Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Eliijahh

Pages: [1] 2 3 ... 5
The Lab - Contributions and Mods / Re: Coolthulhu's patches
« on: September 13, 2017, 06:20:53 PM »
As an update I've managed to compile the fork successfully. I don't have the time now to pack it in a DMG and provide it, but I can do tonight when I come back after dinner.

In any case everything seems to be working correctly. Genned random character, obviously it's a clown.

UPDATE: Here's the DMG file for the current version

Hi guys, I've been lurking this forums for a while, now changed my mind would like to contribute to development a little bit as well. (the world of github is now clear to me).

So very shortly hello everyone, and thank you for being part (active and inactive) to this very cool community :P

The Lab - Contributions and Mods / Re: Coolthulhu's patches
« on: September 13, 2017, 03:38:05 PM »
What about a MAC version of this fork? :P

I'd need someone with a mac to test that it actually works. I can set up the compilation thanks to Travis CI supporting it, but I don't have a mac to test if the binary actually runs, other than trusting Travis that it does.

I have a mac, and I can test it for you! :)

I would have to agree. Having less skills it's easier on the players. Merging these two could be a very good start, in the same fashion of merging "Pistol/Rifle/Shotgun" in one skill.

The Lab - Contributions and Mods / Re: Coolthulhu's patches
« on: September 13, 2017, 10:32:00 AM »
What about a MAC version of this fork? :P


Let's remember how difficult it is to work on a project remotely. You gotta have someone that makes the final calls, and people will be unhappy sometimes. The fact that there is an individual person like Kevin that brings everything together is invaluable to this project, and it is potentially the only reason why this is not abandonware. I'd suggest the community to envision themselves as influencers, more than decision makers, if they want to really help shaping the game.

Said that, there is always margin for improvements. This kind of posts should be perceived as useful feedback that there may be potentially something wrong. Perhaps there could be better ways to communicate with devs and the community.

@Kevin, have you ever thought of picking someone from your team, someone charismatic, polite and well received by the community, to be the main point of interaction with github devs and the forums? It'd be a shame that the amazing work you guys are doing is badly received due to miscommunication? (let's just focus one second and let's remember how the game was before those guys came around. Dynamic spawn, and I said it all)

It's really not, when talking about people learning how to use weapons through fighting zombies. 

I don't agree. Skill represent a proficiency with something, not a proficiency related to a particular enemy. Imagining a three-armed man, swordfighting against you. Of course half of your knoweledge goes to waste, because your discipline is based on fighting two armed men. But in-game this is not represented. You have a skill, he has a skill, there is no dynamic change of skill based on the enemy.

The tack you're taking implies that there should be far MORE weapon granularity, since a quarterstaff, a mace, and a bokken are all vastly different in technique.  Someone who has mastered knife fighting might have no idea what to do with a zweihander, and someone who is an excellent pitcher doesn't automatically know how to use a sling.  Would you think adding a mace skill, an axe skill, a staff skill, etc., would improve the game at all? 

You are taking a black or white approach. What I think is that having three skills to manage all the characters abilities is a dumbing-down approach. In the same way as having a skill with all of the weapons would be a overcomplication. I think having this set of skills is quite enough without being too much or too little. From a gameplay point of view it is also nice, because you can't just find a better weapon, and change immediately without any sort of practice.
What I'd like is to have better differences between blunt, pierce and cut weapons. I don't want to have less skills.

using a bow and throwing a knife

Throwing's the only real wild card in the suggestion since it's nowhere near useful enough to be its own skill but doesn't neatly fit into anything else.  It was purely a balance reason to throw it into either projectile weapons or melee, specifically to make throwing weapons more attractive to use.

I've never used throwing myself, so I don't know what to say about this one. In any case it makes sense to have a different skill for throwing. And, as I wrote before, it doesn't really make anything THAT much more difficult. It is just another skill, it won't destroy the game to have obsolete stuff. Eventually they could be use to do something nice, instead of just taking them out of the game.

General Discussion / Re: Happy easter everyone!
« on: April 06, 2015, 02:15:03 AM »
So you have holiday tomorrow?

General Discussion / Re: Happy easter everyone!
« on: April 06, 2015, 12:33:09 AM »
Well considering this game it is a celebration we should take very seriously!

On a more serious note, I'm Italian. Here easter is a pretty important holiday, you know, with christianity's hub living ten kilometres from my house and stuff. Not that I really care about the religion part, it is mostly a nice occasion to meet family and eat a lot of chocolate. :)

General Discussion / Happy easter everyone!
« on: April 05, 2015, 06:20:03 PM »
I'm amazed nobody made a thread about easter! I'll have to carry this heavy burden!! Happy easter people!

With the new skill system, is skill rust better? Did it receive a change?
I haven't tried experimental yet, but I really do hope skill rust got changed/nerfed. It's already a huge hassle to keep several skills above 7+ from degrading, and with skills taking even longer to level now I bet rust is going to be even more frustrating.

Yes, exactly. I've decided to turn it off, it is just that unrealistic and annoying, but then you find yourself with level 20melee, and also that is pretty annoying.

The Lab - Contributions and Mods / Re: Musical instruments
« on: April 05, 2015, 06:16:27 PM »
nice idea im looking forward to see this

(click to show/hide)

Lookin' for the sarcophagus.

Yeah I'd like something like that.

With the new skill system, is skill rust better? Did it receive a change?

I don't agree. Using a piercing weapon and a cutting weapon is a huge difference, or using a bow and throwing a knife. Also, it really isn't that annoying to have a different skill for each weapon type.

Pages: [1] 2 3 ... 5