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chronicpayne

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Everything posted by chronicpayne

  1. It really is a fantastic game, highly recommended for survival or apocalypse junkies.
  2. There is a mod that works for the current non beta build (and maybe beta?) that does exactly this. Consider using it in the mean time: http://theindiestone.com/forums/index.php/topic/11484-dry-towels-v50/
  3. +1000 for this type of flavour text/status text in the bottom right corner! It's small enough it doesn't affect immersion, and I think will really help to clear up some moments as to "what just happened". Examples, How you sustained that wound/injuryIf you notice the weather changing or starting to get colder/give the player tips on mechanics the player cant visually see (outdoorsman or other traits could tie into these!)The water pressure seems to be dropping, or the you see the power/lights starting to wane and flicker.Hell there's lots of potential with this - you could even tie it into the smell system, but for the player to use, stuff burning, etc I see it being almost like a combat log or diary? IMO The more info given to the player, the better. These changes would be great to have as everything becomes more complex and game mechanics/items become more intertwined, but its not something needed right this second. Also, as mentioned, I think having a mechanic where if a zombie has a neighbor zombie in a tile next to him, and if he attacks a running player, there should be an increased chance to "grab" or "slow" the player. This grabbing or slowing mechanic is already in game (Ive definitely slowed down out of nowhere while running into zombies) but I think if tied into the new 'clumping' mechanic could make "run-bys" a thing of the past, forcing players to give zombies at least a 1 tile berth when running past a group of more than 2 or 3 of them. It would be more balanced as it would simulate a "throng" of zombies moving about - where its much harder to keep an eye on EVERY limb and object, raising the chance to be slowed. (Maybe have the players panic level tie into their chance to be slowed, as the panic seems to rise with large groups of zombies so maybe the two mechanics could be used together to simulate what was described above) Would be fun as players too, as they will have to really shoot for the gaps - only to have the gaps close and reform as zombies move. Either way, good job pz team so far, it's looking great.
  4. Awesome! Thank you for the update Omega, will try it out asap.
  5. My cheap and cheerful solution was to change the "drying out" time by a factor of about 8x. (From 300 to 2250) So it takes roughly forty minutes in-game time on the default speed, as I felt was more realistic and also balanced (as its still about 50% shorter than just waiting to air-dry, but you have to stay immobile or it resets, meaning you need to be safe.) As much as I want to increase the timer more to make it realistic, it just wasn't fun, as you couldn't do anything else for the duration. I would think a towel rack mod would be the next step, so the dry time can be increased to half a day, but still leave the player free to do other actions. Another solution may be the option to dry towels out in the oven?
  6. Couldn't you find anything to break it with?? Pretty sure anything in your hand will do, so even a pen or pencil if you are stuck in a classroom.
  7. Not if you are in the lucky 4% That percentage is a myth by now. Will we be able to edit this % possibly? I love extremely difficult sandbox settings, but when I play with friends who aren't as experienced it would be neat to give them a slightly higher chance of living.
  8. Go RJ Go! As an alternate plan of attack, would it be possible to modify sleeping itself so it doesn't alter the GameTime speed?
  9. Any experienced modders know if this would be possible?
  10. I found some tweezers in one of the first bathrooms I ran into upon starting a new game with the build. I'm curious about this as well!
  11. I've tried it on build 29 and it worked. Fantastic work on this mod Omega. I tried it out with build 30 beta and it sseems to still work as well, although I noticed the new medical items didnt seem to show craft helper in their right click context menu's. Also pots/kettles/frying pans did not seem to have craft helper menus either, is this just because its not working with food crafting? Either way this mod really opens up the game, as knowing there are tons of things to craft but not having any clues or hints what I need can be frustrating, and checking the wiki is spoiler territory. So thanks again.
  12. If you have a server with "Zombies" set to 1/high, and then later it's lowered to 2/3/4, what exactly changes? I assumed zombies where spawned once, on server creation, so would changing it even do anything untill the server itself is wiped? Also in the sandboxvars is it possible to still have a random integer for the electricity and water outage dates, like would using "X-Y" work instead of just "X" ? Thanks!
  13. Will this work with build 29? This sounds incredible...
  14. Just make sure you go into the servertest.ini and edit PauseEmpty=true. Default I believe is false, so your server will run even if no one is logged on (but not if you close the .bat)
  15. I know im not alone in being someone who would love to see sleeping put back in multiplayer, even if it was toggleable. Probably been discussed to death, and I apologize if this has been suggested already, but here is my shot at a balanced compromise: The game speed would not change. To help with that downtime, shorten the time required to sleep so each player maybe needs 3-4 hours per 'day' as a baseline. Sleeping would leave a player with a darkened screen/a circle of vision around his character to represent the awareness people have when they are sleeping (the size of the circle or opactiy could be affected by your awareness, traits, items, skills or just be static) but make it so they cannot hear sounds except music and ambience. This lack of sound is crucial, or players will too easily notice zombies banging to get in. They need to be as sure as possible there are no threats BEFORE they go to sleep, even though they can see around their character somewhat while asleep. To balance this, let the player click a button to wake up whenever, but if a minimum time period hasn't been met, add a debuff for a period after (groggy, waking up, etc) that reduces combat potential in a big way. This would make sleeping neccesary, still leave the posibility to wake up and get away in an emergency, but leave you unable to really fight for your possesions or surroundings, giving the edge to your opponents. I love the nighttime-campouts PZ offers in single player, and really do miss the atmosphere it provides. Any way to get it back in would be fantastic.
  16. Love the mod, wishing it gets updated officially soon! Using the mod with build 29 and the recomended newitems.txt fixes + axe fix as a temporary solution for our multiplayer game, but I have noticed while we've seen many of the new weapons (guns specificly, pocket knife, etc) we have yet to see a parka/rainjacket, or any of the new lockpicking materials besides the crowbar functionality. Are they very rare? Are they simply not working with build 29? Does anyone have any thoughts, as I made our server extremely rainy as I figured we could use the parkas etc to stay dry... but we've just been soaking all game!
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