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Eliijahh

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Everything posted by Eliijahh

  1. Just a quick general reminder to Be Lovely please. I'm sorry I didn't mean to be unpolite. Really I didn't want to sound rude or arrogant, I was just making a point! Sorry if in my writing I sounded arrogant.
  2. Yep there is no logical connection : Game is too slow ---> I live far away from the place I bought it. Also, the game is being produced in the UK (if I'm not wrong). The problem with the videogame is somewhere else. If you give us some more informations maybe we can help you in a more "helpful" (ahahhah) way other than telling you that your reasoning is faulty.
  3. Uuuuuuuh, as soon as I finish studying and I go back home I'll join!! So sweeeeet multiplayer! Wait for me!
  4. Well with all the Italian Mafia we probably have more guns in Italy than in the USA. So chances are pretty high of survival if you have respect. And btw :
  5. Banned for not giving The Godfather respect.
  6. http://pzwiki.net/wiki/Sheet_rope This is your solution. Make a sheet rope. Exit from the window opposite to the door that is being banged and just run run run! Or kill yourself with bleach, that's always fun!!! Ok I'm dumb. Even if I read that you didn't have nails I wrote this post. Dumb Eliijahh! Too much Popper (not the drug)
  7. Actually that is what they said back then. They wanted to flesh out SP first and make the addition of MP. But right now the game kinda has way more content than before. That is why I was so surprised when I read "Multiplayer" in news and development section of the website. Surprised in a good way of course. I actually thought they wouldn't implement multiplayer at all.
  8. Well I'd like to have NPC's first since multiplayer is still far from being complete gameplay-wise. Think about the lack of an aiming system to shoot against other people. Or hunting. Or factions... It'd be too barebones to be enjoyables atm. I'd like the single player aspect to be more fleshed out before having the possibility to enjoy it with other people (which is only a plus).
  9. Ahahaha that would be very cool.
  10. O.O God.. Developers are really playing with my mind... Something happened today. remember my old character, Vigdis Clancy. Well, i went inside a random house and right in front of the door was a dead body Is it just a product of our mind that really really wants NPC implemented or there's really something going on? Deveeelopeeeeers? A little help heereee?
  11. Usually unemployed and no other traits. I'd love to start using them when psychological moods have an effects.
  12. Well I'm gonna try and play a rp server, since I think that is the best and only secure way to make PVP a meaningful experience. But if you thin about it. 1)At the beginning there would be plenty of food for everyone. In that momeny pvp would be at its most wild status. 2)The food starts to dwindle. 3)There would be a major differentiation : those people who made a fort with farms. They would be more prone to have pve. And those people who'd rather raid and steal food. 4) The raiders would have to unite to overcome the farmers defenders. The farmers would have to unite to defend from the raiders. Here's an harmonic pvp/pve kind of game. Resource scarcity+permadeath(unfortunately optional)+impending sense of doom if lonely = the best way to implement pve.
  13. Well yeah many would have psychological issues. Though it is proven that not everyone has a "good guy feedback mechanism". Look at all the crap human kind has done to itself. Wars, genocide, nuclear bombs, slavery and bla bla bla...Usually if people think they're doing the right thing, that is enough to make them not regret what they've done. So psychological problems could be a way in the game. Though i'd like if a sort of "killed" counter could be tracked for each player. It could be that the first kills are the most problematic ones, then the effects are mitigated. Some sort of skill. People get used to stuff, and killing would be one of them. But I guess the most powerful PVE force, not only in videogames but in real life as well, is the enemy. Make zombies problematic for the survivors enough and BANG you have people gathering together to survive. BTW i'd love if there was some sort of "one life for each server" system (optional of course). Each time you're killed in a server you can't play in it till they reset it. In a roleplaying server you gotta create a new character, of course, but in a server where when you're killed you stay dead well, it would force people to think a couple of times more about going gun a-blazing around the city. And it would also make clans and organizations and TRUST a much more valuable commodity.
  14. Could be used to power a calculator. Wow...
  15. O.O God.. Developers are really playing with my mind...
  16. Yeah I feel the skill books will be rushed and stacked when persistent MP comes to life ! New characters in already advanced servers will have to be self-taught builders & farmers ;o A previously suggested "teaching function" where new players could gain skills from more experienced NPCs or players would minimize the newbie disadvantage. It would also promote cooperation. It would also make high level characters extremely valuable to the group. Wow it's a really great suggestion!!!
  17. Actually something like this happened to me as well. I found some dead zombies in a kitchen and a couple of windows were open.
  18. This release is very smooth, wow. Now I can play at almost maximum settings with no lag. Good job. The only thing that worried me yesterday was that when my character died and the game exited to desktop, I had a blue screen of death instead of my desktop. Was the laptop overheating or someone had the same problem? (Never happened that playing zomboid the computer had such a blue screen of death)
  19. I wanted to really understand all the sanbox options. I have a few of those entries that are not really clear to me. I mean, I can imagine the effects, but I wanted to have a clear and deep understand on how those options affect the game on a technical level. Zombies : How is it going to affect the number? I've noticed (i bought the game recently, though I know of its existance since the beginning) that hordes are not in the game for this release. I wanted to understand exactly how each option is going to affect the number of zombies. Zombies Distribution : The choices here are two : Urban focused or Uniform. What does it mean exactly? Is it going to decrease the zombie density if I put uniform to distribute them evenly? Is it going to make the uniform taking as "standard" the urban numers and density? Loot Rarity : I'm familiar with the SuburbDistribution.lua file, and I was wondering how the various options are going to affect the spawning of items. So whether this is going to affect all items, or just a number of them or if different settings affect different items. Then there is the Zombie Lore section to modify our best friends. Strength : Does it affect only the speed at which they damage objects or also the damage on players and/or the possibility of scratches and bites? Toughness : Does it only affect the hitpoints of zombies or also for example the resistance to decomposition? (though I have no idea how decomposition works.) Infection : I have no idea what it changes actually. Cognition : What does the last option Basic Navigation do? The first two are pretty clear to me, the last one I didn't test. Memory : I don't understand what this precisely affects ingame. Does it affect the time they continue going in the direction they saw you after you manage to disappear from their senses? Does it also affect the distance they will travel to reach a noise or will they always go exactly to the place they heard the noise in the first place? Decomposition : As I said before I have no idea how this works. So far I have understood that zombies are spawned from a sort of metagame density registered in each area. As the zombies are spawned off screen I was wondering in which way decomposition is applied to each zombies. Is it on a random basis or distributed evenly? Does decomposition raise the longer the player is alive in a particular world? Does it reset if a player dies and another one is created in the same world? Smell : I've noticed that even if a approach a zombie from behind just before I manage to kill him with a melee weapon he turns around and notice me. Is this given by smell? Is it given by the fact that my character doesn't have stealth maxed? If I have stealth maxed will I be able to kill zombies without them noticing or I also have to switch off smell? For options that I won't have an answer I will try to make a bit of research as to inform everyone on the exact changes that each options takes with it, as much as my playing knowledge will expand. I'm not able to look through the files since I don't have a lot of experience in messing around with that kind of stuff. Of course without any knowledge of the code everything I discover ingame is prone to fallacies. Thank you for the time you dedicated me by answering these questions.
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