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Fuzzy Wolfy

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  1. I'm aware that you can do a limited set of things from the Player menu, like mute, godmode, or make players invisible, but it's lacking the proper admin panel options. Also, so I've been told, but it wasn't appearing, even when I launch in debug. Somehow, though, reinstalling the game seemed to have fixed the issue, and I can't really think of why - now I can see both the Client and Admin icons. Thanks for the help, regardless.
  2. Do they disappear when you “Place” them, or just when you drop them out of your inventory?
  3. • 41.65 • Multiplayer • Host • No. • Reproduction steps: 1. Boot title. 2. Select "Host". 3. Select "Manage Settings". 4. Edit Selected Settings. 5. Select "Other" in "INI" category. 6. Hover mouse over "nightlengthmodifier". 7. Observe description. As far as I'm aware, the last bug report relating to this was back in 2018: 1. Like the title implies, the "nightlengthmodifier" INI option doesn't seem to do as it suggests, the option's name and description don't match up. 2. As of right now, the option appears to have no effect on the night duration, however the option name implies that it should. 3. The description misspelled "nighttime" as "nightime". 4. If the option is really meant to control how dark night time is, there is already an option (Under "World" in the "Sandbox" category), available for both Singleplayer and Multiplayer, that dictates how dark the nights will be: Not really a big issue, all things considered. I know the devs have been busy cramming to get Version 41 ironed out and released as quickly as possible - and are still working out the kinks as we speak, but I figured it was an issue worth pointing out now that we're over the big build 41 bump.
  4. I've seen a few servers actually utilize currency, though in my experience, they usually just use the money you find in game or barter with other items. Nails, too. Those become a pretty hot commodity at certain points, especially late game.
  5. The instant kill animation you're referring to is still in the game and still possible with knives. It's always been finnicky, even back before Build 41, but it was never removed. As far as spears go, yeah, I do agree that the disparity in durability seems strange.
  6. When Hosting a multiplayer server, open up chat and type: /setaccesslevel "name" admin With your name between the quotation marks—there may also be a problem if your name uses unusual characters.
  7. For clarity: • Version? 41.65 • Singleplayer/Multiplayer? Multiplayer. • Host or dedicated? Host. • Mods? None. Like the title says, this is a fairly straightforward issue and one that I've seen a few solutions for, but none have worked so far. When I Host a server (non-dedicated), I set my access level to admin (/setaccesslevel "name" admin) and the red "Admin" tag appears to the left of my name, so I know that this part works as intended. Additionally, though I haven't seen anyone mention this, at the top-left of my screen, a bunch of text appears lightly mushed together: So, all in all, these signs tell me that my issue isn't with my access level or that I haven't properly enabled Admin. Even still, when I check the Esc menu, I don't see "Admin Panel" or anything of the sort—no new options appear beyond the usual: Manually written commands still work (e.g.: /noclip) but I otherwise can't access any of the Admin UI or other tools to help moderate a server. Is there any reason for this? I've tried: Turning Debug Mode on and off. Enabling and disabling my access level. Relaunching the server. Relaunching the game. Changing my resolution.
  8. I'd be fine with that, and I'm sure many others would be, too. The issue really stems from how unsightly the death looks and how it takes control away from the players for well over a minute, if not longer. For the classic difficulty with no multi-hit, I, personally, can totally buy this being an encounter you just flat-out lose. Still, I would disagree with how much effort it takes to get in that situation. All it really needs is two zombies approaching you with, roughly, a second's delay from one another. Really, so long as your character gets into that shove animation with another zombie coming at you, it's bound to happen. Regardless, it's easy enough to reproduce that a fair few people have reported it. I appreciate the time and attention you've given this though, as said.
  9. A bit of a necro-post, but I figured I might as well respond to the edit. As far as the previous iterations of Zomboid have gone, the slowdown worked because it allowed for player input; you could either continue shoving, try to power through the slow-down and run, or use the environment to make a really risky escape. The majority of the time, none of the above worked, you'd still get munched or injured—and that's okay. That's Zomboid, baby! It's risky, and often times, death comes a-knockin' when you least expect it. The reason this is an issue, however, is because it doesn't resemble a fair death, even if it supposedly is. There's no possibility for player input despite your character "fighting back" autonomously for an entire minute—and God help you if your character is maxed out and at full health, too, because then you might be forced to wait two whole minutes before you finally, spontaneously collapse. It just feels like a bug, even if it's not. That's the tragedy of it. You can say it's by design, but most of the players who've encountered this issue aren't satisfied with it, including those—like myself—who very much enjoy how unforgiving Zomboid can often times be. As said, the solutions I've seen nearly every time this issue has been brought up is either putting a buffer between animations to allow player input, have the "shove" animation affect the second zombie, or implement a "takedown" animation or instant-kill trigger so that the player isn't forced to sit through the ping-pong match. It's really not a case of me—or anyone—complaining that the game is being unfair. The ping-pong just looks bad.
  10. Yep. I had a similar issue and I made an entire thread about it, to boot. I love Zomboid, and I've supported it since its debut, but the way these specific issues have been handled leaves a lot to be desired. Like I said in the thread above; this is a small, but tremendously impactful element that really sours the experience. It doesn't feel like you died because of negligence or because you were ill-prepared. It just feels like the game had a brain-fart and couldn't handle its animations properly. There's no choice or input, you can't choose to turn tail and run at the risk of injury, or even death. You're just dead... -And not even properly dead, just ping-ponging two zombies for an entire minute before you eventually spontaneously collapse. —But, apparently that's a feature, according to EnigmaGrey. So that's fun.
  11. As it is, it's been stated that Zomboid won't have any proper "objectives" or "goals" outside of the Story Mode's reimplementation, and as such, no real "end" either. As far as personal goals go, though, you can make it just about anything. Restoring power is a good one, or even expanding your home base to encompass an entire city block and establish a sizeable "safe zone" for yourself and friends.
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