perkDeadEye"/>
    				<requirement name="HoldingItemHasTags" tags="perkMachineGunner"/>
    				<requirement name="HoldingItemHasTags" tags="perkArchery"/>
    				<requirement name="HoldingItemHasTags" tags="perkTurrets"/>
    			</requirements>
    
    				<passive_effect name="HeadShotOnly" operation="base_set" value="1">
    					<requirement name="EntityTagCompare" target="other" tags="zombie"/>
    					<requirement name="IsLocalPlayer"/>
    				</passive_effect>
    		</effect_group>


    You can try that. Replace the code in entityclasses.

    But eh. Servers annoy me. I generally don't bug fix for servers.

    Sadly it still doesn't work on the server. Pity we won't be able to use the mod for multiplayer. Would have been fun.

  9. I both agree and disagree with the OP.

     

    There are parts of the game that are unnecessarily easy (not enough zombies) and parts of the game that are unnecessarily tedious (farming , food). For example it is completely absurd that you can make pipe weapons without a schematic but you need a recipe for bacon and eggs.

     

    I'm sure the Pimps will realize that at some point, and balance all these things though. They are juggling a lot of aspects of the game, and apart from being a bit slow, they are doing a good job with trying to make the game enjoyable for both newbies and veterans. I consider the more difficult biomes with better loot, a huge step towards making the game organically last longer.

     

    We just need to keep providing feedback without being insulting and demandy.

  10. 10 hours ago, pApA^LeGBa said:

    Romero mod does 8x spawn with huge wandering hordes and headshots only. I would play that but there is no bloodmoon. And as i am not into modding myself, i have no clue how to get bloodmoon back myself.


    This actually sounds like an awesome mod. Is it available for A20 yet?

     

    I managed to gash open my mouse hand on Monday and now with the stitches, I haven't been able to play yet, but I am hoping for A15 numbers of zombies in cities and proper day hordes.

  11. 1 hour ago, Kalex said:

    What do you mean it was wrong on drones? The drone was listed in the patch notes, and the drone is in the game. Just because you didn't read the patch notes carefully enough, doesn't mean it wasn't there.

    he/she probably means from before.  The drone was in the A19 patch notes and wasn't in the game.

  12. On 11/17/2021 at 8:07 AM, JesterL said:

    Looting

    Summery: Zombie looting gives players a reward for fighting zombies everywhere and surviving day 7's, it keeps players engaged. Realism in the locations of loot make the world feel alive and creates a more engaging world. 

     

    The first thing I want to start with is the elimination of looting zombies except during rare loot drop occurrences. I think that it is imperative to give players an incentive to engaging with the enemies in the game, especially in a survival horror game. I've seen a dramatic shift in the way zombies are used by the developers in relation to this concept. The switch to houses being more akin to dungeon crawling and zombies acting as more of a barrier in-between loot stashes. I think this approach is flawed for a number of reasons. The first being that it completely negates the desire to engage with zombies outside of homes, which leaves the entire outside world void of anything tangible save for XP and raw materials, which again can be obtained indoors. This is an even more severe issue that it conflicts with the very name of the game, that day 7's no longer hold any tangible reward outside of XP.

     

    The second issue with this looting system is realism, this game is very realism oriented at its core despite the fantasy concept. I think that it's essential that this same level of realism is applied to the loot aspect of this game. It is not realistic to find hordes of enemies conveniently placed in front of stashes of loot acting as barriers. It is not realistic to find large stashes of ammunition in nearly every single coffin in a funeral home. It would be common to find ammunition in places like, a defeated military zombie for instance, while finding bones in coffins. This can also create more addicting play when searching for specific locations for specific items. Even finding scrap on zombies is better than nothing at all.

     

    Eloquently put.  I completely agree. When the pimps introduced the yellow bag instead of being able to loot every zombie, the game lost a lot of charm for me.  Fortunately there is a mod that makes them lootable again, like how they were before (where the nurse typically has bandages, etc).  As soon as I started using that, the game improved 30%.

     

    My only worry now is that it won't updated as soon as A20 is playable.  I want to play A20, but not without being able to loot zombies, so I might have to wait.

  13. I'm definitely in the MOAR camp. That's what makes Dying Light exhilarating. You know those zombies are dumb as a pile of rocks, but there's so many of them and that's where the danger lies.  Same with Project Zomboid.   In terms of numbers, A15 was the sweet spot for me. 

     

    I can understand why they've dialed back the numbers. When we use mods to get more zombies in, performance is ok during the day and normal nights, but if there's enough people on the server during horde night (causing the number of zombies spawning to increase) it becomes a slideshow in terms of frames . The game can get literally unplayable.

     

    From my experience, if they could just figure out how to optimize horde night, more zombies wouldn't be an issue.

  14. I think it is good advertisingstrategy to offer early access to streamers, but would be more effective if these streamers had actual communities.  Last I looked at the list, at least a third of the streamers there had an average of 1 to 3 average viewers*. That's themself, themself on another browser and maybe a bot.  :lol: How they have 5000 followers if none of them watch?  Clearly they have bought their 5000 followers to qualify, but they aren't pulling in the traffic so are actually useless as advertisers.

    There are streamers out there with 3000 or 4000 followers (so they don't qualify), but at least have 20 to 30 real people watching them.  It's a bit unjust.

    *You can see stats of any streamer on https://sullygnome.com/

     

     

  15. Even Humblebundle keys are often region locked.  This is to prevent people getting around regional pricing.  Generally developers offer games at lower prices to low earning countries (like South Africa where I live) because they would rather make some money, than none, which is what would happen if the price was too high. 

     

    Minimum wage is 21 ZAR ($1.44), so we get games at lower prices usually, with some exceptions like Battlefield 2042 which was significantly more expensive for South Africans for some reason. 

     

    Devs are being kind to us by letting us buy the games at a lower rate but we shouldn't abuse that by buying games for American and European friends at a fraction of the price, when they can afford full price.  Assuming that is not what you're trying to do, and you're just being kind to a friend - you could just send your friend a Steam voucher for whatever it's going to cost on their side.

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