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Talksintext

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Everything posted by Talksintext

  1. Since we're being a bit more real-worldly in this thread (at least one of us), electrician isn't what they're making it out to be (ie someone who can wire electronics). Electricians mostly work on running circuits to fixtures and machines and such. Their knowledge base is typically "big" electrical things, like how to connect an air conditioner to the breaker panel; what it isn't is "small" electrical stuff, like how to wire a ham radio or whatever, at least not without a very simple wiring diagram and premade parts. What wiring small components takes is electronics knowledge, which while related to electrical knowledge is distinctly different and not something your average electrician is really good at. This would be more of an electrical engineer's field if I'm not mistaken. Making even simple electronic circuits (eg schmitt trigger) out of components scavenged from random household objects is almost certainly beyond the skill base of your average IBEW member. I mean, they might understand some of what's going on, but they don't generally handle things like transistors and resistors. I mean, some of the things they're making in this game could be done fairly easily, like making a timer for a bomb, sure no problem once I know what voltage is needed; but making a noisemaker? No, I would be hard pressed to find someone who could whip that up even with instructions. For all intents and purposes, an electrician is just a "construction worker" in this game (and in reality). Their specialist skills are irrelevant to the game currently, except for using a generator, which they'd be expert in. If the game ever includes wiring for cars or having to construct in-home wiring then it'd be useful to include, but the current state of the game makes the profession both redundant and inaccurate. < is apprentice electrician Suggestion for electrician's skills (cross of current engineer and repairman): +1 carpentry +1 electrical +1 blade maint +1 blunt maint -4pts Suggestion for engineer (slightly beefed up electrician - dude's are smart and a bit rare, it should be an awesome but pricey profession): +3 electrical +1 carpentry -6pts
  2. Wait, so what's the point of "PopulationMultiplier" then? Are the other multipliers multiplying that multiplier or something?
  3. A) this isn't here yet, hence "am adding", right? B) So what happens after "peak day" - do numbers stay the same or shrink back to "PopulationModifier" (ie you can set a peak day to have more than your long-term maximum)? C) Can you give an equation (if B is correct) on how the total spawning system works then? I am not understanding how the "Peak Day" effect is going to impact zombie counts on, say, day 14 (of a 28 day peak day). D) Can we get a "zombie magnetism" setting that affects how bunchy the zombies like to be? (perhaps one that could go negative, making them repelled by other zombies).
  4. Played again with 32.4 now. Seems even more improved. I still think 25%/1day should be standard for respawn, and there's still issues with certain more fringe areas being too easy to establish yourself in permanently, though. Meta-spawn-system hordes should roam the outskirts occasionally. Consider them "attracted by a vacuum".
  5. Playing on "normal" zombies, I've found the spread and amount to be a pretty excellent balance. They don't clump as badly, it seems, as in previous builds (there's no magnets), and there's a good amount of "small clumps" (AKA gangs - mostly the crypts hurhur) roaming around too. House infestations remain nicely mixed as well. I've found the amounts of zombies manageable in built up areas, while still being a bit of a challenge to get past or maneuver away from a target store; in fringe areas, clearing all the zombies is easy. That's the one problem: I can still set up in a fringe area (think the neighborhood SW of Cortman) and be pretty much totally safe after initial cleansing (with default 1day/10% respawn on). It would be nice to see hordes migrate occasionally around these more fringe areas, or have their "zombie pop" values tweaked much higher. I should really only feel safe in the boonies, hunting cabins, etc, not in a subdivision. I would also say 1day/10% shouldn't be the default. Maybe 1day/25%. It seems too slow, just 'realistically' speaking, and in terms of gameplay.
  6. I'm fine with waiting. It's part of the early access process after all. I get to play an early version of a game, maybe check back in every few months to see how it's going, and get the anticipation of the finished product years later, then get the amazement (hopefully) when the devs pull it all off. I like it because I see radical changes every few months here. I last played B29 or B30. I'm waiting for B33 I think to update my copy. I know it's going to basically be a new game, like Zomboid B29 2.0 (I haven't played with the new professions, traits, crafting, or zombie spawns yet, and 33 will have what, stances, stealth overhaul, a major map expansion, more content? Some of that at least, right. Damn, new game for sure.). Really, few other series manage the sort of big changes between entire games that you guys do between a few builds here. So I'm happy it's taking you longer, because it means more times I get to say, "oh wow, this game really f-ing changed, awesome!" before that final release and polish and the gradual fade out of development and additions (I'm keeping up hope that at least after 1.0 we'll get 3D terrain/maps eventually. A man can dream, though that one's a doubtful one now indeed.). I'd rather have groundbreaking NPCs than game-breaking ones, or just lame run-of-the-mill ones, so take your time. You're using that time very well otherwise, so nobody's going to complain. I just hope you guys finish before you burn out, but if that takes 4 more years, imagine the amazing game we'd be playing for build 65... Great and dynamic open-world AI is one of the lost hopes of gaming. If you guys pull through and deliver it, it truly would cement your accomplishment with this game. I know we don't have Nobel prizes for video games, but that would surely win one if we did.
  7. First thought: wow, one of my suggestions/complaints actually got put into the game. yaaay! Second thought: jeez, I hope that was a good suggestion and I didn't inadvertently ruin the game. The tribulations of being a forum-goer...
  8. Hey, I agree with you. I think the only issue people really have is how carpentry is necessary, not because we want to build fancy bases (I never do, just a shelf and collectors typically), but because it's unrealistically necessary for water collection ONLY, which is necessary for life. But that's not realistic. Carpentry should be a skill people pick up because they want to be able to build up bases/forts. There's lots of ways to balance water but not make it carpentry-only. Or require a natural water source. For instance: greatly increase thirst. Make it so a couple bottles are needed per day (fairly realistic I'd say for being out in the elements and doing stuff). Now water management is needed for when you're out and about. Second, make stale water go bad after a while (risk of sickness). So you can't just drink straight from a sink if it's been sitting there post-shutoff for 2 months (or a collector after a month of disuse). And toilets should have a risk of disease just because, from day 0. Now you're out and about, but unless you want to set up a fire and sterilize that toilet water you just found, if your supply of clean water runs out, you've gotta RTB or risk it. Third, yes, buckets and more buckets (and garbage cans), and just draping a garbage bag over a simple log setup would work (but would be inefficient and prone to breaking ) These will hold a lot less, requiring more looting to find enough just for the player, not to mention crops, which require a more indepth system, either a lot of looting for basic collection supplies, a proximity to a lake/river and a sterilization setup, or carpetry skills for advanced rain collection (and that drip mod).
  9. I am a bit confused about the following passage: Okay, so I get to start at level 1 instead of level 0 for farming, that's simple enough. What does the second part mean in blue, though? How does that work? Level 1 starts at like a 0.2x speed or something, doesn't it? Why is it now 1x? Do you automatically get the full book multiplier for every level with the new skill traits? I have no clue about Morrowind. Maybe someone who knows about that can chime in? Anyway, otherwise I like the new direction.
  10. That's actually not a bad idea. We need more negative traits that actually have negatives to them. "Easy drunk" isn't exactly a drawback when you never have to drink.
  11. I may not have had a good laugh like this for quite a while, talk about extremes. As far as the suggestion originally goes, little accidents would be okay, I think, as in scratches, bruises, everyday mess-ups, but I don't think there should be an instance where they could randomly infect or kill you, since there would be no chance of you avoiding those, punishing players by a slap for doing something reckless(working while fatigued, exhausted etc.) will, in a game like this, be tolerated, but shooting them in between the eyeballs for cutting down a tree is a rage-worthy death. Yeah nothing major. A minor fracture at most to the thumb. I just feel like this fancy new health system really isn't getting used much. Usually if you get attacked by a zombie, you're either fine or dead. Otherwise there's just broken glass.
  12. Depends on the settings. Also I think NPCs won't be quite as effective as human survivors.This debate really just underscores the need for some good scientific experiments, now doesn't it?
  13. Simple idea. Whenever the player does something, like cut down a tree or hammer a nail. There's a chance, based on condition and skill, that hell have an accident, causing an injury.
  14. Absolutely. I modded my loot rarity settings to be even lower than the lowest, while modding my hunger setting to double.Now when I find a can of tuna, my reaction is "awesome, I will live for another day". Or perhaps make this work based on scent, once it's implemented. For example, cooking would produce enough smell to lure in zombies from such a distance that even if you killed all the zombies that were close enough to your base to smell your dinner, more would spawn soon.Also if zombies had different levels of senses the same way as some zombies spawn as runners and others as shamblers, this could lead to interesting horde behavior-a single zombie smells you, a few more follow, but not all of them, so that a single campfire doesn't lead every rotter within 2 kilometers to your base. Something like this would be good. We just need some way for zombies to call in zombies from unloaded chunks, then have sounds and smells have a strong attraction. Wood chopping, cooking, and fresh or opened food should all attract from 100m or so. That's all that's required, nothing scripted, just sensible zombie behavior.
  15. Pretty sure it's moddable currently to add armor values. Something using OnWeaponHitCharacter and one of the clothing classes and one of the bodydamage classes should be able to create an armor through scripting.
  16. Good ideas. In general, heat management needs to be improved, both with heating sources (currently, campfires don't really warm you at all) and clothing choices (layers? reduced agility?), and of course negative consequences.
  17. Yeah, the shaft and blade should both have separate conditions, with different requirements to repair each, and different effects. The blade should never break, but just reduce damage and criteria chance, while the shaft will still randomly break past a certain level as it does now. I'm not sure the current system can handle sub components, though.
  18. I was thinking, "wouldn't it be cool if you could start a game where 95% of the AI were still alive, then watch as, day by day, they all slowly were killed and turned to zombies? Or whatever, 60%, 99.9%, maybe make it an experiment as to how many zombies were the tipping point per zombie setting. So why not? Unless NPCs end up being vastly more CPU intensive than zombies, we should definitely do this. For science if nothing else.
  19. i just have the player as a model, and visually I can confirm that none of the zombies are 3d. I prefer this actually, so I wouldn't go to 3d even though my machine can handle t.Edit: I turned off 3d corpses and turned down lighting update, and the issue seems to have been resolved. I had noticed it got a lot worse as the game dragged on past one or two weeks. Might've been all the dead bodies.
  20. I'm getting constant stuttering too, and it seems related to zombie count. The more, the less merrier. It's not minor micro stutters either, but half second frames and the like, every few seconds when running outside. I'm guessing this has to do with chunk management or some such. i5 3350p 3.3ghz 650 ti boost 2gb 8gb 1600mhz cl8 120gb SSD
  21. I've noticed there are two places where Zomboid could benefit from a little extra love a lot. The first is an intuitively dynamic GUI. What I mean by this is simple: a GUI that gives non-symbolic feedback for the character's state, in a way that also directly impacts gameplay. Anyone who's played DayZ or many other games will understand. In DayZ, lower health creates a blurry screen with low saturation. This is one example, though Zomboid need not copy it exactly. What I suggest is the following: Low health - progressively blurrier screen with more grain, perhaps with a bleaching effect, perhaps with a slow but increasingly wobbly frame. Player's cone of vision falls. High fatigue - blurrier screen, fall in cone of vision distance High stress - tunnel vision. Rapid decrease in angle of cone of vision, loss of diameter of hearing radius also. Perhaps a high contrast shader as well. Sleepiness - blurry. This in addition to more dynamic sound effects will both increase difficulty and immersion. Second, the weather. There are no distinct shaders for different weathers, moon phases, or time of the year. This should change. We should have a strong, bright sunny shader, the current one for overcast, a darker one for heavy rain, and more brightness options for night weather, including pitch black for overcast, and brighter ones for full moon. Also, I don't know if it's possible, but cloud shadows would be awesome.
  22. Have you read my post? My server has tenfold of your downloadspeed and the uploadspeed is the same, so both are 1GB/s. The serverconnection is steady, no hiccups or anything like that. I can´t speak for all my players, but I have a 50Mbit down/10Mbit up connection and still experience pings ranging from 1000 to 6000, the real ping to the server-IP is ~35ms btw. All happenend when more and more Erosion pops in. How many players were online and what were/are your Erosion settings? I updated to IWBUMS a couple of minutes ago, let´s see how it runs. Sorry. I must have missed the part where you mentioned that your issues happened specifically the more Erosion popped in your map. Given that, I find it easier to assume it's a broadband issue rather than a game problem when I'm playing the exact same game you are along with 2 other people, hosting my own server and not experiencing any issues whatsoever. Best of luck with your issue though. I didn't mean my post to be aggressive or offensive. There were 3 people connected to my server (myself included) as stated, and the erosion settings were the default ones. Cheers! With 2 other people... If you need a 1Gb connection to have more than 3 people on a server, we've got a pretty big problem. It's not individual server owners' faults for "low bandwidth" in that case.
  23. I would think it would be relatively easy to do at least through TS, which wouldn't require adding a bunch of VON code. You basically send the TS plugin the world position of each player's avatar (or allow it to ask for it, whatever), then the plugin uses that to figure out distance and direction, then uses that to alter the volume and channel volume ratio. I could knock out the plugin distance/direction alterations in 15min (some basic trig is all that's required). The only tricky bit is hooking it into the game. I don't know how to do that.
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