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Axezombie

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Posts posted by Axezombie

  1. It's kinda what the devs already planned, they want at some point that communities can get established and can, or even, must trade with each other to get stuff you wouldn't be able to get with your own community because your people could specialize in 1 or 2 crafting skills (I simplify a lot what they said but basically if you're a master blacksmith you won't be also a master mason). They talked about it in 2 thursoids:

     

  2. Loud talker as a negative trait

    Low talker as a positive trait

    Does what you said but also would work when your character is talking/shouting, in MP for example when you use /say or with NPCs

     

    Edit: After reconsideration I wonder if low talker could really be a positive trait, it could be problematic in some situations... Maybe you're right, a negative trait only could be enough.

  3. 20 hours ago, Nowthere27 said:

    Did you build that?

    Yes, It's far from perfect I'll give you that, you can do much better and it's a bit tricky because you have to build floors and stairs that you have to remove after but yes I did it the legit way.

    Someone on Reddit made this one with a mod:

    If we could build that without a mod, I agree with you, it would be pretty nice.

     

    fire-lookout-build-v0-ia5auk8cjf9b1.jpg

  4. You can, not exactly the same obviously but can be close enough and it does the job.

    Yes it misses some elements but why not add those elements in the building menus instead of a premade tower? You could use them for other kinds of constructions.

     

    woodentower.jpg.e5772293192144f13198c23a23f97587.jpg

  5. We can already do that, the only things not in game yet are ladders and buildings subject to gravity, sorry but I don't really see the point of this or I didn't understand what you meant. I would prefer to build my tower with carpentry only, less material, less skill points needed and won't collapse because it's basically stairs and wooden floor + wooden pillars to look a little bit realistic.

  6. Necroforge is pretty good, there is a tool in this mod which allows you to copy paste a tile/furniture and you can cycle through the tiles of the same category. For example you copy a military crate and you can select easily anything related to military stuff, tents, barrels, sandbags...

     

  7. 2 hours ago, JD911 said:

    seems like its not fixed, my health dropps as soon as i step into my safehouse, i have no generator inside or something, no injuries nothing not got bitten, pls help dont know what to do. game is on the latest version too

    Too many corpses lying around maybe, or you're over encumbered.

  8. On 6/3/2023 at 3:31 PM, krilton said:

    As WAX posted from the original reddit article, the only thing that would make the more "logical" sense would be the house alarms. Yes, after the power fails all alarms should fail (meaning non-existent) as what alarm will have any sort of backup source?

    Some alarms work with batteries which can last for 6 months or more, I do not know for sure that those existed in the 90s but I wouldn't be surprised if they did, after all it's just a motion sensor and a speaker with basic batteries in it, nothing too advanced.

    But to be fair in PZ batteries are pretty weak so I guess after not even a month those alarms would fail.

  9. 18 hours ago, Tilarium said:

     

    I hope this also includes some updates to Muldraugh.  Outside of Louisville, it's seems like it's supposed to be the main town in the area but it's sorely lacking.  As the first town created for the game, it's age is clearly showing as it is very bare-bones and lacking what other towns have.  At least give it a giga-mart!

    Muldraugh is based on the real life Muldraugh, it's a really small town that's why it hasn't much interesting places and they already worked on it recently several times, it's probably the town which changed the most.

    Talking about map updates I hope they'll fix map issues, LV has been out for 2 years and it has still a lot of issues, some big ones too like furnitures blocking doors, furnitures not being able to be picked up, zombies going through intact windows etc

  10. I have a guess about what happened, there is a setting making items disappear after some time to improve game performances (by default it should be hats, glasses and maggots) and maybe by dropping something on this tile it refreshed it and triggered the remove items function.

    So check your server settings about items removal "WorldItemRemovalList" to see if some clothes are listed, there is also a parameter called "HoursForWorldItemRemoval" which is obviously the number of hours needed to make items removed.

    Do you know for how long those clothes were dropped?

  11. It would be nice and I could see this in game, after all what you're asking for is kinda the challenges mode we already have (more advanced though)  but in CO-OP.

    It reminds me of something I did few years ago, creating a scenario with a shared save file which was edited to contain a main quest, secondary quests (thanks to notes left by survivors you could find on the map), with lore, some interesting places to go, some secrets to discover... For example the initial objective was to repair your car, I manually put some items on the map to change your tire and get a new battery in the buildings in the area.

    But nobody cared about it, yet I still think it would be awesome and a lot of people would love to create those scenarios since many players create stories for their characters and like to share them, it's just that how I did it wasn't the right way, nobody would want to download some files from a stranger obviously... we would need a tool to make those scenarios and make them available on Steam like downloading a custom map.

  12. 20 hours ago, getstoopid said:

    I do see the value in such a move in some situations, don't get me wrong - I just want to point out that it should bring all the risks of killing yourself by executing this last resort move, because that's what it should be.

     

    As you said, better than being zombiefood (for the moment) but jumping through a closed window (in the 90s probably dual-pane glass) may very well break a bone, cut some artery or damage your eyes which would take you back to square one, as the undead will be pouring through the broken window right after you.

    What we are realistically talking about is "die for sure by getting dragged down in the room" vs. "most probably die outside by being too slow to escape".

    I'd guess there is only a very slim chance getting away with only minor wounds.

     

    Yes today's windows are hard to break but back then they were fragile, most were single pane windows and not 44.2 tempered glass, I'm working for a windows manufacturer, so I kinda have a bit of knowledge in this field, even with a crowbar you're gonna have a hard time to break those windows because they act like windshields, they don't shatter, they create like a web pattern. Anyway keep in mind that we're not talking about brand new houses from the 90s but 60's 70's houses, especially in rather small towns like Muldraugh, Westpoint, Riverside...

    Also by judging on how easy zombies can break windows with just their fists (and your character too can break it with a single elbow hit) I guess those windows aren't very strong then.

    Now I agree with you about being really badly cut and also having some concussions and limping afterwards but once again if it's either that or being eaten alive... I'll take the risk, now do we absolutely need this in the game... meh... not really, but could be cool.

  13. Quote

    Plants that are planted out of season will be destined to wither away and die. This means, that aside from some winter crops, winter farming will be no more.

     

    But why? Plants do not die magically when a new season begins, life is not like in Stardew Valley. Basically a plant requires water, sunlight and warmth to grow, if you give them those conditions they'll grow no matter the season. So winter farming should still be a thing.

    If  you just want to nerf farming, especially interior farming, you could start by making sunlight become very important, also make beginners in this skill to work hard to even be able to grow something harvestable. So change the way to get xp in farming, like sowing seeds, taking care of plants: watering, get rid of weeds, treating diseases... Checking plants's health once a day (I'm serious, by checking everyday your plants you will see if what you're doing is good or bad therefore you'll learn)

    A noob in farming wouldn't know how much water a plant needs (how? by making the "dry, fine, well watered..." labels disappear and by having a random amount of water given by the character to water crops, so as a player even if you know how much water is needed your character could mess up because he's a noob and therefore could water too much or not enough), what a good soil is (for interior planting, managing amount of dirt, quality of dirt and space), a noob won't know how to treat diseases, not even recognize them, they wouldn't even make the difference between a plant needing water and a plant burning because of too much sunlight, currently ingame at lvl 0 in farming you can do EVERYTHING like a pro (if you read a magazine), you just harvest less...

     

    My point is: please don't take away a good feature like interior farming, which will be a reward to good farmers who prepared themselves for winter by finding a generator to keep a place warm enough to grow plants and added more windows for sunlight, basically the ones who built a greenhouse. Make it realistic like you do for all other features and it will be nerfed enough for people to search for another way to get food OR to become good enough farmers to deal with winter (and other seasons, summer is really a pain when there is a drought and heatwave if you don't have water and a way to make shade).

     

  14. I doubt this will be done some day anyway you can backup your saves manually, it's not as good as what you're asking for but for the moment it's better than nothing.

    You can also save automatically your character's file during game with just a batch, if you're interested I could explain it to you, it's very easy.

  15. Something you should add in wilderness is streams (which can be passed by walking) and small ponds. For several reasons:

    1. animals need to drink, if you don't add more water sources then a lot of the map will be empty of animals

    2. to find clay, same reason, if you don't add more water sources then most of the map will be unused to players interested into the wilderness gameplay

    3. more fishing spots

    4. add more variety into those endless forests

     

    Also spatialized audio for rivers/streams so we can find them more easily.

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