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Post by meadows on May 16, 2018 7:58:28 GMT
If you have any well-thought suggestions for the server that you don't want getting lost in the Discord post them here. If you're not sure how/if your suggestions might work or is even mechnically applicable, it might be good to confirm in Discord 'questions' first! As always, changes that benefit most players are preferred over benefiting one.
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Post by Whispers on May 22, 2018 23:08:02 GMT
Maybe its just me, Could we consider removing the RP sections from discord, and have it all in one place on the forums? I hate constantly having to go to three different locations to be up to date on one server (game/forum/disc). i feel like i miss alot that goes onto discord.
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Post by Whispers on May 22, 2018 23:08:40 GMT
I do somewhat agree. Roleplay posts made on Discord an inherently less impermanent than forum posts. So I encourage anyone who wants a concrete IC record or message to post it on the forums as well as/ or instead of Discord. Discord is kind of just a place of flavor to give out hints or messages for someone who missed a small thing that day or yesterday... Unless you've been gone a week, just scroll up on the IC/notice board chats and you'll get the gist of happenings. Not a ton goes on there. If we get a bigger playerbase and it becomes spam central I'll agree with you more. Reasons I am not keen to see removal of the Discord roleplay sections: Because so many of us are mainly there, it facilitates more communication and posts than we would have otherwise. It's more mobile friendly, and much easier to post something there after a long event when most of us want to pass out, not format a forum post. Without that section, I guarantee you you'd probably be even more in the dark, because for whatever reason, this playerbase has not taken to the forums- yet.
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Post by krentaris on May 23, 2018 13:04:02 GMT
Few things based off my personal experience so far: Knock Spell:This doesn't seem to work on a lot of the pickable locks (even the ones just around the starting town). This isn't a spell anyone gets for free, sorcerers/wizards have to choose it over something else, and clerics need to have selected the knowledge domain, so feel like it should still work as intended, both are quite big commitments in a low lvl server. Turn Undead:So my cleric is lvl 2, with 20 charisma, I have 14 casts per day of turn undead, and i'm lucky if I turn a single zombie after all 14 casts. Feels like if your not sun domain you might as well not use it (granted, i'm lower lvl though, but my higher than normal charisma should counter that a bit). Don't know if there's a way to make zombies slightly more susceptible, even if it's a smaller amount per use? lvl 2/3 you should be turning 1-3 zombies if you have a decent charisma, lvl 8 your then able to turn the screen kinda thing. Player Death/Fear of death:Having come from UA where someone would die every other day, this server feels a bit like the other extreme, i'm yet to see someone die and stay dead here, and we run the castle/vaults constantly. While I fully agree that it was way too easy to die in stupid/not-fun ways on the other ZS server (the zombie balance seems a lot nicer here), it feels way too easy to survive here, I rarely feel like i'm in danger, even when doing castle/vault runs. To stress though, it's not fun to just die randomly to a bs one-shot mob (the burrowing behemoth was... interesting... ), but feel like with a module called "zombie survival" people should need to work harder/play smater in order to survive. Starting Zone/Starting the game/Spawning at nightI've made a few chars/test chars now, and have the worst luck when it comes to the time of day. The area you spawn in at night is PITCH BLACK, with a crap-ton of fences/obstacles you can't see. Having a starting torch or candle would allow newer players especially to work out what's going on. The other alternative is to make that area never get fully dark, like the city which always remains slightly lit. You can't rest in the starting zone, meaning you can't start the game with any spells. You should be able to rest before entering the world. Also, might be a nice idea to block players entering the world during midnight, can't imagine many new players would enjoy their first taste of the server being pitch-black, with no torch, with frenzied zombies running at them I've seen quite a lot of new players running around at lvl 1. Might be an idea to make it so you can't enter the world until you are lvl 3. Clicking the door before that would ping a message saying "Use your profession chooser to select a back story and lvl up" EDIT: lvl 2, because of ECL races
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Post by Whispers on May 23, 2018 20:58:32 GMT
This is intended. You're meant to specialize in it, and I've seen clerics able to turn entire hordes. Usually this starts to happen at around level 3-4 (with a little bit of gear to back it all up). For some reason the locked doors on the server currently (doors that were here long before us and need to be fixed) just aren't working as intended. DC's are all over the place. We have a long list of things we're working on, and locked doors is one of them. This is also very much being dealt with, as we too have noticed a lack of fear when it comes to dying. I can't give details until the patch hits live, but trust me that this is being dealt with. This is being changed to make the area you start in: Sundered Desolation. This will be changed in the next patch.
I hope this helps with some of your concerns.
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Post by krentaris on May 23, 2018 22:36:05 GMT
This is on the knock spells wiki: "Flagging an object as immune to this spell is accomplished by setting a local variable on the object. The local variable is an integer with the name "X2_FLAG_DOOR_RESIST_KNOCK" (or the symbolic constant DOOR_FLAG_RESIST_KNOCK, if used in a script that includes x2_inc_switches). If the value of this variable is not zero, the object will be unaffected by this spell. If the value is specifically 1, the caster of this spell will additionally be given the feedback "* Failure! - Door unaffected by magic *" as floating text." I assume that's causing the knock spell side of it.
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Post by Whispers on May 23, 2018 23:46:18 GMT
Oh gosh. Thank you for this link. This will help us greatly with fixing the problem. Sorry, I'm a very tired person right now. Thank you for the help!
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dogo
Neophyte
Posts: 19
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Post by dogo on May 27, 2018 20:02:45 GMT
A thought more so than a suggestion. There were changes to how common food is acquired and how fishing became a more important way to acquire food. Even though 0.5 lbs per fishing rod is not much, I dont feel it makes much sense to carry many fishing rods to be able to attempt more than 2 "bites/pulls".
So I was thinking of a fishing rods being unlimited uses per day, BUT use bait instead, which could use Spoiled Food. Maybe would create an interaction between characters with good Search/bad Discilpine and the ones with bad Search/good Discipline? As I said, more food for thought than a "proper" suggestion.
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Post by meadows on May 27, 2018 20:56:27 GMT
A thought more so than a suggestion. There were changes to how common food is acquired and how fishing became a more important way to acquire food. Even though 0.5 lbs per fishing rod is not much, I dont feel it makes much sense to carry many fishing rods to be able to attempt more than 2 "bites/pulls". So I was thinking of a fishing rods being unlimited uses per day, BUT use bait instead, which could use Spoiled Food. Maybe would create an interaction between characters with good Search/bad Discilpine and the ones with bad Search/good Discipline? As I said, more food for thought than a "proper" suggestion. It is a little ridiculous to carry a ton of fishing rods, and it would be far more realistic to have the limitation of bait. I like this idea a lot.
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Post by Terallis on May 27, 2018 23:18:59 GMT
I definitely like the idea of it using spoiled food as bait, yeah. Unless we do something else and allow it to use something new. But for existing resources, spoiled food could work. Just gotta work out how to implement it properly.
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Post by looksee on Jun 11, 2018 10:33:04 GMT
I've posted these in the Discord, but I'll put them here for added posterity:
There's quite a bit of custom content out there that I think would fit great into this server! Here's some that I've dug up.
Custom Content Challenge July 2015: Holdable Objects - Less so the picket signs, moreso the bindle-staffs, the holdable fishing rods and wrench/frying pan, and maybe the statuettes. I think these would make great improvised weapons and/or salvage that could be broken down at the crafting tables.
Custom Content Challenge November 2014: Urban Adventures - See above, for slightly better weapons that could be salvaged from an urban setting - as well as the graffiti, which I think looks absolutely nifty. (Some are clearly more suitable to the setting than others, but 'Abandon All Hope' seems fitting.)
Custom Content Challenge: January 2018: Cultism is In! - I'm not so sure about the inclusion of the new class, but it might be a worthwhile idea to pursue for antagonistic/evil characters that want to throw their lot in with the Vipers, but I'm also very excited for those new cultist hoods.
I'll post more CC as I find it! Cheers!
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Post by looksee on Jun 13, 2018 21:19:06 GMT
This additional spear model looks like something that would fit in great with Dark Hour. Thoughts?
IDK wth this is but i need that one with the book like yesterday. Spears??! ~ Meadows
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Post by looksee on Jun 13, 2018 22:34:55 GMT
Some creatures from this pack here definitely could add to the ambiance. Seeing them triggered my fight or flight response IRL.
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Post by harkath on Jun 17, 2018 0:13:26 GMT
A way for crafters to turn arrows into bolts and vice versa.
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Post by meadows on Jun 20, 2018 7:22:47 GMT
Why though? That makes switching between them a little too easy! You can already create plenty through crafting
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