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TheDreaded1

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  1. Like
    TheDreaded1 reacted to Demonic_Kat in Showers, Laundry, and satisfied moodlet.   
    Some people like being dirty though. Some kids only shower because they're forced to... imagine what happens when they're allowed to do what they want because zombies ate everyone who cared...
  2. Like
    TheDreaded1 reacted to King Kitteh in Sprinting OP?   
    In an older Mondoid they said they'd split sprinting into two different categories. Running/Jogging. And full out sprinting.
     
    Now while that may be unrelated, if they are working so much on running I'm sure they're going to re-evaluate the sprinting curve and such.
     
    In my opinion higher levels should equal more endurance, not speed.
  3. Like
    TheDreaded1 reacted to hyperchondriac in Sprinting OP?   
    A jogging option would be very handy, rather than only being able to either walk or sprint.
    I'm guessing movement in general is going to get thoroughly overhauled in the animation update tho
  4. Like
    TheDreaded1 reacted to Millitron in Sprinting OP?   
    Wow that's amazing.  I had no idea that the game was this closely modeled on the real Kentucky.  I love how they have the bend in the highway, the general positions of the towns (Muldraugh is all on one side of the highway for instace) and some of the bodies of water.  Even the little lake with the cabin by West Point is in-game.

    But according to google, Muldraugh is 5.7 miles from West Point.  If you're pretty fit, not full-on athelete fit mind you, you can do a mile in 6 minutes.  Now that's only one mile, so to account for getting tired or pacing yourself to avoid getting tired, I'll say 8 minutes per mile.  That's 45.6 minutes.  And this depends on where google measures from.  I think they measure from city hall-to-city hall or something, not border-to-border.

    You know, I think there's actually no good way to balance this.  If it's balanced for 15 minute days, the world will feel too big on 10 minute days, and too small on 30 minute days.

     
  5. Like
    TheDreaded1 reacted to syfy in Sprinting OP?   
    yeah, if you scroll out a bit, you can also see the general areas of Fort Knox and Louisville that will be along "Soon" (NO ETAS!!! lol)
    balance is a hard thing to get right, and keep a majority of players happy, but somehow they will find a way.
  6. Like
    TheDreaded1 reacted to winterpyre in Showers, Laundry, and satisfied moodlet.   
    It could be pretty neat, having dirty/bloody/sweaty clothing make you unhappy. I would suggest skewing the realistic time frame it takes for such clothing to make you  unhappy though to keep the upkeep from becoming a annoyance rather than a feature. Also the unofficial vanilla patch mod i think is working on a bathing system atm.
  7. Like
    TheDreaded1 got a reaction from CaptKaspar in Sprinting OP?   
    At max level, I feel like I could outrun a cheetah. I can run cross city, non-stop, in like 1 ingame hour and not even be winded. Maybe we've been looking at vehicles all wrong...maybe we need to slow everything down...
  8. Like
    TheDreaded1 got a reaction from Bughunter66 in I wanna sit down!!   
    Yea, I'm pretty sure it is. I swear, When I'm able, I'm going to make Lazy Stan. Lazy Stan will sit on the couch, only moving for food and water, until he starves to death or gets eaten. Lazy Stan will go out doing what he loved...nothing. It will be glorious.
  9. Like
    TheDreaded1 reacted to winterpyre in I wanna sit down!!   
    well in the animation teaser it showed us being able to sit on the ground, might not be too long before we can do the same with furniture
  10. Like
    TheDreaded1 got a reaction from Asrayl in I wanna sit down!!   
    Yea, I'm pretty sure it is. I swear, When I'm able, I'm going to make Lazy Stan. Lazy Stan will sit on the couch, only moving for food and water, until he starves to death or gets eaten. Lazy Stan will go out doing what he loved...nothing. It will be glorious.
  11. Like
    TheDreaded1 got a reaction from hyperchondriac in I wanna sit down!!   
    Yea, I'm pretty sure it is. I swear, When I'm able, I'm going to make Lazy Stan. Lazy Stan will sit on the couch, only moving for food and water, until he starves to death or gets eaten. Lazy Stan will go out doing what he loved...nothing. It will be glorious.
  12. Like
    TheDreaded1 got a reaction from Zorak in I wanna sit down!!   
    Seriously, my legs are killing me. 
     
    Sincerely,
    Everyone in Kentucky
  13. Like
    TheDreaded1 got a reaction from makkenhoff in New Metalworking (spoiler) from RJ   
    Melting metal down and pouring a molten metal into a mold hasn't been used since like the bronze age. Puts too much carbon in the metal making it brittle, but i don't see any other way to forge prefab stock to use for shaping
  14. Like
    TheDreaded1 reacted to Asrayl in I wanna sit down!!   
    Love the sense of humor. Seriously though, I'm looking forward to being able to use the furniture. That ... that is planned, right?
  15. Like
    TheDreaded1 got a reaction from Asrayl in I wanna sit down!!   
    Seriously, my legs are killing me. 
     
    Sincerely,
    Everyone in Kentucky
  16. Like
    TheDreaded1 got a reaction from Foulmouth in I wanna sit down!!   
    Seriously, my legs are killing me. 
     
    Sincerely,
    Everyone in Kentucky
  17. Like
    TheDreaded1 reacted to EnigmaGrey in New Metalworking (spoiler) from RJ   
    Only issue with the above is "made workable" doesn't really make any sense . . .
     
    Having tools actually impact the quality of the final product is a real step up, as far as crafting is concerned, not to mention being able to "make do" with what you have on hand. It's something that should be encouraged throughout the entire crafting system.
     
    I'm also fine with a generalized "metal scrap" item to pull material from, so long as there's a few exceptions, such as sheet and pipe (size doesn't really need to be considered outside of a few special cases), so that we don't end up falling victim to "makes walls out of forks" critique.
  18. Like
    TheDreaded1 reacted to Batsphinx in New Metalworking (spoiler) from RJ   
    This is the kinda thing we've been thinking since the revamp actually. This kinda approach anyway.
  19. Like
    TheDreaded1 reacted to Geras in New Metalworking (spoiler) from RJ   
    I'm afraid not. Iron is an element while steel is an alloy of iron and carbon (and other metals if needed to give it additional properties).
    I haven't found any information on steel pipe mace handles so I can't really comment on that.
     
     
    A few ideas of how to obtain pipes without forging them:
    "Cut down chain link fence". Required tools: hacksaw (a new item) or blowtorch. Voilà you have got yourself a nice long piece of steel pipe and some chain link, deleting a section of fence.
    "Rip house off piping". Required tools: hacksaw or blowtorch or adjustable wrench (new item).
    "Cut down road sign". Required tools: hacksaw or blowtorch. You'd also get a sheet of metal!
    "Dig up and cut pipe beneath fire hydrant". Required tools: trowel or shovel, blowtorch or hacksaw.
    "Dismantle scaffolding". Required tools: hacksaw or blowtorch or adjustable wrench.
    "Cut down street lamp". Required tools: hacksaw or blowtorch. You'd also get some wire, electric parts and light bulbs.
    "Pick up pipe". Required tools: none!
     

     
    "Rip machine off pipes". Required tools: hacksaw or blowtorch and/or adjustable wrench.
     

     
    It would be a matter of game balance to decide the amount of short (or long) pipe sections one would get by the above means.
    Long sections could be cut into shorter sections with blowtorch/hacksaw. Smaller sections could be welded into long sections. Long sections could be used to make metal frame for a wall or other things. Short sections are already used to make pipe bombs.
     
    And that's just pipes! There's square tubing as well which could basically replace pipes.
     
    Once you get a steel pipe you could basically hammer sheet metal around it making pipes of sheet metal (as EG suggested). Welding ends together after hammering would be overcomplicating it a bit so there would be no need for that. I cannot really see another - realistic to a degree - way to make metal pipes without machinery.
     
     
     
    That's where they could introduce a few new items:
     
    - small scrap metal
    - medium scrap metal
    - large scrap metal
     
    Small - for small stuff (knives, spoons etc.)
    Medium - medium stuff (axe head etc.)
    Large - large stuff (wall sections etc.)
     
    You could weld 2 small ones into 1 medium one.
    2 medium ones into a big one.
    4 small ones into a big one.
    Cut medium one into 2 small ones.
    Cut big one into 2 medium or 4 small ones.
     
    Make it spawn in crates, make wagons at rail yard useful and make it spawn in them, too. Spawn them at car shops and rubbish bins. Forage for them (unless US forests are 100% clean of rubbish). Dismantle machinery into scrap. Sky is the limit.
  20. Like
    TheDreaded1 reacted to EnigmaGrey in New Metalworking (spoiler) from RJ   
    Yeah, starting with prefabbed stock is fine. Smelting random metals into an ingot then working from it isn't.
  21. Like
    TheDreaded1 got a reaction from EUDOXIO in The Walking Dead Hardcore RP server   
    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 Beach 
     
    If 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.
  22. Like
    TheDreaded1 reacted to EnigmaGrey in New Metalworking (spoiler) from RJ   
    Yeah, but that still implies you're smelting metal into bricks . . . The whole crux of this issue was that it was too MineCraft-y and it just seems like a few names were changed. Tt's not smelting, It's "forging," it's not "ingots," it's "workable iron."
     
    Isn't it enough to have scrap metal near by and a heat source capable of producing the heat you need to work it?
  23. Like
    TheDreaded1 reacted to EnigmaGrey in New Metalworking (spoiler) from RJ   
    I'm not sure they'd go out into a field and collect stones weighing as much of themselves, dress them, then lay down on the ground to heat metal, though. It looks more like something from the medieval period. But it's serviceable, I mean.
     
    Here's an example:
     
    Here's an even lower-tech version for small things . . .



    Why does "workable iron" need to exist as a concept (essentially replacing ingot)? If you have good metal already, simply heating it should be enough. Perhaps simply make hot working metal dependent on the presence of a forge and anvil substitute. Just don't really get why there's the initial step of "create workable iron." Why even have a focus on iron, specifically?
     
    How can pipe be made in any of these settings? Bending sheet metal into a tube, I guess?
     
    Metal walls should probably require a wood frame, or any frame, rather than be free standing, but that's also an issue with wooden walls in PZ, so it doesn't matter.
     
    Not sure about the logistics of somehow fitting two sheets of metal into the current game's forge to weld them together . . .
     
    This of course leaves out riveting, screwing, and cold working being things.
  24. Like
    TheDreaded1 reacted to RobertJohnson in New Metalworking (spoiler) from RJ   
    Well, a stone furnace is maybe a game cliché, but it's totally existing and will what metalworker would do in a survival situation.
     
    It's not straight furnace -> ingot -> nails tho.
     
    From the furnace you create "workable iron" (random piece of metal you soften basically), from there you can either work them on an anvil (first need to do the anvil, eh.) to craft various makeshift/handmade versions of items (from spoon, to nails to axe if you can craft a handle...) or do some welding, create metal pipe that you weld together to create chairs, or weld together small metal sheet made from an anvil to a big metal sheet to create even more furnitures or barricade your windows!
     
    And as Will said, Mash has changed some of the tiles already to look more makeshift/crappy
  25. Like
    TheDreaded1 got a reaction from Johnny Fisher in New Metalworking (spoiler) from RJ   
    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.
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