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Posts posted by TheDreaded1
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Yea, those-that-must-not-be-named will have to come out before occupation specialization can be a thing. It would add a lot of replay value though, especially sp games.
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11 minutes ago, Svarog said:
So much of this. Full agree.
Edit: Seriosly, getting on a chat KNOWING, you'll NEVER fix up ur broken leg as good as an actual doctor would, meeting in the middle of nowhere and getting a proper treatment in exchange for valuables? Awesome! Knowing that you can grind something out? Fck that carpenter dude that keeps asking if he's needed. I'll build my own walls, with plaster and paint.I've always thought that maxing out each skill is knowledge that would take lifetimes, and you should have to specialize, with no access to certain things based on profession. It would only work on mp though, currently.
- Svarog and Johnny Fisher
- 2
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WE ARE LIVE!!!
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Only 24 hours left until the server is up 24/7. Pm me builds and lets die together!!
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Is there some sort of control panel you can access from the website?
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I'm pretty sure it's only for MP, but you can find a mod that lets you spawn items in your inventory...
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Is the only way to add mods to a fragnet server is to upload each individual file inside the mod?
*EDIT: I figured it out.
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You're more than welcome! The server has been rented for 3 mos, and i plan to keep it going, so whenever you're ready, we'll be here.
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4 hours ago, Queen Glory said:
Yeah i guess so if you're going for regular server resets. will you be using a custom server spawn settings for the ORGM mod? Because regardless of rarity it will be pretty easy to get some major guns fast.
The ORGM i have was edited to make automatics and auto ammo very rare. With the weapon nerf mod, you can only hit/push one zombie at a time, so people will need to use guns more, so i don't want to make arming yourself TOO difficult, just the particular weapon availability.
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41 minutes ago, Queen Glory said:
I know it's meant to be hard, but you have to face the fact that eventually supplies will run out regardless of moving from city to city and when that happens everyone will be fucked unless you have a giant farm and sustainable rain collectors and even then people WILL die and when they do, their gear goes with them i mean, how many axes will even be on the ENTIRE server? anywhere from 1-10?
Thats why a really long respawn would be optimal, i mean you could set it for 2-3 years and then set it to rare loot after that so every 2-3 years it might not seem like stuff is respawning but it is.
With the day length as long as it is, we'll all be dead and resetting before we run out of food or starve. It will also make solo playing much harder and create a real reason to fight other groups, which is the result I'm going for. Don't forget, there will also be a neutral trading zone, which will help as far as materials.
- DresdenBBQ and RicoUK
- 2
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31 minutes ago, jamesorbe0 said:
-To claim a safehouse, rename something and place it in front of EVERY door on 1st floor. Safehouses cannot be robbed unless at least 1 person from the house's group is online, and safehouses cannot be attacked unless at least half of the house's group is online.
How did you do that?
and this is nice with the new clothing update when it comes
You just right click a bag, or a set of keysand rename them. You can also use a pen and paper an put your group members on that.
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1 hour ago, Queen Glory said:
Why would you have no respawn on? i mean i know it will be a white listed server but wouldn't loot respawn be something more reasonable like a month? 6 months? Not never
With the number of cities, loot won't be too difficult. Not to mention the organic gameplay it will produce. It will force people to find a group, and will force groups to migrate and potentially attack each other! The server is meant to be hard (we'll probably all die horrible deaths eventually) and loot doesn't respawn irl.
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2 hours ago, RicoUK said:
Cool, perhaps ill be Daryl with the crossbow!
Awesome! Send me a build
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All of them..We'll need it as loot gets scarce..although I've been playing around with my current settings and i think i'll make loot common instead of rare. Days will be fairly long, so we can get stuff done and not starve.
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Server Name: [TWD][HARDCORE][RP][24/7]
Status: LIVE
Resets: whenever majority is ready to start over
Loot Respawn: 2 years
Zombies: Normal count, poor senses
You can only hit or push 1 zombie at a time due to the weapons nerf mod!!
MY Work Schedule: (US-Central) Mon: 11p-6a Tues: 11p-6a Wed: 12a-5a Thurs: 5p-5a Fri: 5p-5a Sat: 5p-5a Sun: OFF
The Server is live!! This is my first time running a server, so bear with me, and let me know if you have any problems at all!!
You can be any character that's ever existed within TWD universe, or create an original character. Characters are available on a first come, first serve basis. Please use proper names for original characters.
Rules:
-To create ENEMIES: When you/your group are in an intense situation and someone opens fire, please don't actively chase anyone down and kill them, until 2 encounters have happened. Take pot shots at each other, but then run away. After the 2nd encounter, however, all bets are off and may the best survivor win.
-Absolutely NO KOS!! Pvp is allowed but must have a reason (you are enemies/you need their stuff).
-To claim a safehouse, rename something and place it in front of EVERY door on 1st floor. Safehouses cannot be robbed unless at least 1 person from the house's group is online, and safehouses cannot be attacked unless at least half of the house's group is online.
-Fully Fabricated safehouses are not allowed. You must use a pre-existing building and fortify it.
-Police Officer, Veteran, and Carpenter occupation is not allowed for any Original Character. They can be chosen ONLY if you choose an established character with the occupation.
-Global chat is for OOC conversations only. Use the ingame radio/walkie system to communicate at distance. Try to keep OOC to a minimum.
-Consider this an alternate timeline, as such, relation progression from the show doesn't matter. Only acceptable lore relations are those from before the start of the apocalypse (family and friends), nor do you have to follow your character's path from the show. Only thing you can use from the show is the character's personality and skill set.
-Don't cheese or do anything that wouldn't be believable (No luring huge groups of zombies away from loot spots, no soloing 30 zombies, ect.)
-There will be one custom building towards the center of the map which will act as a neutral trade post. No pvp allowed, no exceptions.
-There's almost no way to RP familiar games without some metagaming. As such, the pz map by blindcoder is allowed.
-Rp Personalities are not a reflection of RL Personalities.
-We are working with the Honor System!!!
Mods:
-Hydrocraft
498441420
-ORMtnMan's Real Gun Mod Edit by Jether
560023706
-HydrORGMAmmo
559049684
-ORGM Guns Silencer
640674707
-ORGM Override
543483053
-Self Induced Injuries with Hydrocraft/orgm
654022334
-Allmapshere
655062253
-Littering 1.9
498547445
-QuickContainers
499134809
-Weapon Nerf
498343035
-ModelLoaderExtension
616177013
Maps:
Bedford Falls
Downtown
Drayton Rebuild
Louisiana
New Denver
Phoenix
TWD Prison
Vine Grove
Dreadwood- No spawn point
South Muldraugh- No spawn point
Grove BeachIf this seems like a setting you will enjoy, pm me your character and build for approval. Hope to see you in the Apocalypse!!
Claimed Chars
-Shane Walsh
-Daryl Dixon
-Tara Chambler
-Glenn Rhee
-Tyreese Williams
EDIT: I've finally gotten everything working except the workshop ID's. When they are included in the ini, it won't advance past the "server requires these mods" screen even if I'm already subscribed to the required mods. So I'm going to include the workshop ID for all the mods. Just copy the ID into the workshop search bar, and it will take you to the page to subscribe to the mod. Also, due to how long it took me to fix and figure out the server, I'm putting loot to respawn in 2 years instead of never. If you had a character, you will have to delete them...sorry about that.
- EUDOXIO and DresdenBBQ
- 2
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4 hours ago, hunger john said:
Disorganized is seriously underrated, especially now that we can move containers around.
Absolutely! easy negative trait to defeat, especially now.
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The difference in playstyles is pretty cool...gives new insight!
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Frying pan, if you want to use 1h, has great knockdown power, even more so with your strength, and hammers have great one shot potential
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I tend to focus on early game grinding while I have a solid food supply at the beginning of the game. Books are vital to this strategy, so I go for a looting focused, combat build. I almost always start unemployed for the extra 8 pts.
Negative Traits
Clumsy- As your sneak skill rises you make less noise, which helps to counteract this trait.
Disorganised- Controversial, I know, but if you find a base with enough storage space, it will hold everything until you can build crates. Then you just build more crates than normal and the trait is counteracted
Hemophobic- If you try to doctor wounds in the middle of a bunch of zombies, you are doing it wrong, lol. Therefore, panicking while alone, in a "safe" place isn't a big deal.
High Thirst- Grab a few cooking pots, find a permanent water source to fill them, and purify in a campfire. Easy to counteract.
Slow Healer- Only really sucks when you break a leg. Solution: be extremely careful during construction of 2nd floor.
Slow Reader- Takes a bit longer to read a book, only noticed in mp and still not that big of a deal.
Weak Stomach- You'll almost never have to eat rotten food, and its an odd number, works well with hemophobic to give a 6 pt trait.
Positive Traits
Brave- Not neccessary with beta blockers, but I like having it.
Dextrous- Absolutely LOVE this trait. Perfect for in and out loot missions near hordes.
Fast Learner- This build wouldn't work without this trait. You'd die before making any real progress regarding skills.
Fit- Being able to run longer than usual has saved me more times than I can count. I always take this.
Inconspicuous- Allows me to get closer to zombies, great for loot runs.
Lucky- Affects loot spawn and chance to penetrate skin from zombie attacks, among other things. Worth it just for the loot spawn.
Outdoorsman- 2pts to never have to worry about sickness from weather? Yes please.
Stout- This makes combat easy. Remember to charge your swings and you'll knock most zombies down with one swing of a decent weapon, then easy kill on ground.
I start off with no points in any survival skills, but the build lets me grind them up pretty quickly, which makes me an endgame demon.
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You'd have to leave eventually...food would drive you to loot. Winter...sucks.
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I like all of this, good ideas!
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Yea I can agree with that, repurpose things into tools..I just hate that when I exhaust all my axes, i'm sent back to the stone age
New Metalworking (spoiler) from RJ
in General Discussions
Posted · Edited by TheDreaded1
So, like 'everyman' welding? Basically no fabrication, more repurposing? I can see that, but i think occupations should play a huge role in your abilities, even to the point that you can start at a high level of an occupation. The minecraft formula is successful, honestly, so I wouldn't mind as long as it was based in truer-to-life survivalist aspects.