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PrPleGoo

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Posts posted by PrPleGoo

  1. Have you guys considered unarmed combat? It may be a little slower than using weapons but it costs no durability and as long as you are fighting no more than three zombies it's 100% safe.

    I only use unarmed combat if I am against a single zombie.

    3 zombies would be pretty hard to brawl I guess. You need to land the foot smashes while they're down. And the "unattended" ones tend to get up pretty early. This would be a long fight, and would cost a lot in terms of daily stamina.

    If one zombie goes down you can use it as a shield against the other two and just hold your LMB down to shove them away and stomp. You can shove twice between stomps without the downed zombie getting up. Ergo: fighting three zombies is fine.

    Sure you use up a bunch of stamina but always sneaking instead of walking does a lot to bring this back up.

  2.  

    I haven't played 30.8 that long yet, but don't you guys feel the tension building when you're character is exhausted and a long way from your safe house? I mean, the new system will probably be tweaked several times in the next weeks or months, but I think the basic idea is the right one.

     

    What do you guys think was thrilling or good about the previous 10 second stop-watch exhaustion system? I really want to know; maybe I missed or just where ignorant of the positive side of that system.

    No tension. I don't need to be anywhere near my safe house. Any nearby house is sufficient for resting. I know that if the exertion moodle appears I can walk into the nearest house, pick the least exposed corner and rest. If zombies are following me and I'm too exerted to kill them I can get them stuck on a building or fence. They can't catch up to me even at walking pace. This leaves a system that fails to make zombies more threatening whilst also creating more intermittent downtime for your character whenever you're performing physical activity. As I've said several times, I don't think putting a lot of downtime in a game is good for it.

    As I've also explained, the previous system allowed players to recover from exertion too quickly and needed tweaking, but it didn't require intensive resting to overcome and did a better job of modelling short term fatigue than the new system.

     

    The main issue I have with the new exhaustion system is similar to Florin's. As you stockpile your safe house the distance you need to travel from home to "the front" increases. Walking that increasing distance is just boring and stopping every fifth house you see to pull up a chair so you can sprint the distance isn't better, more challenging or fun.

    Then once you do hit the front line you run into the same issues while looting. Zombies guard loot because area's you haven't visited still have loot and zombies, so you have to do combat in order to loot. Stopping after every small pack, which are with the new clumping mechanic definitely more challenging, is not fun or challenging. 

    The old "pull back for 10 seconds to wait for exertion" system wasn't good either. You could spend all day every day clearing zombies and snatching up loot. But now even getting to the point in gameplay where I kill zombies and loot stuff is tedious and the combat itself is easier as long as you take it in small bursts with downtime in between. It reminds me of having to drink water back when I played WoW vs timing your spell casts to get some spirit regen.

     

    I understand this is all experimental due to the nature of the IWBUMS branch and I still love the game. This is just my two cents on the three page discussion.

     

    Keep up the good work devs!

  3.  

    RJ, shouldn't people have to disinfect wounds? You don't put a clean bandage over a dirty wound. In real life cleaning the wound is far more important than cleaning the bandage.

     

    I think I miss explained it: you can be infected directly by a wound, let's say you cut yourself on a window, get infected, so yes, it's good to disinfect before doing anything, to prevent just in case.

    But then also, during the healing, if you put a bandage it's better to disinfect the bandage, to be sure you don't caught an infection during the process.

    But you have way more chance to get infected if you don't put any bandage on the wound, disinfect bandage is again, a matter of prevent, you could still not do it and deal with infection if it appear, you'll just have a longer healing time and more pain, depend on how the wound is critical..

     

    Painkiller was bugged, I just fixed it :)

     

    Does the infection chance start once your bandage gets dirty or does it only increase? Do disinfected bandages take longer to become dirty?

  4.  

    Aye  :)

     

    I don't know exactly in game time, but nothing to do, just bandage (no stitch needed), it's almost like a deep wound (time is random)

    "Or was it? I better check that code..."

    • Fixed a bug in the bite time calculation
    • Fixed a bug in the wound infection calculation
  5. Sleep hasn't been implemented in multiplayer to my knowledge; splitscreen is it's own separate beast and it's implementation of sleep probably won't be available when on a server.

    Wha- Ho- Wh- There is another way to splitscreen without being on a MP server?

  6.  

     

    EDIT: for coop sleeping, each player can go to sleep seperately.  Time only speeds up when both are asleep.  It looks a bit weird because the sleeping player is standing up.

    But you don't get tired in MP, right? Is there a special way I need to configure a server for coop?

     

    I do believe that is specific for splitscreen multiplayer.

     

    But the splitscreen multiplayer still runs on a MP server.

  7. EDIT: for coop sleeping, each player can go to sleep seperately.  Time only speeds up when both are asleep.  It looks a bit weird because the sleeping player is standing up.

    But you don't get tired in MP, right? Is there a special way I need to configure a server for coop?

  8.  

    Shotgun, lots of shells and kiting the horde to a pre-selected, pre-cleared up chokepoint.

    Aye. Drake and I cleaned out  a nice big horde with just a shotgun and 40 rounds.

    Won't work if on insane zombies, though . . . don't even try it.

     

    Can confirm that it does, just start out with 2 boxes of 9mm ammo to draw the zombies in. Then use about ~3 boxes of shells to clear out most of the horde. Maybe use 2 more boxes of 9mm so you can be comfortable in killing off the remnants with an axe.

    Protip: bring 2 axes, 2 pistols and a bunch of extra ammo just in case.

  9. java.io.EOFException        at zombie.iso.IsoLot.readInt(IsoLot.java:66)        at zombie.iso.IsoMetaGrid.Create(IsoMetaGrid.java:568)        at zombie.iso.IsoWorld.init(IsoWorld.java:1010)        at zombie.network.GameServer.main(GameServer.java:156)45, 33Exception in thread "main" java.nio.BufferUnderflowException        at java.nio.Buffer.nextGetIndex(Buffer.java:498)        at java.nio.HeapByteBuffer.getInt(HeapByteBuffer.java:355)        at zombie.iso.IsoMetaGrid.load(IsoMetaGrid.java:325)        at zombie.iso.IsoWorld.init(IsoWorld.java:1030)        at zombie.network.GameServer.main(GameServer.java:156)D:\Steam\SteamApps\common\ProjectZomboid>PAUSEPress any key to continue . . .

    This is the error I'm getting when restarting the server after one or more people have joined.

    The EOFException seems to happen every time but it never crashes anything.

    Resetting the server completely is the only way for me to host again.

    I followed your instructions as in: http://theindiestone.com/forums/index.php/topic/7897-build-26-custom-maps-spawn-locations/?p=104630

     

    The server runs on 8GB ram on windows 7.

  10. There error is happening while reading .lotheader files.  I notice you have Bedford Falls.  I wonder if you get this problem with only the game's maps?  I don't know why it's getting an end-of-file error reading the .lotheader files when you restart though.

     

    Must have made a mistake backing up my media folder.

    1. Deleted local content and redownloaded PZ via steam.
    2. Changed to the IWBUMS branch.
    3. Changed the batch file to allocate 4096M ram.
    4. Starting up the server with the old save: crashes as expected
    5. Starting up the server after deleting the old saves.
    6. Connect to server with client, disconnect after.
    7. Shut down the server and starting it back up again: works! Yay!

    What a stupid oversight on my part.

  11. Hi everybody,

     

    Long time lurker first time posting here. I tried to use the search for this error but nothing came up. So here's the issue I'm experiencing:

    • I can run a server fine
    • friends can connect through hamachi (something wrong with my router, ports won't open)
    • we can play together fine
    • when I close the server and start it back up I get this error: http://pastebin.com/XhPEUyME
    • deleting the save files will allow me to start up a new server (but that is undesirable)

    Here's what I've tried:

    • deleting save files (works but undesirable)
    • allocating more ram: 2048M to 4096M
    • deleting media folder and restoring it from back up (doesn't work)

    Has anyone experienced a similar issue?

     

    Edit: forgot to mention the build we are all using, it's 26 (iwillbackupmysave).

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