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MafiaPuppet

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  1. Like
    MafiaPuppet reacted to Florin in Trademark infringement in game?   
    Does this mean scotch tape should be the best item for repairing things, rather than the worst?
  2. Like
    MafiaPuppet reacted to EnigmaGrey in Trademark infringement in game?   
    Great, now you'll be sued, too.
  3. Like
    MafiaPuppet got a reaction from PSPSoldier534 in Operation Fix Late Game By Killing You Before You Get There   
    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.
  4. Like
    MafiaPuppet got a reaction from tommysticks in Mod pile   
    I don't see why they don't use evolvedrecipes for everything, though.
     
    Like, the default peanut butter sandwich recipe is the opposite of intuitive. But if you just append sandwich key-values to all the fruits and canned goods, players can dynamically make any sandwich they want. Bam, peanutbutter banana sandwiches on demand, or potato 10+mayonnaise2+egg5 = potato salad sandwich. So what if players are then able to make peanutbutter and ham sandwiches? If they want to roleplay a pregnant lady, that's just a hidden feature. The evolvedrecipes are wildly more intuitive. Hell, if you cared, you could probably even hook a function somewhere that checked the ingredients against a table of disgusting combos that always caused queasy and a surprise happiness penalty on consumption.
     
    I just know the current mystery cooking combos caused so much rage when my friends started this game, and it was super easy to go in and fix it.
  5. Like
    MafiaPuppet got a reaction from Dryke in Item deterioration   
    This is not true. The stiffness of the material you are applying force to is only relevant when dealing with shear stress, like drawing a steel katana across an iron shield. The only thing that matters when determining material deformation from force over an area, such swinging a crowbar at something, is the young's modulus of the crowbar at its point and angle of impact. Whether you are hitting flesh, bone, or steel with a crowbar is mostly irrelevant. What's more important is how generally massive your target is, but that's beside the point here. The young's modulus of steel is high, but not as high as most people think. Steel is a very effective building material because it has a high elastic threshold; it will bend elastically against a large amount of force before it begins to bend plastically. This means that if you build an airplane out of steel, its wings will bend! If you build a bridge out of steel, its supports will bend! And when the force dissipates, the steel will return to its original position because the bending was entirely elastic. To rephrase, steel is very good at accepting low amounts of force over long periods of time. However, this high elasticity threshold does not entail a high plasticity threshold. Once you exceed the amount of force needed to bend steel elastically, it actually only bends plastically for a much smaller window before it snaps/shatters, depending on the shape of the item. Steel is sort of like super-glass, in that it is very resistant to being permanently deformed until suddenly it's totally fucked. This is one of the reasons airplanes are so expensive; until recently, there hasn't been a reliable way to measure when a steel part has suffered small amounts of plastic deformation, so just to be safe, lots of parts are replaced more often than they are needed. This also why steel bridges suddenly collapse instead of gradually deform. When you have a long, thin steel crowbar, it feels super stiff to the average person because in that person's experience (over a range of applications that only apply relatively small amounts of force to the crowbar), it never bends. However, it is entirely fathomable that hitting something massive and moving at you would exceed the yield threshold of that crowbar and cause it to bend plastically. After it bends plastically even a tiny amount, the threshold for it to bend plastically that much again drops dramatically until it reaches a point about halfway through plastic bending that the required force to bend it to fracture could be managed with your bare hands. This deterioration of tensile (?) strength applies regardless of whether or not you manually bend the crowbar back to its original position at some point ('repairing' a crowbar, because the plastic transformation occurred at a much more fundamental level of the steel than just the shape it's been molded into. This is a property of linearly bending metals that you've probably noticed before. For example, it is much harder to plastically deform a paper clip at first than halfway through, and by the end of your little destructive urge, the force required to bend the paper clip to fracture is negligible. Bending the paper clip back into an oval does not magically make it resistant to plastic deformation again. Your crowbar exhibits the same property. Instead of being mad that crowbars suffer durability damage (which is supportable by physics), be glad you can repair your crowbar by rebending it and applying scotch tape (which is unsupportable by physics). To be fair, I agree that hitting a zombie with a crowbar wouldn't be sufficient to damage the crowbar. But since the game is never going to take into account those times you miss the zombie and slam your crowbar into the concrete sidewalk with all your strength, I think this method of tracking durability is sufficiently realistic.
  6. Like
    MafiaPuppet got a reaction from rumpel in Item deterioration   
    This is not true. The stiffness of the material you are applying force to is only relevant when dealing with shear stress, like drawing a steel katana across an iron shield. The only thing that matters when determining material deformation from force over an area, such swinging a crowbar at something, is the young's modulus of the crowbar at its point and angle of impact. Whether you are hitting flesh, bone, or steel with a crowbar is mostly irrelevant. What's more important is how generally massive your target is, but that's beside the point here. The young's modulus of steel is high, but not as high as most people think. Steel is a very effective building material because it has a high elastic threshold; it will bend elastically against a large amount of force before it begins to bend plastically. This means that if you build an airplane out of steel, its wings will bend! If you build a bridge out of steel, its supports will bend! And when the force dissipates, the steel will return to its original position because the bending was entirely elastic. To rephrase, steel is very good at accepting low amounts of force over long periods of time. However, this high elasticity threshold does not entail a high plasticity threshold. Once you exceed the amount of force needed to bend steel elastically, it actually only bends plastically for a much smaller window before it snaps/shatters, depending on the shape of the item. Steel is sort of like super-glass, in that it is very resistant to being permanently deformed until suddenly it's totally fucked. This is one of the reasons airplanes are so expensive; until recently, there hasn't been a reliable way to measure when a steel part has suffered small amounts of plastic deformation, so just to be safe, lots of parts are replaced more often than they are needed. This also why steel bridges suddenly collapse instead of gradually deform. When you have a long, thin steel crowbar, it feels super stiff to the average person because in that person's experience (over a range of applications that only apply relatively small amounts of force to the crowbar), it never bends. However, it is entirely fathomable that hitting something massive and moving at you would exceed the yield threshold of that crowbar and cause it to bend plastically. After it bends plastically even a tiny amount, the threshold for it to bend plastically that much again drops dramatically until it reaches a point about halfway through plastic bending that the required force to bend it to fracture could be managed with your bare hands. This deterioration of tensile (?) strength applies regardless of whether or not you manually bend the crowbar back to its original position at some point ('repairing' a crowbar, because the plastic transformation occurred at a much more fundamental level of the steel than just the shape it's been molded into. This is a property of linearly bending metals that you've probably noticed before. For example, it is much harder to plastically deform a paper clip at first than halfway through, and by the end of your little destructive urge, the force required to bend the paper clip to fracture is negligible. Bending the paper clip back into an oval does not magically make it resistant to plastic deformation again. Your crowbar exhibits the same property. Instead of being mad that crowbars suffer durability damage (which is supportable by physics), be glad you can repair your crowbar by rebending it and applying scotch tape (which is unsupportable by physics). To be fair, I agree that hitting a zombie with a crowbar wouldn't be sufficient to damage the crowbar. But since the game is never going to take into account those times you miss the zombie and slam your crowbar into the concrete sidewalk with all your strength, I think this method of tracking durability is sufficiently realistic.
  7. Like
    MafiaPuppet got a reaction from Zombies are my friends in Wind turbines, solar panels or generators?   
    Lol. Yeah, solar panels are made of "glass" and "wires." Keep dreaming.
  8. Like
    MafiaPuppet got a reaction from Viceroy in Wind turbines, solar panels or generators?   
    Lol. Yeah, solar panels are made of "glass" and "wires." Keep dreaming.
  9. Like
    MafiaPuppet got a reaction from INoEmo in Wind turbines, solar panels or generators?   
    Lol. Yeah, solar panels are made of "glass" and "wires." Keep dreaming.
  10. Like
    MafiaPuppet got a reaction from Blackbow in Mod pile   
    https://www.dropbox.com/sh/t9m3uetkmfefmr8/AABWbfghn3y3iwx7v8aC2f3Ma
     
    Fight the power. Keep in mind that even though the new weapons have drop rates below the default pistol, they cumulatively increase gun and ammo drops by about 150%. To balance the increased availability of ammo in an MP game, you should set zombies to High. Setting zombies to Insane is just asking for game-breaking lag. Also, don't expect this mod to work with other mods. I butchered the base files for my needs.
     
    Anyone know why the way I installed paintspray doesn't let other players see the paint you make in MP?
     
    Edit: Updated to fix a couple bugs.
  11. Like
    MafiaPuppet got a reaction from Blackbow in Mod pile   
    Dunno if starting a thread like this is against the rules, but I had to make a mod compilation that

     

    -fixes spraypaint to 27

     

    -fixes drying, juicing and canning to 27

     

    -adds canned food as ingredients for all default cooking recipe options cuz canned foods cook like normal foods

     

    -changes canned food drops to drop actual cans of food instead of a bunch of empty jars, since I have never seen a zombie movie where the heroes celebrated finding empty mason jars

     

    -fixes canning to get MORE effective as cooking improves instead of less

     

    -adds casserole cooking menu cuz baking pan should really be as useful as the other cooking tools, and limiting it to broccoli and other mystery recipes that are impossible to guess without a wiki open is obtuse

     

    -fixes the awesome tommyguns mod so that drop rates are balanced against the 9mm and the weird, crazy items like katanas drop 1 in 10 games rather than 10 in 1 game and other weapon stat balances. Also, removed the fantastic non-genre ones to reduce ammo types, since having more than 4-5 ammo types in the game starts to seriously inhibit playability.

     

    -makes crossbow bolts stick in corpses with a 20% chance of being found broken

     

    -adds craftable holsters to reduce the weight of holding weapons in your main inventory, making strong and stout less necessary to carry items

     

    -includes irrigation mod because the default watering system is obtuse and requires constant attention

     

    -includes lockpicking and crowbar because why isn't all this stuff just in the actual game?

     

    -adds most of the promised professions with custom traits

     

    -all professions start with relevant items

     

    -fixes broken traits unlucky/lucky that both make hyper-rare items either hyper-common or just "sort of common"

     

    -Added wheat farming, the baking sheet, and bread baking because the art was there, as are farming and recipes, so why was this not in there already?

     

    -Expanded the evolvedrecipe menus to allow ALL the reasonable combinations of goods. You can add peanutbutter and jelly to sandwiches, for example, as well as spices or fruits, so combinations like banana-peanutbutter or fruitsalad or potato salad sandwich are all possible. This extends to all evolved recipes and includes dried foods, canned foods, jar foods, etc. You can actually cook with your preserved foods.

     

    -You can salt meats, as well as dry them into various dried meats using the drying rack

     

    -Also halved the speed water leaves plants, because I've never heard of vegetables that needed to be watered daily or they'd die. The default values felt like you were trying to flood a rice field with a coffee mug every time you went out to water the veggies

     

    I can't post it, though, since some of those creators aren't active anymore and I haven't asked for permission from the others. I don't know why great mods aren't just included and maintained in the actual game, since it seems like the devs are more interested in adding function than filling out content themselves anyway.

  12. Like
    MafiaPuppet got a reaction from Dr_Cox1911 in Zombie changes.   
    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.
  13. Like
    MafiaPuppet got a reaction from Petra in Mod pile   
    I was going to update it this weekend.
     
    I already knew it wouldn't work until I fix it.
     
    Thanks, though.
  14. Like
    MafiaPuppet got a reaction from The Wanderer in Zombies using weapons/tools   
    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.
  15. Like
    MafiaPuppet got a reaction from Footmuffin in Zombie changes.   
    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.
  16. Like
    MafiaPuppet got a reaction from PhantomWarlock in y - obesity?   
    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.
  17. Like
    MafiaPuppet got a reaction from Talksintext in y - obesity?   
    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. Like
    MafiaPuppet got a reaction from Narri in Zombie changes.   
    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. Like
    MafiaPuppet got a reaction from Fryhizzle in y - obesity?   
    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.
  20. Like
    MafiaPuppet got a reaction from JensTheViking in Zombies using weapons/tools   
    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.
  21. Like
    MafiaPuppet got a reaction from JensTheViking in y - obesity?   
    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.
  22. Like
    MafiaPuppet got a reaction from Suomiboi in Zombie changes.   
    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.
  23. Like
    MafiaPuppet reacted to Rathlord in We are not all ego to nature!   
    I mean, if people can pretend this:
     

     
    Is a warrior in a dungeon full of enemies, surely you can pretend your character has a slightly different build than pictured.
  24. Like
    MafiaPuppet reacted to Blasted_Taco in Released: Build 28.3   
    You dont know what you are asking for.
     
    I been on a server where the loot was the maximum amount in Sandbox settings, the server was almost clean of useful stuff after 1 day and a half, turns out people would hoard ALL the stuff even if they are overencumber, so there were safehouses across the map full of stuff.
    Also gunfights everywhere
  25. Like
    MafiaPuppet reacted to magnum2016 in Released: Build 28.3   
    Increasing loot will not help players take everything they can either way,
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