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LeoIvanov

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Everything posted by LeoIvanov

  1. Usually the beginning of my character creation starts with allocating points into "bad traits" that I'm comfortable with having, followed by choosing the build that I feel like being specialized in for a particular play style: http://undeniable.info/pz/CharacterPlanner.php#Clumsy,ProneToIllness,SlowHealer,SlowReader,Conspicuous,Thinskinned,WeakStomach,Hemophobic,unemployed, As an example, here is what my "builder" character would look like: http://undeniable.info/pz/CharacterPlanner.php#Clumsy,ProneToIllness,SlowHealer,SlowReader,Conspicuous,Thinskinned,WeakStomach,Hemophobic,carpenter,Handy,Strong,Cowardly,Unlucky, all of the skills are centered around being an efficient carpenter. My strength here is in building strong walls quickly and efficiently, but as a result I am going to be lacking terribly in going out on the loot runs (unlucky), with a high chance of dying during a zombie encounter, should one get close enough to actually bite/scratch me. (In multiplayer other people can take care of me!)
  2. Wow.. You, sir - you did your homework. Hats off to the flour god.
  3. And with that, the first iteration of full Russian radio/tv translation is ready for implementation. Credits: Алексей "Lordixi" Беседин Павел "Larnest" Морозов Humort LeoIvanov https://www.dropbox.com/s/q054v7jfkomkch8/RadioData_0_RU.txt?dl=0
  4. I think a way to balance this idea would be actually pretty simple: Just cap the amount of XP one can gain from a person of higher rank to an XP/level number. For example, let's say people can "teach" with their "skill aura" only up until they are 5 levels below. That way, only people with sizeable experience in a particular skill can help others gain level faster. A level 10 carpenter can help others gain additional XP boost up until they are level 5. They are "on their own" after that point. Similarly, a level 4 carpenter couldn't give anyone an XP boost, because they, themselves, still have enough to learn about the profession themselves (Hence "Intermediate" carpentry). Also, similar in topic, the "teacher" aura can help you perform/build recipes that are otherwise unknown to you. For example, if you are unable to turn on a generator, because you lack a necessary skill for it, a presence of an electrician in your vicinity helps you bypass this. By performing this "locked recipe" enough times in a presence of a "master", a character may learn how to do it himself, even if you "grind" it. It can, however, suffer a 100-1000% time disadvantage, so instead of taking 10 seconds to start a generator, you take 20-100 seconds. (as a side note, the more often I have someone overlooking me doing a particular task and correcting me when I go wrong, the easier it is for me to learn how to perform it properly. So "Grinding" isn't even an issue) Edit: Also as a bullet point, if you don't choose a particular profession (You don't have profession-specific XP boost), you won't be able to "teach" others the blocked recipe, or give them an XP boost, giving the ACTUAL carpenters more reason to be valuable.
  5. One of my colleagues for the Russian translation is wondering if the usage of Cyrillic is permitted in the " translator = " line?
  6. I think we should disallow carrying through the results of a vote if there is less than 10% of a difference in the polls. Also, it's clearly older people's fault because they don't understand us young people, voting for their backward and wafflecist ways. Even if it carries through, though, I don't think pancakes will be able to truly become the best, as waffles still have 2 years before they can be forced out of competition. Unless Pancakes invoke article "Kitten Knives", of course.
  7. I think some sort of introduction of "falling unconscious" is due time at this point, especially considering that blunt weapons are the worst that you could choose in a PvP fight. They only deliver damage to your health, and seem to have no lasting consequences that would eventually kill you if not treated with proper care, like axes or knives do with their bleeding and deep cuts. I think the fact that you can be dazed and knocked out on a lucky hit is a fair trade to balance out the weapons. To add to the OP: 4. Ability to lock and switch your targets on the fly - it's often quite hard to catch up to a person with a high sprint level on servers with high latency - they would skip all over the place, disappear, teleport around you and deal you damage in a matter of moments. And I don't think I have to mention the fact that you need that option for the PvP firefights 5. Higher exertion/panic/pain affect your windup speed, but not the hitting speed. That way you can still get away from a lunging zombie/incoming attack/shove without having to stand there locked into place because your swing animation is slow as hell. Slower windup lets players be more careful about timing their swings, allows more window for less exhausted players to take advantage of an extra hit as well as some restricted movement during the windup itself. 6. Ability to properly push/shove other players away, with a chance of making them stumble and fall. We always get moments where we're caught in a terrible position with no weapons, and have that reluctant asshat fighting you with some form of axe or melee weapon. By allowing players to push them away, dazing/stumbling them, you get a chance to get away, introducing this cat-and-mouse mechanic where it takes skill to hunt down and kill even an unarmed player. (Unless they have a shotgun... If so, just run. Simple, right? Just like in real life.)
  8. I can already see a birth of two new traits with these: Couch potato - refuses to exercise when bored. Gym nut - gets a happiness boost instead of boredom during exercising.
  9. Hold up right there, criminal scum. I'm actually really fond of idea, now that the new animations are almost around the corner. While we are at it, I'd suggest it also adding points not just to exhaustion, but also to sleepiness, over time. And character refusing to do any more when highest exhaustion moodle shows up. Or during first "sleepy" moodle, to balance it out without being stuck in constant "do X pushups, rest on chair, repeat".
  10. Buildings like these are always inspiring as hell, and I wish I was half as creative in making similar assets. Great job on it so far!
  11. Once we are done with the translation, do we just send the RadioData_0_X.txt files back to you in this topic?
  12. Добавлю к следующему обновлению, спасибо
  13. I guess I'll drop my two cents here regarding this: First of all: Love the implication that crafting specific stuff, like kitchen knives will require you to have two professionals at different expertises. That will bring balance and stop people from becoming gods on earth from day 2. Now: My initial idea, to make the survival in the woods AND on the high population servers viable (It is only a matter of time until the towns are fully looted) is to, essentially, be able to craft EVERYTHING you ever could scavenge from the cities, without being forced to scavenge the cities. For example: There is always this hurdle around not being able to find an axe, or saw, or nails, or sledgehammer after looking for one through 2+ towns. Well, now all you need is a high skilled forger, high skilled carpenter and a ton of scavenged materials (For the hell of it, let's say a high skilled foraging guy, to scavenge them from the woods, too.) Now you'll be able to craft your own saw, nails, axe, etc - everything you need, without the need to ever go out into the city (which can be already ransacked) and find it all yourself. This would finally make playing on servers with empty towns POSSIBLE, because ransacking towns wouldn't be your only option. Building communities with it's own economies would also make it more viable long-term.. But a lot of this will fall on balance. You'd have to make it so it's impossible, even as a forger taken in as profession, to forge absolutely every item necessary for your long term survival. You'd have to train for quite a bit before you're capable of crafting saws, axes, sledgehammers.. Perhaps long enough for it to be viable at around 3-4 months, given that this is all you are focused on. This means that your party of friends would have to keep bringing items for you to train on, while you start your way by foraging spoons, forks, butter knives and slowly build your XP towards better stuff.
  14. Some time ago this was exactly the reason indie stone were on the fence about adding a feature like this, when it was quite popularly requested in the suggestions forum.. In my own opinion - I'm perfectly fine with it, as long as everything necessary for metal working is locked away specifically to the profession, while being able to "discover" bits and pieces from journals around the game world. I also had my own thoughts regarding overly complex professions and item creation, while keeping to the realism of the "average joe" argument, and this one.. Partially fits it.
  15. Already posted regarding these options within the topic itself, but will also say it here: Each language should be able to determine their own noun genders, because they seem to differ from each other. In Polish: Axe {f} Orange {n} In Russian: Axe {m} Orange {m}
  16. It would probably also benefit from the translators being able to determine their own item gender, because unlike with Polish "Axe" being a feminine, here in Russian it's actually masculine. There is also super-advanced form of rules in Russian language that might sound like nightmare to people using English language, namely: the "cases" (падежи). There are six of those, and each case determines the ending few letters of a noun, depending on context it's using in the sentence. To determine which "case" the noun is, you have to ask what kind of question the verb answers within your sentence. It is also "interconnected" with the gender that the item is, so each "case" has three ways it's noun could end within 1 sentence. In this example I'll be using the name "Hannah" (feminine noun) and show how those 6 "cases" differ from each other, and why an english-speaking person would think of it as nightmare. 1st case: Я Ханна (I am Hannah) 2nd case: Я привёл Ханну (I brought Hannah) 3rd case: Ханне 30 лет (Hannah is 30 years old) 4th case(Only similar to 2nd if the noun is masculine/feminine): Я подозреваю Ханну (I suspect Hannah) 5th case: Я горжусь Ханной (I'm proud of Hannah) 6th case: Я говорю о Ханне (I'm talking about Hannah) So, why does it even matter within the game's translation, you may ask? Well, not only do we get a problem with applying adjectives to each noun (namely states of food/weapons), but we also have to think of workarounds for stuff like "Fill empty bottle" (from sink), because in Russian the 'empty bottle' would use a different case with different few letters at the end for it's noun. 1st case (used universally for all standard "name of the item" nouns): Пустая бутылка (Empty bottle) 4th case (case used for "Fill X" action): Наполнить Пустую бутылку (Fill empty bottle)
  17. Hey folks, I've kind of stopped working on this prison. Somebody else decided to remake it, despite this version still being updated and constantly expanding, and an overwhelming majority of people already migrated there. This one just feels obsolete, and updating it now is only going to be for the small portion of people who, for some reason, don't enjoy the redone version. I've had a few huge plans about this version's expansion, but at this point it's going to be useless implementing them, and I'm just too burnt out and exhausted to try and integrate those ideas into the new Wolfe's version. I see no point even uploading my map on the workshop, let alone making it possible for server owners to integrate it on their maps. Really sorry for the inconvenience.
  18. LeoIvanov

    Map Pack

    Mine, or Sly_Wolfy's?
  19. Adding to this list: Also have been applied for a long time to "Choose map as a spawn" in map selection screen, but I forgot if that's still present in new versions.
  20. if you use -debugtranslation as one of the .bat files' starting conditions, "Info", "Apply Cataplasm", Journal buttons etc (Not sure about arrow pointers, but positive) are already available for translation.
  21. It's only getting attention because it's something new. The only thing I'm slightly concerned about (Not as much as I am concerned about what to eat this evening) is that the games like these may become the next trend. I like concepts where you are genuinely afraid of dying in survival games, but this one is taking it too far.
  22. Зависит от Turbotutone. Даже если бы кто-то и хотел их перевести самостоятельно, у него бы не получилось, т.к файлы с оригинальным текстом, на данный момент, зашифрованы.
  23. Russian translation updated for EDIT: build 33.14 https://www.dropbox.com/s/snc19uy8nqs9ryo/RU%2013.01.16.rar?dl=0
  24. Translation updated for the public build 33.13 https://www.dropbox.com/s/1321lf6huqc8k8a/RU%2012.01.16.rar?dl=0 ADDED WORKSHOP VERSION FOR FASTER UPDATES! http://steamcommunity.com/sharedfiles/filedetails/?id=598991989
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