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CaptKaspar

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Everything posted by CaptKaspar

  1. The problem is that there are two different groups of MP players. RP players who play with friends and in a co-op manner. PvP Players who do not play co-op.The idea of fast forwarding time when everyone chooses to sleep is great for 1. but it is not good for 2. I usually play like group 1 so I would love the option to speed up time if all the players agree. Whether that be for sleeping or reading skill books. However, for those in group 2 it just wouldn't work well. If I was playing PvP and I got a message that 'Player X' has chosen to go to sleep and would like to fast forward time, then I would probably set out and try to kill 'Player X' while they are sleeping. Or at least I would want the option to be able to do that. If I was 'Player X' and I wanted to sleep but not everyone was agreeing to sleep, then I would assume that 'Player Y' is coming to try to kill me and I would be alerted to a potential threat. I just don't see how logically it would work on a PvP server with fast forwarding time. Going to sleep needs to be a risk, you shouldn't have to alert other players that you are trying to sleep or not sleep. Maybe the server admin can choose which type of sleep system? If everyone is agreeing to play Co-Op then the admin can choose the server setting to allow time to speed up if everyone is sleeping and if its a PvP server then we could use the 5 minute black screen approach? (5 mins is a good amount of time, especially in comparison to how long it takes to read a skillbook, which is damn near forever in MP where you aren't doing anything).
  2. I find myself agreeing with parts of both camps on this discussion. First, I do not think zombies should be able to climb a rope. It takes a level of correlation that I personally think they just wouldn't have. I like to imagine their ability to climb stairs, climb through windows, hop fences, etc is more of a perseverance drive than a coordinated action. I imagine them flopping over fences and out windows, stumbling up stairs, etc. There just isn't the animations in game to show it. At least thats how I imagine it. Climbing a rope would take a coordinated movement and a level of correlation/understanding on the zombie that this specific movement is necessary to climb a rope. They can't just keep plowing ahead at it and get anywhere like they could with stairs or hopping/flopping over a fence. Second, I do not think players should have any sort of safe haven in the game. They should have to take measures to enhance their safety, but never be able to permanently achieve it. Currently a 'floating' base is completely safe. However, there are two things they could do to remove this level of safety. Require that all structures have supports. Zombies are able to destroy these supports. This would cause the structure to collapse, and also pin/kill the majority of zombies/players under it. Have a zombie horde aggro around the floating base and not leave until the player leaves. Imagine a sea of zombies under your floating base and you have absolutely no avenue for escape through the horde! I hope you have enough rain barrels, traps, and crops up there to sustain you forever. Because they can wait, you can't
  3. It has always bugged me that I can bust down a door for a plank or two, but I can't bust down that huge wooden table for anything useful. All they do in game is take up space and create a navigation obstacle. It would be great if you could reclaim some scrap from every item you destroy. +1 to the idea!
  4. stout, handy, and organized gives a carry weight of 18
  5. And it tastes DELICIOUS and removes my unhappiness
  6. Since we're being nationally stereotypical about food, maybe it should be an Italian trait? Who wants to eat duck and snails when you could have lasagna or pizza? (the wine argument is a wash. Sorry RJ) I may be an outlier, but I recently went on vacation to Europe and my wife and I had couldn't decide on England, France, or Italy. Culturally we wanted to go to all three, but chose Italy because of the food (and weather). And man was it worth it!!! Everyday was dining in paradise!!! (if you like carbs and gluten ) We saw some amazing stuff, but damn the food...
  7. adrenaline is a hell of a drug
  8. I hate any idea that randomly penalizes a player for performing a routine action. Just like in real life, injuries and accidents are preventable with enough care and caution. However, I would not be against the sheet rope breaking if we were over-burdened. Or if we slipped because we tried climbing a wet rope in the rain. Situations where a player should choose whether or not its worth the risk because the situation is compromised. If we want to go the random accidents route, we should probably also randomly fall down stairs breaking bones and get twisted ankles from walking or running. Things should randomly fall out of cupboards and hit us in the head causing concussions, memory loss and confusion, or we should randomly cut ourselves using kitchen knives. Should also get random burns from cooking, back injuries from tilling the fields, and cut off a few fingers while sawing logs. All of our fingers should be smashed from using hammers and my shoulder should get dislocated every-time I miss swing on a Zombie with my baseball bat. ...all of those above ideas are realistic, but ridiculous to put into the game. It would lead to way too much complaining and grieving. If you character is healthy, not over-burdened, not stressed out or fatigued, random bad shit shouldn't just happen for the sake of gameplay and me not rage quitting the game!
  9. Can we get the option to grab half when moving items in our inventory? From our backpack to main inventory and vice versa. Right now we can only use the grab all and grab half functions on items not in our inventory or backpack. Perhaps it should be Move half or drop half? For example I found 30 nails or bullets and I would like to split the pile with a friend. I have to use the drop down toggle and manually select half and then drop those on the floor. How about we can grab half to drop them or move them?
  10. Make a copy of your ProjectZomboidServer.bat and rename it. At least I think that will work for what you're trying to do.
  11. I'd like to know this as well. It seems you can only do the random setting in sandbox games.
  12. Is there an answer for this? What skills does it give the boost to?
  13. I agree that our characters should pass out if they are exhausted and pushed even further (pretty sure the moodle says something about it too). But, I do not think our characters should pass out if they are panicked. Being pumped up on adrenaline would likely keep you from falling asleep. If I was fighting a couple of zombies, there is no way I would pass out and go to sleep! Maybe I might not be able to lift my bat to swing it from exhaustion, but I wouldn't fall asleep! I like the idea of passing out if you are not panicked though. Perhaps you would pass out from thirst and hunger too? If another player/NPC doesn't bring you food or water in the next 'X' hours your character dies?
  14. lemmy101 Yup Anims already exist. When they go in is another matter. Lemmy101, is it possible for you to list the animations that are changing? I was hoping to dig through the list to see if there were things like sitting, laying down, visible backpacks, etc. Only if it doesn't take much effort for you to do so though!
  15. I noticed that you can pick 'sleepyhead +4' and 'restless sleeper +6' in starting a new MP character. Thats a free +10 points since there is no sleeping in MP.
  16. Hey I noticed that a lot of characters have a boost to 'Woodworking'. Is this the same as carpentry?
  17. The current 'Erosion' feature is a perfect example of the devs taking not only an idea, but the developer of a mod and adding him to their development team and incorporating their ideas into the game.
  18. If your clothes are wet, it must have been raining or you have been recently swimming. Why wouldn't you collect water from the rain or whatever water source you were submerged in?
  19. this will be fun in the next update when our corpses reanimate!
  20. Zombies are caused by a virus; viruses mutate, and they mutate often. That's realistic. Like JM_Forest_64 stated, his idea goes outside the community accepted lore, which itself sometimes differs from the Romero/Brooks lore. The devs have said that there will not be any 'special' infected zombies, but I'm not sure this suggestion would be considered 'special' zombies. Not if all the zombies were changed anyways. Also they would still be limited to the already programmed abilities that the devs have already put in. What I really like about this idea is that it brings up a very important point to the game; In the beginning your character struggles because of the lack of supplies, skills, and safety. Once you obtain some of those, the game begins to get easier. Eventually you get to the point where the Z-Apoc isn't really a big deal anymore. You're well-fed, stress-free, well-rested, and safe behind your walls. The tension lessens and even your character gets less panicked when it sees zombies over time. The game is now a survival simulator with an occasional zombie incursion/annoyance. This idea would bring that tension back as JM_Forest_64 stated. How much have those zombies changed since I last went on a loot run? Have they changed at all? The complacency we have when venturing out on loot runs and fighting zombies wouldn't be the same. Can we use the same tactics that we used a week ago or yesterday? Perhaps some zombies wouldn't evolve at the same rate? This would cause one or two sprinters at first, but in a few more days/weeks they would all be sprinters? This would result in a more natural transition instead of all them changing at once. Or maybe they wouldn't all mutate with the same bump in traits. One gets stronger when the other gets faster or better hearing? Perhaps some actually decrease in skills. Mutations are random after all. Whether you like the departure from our standard zombie or not; this would add a lot of tension and would make the game more difficult as time goes on. Which, I'm pretty sure is what the devs are ultimately trying to do.
  21. All of those sound like good ideas to me! Although, we do already have the handheld fishing net (sort of, its called a fishing trap) for catching small bait fish.
  22. But why to waste time to change non perishable peanut butter for a meat that will perish in a few days. If you look at trapping and fishing like what you need to start it, how fast you will get food and how much its like 3-0 for fishing. Yes you can get food from trapping but why when there are better ways ? Because I can put that perishable meat into a soup or stew that will ultimately grant a significantly better hunger/boredom/happiness boost. I also do not think any single food source is meant to be completely self-sustaining. You can over fish an area and your crops and fishing will pretty much stop in the winter. I haven't yet had any problems with trapping in the winter. A lot of hungry animals out there.
  23. We have rope, we have nails, we have wooden pillars. Why not run a rope from one pillar to the other and make a clothes line? You could dry wet bath towels (and wet clothes if that ever becomes a thing). Or maybe I could just hang towels over a fence to dry?
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