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MostBestRoleplays

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  1. Like
    MostBestRoleplays got a reaction from Navarome in The new zombie "respawn" system.   
    this, every zombie population parameter is explained when you hover your mouse over it, i personally set spawning off and set the population multiplier to 4.0
     
    zombies respawning feels silly to me, when i kill a zombie i want to think '' another one bites the dust '' instead of '' whats the point he's gonna respawn anyway ''
  2. Like
    MostBestRoleplays got a reaction from slimane13 in The new zombie "respawn" system.   
    this, every zombie population parameter is explained when you hover your mouse over it, i personally set spawning off and set the population multiplier to 4.0
     
    zombies respawning feels silly to me, when i kill a zombie i want to think '' another one bites the dust '' instead of '' whats the point he's gonna respawn anyway ''
  3. Like
    MostBestRoleplays reacted to rabidbadger in The new zombie "respawn" system.   
    I have to advocate the sandbox. Through this I get pretty much the zombie experience I enjoy. High numbers but low respawn/migration. Very much the 1970's Romero apocolypse.
     
    Mess around with the numbers and you WILL get somewhere close to YOUR zombie scenario. Enjoy.
  4. Like
    MostBestRoleplays reacted to EnigmaGrey in The new zombie "respawn" system.   
    Unseen Hours is the minimum time an area must not be seen by the player and deals with individual chunks (10 x 10 tile units of the map). This is to prevent zombies from spawning ontop of the player or in previously cleared areas.
     
    Respawn hours deals with a much larger area (300 x 300 tiles) and Unseen Hours (chunk) is taken into affect when spawning zombies.
     
    Some confusion comes from the redistribution mechanic. Many mistake zombies moving at a fixed rate from areas of higher population to a lower population as spawning new zombies. This is controlled by redistribtion hours, in which zombies start moving in a random(ish) direction at a fixed rate. Note, they don't start moving until 12 hours later. This can be influenced by Follow Sound Distance.
  5. Like
    MostBestRoleplays got a reaction from uberevan in If And When What Would Be Your Plan   
    make the stairs to my appartment unaccessable, raincatchers everywhere, steal a few goats from a near farm and declare myself king of Boerenburg.
  6. Like
    MostBestRoleplays got a reaction from KarenB88 in If And When What Would Be Your Plan   
    make the stairs to my appartment unaccessable, raincatchers everywhere, steal a few goats from a near farm and declare myself king of Boerenburg.
  7. Like
    MostBestRoleplays got a reaction from PhantomWarlock in If And When What Would Be Your Plan   
    make the stairs to my appartment unaccessable, raincatchers everywhere, steal a few goats from a near farm and declare myself king of Boerenburg.
  8. Like
    MostBestRoleplays got a reaction from RobertJohnson in If And When What Would Be Your Plan   
    make the stairs to my appartment unaccessable, raincatchers everywhere, steal a few goats from a near farm and declare myself king of Boerenburg.
  9. Like
    MostBestRoleplays reacted to GoldenBullet in Depression, Schemas and Emotion Moodles   
    Just got done finishing a zombie book by Stephen King called "Cell", sadly it wasn't even close to being good, he should stick with horror and stay away from zombies lol.
     
    Anyway on topic, your right about depression but I don't think that this would fit into the game well. Seriously you just wrote out an entire essay about a single moodle. Having so many complex formula's and mechanics for a single bad trait woudl not be good for the game. There is a such thing as over-complexity.
     
    The depressed state of the mind is no more special than all the others. Meaning unless the developers plan on making every single personality/ state of feeling moodle super complex, this goes above and beyond sense. It would be like making a single weapon take into account the speed your running at, the angle you hit the opponent, direction of the wind, ect; while making all the other weapons just have flat damage based on the amount of charge time -______-.
  10. Like
    MostBestRoleplays reacted to Epicred4 in [24/7][Role-Play][East Coast][Build25v5] - It's too dangerous to go out alone!   
    MostBestRoleplays your Emilio Botero! You died . Well My guys still alive after all he has been through :/.
  11. Like
    MostBestRoleplays got a reaction from Epicred4 in [24/7][Role-Play][East Coast][Build25v5] - It's too dangerous to go out alone!   
    Had some fun RP with Epic, Char and Vi as Emilio Botero/Rodell Green. But it is almost impossible to play with this lagg. Maybe you should do a server restart? IT isn't FPS lagg as much as it is serverside lagg, the zombies freeze up every 2 sec and then they teleport forward. IT is SO annoyingly fucking hard to kill a zombie with this lagg, everytime I knock one onto the floor, it dissapears for a second and then 2 secs later it pops up again. Please, fix this shit.
     
    PS If some of the more dedicated rpers on the server want to do some RPing with like 3 or 4 dedicated rpers on a little private server, then let me know because I'm up for that. (I can't host a server due to my shit laptop though )
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