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Jatta Pake

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Everything posted by Jatta Pake

  1. Public Server v. Private Server It seems like both models, public server and private server, have some drawbacks. Public servers get ruined by the actions of a few bad apples, and private servers don't really facilitate the interaction between lovely strangers. Private servers also require a lot of player management, ie vetting good and bad players. Consortium Server Idea What if a consortium of server admins could collectively vet players so lovely strangers could play together? Here is how it could work: Players could apply for a certificate at a third party created, operated, and managed consortium of private servers. Once approved, the player would receive an electronic certificate that would automatically grant access to all private servers who opted in to be part of that particular consortium. When a bad apple appears, any of the server admins could revoke that player's certificate from the consortium. Thus the bad apple would be prevented from hoping over to another server within the consortium after getting banned at one of the other servers. The only thing TIS may need to add to PZ is some function for a certificate checker in multiplayer log in (or maybe not?). Beyond that, it's up to the players to operate. You could have multiple consortiums. The consortiums would define their own rules and operating procedures. And private servers could belong to multiple consortiums, accepting certificates from several different ones. Philosophy: Underpinning this idea is the assumption that the majority of server admins don't want cheaters and griefers ruining the game for everyone else. Additionally, server admins want to spend more time playing the game and less time chasing down douche bags. Alternatively, most players will want to play on a well administered server free of cheaters and griefers. A sort of natural selection then takes place as good consortiums grow and bad consortiums wither. This structure also streamlines server admin efforts. Currently, Server A Admin uncovers a bad apple and bans an individual. Server B Admin has to repeat all of the same steps to ban the same individual on his server. This duplication of efforts can be eliminated. Everyone Wins: TIS focuses on the game while remaining walled off from all player management headaches. TIS only provides a mechanism for checking "certificates" by player run servers. Nothing more. Enterprising consortium start ups would compete for popularity and page views. Consortiums would police themselves, as they would have a collective interest in only including other good servers. One bad server could ruin the reputation for the entire consortium. As the landscape of consortiums matures, the consortiums could collectively propose improvements to TIS for the certificate checking system. Maybe some sort of encryption needs to be added. Yes, it would be messy at first. And yes, douche bags would invariably find ways to exploit consortiums. But I think this would go a long way in reducing the Wild West environment for server admins. It also provides a middle option between a full public or full private server. Thoughts?
  2. Yes, congratulations! I'm curious if you know how much of your mod will be incorporated and if you plan on re-configuring this mod to alter or extend the upcoming water changes.
  3. That part is not hard, as there's a server setting that. The limitation is that I have no fucking clue how to actually make the mod. Depending on what direction the devs end up taking with the skill books, I may have to learn it though. I love the game far too much to stop playing it entirely, over a problem that seems like it would be rather trivial to fix if I knew the first thing about modding EDIT: Also, removing the books entirely is actually a sufficient, although not completely optimal, approach, since there's also a server setting with a global XP modifier. Would require some tinkering to find the right value to satisfy everyone on the server, but that bit is just a matter of trial and error Modding is easier than you think. Since mods load after the base game, you can have them overwrite base game files such as the item spawning Lua file. Download an existing mod or two and take a look at the files. You will see the logic behind the design. You can open and edit lua files with Notepad (I prefer free Notepad+). I'm a big dummy and I was able to make a couple mods. The tutorials are a big help. I think adding or removing items is the easiest kind of mod to make. Running an MP server seems harder than modding to me!
  4. That's a well put argument actually. Made me at least rethink my stand on it. Just pointing out that Lemmy actually agrees with you and wants to take the multiplier books out... I'll also point out that the game is originally meant for SP and that's one of the main reasons I've wanted to support it for as long as I now have (I've never tried MP and likely never will). And imo for SP the multipliers work. At least for me. I do think they could really bump down the multiplier benefit and make them more rare (perhaps make faster to read?), but I wouldn't take them out entirely. Would you think that there's a compromise in that or do they just entirely spoil the whole game for you guys?I don't really know how mods work on MP Servers, but couldn't you just have the sever run a modified suburbsdistribution.lua that doesn't have any all skill books? Thus none would spawn?
  5. Another simple solution to overeating: make it so you can't. Just like you cannot sleep if you are not tired, you can't eat once you hit your max. You are just too full. I'd rather not have to micromanage my character's eating practices and worry about getting fat (a laughable concept in the apocalypse). Let me eat up to the max and let me decide if I should ration or not. Otherwise, this idea is fantastic. I like the slow decline in abilities and penalties for going hungry. Gives you some "wiggle room" if things are desperate but punishes you for failing to secure food sources.
  6. I expect fire will be revamped at some point. I agree with Jsnazz, zombies should extinguish campfires 95% of the time. I think zombies would be very difficult to set aflame. They are putrid rotting corpses out in the rain and snow. They'd probably have a glistening sheen of goo all over like you find on rotting fruit in the back of your fridge. A fire pit trap could be something you construct but it should require a lot of resources and time to build.
  7. Here is the download for all of my icons, including the unreleased ones. https://www.dropbox.com/s/vuca3yasnmppjoh/pz%20icons%20from%20jp.zip?dl=0
  8. It would be cool if existing structure sprite tiles could be given properties that require certain tools. Like you could remove an existing chain link fence with bold cutters only. You could probably map out which sprites required which of the following tools: wrenches, pliers, leverage tools (crowbar), cutters (box cutters), striking tools (hammers), struck or hammered tools (chisels), screwdrivers, vises, clamps, snips, saws, drills and knives
  9. Could be a cool thing to add with a clothing over haul.
  10. I just saw that you've used some of my sprites! Awesome!!! I have a bunch I never bothered to release and all in png format. I'll gather them up and put up a drop box link for them so you can use them as you wish. This looks like a great mod.
  11. Can I just say this idea is fucking brilliant? Not only does this do all of the things you mention, but it also provides an amazing template for modding in new crafting recipes. This is genius. I am speechless.
  12. I have a feeling you will need more of a generalist in single player, like unemployed. Taking a specialization in Single Player will likely be hard until NPCs show up. Looking forward to the revamp but I'd be willing to wait if we could get more skills added. I'd like to see Lockpicking. Plumbing would go great with a water revamp. Fire Control would be a good one to see with a revamp of fire.
  13. Yes it would be cool if the "Read" command checked the light level of the tile you were on. If too dark, PZ could give you a message like "It's too dark to read here."
  14. One thing I'm confused about "10 levels instead of 5" and the new profession changes: Does this mean, for example, that a Farmer starts at level 3 in farming but can go up 7 more levels to level 10? Or does the three mean starting with level 6 in Farming? Will there now be ten different Skill Books for each designated skill? Or will bonuses apply to two levels each?
  15. Fish antibiotics are identical to human antibiotics. It's a dirty little secret that lets preppers stock up on antibiotics without a prescription from a doctor. Many vet meds are identical to human versions at a fraction of the cost in America. But they are not FDA screened so quality could be be an issue in theory. I wouldn't use animal meds in real life but I'd risk it in an apocalypse.
  16. No, they couldn't re-animate while equipped.
  17. I really like this variant idea. Re-animator - A corpse that "re-animates" after an extended period of time.Game-play issue addressed: Punishes players who do not remove and burn corpses. This would also address spawn issues when an area has been "cleared" of zombies but has been left unattended for some time.
  18. Reminds me of some of the features in Dwarf Fortress. It would be cool if instead of baking more tracking tags directly into the game, the system was opened up to allow mods to track any type of tag defined by the mod. This would expand the potential application to ... drumroll ... other mods.
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