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psykikk

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Everything posted by psykikk

  1. and this: especially around 10:00 where he fires a ACC 300 Blackout with subsonic ammunition. thats damn silent for an automatic rifle... and this: especially around 10:00 where he fires a ACC 300 Blackout with subsonic ammunition. thats damn silent for an automatic rifle...
  2. I'd be against the addition of silencers. Mostly because they don't work in real life like they do in the movies. Real life silencers don't do hardly anything to reduce noise. I'd love to have bows and arrows, though. That would be awesome. au contraire. sure they don´t work like in the movies. but compare this to a normal gunshot. and this: especially around 10:00 where he fires a ACC 300 Blackout with subsonic ammunition. thats damn silent for an automatic rifle...
  3. if that could be included it would be awesome. I also would love to see actual eating / sitting / relaxing / sleeping animations. overall, more animations for all kinds of actions
  4. suggestion excatly like the thread title. I know it probably gets suggested daily, but I havent seen it in the commmonly suggested thread. (or didnt look closely) -alarm clocks (electronical (with batterie) and mechanical -windchimes -walkie talkies (make use of batteries again) -firecrackers -toy-robots -throwing a glass bottle that breaks and makes noise... basically anything that can be used to distract zeds to walk into a desired direction and away from the player (or towards the enemies) shouldnt be so hard to implement, no ?? (well for devs or modders anyways)
  5. i like the bar idea for exhastion. also a bar for sound (or an icon) would be cool, like in thief or something. also, I never run anyways. so it is not that I am surprised like "why do they notice me running around making as much noise as possible" rather than "why do they see / notice me even though I am covered and slowly walking " clairvoyance... hm. sounds about right and exactly what I encounter. when they still can see to the edge of the streamed map (with lowest perception levels selected, does that mean a zed qwith highest perception settings will walk from westpoint to muldraugh because he has cuaght a noise or a whiff of me ???
  6. i feel stupid. all the rant about exertion and my main problem seems to bother no one except me ?? am I the only one having to duck away from superperceiving super mutant-zombie killers ?
  7. oh and btw: the exertion ration / change whatever I haven´t even noticed. whoever tries to fight too many zeds is doing it wrong anyways. but i catch myself not being able to do the most basic stuff. being able to loot a house undisturbed in even the remotest places is rare. if the plans are to make it a multiplayer- only game where one distracts and the other loots, let me know. I will probably stop playing then
  8. ok others notice it too. Zeds perception level is increased up to the point where its not great at all. I play it mainly as a survival simulation with the occasional scare and witht he current iteration its more like "get away as far as possible if you just see one dreaded zed, even though there might noe be others around" I like risk & reward scenarios and with the current perception iteration theres no way to slowly sneak / walk by zeds to attract less attention. they just see / notice you anyways. i just had a new sandbox game. was in upper level of a building and that one zed sstraight up walked to the house and stated banging its way in. even though I didnt make any sound at all. i get it that it should be hard, but not being able to tone down the perception levels aint my cup of tea. btw: i tested with linux & win client. all the same. no change in perception no matter what level i select during game creation. eagly eyed, uncanny hearing and & or smel seems to be the norm now
  9. hey guys, back after a few months hiatus from PZ and missed some updates it seems. back on 30 IWBUMS and have to say: love it didnt know trapping,m cooking and all that stuff and its great, now to the most recent update: i tested the new "zorde attraction" stuff and it seems to me that the Zeds notice a hell of a lot more than before. i tested normal settings and after spawn a zed walked straight to me, even though it was on the other end of the screen, (zoom max out on 1920X1080) and I didnt do anything yet at all. it noticed me instantly. So I tested it with a new sandbox map, all zeds abilities on minimum. they still notice me when I am in even remote vicinity. with my last save before the recent update I could sneak past zombies, provided there were trees and such in line of sight. in the new update they notice no matter what is in between. I think it needs to be looked at
  10. how unlikely should it be them detecting you? sandbox might be the game mode for you then: lower senses, but maximize them in numbers. boom, done. when I started I lowered the senses to minimun just to get a feel for the game and mechanics. could basically sneak right next to them and they wouldn´t notice. one swing with an axe or nailed bat will kill them already like it is now, especially when your skill is high enough. so whats the need for a "killing-blow when sneaking" ? i mean how many sneaking assassins that know about the human spine abd vulnerable area are there in rural kentucky right now ?
  11. idea about axes and stuff found on dead zed: imagine someone tries to kill a zed with an axe. hits it in the stomach or robcagge or whatnot. axe gets stuck (it alsmost certainly was no experienced axewielder), human dies to zed. would the zed remove the axe ? no, why bother ....
  12. I'm sorry but, please don't comment here. Feel free to contribute in a year . I thought this an open discussion ? or did I miss some hidden sarcasm ?
  13. leather / tannery skill ? honestly, what timeframe of surviving the apocalypse are we talking about ? why would I ever want to make an amatauer leather "something" when I can find a perfect coat, jacket, hoody, cargopants and even functional clothing like softshells, hardshells, etc in almost every home? and it´s not that modern clothing erodes fast.... it will still be there in mint condition (admitted, maybe moths could mean a danger) years after the zombies striked. also, learning to sew would be much more helpful than tannery as it would help to make usefull stuff out of sheets, towels and basically all kinds of cloth available ..just my 2 cents.
  14. my 2 cent: if we start right after the apocalypse (in multiplayer the server timeline starts right at that point) the "loot is plentiful" approach is exactly what should be done. the longer the server runs, the more precious loot will become. the more time passes on the server timeline, the more precious certain items, and skilled characters will become. for "new characters", the onyl way to stand a chance when joining such an "older " server would be to join existing bands and groups, or to migrate to new territory. and no, I don´t think the maps are big enough as they are now. I really think that a way to extend the map on the fly (procedural as the optimal system) would help in that regard. the time variables will of course get passed on to the new map parts. zombies will have migrated there already, perishable food will be rotten already. maybe loot scarcity needs a finer scale. imagine the starting ,ap / area at server start as an area of abundance for loot. the the players in this area are the factor that dtermines loot abundancy. more player = less loot to be found as it is now. if new map parts are opened and explored, the loot abundancy is determined by the timeframe and vraiable of the server. so starting the server and running straight into foreign parts of the new generetaed map will produce another are right after thr apocalypse = lots of loot. if you clear the starter area first and live there for a while , then migrate later , the loot will be signifcantly less abundant, to simulate other people scavenging. so you increase the chance to find new loot by introducing new areas. which in fact would be the most realistic way , at least the way I see it.
  15. procedural maps would solve the loot problem. it would also solve the "no more zombies " problem, as it would "area is barren, why stay here" problem. migrating hordes would mean you HAVE to migrate too to get out of the way. it would also give the chance to move your band of survivors to "uncharted" territories to hide from bandits and gangs and such... would be a great touch... I assume i it won´t be doable with the current game engine, but, it would solve all those problems.
  16. forgeable shields and swords ? hell no riot gear, riot shields and police batons ? yes please. still: whatever you would be wearing : if you run into a horde, you´re done. as it should be in this game, just don´t do it. as for the comment that most people cannot get good at running: simply wrong. givem enough time and effort and proper help (with a coach), anybody can do almost anything. experst assume you just need close to 10.000 hours of practice to become great in something. just takes a while. and still some will never be wordl class sprinters, I agree wholeheartedly
  17. hm. what files did you change ? what files did you delete ? if you stop the server completely, delete the map files in the folder of the server (normally it´s in /yourzomboidfolder/Multiplayerservertest or something then restart the server, the game should create a new map with all items and zombies and whatnot. UNLESS, you changed all server-sided settings, which can be found in /yourzomboidfolder/projectzomboid/media/lua/shared/Sandbox the file is SandboxVars.lua try that.
  18. Why would an admin do this ? and why would you give admin powers to someone who would do this ? Anyway, having "admining" for a bit on mindescape, I can tell that kind of overview tool would be pretty awesome and useful. It would simplify admin work A LOT and would as well open large possibilities for admins to take on the Game-Master vest, which would be freaking great. Easier to create events, easier to "create some game phases" for certain groups of players who've been too relaxed for a long while, creating meta-events on precise locations etc... exactly my thought when I saw this. the possibilities of such an overview combied with admin tools like spawn items, zombies etc are almost limitless. I can only imagine how it would be on a roleplaying server for example
  19. nice. congrats on figuring it out.
  20. yeah. the internal IP is not showing so I guess the DMZ it must be put in Lussian, the way of the port you know
  21. strange then. did you change the overall security settings on the westell ? also, did you do a reboot of the modem ? (it´s stated that sometimes a reboot is needed for the PF to work)
  22. that was the reason I asked for a screenshot. for port forwarding to work, you need to specify port, protocoll and destination IP. sometimes you can define the source IP too, but not on most normal end user modems / routers. so that all incoming transmission of the specified port get forwared to your internal IP (which should have course be the one you assign to your PC running the server instance).
  23. are you running a windows server ? did you open the windows firewall to accept / allow PZ to be contacted at all ? are you configurioing your router via frontwend (webpage) ? show a screenshot and let´s check it out
  24. is this thing still working for any build (23 and up ? )
  25. yeah well if you do it like this: ./steamcmd.sh +login steamusername steampassword +force_install_dir directory/you/want/to/install/to* "+app_update 108600 -beta iwillbackupmysave -betapassword iaccepttheconsequences" validate +exit then the bold highlighted part is where the game gets installed to. change it according to your needs and you´re good to go
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