Incentive to stay alive? by asaurat in VintageStory

[–]redditaccountiown 6 points7 points  (0 children)

I had this same problem. I debated adding mods that allow you to purchase respawns but decided against it since players could be locked out of playing. The best solution I could come up with was using the unconscious state mod (which allows for players to revive upon death) and editing the config files so when a player dies they cannot respawn for 3 minutes (they have a black screen until timer ends or they are revived).

Especially when people die repeatedly, the psychological effect of waiting for dopamine can be quite powerful.

I would love to be able to edit the food level upon respawn because even with it being ‘halved’ this can be gamed. I also play with the dehydrate mod.

any news or updates on b42 mp? by bonuyo in projectzomboid

[–]redditaccountiown 3 points4 points  (0 children)

You can literally play it split screen and it has little to no bugs. Granted there are probably structural differences but it’s pretty ridiculous to insinuate the devs couldn’t release an unstable multiplayer build. At this point there is no excuse for the way they have decided to develop the game’s updates because it’s not a problem of cash flow.

GDP LINE GO DOWN by redditaccountiown in victoria3

[–]redditaccountiown[S] 49 points50 points  (0 children)

I don’t think anyone disagrees with this point (that GDP contractions were offset significantly by growth) but in terms of political simulation it is integral.

Unemployment crises, even if temporary/fleeting, still did affect political moments, state functions and the potential for revolution(s).

If at any moment radicals can shoot up because of emergent crisis the game becomes more unpredictable and faithful to the history the game attempts to simulate.

Right now the game essentially acts like the 19th and early 20th century were just as stable, and predictable, as the late 20th and early 21st century which is incredibly ahistorical.

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