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Livio Persemprio

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Everything posted by Livio Persemprio

  1. true, perhaps i spoke too fast. well, they could be visible then, maybe a little bit hard to spot though
  2. no recipe is completely accurate, for example, bolognese is not very well fit with spaghetti, it's better with shorter kind of pasta like fusilli or penne, but we do with what we have, I think that using standard rice would be a good balance if you consider that adding an item for the sole purpose of doing one non-essential crafting might not be suitable for the development (or it might, depends on how much the devs love sushi)
  3. hello, I think i have an issue on my end: i have started a server in the latest iwbums with the easy co op, i set sleepallowed and sleepneeded to on (they are both on in the serversname.ini file in user/zomboid/server - if that is of any help, the server name is set to servertest1) i have also set the loglocalchat to true, with the intention of being able to read the local chat in the chat box, i checked it on the servername.ini file and that's on there as well both of these things aren't working on my server sadly and i have no clue what i might have done wrong or what kind of info i should provide here the last issue i have is with custom spawn points, but i still haven't tried everything yet so i'll wait to see if i can fix it myself.
  4. sorry XD i was speaking mostly about the €uro value though, even i myself don't know it compared to most other values
  5. the only expensive thing is the sweet cheese, the "mascarpone" wich is about 10€/kg (I hope you're not American or both this measures will sound confusing XD) so it's not that expensive, but trust me it's the best thing in the world, ever. now let's talk business, the deal was that I'd get a golden helicopter as well, guys... you're forcing me to cut on your supply of pizza, I hate it but I have no choice.
  6. Yep, i think something like paranoia would do, that's how i'd feel at least
  7. I'm fine as long as i get the cake Have some tiramisù of friendship
  8. It's ok, we're humans, but if we all could give Lemmy a break then he'd enjoy them again, and that would be the best way to have them as fast as we can Edit: well, that's true, I wrote that part poorly, my bad
  9. Yep, that's the kind of polishing I'm looking for, thanks for the idea. A phase where you are not in fever but in high paranoia sounds reasonable enough to avoid the counter intuitive "where did that fever go" from new players, I like it
  10. Yes you are Jokes aside, it has been stated so many times that you shouldn't even be asking if you looked around this thread or any other related to dragons. It's also OK for devs not to give ETAs since developing isn't something that goes as planned, we don't even get etas for animations and creative mode as well, that's just how it works, and believe me, even if this looks counter intuitive, that's the best and most serious way to approach development
  11. Please bring me a spiffo if you find one on your supply run. I don't have much money but i can pay in kind ( ͡° ͜ʖ ͡°)
  12. From now on I'll always call that moodle squeasy XD I like it I wouldn't worry about new players too much, the game even encourages them to drink bleach XD I'm glad you like the core idea, but I feel like it can be polished a little bit more, I'm not completely satisfied with it yet
  13. Derp. Well, it's no secret that this is not my main language. What was the word I was looking for there? Anyway I feel that, I don't want to " force" people, that's useless, old don chisciotte romantic garbage. What I meant is that there are people who would like to be forced. I'll use an example, fallout 4 With the revamped survial you're forced to save only when you sleep. Why? Because people save scum, i do that as well and I hate it, but it's the most sensible thing to do. If all the character were to make you doubt they are actually infected or not, players who just aim to benefits would have some way of balancing it I guess. The first thing I can think of is to make hypochondria the base condition, and invert the -2 trait to a +2 trait with the effect of letting you know in advance if you're dead or not. Anyway my intention is towards players that would appreciate this, "benefit players" will always have a way to play as they like, they always do. I feel you when you say that people who evaluates their characters will still wait till the very end, but there's no point in it, I think that a little bit of false hope would be fun, this is the kind of game that wants you to hope, I think
  14. Well, that requires a lot of effort, but I agree, I think I can relate to those emotions you pointed out... Now I feel confused, in a good way, I think.... On the other hand, I was thinking that summarizing some of your answers here in a pinned thread would help a lot of newcomers avoid this kind of situation, maybe (?) I just think that getting something productive out of this would be good
  15. Well, I don't really care about the mechanic of feeling fever and everything, the thing I really wish to accomplish is having people more emotionally linked to their character, them hoping he might survive. Right now people just know it when they see just a squeasy moodle, it kinda breaks the whole immersion of the game if you'll pretend the character never actually died. Since that's where I come from, how would you fix this suggestion based on that?
  16. I understand all of that, but op wasn't just scared or feeling unwelcomed, he used a couple of dirty moves that are not well seen by people who know how to argue. I mean no offence, but a couple of those answers are straight insults and a couple are clearly him ignoring facts pointed at him. I hope this goes somewhere though
  17. But iirc this works with already existing buildings, is it allowed now to claim a player built safehouse?
  18. I could definitively do that XD "You're a hero, we will love you forever. Kbye" Hmmm, perhaps it is, I didn't consider it since I only play as hypochondriac, i feek like the main point is not getting scratched, and at every scratch I stop and start to focus on my health, so gameplay wise it's fine to me, but then without the fever it would be too easy to tell if it's just hypochondria kicking in or if it's really the end, I guess (?)
  19. Yep, or you could encourage them to act suicidally for your own sake by making them believe they're I'll
  20. Oh, that makes more sense actually, I like it more. Should the doc able to lie about it? And what would happen in that case? (E.g. telling a sick guy that he's fine, or telling a guy who is fine that he's sick)
  21. Actually, there isn't that much to discuss about VoIP, we love the idea and you already planned to make it work like the local chat. What else could we ever desire on the matter?
  22. Thanks ^^ Sounds nice, perhaps being reassured could give a small buff to the player in terms of mood (this is useless now, but I hope mood will become more important in the future)
  23. Hello there, I'd like to share a thought I have and hear your opinion about it I think that the game would be more immersive if every character was hypochondriac by default, I hate that I can tell if I'm dead or not way too earlier than expected, I'll just redo the character before he dies, it feels like cutting emotionals link to it (and so does literally everyone I met by now). I'd like to suffer more. If every character was hypochondriac by default then you'd have to hope, and hope may hurts. To balance things out for players that don't wanna waste time we could add a positive trait (+2) that allows a player to know if he's actually infected or not (per it could be a skill locked to doctors and nurses). That's my idea, what's your opinion? (P-please b-be g-gentle)
  24. Yep, you forgot about the poor old Stinky Pete Jokes aside, yep, that's everything summarized ^^ this has been a lovely discussion so far and sadly it looks like I can't like anything else for today, so I think I'll call it a day now, I really need some sleep ;_;
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