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EnigmaGrey

The Indie Stone
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  1. Like
    EnigmaGrey got a reaction from gabriel rodrigues brandao in Project Zomboid - This is how it Dies.   
    To be clear, are the bugs you’re referring to things that those mods fix? Because if so, a lot of those seem counter to the vanilla game vs “fixing” it. That is, I think overall your take on what is fitting simply doesn’t match ours. 
     
    I guess I just don’t want you to feel like you’re tilting at windmills here, so I apologize if I’m confusing two separate things (bugs vs qol mods).
  2. Spiffo
    EnigmaGrey got a reaction from gabriel rodrigues brandao in Project Zomboid - This is how it Dies.   
    Yes. Members from General Arcade work on the mp side of the game. The rest of works on sp/the engine itself, baring areas that bleed into one another (like admin tools or ui).
     
    We’re all going as fast as we can, but we’re not going to metaphorically flog the staff bloody and to the point of unconsciousness to go slightly faster … and still be called “too slow” anyway. 
     
  3. Like
    EnigmaGrey got a reaction from gabriel rodrigues brandao in Project Zomboid - This is how it Dies.   
    And when it comes to mods, as Puppers, and Maddan touches on …
     
    Well. Sometimes we’re just going to disagree. The dev team has its own goals and tolerance for the game’s systems and what you may consider bugs or poor design (take bites being 100% fatal — awful design … shame that’s a fundamental part of the game’s lore). We’re not always going to be on the same page with millions of players or tens of thousands of modders. It’s simply not possible make everyone happy and we’d be insane to try. 
     
    Take both mods and the vanilla game as they are rather than try to pit them against each other or try to force one to be like the other. That is, sometimes all that we can do is respect each others’ decisions for why they do something and get on with it. Sometimes you can’t square the circle.
  4. Like
    EnigmaGrey got a reaction from gabriel rodrigues brandao in Project Zomboid - This is how it Dies.   
    Our success came from being both ambitious and thorough, which naturally means being slow. I get that, to those who’ve played the game considerably more than the average, that the bloom eventually falls off the rose, but that doesn’t mean changing our approach now is the right choice or that the game is dying. We’ve heard it every single day for 12 years yet every build is ultimately more successful than the last and we have suffered from alternative approaches, be it smaller and/or faster builds or multiple simultaneous builds at once.
     
    That does not mean the game doesn’t have flaws or shortcoming (assuredly, we’re well aware of them and are addressing them as fast as possible as part of build 42), but there comes a point where people need to move on and play other games. A good tell is when you start feeling contempt for something you once enjoyed. We all get there eventually, no matter the game or the development methodology behind it. Take a break, have some fun, and don’t worry about us.
  5. Like
    EnigmaGrey got a reaction from ChrisTheDragon in Project Zomboid - This is how it Dies.   
    Our success came from being both ambitious and thorough, which naturally means being slow. I get that, to those who’ve played the game considerably more than the average, that the bloom eventually falls off the rose, but that doesn’t mean changing our approach now is the right choice or that the game is dying. We’ve heard it every single day for 12 years yet every build is ultimately more successful than the last and we have suffered from alternative approaches, be it smaller and/or faster builds or multiple simultaneous builds at once.
     
    That does not mean the game doesn’t have flaws or shortcoming (assuredly, we’re well aware of them and are addressing them as fast as possible as part of build 42), but there comes a point where people need to move on and play other games. A good tell is when you start feeling contempt for something you once enjoyed. We all get there eventually, no matter the game or the development methodology behind it. Take a break, have some fun, and don’t worry about us.
  6. Like
    EnigmaGrey got a reaction from Unctuous Robot in Fitness & Strength should be buffed up (Leveling XP)   
    Could just not kill yourself by excessive exercise and let it happen naturally though a well paced routine.
     
     You know. Like in reality.
  7. Like
    EnigmaGrey got a reaction from Samoflan in Fitness & Strength should be buffed up (Leveling XP)   
    Could just not kill yourself by excessive exercise and let it happen naturally though a well paced routine.
     
     You know. Like in reality.
  8. Like
    EnigmaGrey got a reaction from puppers in Fitness & Strength should be buffed up (Leveling XP)   
    Could just not kill yourself by excessive exercise and let it happen naturally though a well paced routine.
     
     You know. Like in reality.
  9. Pie
    EnigmaGrey got a reaction from Fryhizzle in Approved Suggestions.   
    Changed my mind; not interested in micromanaging it. Let chaos reign.
  10. Like
    EnigmaGrey got a reaction from puppers in Approved Suggestions.   
    Changed my mind; not interested in micromanaging it. Let chaos reign.
  11. Like
    EnigmaGrey got a reaction from SampledCape5333 in Tedious mod adding to server settings   
    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.
  12. Like
    EnigmaGrey got a reaction from PoshRocketeer in A couple suggestions about combat...   
    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.
  13. Like
    EnigmaGrey got a reaction from puppers in A couple suggestions about combat...   
    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.
  14. Spiffo
    EnigmaGrey reacted to Danny6167 in java.util.concurrent.ExecutionException: java.io.IOException: No space left on device.   
    Hey folks!
     
    Hope you don't mind the necro, but I have your answer.
    The server writes a copy of the world into /tmp/ while building the backup.
    In cases where your /tmp/ is a separate volume this begins to fail once the world is too large to fit into your /tmp/ volume.
     
    The OP is using Pterodactyl. It mounts a tmpfs at /tmp/ in each of the containers and the default limit of this tmpfs is 100MB.
    Increasing the tmpfs size in Pterodactyl I was able to get this working.
  15. Like
    EnigmaGrey got a reaction from puppers in A couple suggestions about combat...   
    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.
  16. Like
    EnigmaGrey got a reaction from getstoopid in A couple suggestions about combat...   
    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.
  17. Like
    EnigmaGrey got a reaction from Werex in I would like developers to be more clear about the end of support for Linux 32-bit in PZ dedicated servers.   
    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.
  18. Like
    EnigmaGrey got a reaction from razab in Better and more inclusive character creation   
    Abee has been permanently banned. We do not support transphobia in our community.
     
    As to the suggestion, it's just down to practical limits to the base game, unfortunately It'd mean probably 2-3x the art and animation assets to pull off, so this level of detail is beyond us for the moment, but this could change in the future.
     
    Note that many of the male haircuts do work with the female mesh and vice-versa,  albeit only stubble is interchangeable between them currently. This may change in the future.
  19. Spiffo
    EnigmaGrey got a reaction from Unctuous Robot in Integration of AI like CHATGPT in the interaction of NPCs with the player.   
    This is not realistically something we’ll be doing. We have writers on staff and are quite confident most people prefer to play and value hand-crafted works rather than what chat-gpt can produce, even before getting into limitations and ongoing, continuous cost and environmental impact such a decision would result in.
  20. Like
    EnigmaGrey got a reaction from doshskia in Integration of AI like CHATGPT in the interaction of NPCs with the player.   
    This is not realistically something we’ll be doing. We have writers on staff and are quite confident most people prefer to play and value hand-crafted works rather than what chat-gpt can produce, even before getting into limitations and ongoing, continuous cost and environmental impact such a decision would result in.
  21. Like
    EnigmaGrey got a reaction from Bluxzx in Integration of AI like CHATGPT in the interaction of NPCs with the player.   
    This is not realistically something we’ll be doing. We have writers on staff and are quite confident most people prefer to play and value hand-crafted works rather than what chat-gpt can produce, even before getting into limitations and ongoing, continuous cost and environmental impact such a decision would result in.
  22. Pie
    EnigmaGrey got a reaction from xX_Ombre_Xx in mac texture issue help   
    It's down to nVidia and Apple's support for OpenGL + S3TC texture compression after a series of lawsuites were won against them. Apple ceased producing systems including nVidia GPUs in 2015 and has dropped support in latest versions of MacOS entirely. We're not able to fix it without a significant rewrite (and our attempts to work around it otherwise have failed). Aside from dual-booting Windows or Linux, there's no work around for this system, as the Xeon does not have integrated graphics to fall back on to.
     
    Note, this was reflected in the game's minimum specs on the Steam store:
    OS: OS X 10.15, or later. Processor: Intel x86 (M1/M2 not supported at this time) 64bit OS required Memory: 8Gb Ram Hard Disk Space: 5gig Video Card: AMD or Intel Integrated (nVidia on Mac not compatible) Sound: FMOD compatible sound card
  23. Like
    EnigmaGrey got a reaction from GodHatesHaloWaypoint in Integration of AI like CHATGPT in the interaction of NPCs with the player.   
    This is not realistically something we’ll be doing. We have writers on staff and are quite confident most people prefer to play and value hand-crafted works rather than what chat-gpt can produce, even before getting into limitations and ongoing, continuous cost and environmental impact such a decision would result in.
  24. Like
    EnigmaGrey got a reaction from puppers in Integration of AI like CHATGPT in the interaction of NPCs with the player.   
    This is not realistically something we’ll be doing. We have writers on staff and are quite confident most people prefer to play and value hand-crafted works rather than what chat-gpt can produce, even before getting into limitations and ongoing, continuous cost and environmental impact such a decision would result in.
  25. Like
    EnigmaGrey got a reaction from razab in fixing the "pointless game" argument   
    It's simply that most of this doesn't fit into the game's theme nor setting.
     
    So while we "could" capitalize on whatever modders are doing, it's fairly unlikely this'll change to any great degree when NPCs come in. There'll be more story, but for a certain subset of people, "this is how you died" will always feel pointless ... and that's OK (and, depending on your philosophical bent, that's life!). They can mod it or play something else once they had their fill.
     
    Minecraft also remains one of the most successful games of all time and sees gobs of players active across PC, mobile, and console. It might have failed as an "unfolding game," but then again it was always just legos with some neat survival mechanics bolted ontop of it. That is, I don't think it ever aimed to be anything like that -- beyond taking some rather popular mods and integrating them for the 1.0, anyway. That seemed less to do with a vision and more "it's cool and it's popular, so ... sure."
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