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MafiaPuppet

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Everything posted by MafiaPuppet

  1. To be fair, I'm sure my side is full of retards, too. Spank me, daddy.
  2. As long as you set the baseline of exhaustion at ~20 zombies, it won't effect the experienced players whether they lose exhaustion killing zombies or swinging. The end effect for them is the same. Just ignore the retards that believe computer games are an elitist sport and do whatever makes the most people happy.
  3. I've played a few hours of it and I like it. It's nice to be limited by the game mechanics instead of my twitch. It used to be the only time I retreated from a massive horde of zombies was when I didn't feel like taking the time to kite them dead. Now even if I can properly manage them, the game literally forbids me from cheesing it. I like being forced to run from a sane number of zombies for once.
  4. IWBMS 30 has added some additional inputs to several of its functions. Mostly a required player value. It breaks the lua for some mods. You have to go through and make sure to plug the player into the new places. This is one of those mods.
  5. Any idea why when I updated my mod from B28 to B30, my custom evolved recipes aren't naming themselves properly anymore? Instead of casserole, the context menu displays the name, ContextMenu_EvolvedRecipe_Casserole > Tomato (10), Steak (15) And when I make the item, it names it weird now. Like, "Tomato Steak and Casserole" Where is the code change that I have to go repair?
  6. Look at it this way. You are already breaking immersion in the way that you are choosing to explain the difficulties in the tooltips. Since you're already doing that, you can name the difficulties w/e you want. You don't need the baggage of bad connotations. When the player is actually in the game, he'll forget those tooltips, but he won't forget the difficulty he is playing. Especially when he gets to the scoreboard at the end and he has a shit score on 'BEGINNER'. Do you really want to emasculate a player who only paid $20 for your game? The chance of new players shoeboxing a game based on a bad first experience is much higher for budget indie games. If you name the difficulties 'One Week After' and '8 Months After' or something, you remove the negative connotations. They do not know what those things mean because they've never played a game with those difficulty titles, so they are more likely to properly read your meta tooltips. And during the game, they won't be thinking about whether it's Beginner or Hardcore or whatever. They'll be thinking of the immersive title and be like, 'I died 19 days into the apocalypse!' or whatever.
  7. It's your call. But the class of people that play videogames are not as cerebral as the class of people that design them. You know full well that explaining the rules in text isn't going stop them from getting all hurt and angry that they failed at what they *choose to believe* is their skill level. And 'We told you so right in the text' isn't going to assuage their feelings afterwards :3 I totally understand your math nerd mentality, though. But I doubt synonyms like 'Basic' would work as a compromise. You'd be better off inventing words like you did with Sandbox and Survival. Something like, 'Day 1' or 'Dawn' or something. If this is your first time playing, play from the beginning! The zombies aren't as numerous yet and you have more time to get set up before the difficulty ramps up.
  8. Calling it beginner is a bad idea if you want them to try it first. The class of gamer that plays computer games hates playing noob difficulty. A lot of people will pick the next one up, fail horribly, then hate playing beginner b/c they feel like failures. Call it Normal or something. It's not like you have a "Hard" and "Insane" that require you to use the "Beginner" pattern anyway. Don't take the word with the worst connotation for no reason.
  9. Well, it's a little silly that you have to harvest plants or they rot. IRL, there's a long period during the season that you can leave them on the vine. If that were present, players may actually be able to survive on farming in the base game without canning mods. As it is, unless you time it properly like a math nerd, you'll end up with periods where all your food rots between harvests. I think realism that improves playability > realism that reduces playability.
  10. Yeah. I use the irrigation mod. Like I said, as long as I can mod the boring out of it IDC how realistic they want to make the base game.
  11. I mean, if you want it to be realistic, that's fine. But realistic farming without technology is massively time consuming labor, and I'm never going to farm if more than 50% of my game time is spent right-clicking farm plots and grabbing water.
  12. As long as farming remains moddable to the extent that it is, I'm happy. The default farming takes so much micromanaging that it takes all the fun out of the game.
  13. MafiaPuppet

    Mod pile

    I was going to update it this weekend. I already knew it wouldn't work until I fix it. Thanks, though.
  14. I didn't say not to explain it within the mythos. I meant trying to nerd lawyer it in real life. You missed my point. "Max Brooks compares zombies to insects and explains their behavior by the rotting of everything except the hind brain. I think this grounds zombies in a scientific way that adds verisimilitude to the mythos." is a line of argument that I feel would be persuasive. "In Max Brooks' novels, zombies function like insects. This is obviously the best kind of zombie, because obviously when a person dies and is reanimated by some kind of prion retrovirus, then their brain would rot to the extent that only their hind brain would remain functional. Biology supports me, and if you disagree you don't believe in science." is a stupid line of argument in my opinion. You can argue the subjectives of a zombie mythos, but trying to argue the objectives is something only idiots do and only idiots would be persuaded by. It's fundamentally a magical plot-device plague in a pretend world.
  15. It's so ridiculously pointless to try to rationalize what a zombie would and would not do. If you need to apply a thin veneer of science fiction to justify the fantasy to yourself, go ahead. But any reference to instincts, brain cells, motor controls, etc is just playing with buzz words. You can no more justify your headcanon version of zombies with science than I can prove the existence of dragons with wikipedia. I happen to prefer the true Romero zombie. I'm not going to try to prove it's somehow the only logical zombie because dead muscle cells can't contract fast enough to sprint.
  16. In realism's defense, I think the days immediately following the end of the world would be marked by hording and gunfights everywhere.
  17. Ah, I can't wait for the day that I roll up a cripplingly superobese octogenarian and buzz around through the supermarket on my comically small electric wheelchair filling my basket with chocolate bars and orange soda. I'll make it until power goes out, when I have to heave myself out of my wheelchair to slowly waddle away from Zed, my age-thinned calf bones bowed to snapping from a reckless lifetime of lugging my freakish bulk around from meal to meal. If we're implementing obesity, I demand that we implement eating Zed. I want to Kirby a bitch.
  18. Lol. That does sound scary. Anyway, in regards to the OP, I don't think it's right to focus on the superhuman aspects of zombies in Romero's films. I think that the mythos that Romero established about zombies is more important. They are slow, innumerable, and impossible to hide from, and were the first horror movie to take place in modern, everyday locations. In all these ways, they symbolize the looming inevitability of death that we all face and is something zomboid stays true to thematically. In this sense, I think zomboid respects the Romero mythos. Could it do it better? Sure, but that's mostly because the gameplay mechanics aren't working very well yet. I don't think giving individual zombies superhuman strength or invisibility is the solution, though. Zombies always seem to find you in traditional zombie films. They ultimately come in numbers that you can't deal with, but that doesn't always mean they come in a horde. If the protagonist is weak, a couple zombies is enough to achieve the same effect. If the protagonist is in a group, then the horde is proportionally large. In Zomboid, there are potentially enough zombies to achieve this, but they are too stupid to find you. This is only half because the zombies don't migrate properly at the moment. I also think that the designers are also inappropriately simulationist. They seem to want to reward players that hide from zombies and play it safe by modeling a zombie that functions like some kind of animal; if you leave it alone, it doesn't react to you. While this is realistic, it is inappropriate. If we were being realistic, zombies would never destroy the world. Ten people with sharp sticks and a chain link fence could kill a thousand in a single day. There is no asymptomatic stage of infection and symptoms are immediately apparent to laymen, so the primary causes of pandemic are negated. The zombified actively present themselves to danger, including corrosive weather and immune wild animals. So you have to draw the line somewhere. I think the designers' zombie is too simulationist. The advantage of a true Romero zombie is that it is naturally pretty gamist. Innumerable zombies empowers the player even when they win; the more it takes to overpower him before he has to run/die, the more powerful he feels. Omniscient zombies keep the player fighting/running/surviving, rather than playing farmville. Slow, weak zombies actually reward tactical barricading beyond just roleplaying your base, provided we get some larger buildings to escape through in future updates. I'm not saying you should make them last stand omniscient, since that prevents basing and sleeping entirely, but it is dramatically preferable to the bullshit safety that we experience atm in Zomboid. Even when they implement zomboid migration, I doubt they intend your safe house to come under attack more frequently than a week or so. And in real life, this would be true. Beyond the chance encounter of a wandering horde, there is no realistic reason that sufficiently distant zombies would wander towards your location more frequently than any other. The problem is that this is boring, and has never been true for any zombie mythos, even modern ones like TWD. Beyond the climactic horde that forces you to grab your shit and run, there is always a constant trickle of zombies that attrites ammo and stokes survivor tensions to generate the true Romero threat: other people. If zombie migration only brings a horde once a week, then the player will still be able to stockpile ammo and encouraged to farmville for the other 85% of the game. If you don't punish the player for playing farmville, then he's going to play it. It's the most effective method of survival, even if it is the most boring and completely removed from ZOMBIES. So if you're going to take anything from Romero, it should be the zombie omniscience. Don't grab all zombies in all locations constantly like Last Stand does, but grab a selection of zombies in nearby map cells a few times every day and have them wander to random locations inside recently inhabited cells. Players may bitch about it being unrealistic, but it's better than them getting bored. Just give them tools to manage the problem of fifty+ zombies wandering into their square every day. Make tall fences destructible but ridiculously durable and reward the player for fencing hundreds of zombies like they do in TWD. Make walls similarly destructible, but prevent the player from attacking through them like fences to encourage realistic base design. If there are more zombies migrating towards the base than the player has weapons to kill them, then the base is necessarily temporary. If you balance it properly, that provides an endgame to zomboid that would last until the player dies. It would make food and water scarce again. It may even make ammo and weapons scarce for once. It would certainly let people actually brag about living for six months.
  19. I agree with everything except this. I don't even bother to sheet windows anymore, since I can literally be looking at zombies outside my window when I sleep and they don't care unless they'd already noticed me beforehand. The fear of beds is an illusion. Maybe in an older version it was different.
  20. Since the game isn't going to have kids for the same reason every zombie game avoids kids, I don't see how the game could satisfyingly answer a question that sets the bar so high. Randomly generated quests are not going to create some deep, philosophical narrative. If we're lucky, it will be extensive enough for emergent narrative to appear. That narrative may be interesting, but I seriously doubt it will be anything that lives up to your question.
  21. This is how I choose to explain the ridiculousness of finding a handful of bullets in random places throughout peoples' homes. I think it's pretty normal for people to store their ammo in places different than their gun, but they still usually store it in boxes. The ammo we find is the stuff that slipped through the cracks when the owner was GFTOing. Wildly exaggerated. You're thinking of, what, muskets? :3 But srsly, it takes at least 200 rounds for even the most unfriendly gun to start risking a misfire, and I think the current durability rate of guns sufficiently simulates that. Though, some handguns might be lower than that. I doubt it's very significant, though.
  22. Because it's holding soup. Eat the soup, and the pot won't be holding soup anymore.
  23. This is the basis of his entire argument and the reason this isn't going to get anywhere. Kajin has invested in the idea of solar panels because he has for some reason also assumed that the devs are going to implement... Chance of instant electrocution death when handling electronicsLightning strikes that light houses on fireA system of electrical installation so robust that it includes proper and improper grounding conditionsWeather that corrosively damages exposed building and furniture objectsJealous NPCs that sneak onto your roof and steal your furnitureIf you want to solve power failure, let's add solar panels. If you want to solve gasoline shortages, let's add electric cars. We already have rain barrels and irrigated farming, so the last step in postponing your death inevitably is to add a cure to the infection, or just really thick scratch-negating sweater mechanics.
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