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zeroboywd

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Everything posted by zeroboywd

  1. Grappling hooks

  2. Bullets would be the new economy. When the whole world (theoretically) collapses, no one but complete lunatics would be trying to get a hold of money. Assuming the infection takes over everything, then the federal reserve is gone. Its d-day, someone offers me 100 bucks for a ride or 30 rounds of 9mm, I'm taking the bullets. The economy will keep going same as it does in a society, even a collapsed one, but no one is going to recognize the US dollar as having any value at all. The people with the guns will eat the people with money. Adding money would destroy this game
  3. Eh.... You also have magazines and paper. Adding money doesn't really add that much to the game I feel. And do you really want a currency (even a fiat one) working in multiplayer?
  4. Right. In Muldraugh its pretty lackadaisical with zombie densities and I usually want to start a new world. But west point right now is insane. Every house I entered had zombies bashing to get in after me. Now this is not a bad thing as it presents a very different play style, much more run and gun and try to make it through the night (thank you woods.) The only problem I'm having is having to create a new character from scratch every time and they don't last long because hordes are abundant and hiding doesn't work. It would be very convienent if after you have died and you get the "Survived X" crawl, you get a little context "Spawn Random Character" or "Exit." This would add a number of elements to the game as well. I think for the most part, everyone has come up with their own builds that they play constantly. Adding totally random character generation would give a more roleplay feel to it. Take control of a citizen then adapt your play style to fit their skillset. Just idle thoughts that I think would be neat
  5. So after having my best game ever (36 days until I decided to stick around a house with the alarm going off) I decided to start a game in West Point. Holy crap. I dunno when the zombie density skyrocketed but I'm running from constant hordes, stabbing, shooting, breaking into houses, grab a bag of chips then burst out the door, stab, stab, repeat. Its all very spartan and cool, but having to go through character creation each death gets tiresome. Could an instant respawn be implemented? Randomized character, proffession and attributes. I'm just saying in an enviorment this chaotic it would be an awesome feature to be able to just repeat drop into instant action.
  6. lol that's awesome. See thats the thing about the planks. Vital to construct a base of operations but if you keep your load to mildly strained your talking about moving 3-6 planks at a time. When I first started playing I thought I'd be clever and go to the logging company for the plentiful wood. An hour later as I being devoured by a horde I can't outrun, I decide that perhaps I need to rethink my strategy Hit someone with a cart in real life. They don't get knocked back, they fall over and the cart goes down with them. So I can see hitting a zombie to knock them down, but your cart would spill its contents and you have to have a timed action to pick it back up. So you could use it to become an obstacle for running away, but I don't think it should be reminiscent of the cart from Dead Rising.
  7. Those stupid mistakes you make are the point. Because we all have said it, sitting around with our friends "Oh I will survive zombies" But when it comes down to it, a stupid mistake will be your undoing. There is no winning. Just outlasting. I would say the informal victory of PZ would be if you managed to kill the combined populations +10% for Dixie. And if your world has too much progress to let go, load your game after you've been killed, start a new character and then haul ass back to base. I don't do it because it kills the spirit. I've found my base (The med center) and I have built that thing up dozens of times, only to be killed on some fools errand looking for a damn carpentry book. I get WHY you wish you hadn't been infected but play on sandbox with 0 transmission rate for a while. Without the risk of fatal injury the game loses a great deal of the thrill. Sometimes I do like to pull out a gun and just unload, but when I do, I usually don't get away at the end. If the game wasn't lethal you'd have no incentive to start again "Ok this time, that bullshit WILL NOT HAPPEN!" And it begs the question, if you can cure the only real threat in the game, why not just hack max stats, spawn some guns and have your fun. If you want to cheat, nothing is stopping you. I just promise if you take the virus out of your game you will stop playing much sooner. Thanks btw for making me break character in this thread And I really don't want to worry about influenza, polio, the measles... Its zombies, not orgeon trail
  8. Only grab nails, trash bags, peanut butter, water bottles and 9mm

  9. Probably. But I'm skimming the directories and can't find the traits file.... What exactly are you trying to do? Because using thick skin I've gotten away with A LOT so I'm not entirely sure how resistant you are trying to be. There is an option in sandbox mode to eliminate transmission
  10. There was a wheelbarrow?! Did it act as an inventory item like a backpack does?
  11. Why is everyone so intent on stopping zombification? The virus wiped out the planet and now survivors are thinking a little purell will keep them safe? Look if you want to spend your ruckspace on antibacterials, suit yourself. I'd rather use it to carry a few more cans of tuna, or bottled water. I'm convinced spending so much time outdoors these days has boosted our immune systems. I've yet to catch a cold from the rain or weather. Food poisoning maybe but soap won't help you there. There is no cure for the zombie virus. Once the infection has hit your blood stream, you got about 30 seconds before it makes it to your heart. I've heard rumors of people cutting off their appendages in an attempt to beat the infection to the heart but I'm not sold on this theory, at all. I've come across tons of zeds missing limbs, have yet to meet a survivor who beat the virus. You will never beat the virus. Eat a soup for your cold, keep quiet, and for God's forsaken, avoid the dead like your life depends on it.
  12. WHERE THE HELL IS THE AXE?!

  13. Fully efficient at two hands, unusable at max exertion. Doesn't even say you can demolish with it. And I wasn't encumbered, I just had full bags and couldnt pick up any more
  14. Thats what I figured was going on. I don't know if it was intentional or not. if it is I can respect that no matter how many bags you carry at a certain point you can't take on more volume. But if thats the case it would be nice to know whats going on with a notification or something rather than clicking over and over thinking something is glitching. I don't know if its related but when I did hit the limit I became unable to operate the sledgehammer. The destroy contextual was just gone until I unloaded
  15. Well I got a bulldozer so I'm not too concerned about CPU load, for me its about being able to look down an alley and determine if its a safe path, or being able to knock down a wall for an escape without having to walk all the way around. Sometimes I can get lucky and walk back a ways to see it and I can get the contextual option, but sometimes I'll get trapped in a small room with a horde right outside the door and can't knock down the one wall I need too for an escape. Which renders the sledge a 6 pound paperweight
  16. But while I'm on the subject let me ask something. If I have a big hiking bag on my back and one equipped to secondary, at a certain point I can't pick anything else up even if I am under my normal weight limit. Is this supposed to be happening?
  17. That's kinda difficult to determine, because the size of the planks is variable isn't it? The ones you nail over windows and doors are rather small but to build a wall (3 planks) they would have to be much bigger. I get that it keeps it balanced but in real life if I was planning a construction project I would use a sled or wheelbarrow to haul a little bit more than that. Being that thats not an option in the game I have to make do with spending several days just hauling logs and planks from the forest. Its not THAT far from my base (Medical center) but just mildly inconvenient there are no options to move wood in bulk
  18. I think having a button to toggle viewing of walls would be extremely benificial. Right now when you go around the back side of a building you can only see so far down the wall before the transparancy cuts out. This could be extremely problematic if a zombie(s) is standing along the wall and you end up running smack into him. Also once you start getting into building and demolition it becomes difficult to work southern facing walls as they vanish when you get close to them. A key press that makes walls pop up or vanish would solve both these problems. Just a thought
  19. I haven't seen this but my inventory won't seem to hold over 50 units ever, bags or not. Very frustrating being able to only carry fifteen planks at a time and having to spend upwards of a week going back and forth to the forests.
  20. Its a realism thing, everone alive IRL wants more time but we don't get to stretch it out =P I had some fun with mods and it does make for fun little side jaunts but I'm starting to think maybe the devs know what their doing with the difficulty of survival mode
  21. There is a mod at pz-mod called "Immunity" Its gives a 50/50 shot at being immune to the virus, maybe have a look. I played with it for a while but after finding out I was immune, the game really did lose some luster. Damage can be healed pretty easily so once the risk of one hit death is gone you lose a lot of care for how you play. I'm finding the same is true for a lot of gun mods, they tend to overpower you to the point where you're just sandboxing the game with zombies being kinda an afterthought
  22. Ok so let me see if I have this right. User\Zomboid\Mods\ This directory content will remain essentially the same User\Zomboid\Mods\AnyMod\Media\Lua\Client\ This is the new folder we will put the mod content into in order for PZ to read the mod files properly in our SP games? User\Zomboid\Mods\AnyMod\Media\Lua\Server\ This would be the structure for hosting a modified server? User\Zomboid\Mods\AnyMod\Media\Lua\Shared\ Don't really need to use this for mods? I've yet to try multiplayer functions, but build 26 is to slick not to be playing on, and I've spent a bit of time modifying other peoples mods to maintain some balance in survival, I'd rather not have to scrap my work if I can avoid it EDIT: Ok so after some experimentation I've discovered that item distrobutions need to go into a "server\items" directory... Still playing around with everything but I'm sure someone else could explain it better. I'm not a modder, just a tweaker flying blind =D
  23. I didn't even think to check sandbox, I've been rocking survival lol
  24. zeroboywd

    Passage of time

    Ok so for me it feels like days go by at lightning speed. I do a little inventory management in my cabin and I have to sleep... a whole day wasted. Does anyone know how complex it would be to slow down the passage of time? Maybe extend the length of a 24hr period by 1.5 normal? I've just started digging around in the lua files and am having a lot of fun tweaking small things here and there but I don't know anything about how the moodlets work and I could see how tweaking time could feasibly interfere with them. But I figure adjusting it wouldn't be too unbalancing because while you have more time to mess around during the day you will also have to sleep for more real time, thus leaving you more exposed. But if the moodlets are based in real time instead of game time I can see how this could become a problem, going to bed at 9PM and getting up at 1AM.
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