Jump to content

EnigmaGrey

The Indie Stone
  • Posts

    13930
  • Joined

Everything posted by EnigmaGrey

  1. Mods can change basically anything, intentionally accidentally. The only way to know is to try and reproduce it without mods.
  2. This seems like an incredible amount of work for no gain. Why do you need this?
  3. You get prompted to pick your settings when you launch a server in-game. Just make the settings ahead of time, then there’s no need for futzing with it. If modders made the mistake of using duplicate ids, then it’d be best to ask them to change it*, but this shouldn’t be a problem in build 42. *that goes especially for people making packs of other peoples’ mods without doing so.
  4. Not being invulnerable was “the thought,” actually. Hence why most clothing isn't a 100% guarantee and incur penalties from encumbrance and weight, to insulation.
  5. Sure, am ultimately fine with that, but I do think this needs to be understood: Say I give myself a shirt and a jacket that both have 100% protection. I can get bit twice in the upper right arm without it breaking through the skin because it offers complete protection. If I wear two things that only give me 70% protection, there's a 30% chance that each of those two bites will penetrate. If you expect otherwise, you're going to have a very bad time, regardless of how it should be.
  6. Did you have 100% bite or scratch defence on the area bitten? If not, you still risk getting wounded by the attack. The number of layers don't matter; how much protection they offer does.
  7. You do realize that considering agility would just mean that you’d have less chance of a bump turning into a fall at higher levels, no? That is, you’d have additional tools to mitigate it. Right now, the only thing you have the weight traits. There’s no need for doom and gloom over stuff like this. We’re not going to severely alter the way the game plays after 12 years, after all.
  8. Realism aside, the game tells you ~1/3 bites is likely to get through. So is it surprising that one got through?
  9. Mind, that is how it is supposed to work: you get bit or scratched; you get a hole instead of a bite. The clothing takes the hit for you. If another bite or scratch lands on the same body part with the hole, then you are hit. So if you get attacked several times in quick succession and have some bad luck, it'll seem like the clothing instantly failed.* *Baring bugs, anyway.
  10. That's just where the mods.txt file is installed. It controls loading mods on game start. You don't have to have mods installed there to disable them, in other words. Likewise each individual save game includes a list of mods inside it, so it's just easier to ensure they're all off by deleting the mods.txt + starting a new game, ensuring you've not unintentionally loaded in anything.
  11. I'm guessing it'd still be a port issue, if that's the case? If the game fails to open the ports due to a lack of UPnP support or issues with the router, you could open it manually? It's just 16261 as UDP. Though some internet providers will provide routers that also give you access to port forwarding, they often have their own separate administrative account on said router that over-rules your settings. If you can't host directly because you're behind a CGNAT, you're stuck using a VPN. Likewise, if the ISP decides to throttle or block traffic on PZ's port, you'll have to use a VPN to avoid packet sniffing on their part. There's not really much we can do in this case.
  12. Tbf, a decent amount of this has come in private conversation, but we're up against the limits to the engine on a lot of it. This'll probably change as new devs get up to speed and can expand the rendering and physics components of the game. I feel like we're already at number 6, though? Take the constant memeing about Crowbar vs. Axe on the Reddit, for example. Everyone should know the Bat is superior, but they just want to be wrong. /s Golf clubs and pool cues, on the other hand, are never going to have any real use beyond a "oh shit, they're coming, grab whatever" or as a newbie trap. But, I guess it really depends on the weapons you had in mind in the comparison - there's always things to improve and balance or revisit.
  13. It's something we're considering as part of a firearm rework, but isn't a sure thing. It really depends on how annoying it'd be., as Posh says. We certainly wouldn't be doing lasting tinnitus -- was bad enough in real life when I had it -- though you could slowly transition players to the Deaf the trait, I'm sure.
  14. Yeah, technically in MP, you can have two names: your username and your displayname. If you change your displayname, it should take precedence and will be what others see. It doesn't always sync well with other clients, so they might see either name. Due to this, it's rarely ever used. This is probably a matter of not anticipating someone changing it from admin? Good find.
  15. Read the thread again, then. You seem to have missed most of it.
  16. My dude, if you’re “happy” being the guy that argues with the wall they just ran into for getting in their way, then by all means, you do you do. But nothing about that should be taken as me not caring, or I’d have not wasted my time at all. Not getting your way doesn’t mean people don’t care just as being frustrated with a game doesn’t mean the game is at fault.
  17. I mean the meta of this is that "it's on you to learn how to play the game, it's quirks and features, and to act accordingly." If you can't do that, or you don't enjoy it, then all I can suggest is either tweaking it in sandbox, using mods, or finding something else to play. There's no point trying to force it, you'll only frustrate yourself and others. In detail: * You don't understand how the movement system works. Sprinting is meant to go fast in a straight line. If you encounter obstacles, you're going to have a bad time, full stop (pun intended). Same thing for the forest -- there are no "invisible obstacles." * You're in control of your character. It's your responsibility to equip 'em with weapons. Don't blame the game for failing to reach into your backpack and doing it for you. * We've never been able to reproduce the instant-bite thing, outside of the Hypochonriac trait. Of late, some users have mentioned that they healed themselfs in debug mode, likely only removing the wound state instead of overall infection. They get infected again, they're already fatally infected they instantly die. * Zombies can't bite you through the windshield? Do you mean car doors? The reason they can bite you through a door is that you interrupted the close door command by doing something, like driving away immediately after getting into the car. That there is not a visual indicator that the door is open or closed is indeed "our bad" but now you know. Don't interrupt the action; wait for the door close sound to play. It takes roughly a third of a second. (If the car door window was down or smashed, they can also bite through that, naturally.) There is obvious cause and effect in all this. You ran into a tree, you fell. You ran into a wall, you fell. You didn't equip a weapon. Your hand got cut smashing the window. You got into a car and immediately drove away. The door wasn't closed and you got bit. There's observable cause and effect. Unless you refuse to experiment and learn from it, it should be "fairly" intuitive, aside from the last one. You are not the arbitrator of what is right or good in game design outside of your own personal self. Don't expect others to agree with your personal feeling of what is reasonable, good, or lazy -- especially not when there's millions of people who've bought and seemingly largely liked the game at this point. Regardless, you have sandbox and mods. You can make it (almost) anything you want without our intervention. If you disagree with any of the above, feel free to use the tools you were given and help yourself.
  18. Just to avoid confusion: there's no real penalty to kiting right now beyond a short pause when you swing the weapon. It doesn't mater if you do it over corpses, curbs, brush, or into trees. That makes it obnoxiously over-powered. You're basically invincible when backpedalling and constantly swinging with (especially with higher nimble skill) unless something sneaks up behind you. It makes dealing with groups of zombies simple, so naturally we'd want to balance that. Should we eventually address it, there'll be sandbox options for it, but it does need to be addressed because the base game builds its fun on over-coming challenges (sometimes that means yourself -- be it refusing to learn how the game plays or bringing your own assumptions to it) not just being able to murder hordes with impunity from day 0, be it by kiting or by fire.
  19. Newp. I’m the guy that asked it get toned down. So, to confirm, you do know there’s a difference between sprinting (alt) and running (shift)? To spell it out: more speed results in more risk. You can entirely negate this by walking. Regardless of that, you’re falling not due to invisible obstacles, but because you ran full-speed into a tree or brush. (Or a wall, or a fence, or the zombies.)
  20. There is already a difference between sneak, walk, jog, and sprint. There are weight and coordination traits. There’s already the nimble and strength traits. And ofc, there’s the most important bit of all: not running balls out into things in the first place. That, by itself, sorts this problem. Consider the cause of the effect.
  21. I mean different strokes for different folks and more options are always more better, but this isn't meant to be an arcade game. What you consider frusturating is the whole reason most of our audience exists -- we offer something more realistic than what you usually get out of the zombie genre. I'd hope that's fairly clear from the way the game presents itself + how it's described on the store. Skills, traits, and status are already factored into this sort of thing; there's no reason it wouldn't be if we were to add tripping when moon-walking, as well.
  22. 32-bit support was dropped years ago (5+?). Instability in the jvm past 1.5 gb alone precludes its use. Not that you can’t still do it. And you can certainly get around the script/jvm without very much work. Install openjdk 15 32-bit, drag n’drop to the game file; call ../linux32/bin/java zombie.GameServer in terminal, basically. No exe needed.
  23. Assuming you're playing the latest build of the game (build 41): No, the characters shouldn't be affected, as they're server-side. The client will just redownload them regardless of the IP.
  24. If you do not have a fixed IP address from your ISP, it'll change either on a specific timeframe or every time you connect/disconnect (depending on how it's set up). They can usually be bought for a fairly low monthly fee, unless they try to force you onto a business account. A cheaper alternative may be self-hosting it with either a VPS, dedicated server, or a one of many servers that sell servers by player slots for the game. Unfortunately I don't know anything about DuckDNS, so am unsure if that'll help or not, but you can use a domain name instead of an IP. Just note that the game won't save this IP when someone favourites it. They'll have to re-enter the domain name every time they connect. They will lose some data that's still stored client side in /saves/multiplayer/ip_username folders like the map they've drawn. They can, however, copy it to the new folder with the new IP address to get it back. So to connect, every time, they'd have to erase the IP and type myserverdomain.com instead.
×
×
  • Create New...