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Feycat

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Everything posted by Feycat

  1. A lot of POIs have buttons and switches that don't work. Just break the switch and it will trigger whatever it's supposed to.
  2. Welp, they said Fallout was one of their main inspirations. I see that now. What's the point of the stealth suit? The way POIs are structured to spawn zombies makes it useless. Also makes non-stealthing no big deal. I used to really hesitate to start wrenching apart a POI if it hadn't been cleared, since the sleepers were all fully spawned and you could wake up A LOT of them by stepping on crunchy glass or breaking things. Now they don't exist so nothing aggros them until you step into a room - at which point they are IMMEDIATELY aggro'd to you. I don't see how the Pimps fix stealth without completely overhauling how zombies in POIs spawn.
  3. Ugh, no thank you. I don't want new "special" zombies, the ones we have now are just annoying and deployed really randomly. You can get more rads and ferals by upping your game stage and doing lots of infested POIs,, but just in general the world feels totally empty. Except for the magical appearing zombies in POIs of course. I asked him/them on their Romero overhaul thread, would be great if he could make that a modlet. I also play for the "survival" aspect - I have like 20 survival games in my favorites, of various kinds. This is a zombie game, I want more zombies. We used to have a whole setting for it in the customizer, I have no idea why it was removed. "Performance" is an easy excuse, but you could just as easily point out that anyone who chooses to turn that up signs up for whatever performance issues it causes. Especially with so many mods and overhauls proving it can work fine. "Bandits" seems like the excuse for everything. Been waiting for bandits forever and honestly not stoked about them, especially since they seem to be something that's going to take away from zombies. I'm here to play a zombie game, I literally could not care less about bandits.
  4. It seems like every alpha since 16, there have been less and less zombies. There's always a few tooling around outside, but only one or two. Even in "Infestation" missions, it's hardly worth a sweat. It's very frustrating that we have to keep modding in zombies since they took the option away from the main menu. Why can't we choose to have more zombies via a slider anymore? If the game runs like crap with more zombies, that's on us - and since I run with Khaine's mods to up the spawn, I know my computer can handle it fine. Why did they take the option away from the game? And why are there less and less zombies? Honestly I can just stroll around at night with my headlight on, not sneaking, making noise and I'll still only see one or two that night. That's not right for a zombie apocalypse!
  5. Oh god, what are they doing to armor now??
  6. Do boars still even run around loose? I haven't seen one outside a POI in forever.
  7. Except rattlesnakes! They're spawning in the forest now!
  8. Haven't seen a single live bear, other animals are piled high all around. We've seen ONE zombie bear.
  9. Khaine do you have a modlet version of "no spitting" for vultures and cops? The new OP spitting is really a bummer.
  10. Cops have definitely been tweaked in some strange ways that my spouse and I have been pretty startled by, as well as Youtubers like Jawoodle and GLock 9. Cops are definitely spitting WAY more, they don't need line of sight to you anymore so they just rapid-fire vomit to your location, drilling through blocks on the way. Cops never used to spit at the rest of the base, now they will destroy blocks that aren't concrete in a hell of a hurry. I'm not a fan.
  11. Same thing is happening in my game, I'm hosting and so it isn't hitting me, just the other two guys. I put it in the support forum.
  12. I remember this one from alphas past. You get the yellow dot that says the last guy is here... but it isn't. It's in the middle of a wall, or the floor. There's nothing to trigger to spawn. We've attempted 3 clear quests and it has never once let us clear it, so here's this bug again.
  13. We're playing a 3 player game, which I host. A couple days ago one of the guys DCd and when he came back, he was in the middle of the building we'd just cleared for a quest. The quest was waiting for activation. The other player and I were far away and had already turned said quest in. Now this is happening 90% of the time when the other 2 log in. They're not where they logged in, and whatever quest they last had was still in their log, unfinished. It means they can't advance with the trader, the only one getting "store credit" as it were for quests is me. I always log in where I was and with my quests finished. One guy can't put his drone back down because it says he already has max drones out. He's never had any other drone but this one, and she was working fine til she ran into the blade traps and had to be picked up. The other guy had the same thing happen to him and his drone works fine. Since the first guy is our tank and the drone has been very useful keeping him alive, it's an actual bother. I deleted the players.xml. hoping that would fix it but it hasn't. Any other ideas? We're really not in the mood to start another a20 game right now.
  14. Are we going to see an update with names?
  15. Because, contrary to your apparent belief, you're not speaking for the whole player base. You can turn up the difficulty settings, feel free to do that.
  16. There is a base that always works. It always had. Started playing in A9 and it has always worked. And I doubt it would be possible to "patch it out" if they wanted to, because it's zero exploits, zero AI work, none of that. A solid-bottom square base, ring of bars around the outside to shoot down on, and we added some sort of roof over head for vultures after they got rid of bees. Not as sure about a vulture design specifically now that they break blocks. A 1-deep moat all around the outside, three wide and full of spikes. But as long as the base is solid-I mean solid, 100% filled in and at least 5 x 5, the zombies will never break it. They can't get in. You can't fall. As long as at least your outer 2 layers are steel, demolishers can't destroy a significant amount. Add remote pillboxes for turrets around the perimeter if you want to. This base won't fall, won't cheese the zombies, and you won't die. You just walk around the iron bars, shooting. Like I said, this is a base that ALWAYS worked. You're here for new exciting laughs because, as you said, you JUST started playing. People who've been here for a long time enjoy a variety of things, because we're all long past that virgin excitement.
  17. If the AI is still waterfalling over stairs, no they didn't. Changing the block hitbox didn't fix the main problem.
  18. Um, spider zombies have always been here. They used to be the "screamers" too.
  19. Well, it performs terribly for me, I'm super disappointed. I listened to streamers praise the new visuals to the sky, even cranking their settings up without any loss of frames. Instead, I've had to turn mine *down*. Both my husband and I were working at custom setting, tweaked to where we liked them to get a nice mix of performance and good-looking game (high textures, low shadows, no particles, etc) and now we're both playing blobworld. It sucks.
  20. I mean, sure? But it also made perfect sense. Zombies shouldn't be able to scale or balance on a steep tip. If you can find a way to lure zombies onto the edge of something where they can't get are you without serious effort, it makes sense. Because zombies aren't smart. Now I have to torture this dumb configuration of ramps and pyramids to do the same thing, except really without getting any active defense. Or a closed kill tunnel. Or the square tower with the ring around it. And zombies DO still waterfall over stairs. It's the same dumb thing now. They'll never NOT waterfall over stairs, because they want to reach us and we stand out of reach. If the AI is the problem, fix the AI.
  21. Except my base DIDN'T do that. It used a pair of wedge tip walkways, yes, but that was basically just so we could get out of grabbing range. We got hit with vomit, with vultures, destroyers blew up pieces of our base, we had to repair post-BMH every time. Much like the same old solid-bottom wire-overhang base, but more fun because we could at least semi control what direction they came in. What I DON'T want to do is a kill corridor wired up with a thousand dart traps that auto-kills all the zombies for me. So by taking away the functionality of zombies sliding off of tips, they haven't JUST gotten rid of an "exploit/afk" base. Frankly, they've left AFK meat grinder bases perfectly intact the whole life of the game, while still insisting they want us to FIGHT the horde. Well, I want to fight the Horde. Without a kill corridor electric maze. And it's aggravating that they continue to nerf build elements that didn't *have* to be an exploit. There's 2 bases that always work. Solid-bottom tower with a ring around it, and the trapped kill corridor. All they do when they continue to patch out building elements is continually drive us back to those same 2 bases over and over.
  22. Gotta say, Bubba, your reply doesn't actually have much to do with mine. I'm talking about building a base and fighting the horde. If you want to turn off zombies or the horde, you have that option, and that's fine. What I'm complaining about is them continually destroying build elements. If the Pimps are just going to change the way building works over and over to nerf the overachievers, then it's just going to continue to punish those of us *who actually want to fight the horde* without building a kill corridor and having traps do it for us.
  23. Well, that sucks. Literally every alpha since 8 when we started, we fought the horde. We never ever hid from the horde, the horde is like, half the point of the whole game. Every time we find a base that works to let us ACTIVELY fight the horde, but without leaving us completely vulnerable to be wrecked, the devs screw it up in the next alpha. We're not going to run around during the BMH, we need somewhere to stand that lets us be *relatively* safe while we fight. Even when we were using the wedge walkways, we still got spit, vultures, and spider zombies hitting us. I don't want to build mazes. I don't want to build 8000 dart traps and make zombies walk a gauntlet while we sit unharmed, but THOSE are the bases that somehow the Pimps think are ok. Every alpha we end up going back to the totally boring "solid square base with a filled-in bottom, spikes and a bar overhang, and turrets." This is the ONLY base which has continued to work through each and every alpha. It's boring. But apparently that's the base they want us to build, unless we want to just make a death chute with dart traps and completely avoid fighting them.
  24. Question: how dead ARE wedge tips? We were using them as short bridges so that we could shoot zombies as they pathed toward us, because they would slide down. We weren't using them for drop traps and they never fell more than 8 blocks or so. Can zombies now run across the tips as if they were full-sized blocks?
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