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Vantus

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Everything posted by Vantus

  1. Now that is cool! I do like how Zomboid brings out creativity in some people. Great work!
  2. Gawwwwwww I'm far too honest to pull sickies for video games. I've faked it (like everyone else) many times both through school and previous depressing jobs, but I tend to apply for days off in advance for release dates. I booked days off for ArcheAge recently, Ironically ended up spending them playing Zomboid and Watchdogs. Not at the same time though... Zombdogs!... Watchdoid... Proje-....MMmm I'm done now.
  3. "Well? Which one of you do I make it out to?"
  4. Touché! Lysergic! But in real life, cars in traffic have drivers and they tend to move. Paying for gas is fine because you know when you leave the pumps the fuel is replaced by the magic gas lorry. And a potential for an occasional wreck in real life doesn't hold a candle to the mayhem an apocalyptic event would likely produce! But I do like your analogy.
  5. So we've evaluated that roads will be far too busy to drive on and cars will be far too wrecked to make effective vehicles (not to mention that they'll probably also be made of paper so you can't touch zombies!). They'll be to noisy, fuel will realistically be a problem, unless it's a tank it's not allowed off-road (but you also can't drive it on the road either because of obstacles). You'll have to find all the parts to keep it maintained, assuming your everyday punter knows how to even change a headlight bulb nevermind a belt or a tire (tyre) or engine. In that case, might as well just make them decorative then no? Since they'll be so ineffective for practical use. It's ironic that those in favour of the vehicles are the ones saying how ineffective they would be!
  6. I believe it was always intended that barbed wire has a chance to scratch the player when they vault it. It's just not been implemented yet. I always threaten to use barbed wire but at 1 "roll" per tile it makes it very difficult to use it in mass and I end up hording it like an invaluable treasure. I'll use it one day!... My precious barbed wire....
  7. Sorry Rathlord, let me try to clarify a bit. When the discussion broke down, you mentioned him only having 19-posts and when coupled with your comment later: "a community you're frankly not a part of", it all came across as very alienating and disrespectful. That somehow he was being shunned from the community membership by a moderator no less for a simple misrepresentation of his opinion. *EDIT*: And as a new "member" myself, this attitude was a little disheartening. I'd be glad to pin it down to a simple misunderstanding on my part. I respect your time-served Rathlord. I appreciate he used very broad terms, giving the impression he spoke for everyone, even though we all know that's not the case or how he probably intended it. He speaks for himself as can everyone. The whole "btw I'm a Moderator yeah?" approach just seemed unnecessary and the chucking of this buzzword "offensive" back and forth was also unneeded. Anyway, I was hoping the hostility could be defused, I didn't want to fuel it so I apologize and I won't say any more on it. It's all a bit silly really, especially since Lemmy has left a (almost official?) stance on the matter. Sorry for the lack of clarity in my last post, hope the above makes it a bit clearer. We good?
  8. I disagree with Firebrand as well Rathlord but at what point does a person elevate to a member of the community that should be due respect? Surely the moment they register on the forums and begin sharing thoughts with others no? Just saying, there needs to be a little more respect shown in this discussion, moderator or not. I realise I have less than 100 posts to my account and therefore might not be counted as a member of Project Zomboid's community (a shame) but I just feel that needed to be said. Remember, I agree with your points and am on your side with this one but lets have respect for everyone. Let's all be pals and not take things so personally.
  9. The major point that shouldn't be missed is that this "cool down" being proposed should be entirely optional. Some people play online privately with their own friends/family (myself for example). Others play on public servers and encounter no trouble. Others play on public servers and find it too easy. Others play on public servers and get hounded by trolls and griefers. I think having a "Permadeath" option or a secondary "Reconnect Timer" setting would help cater to everyone from all corners. It should also be clearly labeled as such so that people know what they are getting into BEFORE they connect. Server hosts could choose to use it. They could choose not to. This way you can continue to play the game the way it is, or change it to suit your needs. We almost have them already with the "ServerSetting.exe", it's just missing a permadeath / cool-down option. I far prefer configurable servers as opposed to replacing the default to suit a community niche.
  10. I've been a lurker since the old forums and have been playing since the first demo. Why does this suddenly feel like an AA meeting? "Hi, my name's Vantus and I've been a PZ addict for.... "
  11. I agree with what you've said Suomiboi. Good example of how the new feature ought to carry the rebalance. However, it all falls down to just how realistic Indie Stone want to make the vehicles and this is what I'm waiting to hear. It's all fine and well us saying our favourite isometric zombie survival game is going to follow all of real life's laws and rules. Like having to go to the bathroom or taking care of personal hygiene, or needing some kind of utensil when cooking on a fire or being able to fit six baseball bats in a school bag or...... Can you see where I'm going with this? Sometimes when it comes to games and films, the suspension of disbelief is required to make an enjoyable experience. Indie Stone understand that from what I can see. For all we know, Indie Stone might allow a small 2-door car to send hordes of Zombies splashing over the roof like it's hit an undead hydroplane! We really don't know just how realistic Vehicles are planned to be or what's involved in their assembly. Whether fuel type matters, whether you need 108 tools to fix a car or just 2, whether or not hitting a zombie breaks your Chevy. Until this is all confirmed I remain... Pleasantly cautious?
  12. Well quite simply, new features can be over/underpowered when stitched onto the sides of what is already there. Lets say, hypothetically, the Devs Introduced a means of making a fresh new Fireaxe from scratch. It's a new feature, but it causes imbalance since Firexaes were always considered a finite luxuary. Lets say, again hypothetically, the Devs introuced Fast Travel. You could now travel between West Point and Muldraugh so long as you're not "in combat". It's a new feature but it entirely batters the spine of Project Zomboid and changes how it is played. Adding new features really can break the balance of the game and trying to change already established core gameplay to compensate for an overpowered or imbalanced new feature seems like bad idea to me. Unless it is something fundamental, then new features should be tweaked to fit the system, rather than the system overturned to compensate for the new feature. But this is just my own thoughts on it. I've been reading other people's and as always, I'm always listening and ready to change my mind.
  13. I understand what you're saying about balancing the game in other areas, Suomiboi, but I'm still not convinced that the game will continue to play the way it does if vehicles are added and isolating/protecting vehicles from when it comes to balancing descisions isn't a great idea. My excitement comes from running away from hordes. Jumping fences. Panic bashing a window open so that I can try to lose the zombies in a house. Running through trees to escape. Then getting caught by an unseen crawler in the woods... If I had a car it would be a case of "oh no, a horde...pffft lol". Jump into car, slam on accelarator and laugh at the shamblers as they vanish into the horizon behind me. This is what I mean when I say vehicles would lessen or cheapen the player-zombie interaction. Then, as mentioned in another post, think about how Multiplayer would play out. I don't even want to go there haha. It all depends on how Indie Stone want to tackle vehicles. They've done a cracking good job of risk-reward so far so I'm interested to see what they do with it.
  14. Im a little undecided on it. On one side I'd like cars there for ambience and for interacting / looting with. For example, using the Horn to attract zombies or checking the trunk for supplies. It'll also make the world feel busier more organic. However I feel that having vehicles would mean less time interacting with Zombies. It certainly was that way in DayZ. I can't shake this feeling that vehicles will just cheapen the difficulty of the game and remove that sense of achievement when you migrate from one city to the other on foot. I could probably go with Bicycles. Like I said, I'm a little undecided. People look to make the game easier, I look to make it more difficult.
  15. Hey Lemmy, sorry for the delay. I was having too much fun in Multiplayer that I forgot to keep an eye on the forums. Here you go: I played around with it and can confirm it only seems to happen to Females in Skirts. Males in pants lay on the ground as they should. Again this only happens when they are knocked over and if the Zombie is killed then it changes to the static 2D "model" version without the leg issue. Want me to make an official bug report in the tracker for you?
  16. Seems good so far! The 3D models almost make it feel like an entirely new experience! I'm very impressed with the work done. Obviously bugs should be highlighted via the tracker but I gotta say my wife and I almost spat our dinner out laughing at the wonky leg on incapacitated zombies! Not sure if I want it changed!
  17. Yaaa I'm sure. I've tried playing with the pins too. I'm speaking more about the way the 2 inventory windows working independantly of eachother and sometimes with a mind of their own. For example, sometimes when I click on a box in the game world it will open my inventory windows with the clicked box highlighted. Other times when I click a box nothing happens. I have to position myself infront of the box and press "i" then select it from the container list on the right window. It's just not consistent is all I'm saying and even after many, many months of playing, I still get caught out by it on occasion!
  18. I'm very much a fan of Project Zomboid's inventory management system. Even the time it takes to move things (which would normally be tedius) I find fits the game effectively. It means you can't do it on the fly while being chased by a horde. My only real issue with inventory management is with the way the current UI seems to auto-minimize then maximize and then never go away until I hit "i" then minimize again etc. I would prefer it if the inventory window was 1 window, rather than being split into 2 (one for player inventory, one for container inventory). I find myself repeatedly pressing the "i" key in a panic to get both inventory windows up so I can see what I've got and what I'm taking while under pressure. I guess my only other suggestion is to improve the item brightness of stacked items. For example, if I have "Vest (4)" in a closet and click the arrow to the left of the icon to expand the list, it's hard to tell what colour the other vests are because the icons are so dark. That's me being really picky too! Other than the above I'm very happy with what they've done.
  19. Apparently, the kill-on-sight or "farming" of new spawns happens already. This is why I have never played on public servers, which is a pity since it's also why I no longer play DayZ. What the suggestion is attempting to achieve is a deterrent for griefers. Genuine PVP is one thing (protecting your base or not taking a chance with a suspicious player) but seeking to outright destroy other people's enjoyment for fun or to have a shared 'lol' with pals watching over their shoulder is a bit of a bummer. Currently if a griefer is killed mid-mischief, he/she can just run straight back to the point of mischief and continue causing trouble. Say a person finds your base and attempts to ruin your hardwork for no reason. You defend your base, well done! But sadly the determined troll has an infinite number of retries to run back to your base and try to screw you over. Over and over and over and over and over until one of you quit (And lets face it, if you quit first you know what's going to happen to your base). Adding a permadeath or "reconnect cool-down" option means the griefer can't keep trying. If they have to wait a while before they can return to destroy somebody's work then it's no fun for them and they move on to another server without a lock-out. Most griefers don't care if they're banned from a server, they just move on to the next. But on the flip-side, yes I can appreciate that a legitimate death from say, a Zombie, could be frustrating if you can't get back in for a while. To that I'd say play on a server without "perma-death". I'm aaaaalways in favour of having extra options! I might actually be tempted to play on a public server if I knew I only had one life. Kind of like the "Survivor Games" game mode that people play across multiple online games.
  20. I'm very much in favour of a configurable "cool down" before allowing dead players back into the same server. Maybe either use their IP address or some form of GUID or perhaps even have the lock applied by the dead player's client rather than server-side. (ie. Upon death. the Client blocks itself from connecting to the same IP until X-time has passed) Of course there would be work-arounds like resetting their IP or doing a quick reinstall of the game but it would be enough of an inconvenience to work as a soft deterrent from griefing. There's always whitelisting, passwording and banning for the most diehard of griefers.
  21. Ahhh that elevated feeling of fixing your problems with Project Zomboid multiplayer.
  22. Oh man. You, alone in a room with a large sack of freshly-dug potatoes and a peeler must be like heaven! Who says it's vegetables that I skin.... Muhahahaaaa!
  23. That's all I care about really! I love the fixed-camera isometric style. I've seen some people mention ROAM as a desired end result but that would be a travesty in my opinion! I enjoy not having to nanny my camera angle while staving off hordes of Zombies with my butterknife. That aside, skinning is one of my favourite hobbies so I am very much looking forward to the possibilities that come with the 3D modeling!
  24. Glad to hear you got around the problem. As they say: "knowledge shared is knowledge gained".
  25. Hey! The thing about AVG was that when I disabled 'Resident Shield' thinking it would suffice as "turning off my antivirus", it didn't actually fix the problem. I had to physically disable AVG entirely or uninstall it before I noticed the difference. I've never used MSE so I couldn't say for sure but could it be that simply disabling your real time protection isn't enough? Is there a way for you to manually enter an "exception" to MSE's block list just in case it is blocking PZ? Other things to try: What happens when you try to reconnect to the server without dying? (Connect, run around for a few secs, disconnect then reconnect).Have enough ports been forwarded by your host to support the players trying to connect?Try logging into the server using a new Username, then attempt a disconnect and reconnect.Make sure there are no save files from a previous build ("-onlinetest" for example) that could be interfering, Look in the old Multiplayer directory: User>Zomboid>Sandbox and see if there are any other save files with IP addresses.Try another server or if you have the knowledge, forward your own ports to see if the issue follows you or if it's isolated to the one server. If I can think of any more I'll let you know.
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