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  1. AftermathRP is a fast growing whitelisted Project Zomboid Roleplay community started in January 2019. We pride ourselves in being open and accepting to all forms of roleplay be it text or voice, as long as it doesn't violate any of the server rules. As a new roleplay community we have hit a few bumps, which is expected as this journey is a learning one, but we have a community of dedicated staff and many talented community members who work together to make sure things continue to run smoothly. We have amazing artists, content creators and writers who we are proud to put in the spotlight. We are here to enjoy each other's company, stories and creativity, and together we will continue to grow this community and turn it into greatness! Links Server Lore: http://www.aftermathrp.net/index.php?/lore/ Server Rules: http://www.aftermathrp.net/index.php?/rules/ Whitelist: http://www.aftermathrp.net/index.php?/application/form/1-whitelist/ Mod List Hydrocraft ORGM Hydrocraft/ORGM Ammo Integration More builds More Hair Colors Filibuster Rhymes' Used Cars Filibuster Rhymes' Smaller Cars Survivor Journals Realistic durability Bloody Zombies Blind Trait Mod Cremation-Corpse Disposal Missing Weapon models More Watches Log Wall Gates Crashed Cars Mod Refill Propane Tank We also have a discord which you can access from the forums, be sure to connect your discord account to the forums by going under account setting and clicking the discord integration tab. Without doing so you won't be able to text/speak in discord.
  2. TheReckless.net USA EAST | The Reckless PVP Experiment (207.255.22.66:7773) Easy going Mature 17+ Public Vanilla PvP. Multiple Spawn regions at character creation, custom starting kit, Instant Start Safehouses and Factions, etc. IF YOU DON'T WANT TO PVP, BUT YOU LIKE VANILLA... THEN YOU CAN ALSO JOIN US OVER AT: TheReckless.net USA East PZ Hard (73.152.2.234:7780) No Transmission, Harder Zombies, PVE ONLY, Nutrition on, Safehouses on etc. No mods, and no mods will ever be installed that "add" or "take away" to or from the bible that is Project Zomboid (ie. Hydrocraft, ORGM etc.). Our aim as a pair of Public Servers is to be the best, and best balanced VANILLA PVP and PVE experiences. Right now we have two sides of the PZ spectrum covered, Hard PvE, and Casual PvP. So why don't you come join, bring your factions, and set up your shops! Slots are limited (for now), so join today and stay forever! Our rules are simple enough (and can be found easy enough at our community pages), so that you can simply game!
  3. Maris

    Sieges

    Just an idea. Mod should turn off protection of private base for short period of time e.g. only 2 hors (real time) each Sunday (real time). So there will be possible mass pvp each weekend on a public server with this mod. I'd make it by myself but I can't figure out how it is possible. May be some secret API functions... Does anybody knows?
  4. IP: 93.91.163.29 Port: 16261 Server description: New Hope is hardcore PVP russian server, recommended for expirienced players. Also it has PVE Zone (Shelter), several RP factions, and fixed spawn spot - KNOX Prison. New Hope Modpack includes some popular mods (Nolan's armor and traps, Immersive Overlays e.g.) and has own scripts, created and improved by server admins and players. Server was created at July 2017, active and experienced admins, discord support. Join us if you like hardcore and difficult tasks. Server settings: Xp multiplier - 1.0 Loot respawn - 12 hours (real-time) Zombie respawn - ON Infection morality - blood and saliva (wild garlic ant antibiotics help and cure) Destruction by sledgehammer - OFF (call admins if you need to destroy walls) Fire spread - OFF (prevention of cheating) Factions - ON (day survived to create - 0) Safehouse - ON (faction leader only) Max accounts per user - 1 (admins create additional account for roleplay and events if you need it) Balance settings: Cold climate, farming plants don't grow if temperature below 0. Shorted foraging season: may-semptember for forest food, june-augus for medical plants. Cold and high temperature, depression (moodles), toxic rain - hurt your health. Zombie settings: fast shamblers, superhuman strength, tough, eagle sight, normal hearing, poor smell. Poor loot respawn, no fresh food, no sledehammer, zombie loot - almost trash. Special [resource spots]: gas, propane, components - once per game day. Extended craft: smithing, weaving, skill books, pills (and antibiotics), industrial craft and more. Useful professions: trapping for feathers and leather (arrows and armor craft), fishing for glue, cooking (sugar, vinegar, alcohol, weight control) and so on. Faction leader creates safehouse, 40 building squares per faction member. Fixed spawn zone - Prison. You should works for cigaretts and pay for prison escape. Local RP factions [KNOX] - jailers, [ABT] - prisoners. Shelter PVE zone - helpful beginner quests, trade, jobs, located near West Point [Picnic Area]. Discord Steam server guide (RU) Online players and statistics
  5. IP:64.94.95.82 Port:26515 Server description: Brand new project zomboid server 24hours online,perfect conection,no drops,no lag,hard role play mode with whitelist,send the applicantion in the discord server. Discord: https://discord.gg/b83uREg Steam version: 39.67.5
  6. Hello, the european server [AT/EU] Sunrise 3xXP|Hydrocraft|24/7|Restricted PVP|Safehouses IP: 5.9.24.147 Port:16261 30 Slots is ready for new players. Additional Maps (not as Spawning Points) Louisiana New Hamilton, OH Bedford Falls Muldraugh Nature Reserve Started 15.06.2018. With lower loot, long loot respawn (1o days). Server hosted on dedicated hardware in the hetzner datacenter in nueremberg/germany. Discord server https://discord.gg/ESM6U2 (Discord server not yet fully set up Feel free to give suggestions on the discord server. - Ixolan
  7. Howdy everyone! Starting next week, we will be opening our second server for some NON-RP fun. We will be having mini-games at specific times that will allow us to have a little PZ mayhem and cater to more than just our RP friends. Our various mini-games will consist of, but aren't limited to: Single/Duo Survival vs Zombies Group Survival vs Zombies Capture the Spiffo Week Long Building Contests Demolition Derbies Automobile Races Escape the Zombie Filled Maze PVP Survival (In the style of Hunger Games) Battle Royale Each of these games will run at random times on our second server, so please join us at: https://aggressivegaming.org/ and look for our mini games forum. Our FIRST games will be Single/Duo Survival, and will take place 7/11 and 7/12. Come join us and compete or cheer/jeer other players.
  8. Beard

    [24/7] Redboid

    Redboid [PVP/PVE] [Dedicated SafeZone] [24/7] IP:198.27.67.210 To all PZ Survivors! Come join us on one of the longest running servers to date! We have a thriving community, along with friendly active Admins that are willing to answer any questions/problems that you may have. Maps: Vanilla Mods: ORGM, MoreBuild, CorpseStudy, RenameWeapon, BookCollection, Beard-Pak Server settings: 3 alternate characters per player 3x character XP gain Links: Reddit: reddit.com/r/redboid Discord: https://discord.gg/MSVhKKf Please feel free to join our discord! Here you will have full access to the servers information and designated areas for questions, suggestions, direct contact with the admins and more. We shall look forward to seeing you there As always Have Fun & Be Safe! -The Redboid Admin Team
  9. Deadly Paradise es un servidor de rol de habla hispana en Project Zomboid en el que se busca interpretar diferentes personajes en un apocalipsis zombie. Por ellos buscamos gente que este interesada en este tipo de rol realista enfocado en este tipo de entorno INFORMACIÓN DEL SERVIDOR - Foro: http://dp-rp.com/foro/ - TS3: ts39.nitrado.net:11400 - Estado del servidor: ONLINE - Slots: 20. - Contienes varios mods para mejorar la experiencia del servidor. HISTORIA DE DEADLY PARADISE (LORE)
  10. We are a small server that are looking for some fun people that just wanna play a relaxing game of zomboid. We're a small server with a discord that has all the information you need about the server. In short, we have a few map mods in and mods like Hydrocraft for the content. Stats have been adjusted a bit to make it more "realistic" which what we're aiming for. PVP and raids are fine with us, just keep grieving to a minimum. IP: 24.132.247.158 Link to our discord: https://discord.gg/d2VHrWw. Link to our mod collection: http://steamcommunity.com/sharedfiles/filedetails/?id=1330267666
  11. IP:198.27.67.210 To All Pz Survivors! The Redboid server Is back on the original build! After almost a month on the Vehicles build we have now switched back, everything is the same par one or two changes here and there to compensate the changeover. Come Survive with us on one of the longest-running PZ servers to date! We try to compensate for all walks of player to ensure it is fun for all as well as having active admins on call for any Issues/Player needs. Our Server Includes; - GUNZ Mod! - Hairstyle Mod! - Hydrocraft Mod! - Trading Post! - 3 Alts Allowed Per Player! and many other attributes included! We are A PVP Server with a dedicated KOS zone & added PvE/Safezone All other Info and Rules can be found on our Reddit Page or Discord Channel https://discord.gg/MSVhKKf https://www.reddit.com/r/Redboid/ Feel Free to drop us any queries or questions you have As always Stay Safe & Have Fun! -Redboid Admin Team
  12. While the zombies may be a tad slower, global chat is turned off. We rely on radio comms to communicate with those who arent steam friends. With mods like Hydrocraft, OGRM, OGRM Suppressors, Zombie Loot, and several more, we are surviving the best we can but it seems that we have people who play regularly in different timezones, so we are seeking more interaction. Roleplay is not forced but you cant help but feel immersed when you're in a tight spot on a supply run and you're using the radio to find any nearby help or safehouses. IP: 107.181.173.66 Port: 16261
  13. Hey, come and join 28 Memes Later, a server made for people who are looking to enjoy a strong sense of community, while simultaneously allowing for a tough challenge, which makes every action count, I hope to see you there! IP: 108.61.227.38:56261
  14. Hey, please join my Australian Project Zomboid server. We are a semi pvp based server, looking for new players. There are already too large settlements, one in both Muldraugh and West Point, and they are both very friendly and are always looking for new players. We have a very big sense of community, and are in the process of making a server website, so come join, you won't regret it. IP ADDRESS: 108.61.227.213:56261
  15. [EU][PUBLIC] - [No RESET] - [PvP] - [HARDCORE] IP: 164.132.204.85 Port: 16261 Location: EU Slot: 50 "In a world dominated by the undead, where only the most experts and tenacious can survive, the writing "Alive Inside" is the last witness of the human’s presence. But Alive Inside isn’t only the last sign of humanity written on a roof or on a wall in a world dominated by a zombies, is also the essence of a true survivor. Alive Inside is for they who know that these are the end times and nothing will ever be the same again, for they know that there is no hope of surviving. Alive Inside is for who wrestle every day against extinction, for they know that despite the efforts it remains always and only the story of how you died." Alive Inside just a Project Zomboid’s server. VANILLA Nutrizionism: ON Sleep: ON PVP: ON Infection: ON Hard Experience X3 4 Hours for Day Loot respawn every 10 days in game No Cheat – No Backup – No Sky Base
  16. New UE Project Zomboid server, refresh 25/03. PVP and PVE, mods, spawns and active admins. Survival with us! IP: 51.255.78.107 Port: default
  17. Dr_Cox1911

    SpiffoHunt

    Greetings! I think it's time to reveal the current mod I'm working on: SpiffoHunt SpiffoHunt is a Capture-the-Flag-like gamemode where two teams fight each other to (obviously) capture the Spiffo and have it as long as possible in their own safezone. I've worked on this for ages, but lost all the work a couple of months. So this is pretty much the second time I started coding this. Some basic things are currently working, but the mod is far from useable right now. Because of the bigger scope I would really appreciate it if some of you fellow coders are interested in helping with the mod. As my previos mods the sourcecode is hosted on github, that's also where you can find more information about it. I know that this post is currently pretty barren, but as stated above: All of this is far from finished/even working! Sneakpeeks: Link to github
  18. Servidor español de project zomboid, pero libre. Con sistema de comercio, mods (se autodescargan al entrar), nuevas ciudades, nuevas zonas de respawn, sistema de coordenadas, admins activos, ayuda y soporte, eventos etc. Las únicas normas se aplican en la zona segura, prohibido robar, matar o saquear en esa zona. La zona segura será la única zona que no se borrará en los reset obligatorios de las actualizaciones. Posibilidad de no borrar bases de clanes de más de 5 personas. Roleo opcional. Ven y diviértete con nosotros. Fresh reset: 29/07. IP: 94.249.236.127 Puerto: de serie.
  19. I'll try to keep this relatively 'simple'. Aiming and Firing The aiming system we have in-game right now isn't all that great; You look in the general direction and hit a target without really aiming at all. I haven't played multiplayer yet but I don't really think that the current aiming system will work very well with it at all. I think hand-to-hand weapons are okay, but guns aren't. First of all, with the 3D system, when aiming, arms should be slightly detached from look direction, so it's a sort of keyhole aiming style. So if I'm facing forward, I can move my character's arms still to aim within that 45 degree forward direction. Bullets would be fired towards the mouse cursor, however would take height into account too. Say you're got a zombie next to a wall, he's standing still, so it's purely a target to shoot at. If you howver the cursor over the grass in front of the zombie, the gun will be 'aiming' at the ground, so the bullet will hit the dirt. If you hover the cursor over the zombie's legs, it's aiming at that height, and will hit the legs. If you hover the cursor a little above his head on the wall behind him, the bullet will hit above him. This would work by having an invisible 'aim target' attached to the cursor, which would move across the space in 3D, up and down walls, along the ground, etc, kind of like a laser pointer from the gun to the mouse. The gun would then trace a ray from the gun's 3D position (even from rooftops or balconies) towards that point in space, and if it intersects with something along the way then that is what it will hit. For example, you're on a three-story building rooftop, in front of you is two-story building with one zombie on the roof. You aim your mouse cursor at the road behind that building, so although you've aimed at the road, if the 3D ray passes through the zombie, it would hit him. This ray would be invisible, and the aiming would not be 100% accurate (skills would play a larger role here), but I think this would work really well for making sure PVP gunfights aren't a "I can click faster than you" affair. Gunshot Wounds So to combat the DayZ style bloodlust that some players may have, gunshot wounds should be dangerous, but not instakill dangerous. Basically, the player body model is already in-game, you've got your body parts which can be damaged, etc. So depending on where the raycast hit point is on player's avater, that part of the body would be damaged with a gunshot wound. A gunshot wound would cause bleeding and agony, and the 'Needs medical attention' moodle would linger until the bullet is removed. You could get lucky and the bullet may pass through you entirely, but if not, then you could risk trying to pull it out yourself (and likely infect your wound), or try to find a doctor. Depending on where the bullet hits, you would have effects to your character: Head = Instant kill Neck = Death in under 5 seconds, slow movement, heavy bleeding Chest = Death in under 10 seconds, slow movement, crawling, heavy bleeding Stomach = Slow movement, crawling, heavy bleeding, possible passing out (Likely needs someone to drag you to safety and carry you back to camp) Legs = Limping or crawling, bleeding Arms = Decreased melee damage, decreased pushback force, bleeding And also, all gunshot wounds should be treated properly, and I believe the devs plan to overhaul the medical system which would definitely play into this to ensure the wound doesn't become infected. Having these effects for getting shot would make it more of a risk to try and shoot someone. These factors would come into play: -You may miss. Result = DEAD -You may hit them and they may shoot you back. Result = INJURED -You may kill them and their buddy shoots you. Result = INJURED OR DEAD -You may kill them and steal their supplies. Result = ALIVE So you'd need to be a good shot, you'd need to be quick enough to pull your gun, aim accurately (+ have good aiming skill), and shoot them before they can react and run/start shooting, and even if you down them, they could still shoot you before they bleed out. Taking Cover This one isn't so big, but I believe sneaking will make players crouch low in future versions, so having more low objects like cars and what-not would allow for some really intenses gunfights. Well, those were my ideas as simple as I could get them, still pretty long, but let me know what you think. This would be a lot of work for the devs but I personally think that in order to have PvP being fun and giving players a chance to defend against griefers and bandits, this is the way it should be done. Thanks for taking the time to read through. -Ben
  20. I am currently working on a mod and was wondering if anyone would be able to help me with part of it. I am in need of a in-game team system. Even if someone could kinda get me started in the right direction that would be great. More info on my mod in the link below. http://theindiestone.com/forums/index.php/topic/18091-regicide-competitive-zomboid/
  21. I searched the forum and didn't find anything about this. I'm really bad at this. I don't have much luck in forums but I guess I should try. I've been playing the game now for 10 days with 137 hours (the game is very addictive mostly because of the community) mostly playing in PVP servers. I am a DayZ player and I think that PVP gives more thrill to the game because unlike bandits, zombies can't reach you above the ground level and by stocking food, you can survive forever which is not my interest. In the next lines that you're about to read are some comparisons to other games. Viewer discretion is advised. I am not saying that the game is inferior to them but rather learn from them and make the game better. Let us not be biased on what we already have and always have room for improvements. I hope you do not hate me for doing this. I added spoilers to the comparisons so you can read in your discretion. This will not only affect PVP in online but PVE with NPC survivors in the near future. Moving on to the subject, I think that the PVP system is neatly done but has a few number of flaws. Here's a list of a few things that should be worked on. Feel free to agree or disagree on my opinions. 1. Stealth in PVP The only stealth you can have on other players is by aiming your mouse at the edge of your screen to see the player from afar. The player you're stalking can do this as well and easily see you. Warning: Comparison Cat and mouse gameplay is one of the best way to add intensity to PVP. Imagine a bandit shooting you and you don't know where he is. In zomboid reality, you aim around and you see that skull above him then shoot him back and I think they need to work on that. It will also balance the game. Let's say a player with sprint lvl 10 who kills everyone chases a fresh spawn because he saw his name. If the fresh spawn is smart, he can hide even after the bandit sees him. But because of minor flaws in the game, this is not likely. Sometimes, when I'm walking outside the street and aiming through windows, a name pops up. Sometimes with a skull which makes it a lot more noticable. Right now, I have 2 suggestions in mind. Warning: Another comparison: I suggest that in game, you only see the name of the player if they are running but while walking or standing still, the name will not be revealed unless you're close to the player. The new problem will be knowing if they have safety on or off. Since there is a safety system, I think that they can only add this feature if your safety is off. A drawback to that is that bandits would have the advantage. A change in color perhaps? I think this problem can be easily fixed with a little creativity. I have another idea because of Aniketos mentioning the ability of the characters on spotting and their "eyesight". Yes, that means now we will have more effects for the eagle eyed and short sighted traits. The idea is that the name of others will be showed only if your character's ability to see them is in effect. An eagle eyed player will see the name of a player from afar and a shortsighted one will have to get closer to see it. I use shortsighted trait and I don't notice a difference. This might help balance these traits and make them more effective. 2. The Safety System I think that the safety system adds a more friendly and less KOS pvp community. That is great indeed but it also adds more traitors and betrayals. You all know this as a player with safety on who says he's friendly. Later on, you see that skull then he either bashes you with a bat, axe your neck or put a bullet on your head. Warning: Another comparison. Skip this if you're already mad at me. The safety system adds more "trust" in a person with safety on and less with the players who have it off. This might not be much of a problem but It can affect the community. Trash talks about traitors and liars are frequent in global chat when this happens. I've read that there is a 1 second window after turning off safety but what if you're not looking at the player? What if he stays behind you waiting for the opportunity to strike? How about the less fortunate players who has bad connection? Would they have enough time to react? I noticed that when you toggle your safety mode, there is a delay bar. I'm not sure how that works. Does it show the skull already while it's activating? If not, then maybe add that to the system. Also a text saying "Player safety is turning off" above the said player that would be seen from behind would be good. Like I said, this is not a major flaw, but it might affect the community. This can be also abused to take advantage of the enemy. The community is the reason why I play. It's fun to be around people from all over the world with good sense of humor. Sometimes, things like these just happen and it is not fun. 3. Player Health system This section may have mistakes. Correct me if I'm wrong. In the first few days playing the game, I was impressed about how detailed and realistic the medical system works. Treating each different wound differently depending on their nature made me very interested in the game. After playing in a PVP server for a while, I started having questions. Warning: Just a story. No comparison this time. The effectiveness of firearms or other weapons of a player depends on their skill. Sometimes, I one shot zombies with an axe or do a headshot with pistols. This might mean that there is a chance for a critical hit. The skills works well on zombies, but no effect on players except for firearms that helps you hit your target and also that rapid firing pistol at lvl 10 aim (which is very deadly). Maybe the damage as well but I think it needs more work. I suggest an overhaul of the player health system that adds places where vital organs are at. Arteries and vulnerable bones as well. That way, when a critical hit is scored, a vital spot is damaged and will be harder to treat by normal means. Yes this means an overhaul of the medical system as well. It will be a lot of work but will make the game much more realistic and harder. Here are some ideas: Damage in your lungs deals severe amounts of damage and will get you easily exhausted.Damage in your stomach deals severe amounts of damage and requires you to have more food. Or maybe you can't eat? Not sure which is better or more realistic.Damage in your brain deals massive amounts of damage and gives you bad coordination (like when you're drunk) and also a massive reduction in many skills like aim, accuracy. Also adds a reduction in action speed and if possible, unconsciousness.Damage in your arteries deals severe amounts of damage and you will suffer from a very severe bleeding until it is treatedDamage in your spinal chord deals severe amounts of damage will periodically 'paralyze' your character for a few seconds.Damage in your eyes deals a significant amount of damage and will deteriorate your vision.Damage in your legs deals a significant amount of damage will obviously reduce your speed.Damage in your arms deals a significant amount of damage, slow down melee attacks, massively reduce accuracy and reduce the effectiveness of weight reduction when equipping an item.Damage in your heart will deal massive amounts of damage will affect exhaustion, fatigue (in SP) and makes you suffer from massive bleeding unless treated.Damage in liver deals severe amounts of damage gives you a chance of food poisoning even if the food is clean.Damage in your ears deals a significant amount of damage and will impair your hearing.Damage in your kidneys deals severe amounts of damage and will sometimes poison you even if the water is clean it will also affect your thirst.Damage on any other bone will deal a significant amount of damage and will behave differently on each limb.All vital points deal damage overtime until they are treated. I'm not really good in biology so if there are more vital organs that I need to add, tell me. "So Weighland, how will we treat these organ damages?" I'm no medical expert but for this to happen, it will need an overhaul of the medical system. So some of you will say that the guns deal large amounts of damage already to allow more damage. Yes this will also mean an overhaul of the weaponry. It can stay the same for the zombies, but should change when it comes to players. In reality, I think that there are few elements of weapons that will allow damage to the human body. Velocity/Force - The higher the velocity along with the weight of the weapon/projectile before impact, the higher the damage. Sturdiness/Material - The harder the object, the less time of impact (the higher the time of impact, the less the force.) This means the harder the object, the higher the damage. The shape of the weapon/projectile (this is where we will focus on) - A blunt weapon will cause bruises or broken bones. A sharp weapon will cause scratches, cuts and maybe dismemberment if added to the game (most probably not because no one wants to lose their arms.) Projectiles will penetrate your skin, flesh and sometimes bones depending on the projectile."So Weighland, where is this going? What about the damage?" Well I think we need to completely remove the damage of the weapons on players. "How will we kill if we don't deal damage?" You will deal wounds. Different kinds of wounds on different kinds of weapons. The damage will be dealt by the wounds, not the gun. The gun will simply cause them. A blunt weapon, a baseball bat or a crowbar will cause bruises and sometimes scratches. A critical hit scored on a bat will break a bone. An upgrade to the bat will cause it to deal scratches. Deep wounds on the bone that will be broken is dealt in a critical strike.A sledgehammer will instantly break a bone and cause bruises if hit. If a critical hit is scored, It can break the spinal chord or damage an organ.A blade weapon, a knife (Kitchen and Hunting knife has roughly the same shape and only their durability will make a difference) for example will cause scratches with average bleeding. A critical hit will deal a deep wound, a stab, that deals significant bleeding. It may also cut an artery or damage an organ on a critical hit.An axe will cause deep cuts on hit and significant bleeding. A critical hit can break a bone, tear an artery or damage an organ. It may also damage the spinal chord.A butter knife won't do much but deal scratches with minor bleeding. Maybe it will stab on a critical hit then add a deep wound with significant bleeding.Guns can deal scratches at a low aim levels, around lvl 0-2 (can still cause deep wounds) but will always deal deep wounds on levels higher then 2 by bullet holes. The damage will still depend on the bullet. All types of bullets can damage all vital points.A 9mm ammo can deal damage on arteries and organs and can sometimes penetrate bones. The skull protects the brain and the ribs protect the heart but can still be penetrated with a medium chance. If it does not penetrate the skull, the bullet is still there but no damage is done to the organ. (Yes I know 9mm can penetrate them but it needs balancing. Imagine a rapid fire destroying your brain.)A shotgun shell will deal the effects of 9mm multiple times, depending on the range fired and aim skill of the shooter. It will have a lower chance to penetrate the skull and ribs.Both rifle rounds can penetrate through the skull and ribs easily. It will always hit with deep wounds since it needs a high aim skill to operate effectively. A critical shot will have have the same chance to hit the brain and the heart as any other organ.As you can see, all normal hits will cause bleeding or bruises (which is painful and counted as minor bleeding) in exception to the sledgehammer. "So Weighland, you're suggesting we turn 'health' into 'blood'? Just like in your other game?" Not necessarily but it is a much better representation to the system. And no it's not another comparison to the other game since there you just bleed. In this system, your wounds will cause the bleeding and death. "So if i shoot you 16 times with a pistol in less than 2 seconds, I still need to wait for around 3 seconds before you bleed out?" Well, if your aim is low, most of them will be scratches and yes you will wait. On the other hand, if you score a critical hit, significant amounts of damage are instantly dealt after damaging a certain organ. "This critical hit seems nasty. How will this work?" Here's how. The base chance for a critical hit is 10%. Each point in the skill will add 1.5% to melee, 1.5% to shotguns, and 1% to rifles and pistols. When the skills are maxed out they will be 25% in melee. The shotgun has a 25% critical chance in max aim and divides this chance to each pellet landed on the target. The pistol and rifle's chance is halved when you start aiming which then doubles after aiming for a short duration. This means that in max aim, it starts off at 10% then rises up to 20% depending on the time spent in aiming. Remember, higher aiming skill means faster aiming time. This will mean you have to train your aim or accuracy up if you want to be victorious in a firefight. This is just my idea of how to improve the Player Health system. It is a lot of work, I know. It might never be implemented but I'm just here suggesting ideas. Maybe TIS will get some out of it. Feel free to add your opinions. If I think it's good or if most of you think it is, I will add it to the list. I will also update this if I have new ideas.
  22. AGN - NewDawn Roleplay Server - Now with Hydrocraft mod! Server info: Server status: ONLINE 64GB dedicated server - 16GB RAM allocated - 1GB connection Hard reset is rare. Server location: North America (Works globally) Player slots: 24 Build: Current. Admins: ModdedTibby, Nolan, NobodyClaimedThis, Pika, Soilfox, Unicorn, Gramperoonie, Candybar, Jacey, Chris6000, Pann We'll see you at: http://www.aggressivegaming.org/newdawn/ ^ Apply your character for whitelisting on the website - Don't forget to read the rules ^ ____________________________________________________________________________________ Server Lore As an addition to our server, we've got lore to enhance the roleplay experience. We're currently VERY close to a complete wipe, where we start all over on the server. Now's the best time to join! ____________________________________________________________________________________ So, what else can you expect from this server? - A storyline! To make the roleplay more realistic and interesting, we have a storyline going. Any major events or happenings, - An awesome community! Our server has a very friendly and outgoing community, which is welcoming to new players. - In-depth roleplay! We take our roleplay very seriously and do our best, to keep the standards high, to get the best possible experience for everyone, experienced and inexperienced alike. Everyone's welcome! - Frequent events! It's not just up to the players, to keep the server interesting! The admins do their part too. Which is why we have frequent events and various mini-events on the server. We will keep you entertained! - Daily Quests! So your group isn't online? Fear not! We'll make sure to entertain you! The admins will make sure to keep you entertained with new quests every single day. - New to roleplay? Fear not! On NewDawn there's room for improvement. Even if you aren't an experienced roleplayer, you're free to apply and develop your skills. There's a lot of help to get too, both to new players and to experienced players. - Tough environment! The zombie apocalypse isn't easy! NewDawn combines a rough environment with roleplay, making surviving an actual challenge, which also makes room for character development. Loot is hard to come by! - We've got PVP! No killing on sight, but PVP is allowed! We've got some strict rules, that prevents players from just going around killing everyone, with no motive. Even so, living in a post-apocalyptic world is risky, so don't get too comfy. Anything can happen!
  23. Hey guys, I've got a Hamachi server up and running for anyone who would like to join. Me and a friend have been playing for a while together and I figured it would make things much more interesting if there were more than just us two online at one time, so here I am! There are quite a few mods and a lot of various towns you can explore that make for a very varied experience. Rules: - Do not randomly kill others. PVP is enabled, however, you must announce that you are attacking someone else by typing in global chat /attack <playername>. - If you plan on raiding an encampment, you must type /raid <playername>. The player name in this case can be any survivor inside of the base you are raiding. - If you are assisting in a raid, you must type /raidassist <raidleader>. The raid leader is the one who initiated the raid by typing /raid. - Sledgehammers cannot be used when raiding; only when making fortifications. - If you have PVP enabled, you are considered a raider; other players may attempt to kill you on sight if you have a weapon out and are not combating zombies. - Respect other players. - There is a light RP atmosphere in this server. You will be required to act in a somewhat realistic manner. Consider your actions and words, as well as potential reactions of other survivors in a realistic setting. - Last but not least, have fun! Mod list: Additional Skill Books Cremation Spraypaint Mod SVGPaintMod Guy's Mod Hydrocraft inSayne Electrics Extended Building Options More Zombie Loot Civilian MREs ORGM bcUtils 1.2 Hotbar 0.5.0 Hamachi server information: IP: 25.16.200.107 Network name: SykrissesPZServer1 Password: 1 Network name: SykrissesPZServer2 Password: 2 Network name: SykrissesPZServer3 Password: 3 Network name: SykrissesPZServer4 Password: 4 You will need to have the -nosteam argument in your launch options to be able to connect. Link for mod-pack: Server settings (may change based on feedback): PM me if you have any troubles connecting and I will gladly assist you in solving the issue(s). I look forward to seeing you online!
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