Jump to content

Search the Community

Showing results for tags 'pvp'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

  1. Hello dear Project Zomboid Community, Our [TRC] (sponsering the server) and [saD] (playing on the Server ) Clan-Server is now online. The difficulty settings could be called "ultra hardcore": Superhuman - Zombies extremely rare loot PVP - Shoot on Sight (but of course you can try to coop, but can you trust people in a Zomboicalypse?) Announced Soft-Resets! Language: German/English It is a german server, but everyone here is willing to speak english as well. But don't get mad, if people speak german. IP: 85.131.163.77 Port: 16261 administrative contact: Deadpool (irage at stupid-and-dangerous.de)
  2. This server has been renamed and moved to: http://theindiestone.com/forums/index.php/topic/13581-pvp247us-deadpixel-pz-deadpixelcom/
  3. Sap guys ! I already made one of these on the old forums, I sadly didn't keep any trace of it. We might have lost some good suggestions/discussions in the process. Why a massive thread instead of multiple "unique suggestion" threads ? Simply because I don't want to spam threads and make some other interesting ones go down the list ; better have 1 thread I'll update than 15 new threads in which I'll get lost. I'll try to keep it as clear as possible and use a color code to point the importance of each suggestion (from "Distant future" to "needed ASAP" and "Confirmed"), keep in mind is all subjective. Those are not necessarily "new" ideas, some might be re-interpretations of other ideas or already planned features, pointing to things that are really needed (subjectively), some rebalancing ideas of already implemented features etc... There still are a few new suggestions tho. [fighting zombies] Spoiler The actual system is too easy/simple and could use a few simple mechanics to make it harder. It's actually still too easy to wreck a large amount of zombies with a melee weapon, It should be VERY DANGEROUS to fight more than a couple at the same time. A few ideas to rebalance it a bit and make it more consistent : Combat re-think http://theindiestone.com/forums/index.php/topic/10978-combat-re-think-for-the-announced-big-rebalance-oflgbkybygt/ More consistent "zombie grab" and "meatier zombies" http://theindiestone.com/forums/index.php/topic/10570-zombies-need-to-be-meatier/ Crawler's grab should have a high chance to make the player fall on the ground.If the player gets his leg grabbed by a crawler and try to move away from it without breaking it / killing the Z, there's a HIGH chance he will fall on the floor for a short amount of time, making him extremely vulnerable to any other close zombie(s) Same goes for sprinting next to a crawler, if he grabs you while you sprint -> you fall. Certain weapons having a chance to get stuck into zombies' skull"Bladed" and piercing weapons (axes, crowbars, knives, hammers?, nailed bats etc...) should have a chance to get stuck into skulls, maybe resulting in another fierce mashing of a key to get it unstuck before the next Z gets into the player's danger zone. If it's too dangerous and you can't get it unstuck in time, you'd have to leave it there and run away (and comeback later if you want to get it back) Weapon skills should have more "incidence"In its actual state, I'm pretty much never spending any point in any "combat skill tree", the lvl 0 is just way too efficient. If we grab an axe we're just the king of the Z world, 1 hit kill half of the time. The only weapon that makes me feel like a weak level 0 is the golfclub right now. DONE Being at arms lenght from a zombie is something you really don't want, being at arms lenght from 2 zombies is something that might get you killed. I think those suggestions might force the players to think twice before deciding to fight a group of Z, it will as well require a proper use of distance and timing (plus aiming, as always). Plus, with the new 3D characters, I think we might have some cool animations with those ;o [fighting non-zombies] Spoiler Well, with the multiplayer on the roll, this is pretty obvious an overhaul is planned, but here are a few ideas. (The 2 first ideas are kind of the same thing but with different mechanics)Lethal & Non-Lethal mods (I'll use that idea a lot in the future)This was my first suggestion on the old forums. In a RPG with moral choices like PZ, we should be able to decide if we want to knock someone out (and make him a hostage or something), just hurt him, or go for the kill. There could be chances that you fail tho... You wanted to keep him alive but that blow behind his head got him killed, or in the opposite, you wanted to kill him but failed to do so and he's now on the run with revenge on his mind. It should work as well for firearms, aiming vital parts or limbs. Player vs Player melee "Real time Turn by turn style." I know Lemmy loves TbTI was asking myself how to "simulate" a somewhat realistic fight between players without making it look like a swing fest until one of the 2 players dies (would work with NPC as well). It's still blurry in my head and hard to explain, but something along those lines. If you attack someone that is not ready to fight (ie. not holding RMB), you hit him, simple. If you attack someone holding RMB, the fight happens in a "turn by turn"-ish system, the must would be to have an "old Fallout VATS aiming style" as well. Basically the attacker gets the first turn, decides where he wants to aim (with a percentage of chances to hit : neck is harder to hit than chest, but the reward is higher etc...), and attacks while the defender decides if he wants to counter and fight or dodge and run away. Dices roll, calculations happen, taking into account players' weapons, skill with that weapon, moodles, strenght, traits etc... If no one died of a critial blow, the defender becomes the attacker and we start over until the fight reaches its end. Keep in mind this is an Isometric game, and any "action-game like" mechanism is unlikely to work in a satisfying manner imho. I think keeping a truely RPG fighting style is the way to go when it comes to PvP (or PvNPC) Turn by Turn "lockdown" should only happen for the players involved in the fight, all the other players can still do their stuff in real time. Would be cool to have an old school isometric rpg "fight animation", you know when the players are taking a fighting stance and swing into the air at each other, maybe moving around and making some noise ;o On second thoughts, nope. Shoot-outsThere already are plenty good threads with nice ideas about it, so I won't extend. Maybe I will later, if anything good and "new" comes to my mind. Traps for humans (suggestions for the future of traps)We all know traps are a planned feature, but we don't know how yet ! Lethal & Non-Lethal Traps for humans, different kind of traps (net trap, axe trap, shotgun trap, "hole in the ground" trap, "brick on your head" trap etc...)Ability to make efficient traps should be related to a particular skill (which one?)Traps should be active for people who don't know their locations (if this or that precise door/floor/window is trapped...)You should be able to warn your friendlies about the locations of your traps. Like you'd right click on someone > contextual menu > Tell location of traps, then he'll be able to walk pass them. [sneaking & Noise] Spoiler Louder noisesActual noises created by actions (opening doors/windows, breaking windows/doors, gunshots, building etc...) have a small radius. I think it should deserve a little radius enlargement ! Sneaking overhaul (ideas) :Separating sneaking (ctrl) from attacking ! numerous time I found myself sneaking past a group of zombies, and ended up hitting the door with my weapon because I was holding ctrl. [Confirmed]using furnitures & "map items" to hide yourself (under beds, in wardrobes, behind sofas, behind fences, behind cars when they're here etc...)maybe 2 or 3 different body positions ? Standing / crouching / crawling.Actions like opening doors & windows should make more noise in general, but we should have an alternate way that takes slightly longer time but make less noise (action + ctrl). Maybe even the opposite a Loud & Quick way when holding the sprint key."Map noises" (kind of related to sneaking) The idea comes from another thread, but that's what makes more sense to me :Bumping into furnitures should make noise (chairs grinding on the floor, things falling from tables/container if you run bump into them etc...) That will force the players to be careful when looting indoor if they don't want to alert nearby zombies (or other players !).Random "map related" noises, just like alarms but on less dramatic scales ! "Like no one would suspect that shelf isn't properly fixed to the wall and going through the books would break it, or that grabbing a knife on that messy table would make that bottle fall on the floor, or that a mess of tins and glass bottles was waiting for you behind that door, or even that the door hinges were old and would squeak like a scream in the night, or this window wasn't properly manufactured and would shut itself in a loud clapping noise, or the good old creaking stairs etc..."Same principle but outdoor : some more garbages scattered accross the street, broken glass, empty cans of food making noise if you step on them and send them rolling. [skills, Jobs, Traits] Spoiler Skills overhaul Suggestion that popped out of another thread : "It would be nice to see carpentry leveling not as a succession of craft-recipes unlocking over time but as an evolution of the quality of your work. Like, anyone could give a shot at building a rain barrel but a non-experienced guy would make it less hermetic (leaking), with a smaller capacity, maybe pretty weak and prone to break during storms or having its water contaminated by bacterias. Low level stairs could be ladder-ish stairs, slower to climb and weaker, prone to break under the weight of an heavy-loaded person etc... The more you level up, the better the quality of your work : thicker, more resistant, more efficient, more useful for harsh conditions. That could work for any crafting & surviving skills. A low level trapper would craft shitty traps with high risk of animals getting away, not weather resistant. the harder the trap is to build, the more chance you have to make a trap that barely works or doesn't work at all. A low level fisherman would craft weak fishing poles, bad hooks, and fish would get away way more often, except very small ones. When the electricity crafting comes in, you'd have high chances of making a circuit that cuts a lot, need more fuel, high risk of fire, power outage when rainy, or simply doesn't work if you try to craft something too complicated. etc..." Also good thread about carpentry : http://theindiestone.com/forums/index.php/topic/10879-a-small-building-overhaul/ Specific knowledge & aptitudes should be open only to certain jobs. I think that would enforce the need to live in a community, so players can't do everything on their own, they could still survive alone, but comfort should come from groups. I had the idea thinking about medicine, only a doctor or someone with a prior medical formation should have access to the medical skill tree (when it's implemented), and it goes for a few jobs: -Doctors > access to medical skill tree -Construction worker > access to electric crafting (when it's implemented) + construction bonus -Park ranger > tracking skill tree / outdoors man + hunting bonus ? -Policeman > aiming bonus + ? -Farmer > Farming bonus + ? A few ideas for future jobs & traits, related to previous suggestion : -Outlaw > can start any car & force doors/windows with less noise -Comedian > social skills / makes people less depressed & bored -Cook > Cooking bonus -Other / player made job > bonus of +4 for choosing traits. -Sunday fisher +3 > fishing bonus -Guns nut +4 > aiming bonus -Amateur hunter +4 > tracking ability -Car nerd +4 > can start cars -Pedestrian for life -1/-2 > don't know how to drive -Musician +3 > can play instrument for moral & group moral -Boring -2 > bores people -Lone wolf -2 > gets bored by other people etc... That would allow "multi-class" char but would still limit the fact that people can do, right now, everything on their own. [General suggestions] Spoiler deeper health & injuries sytemdeeper nutrition systemI think it's already been discussed quite a lot on the old forums. Eating properly should be essential to keep your character in good shape, and should be a "long term work" with long term repercussions. You don't die of starvation in a few days. But lacking certain nutriments will, on the long term, make your character weaker, getting tired more easily, depressed, slower to heal and more prone to diseases and wound infections etc... Being well fed and having some bonus on your character's strenght and mind should be the same. If you eat at your fill when you're hungry, and a good variety of aliments (not only chips and beans) your character should deserve a "long term" boost. The idea is, it's hard to keep a decent health in an apocalyptic environment and red moodles should be the "standard" if you're not perfectly settled or part of a well organized community of survivors. Red moodles being a standard would make the player feel the harshness and despair of a zombie-filled world. sledgehammer should weigh moreThe sledge encumbrance is way too low right now, I mean we can put a sledge in a plastic bag or a tote bag, that's a bit odd ! Plus it's a very "dangerous" item, a lot of players in MP always carry one in case they want to break-in someone's base. Moving with a big sledgehammer should be something thought through and planned, not just always carrying one around in case you need it ! It should probably weigh twice more as it actually does [12 instead of 6] NOPE 2 plastic bags = 1 garbage bags.That's pretty self explanatory ! for now we can only use garbage bags to craft rain barrels, which makes those a kind of silly valuable item. I think we should have more means to make the barrels water-retaining and plastic bags seem like a good solution, but they're smaller. Maybe raincoats = 2 garbage bags someday ? ;o Farming areas / Smart FarmingFarming can sometimes be a bit of a pain when it comes to watering and checking your plants one by one, I know that's subjective but that micro-management feels pretty annoying to me. It would be cool to have some kind of system that allows your character to execute a chain of action : filling watering can > watering plants untill empty > filling watering can > etc... Checking plants health > no disease > next plant Checking plants health > disease > spray remedy > next plant. Wearing belts (introducing holsters for knife & pistol)I was thinking belt, in their current state, are pretty useless. I know they'll be usefull to stop important bleeding (Kate & Baldspot memories), but people are not very likely to always have a belt in their inventory, except if they're wearing them ! Severe bleeding > taking belt off > tourniquet etc... Wearing a belt could also be used to hold holsters for knives & pistols. Holsters would be a quick-access container/bag (maybe a bind to draw from holster?), which would make some space in your inventory. Maybe holsters should be craftable ? [Multiplayer & Admin Suggestions] Spoiler In-game chat overhaulThe player should be able to choose if he wants to whisper, talk or shout, which would influence the range other players could read what he wrote, and the range zombies would hear it as well. Actually writting on journals / paper sheets / notesThat would be pretty awesome. You could keep a journal which other players could fine on your body or in your bag when they find your corpse. Writting it / Reading it would fight boredom. That would create some pretty deep RP and immersion as well. DONE Adding a delay when disconnecting from a server....To prevent wild disconnections and abuses. I see it coming from here, people disconnecting to save their character when they're in trouble, I already saw an ennemy breaking into our safehouse and disconnecting in the toilet to embush us later, time to get to him, he wasn't here anymore. A delay of 30s to 1min should do the trick, people would have to disconnect in safe places, which makes sense imo. Disconnecting outside in the middle of the road should be dangerous. [admin] Teleporting next to a player or on a point of the map[admin] triggering a precise house alarm[admin] Wiping/removing massive piles of corpses. [FPS drop issue][admin] Option to choose in what proportions the loot will spawn [more food, less weapons, more tools, more kitchen misc, less bags etc...]Explaination : That's all for now, I'll add more when I have something consistent, everyone's welcome to discuss and share their point of views. Keep it clean and polite as always.
  4. Hostname (IP) : zomboidatope.no-ip.biz Port : 16261 Username : YOURNAME (without spaces or special characters) You can choose a password if you want, so your username will be protected. ______________________ Dirección (IP) : zomboidatope.no-ip.biz Puerto: 16261 Nombre de usuario: TUNOMBRE(sin espacios,o caracteres especiales) Puedes cambiar la contraseña si quieres, de esta forma tu nombre estará protegido. SERVER SETTINGS PVP=true PauseEmpty=true GlobalChat=true Open=true ServerWelcomeMessage= <RGB:1,0,0> Artelo. LogLocalChat=false AutoCreateUserInWhiteList=false DisplayUserName=true SpawnPoint=0,0,0 SafetySystem=true ShowSafety=false SafetyToggleTimer=100 SafetyCooldownTimer=120 SpawnItems=Base.Axe ResetID=304671784 Las opciones pueden ser modificadas en cualquier momento. / Options can be changed anytime. _______ ESTADO DEL SERVIDOR /CURRENT STATUS: ONLINE
  5. It's too dangerous to go out alone! ---------------------------------------------------------------------------------------------------------------------- It's true, there are hordes of Shambling dead things knocking at your door. So, come join or server and find a buddy. Found a milita and create your own safe zone. Then set out in search of those in need of your skills and protection. or.. Charge people for your protection, Set up a checkpoint and demand food for passage. ---------------------------------------------------------------------------------------------------------------------- RedDawn's Survivalist Roleplay NOW A PRIVATE SERVER! More info tonight FORUM LINK TO APPLY FOR THE SERVER http://www.rdpz.guildportal.com/Guild.aspx?GuildID=497643&TabID=4282967 For the chatty ones Ventrilo IP -Vent.Sernix.net:4643 For Updates on server status and steam community steamcommunity.com/id/Spartan114/friends/?invitegid=103582791435285591 ---------------------------------------------------------------------------------------------------------------------- WE ARE RUNNING BUILD 25 and you can too! See link - http://theindiestone.com/forums/index.php/topic/4183-iwbms-the-i-will-backup-my-save-branch/ ---------------------------------------------------------------------------------------------------------------------- ADD US TO YOUR FAVORITES GLITCH FREE! Step one - Naviagte yourself to C:\Users\USERNAME\Zomboid\Lua (Windows) Step Two - Open "serverlist" with nitepad or a text editor of your choice Step Three - Add in this handy dandy almost fully premade server favorite by addint a username and password! Step Four - Press save, and you are ready to rock'n'roll The Rules of the Road ​ 1. No Greifing, Trolling or Random killing without ryhme nor reason, Plenty of other servers that allow it. 2. Do your best to attempt a Role, you dont have to be in depth but groups and gangs aswell as trading make it interesting. 3. Don't aruge with admins - They are the Law as Judge Dredd was. 4. No cheating, Period. 5. I reserve the right to ban or kick people for violations of these rules as it is not much to ask, 6. We soon will be application only, so pick a real name! Example! GOOD - Officer Baker PFC Moore, Tim Goodman, Becky Robinson. BAD - Bob, Bonjove, Yoyo Bobo, Fun., Run Fatty, Zombiekiller83. ---------------------------------------------------------------------------------------------------------------------- Hope to see you online, Any problems you can message me here or on steam (Spartan114). with any problems you may have and i will do my best to assist you. ---------------------------------------------------------------------------------------------------------------------- Server Spec's VPN - Hosted in Atlanta over 5 gigs of RAM dedicated to the Zomboid Server Up 24/7, unless I am fiddling with it ---------------------------------------------------------------------------------------------------------------------- Server Resets - Soft Resets when needed ---------------------------------------------------------------------------------------------------------------------- SERVER STORY LINE TO DATE First major outbreak happens in Atlanta- 0 Hour - March 5th 1304 All contact lost with Most Major citys - March 5th 1502 Nation wide state of Emergency declared - March 7th Contact lost with Eroupe, South America and most of Asia March 8th FEMA sets up a refugee camp in at towns logging camp assited by a unit of US Marines March 13th Last contact with POTUS - March16th Refugee Camp becomes last bastion of humanity as Marines struggle to throw up more walls to keep out a growing number of unddead. - March 17th A static covered Emergency Broadcast can be heard on all radio frequency's throughout the city - "This is an Emergency Broadcast to all Survivors. I am Captain Hank Kilgore, USMC. We have established a safe zone just outside the city. We have walls, weapons and FEMA is here with doctors. If you can contact us we will find you, and bring you safely to us. Yet if you try to fight us, justice will be swift. Martial law is in effect. This message will repeat every ten minutes." - March 16th All radio communication from the Military Base ceased abruptly - March 18th I will add more as the server progresses, as for now - Game on.
  6. Server Info: (IP: pzo1.no-ip.biz) Welcome to Project Zomboid: Online! ProjectZomboidOnline.com is the first multiplayer PZ community, aiming to host a selection of quality servers and maintain an enjoyable and structured environment. PZ:O recognizes the amazing MMO-esque potential this game has and hopes to gather like-minded individuals to enjoy the same aspects (as well as let the PZ team know that such interest exists)! PZ:O will host a handful of servers of varying types (with different PVE/PVP types, reset times, etc.), as well as providing community tools to introduce players to each other and keep them engaged (forums, chatroom, twitter, facebook). Feel free to spread the word about PZ:O and bring your friends along! Server Info: (Alpha - IP: pzo1.no-ip.biz) Project Zomboid: Online currently hosts one server (named "Alpha"). Alpha is accessible via the following IP address: pzo1.no-ip.biz. The server allows PVP but is intended to be more cooperative than not (obviously this aspect is up to the players, but just as in a "real" zombie apocalypse it's in everybody's favor to collaborate and trade with other individuals/clans). The Alpha server will "soft reset" (refill containers) once per week (next on 3/17/2014). The server will "hard reset" (everything gone) once per month (next on 4/10/2014). We recommend everyone follow us on Twitter to get instant news about the server (including exciting "clan"/in-game news, server notices, etc.). http://twitter.com/ProjectZOnline
  7. THIS SERVER IS CLOSED If you want to know why : http://theindiestone.com/forums/index.php/topic/5746-offline-pzmindescapeeu-closed/page-22#entry101810
  8. THIS SERVER IS RUNNING THE BUILD 25v3 updated at 26.03.14 - 19:45 CET See here the instructions : http://theindiestone...build-25-sp-mp/ Hey Yo Survivor, its me Jesse. What you didnt knew, i love Video Games. I thought i host a Server after my odyssey with Walter.... finally can chill out in Germany (alaska was way too cold) and play pZ all day long. mostly very friendly ppl playing on this server PS: still got some blue meth left muhahahaha! CONNECTION Hostname (IP) : Jp-Pz.No-Ip.Biz Port : 16261 (default) Username : YOURNAME (without spaces or special characters) You can choose a password if you want, so your username will be protected. SERVER SETTINGS Max. Players = 32 Zombie Population = normal Loot Rarity = normal PVP=truePauseEmpty=trueGlobalChat=trueOpen=trueLogLocalChat=true (so u wont miss what ur buddy wrote local)AutoCreateUserInWhiteList=trueDisplayUserName=trueSpawnPoint=0,0,0SafetySystem=trueShowSafety=trueSafetyToggleTimer=100SafetyCooldownTimer=120SpawnItems= Don't kill on sight! And definately don't kill fresh Spawns... It's desirable to do RP to make this the best experience possible. But you don't have to do RP, just dont play it like a damn Maniac! You can choose a password when you join so your username will be protected and nobody else can take it. RULES RULE 1 No cheating. RULE 2 No insults, racism, etc. RULE 3 Don't use unallowed Characters in ur Name, allowed Characters are A-Z, 0-9.... etc..... unallowed are especially those crypt symbols no one has on his keyboard....I dont want to see those Crypto Names anymore, Names like "Фант".... get an instant Ban RESET SOFT RESETS AREN'T WORKING VERY WELL, WE'LL CONTINUE WITH FULL RESETS ONLY. NEXT HARD RESET WILL BE perhaps ON 28/03/2014 16:30 CET + (gmt+1) Server has been hard resetted 24/03/2014 at 16:15 CET (gmt+1) SERVER STATUS Problems connecting? Check if u have Build 25v3 (Update from 25.03.14) installed then leave me please a Message Main Menu Bottom right corner shows Build 25
  9. Come and check out our 32 man server, Always On, Dedicated Connection. Settings are set to default, will change according to what active population wants. IP: 24.128.250.30 Port: 16261 Connect to our 512 man TeamSpeak and talk with other survivors, Private Channels available for Clans/Groups Address: 24.128.250.30
  10. www.projectz.bl.ee ^ [sERVER STATUS] ^ Region / Região [BR] & [EUA] __________________________________________ \\\\\\\\ How to play / Como jogar //////// www.projectz.bl.ee/Como-jogar/ IP: Necessario Patch para se obter / Patch needed to obtain __________________________________________ \\\\\\\\ Patch Download //////// ProjectZ_Patch_v1.rar Size / Tamanho: 1.4 MBS www.projectz.bl.ee/Downloads/ \\\ Features / Recursos /// - Spawn Bug - Time Out - Save - Zumbis Invisibles __________________________________________ \\\\\\\\ Contact / Contato //////// FaceBook: https://www.facebook.com/projectz.bl.ee Skype: Project.Z1 Email: Contato@projectz.bl.ee Formulario de Contato / Contact Form: www.projectz/Contato/
  11. There's no spanish servers online in this game, so I decided to open a new one with Hamachi. Como no hay servidores españoles he abierto uno por Hamachi para que quien quiera jugar, pueda hacerlo sin problemas. This server is located in Spain, Europe. Fresh loot and team PVP, build ur base and strike the enemies. Add me to Steam and u can check when server is online!: PingWin UltrakampfHund NO HAMACHI ANYMORE IP : 25.111.196.173 Port: 16261
  12. Skyfire Zomboid Server Rules: 1. Do not kill players in the spawn house. 2. No Spamming or Cheating. ---------------------------------------------------------- Where are you hosted? Is the server 24/7? Skyfire Zomboid is a 24/7 dedicated server hosted on the East Coast of the United States. Unlike other servers we are not plagued with lag and rendering errors due to a lack of resources. We have everything to keep you and your friends on the server and happy! ---------------------------------------------------------- Are there wipes on this server? This server is wiped when the admins see it fit. In our perspective the server should not be wiped unless the map is almost completely looted and destroyed. We don't want to see your precious builds and progress ruined so don't worry! We won't wipe the server unless necessary. ---------------------------------------------------------- RPG Tips: - Don't kill random kids for no reason. Unless they have a reason try not to kill someone since it really isn't doing anything for you beside making you enemies. - If you enjoy killing people and stealing please try to roleplay being a thief. - None of these tips are rules so follow them as you please. ---------------------------------------------------------- IP: ---- Port: Default. Server Status: Offline for now. Should be back up shortly. Switching hosts. JOIN TODAY FOR THE BEST PROJECT ZOMBOID MULTIPLAYER EXPERIENCE!
  13. Bonjour, bonsoir, à toutes les personnes qui liront ce topic en fonction de votre heure et de l'endroit où vous le lisez ! Après quelques recherches sur divers forums je me suis rendu compte que les serveurs francophones Project Zomboid sont encore très rares voir quasi-inexistants. Après quelques déboires de mise en place (5h de boulot sur une machine dédié en lignes de commande), j'ai finalement réussi à lancer le serveur. I. Pourquoi Legacy ? La communauté que je dirige a pris ses origines dans Starbound sous le nom de Starmania. Peu à peu au vu du développement de celle-ci et des ressources consommées par le serveur je me suis rapidement mis à la configuration sur des machines dédiés (seules à tenir le choc). Depuis peu la communauté prend des airs de multigaming et un site est en cours de programation. Tout cela pour en venir au point important : Legacy (héritage en anglais) est une racine du nouveau nom de la communauté: StarLegacy (Héritage des étoiles), symbole de notre origine Starbounaise ! II. Les informations serveurs. Le serveur tourne sur une petite machine payée 120 euros et qui héberge d'autres serveurs de jeu comme Garry's Mod, Starbound, CS, ShootMania, etc.. Les caractéristiques machine : Modèle: Sys-i7-3 CPU: Intel i7-950 Cores /Threads: 4 c / 8 t Freq. : 3.06 GHz+ RAM: 48 Go (soit 32 de plus que la machine actuelle !) Disque: 2x 2 To SATA Réseau: 200 Mbps Connection : 1 Gbps Tout cela acheté dans un seul but : fournir une expérience de jeu toujours plus optimale aux joueurs. III. Nous rejoindre Dans un premier temps j'ai choisi de privatiser le serveur pour ne pas me retrouver face à des problèmes de grief, vol et autres fantaisies du genre. Aussi pour accéder au serveur je demanderais d'être âgé de 18 ANS MINIMUM (de 16 à 18 si la personne se montre vraiment motivé je peux éventuellement passer outre l'age). Ce n'est pas une restriction mais l'ensemble de ma communauté actuelle est âgée de 18+ et dans un souci des sujets évoqués je préfère restreindre l'accès aux plus jeunes. Si vous remplissez ces caractéristiques ajoutez au choix : -Spongeman sur steam (homme éponge avec femelle écureuil sur la photo de profil) -walter_victor sur skype IV. Pour finir. Je sais que beaucoup n'auront pas lu mon post jusqu'au bout mais il m'a semblé important d'exposer ma pleine vision des choses et vous communiquer le maximum d'information. Je reste bien évidemment disponible pour répondre à toutes vos questions. Enfin je remercie du fond du cœur les développeurs de ce jeu qui ont su fournir une véritable qualité de jeu sans en demander rétribution excessive. S'ils voient ce post je tenais à leur dire un grand MERCI ! Spongeman, Administrateur du serveur Project Zomboid
  14. NOTE (1st March 2014): Once the new update is out, the server will be switched to a PVE - WhiteListed only server. I will setup a few links soon where people can sign up for the server's whitelist. I simply do not want any hackers or griefers on my server. I want an atmosphere of coop gaming and that is what I will be pushing out. You will need to provide your SteamID or your Steam Profile link to be able to qualify for the whitelist. Stay Tuned! NOTE (25-Feb-2014): As of right now, hackers, griefers are running wild and free on the server and we currently have no admin tools to kick/ban these players out of the game. The next update will bring us the tools we need to take care of the griefers. Till then, bare with us at the huge mess the server is in right now. Better things will come, when the developers release the next update of the game. Hello Everyone When i found out that MP is finally out for PZ, I wanted to launch a server but before that I wanted to have a go at it first. My curiosity got the better of me and I spent a few hours playing on the first open pvp server by Eliakoh. Have been in talks with him for a while now and he's a cool guy from what I can tell. Helped me out as well when I needed it Server IP: 37.187.92.183 Hostname: revolut10n.com [might be pointing to old IP Address for the next 48 hours] That's the number 10 in the word. Server is based in Germany with Hetzner. Currently the server has been dedicated 4 GB of RAM. If plenty of people play on it and it does run low on RAM, I will provide it with more =]. Server Location: Northern France Server Provider: OVH The devs want bug reports and stuff to help improve their game, so jump on in the server and cause some chaos Try not to PVP at spawn area please, lets all be civilized for the first 10 minutes of our life EDIT: SERVER Currently OFF-Line while I set the new server up. New world with fresh resources and everything. If all goes well, No more Server resets, a persistent world for days to come. Setup your farms, your houses, your camps and Game On! Edit 2: New Server now online, Server has 16 GB Ram dedicated to it to support a huge number of players. Edit 3: Updated Title with Prefix. Also World Resetted [ 26th Feb 2014 ]
  15. Welcome. This is a server hosted by me. This server is on build25b because I really love the 3D Models, and I can't run the new version. It crashes on startup. But anyways, PvP Is on, safety is on. I hope you all enjoy the server. You can play on this server with the new version, I think. But enough talking, here's the IP: "213.113.252.205" Port is default. Have fun!
  16. I was not sure where to put this so I apologise if this should be in the Multi player section. I've had this idea floating in my head since I first played multi player, what if there were no zombies, what if it was just that most of the population suddenly vanished, and the last survivors want to pick over the remains of human society. Basicly it would be a PvP server with no zombies, just players and NPCS eventually. Players would end up fighting over the remaining supplies. This would be a little like the Hunger games but on a bigger scale. Unfortunately though, my current economic situation does not enable me to be able to host a server by myself. Please tell me what you think. Is this a good Idea?
  17. Well, the PVP system still needs to be highly improved and we all know it. Despite talks about a brilliant new "aggression" system, i think the game still could use a little bit of realism, specially dealing with meeting new survivors and PVP. This will be also very useful for RP servers, making it harder to kill characters for metagaming reasons (like "i hate player X, so i'll hunt his in game character) and making it harder to not be noticed as a raider. My suggestion is this (those who played Haven & Hearth and Space Station 13 are familiar with it) -Every character displays a random name above their face representing their appearance -If you click "Remember character's face", you'll add the character's number to a friend's list and you'll know that the guy with that number is the guy you saw -To have a player 'meet' another survivor and know who he is, they must add each other to their friend's list. When a player does that, both players will see their real names above their names unless they're wearing masks -When players wear 'mask' items (such as balaclavas, ski masks, bandanas, gas masks, surgical masks, cloth masks (Basque separatist style), etc) the player's name/character's number is hidden unless the person speaks, then the chat will show the person's number/name depending on whether the listener knows the raider -Equipping the mask is similar to equipping a piece of clothing or the backpack. It would be great if every mask had it's own model/sprite, letting players kind of develop their 'village raider uniform' with identical masks and hats. Like a player village of everyone wearing ETA style cloth masks made out of sheets, green pants, black shirts and berets hidden in a forest just waiting to ambush and rob survivors would be awesome. Why i think this idea is so important: The talks about the revolutionary new aggression system is great, but this system lacks. The ability to just turn on 'aggressive mode' and have no one be able to recognize you sucks because it will make it easier for people to just raid players and just move around undetected. Having the need for masks will make it easier for survivors to recognize raiders (even if you have the skull displaying above the raider character) and harder for people to commit random crimes. Also, this will allow players who want to be burglars but not killers to just put on a mask without the need to turn aggressive on other players.
  18. Ok, so basically I think that multiplayer gunplay needs some big improvements. Yesterday I was playing on a server and me and one other guy were in our base doing some farming and construction when all of a sudden the door into our base opens (also barricading on player-made doors doesn't seem to work) and a few random guys walk in with guns. Me and my team member both ran indoors and went upstairs to grab our guns, I went out onto the second floor walkway that we'd built and couldn't see the guys but I could hear the gunshots, and saw my teammate get gunned down, I went down and watched the door, waiting for them to walk in, eventually they did (2 guys, one was dead) and it turned into a clickfest. CLICKCLICKCLICKCLICKCLICK dead, and so was one of theirs. Basically I didn't like how this played out, I hate the auto-aim within a 90 degree radius and I hate the ability to fire at an infinitely high rate of fire using a pistol without any loss of accuracy or anything. Sure the gunfight was tense but it wasn't really a gunfight, you weren't aiming and taking cover or anything you were just seeing who could click faster than the other. In my opinion if gunfights in multiplayer are to be fun, the aiming and shooting needs an overhaul at some point. I have another topic I made a while back which goes into detail about the changes I think should be made: http://theindiestone.com/forums/index.php/topic/5589-the-aiming-overhaul/ Also something I didn't mention in there is the fire rate of pistols, I think there needs to be a delay after each shot so that you can't just click like a maniac to win fights. Other than that (and the barricade problem and the lack of threat that zombies pose in MP), loving the Multiplayer, although in my 4 hour or so playthough yesterday I saw about 10 zombies total.. -GodWaffle
  19. Small indie game with heavy focus on skill based pvp multiplayer with pets vs pets and bomberman gamerooms all in the browser. www.candysugarkingdom.com
×
×
  • Create New...