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Rathlord

Support Team & Moderator
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Everything posted by Rathlord

  1. I think we'd rather not have it there for reasons that are already becoming clear I this thread, but at the end of the day it's up to you. Finally, I'll leave you with this: I take resilient on all of my characters.
  2. Generally speaking (and keep in mind neither I nor Kirrus is looking to speak for TIS as a company here) I think TIS would prefer if some of this specific information wasn't made public, because it unravels some of the mystery of the game and that can ruin the fun. And if you put information out there, people will read it, even if they don't necessarily want to or wouldn't have gone looking for it without it being readily available. That being said, we don't try to control the content of the wiki. All I can tell you, for sure, is that TIS would prefer if the information not be spread. If people really want to look, they can do that for themselves.
  3. Electronic parts on new cars can actually completely lock a car down, or put it into "cripple mode" (puts a really low cap on revs and speed) if they go bad. Electronics are much more likely to be a fault point than mechanical pieces. Further, automatic transmissions are much more complex than manual transmissions and tend to break more frequently. Many more (and more complicated) moving parts. Stuff like CRV transmissions can go bad and even normal mechanics can't fix them. If we were talking 60's/70's you'd be right, but we're not. Car longevity topped out somewhere around 90's/00's era (assuming no professional maintenance available), specifically well-built manual transmission cars.
  4. Rathlord

    Mondoid Reposts

    Hello all! Well the latest is that RJ has dropped his segment of Build 33 into internal testing, meaning that we’re now getting bug reports and relevant fixes coming in on the new FMOD sound system and ambient music, as well as herbalism and the randomised building ‘flavour’ stuff. In fact, if you’re reading this at around 1730 Brit-time, you can watch Twiggy streaming it. If you turn up after the party, meanwhile, we’re sure there’ll be an archive. In amongst it all we’ve been getting some really positive internal feedback on the build – whether it’s the way the new sound improves helicopters no end, or the terrifying way zombie footsteps and groans sound from when you’re cowering behind a closet door with no clear escape route. Likewise, the new menu/difficulty system intended that allows players to set their experience’s difficulty a little more precisely without diving deep into Sandbox options (and also letting them jump ahead in the infection/narrative timeline if they so wish) has got some good ‘thumbs up’ too. Over to RJ for his own thoughts: “As all the above says my FMOD branch is currently in internal testing, alongside all the other stuff I’ve been putting into the game. It has a few bugs, right now only the 32 bit version is working, but I’m on the case! It’s also clear that I need to tweak how zombies group a bit, and how they make their thumping sounds – which currently drowns out the ambient system that lets you hear the fridges hum, water drips, wood cracking inside houses and all that cool stuff. Also in testing is the new ambient music that plays at night. It’ll get some more development, but basically at night if you hasn’t see a zombie for a while, and no music is playing, and you suddenly see a zed or a group of them then creepier ambient tracks will play. It’s really effective, and it’s what we’ll be building into the game when extra music comes in from Zach. So yeah – I have tweaking and balancing to do but everything is getting good feedback. Hopefully when the other coder branches come into line we can start talking IWBUMS.” Elsewhere, Build 33’s Creative Mode (a summary of the what’s and whys of which can be found in last week’s Mondoid) is getting some extra town planning love – a road tool that will allow roads to be orderly and easily placed in both the creations of the community and for our own team in the development of the Louisville suburbs. For this we needed a system that would allow for sections of the map to be temporarily overridden by template tiles without actually disturbing the terrain, which is the current focus of attention. Finally, in community matters, if you missed our fascinating chat with ORMtnMan the creator of the popular (and awesome) Real Guns mod then you can find it here. We also wanted to shout out our love for the current run of Our Big Dumb Mouth PZ videos. Oh and we know we flagged his stuff last week, but have you seen EvilMonk77’s most recent bit of fan art? Amazing! The West Point jackets are ace! This week’s featured image from WieldyRelic76 over on Steam . The Centralised Block of Italicised text would also like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. Sometimes you’ll even get secret messages that have been sent out in error too. Sorry about that one.
  5. Keep in mind, also, manual transmission cars (much more common in the early 90's) are vastly easier to work on as well due to both the simplicity and the extra room under the hood.
  6. Only if you're illiterate. If you're not going to read people's posts, don't bother to reply. If you want to disagree, that's fine, but be respectful enough to actually debate what I'm saying rather than just tell me I'm saying one thing (which I'm not).
  7. Tell you what, when one of you finds me a player that has demonstrably made it 50+ years in game without cheating and without idiotic easy sandbox options (not the way the game is meant to be played, and TIS has no need to balance around Sandbox) I'll consider changing my position on this issue. But the fact of the matter is, no one will because it would be boring, tedious, and unfun. Forgive me if I don't hold my breath, though, because even if they started today they wouldn't be done for another couple of years of real time. But worse than all of that, it would mean the game has utterly failed at its goal. Again, anyone who thinks dying of old age falls into the game's vision has directly and deliberately missed the actual meaning of "This is how you died." And you're also missing the fact that NPCs will be in the game at one point. Now, they aren't just going to be all on a constant murder spree, but the fact of the matter is eventually something will cost you your life, whether it's betrayal from within your group or an attack from without, even if the zombies don't get you.
  8. We're 3 years into development now and no one has come remotely close. Not to be rude, but your main point is a bad one. Did you even read my last post? TIS isn't going to develop features that are both against the entire idea of the game and that wouldn't be enjoyed by any significant portion of the playerbase. Surviving 50 years in game would take approximately 19,000 minutes of gameplay (assuming you're playing on the fastest possible game setting), or 316 consecutive hours of gameplay on one file. And, while there are some people who have reached that amount of hours played before, even the people with the most hours played don't come close to having that amount of time in one save file. If you think "This is how you died" means 'lel, everyone dies eventually guys!11!!!' then you're severely misinterpreting the entire concept of Project Zomboid.
  9. That's not how physics works. Zombies are still a solid mass with weight roughly equivalent to that of a humans. At car travel speeds, it's not relevant whether the mass is "fragile" or not, which is why hitting a bunch of water bottles stacked together can easily total a car, or why falling into water from heights can be lethal. Cars get totaled every single day by deer that are roughly the same weight as human beings. Edit: Source for collisions with deer, leading to hundreds of death a year and billions in property damage ( https://en.wikipedia.org/wiki/Deer%E2%80%93vehicle_collisions ) Edit: Source for the deer most commonly found in the southern US, including their weight being considerably less than that of a human, on average ( https://en.wikipedia.org/wiki/White-tailed_deer )
  10. As has been mentioned before when this comes up, as far as I know no one has ever made it that long in the game. This would mean the devs taking time away from features that everyone can enjoy to implement a feature that is directly unfun (the only way to reasonably get there would be to spend hundreds of hours- of real time- fast forwarding the game [or cheating]) and that few (literal few, most likely) would ever get to use.
  11. It's not terribly dangerous (relatively), but it is just going to not work and get you killed that way. For one thing, I'm not sure why people think you can just magically take apart and put back together bullets. It takes special tools and knowing what you're doing. And for another, powder is measured very specifically- to the grain- and fucking it up is going to get a bullet that doesn't spin correctly, tumbles, has very little power, jams the gun, etc. There is subsonic ammo available for some caliber bullets, but for most it's quite rare and more of a specialty item.
  12. No. It's not far fetched. Gunshots can be heard for miles. Muldraugh is 384 acres. I used to hunt on a property at roughly 315 acres. I could hear the gunshot from the other person I hunted with on the opposite end of the property- easily- any day, and it was a hilly and forested area. I'm not sure you understand how loud a sonic boom is. It's not even roughly comparable to breaking glass, banging on doors, or even house alarms. Keeping in mind that the decibel system is logarithmic, not linear, shotguns can come out as high as 160 decibels, which is rapidly approaching the loudest possible sound (194 decibels) in earth atmosphere. It can be heard from miles away and is a very reasonable feature of the game. In reality, suppressed firearms can still be heard from up to a mile away, which would still cover the majority of Muldraugh. Unfortunately there's a lot of misinformation propagated mostly by people making comments on the internet without actually knowing about it in reality. Please don't present things as fact unless you know they are, it doesn't help the game and it's misleading to others who might read it. Some of the other sounds probably could use a bit of pass to make sure they line up right, though, I agree with you there. The gunshot is just fine, however, and is 100% working as intended.
  13. And for the record, please no one do this. This is incredibly dangerous and get someone killed. And Gaffa, I'm sure your intent was not to hurt anyone, but please don't recommend people modifying their firearms if you don't know what you're talking about. I don't mean to be harsh on you, but if someone who didn't really know what they were doing tried this, they could actually die. If you caught the compressed gasses wrong in something made of wood it would blow apart- and wrapping it in iron would only make it more dangerous. Guns aren't toys, and you should not be asking people to do something like this.
  14. The (unspoken) context is: "Zombie Apocalypse: This is how you died" EG you died because of the zombie apocalypse. Devs have expressed many times that this is not meant to be a "dying of old age" simulator. Well, it doesnt meant either they cant make some improvements in the way their customers would like to be the product. The "dying of old age" simulator should eventually come too boring for the players, but the "Zombie Apocalypse: This is hoy you died too often and too soon" shouldnt be the rule either, if you can see what i mean. No, making the game unfun would not be fun. Luckily, I'm sure the devs are aware of that and don't need to be told it. That still doesn't prove in any way that they should add dying of old age to the game.
  15. This exactly proves my point about people having no idea how suppressors work, and quite nicely at that. Suppressors aren't just "things attached to the end of a gun." Neither a cone of metal nor a wooden... something? would suppress the sound in any way. Suppressors work by giving the gas (and sound) many small, internal surfaces in which to expand. This controls how quickly the gas expands, cools, and dissipates, which then controls how much sound it produces when it eventually leaves the enclosed chamber. Something open, like a wooden something or a metal cone would do nothing whatsoever. Like I said, this is a perfect illustration of how people who have no idea how a suppressor works would never figure out how to make one themselves. You have to have some kind of understanding of the concept before you can make something. Every time one of these threads comes along it just proves my point more and more. And I've already statistically proven that in Kentucky, approximately one in 5,000 people would own a suppressor (and that's on the very, VERY generous side assuming they're all in the hands of different individuals, not sitting with collectors, in warehouses, with vendors, etc). That puts you at a statistically zero chance of finding one in the area within which the game takes place- totaling a population of approximately 2,500. (And keep in mind, even if you do beat the odds and find one single suppressor in Muldraugh, Kentucky keep in mind there are literally tens of thousands of firearms out there and each gun requires a suppressor that can fit that specific model. So you have to compound the astronomically low odds with another astronomically low odd- that you just happen to have the gun which the suppressor you found goes with.) It's a bad idea that movies and video games have drummed into people's heads. PZ is trying to stay away from that kind of stuff. Luckily, there is modding.
  16. Working in the construction industry and having done some demo in my life, I can say this isn't entirely accurate. It's not impossible to get perfectly good nails or usable boards doing demo. It's certainly a far cry from 100%, but it's also by far not zero. Though technically, breaking down a door isn't liable to give you any planks or nails at all. Aside from some specialty doors, they haven't been constructed from planks and nails in centuries. I think I'd prefer if the damage boards could still be used, but only for rougher/crappier construction.
  17. All of which categorically and inarguably makes the game easier, in direct contradiction to the devs most recent efforts.
  18. To be honest, I'm more concerned with the fact that is ruins the idea of specialization, one that the devs have been pretty clear about wanting to keep. That and breaking resource balance entirely. But there's reasons for specialization being a thing. It makes multiplayer much more compelling and will also make NPC's more compelling and valuable. And, as the devs have said many, MANY times they don't want people to be able to do everything. The whole idea runs counter to many of the previously stated goals for the game.
  19. 50,000+ reports a year in the US alone and the number one cause of accidental poisoning in the world. If I understood his intention of asking the question right, you've kind of proven his point. It seems to be a fair counter-question to Uh... what? First of all, bleach has plenty of uses in game as has already been explained, but even if that weren't the case it's still a pretty confusing comparison. Proving that people are sometimes morons and do stupid things like drink bleach doesn't mean you should change the entire crafting system to cater to morons. And if he's not saying that his system is as stupid as drinking bleach, then... the comparison still doesn't make sense because that would mean the two are in no way related? Maybe I'm missing something here, but none of this makes sense to me at all.
  20. Which is back to having no consequences (or less) for failing and breaking game balance. You're meant to have to go find more nails. Anything that reduces that is going to be harmful to game balance, not positive. Actually, no. It's not. If you don't know how to do something, doing it wrong more won't help you learn. But building walls can teach you about toe-nailing, structural stability, and other concepts that could be applied to bed making as you got better and more comfortable with wall making. In fact, this is MUCH more realistic than learning to do something you don't know how to do by just magically learning by doing it wrong more and more. Building something doesn't involve luck. Everything is deterministic. Either you do it right and it works, or you don't. You couldn't have this any farther backwards. And as someone who gets to watch new builders learn frequently (I work at a lumber yard), I feel pretty confident that I know what I'm talking about. They either learn by asking me, looking it up, or (if they've never done it) applying things they've learned previously to the new thing. They don't learn by doing it wrong 400 times and then doing it right. 50,000+ reports a year in the US alone and the number one cause of accidental poisoning in the world.
  21. Don't think this is being thought through. RNG systems are almost always more frustrating for the player, not less.
  22. I'm glad you mentioned this, because it ties in nicely to an article I'm working on writing about why gamers don't know what they want out of games or understand balance in many cases. Not trying to pick on you, but the intent is for players to use up resources learning to craft. If you don't, you either have lots of stuff you got easily or you don't need to leave the base to get resources. Resources are meant to be scarce. If they're not, people don't have any reason to leave base... and thus, complain the game is boring. And they'd be right- that'd be poor game design. And if you're about to argue "but you'd still need to use the resources to get what you have now because you'd fail a lot" (yes, I'm prescient) then consider that you're making it no different from the current system in that case- except far more frustrating for the player as they could be left with nothing, or worse yet- dead or injured because of it. Like I said, I'm all for having different item qualities, I think that'd be great. But just bear in mind sometimes there's reasons things are done the way they are.
  23. Specialization is a very intentional and deliberate part of the game. This directly detracts from the devs vision of it. Can't say I'd particularly enjoy it. That being said, I wouldn't mind seeing quality ratings for everything we do govern their statistics. Just not having everything open for anyone.
  24. Rathlord

    SNOW!

    Luckily, it already does snow
  25. Heya dude, You might have more luck if you actually embed the images in your post (since people are kinda lazy!). You can do that by putting your image links in tags like so: [img]put your link here[/img] Cheers!
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