Jump to content

Psychodabble

Members
  • Posts

    361
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Psychodabble

  1. 1 hour ago, Jonks said:

    Just made this account for this, and honestly all of you defending this incredibly OP enemy is laughable. It shouldn’t be able to outrun you, it definitely shouldn’t be able to tank starter weapons, and it definitely shouldn’t kill in 3 bites. So yes, fix this enemy.

     

    Do you have any reasoning to back that up or should everything just be made according to your opinion?

     

    No human can outrun a large, four-legged predator and the number of bites it takes to kill you is fairly irrelevant. The point here is that you shouldn't be fighting them with starter weapons, just as you shouldn't be seeking out and fighting zed hordes with starter weapons either.

     

    Mod your game to suit your tastes or change up your playstyle to survive better.

     

    It's a survival game, after all. A lot of things in it need fixing, but this isn't one of them.

  2. On 8/9/2020 at 8:11 PM, Serfdog3 said:

    I found a solution that worked for me. In the steam settings there is shader precaching, and I had one of the boxes checked when I started. I tried the game with nothing checked and the phantom block issue is gone. You can still see them from about 150 meters, but once you get close they go away. Worth a shot for anyone having this issue

    This helped me, at least a bit. The phantom blocks have disappeared, but now POIs that I already demolished have returned and won't go away...as in the mesh remains even when I'm right in front of/inside them.

     

    EDIT: My performance has gone to complete @%$# without shader pre-caching. Major lag as I drive around on my motorcycle when it was at least reasonably smooth before. 10-15 freezes to load new areas are not worth this "fix", IMO.

     

    EDIT 2: This is not a fix. After another 10 minutes playing the phantom blocks are back.

  3. 3 hours ago, Vampirenostra said:

    Guess their calculation is far enough and is not chunk based I would assume something like 30 blocks radius from the target (you). Or probably even more as there were some designs with way looong bridges 20+ blocks and zeds still were running all the way to the ramp up and through the bridge. For my humbliness the best designs yet are some pretty snail shell like designs where you male em run though loooong corridor filled with traps with a single door in the end, one of the reasons I usually keep the doors open is with a sledge in the doorway, they just go for the door and I let blades/spikes and rest do some fine dmg to them and just one hit them if they survive. Negative is demos again... They are a matter of dices in the base defence... So I always put blades high enough so they do not trigger demos, but chop heads instead and electric fences slow them down right under the blades.

    My base design has no problem with Demos...flip the switch and watch them dance or just bash them in the face.

  4. 26 minutes ago, IDNeon said:

    Which one is that? (begins to look through thread for post)

     

    My design is ready day one Insane, with horde every day.

    I found it, it does look good, but how does the horde focus where you want them to be focused?

    Simple pathfinding. It would be technically possible for them to jump into your room if they destroy the hatch, so they all focus on trying to do that. You just murder them before they succeed.

  5. You guys are all doing too much. This base is all you need:

    34F67959DD2090B9AEA5A82BBF4250CDFFC59824

     

    Rear view:

    03AD53B031D9C289E23227CC942EDDF3741A503E

     

    The spikes at the back are not at all necessary, I was just experimenting. I took the basic concept from a Jawoodle video and customized it pretty heavily. This is the middle form of the base. You can build it on day 2 with wood and that will work nicely for the first 2 horde nights. Upgrade as you go until you can add the traps and eventually get to steel, hopefully before Demos show up. It's a melee/close combat base with turrets for when you need to repair if at all. Most zeds get stuck in the electro fence and you can bash/blast them at your leisure. You will need to shoot spiders and be careful because every once in a great while they will land a perfect jump and come right at you. Maintenance is SUPER minimal...maybe 3 blocks to repair, plus the fences. As long as you don't screw up and trigger the Demos it should be an indefinite cakewalk. You can also make it modular by building a second copy leading out the back of the first as a fallback point. For multiplayer you can make it double sided or even quad for 4 players. Fun, easy, flexible, low on resources and repair time.

     

    If anybody needs more detailed help on building it, let me know.

×
×
  • Create New...