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RadCavalier

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  1. I'm always a proponent of stronger admin capabilities, though I particularly like the /worldstatus command idea.
  2. This, this, a thousand times this. While I do admire the attempt to achieve "realism" in this game, we do have to recognize that we're playing this game to enjoy it and not be punished for no reason but random chance. Honestly, if there was a chance, no matter how small, to gruesomely wound myself for literally no reason except "RNG said so" on a sheet rope, then the "calm, thorough, and cautious" mentality that TIS is trying to cultivate in their game would dictate that I -never- use the rope. It's like vaulting through broken windows. Broken windows have claimed more lives on my server than zombies simply because there's a small chance of deep wounding and that's just because there's no "more careful" option if all of the house's windows are broken. When you do something enough times (in this case, vaulting windows or climbing sheet ropes), even a minuscule chance turns into an eventuality. An eventual wound that we had no control over but to ignore that item entirely.
  3. I really like this idea as well, though I think it's one of those ideas that can kind of rabbit-hole into being as in depth as you want it to be. Personally, I'd be happy with a minor speed decrease and different shading on the pixel art, as this doesn't inhibit much development in other areas. That being said, you could potentially come up with a very robust system of zombie degradation (much like what BayCon is talking about) and it'd be better, just more time intensive.
  4. While it's not something I would ever see myself doing, it is actually in-line with the general Max Brooks lore regarding "quislings" or Z-Shocked individuals, which I'd consider something far more extreme than merely keeping "pet" zombies. These could also be used as defenses against other players on MP servers potentially...?
  5. Hey all, I run a small private server and I've noticed some issues and was hoping a more experienced admin might be able to shed some light on the situation. After running the server for a short time and modifying the Day-Night ratio in the Server .ini file from 0.75 to 0.5 and then later to 0.25. Now, the problem is that after these concurrent changes, our night cycle is roughly from 3am to 10am and seems to change somewhat randomly. This has persisted after several hard server restarts and to further complicate things, it seems that zombies are in their more perceptive/active time during traditional "night time hours" of ~10pm-~6am regardless of whether or not it's day or night. Is there any way (short of completely wiping the system and resetting) that I might be able to re-center the shortened night cycle around more traditional night time hours? And furthermore, can someone shed light as to whether or not zombie behaviors are tied to the 24-hr clock rather than the actual night phase? I appreciate the consideration. Thanks. -RadCav
  6. I like all of these, and they seem reasonably balanced. Perhaps extinguishers could be used as an improvised blunt object (equipped in both hands, exhausts you like swinging a sledge but only does the damage of a crowbar?) in a pinch? They'd be far from a choice weapon, but if trapped in a room, it could be something you lose.
  7. The counterbalance to the gained time is having to time it so each piece lasts as long as possible. If you put three planks into the campfire at once they'll all burn and only last the duration of "one" plank. That's the benefit of logs, add one and it lasts. Otherwise you have to time it so the planks relay off of one another.
  8. Hello there! This is my first time posting to the forums so I do genuinely apologize if I commit any faux pas. I looked through the pre-existing list of suggestions so if I missed a previous post or otherwise please forgive me. With that I'd like to humbly submit some of my friends' and I's thoughts after playing the game obsessively for the past few days after being introduced to it. 1. Sitting. Perhaps it's not worth the effort required to create the animations, but I really wish we could use the chairs we find in/around the houses we claim as our bases. For an organized group this grants a "guildhall" feel and no one would awkwardly stand around if reading, afk, eating, etc. It lets the house feel fully functional and perhaps it could provide a small recovery bonus towards exertion (in exchange for being immobile during this time). 2. Readable signs. Functional in the same vein as written journals (which I LOVE by the way!) the reason for these signs would be either to delineate the names or purposes of bases, designate dangerous areas, or Points of Interest. This would be particularly helpful in communicating on the Multiplayer servers where you might either attempt to ward players off or provide a sign leading to safe umbrage. 3. Traps for Zombies/Players. Traps more to the style of Fallout 3/NV involving tripwires, pressure plates and the like hooked up to (through an easy trigger-trap pairing system with no need for complex wiring) rigged shotguns, or a swinging nail bat or something. Maybe even a string-line of empty cans (much like Max Brooks recommends in his Survival Guide) which just gives off an audible warning when crossed. This would give people a profound choice when thinking about raiding another player's safehouse as it may result in their wounding or death if not careful. 4. Bicycles. I'm certain vehicles have been suggested to death, but I didn't see this possibility. Posing as a possible intermediary between cars and running, the operator would be vulnerable to assault, wouldn't be able to knock down zombies in his/her way and in fact may even be knocked off. Just something to think about. 5. Flags. A colored sheet mounted on a pole much like the flashlight-on-a-pole which would primarily be decorative. I don't know, I'm spitballing at this point. 6. Constructable clothes lines to dry wet bath/dish towels. That's all I've got for now. Like 'em, hate 'em, let me know what you think. I absolutely appreciate the game you guys have created and it's already provided me hours and hours of enjoyment along with some extraordinarily harrowing moments (I've never heard some of my friends' voices get so high in raw fear at losing their characters!). Thanks for hearing me out! -RadCav Edit: Just some typos and additional thoughts. Second Edit: Courtesy of PhantomWarlock: Perhaps clotheslines could also service clothes that get wet which add threat of hypothermia if left on? (the "wet" modifier on clothes could simply invert the temperature value, so the heavier the clothing, the more sodden it becomes)
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