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Showing content with the highest reputation on 12/04/2020 in all areas

  1. Some people feel the same way about the moon landing.... The devs could tie up everything within rules and constraints so that nobody could exploit anything......or.......they can leave the world as an open world pseudo-sandbox with loose rules that some players will exploit and others will not. Rules that govern multiplayer play must be tighter to ensure fairness in a competitive sphere. Other than that, what do I care whether some dude figures out an easy way to manipulate the AI in artificial ways and breezes through horde night? The devs have already stated that they will close those loopholes and exploits they deem to be game breaking but for the rest they expect players to use some restraint and self-discipline. It's like the console. A few months back we had a guy ranting that the game was unplayable because the console was available during play to enable godmode and the creative menu at any time. He demanded the devs to disable the console during play. One could say that leaving such power at the fingertips of the players is a HUGE exploit that could be completely abused to completely destroy any challenge in the game. And yet, the response was for the guy to find some will power because the devs were not going to disable the console. To some degree that is their view of other exploits. The thing is that nobody on the forum can even agree on most exploits as to whether they really are exploits unless they are ways to cheat in competitive PvP play. There was a big debate on whether double dipping a POI selected as a quest was an exploit and the community was split. Madmole stated they had no plans to change it and that he didn't view double dipping a POI as an exploit at all. Now....clipping into the terrain to look around underground in a PVP game is pretty universally accepted as an exploit and the devs have spent years trying to close all edge cases of that. Tactics to stop zombies are always going to be debatable as to how exploitive they are. Often something discovered early on that works well is viewed favorably but as time goes on and that tactic comes to be seen as easy and foolproof all of a sudden people start calling it exploitive. So I agree with you that exploits should be evaluated and removed when possible but at the same time I don't know how restrictive and rule bound I want the game to continue to become-- especially when some exploits you and I might want restricted are not believed to be exploits by others. Freedom is better for those of us who are wise enough not to ruin the game for ourselves.
    5 points
  2. 1. Because I want a specific starting point in a discussion. Unfortunately, people on the internet are so dead inside that some folks take the OP as normal discussion and I don't react well to people being prickish to start a discussion. If they tried that it real life, it wont work out like they think it will. 2 and 3. I submit these responses as proof of 1. Haters gunna hate. When I look at questions like 'What does it matter to you?' I just like to posit the fact that the reason why forums exist is to invite feedback, otherwise I come back with 'Why post your personal butthurt in a public place?' Because if you're gunna invite a negative feedback loop, then be prepared to accept it right back atcha.
    4 points
  3. If it must stay, please make it an option. Most people just want to read the topic at hand, and don't care about who the top posters are or what their post counts are and all that jazz. We like the forums. If we wanted to look at Reddit, we'd go to Reddit. Thanks.
    3 points
  4. Not sure thats a good idea.... lots of times I run into a POI looking for specific things like a cooking pot early game. I wouldn't want to get a mini horde just because I don't want to clear the entire poi to raid the kitchen.
    3 points
  5. Wait till you see the tsunami of intellectual commentary on Youtube! Yeah. I've seen this go both ways. I've seen the zeds come at you from all angles and my SMG rather prefers they clump up on vulnerable spots. I actually wait for it. I sometimes build walls with built in flaws specifically for this behaviour. I've used kill corridors and I gotta be honest, they are boring because I feel too safe and get bored too quickly because of them. Some people like them, but.. i don't see a reason to harm on their prefs.
    3 points
  6. 3 points
  7. Adds an Scrap Axe, Shovel, Pickaxe and Knife. They are better than Stone and Bone tools but worse than Forged Iron ones. All are made with Scrap Iron as a base material and can be repaired using Duct Tape. Download: https://minhaskamal.github.io/DownGit/#/home?url=https://github.com/Snufki-n/Snufkin_Modlets_A19/tree/master/Snufkin_ScrapTools
    2 points
  8. This is a bad example as the very late spawn isn't designed to be this way as a challenge but a consequence of the technical limitations the game has (in this case the limit on number of zombies a miminal spec machine can handle)
    2 points
  9. This is a performance test made for specific use of @faatal and @Kinyajuu, but it might also concern sound and graphic departments. The results below are posted in a pseudo-reporting form in order to make the reading easier. ISSUE 1 : Creating a new map and playing right after the first player spawn results in a 6000mb+ memory consumption in that gameplay session until Steam restart. From there, any subsequent loadings go back to normal memory consumption (RSS data in console). This is for 4k maps. 8k maps have the exact same problem but with allegedly different memory values. This is a previous bug report that has more details on the issue: ISSUE 2: MEMORY LEAK Summary: Memory RSS consumption feed ramps up too quickly in a short amount of time in a normal gameplay session. Reasons might be: Sleeper memory consumption being 40-150mb each and every time without properly being cleared. Traders might ramp up RSS at each restart (main menu and continue). In that last case, it's unknown if it's actually the fact of restarting from the main menu instead of restarting steam the reason that RSS feed won't stop going up. Description of independent test cases with output logs: CASE 1: CASE 2: CASE 3: That is all. I hope this helps to handle matters.
    2 points
  10. Ahh bandits. I really can't wait for this addition.
    2 points
  11. Thanks so much to all who are putting forth what I am sure is a ton of work in keeping this going. I love the Nitrogen world generator and the awesome CompoPack prefabs as well! THANK YOU!
    2 points
  12. Well it is the intended way for stealth players to deal with these rooms and any other time stealth fails as indicated in the help tips that appear while loading that point out the rock mechanic. If I'm not mistaken it was also confirmed by the devs as being intended behavior so it is not a bug at all and the way we are suppose to handle these rooms if we're not geared up enough to take them directly. Note that Agility has Pistols and Knives for a reason a long with tougher armor that trades a bit of stealth for better defense. It was also confirmed that this is not nor is ever going to be a stealth game and stealth is nothing more then a tacked on mechanic to pad out diversity. So do not expect anything beyond minimal effort from the devs in regards to stealth and a less is more approach of making small low effort changes to get the most bang out of the smallest of changes.
    2 points
  13. I don't see a sidebar. EDIT: nvm... ugh... gross. RE-EDIT: I used adblock to block it completely. Now it just looks like any other topic. ❤️ adblock ❤️
    1 point
  14. Seems like its triggered by number of replies. A thread with 50 replies has the sidebar.... a thread with 46 did not. So I'm guessing 50 is the trigger.
    1 point
  15. Here is your problem.... you're not supposed to kill them in the first week. You should be avoiding them at all costs.
    1 point
  16. One thing from this thread is clear.... you are easily insulted.
    1 point
  17. Yeah, only applies to brawling though, that's the old version of Charging Bull. The new version will let you run into zombies and at the cost of stamina you can stagger and eventually knock them down by sprinting into them.
    1 point
  18. That would be great, thank you
    1 point
  19. Here is an update for the Snufkin Community Pack Server Side Vehicles. Download - https://github.com/arramus/Snufkin-CommunityPack-ServerSideVehicles-A19-2020Dec04 Three new vehicles join the pack from oakraven, and this was a good opportunity to remove 3 experimental vehicles from the code (Airship, Hover Bike, and Hover Car) which may cause issue if brought into play through 'cm'. From left to right: Green Max, Psyren Ride, and Red Max
    1 point
  20. Does absolutely not fit to what i observed. So my test with a water block grew 3 plants to full stage and several other plants at least to growing state before the single water block vanished. So to be clear, there are several update ticks, at least one for each state. So the water seems to be consumed only when the plant is switching to it's final state. I USED a @%$#ing rain catcher!! I posted several screenshots of what i built! It's STILL NOT growing as expected. It's much slower as you said (>4 hours, not just ~3) and still not all plants grew, even if there was water from the @%$#ing RAIN CATCHER! You can see it on the screenshots, there is water directly under almost every dirt block. And if i don't build an elevated dirt area, so the water can not spill underneath, there are fewer waterblocks from the rain catcher in range that can be consumed if plants grow (or one growing plant removes a block and the next one then misses their grow step, because just in this second there is no water anymore). So i guess, the results would be even worse. That's like what i saw in the real game i'm trying to play, after several days (>8!) only few (3-4) of them reached final state, the rest is still just "growing" or even still "seed". So as many tutorials say, a rain catcher just 2 blocks deep (with some space around it) should be enough to water a 9x9 area, only performs really poorly. It seems to work but it will only grow few crops a time, so it will take literally ages to grow all plants on the field. It's not even reliable for just a 7x7 area. That's what i want to understand!
    1 point
  21. @faatal , I've been testing A19.3 performance. I hope to have unearthed something useful in the output logs. Be aware, the issues posted below are universal to all sizes (4k and 8k) though in 8k they might be proportional.
    1 point
  22. You beat me by 3 minutes. I was just digging through the xml when I discovered it was missing: <property name="QuestTags" value="clear,fetch,hidden_cache" /> <property name="ShowQuestClearCount" value="1" /> <property name="SleeperIsQuestExclude" value="False" /> Yep I had satchels and the rally marker. I'm gonna give this a whirl.
    1 point
  23. Argh firstly dont use the play test mode in the game editor always spawn in a real game as the play test does exactly that bug. 2ndly you need to add manually to the xml this - <Property name="QuestTags" value="fetch,clear"> (Can have 1 or the other there to if you only want a clear or you only want the poi to be a fetch) 3rdly have you placed a yellow marker and a quest satchel. To have only your poi spawn in a world go to the rwgmixer in config files and add this at the start of the prefablist section on the same line as the first prefab <!-- then go to the last prefab listed and at end of the last prefab add this --> Then copy any line from that list and in the prefab name section add your poi name.
    1 point
  24. When and how many water is consumed? So the different grow stages might be explained by one growing crop uses up a block of water and shortly after the next crop grows but hasn't any water anymore, because it was used by the other crop before? Even when using a rain catcher? (Shouldn't happen if i look at how many blocks the rain catcher spawns and they are all in range of 4 blocks, but i still don't know how much water is needed and how much these partly water blocks are). And that also delays their total grow time because they skipped one growth check? What in the end makes the practical growth time longer then their theoretical 3 hours? The apple trees are still not fully grown, after ~6 hours (From murphys law they will grow soon when i continue my test, but that's almost a whole ingame week! That's very very long). I also wondered, because the regular trees we planted nearby grew much faster.
    1 point
  25. If they don't give up then we will have a highly restrictive game and whole subsets of the population will be disappointed that their strategies have been eliminated which THEY never felt were exploits in the first place. We have had dozens of threads over the years attempting to list the current exploits in the game and all of them dissolve into debates about which are or are not exploits and one group or another gets angry because others are trying to dictate how they play. LBD discussions got so heated precisely because those opposed to it argued that it was too exploitive and made balancing the game too difficult while those who liked LBD would vehemently deny such claims. Can we get an "Amen!" on no more debates about hugging cacti? TFP has made segments of the community angry whenever they have closed exploits THEY deemed important enough to pursue. We still get grumbles about people who lost their hatch elevator even though it was based upon a property of the game that universally everyone would agree counted as a glitch. I'm not saying its wrong to tighten up the game but there has to be a balance and I disagree that ALL perceived exploits should be removed and TFP should never stop in that quest.
    1 point
  26. Plus, "artificial" is just something people say when they don't like it. When something "feels artificial" that is like saying something "looks pretty or ugly", or "plays boring or fun". Who can predict the imagination of the player or the player's capacity to successfully overlay suspension of disbelief on the abstract mechanics that the game utilizes? Games are abstractions of reality. For every person who says that an auto-aggro room feels like an artifical loss of control there is someone else for whom the abstraction works. People used the term "artificial" to describe the landmines in the wasteland when they were implemented. Made perfect sense to me but to others they couldn't fathom a scenario that made sense to them as to why there could possibly be live mines in the wasteland. To them, the only imagination they could muster was that the developers were trying to force players to stay on the roads and they found that lazy and artificial and idiotic.
    1 point
  27. But, such is the way of the world. Point of view makes everything a little complicated.
    1 point
  28. I'm not sure I can agree with that statement. The entire reason why I love the horror genre is precisely because of that loss of control and challenge. I like the idea of a close battle where I come out covered in blood and victorious. I like the adrenaline, as well as the sense of accomplishment (even if its in virtual form.)
    1 point
  29. I will take a look when I get time and see what I can do for you
    1 point
  30. @TFP So... are you ready for the next Dev Stream? Gimme, gimme, gimme news of A20! Me hungry!
    1 point
  31. Plants consume water. That's why a lot of folks use the rain catcher since it constantly spawns water. If there's no water nearby on their update check, then they skip growing and you have to wait again. Grow time is 3-ish RL hours. Changing server speed does NOT alter this. The farmer mastery hydroponic plants grow a lot faster. Trees should just grow wherever but they also take quite a while. SMG levels pistol and automatic weapons actions skills, AND benefits from both. However it ONLY benefits from pistol PERKS. So like... Better Lead Than Dead (Auto weapon perk) doesn't work, but The Outlaw (pistol perk) DOES work. You need The Completionist perk.
    1 point
  32. I think the ai in a19 is better than in previous versions on horde night. It feels like there is a bit more randomness than 17 or 18. I get op’s comment, it isn’t purely random which it sounds like he enjoyed more. My base design, for the most part, hasn’t changed since a14. So, I use a square building with one door, a 5 high iron/wood bar fence ten blocks out from the building with one gate. I use barbed wire on perimeter to slow them down. The ai strikes one side for maybe a game hour before switching randomly to another side. If we can kill them quick enough to prevent them breaching the fence before they switch to another side, then we’re okay. This set up allows us to actually watch how they attack, focus our attack on regions where they cluster. Even if they breach the fence, when the ai decides it’s time to attack from a different side, that fence breach is ignored. I can either repair the breach while my partner engages the new attack or just ignore the breach because the z’s ignore it too once they switch side of attack. A17/18, you get a breach and the zombies make a beeline to it all night, regardless which direction they come from. I’d recommend the op hang in there, as the randomness increases while the smartness stays the same. Fatal has done some great tweaking to the ai behavior.
    1 point
  33. UPDATE: Thanks to @Ekofor posting how to repair most of this modlet for a19 (credit given on Github as well )! Because of Eko's post above, there were only a few more things to fix in this mod to get it to load without errors. If you plan on using this modlet, you might want to test it out on a new game to make sure it works as desired. I was able to get the excavators to "excavate", the Rock crusher to crush, the forge to smelt zinc/copper to brass. I didn't test with every combination, just light testing on a19.2. I had some issues with the boulder regeneration modlets that can supplement this mod, and am looking for testers to generate random worlds and let me know if it works (my system has had issues generating random worlds and often freezes. I'm on Ubuntu and not Windows though...) The mod, and the status of the others, are located here on GitHub Also, pinging those above who were asking: @Micotheone @Davidos667
    1 point
  34. Thanks for your feedback on this regarding spawning ... we will be tuning things a bit for the next release. Regards Ragsy !!
    1 point
  35. FYI: I will be attempting to update MeanClouds modlets for a19+ (I have MeanClouds blessing ). They will be located here on GitHub If anyone needs any a19+ updates for bug fixes for this modlet: Desired: Please tag/message me in this thread, which I will be subscribed to catch new posts. Optional: Post on my modlet page: Doughs Modlets If you have created a bug fix and want to help keep the mods updated: Desired: If you have a Github account: Submit the issue/bugfix/pull request on Github Optional: If you do not have a Github account: Submit the files/xml to the places above I know there's some fixes in this thread, which I will be looking at when I get to this modlet!
    1 point
  36. 1 point
  37. Yes I do I will relay in screenshots. Let's do it. The report will be live this friday because I have to be thorough and test in 8k and 4k. Also, not exactly related, I did a memory report a while back about initial RSS being 6000mb+ just after map generation until steam restart ( game restart didn't work, only steam restart). Any loading after that is normal. I'll also tag you in both when the time comes. Be aware though, 19.3 has memory saving vs 19.2, so that's very likely the case and therefore a bit unavoidable at the moment due to Unity hoarding that Ram and forcefully blocking it. I hope I'm wrong. Hugs. Edit: @stallionsden yes, parenting "child" yellow warnings are 100% related to what I said, as it involves a memory unloading and loading that won't work properly and overtax said memory if it's already filled. It also generates a lot of microsutters on lower systems, yet CPU related most of them in 4k. 8k is just a NO for potatoes. Bottom line, don't be an admin for 8 people without a big fat amount of memory both dedicated and not and a beefy 8 or 10 physical core CPU with high frequency (3.9ghz+). -**stares at 16-player servers everywhere**-
    1 point
  38. I believe they should continue to push all the way up to 32 k tops. I can wait half an hour for thousands of hours of gameplay. For gold release date 4k, 6k, 8k, 10k, 12k, 16k and 32 k would be absolutely awesome. There would be no more whining. Yes, the Ram at 32k will be for systems with 16 ram and 10+ dedicated memory minimum and they should state so with a warning , but that's what options are for right? That choice could stand 16 players for quite a while (currently 16 players is an option in the new game menu ) or even 8 very intense ones.
    1 point
  39. I would like to take a moment and make sure certain folks in the back of the room re-read this part again, and with special emphasis on what's underlined. And yes, I play stealth too.
    1 point
  40. Not everyone has time to watch hours of dev talks to hear one question, and that specific question is well within the scope of the Alpha 20 Dev Diary. You seem awfully angry, you OK?
    1 point
  41. I will take a look at the Firetruck when i go on a server ...... not had that reported by anyone else yet so will check it out. regards Ragsy !!
    1 point
  42. Personally I never play with mods. I tried them but I never find one "reasonable" enough to feel like vanilla. What I mean is that vanilla, even when still in need of some balancing, feels way more "professional" than whatever good/great mods are out there. I already said this before (I think on Steam): modders are great, sure, but the problem is they can't feel the pressure the devs have on their own game to not screw up, so they often go too far or let some very weird stuff slip into their mods.
    1 point
  43. 1 point
  44. @frinetik the version kickz was checking out was an older version, where destroying the station gave it back, but that was changed with POIs having a chance to spawn some of them custom workstations in a working conditions, it had to be changed, otherwise you could have smashed them and take them to your base.
    1 point
  45. I have quite a few take aways from the stream, but this is bar-none my biggest one. You guys clearly want to have some kind of class system. Why not just stop beating around the @%$#ing bush and implement one and leave the gear out of it. You would have so much more freedom with it and much less stupid "LeT mE pUt On My CoRn PiCkInG hAt." ETA: Also, 10 (I think that's the right number) equipment slots down to 4 is a travesty. What a loss. I used to argue with the guys in the older alphas who said that removing complexity was becoming a problem. I was wrong.
    1 point
  46. Sadly haven't got this mod to work properly with A18 yet but i'll release it with fewer traps if I have to. been working on this in the meantime
    1 point
  47. here's a preview from my next update: C4 bomb with detonator, a much requested feature. the next update will be explosive update with this, the new mine, and a few other cool explosive stuff
    1 point
  48. Can you make something like mod.dll? This makes it compatible with any Assembly-CSharp. DLL
    1 point
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