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Project Zomboid Time

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Post by Reb Thu 18 Jun 2015 - 22:08

Does Saturday at 9 pm NDT (7:30 pm EDT) work?
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Post by Hobb Sat 20 Jun 2015 - 6:54

Sounds good.
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Post by Reb Thu 25 Jun 2015 - 1:03

Would Saturday June 27, 2015 @ 8:30 Pm Eastern Time work?

We have company during this time so later hours works a little easier for us, however, I could probably pop on a bit earlier to try and work out any compatibility issues that we may encounter.

Let me know if this time works.
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Post by Reb Thu 25 Jun 2015 - 18:11

Ok so I have randomized a lot of the settings on the server. I did it now so that hopefully I forget some of the results.

The one result that seems appropriate to share is that the starting month will be December.
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Post by Reb Sat 27 Jun 2015 - 20:06

We currently have no spawn location. So I need coordinates for a good start point. I reset the server when I randomized the settings.
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Post by Hobb Sat 27 Jun 2015 - 20:11

Here's a map of Mudruagh, KY

Our starting scenario is going to be pretty strange - no other people, no cars, no explanation - I think we should explore it more as a Twilight Zone episode wt/ zombies than straight up post-apocalypse survival. There might me some cool moments as we struggle to come to terms with this new world. In that spirit  I suggest we start at a coffee shop and pretend we were all just getting some grub and lift up our heads to realize that we are alone in the shop, all the staff have disappeared, and the people outside are acting weird...  Seth's character may have expecting this moment (maybe even premonitions?) but the rest of us should have a few difficulties at first.

There is a cafeteria at 10646x9923

I don't want to drag this game into too much roleplaying, I just want to balancing out the natural urge to start off as hardened zombie-apoc survivors and lose all the horror and wonder.


Last edited by Hobb on Sat 27 Jun 2015 - 22:50; edited 1 time in total
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Post by Seth Shadow Sat 27 Jun 2015 - 22:11

I am totally up for this twilight zone idea! adds a bit of magical whimsy and horror to the average zombie experience that I Have become very accustomed to! As for my character, How about we go with terribly vivid dreams Of this horrible New World that have been haunting me since My childhood? And the fact that it just happened out of the blue is going to work real well for my character as he's both trained physically and somewhat mentally for what might happen but he has to deal with it all in the moment as he slowly realizes that his dreams are coming true! also it would give new meaning to me running through the city with my headphones blasting as loud as they can. To drown out the screams Of the horrible monsters that surround me.....


Also as the server Active at all because I tried to join and The connection failed. Just trying to test it out so we don't have any problems when the time comes around :)
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Post by Seth Shadow Sat 27 Jun 2015 - 22:19

Also everybody make sure to wear sweaters when you make your character, If we are starting in December than you will freeze to death if you aren't properly clothed Razz

Also I'm a big fan of the café being right beside the adult education centre Wink
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Post by Hobb Sat 27 Jun 2015 - 22:48

I don't think the server is up yet.

Also it's the end of the month so we have long since blown on internet limit and the connection is starting to drag. So there is a chance we might have to wait til next weekend when the limit is re-started to join in. I'm not sure so I'm just giving a heads-up.

We might want to meet on the chat here near game time so we can pass on info easily.

Either way I'm impressed how things are coming along and really enjoying the mix of ideas and sharing of information.

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Post by Seth Shadow Sat 27 Jun 2015 - 23:42

Well I really hope you're able to make it! I need you to reintroduce Me to everyone after all Razz So when Are we going to start?
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Post by Reb Sun 28 Jun 2015 - 0:09

We will be starting at about 8:30 pm your time. We are working out the last of the bugs right now.
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Post by Seth Shadow Sun 28 Jun 2015 - 0:13

Alright sounds good! So how will we be communicating?
Also I've successfully entered the server so I doubt we'll have any problems on my end :)
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Post by Reb Sun 28 Jun 2015 - 0:17

I think it will be in game chat will be what we are using, but right now we can hop into the forum chat to get the rest figured out.
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Post by Reb Mon 29 Jun 2015 - 16:34

We should discuss wether we want to randomize the settings again or kept going with what we got? If we do randomize again is there any other chamges we would like?
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Post by Seth Shadow Mon 29 Jun 2015 - 16:51

I'm fine with either randomizing it again are keeping what we have but whatever we do we do need to set the loot generation back to Rare and make sure the Character settings are normal.

Though to be honest I'm more concerned about the role-play aspect of the game, as in are we going to be starting back at the Farm? does everybody need to make a new character?

Though another option would be Reb customizing the options himself to make our role-play experience more in depth and less random. As he said earlier he was playing a cowardly doctor so he shouldn't be able to exploit the knowledge to extensively, plus being a doctor he would be able to discover a few of the strengths and weaknesses of the zombies from observation.
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Post by Hobb Mon 29 Jun 2015 - 19:18

First - can we randomize setting without resetting all progress?

My vote would be to randomize the Zombie's traits. When you revealed that the zombies were set to 'max eyesight - no other sense' it helped explain their weird behavior. Pappy was able to walk right up behind a zombie and it did nothing - and I was mystified and disturbed.

I really like the idea of not knowing what the zombies are like --- until we run 'experiments 'on them to see what senses, strength and virulence they have..... So randomize those again - we can justify it by pretending it represents different stages in the 'zombie disease'.

I know Seth wanted the loot settings changed so we could find an axe and make some progress in barricading. My thoughts would be to the worst loot setting rare (1 in 6) but not impossible - sometimes you just can't find what you need and must work around that.
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Post by Seth Shadow Mon 29 Jun 2015 - 19:50

Rare is the normal loot setting For most games which I'm totally fine with, In fact I never bring it up higher than that because it makes the game to easy, but very rare is a setting you should only use if you're playing a game years into the Apocalypse, I'm almost certain that's the Setting that we were playing on because I checked ALL three Warehouses in town and I found nothing useful but nails, paint and Some useless gardening supplies which in a normal game is scraping the bottom of the barrel. After searching just one of those warehouses completely I should've came away with one or two axes, a shotgun, a handful of shells for the gun and all the gardening supplies I need. Which was definitely not the case last round! now let's be frank, this is America! guns and basic tools such as axes should be an abundance Razz Now I'm all in favour with making the zombies more difficult as I feel that was the best part about our last session, but I also want things to be realistic which is why think we should keep the Loot meters all at Rare
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Post by Reb Mon 29 Jun 2015 - 19:56

I have no idea if we can randomize without a reset. it seemed as if some of the randomizing worked but not others which confused me. I can make changes however, I am not sure what will happen. Basically it gets saved as what seems to be a geneic server file (sandboxsettings.lua) so I think it will run with whatever changes we make..there is the risk it could cause a crash of some sort though.

I can make a backup of the server in case of a crash.
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Post by Reb Mon 29 Jun 2015 - 19:58

The only loot setting that changed was "other" and it went to up. Weapons and food were still rare.
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Post by Seth Shadow Mon 29 Jun 2015 - 20:20

Well I've never Had such trouble finding anything useful in a game before so I guess it was just Very bad luck!
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Post by Hobb Mon 29 Jun 2015 - 20:30

Perhaps the increased 'other' setting meant that those types were being generated instead of more basic gear. That would happen in Minecraft when I was playing with spawning mods, I would increase one animal's frequency and it would stop other types from appearing.

My view is that if certain basic items are hard to find it is because other survivors have already grabbed them and are hording them (perhaps such systematic looting suggests organization or foreknowledge....). The scarcity of these items makes them more precious - so now a single axe is a valuable possession, just as a can of gasoline in Mad Max is worth killing over. That is a classic post-apocalyptic motif.
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Post by Seth Shadow Mon 29 Jun 2015 - 20:57

I did find a lot of garbage bags.... Which are actually quite useful because you need them to make rain barrels!
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