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Geonjaha

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Everything posted by Geonjaha

  1. Is there any chance we could get multiplayer support for the challenge maps? Playing something like the 9am mall opening map with a bunch of friends would be great, and a good option for a more quick game mode.
  2. I was under the impression that Steam Integration would mean being able to just start a server from the game and being able to directly invite people by Steam friends. Is that the end goal or will we always have to go through the traditional server opening except now with the SteamCMD as well?
  3. How valid is it if only a small number of people find it unmanageable, instead of the majority, as you portray?They can have fun in sandbox if Survival's harder difficulty is unfun. (But we'll see what EasyPickin's changes brings.) Being in beta the concerns aren't really that great, because of course the difficulty will inevitably fluctuate, but when it comes closer to release some kind of poll would be nice to see how people are finding the general survival difficulty. It's hard to say right now which group is the minority, but when people with a lot of experience with the game, who are also committed enough to be posting on forums about it, are saying that its too difficult, I imagine the average player with less experience is finding it even worse. Again though, zombie counts aren't of great concern in beta branches. Glitches that effect combat on the other hand I'd say are the more pressing issue.
  4. Difficulty changes aside (Which are always valid - just because some people find it 'manageable' doesn't mean that's how difficult the main game mode should necessarily be. The main point is always fun, and having one where you cant go outside your starting house without having to run through the whole town to eventually escape the mass of zombies that inevitably see you isn't fun) I'd like to say that the tutorial is great. I know people have a hard time getting the basics down, and I think it did a good job of getting those across.
  5. Sounds great, but one confusion: You said twice that it'd take 4x the time between the level 0 and 1 multiplier, but the multiplier is only 0.33% (three times, not four). Is this percentage actually 0.25% in the game or is it actually 0.33%?
  6. So, just playing multiplayer with 30.9 for the first time and I'm wondering, how the hell are the endurance changes supposed to work in MP? I like the changes for the most part, but in MP you cant sleep (Not yet anyway, until that's made an option) and resting takes several minutes. Its fine in SP because you can speed up time, but in MP its a bit ridiculous. Am I missing something here or is it supposed to be like this?
  7. It's almost as if you shouldn't be able to just kill 30 zombies and then continue about your day without being exhausted. I know this is very different from the previous builds, but the changes make sense. The game isn't supposed to be about you being able to just kill everything in your way. The system you're describing follows the same problems as the previous one in that, while also being terribly unrealistic, it just means you need to step back, throw back a couple of beta blockers, and then continue fighting.
  8. With the new medical system, there's actually a consequence of climbing through a window you just broke, which is great...for the most part. Since this system seems to be in to punish people who want to get into a building quickly (e.g. when running from zombies) then maybe there should be an option to remove glass from broken windows to remove the possibility of getting injured. Have it take maybe 20 seconds (irl) to prevent people from using it when they're in a hurry, but still allowing those who are in no rush to actually get in safely. If I'm alone next to a house I want to enter, and the only route is the window, I could easily spend the time breaking away the glass to prevent injury instead of just chancing it - it just ends up being a waste of time having to knock the door down just to play it safe.
  9. Panic really needs to affect melee accuracy. Cowardly and Claustrophobic/Agrophobic traits are all more freebies. -.-
  10. Didn't see the new thread. My response is in there. :3
  11. I just did a test to check in game. If you're running continuously you gain about 1 exp every 30 seconds. That means 100 exp = about 50 mins in game time (If you spend that whole time running of course; not stopping to loot or attack zombies). To get to level 3 its 1900 exp total = just over 16 hours. I've forgotten what the exp requirements are for levels 4 and 5, but still - 16 hours (irl) of running for level 3/5 - Ouch. Maybe just have Agility skills not scale (ie. every level needs 100 exp). Skill Book related skills it makes sense for, because you get something like a 10* multiplier for the higher levels.
  12. Rathlord - What is the point in making a skill so much of a grind that players would need to play one save file for dozens of hours to get to max skill level? Especially when other skills (with books) can get to level 5 with relatively no effort. I thought the point of the game was to tell the story of your death, not to have save files where after three years in-game after the apocalypse started you finally get level 5 in all Agility skills. I'm not trying to say that level 5 should be easy to attain at all - I'm saying that right now after playing about 3 hours on a save file my character is only level 1 in all agility skills (that's 100 exp). To get to level 3 would be another 1800 exp. 18*3 = over 50 hours. 50 hours on one character and they're level 3/5. Just over halfway to full skill level and they're already at the point where the game should have ended given its premise. Have the advantage gained from levelling reduced if it needs to be - but make it so that the player actually sees a difference in their skill as they go along; even if it is small. Right now it takes hours to level an agility skill, with the player suddenly getting a BIG boost in their abilities when they do so. The scale isn't right at all right now for some skills, whereas its fine for others. It's not about giving players ultimate power, its about creating a levelling system that's actually enjoyable, and gives small boosts, not one that's an impossible grind to becoming a running God.
  13. Suomiboi - Levelling right now is not easy. All of the Agility skills take a long time to get to level 1, let alone anywhere near level 3. The Blunt and Blade skills as well would only get to level 2 after a very long play time. That's only 2/5 levels. The highest level needs to be achievable without playing the save file for 500 hours otherwise there's no point.
  14. Having it affect sleepiness would make sense, but at the moment passing out hasn't been implemented and accuracy reductions don't affect melee combat, so I'd say it's still got a lot to be put in before it has real consequences.
  15. Zombies barely being a threat near you means this isn't really necessary. You're not going to push more than 2 zombies at once out of your way, and when there are only 2 zombies you can run straight through them anyway. Once zombies actually get buffed at grabbing people running past them, this might be a nice addition.
  16. I agree that that tripping should be a problem when walking backwards over corpses. If it only happens when you walk over a corpse (and of course, not every time) then it would be the players own fault, and actually add some more tension to the already easy melee system.
  17. I imagine boredom would only turn into depression if you've been suffering from it for a long time. Other small consequences from it would work just as well, but there needs to be some negative consequences to it, otherwise there's no point in the moodle.
  18. I feel like boredom could be playing a large role in the game and having to manage it (giving players something to actually worry about while farming in a safe late game environment), but right now its very limited and unrealistic. TIS may well already have plans to fix this, but I wanted to throw a couple of suggestions out there none the less. Boredom levels should increase slowly when you're not doing anything active in the world; ie. standing still or just walking, even if you're outside. Right now if your character spends too long inside and gets bored, all you do is stand outside for an hour doing nothing and suddenly boredom disappears. Books, magazines and newspapers are useless unless you're trapped inside the house (which will rarely if ever be the case). I therefore suggest: - Changing boredom so that it affects you even when outside. - Remove boredom reduction from simply being outside. - Add in more ways to reduce boredom, such as playing with Playing Cards or Bricktoys reducing it slightly (Giving those items more uses). - Add in consequences of boredom; leads to slight depression which gets worse (Might already be in the game, but seeing as how easy it is to get rid of boredom I've never found out). Right now boredom is also removed by getting panicked, which should also tie in well to build 29 where this doesn't happen so much later on in the game, thus forcing players to deal with boredom rather than just keeping a pet zombie to look at to magically cure boredom.
  19. Here's hoping that with the new panic and melee updates, panic actually reduces melee accuracy. A small thing, I know, but with the recent gun nerf melee combat is just too powerful. Bring on the challenge! :3 Also I think all of the agility skills need a boost. Maybe decrease the advantage each level offers as well, but It takes hours of game time to even reach level one in those skills. I dread to think the amount of hours currently needed for sprinting level 5.
  20. Surely the Pistol will still be usable at aiming level 0 though, right? Especially if you're shooting at zombies less than 5 feet from you. I'm not sure how the new system handles distance in relation to accuracy, but in such a tiny space (given little to no panic), it would be an easy head shot.
  21. No, they're a confirmed no meaning that they wont be added at any point. This game is about telling the story of you up until you die. I'm pretty sure any romantic stuff is also not going to be included. This is supposed to be a story of your death - not how you found a waifu in the apocalypse and had children. I do hope that they add memory to NPC's to an extent, but I think it has to be limited (Not because that'd be good, but because the game probably couldn't handle more than that :L). Someone being hostile or friendly towards you based on past interactions seems like the only easy thing to implement.
  22. I still think that Minecrafts version of multiplayer sleeping should be an option for all multiplayer servers. With large servers this of course wouldn't be activated as it would cause too much trouble - but with smaller servers (~2-6 people) keeping tiredness in and making it so that everyone needs to be sleeping for the time gap to occur would mean that aspect of the game remains intact. If someone wakes up from being disturbed then everyone else pauses sleep and has the option to get up if need be, or otherwise wait for the other person to resume sleeping. Haven't checked to see if this specifically has been suggested - if so, just ignore the repeat.
  23. I've just started hosting a server for me and my friends and my character is moving at over double the speed I should be. Is there a reason for this? Do I have to change my speed with admin commands to get it to normal?
  24. I still think that it should be an option for multiplayer servers (any server with say 4 people could easily support a Minecraft like system of everyone needing to sleep at once. If someone gets woken up in the night then everyone could have the option to get up as well. It also doesn't help that the sleep system at the moment is a tad flawed (the moodle for tiredness/exhaustion goes away in under an hour of sleep and doesn't seem to depend on how long you're sleeping for).
  25. I assumed the server was using the classic standard Project Zomboid zombies. I'm losing interest in this server unfortunately though - far too much loot everywhere and very high initial zombie counts. I found a couple of pistols and lots of ammo on a bunch of dead zombies within the first 5 minutes; its not fun when finding that stuff isn't a challenge.
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