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Updates
Aug 10, 2014 0:25:36 GMT -5
Post by Avvy on Aug 10, 2014 0:25:36 GMT -5
Building Update :
So many Interiors. Kalaram above ground is built. All the interiors are designed and waiting decoration. Annedhel is in the works now. Nomad is doing a great job with decorating areas and things are really looking up for the server to look amazing.
Script Test Update :
There have been a bunch of fixes to the various scripts that we're testing. The vault searches are really fun, it's like gambling in Diablo 2 every time you search!!! There's still a few items missing, and the odd bug in the search scripts, but that's why we're testing.
The rest timer is working perfectly. You can now only rest once every ten minutes, yup, you have to think and plan your rests now.
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Updates
Aug 10, 2014 17:33:24 GMT -5
Post by Avvy on Aug 10, 2014 17:33:24 GMT -5
Building Update :
Baraban/Baraban Farms/Baraban Wood interiors complete
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Updates
Aug 20, 2014 18:53:26 GMT -5
Post by Avvy on Aug 20, 2014 18:53:26 GMT -5
Planning Update :
Today at work I did some planning of dungeons and vaults and the altars. Got home and Balls of Steel and I hashed out some details and tested a new script he's been working on for me. Very exciting stuff!
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Updates
Aug 21, 2014 23:35:36 GMT -5
Post by Avvy on Aug 21, 2014 23:35:36 GMT -5
building update :
Luca interiors completed. Getting there...slowly
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Post by Avvy on Aug 28, 2014 16:06:59 GMT -5
building update
I FINISHED ALL THE CITY/TOWN INTERIORS!!!!! well, at least building the areas. They still needs sound/placeables/mobs/search spots but the building phase is completed finally!!!!
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Updates
Sept 10, 2014 14:53:42 GMT -5
Post by Avvy on Sept 10, 2014 14:53:42 GMT -5
working on some new ideas for the zombies to make them a bit more interesting and hopefully give the whole thing a spooky vibe.
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nomad
New Member
Posts: 9
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Updates
Sept 17, 2014 13:53:39 GMT -5
Post by nomad on Sept 17, 2014 13:53:39 GMT -5
These are some ideas I had spit balled to the ZSR crew before I realized the project was a lost cause (I just broke my anonymity, Sorry ZSR guys.) "Zombies MIX IT UP!: Yes, we have walkers, hunters, bohemoths ect. Here is my quarrel, the confrontations jump irradically from mundane to severe, this also lends into stale day by day survival. What I would do? Capitalize on the existing zombie using race as a template then incorporate teirs. Humans are standard and advance as standard becoming simply tougher all around. Half-Orcs gain strength KD, Sap, Imp KD advancing as brutes. Dwarves Gain Con, Acid Spit, Acid Breath then Stinking Cloud on Death. Spitters Elves Gain spot and listen, Bard Song, Curse Song, see invis. Screamer Half Elves, Gain Spot and Listen and advance physicaly as half humans +1 str/con and half AC. Hunter Gnomes/Halflings, Dex/Con Respectively, Speed increases up to normal run. Sprinter. There is obvious logic behind all of these advancements so feel free to ask for mor3 details, again this is basic zombie It's an attempt to add depth without giving clear identity, a dwarf is a dwarf until it spits on you. Its also an attempt to help eliminate the sudden insane mutation appearing out of nowhere and create a more gradual raise in difficulty." "Animals and 'uncertains' Animals are simple, a few examples. Wolves, fast, agile, good senses. Bats, fast, agile, true seeing, low damage. Insect swarms. High APR One dam per hit. Disease spreader. Uncertains People stricken with the infection but for one reason or another do not appear as zombies. They may be children who, because of a faster metabolism resist the infection and retain human qualities mostly in appearence and vocalization. Adults with a higher resistance to disease or force of will capible of mimicing their once beingness. Cut these is with the occasional legitmate NPC survivor hiding inside buildings giving players the difficult choice to A. Run, B. Kill on sight, or C. Approach and rescue for a reward via escort quest or just handing over life saving supplies. It's all about depth." The Thread Link: zsres.proboards.com/thread/1166/suggestions
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nomad
New Member
Posts: 9
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Updates
Sept 17, 2014 13:59:57 GMT -5
Post by nomad on Sept 17, 2014 13:59:57 GMT -5
The idea is depending on the difficulty of the area you're in the higher likely hood of running into a stronger racial version of the zombies. I just divided up roles in a standard mob and considered possible zombie forms of them. You have the tanks, the DPS, the ranged, the support and the control.
In wilderness settings you have the added danger of very specific forms of aggression.
Finally the idea of having NPC interaction, to me at least, seems like a logical Idea, random events in game that takes some of the pressure off of DMs.
After that we talk bosses. IE: Behomoths and so forth.
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Updates
Sept 21, 2014 11:06:14 GMT -5
Post by Avvy on Sept 21, 2014 11:06:14 GMT -5
Thanks for the suggestions. We do actually have NPCs in the work for interactions and zombies have "leveling" based on the APL in the area when they spawn in. Nothing as indepth as what you suggest, but things won't be as easy.
We also have boss zombies planned out, some will be dungeon style bosses and others will be random world events. Dungeons will also have unique to it zombies.
There are also non-zombie mobs planned (other undead creatures, living creatures, non-living/non-undead...etc) This is going to be primarily zombie survival but there will be other survival aspects in it as well. From weather, to food, to other survivors.
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nomad
New Member
Posts: 9
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Updates
Sept 21, 2014 15:18:06 GMT -5
Post by nomad on Sept 21, 2014 15:18:06 GMT -5
Thanks for the suggestions. We do actually have NPCs in the work for interactions and zombies have "leveling" based on the APL in the area when they spawn in. Nothing as indepth as what you suggest, but things won't be as easy. We also have boss zombies planned out, some will be dungeon style bosses and others will be random world events. Dungeons will also have unique to it zombies. There are also non-zombie mobs planned (other undead creatures, living creatures, non-living/non-undead...etc) This is going to be primarily zombie survival but there will be other survival aspects in it as well. From weather, to food, to other survivors. I said it once before, you guys are building what I was visioning myself. I am beyond psyched to check this thing out.
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Post by The Weeper on Dec 3, 2014 8:05:40 GMT -5
Soooo...
Hrm. Are things still happening, or should I have wandered off by this point?
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Updates
Dec 7, 2014 21:15:27 GMT -5
Post by Avvy on Dec 7, 2014 21:15:27 GMT -5
Things are still happening. Just haven't posted updates in a while since I was seeing no activity around here. I just opened the toolset up to work on some more areas. Sadly, my helpers seem to have vanished once school started up again so things have slowed down a bit.
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Updates
Dec 7, 2014 21:26:15 GMT -5
Post by Avvy on Dec 7, 2014 21:26:15 GMT -5
Tonight I'm going through the Annedhel areas and looking at placeables, lighting and sound.
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Updates
Dec 10, 2014 19:46:11 GMT -5
Post by The Weeper on Dec 10, 2014 19:46:11 GMT -5
Well I'm certainly glad to hear things are still chugging along! Sorry about your lack of help, though. I'm not too good with toolset and the like myself, but you have my full moral support in your endeavors.
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Updates
Dec 29, 2014 2:53:07 GMT -5
Post by Avvy on Dec 29, 2014 2:53:07 GMT -5
Thanks. With Christmas out of the way for another year I should be able to have more time to get things done. Also just got a helper back YAY!
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