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User last won the day on March 28

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  1. I don't feel super stongly about the change, but it seems like a bit of a weird choice to me. It probably won't affect me since I never did tons of quests in a day, but it just artificially makes trader progression a bit longer for minmaxers.
  2. I noticed that the dire wolf has a decent chunk (about 300-500) more hp than a zombie bear. Is this intentional? Seems a bit strange? They also don't seem to flinch when getting shot, just continuing to attack through it. Just kind of curious.
  3. Okay, so I just managed to clear vanity tower on my agility/bow build on day 11 in the burnt forest. I'm level 23 with a mix of primitive and tier 1 gear, took me around an hour to clear. One thing I'd like to note is how bad the rewards were. Most of the poi didn't have much loot other than food, and the final hardened chest only had ammo, schematics, a food bundle, and a quality 2 knife which was only a tiny bit better than what I have now (and some stuff I could sell). I think higher tier pois need a bit of a further loot increase. It doesn't feel like I was rewarded for taking the risk of clearing such a large poi early. I just went slow and got through it eventually. It was a fun experience, mix of stealth and loud fighting, but the actual reward wasn't very good. I think I would have recieved better items by going through a few tier 2 pois. So my feedback would be to make the poi bonuses a bit more impactful for tier 5's. Another thing I've been noticing are the new road intersections and bridges, Love these! They add some very nice variety to the roads. Roads and paths also seem to be able to better carve through hills, which is also really neat.
  4. So, the athletic set says it's a light armor. There aren't any light armor perks/skills anymore, though? Seems a bit off to me that its the only armor category without any perks.
  5. I think the first horde night was a little bit too difficult? It wasn't impossible, and I managed to survive since I set up the poi I was holding out in, and had supplies, but the zombie spawning never stopped. I'm on default settings (other than using nomad difficulty), and it felt like it would have been better to just wait on the roof instead of fight the horde like I did, since I never seemed to do anything to their numbers despite killing many. I was using a bow, and it'd be so nice if at some point we get an auto arrow pickup. Most of the arrows I used in the horde despawned from what I can tell, (they'd go into the dropped item bag, but by morning, all of the arrows would be gone) it'd be nice if more of them didn't despawn. It also feels like the markup on some trader items is a bit too much. At the stage I'm at, I find quality 1 armor pretty frequently in tier 1-2 pois, but its 3000 dukes at the trader. Given the super low stat bonuses for low quality, this is far too much in my opinion.
  6. So, will the other new animal models be added for stable? I think some still are using the old models. Also, all of the new dismemberment stuff is cool and all, but crippling an enemy's limbs is still extremely rare outside of instakilling them. Even if you stab their leg 10 times, they probably won't lose it. I think dismemberment needs to be less luck based, and more focus based, because as it stands as far as I can tell, its just a % chance that gets greater the more you invest into an attribute, which sucks early-midgame when you just can't target limbs 90% of the time. I've also noticed lots of zombies stuck in blocks/floors, and that a lot of windows and holes in walls (despite being 2 blocks large) can't be passed through without crouching, and I don't recall this happening in a21. It's been getting to be a pretty frequent occurence, at least for me. Not sure if its a bug or some issue with the character system, I don't know.
  7. One thing I noticed is that there seem to be less roaming zombies in the area I started in. Could just be anecdotel, but it made exploring at night still feel risky as ferals are very dangerous early on, but not quite as annoying with zombies constantly surrounding me in a sort of circle like before. Anyone else feel like less zombies spawn in this manner? I actually like this quite a bit, makes it feel more abandoned, and if you do see something, it feels more meaningful. I also find the brightness a lot better. I see people saying it's too bright at night, but I honestly I kind of like it (that's only what I think though, could be a wrong opinion) 😅 I got some points invested into agility as I wanted to try a bow build, ended up getting a no encumberance at night book, the book that makes trash not make noise, and night vision goggles. Been having a lot of fun in the earlier pois at night with this setup. Not completely safe either, as while it seems zombies lose me more easily now after being seen, they're tankier, so when I get spotted, it's a bigger threat. Does seem that random zombies from the street will see me somehow and not lose me despite being sneaking inside of a poi. Not 100% on why. (Man I hope key racks eventually just unlock doors and don't force them to stay locked in an open state)
  8. Right, that makes sense. Thank you!
  9. Some initial thoughts -I think crawlers and dogs are a little bit too tanky right now -Very happy with the challenge system. Massive improvement over the journal system. -New trader progression is great. The traders also make sense where they are biome-wise. -Some of the character faces look a bit strange. -The interfaces seem to be somewhat buggy/laggy. A lot of stuff doesn't show up immediately, -Some sell prices seem a little too disproportionate, like how you buy cooking grills for 600, and you sell them for 4 dukes. -Not a fan of the news/ad section on launch. That seems like something you'd see in a live service game. -Since the outfits don't have a seperate top and pants, there isn't too much customization/fashion opprotunity -There's some clipping with hair or armor pieces (still a major improvement) -Animations (both third and first person) are much better, most notably the drinking from a water source animation is an absolute massive improvement. -Third person reload sound bug was fixed! -Albedo variants add some nice variety. I'm sort of curious how they work, is it like a layer put on top of the normal zombie models? Or is it like a decal? -New road decals and props are always good -Trader voice lines add a lot more personailty -You can place blocks on road lines -World gen is somehow even faster Looks like a solid update so far, though I've only played for a few ingame days, so it's fairly early on, and nothing I say really holds any legitmacy. Even if there are problems/issues, I appreciate the devs for releasing this, and I'm sure it was a big and challenging undertaking.
  10. Was there a eula before? Or is that new? Not a fan of having a merch ad built into the game. Just loaded it up first time after the update, man I hope we get more faces because I can't make my guy look right, also is moustache 1 is the same as 2? Anyone else getting that? World gen seems a lot better now though. Is there new forest ambience? If so, I'm liking it a lot. Also noticed I cant craft something immediately, even when I have the materials. I have to either re open the menu or change to a different recipe before it lets me craft. Interior lighting looks a lot better. Not too dark anymore. I wish they changed the key racks to leave the door unlocked. Having them locked open after clearng a location is kind of annoying if I opt to fortify the poi, and it just lets zombies in. I'm honestly starting to think the trash lootpool is kind of overpowered? You get lots of resources, sometimes magazines. I'm noticing I can't see armor stats when I see the recipe for the new armor, only the required items and the description. It'd be very good if we could. Got a feral in a tier 2 poi on day 1. That might not be new for 1.0, but that seems like way too much. Really liking the challenge system. Great improvement.
  11. I'm a bit concerned about the zombie hp buffs. I just saw a video about it, so I'll withhold judgement until I give it a try, but some of the tanky zombies are already ridiculously tanky early-midgame, espescially given the low stamina capacities early on. Rage mode already made fighting tanky enemies very frustrating (at least to me), having to disengage and re-engage constantly in order to avoid hits, dragging a fight out for longer, and often luring in even more enemies. Espescially bikers given their insane running speed. The combat isn't anything super engaging doing repeatedly imo (espescially with melee) so having fights take even longer immediately gives me a bit of a bad feeling. I hope the other balance changes and armor buffs helps to counterbalance this, but I don't know yet.
  12. Hypothetically, if you could add one new thing to the game and remove something already existing (no matter how small) what would you choose? Just curious.
  13. Yeah, good point. The animation isn't a big deal.
  14. I think the shared animations also somewhat messes with the uniqueness of the zombie, since I (believe) the demolisher, the mutated zombie, and another normal zombie share the exact same animations. It sort of feels like all of the special zombies are either goo spitters, or exploders. Unfortunately, I'm pretty(?) sure spider zombies can't even climb up walls anymore, which sort of amplifies the problem. Generally I don't come up with good solutions, so take a massive grain of salt, But I'd enjoy something that can be responded to by players. As it stands, I find the current acid pools frustrating, and the animation is no different from a zombie stun animation, and the cop acid pools do no damage, but these do, so I'd personally do away with acid pools altogether. My idea involves them charging/telegraphing for an attack which releases a toxic mist when complete. This would buff nearby zombies with increased speed and block damage. If they're hit during this chargeup, the attack would be interrupted, and put on a cooldown. When used, this attack reduces the zombie's HP by 50%, so they can't spam it too consistently, or stack too heavily; potentially killing themselves in order to bolster a horde. Maybe fits the idea of a mutated abomination that does something unexpected. A slight green haze/trail/particle effect around the zombies' heads could denote the buff, making it more clear to the player which zombies are buffed and which are not.
  15. What I found a bit confusing with last night's dev stream was the big deal about showing fps. Sure, it definitely wouldnt demonstrate the performance of the people watching, since everyone has different machines, and the stream and such, but at this point, everyone's hyped up for the release, you can't really blame them for asking questions. The performance at this point is kind of a meme, and not showing it, even if it wouldn't demonstrate much, wouldn't be a big deal. Funniest moments have to be when Fubar just gives a dead stare straight into the camera. He looks like he's possessed. (Not trying to be rude, it's just really funny to me) I only caught the first hour or so of the stream. Looking forward to watching the vod!
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