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Showing content with the highest reputation since 09/24/2020 in Posts

  1. 39 points
    A20 NEWS!!!!!!! Started on the water overhaul this week. I'm working on the water chunk data and another programmer will be doing simulation/mesh changes. My plan is water will not be a block, but additional chunk data, which is a pretty big change. It makes more sense, since any block could have water in it while still being whatever block it is.
  2. 16 points
    I thought the deco writes were 0 as the log says, so it was confusing what was going on, but it turns out the list is cleared before the log happens, so it is writing out, in a 8k world, about 71000 entries, totally over 1 MB. Tried on my HD, but still not horribly slow, then on a flash drive, which gave a 7 second write time! The save timer is every minute, but there is a dirty check, so it does not always do the save. The deco save code was changed a few months ago by another programmer to fix a problem with old saves, so it might have been only doing partial saves before, but since it does the whole thing now in any event, and on the main thread, it does lead to a large frame spike. The simple solution was to write it into a memory stream, which is faster than a file stream anyway, then another thread does the actual file save, so minimal frame spike. This probably won't make 19.2, but hopefully 19.3. Thanks
  3. 14 points
    Hello! A19.2 b3 is coming to EXP! Please as always start a new game and or make a backup of your stable savegame. With A19.2 we enabled Steel Series's game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights. We currently support (default settings): Time Progression: F1-F12 Ammo: 1-0 Health: Q-P Bloodmoon Warning: A-L Visibility Meter: CTRL - ~ Tool / Weapon Durability: Num - - Player Facing Direction: numpad 1-9 Bleeding: Del-Pause Being Hit: Mouse Duke Amount: Display We also updated to a new version of microsplat, improving performance. Changelog A19.2 b3 Added Console command "ai pathgrid" Console command "gfx dti" to set distant terrain instancing Console command "gfx dtpix" to set distant terrain pixel error Trees are set to consistent LOD transition values by code Support for Steel Series SDK Changed Renamed console command "ai path" to "ai pathlines" Optimized path grid move buffer copy Optimized path grid block checks and misc Reduced the effect of High and Ultra Object Quality settings Deleted WaterDepthRecorder that reduced FPS a bit Updated terrain shaders Improved terrain shader settings for better performance Prefab editor to use same tree LOD bias as game Our custom speed tree shader to Alpha Test queue Fixed Trees are not rotated correctly on the diagonal directions Desert terrain normal textures not set as normals FirMed01 tree popping in oddly Two trees not instancing 8 block entities not instance rendering You could see under the water plane when camera was close to it Unlit explosives can explode in hand after throwing a lit one
  4. 12 points
  5. 11 points
    No, since our current list is subject to change. Top goal is water that does not suck.
  6. 11 points
    Is anyone else using the Endless Murky Water Exploit? You just need to supply Beer or any other liquor (grain alcohol works too) to your Zombie volunteer, three to four times a day. I suggest getting a Hops farm for this. But once it's running, you're looking at an endless supply of Murky Water. Sometimes it even comes with extra Rotting Flesh! And if you're lucky Corn Seeds. Seriously, give this exploit a try, it'll really help with the early game food/water issues.... 🙂
  7. 10 points
    I love new Unity versions, but as we are getting into a gold mindset and have been talking to Unity, we plan on using LTS releases. A20 should be on 2019.4 LTS and next year hopefully move to the 2020 LTS for A21, so would be able to get those benefits. Not likely. Vehicle speed is limited by chunk loading speed. Last week I make an improvement to chunk deco spawning speed, but a lot more would have to be done to the total speed. No. The current one may get a few tweaks and will probably go stable within a month. A lot of team time is now going into A20.
  8. 9 points
    Hi guys! How can I send this to the game's official Twitter? How can I show this to Joel? 😄
  9. 9 points
    So.. I'm back! Anything new around here? My daughter was born exactly one month ago today, and everyone is doing fine (I could use some more sleep though..). The world has one more ginger!
  10. 9 points
    I would say a significant amount. Boidster posted the volume types for Red Mesa, I believe: 75% of that POI can be stealthed and only 25% cannot. Now, I could see an argument that a better ratio would result in a 90% 10% split but even at the current ratio I think Stealth can be beneficial and helpful. Not knowing which volumes are 2s and which are 0s requires you to be tense and ready to switch from stealth to something else but I think that enhances the experience. Exploring unknown POIs is always more enjoyable for that reason than ones I am familiar with. Making stealth 100% possible is a mistake and here is why: You are stealthing sleeping enemies so it is almost guaranteed success every single time. You don't have sentries who may discover you and raise an alarm. You don't have moving searchlights or alarm tripping traps (other than trash piles) to remove. The only way to get caught is to miss a hidden sleeper (which ironically is another complaint often raised by stealth players that zombies are hidden in unlikely places). I mean, I can use a machine gun to shoot into a volume I haven't crossed into yet and nothing wakes up. That is how easy "stealth" is in this game and yet there are people who want that everywhere all the time? So if all rooms could be overcome with 100% stealth with no hidden sleepers...would we even have a game involving threat and risk? You are more skilled than me. How do you know there isn't someone who is more skilled than you? You want things changed to make playing the game at your settings possible without cheesing-- but how do you know that there isn't someone out there who can handle these situations that you can't without cheesing? Your request would ruin the difficulty level they like. When a setting turns out to be too difficult for you, then the appropriate step is to turn down the difficulty to the point that you feel challenged. Too often, people come here and complain about being forced to cheese because the game is "impossible" to play without cheesing. We get that constantly about base design after changes to zombie behavior-- until we don't any more because people have adapted and learned that it isn't actually impossible. Of course some people just find a new cheese tactic because they need that crutch for their skill level at the difficulty they have chosen. 99% of the cases where people feel that cheesing is absolutely necessary can be fixed by reducing the difficulty to a manageable level for that person. Your cheese tactics are your crutch for the difficulty level you've chosen. Either make your peace with the crutch you use and keep your difficulty level or reduce your difficulty level to the point you no longer need your crutch. But don't seek to ruin the difficulty level for those who play it just fine without the need for your particular crutch to make it possible for you.
  11. 8 points
    Hello Everyone! A19.2 is now going stable. We updated to a new version of microsplat, improving performance. You can report bugs here, but please read here first. Enjoy this patch and have a great day! Hated With A19.2 we also implemented Steel Series's game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights. We currently support (default settings): Time Progression: F1-F12 Ammo: 1-0 Health: Q-P Bloodmoon Warning: A-L Visibility Meter: CTRL - ~ Tool / Weapon Durability: Num - - Player Facing Direction: numpad 1-9 Bleeding: Del-Pause Being Hit: Mouse Duke Amount: Display Here is what changed from the A19.1 stable version: Added Console command "ai pathgrid" Console command "gfx dti" to set distant terrain instancing Console command "gfx dtpix" to set distant terrain pixel error Trees are set to consistent LOD transition values by code Support for Steel Series SDK Changed Renamed console command "ai path" to "ai pathlines" Optimized path grid move buffer copy Optimized path grid block checks and misc Reduced the effect of High and Ultra Object Quality settings Deleted WaterDepthRecorder that reduced FPS a bit Updated terrain shaders Improved terrain shader settings for better performance Prefab editor to use same tree LOD bias as game Our custom speed tree shader to Alpha Test queue Fixed Trees are not rotated correctly on the diagonal directions Desert terrain normal textures not set as normals FirMed01 tree popping in oddly Two trees not instancing 8 block entities not instance rendering You could see under the water plane when camera was close to it Unlit explosives can explode in hand after throwing a lit one Electric fence wires drop to the bottom of the pole after unloading the chunk or FO point.
  12. 8 points
    Really soon unless things change.
  13. 8 points
    We are aiming for performant water that does not have holes in it. Beyond that, it will depend on how slow the simulations run and how much time we have. Boats could be done at any time if we wanted to, with old or new water. Water is still block based, but it is not a block. Meaning it is the size of a block and shares the space of a block, but any block could have water in it. There may still be water block(s) for placement or other reasons, but when placed it would become water data.
  14. 8 points
    Racking up the hours in a Steam game is easy. Just load up the game, leave it in the game menu and go to bed. I see ppl doing it all the time, making topics like these completely unimpressive in my opinion.
  15. 7 points
    Srsly, can we please not balance basically *anything* around PvP primarily? This game seems to solidly focus on PvE which is great. There are plenty of other survival games that are built more for PvP where it works better with the existing mechanics and engine. So many things in this game get janky when you add in a PvP angle and basically every change you would have to make to balance it would make PvE worse PvE primary focus with a "Make sure this doesn't glitch out in PvP" makes way more sense for this type of survival game imo.
  16. 7 points
    Water Bandits??? Oh god...no more Waterworld please!!!
  17. 7 points
    A19.2 b4 Fixed Electric fence wires drop to the bottom of the pole after unloading the chunk or FO point
  18. 7 points
    @faatal Regarding water, can you share the list of requirements and/or desired behaviors that you will be trying to meet? I'm genuinely curious, and also can't resist the upcoming... wait for it... WATERGATE! Haha, history has come full circle!
  19. 7 points
    I don't think the running and hiding and then returning matters at all. That is still all traditional and acceptable stealth gameplay in ANY game involving stealth. The premise was that stealth is broken and useless because certain rooms completely negate using stealth. Now, it looks like that might not be true at all. Sure, you might have to retreat to a hiding place and then crouch in the shadows to return and kill the now awake zombies but if you're careful they won't detect you and you will still get your perk bonuses and you will still be using stealth 100% of the time. It's like people want the perk to do all the work for them so that they are always hidden in the shadows no matter what happens. As soon as they actually have to employ some skill in getting out of sight and actively hide in the shadows until the aggro level calms a bit that means stealth doesn't work? I realize I'm getting ahead of myself here because this really should be reproduced by others to see if hiding and returning to the auto aggro rooms and then killing the zeds from a stealthy position for full perk benefits really does work. If it does, I don't think it is too much for TFP to ask people to employ some of their own skills to make the perks work in these situations. Even the run and gun guy will have better success if he actually....aims.
  20. 7 points
    Well, killing every zombie with a headshot from a silenced Vulture while they're just standing there not moving is kind of cheese too. I think the Devs want you to have to fight your way through some of the POI areas. You can still stealth a fair bit of POI's right? At least, I know people can without a single point in Hidden Strike or From the Shadows. So employ your stealth tactics when you can, but be ready for a fight when that doesn't work. Variety is the spice of life and gaming. You say forethought...but you're (presumably) entering a building you've never entered before...should there be a little box out front with the buildings blueprints available, with the zombies positions marked? You should be ready for anything....even an ambush...
  21. 7 points
    It is a bug I noticed and tried fixing, but it's an engine bug. I reported it to Prime so once he gets that fixed Traders Rekt will be selling seeds.
  22. 7 points
    Once the new framework is done (if we do it) then all shapes will be unified in menus and all will upgrade, except for certain blocks we might not want in steel like iron bars, etc.
  23. 6 points
    No plans yet, the first is to get a reliable performant water solution.
  24. 6 points
    Test Question Method Result What happens to surface zombies as you increase vertical distance from them? Spawned Arlene in a caged platform at the surface. Used god-mode flying to increase vertical distance while watching her behavior (AI active or not). AI remained active until about +140m at which point Arlene despawned. Further attempts to spawn a new Arlene resulted in immediate despawn. How far underground do you have to be for a chest opening to be undetectable by a surface zombie? Spawned Arlene on surface, opened/closed a chest multiple times at various depths, listening for Arlene alert sound. No reaction at -10m How far underground do you have to be for a gunshot to be undetectable by a surface zombie? Spawned Arlene at base of tower, fired pistol & M60 at 5m platforms until Arlene showed no AI reaction to noise (i.e. did not path to the corner of her pen closet to me). Repeat test underground. Above ground: for both pistol & M60, no reaction at +45m. Below ground: no reaction at -35m How far underground do you have to prevent Screamers from spawning in a hot chunk? Fired dev pistol (unlimited ammo) at various depths under ground, watched chunk heat (F8) and console (F1) for screamer spawns. Repeat above ground. Both below ground and above ground, screamer spawns failed at about +/- 30m from the surface. I think you both are talking about related mechanics and both are correct. For the purposes of waking up a sleeper or attracting notice, sound is immediate and localized, with distance-based attenuation. For the purpose of adding "heat" (they call it the Activity Map in the journal), sound affects the entire chunk, as do torches, forges, building/upgrading etc. You can press F8 twice to see current chunk heat, and shoot a pistol or something to see it go up. If it reaches 100%, a sleeper will spawn almost always (and reset the heat back to 0%).
  25. 6 points
    No need to play on scrub settings bro. You’re just playing higher than your own skill level for a stealth approach. If you don’t want stealth to be “impossible” at your current settings and you refuse to lower the settings to the point where you can be successful with stealth, then your only Option is to mod. Go in and change all the auto aggro rooms to something easier for you.
  26. 6 points
    Dude... its not about "screwing over stealth", you seriously can't believe that's the reason volume triggers exist? It's about the level designers wanting you to confront zombies at certain points in a POI. Luckily, as has been pointed out, you don't have to.... you can run away, re-stealth and come back. No they don't.... people figure it out through trial and error. I noticed what was happening after only a few POIs.... I'm sure you did to. Not everything has to be spelled out. Letting players learn how the game works on their own is a good thing, IMO.
  27. 6 points
    Lmao, that's on way to twist the facts I suppose. What really happens from what I've seen tho is PVPers posting about a feature, get told PvP is not a focus now and that such early feedback is not going to affect anything, then they get all beligerent and spam the same crap over and over and over which yes, leads to punishment. As it should. That's not discrimination, that's moderation.
  28. 6 points
    I think i found the reason you all lost 100k players. Just read the chat in some of those clips. Camping level 1's? Yeah man, sorry. Somehow your evidence of amazing PVP turned out to be just a video of troll kills. A true PVP experience set inside this world of 7 days would involve factions, territories, loot runs under fire etc. Not just jump shooting a noob in the face with an M60
  29. 6 points
    I can appreciate that you play for greater challenge.... but the dude in that video certainly is not. More than half the kills in that video were against people that had zero chance to defend themselves and most of those looked like people that just started out. In my experience, many people that play pvp do so to exert power over others.
  30. 6 points
    I'm sorry, but until you have at minimum 9000 posts in this forum you really are not in a position to be able to understand the nuances of text-based conversation to demand anything of anyone. Now... I'M going to need a complete list of names and timestamps.
  31. 6 points
    Three buddies on a fishing trip have had enough beers and stand at the side of the boat to relieve themselves. First guy takes it out and says, "Man, this water is cold." Second guy replies, "Yeah, and DEEP, too!" Third guy says, "I haven't fished for 5,000 hours yet so I can't really comment."
  32. 6 points
    @madmole One of my several critiques with the crafting of steroids, and I feel this one is the most important, is that you need to have Intellect at 8/10 and Physician at 3/4 in order to craft them. Once you get a bicycle, steroids are obsolete, so any player wouldn't have any trouble acquiring some mode of transportation long before they reach this point in the Intellect tree, and even if not so, they could use those points to unlock the bicycle and the workbench and still have points left over. Considering that testosterone extract is a key crafting ingredient already - a rare and dangerous resource to collect from its host - and that steroids are, to my knowledge, only useful for so long, perhaps removing any crafting gate would be beneficial. The road is a long and situational one already - I don't see locking them behind a metaphorical steel cage serves any meaningful purpose, if people would craft them anyway. Just my thoughts.
  33. 6 points
    We have cooking, but its not a chef simulator. We have vehicles that can ram stuff, but its not a demolition derby. We have archery, rifles, and animals, but its not a hunting sim. We have food, water, and farming, but its not a starvation sim. We have looting and shooting, but this isn't HALO. We have 2 weapon perk lines with every single tree, and 3 if you're in PER. We have buying, selling, and trading with other players, but its not an economy sim. 7 Days to Die is not Assassins Creed, yall. Call me crazy, but... as a person who plays primarily AGI, and uses stealth a good chunk of the time.. I have zero issues with rooms that agg me. Because I also have customizable pistols, 2 different kind of magnums, an SMG, and a knife line that also has a very nice chance to decap. Power attacks to the head are solid against trash zeds. AGI has STRONG versatility. Ignoring the rest of the entire build to focus upon 1 aspect of it. doesn't seem wise. I can empathize with folks that want to see if they can 100% stealth kill a Tier 4 Towerblock, but a single minded pursuit of that goal seems to espouse an inflexibility on the part of the player, not the game.
  34. 6 points
    Normally I would agree and once the A20 dev diary starts obviously there will be zero tolerance for anyone posting A19 bug reports in the A20 thread. But this A19 thread is a somewhat lame duck thread and Blake and @faatal seem to have a dialogue going that faatal hasn't seen fit to discourage. Obviously we can't have everyone start flooding this thread with bug reports but so far it hasn't really happened and if it does then we will have to enforce that rule. Personally, I have enjoyed reading faatal's solutions to the issues Blake has brought up so until it becomes a problem I am inclined to let it continue until the A19 thread closes or until faatal wants it to stop. I hope everyone is noticing the pattern of post removal. What stays is predominately direct questions to the developers and direct comments and reactions to what the developers say. As soon as you start commenting on other people's comments then that is a discussion that is tangential to the direct interactions with the developers. So those are what I am shifting over to discussions. I am not giving infractions for it because it is natural to comment and react to what others post. I am just informing everyone that those posts will get moved out so they do not clog and overwhelm the direct questions that people are hoping the developers will answer. I mean, I am sure people are on the edge of their seat to find out what YOU think about their question but they probably also want to hear from the developer they were asking and sometimes their questions get lost in all the debate and discussion that ensues.
  35. 6 points
    Nope, we watch these from here
  36. 5 points
    I have been wondering over this question for a little while. If stealth is an intended gameplay mechanic with its own build/perks why are the developers of this game deliberately screwing over the stealth builds in their POI design? I mean in particular those auto-agro rooms where everything is waking up and beelining straight to you by a script and not by any action you are doing yourself? This is, ofcourse, not the only indication of particular dislike towards stealth gameplay by whoever is designing the POI's there are also these breaking floors you have to run over or fall into a trap and there is a pile of rubbish practically in every doorway just because. The way I see it it is basically equivalent to giving zombies in a POI a 25% armor penetration when the game detects a strength based player enteering a POI, because reasons. I mean 90% damage reduction and making heads and limbs explode with shotgun/club and no pretense of any kind of stealth, running everywhere cant be the only RIGHT WAY of playing this game, I suppose? The reason can not be, as far as I can see, that otherwise it would be too trivial to beeline straight for the loot, as devs are doing nothing to prevent it otherwise by putting in almost all POI's the loot on the roof and allowing nerd-poling and/or landing on the roof with a gyro, so you do not need to sneak if all you want to do is to pick up the main loot from a POI skipping all other stuff. Nerd-poling, for example, is trivial to prevent and has been done even in fair few mods like, for example, Ravenhearst. All you need is a small delay for block deployment. Stealth gameplay is already penalized enough, as these are wasted perks during the blood moon (stealth does not work) and when clearing POI's the stealth is much slower at it than just running through the POI with sledge/club/shotgun (plus miner 69 to break any door in half the time) and making everything ded. If stealth is deemed such a problem by the developers why not just remove it? Instead of targeting that skilltree specifically in a roundabout way through their POI design?
  37. 5 points
    1 Tons of code changes. 2 This is all c# code. Not much to do with Unity. 3 Way too early to tell.
  38. 5 points
    @madmole For the sake of "simplification", we should get rid of the dart trap ammo and just make it shoot nails. Dart ammo is only used there. Whatd'ya think?
  39. 5 points
    Why should there be any clear indicator that a trap is a trap? The zombies in that room are alert for whatever reason. Some of the suggestions put forth are some of the dumbest @%$# I can imagine and would detract from the game more than it already does. If there was some kind of tripwire or other que that I still can't do anything about that would piss me off more than the current implementation. For a game that is about fighting zombies I have never seen so many complaints about being forced to fight zombies. Hell, I dislike the BM horde mechanic, but having played with the option of turning it off, the game becomes dreadfully boring once you are past early game with them turned off.
  40. 5 points
    We will just have to agree to disagree on that point, Hiem. I don't see a scripted event as invalidating stealth if you can react to that event through stealth. Look at the game Thief in the final battle with the boss. He knows you are there. The scripted event of him confronting you happens and he is aware of you. But immediately you can use stealth in the ensuing conflict with him. I see this as a similar thing. You enter the room and EGADS! These zombies are awake and riled! But if you utilize your stealth skills you can still kill them in a stealthy manner and the skills you paid for were not wasted. Your premise is that because of the auto aggro room you must fight directly gunning them down out of stealth because it was negated. Now we see that this assumed reaction is not necessarily a forced one. You CAN react by hiding and waiting and then killing. There is no forced open confrontation and therefore the scripted event does not contradict the use of stealth. The actual scripted event is over in a second (as soon as the zombies aggro) and then you are left to react and play however you wish-- including using all of your stealthy skills (both as a player and as a perked character)
  41. 5 points
    And it is.... I quite often stealth through a POI. And when that fails, I switch to melee. If there are too many to melee, I pull out my firearm. If there are still too many (or I haven't found a firearm yet) I run like hell. So I've engaged in up to 4 different play styles in the same POI.
  42. 5 points
    After extended testing by our community server administrators and client hosts as well as much support from community modders here is a link for Snufkin's Custom Server Side Z(S)ombies - A19 Stable. https://github.com/arramus/Snufkin-CustomZombies-A19-Stable-2020Oct22 A full Revisions and Readme text file for all changes to make Snufkin's Custom Zombies stable for A19 is included in the Mod. There are 15 Zombies in total as follows: Archon, Banshee, Bomber, Cowhead, Geist, Juggernaut, Mantis, Parasite, Psycho, Scarecrow, Scorcher, Siren, Undertaker, Wendigo, and Wrestler. I believe this completes the restoration of this mod as all changes are as consistent with the original as possible. The main mod breaking issues were: 1. AvatarZombieUMAController This appears to have been removed from the default files for how the mod referenced it. As such the one clear entry to it has been purged from the code. 2. Mesh Renaming A number of characters had their properties reformatted to a new naming system. The new names have now been found and replace the temporary names. These values remain identical to the original mod. 3. Buff Entry A single buff entry has been commented out. In fact, this buff entry has also been commented out in the default game files. As such, it may reappear at a later date. 4. Particle Effects A few particle effects were causing mesh/texture warnings upon collision and the audio for projectiles for Scorcher and Geist were being looped from the initial launch location. These were changed to alternative particle effects which has ceased the issue. The Archon is still using a suspect particle effect at present. It causes mesh/texture warnings but does not cause an audio loop issue. We shall watch while still in testing phase. *The Psycho character had not been implemented into a group but is fully functional. As such he has been added to a group of zombies that spawn in the Pine Forest at night. The Psycho will not spawn during Blood Moon at all unless manually added. This character looks like a psychotic tool wielding doctor who is intent on playing 'tag' with you in the dark. He shares the Pine Forest at night with the Mantis. However, his probability of spawning is higher to balance out his disappearance during the Blood Moon. He'll be watching you... *There is one other character who did not appear in any spawn group. This is a special character who Snufkin originally intended for a Spanish event server. However, he is a very likeable and functional character, and after some testing feels right at home in the desert at night. He is also special because he uses a naming format which is similar to regular zombies and not the custom zombies. If you want to add the Wrestler to your own desert group, or any other group, here is the appropriate command to add to your entitygroups.xml: <entity name="zombieWrestler" prob="0.01" /> for low spawn probability or <entity name="zombieWrestler" prob="0.5" /> to become a regular feature Please be careful to note the 'z' is lowercase. One fun fact is that the spawn group for the desert at night already has The Undertaker. This will be a wrestling tag team biome and probability dictates you will get one or the other...unless the odds unexpectedly bring them both. Thank you to Snufkin for endorsing and supporting this restoration with timely advice when it was needed. Last but not least, so that Slawa's recent updated release doesn't get lost in the thread, all credit to Slawa for releasing an alternative bundled version which compiles assets from Snufkin's, Robeloto's, and Slawa's very own zombie creations into a combined mod. The recent release is two posts above and is updated to v3.0. It offer even more tasty zombies. A direct link to Slawa's post with the link to the download is here INSTALLATION - For players and server hosts who have never installed a mod before If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍
  43. 5 points
    You play with very difficult settings. You complain the only way to survive is cheesing You infer from this that the developers intend that you play this way? I think I see your problem....
  44. 5 points
    In A20 hopefully they will replaced the quest menu with a tabbed one that will allow you to select missions for any tier that you have unlocked. So once you reach tier 5 you can easily go back to tier 1 to 4 missions when ever you want to. As they talked about wanting to do this a while back and were waiting to redo some of the menus to implement it.
  45. 5 points
    There's that exploit word again.... I'm sure you just meant it as a synonym for "use".
  46. 5 points
    Fair enough. Don't get me wrong, I'm not opposed to a change in the quest system. I just can't agree with anyone calling the existing system an "exploit". Immersion breaking? Unrealistic? Even clunky? Sure, I wont argue with someone that feels that way.
  47. 5 points
    By the way, my bug report for fire_station_01 landed in "confirmed". So it seems POIs with all volumes on auto_trigger are not intended. I suppose it is still possible that some developer later looks at the bug and says "No, this is as it should be", but all the signs point strongly to this being an oversight.
  48. 5 points
    I understood the point. And we can agree to disagree about the severity of the problem. To me, a mix of fully (or at least highly) stealth-able POIs with OMGWTFBBQ POIs gives some nice variety and surprises. I can absolutely understand how you and other players don't see it that way, and I don't think you or they are wrong. Just different tastes is all.
  49. 5 points
    I think the root of the problem is that a large majority of the gaming community is used to see an Assassin's Creed or a Call of Duty come out every year (and we've seen its not always a good thing). Therefore, a game that's been in developement for 7 years is "outrageous". They either are too stubborn or cant compute that its a small team who develop such a monumental world, where everything is destructible and where there's thousands upon thousands of interactions possible, between so many elements, that it results into being a colossal task of putting everything together in a well oiled, cohesive machine, which will take several years. Just look at Rockstar, for instance. They have several hundreds of people in the place, they are multi-BILLIONAIRE, and they still take about 5-6 years to make a GTA iteration. Looking back at the Pimps who are 7 years into making a huge game, which is now well-playable, with a fraction of the staff Rockstar has, i think its a pretty impressive feat and i can only support them all the way because of this. Its all a matter of stopping being entitled, pulling your head out of your ass and putting things into perspective.
  50. 5 points
    It's less "ignoring feedback" and more "not acting on every bit of feedback/wish".
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