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CrazyEyes

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Posts posted by CrazyEyes

  1. Which would probably have a couple of museums scattered around, sure. There are no museums dedicated to civil war history, though, so you'd have to hope one of the (two?) larger museums has an exhibit. And that the weapons aren't deactivated. And that you can find what you need to fire them, since museems don't generally keep stores of black powder and musket shot.

    If you can get all that going for you, though, you too can wield the shoulder-spraining power of a fairly innacurate rifle! Feel like a badass as you take a full minute to reload after every shot! Feel the relentless clawing of the horde as you... oh wait.

    If you found a civil war replica weapon designed to fire modern rounds that'd be a different story, but then you'd have to explain to me how that's different from any other gun and why it's worth the effort of putting it in the game.

  2. All of this is true, including the fact that you really should be able to drink from fresh water sources. There should be a chance of (normal) infection from drinking from an unsanitary source (especially a stagnant one) but you could totally survive on river water if you had to.

  3. I like the basic idea. To keep it from being too good you could make it so it has to be equipped to provide any defense. Then the first time you would have gotten scratched or bitten the lid drops from your inventory instead - as though the zombie grabbed your shield instead of you.

  4. And none of this would be found in real-life Muldragh, KY, a town of about 1000 people (as of 2012) with no actual museums.  The closest one is the General Geroge Patton Museum in Fort Knox.  Granted, that's only about four miles away, but you're not very likely to find civil war replica weapons there either. :P

  5. Hygiene is one of the topics that has been discussed to death around here.  The general consensus is that while realistic, it would not be fun to force your Sim - er, character - to constantly shower or go poop.

  6. Also the topic of this thread is "Vehicles should be a RARE commodity" which I think you both have approved of the idea.

    Pretty sure the topic title is "Working Cars should be a RARE Commodity."  I agree that working vehicles should be rare but I don't think vehicles themselves should be.  This thread is full of ideas on how to create challenge and scarcity even while having lots of cars on the server.  Any performance issues they create are going to be minimal and only cause real problems if your computer already can't handle the game - which sounds like it's the case: 

    Edit: Are you sure on the Ram>? I have 2 GB's Close all processes (Even explorer) run the game at minimal settings and low Res, and I still stutter a bit, MP seems to be where i find most problems, unexpected stuttering, and freezing, Disconnected sometimes glitch deaths.

  7. The biggest problem with keys is this: How do you show the player which car they are belonging to? Actually I had the same problem in my lockpicking mod a while back. People suggested to implement keys for houses which could be found in the world / on zombies, yet there isn't a good way to tell the player "hey this key here belongs to a house at X10010 Y10050".

     

    It would work if the keys are already in the car, or if you find them inside of a house with the car being outside. I honestly can't think of any good way to make it work - even in a semi-realistic way.

    Why would you have to label them? I understand that would make it more convienent for gameplay and all, but from a standpoint of realism almost nobody would have their keys labelled. Even so, keys usually modelled after the car company's logo. Even if we can't tell which individual keys are which this would give you an idea of what kinds of cars to be on the lookout for. If we don't want to have different manufacturers then we could have different types of keys for sedans, trucks, SUVs... you guys get the idea.

    Beyond that you'd just have to hope there's a logical place you can check if you find a set of keys. If you get keys from a house (or from a zombie in a house) try any cars outside. If you get keys from a zombie outside, check any abandoned cars in the general vicinity. There would be few enough cars in town that you'd have a decent chance of matching a set of keys to a car.

    On the highways and outside of town it'd be a different story. You might find keys on a zombie with no cars in sight, or with a bunch of cars gridlocked nearby and no way to quickly know which car they are for or whether the car is boxed in or even there.

    I think keys should be renamable so that players can keep better trak of their own keys, but that is about as far as I think that needs to go. I don't see a need to lead the player directly to the thing the key unlocks, although having a zombie spawn with a wallet and home address would be pretty cool.

     

    Also if more vehicles are usable, wouldn't that cause some more major RAM consumption?

     

    I think we should leave out NPCs too ... I fear they will take a toll on performance ;)

    You know, the biggest performance issue for many players is the zombies. Think how much memory would be freed up for stuff like keys if we took the zombies out! :P

  8. Anyways, how hard would it really be to generate particular keys for particular cars?  Each key could just have like an 8-character string (10,000 cars should be enough ;) ) that's unique and matched to a particular car in the world.  A car can only be started with these keys if the strings match.

     

    Make the keys spawn in one of three locations: inside the nearest house, on a random zombie nearby, or inside the car itself.  At that point the server's work is done and it's no more resource-consuming than any of the other loot that's sitting in containers constantly.  It's up to the player to track down the keys and try them on nearby cars.

  9. JTloODq.jpg

     

    That's a picture of a very simple circiut we're building in my Electrics class right now.  Go ahead and study it for a while, then tell me which components you need to bypass in order to get the speaker to emit a constant tone instead of an oscillating one.  I'll wait.

     

    That's the problem with what is being suggested - electricial engineering is ludicrously complex and requires years of study to really get the hang of.  The circiut pictured above is nothing compared to some of the wiring you'd find in a car.  Say what you will about carpentry and trapping (which are purely mechanichal skills that anyone can learn to do if they put in the time and effort), but it is impossible for someone with no education on electricity and without a completed circiut diagram of the car's electronics to just hotwire a car simply through trial and error or "practice."  

     

    You have to not only know beforehand what you're dealing with, but you have to know the math to figure out what you're doing to the circiut.  Short out the wrong resistor and current will jump to the point where fuses start to open.  Accidentally reverse the polarity of a circiut and at best it will cease to operate - at worst some of your components can literally explode.

  10. Btw, I agree with pillows talk comment, It reinforces my idea of abundance without being easy to get a vehicle nor without breaking the realistic factor.

     

    I've decided to start referring to all of my posts as "pillow talk". :D

     

    They could make a "Automobiles for dummies" book that gives the you a perk that allows you to hotwire cars. Or you could make being a mechanic in its entirety a skill and have hotwiring come with a higher level. Point is, there are ways around it.

    "Automobiles for Dummies" isn't going to contain information on how to rewire a car to get it to start. Even if it did, the process would be unique for every different model and make of any given car. As Rath said, it hasn't been about breaking open the dashboard and touching two wires together since the 80s. You need to actually bypass the system the car normally uses to start, which means rewiring components, which means understanding what those components do and the kind of voltage and current they need to operate so that you don't blow every fuse in the car when you clip on a jumper.

  11. I agree that lockpicking shouldn't be an accessible skill to an average person, especially when you start taking into account the fact that most locks you'd find can't be picked without the proper tools even if you did know how.  As Rath says, it is to a degree the problem with "internet kids" who see a video of a lock being picked or do it in Oblivion and think they could apply that to real life.
     

    The problem is - and some of you may want to sit down for this - locks aren't meant to be picked.  It's not an intuitive process, and it's not something that's easy to do even with the cheapest of locks.  When you pick a lock, you're exploiting imperfections in the way the lock was machined.  Note that I say "machined" and not "designed".  Again, they are designed to work with specific keys, not crooked bits of metal.  What ends up happening, however, is that when the locks are made the tumblers are not in perfect alignment with each other.  The difference is small, usually less than a degree, but this lets you turn the chamber just far enough to keep one tumbler trapped in the upright position while you work on the next one.
     
    How do you know what order the tumblers are in, and how far you need to push each one to lock it?  By touch.  Except you're not touching the tumblers, you're touching the aforementioned bits of bent metal.  This is where the practice comes in - you have to learn what it feels like to hit a tumbler, how much pressure to apply to move it into position, how to tell when the chamber has moved enough to lock the tumbler in place and whether you're even working on the right tumbler in the first place.  And again, this is for simple locks.  The $10 padlock I bought for my locker has five tumblers.  Anyone with the right tools who had an idea of what to do could pick a lock like that through trial and error, but it could take hours.  

     

    With months of practice you might be able to spend less than an entire minute on each tumbler, but you can still forget about picking anything more complex without specialized tools and intimate knowlege of the lock's inner workings.  A far cry from the Hollywood vision of someone with a paper clip picking through any lock they wish in mere seconds, and definitely something you want to gamble your life on when time is of the escence.


     
    As far as cars are concerned, I definitely think that they should be abundant.  The chalenge will be in maintaining and fueling them.  Keys shouldn't be hard to find.  Even if they're not in the vehicle, you can check logical places for them.  If there's a car in front of a house then go check the house for keys in a drawer or on a zombie.  If you see a car on the highway just check the ignition - I bet a lot of people didn't grab their keys before trying to get away from whatever made them flee their cars.

     

    Similarly, I bet a lot of those people also didn't bother to turn their engines off.  If you find a car on the road with the keys in the ignition, chances are it's been on for days or weeks and has certainly run the fuel tank empty and the battery dry.  Given that people don't generally flee individually this would probably lead to you finding long roads gridlocked with useless cars.  Plenty to get across the idea that people were trying to get away from this thing.  Scattered in here and there could be cars the owners turned off before running.  If you're Lucky you might find keys in a few of those, but you still have to deal with the problem of moving other cars out of the way.  Otherwise the best you can do is try to move the fuel and battery to another car.

     

    Roads and homes inside towns would have far fewer cars with more in working order to show that whoever had access to a car took it, and any that were left behind were probably not used at all.  Driving around inside a town would have you dealing with far fewer roadblocks and other obstacles, but the noise you make doing it would be a much larger issue than speeding along the open highway.

     

    The amount of working cars and available keys could be tweaked to get the appropriate difficulty out of it, and I feel like this is the best way to enforce scarcity while still making it look like the people in town owned more than 20 cars between 3500 people. :P

  12. If it's meaningless why did you bother triple-posting to tear him down? That very last paragraph summed it up pretty succintly. Nobody wants to read 700 words when 50 will do. :P

    Anyway.

    Weapon degradation, yay, bladed weapons can get dull and blunt weapons can get bent out of shape or cracked. Dull bladed weapons wouldn't penetrate your enemy as far, thus making it harder to make that all-important brain damage happen. A blunt weapon with a bend or break in it might "give" a little bit every time you hit something with it, reducing the force transferred to whatever you're striking.

    Guns that are used improperly should require cleaning if you don't want them to jam at a critical moment. Smooth and rifled barrels (dirty or otherwise) will both put holes in whatever you're shooting at within the relatively short distances at which we will be fighting most of our zombies. I figure it's not worth splitting hairs over that particular point when we all agree that your weapon jamming is a much bigger and more realistic concern.

    Edit:
     

    If I was on the apocalypse, and I miraculously got a gun. I really wouldn't fuck with it. What if I can't put it back together, or what if i do it wrong? if it's not broken don't fix it, it's my policy.


    Oh man, this. I know how to handle a gun safely and I've shot them a few times in my life, but if I had to disassemble one without any instruction I'd be nervous as all hell. I figure they're made do be durable and thus wouldn't have loads of tiny parts. But anyone who's taken a pen apart only to have the spring fly off into a corner unexpectedly knows what I'm talking about.
     
    I could probably figure it out but I'd also probably only attempt it in a situation where the gun was going to be useless to me anyway, like if it started to jam.

  13. I think there was a topic about this a week or two ago; the consensus seemed to be that having whiny kids dominiting mic chat would ruin the atmosphere of the game (as well as any attempt to roleplay a character).

     

    I for one would like to see voice chat implemented, but by invite only, so instead of having a single channel for server-wide chat you can only talk with people who actually want to hear you.

  14. I can't explain where it was carrying the fire axe if not in its hands, but I also can't explain how it would know to hold an axe in its hands.  It just seems... wrong.

     

    I agree that sorting through large amounts of containers in a small place makes it hard to keep track of what you've looked through and what you haven't.  I get this problem with zombies sometimes, but it can be an issue with enough crates stacked near each other as well.  Maybe there could be a small indicator, like a colored dot in the bottom corner of the container icon, to tell you if you've viewed the contents recently.

  15. I'm assuming he means drop items the zombies aren't wearing, and therefore wouldn't be attatched to the body and easy to grab off the floor.  The only problem is, I don't see how the zombie could be carrying the loot around if it weren't attatched to them.  They don't exactly use their hands to manipulate objects, and any weapon or somesuch they might have had as a human they would have dropped when they first "died."

  16. I'm in the same boat as the OP, I have seperate bags for seperate loot (mostly I divide it between "food & water" and "other useful stuff") and dragging items into my fridge one at a time - especially if the icons keep shifting as stacks finish moving - can be a pain.  We have a Loot All button, so hey, why not this too?

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