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Burianu

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Everything posted by Burianu

  1. I'm so sick of having to manually remove then reapply the clean bandages. Even if you have to make the timed action longer, it would be much more enjoyable if these were options from the health menu.
  2. I can have sprinting zombies in single player with absolutely no lag.
  3. Server specs: dual proc, dual core xeon 3.2ghz, 12gb ram, 1.3 tb memory When the zombies are shamblers it works perfectly fine, but the instant I switch to sprinters the server lags horrendously and the game is unplayable. Top shows minimal memory usage, so I'm pretty sure it's not server-side. Any help? Is the game simply not capable of doing sprinters on a server as of yet?
  4. Ah, well, I used the spiffo-service script and it works perfectly. Final question - how do I go about changing the sandbox settings. I see an executable that I assume does this, but how can I? EDIT: Yeah, I looked it up and I know that I have to manually create the servertest_SandboxVars,lua in the server folder.
  5. I'd like to second this question. No matter what I try, it seems I can't run the server on the beta branch. Works like a charm on the public release, though! Thanks for the help. As said before, for some reason beta versions with Steamcmd is very fiddly, there's not sure fire way to get it work. Only that you keep on trying and hope for the best really. Well I mean, it installs the files from what I can tell. I switched back and forth from beta to public several times. But no matter which I have currently installed, the server still runs the public build. Should I be changing some setting in the server?
  6. I'd like to second this question. No matter what I try, it seems I can't run the server on the beta branch. Works like a charm on the public release, though! Thanks for the help.
  7. Yup! If we choose that option, does that mean loot will be scarce and water/electricity will be shut off because so much time has passed?
  8. Great work as usual, guys! Loving it.
  9. Are there any plans to overhaul the fatigue system to account for long-term fatigue, rather than just immediate fatigue?
  10. I agree - slipping and falling should be a risk in the game. The likelihood should be dictated by things such as: Brightness of environment, fatigue, weight load, athleticism/agility, ground type, raining? etc. So, if you're an exhausted, overweight person carrying 150 pounds of supplies trying to sprint through the forest at night in the rain - I'd be surprised if you didn't slip and fall. I think it would serve well as an incentive for stealthy, well thought-out approaches and escapes.
  11. I think it's more that the nutrition system itself needs tweaking. Both.
  12. If you were able to survive on worms long enough to grow cabbages from seed, then farming speed needs some serious nerfing.
  13. I made a mod for personal use that allowed the pouring and ignition of gas puddles - will something like that be included with the burning of corpses?
  14. That's called school. And school is notorious for being sexist while at the same time measuring everyone the same way, gym class is the worst example of it. I still recall from first grade a few guys who unassisted had to jump over their shoulders in height to pass the grade. While the girls passing height was something some of them could pass without a problem. Alright, you have fairly addressed the first sentence of my argument. Now, here's some more stuff: http://www.ncbi.nlm.nih.gov/pubmed/17186303 http://jap.physiology.org/content/89/1/81 http://link.springer.com/article/10.1007%2FBF00235103
  15. I recall having to do 15 pull-ups in gym class to get an A; females in the class were expected to do 1 - many were unable. Yeah. I'd say there's a significant difference there. Also, the argument that "some women are stronger than some men" is completely irrelevant. Comparing the weaker of one group with the stronger of another says nothing about the average strength of the groups individually - and if you want to have a strong woman, that's what the "strong" trait is for... I don't particularly care anyway, just my two cents.
  16. You should also be able to use a rotten food ingredient to poison a meal.
  17. Burianu

    .

    I say your character should be looking towards where ever your mouse is pointing, regardless of whether you're holding ctrl (to simulate head swivel), within the confines of ~270 degrees. I don't like having to hold ctrl to see to the side of me.
  18. The benefit, in my opinion, is another loss condition that this game could use. No one would suicide from depression if it were merely player choice, because one of the biggest temptations for suicide in a zombie apocalypse is escape from the pain and fear present in the world. I see this is a very, very controversial topic, and give up trying to argue my opinion. Maybe I'll mod it in if I feel so inclined, but I probably won't since most people seem to be opposed to the idea.
  19. I really like your thinking here and fully support it. +1
  20. He's reasoning to 'automatic' suicide, even in the apocalypse having your character randomly commit suicide makes very little sense. It's the equivalent of, if in real life, a sudden unworldly force took control of your body and marched you into the bathroom to take a sip of bleach. I don't see the logic there. But it's not random - it's your character succumbing to his severe depression. It's whatever, I'm done debating... Rathlord's aggressive argument really turned me off this whole topic.
  21. So what if it's a minority - that's why it should be a trait. +4 for "severe depression" that enables that loss condition. And let me tell you - the thought of suicide in a zombie apocalypse would be much more common than the everyday life you describe. Don't go arrogantly telling me that I "really have no basis for my argument" - all bolded and absolute sounding - it's rude, especially for a moderator.
  22. Why get worked up over the circumstances of your loss? You failed to use the mechanics provided in game to prevent a loss, one that which makes perfect sense realistically, and therefore you lose... You shouldn't get worked up "omg my character killed himself and there was nothing I could" when there was absolutely plenty you could do, just like you shouldn't get worked up "my player starved to death and there was nothing I could do".
  23. People say that they are against suicidal depression because "it takes control out of the player's hands", but you are in no less control of your depression than you are of your hunger... and my idea of a trait would give the player the choice to even have to worry about it. It's just a loss condition that the player can opt into or out of.
  24. Sure, have optional suicide in like that, and the trait as well. Also, the opposite - "-4 (?) Positive Attitiude - You suffer less from depression (and boost the happiness of those around you?).The 'and those around you' clause is especially interesting - you'd want someone positive in the group, but what if he's a burden in other aspects? Decisions, decisions...
  25. I'm pretty sure has been confirmed no by the devs. If you die, it should be something that's in direct control- that's just good video game design. Suicide will be an option, not an enforced hardcap for sadness. After all, the vast majority of human beings in the face of absolute hardship don't commit suicide, it is in fact a vast minority that do, so this wouldn't make sense anyways. I still disagree with the whole "direct control" argument; you have the same control over your depression level as you do over your hunger level... you're in direct control. It would just be another long term threat that this game could benefit from. Or, how about this - a trait: severe/suicidal depression. "+4 (?) - If severely depressed for an extended period of time, there is a chance of automatic suicide."
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