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ShylokVakarian

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Everything posted by ShylokVakarian

  1. When: When I feel I have enough data points. I'll probably release updated results on milestones. First milestone, while not very accurate, should be at 100 responses. At that point in time, I will temporarily close the responses, crunch the data, and then turn on the form again and give out the results. Where: Right in this very thread. Likely an edit to the main post.
  2. ... There's a suicide option in the main causes of death section.
  3. I've been quite annoyed with how similar all of the bags look to each other. Now that I work mainly in bags that aren't schoolbags, I get confused as to which bag is which, even if I've named them. And from what I've found, there is no mod on the workshop that has any method of differentiating between them, except for maybe the mod I've mentioned. What I think we need is the ability to color the bag* and/or attach a symbol to it, so I know at a glance what bag is what. I could color a bag grey and put a gear symbol on it, and it would be my electronic parts bag, I could just put a red cross symbol on it and call it my Medikit, I could color it green and put a dollar sign on it, and that'd be my looting bag, etc. Another problem I'm having, and I know it's been suggested, but I'm having trouble getting my bearings (at least, when I spawn, anyways), and I have to stare at the online map for a few minutes before I even figure out where I am. We need street name signs, something to tell us we're on the corner of Clue Lane and Less Avenue. I want to know which direction I have to go to find Cortman Medical within two minutes of spawning in. Did I spawn in 1601 Shylok Lane? Good, I just need to head east to the little bend, then head north along Shylok Lane and Cortman Medical is right across from there**. Did I spawn in 3602 Bumcrack Court? Well, f***, I may as well just drink bleach and get this over wi- OOOOH, A SPIFFO DOLL! Anyways, these are some suggestions of things that we could implement to make the mental work a little easier. Footnotes: *We may want to recolor the duffelbag icon to a white, so we don't mistake it for a bag we've colored blue. **The first house I ever spawned in that I got far with was that house. Form Cortman Medical, just head down (Southeast) to the eastern road in the loop in front of Cortman, head down-left (South) to the elbow, turn up-left (West), and it's the first house to the down-left (South) of you. That's 1601 Shylok Lane to me. ***uck
  4. Click on the Google Form link and fill out the form three times. I need more information than that. Also, the "eaten by a pack of zombies" death actually falls under Mauled by Zombies, not Zombification.
  5. The study is now ready for volunteers. Make sure you know what the cause of death is, and be prepared to answer deep, probing questions about the demise of your character. EDIT: Also, the more submissions I get, the more data I can extract, and not only will the accuracy of my data increase, but so will the complexity of my data increase, allowing me to answer more complex questions.
  6. ...True. But it'd be hard to account for skill differences, as well as other factors.
  7. Well, I would like to have fun, too. I want to do the thing with the statistics and stuff.
  8. Is not the main point, it's a hypothesis. Yes, that's what my Statistics professor said, but I just have a feeling that's not the case, no matter how stupid it may sound. It's likely testing will prove me wrong, but I'm hoping that's the case anyway.
  9. Never trust that wiki. Ever. Alright, changing the procedures.
  10. Pretty sure you can. DISREGARD THAT, I SUCK ZOMBIE ****.
  11. Back to Study Central Welcome to the unofficial-but-officially-endorsed statistical study on the causes of death in Project Zomboid. This started out not as a study on causes of death, but rather on the number of scratches from zombies it takes on average to become "zombfected". Alas, my baby has grown up into a much better study. The study is now completed. Responses as of date last edited: 298 Responses to the sub-form as of date last edited: 68 Results at 67 deaths: Results at 100 deaths: Results at 253 deaths:
  12. What does the context menu have to do with accessing bags on the ground? You just have it appear as one of the containers in the loot menu.
  13. Yeah, it's on my TODO list, but I haven't looked into it yet - The vanilla inventory code is a beast. 01000101 made a similar mod. You might be able to borrow the code from him and modify it to allow access to bags on the ground or in the inventory. http://theindiestone.com/forums/index.php/topic/15797-no-equipped-access-containers-v0320/ EDIT: There's also a nice mod that you may want to integrate the FAK portion of into CB. http://pz-mods.net/weapons-items/QuickContainers/
  14. Yay, new update! Convenient bags are even more convenient! Now if only I could access bags that were on the ground without sacrificing the ability to keep my bag on my back and still grab stuff from it...
  15. Woohoo I was making a reference to GamingSins' "Everything Wrong With Uncharted", as well as using the X Y is X snowclone. >Convenient wheelbarrow is convenient It actually IS convenient, though.
  16. Anyone else get the reference to Telltale's The Walking Dead? Not sure if it was intentional, but it's the same thing that was done in that.
  17. Convenient bags are convenient.
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