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Laz Man

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Posts posted by Laz Man

  1. 2 hours ago, Teezer said:

    Ok but there is a misconception here from TFP : moving the base.

    Moving from biome to biome with his whole stuff is just a freaking pain in the ass, early vehicules are slow and carry nothing. I don't mind moving my base 1 time, but if we follow TFP logic it's like moving his base at least 2 times (and it's worse depending of the map style) it's a nope for me (unless they implement something like a trader service to move his stuff for some bucks).

     

    Concentrating big cities in wasteland is a good idea, but once again they did half the job and we will struggle to follow this line due to the lake of QOL

     

    I understand the desire to pack up your entire base to change biomes.  However, there is no rule against having multiple bases.

     

    In my last playthrough, I had 2 separate bases, one of which was my main base where I chose to hunker down for bloodmoons.

  2. 12 hours ago, Riamus said:

    For me, with default settings, I was lagging more than in A21.  However, since my settings were changed, I can't say for sure if the defaults were just skewed from what I used before.  But I found that on my lower end computer, I could set Vsync to half (capping FPS to 30) and get very smooth gameplay with almost no FPS loss with pretty high graphics settings, so I think there are improvements overall.

     

    ---

     

    Thoughts on 1.0...

     

    • Great lighting improvements, but too light at night or in dark places.  I know people complained about it being too dark, but you should need a light source in a dark location.  Right not, you never need a light source in the game and that makes no sense.
    • Toggle for run is wonderful.  It did bug out on me and require a restart in order to run at more than about 10% faster speed but couldn't reproduce it.
    • Bicycle sounds are HORRIBLE.  Please, please, please remove.  The original "clicking" sound of the chain is still there and is fine.  But now we have some kind of thrumming sound that I guess are intended to be you pedaling but is sounds really horrible.
    • Traders opening at 4am is nice to reduce night when you have nothing to do but not really necessary, imo.
    • FSR Ultra settings work well, though the first time I enabled that, pictures on the walls would flicker light/dark as I moved around the POI.  When I disabled it and then enabled it again, it worked perfectly.  Not sure what the deal was with that.
    • Reflections seem to be improved, though they still have a delay to them so that when you stop walking, it'll take close to another second before they stop changing, which looks  bad.
    • I've seen a few new POI and those are nice, though in one of the new (or updated) tier 1 POI that has a wooden beam across the top of the garage to walk across to get a crate, the beam breaks immediately when you step on it, making you need to either jump up and down to break the crate open or else build something to stand on to reach it.  I think the stability of that beam is bad.  I think the POI was Black Bus Mechanical.
    • The tier points per quest and the total tier points displays are a nice addition.
    • Jumping onto ladders seems to be worse than before.  Sometimes, I can't seem to grab a ladder when the ladder is 2 blocks off the ground.  After a number of attempts, I finally let go of forward as I reached the ladder and it grabbed the ladder but I was not against the ladder.  When I pressed up/forward, it moved to the ladder and then up the ladder.  After that, it grabbed each time.  Seems like some issue there.
    • Some paints removed, but no new ones that I noticed.
    • The shared quests only increasing tier points for the quest owner is a pain.  I understand the reasoning that you want to slow down groups from completing tiers, but it makes sharing quests kind of pointless.  The quest rewards are minimal now, so doing only your own quests to speed up your own progression just makes sense now, which I don't think is a good option.

     

    All in all, a good update so far. 

     

    We are aware of the ladder issue.  Thanks for the feedback so far.

    Wait until you guys meet trader hugh....he's a new favorite among several folks around the office.. 😅

  3. 7 hours ago, Doomofman said:

     

    Nah, I just saw an instance of a quest zombie wandering about the POI before the player entered. Could see the dot moving on the compass two so it wasn't a wild spawn that wandered in. Once the player shot it, it trigger the first room of zombies to agro

     

    Here's the clip....

     

    Let's just say, this is just the beginning. 😆.  I don't want to steal Faatal's thunder. 😎

  4. 1 hour ago, Riamus said:

    I'm thinking the same thing here.  If you only get the legendary parts in high tier POI, you will likely never craft any tier 1 quality 6 equipment and probably rarely any tier 2 either. 

     

    There is a rare chance to find them in loot.  In my last default playthrough up to 14 days, I think I only found one.  Others in the same time frame had found more than me.

  5. 1 hour ago, FramFramson said:

    You know, all the talk about new triggered one-time events reminded me to ask:

     

    Is the fact that the propane tank at Scarecrow Farms* explodes if you so much as look at it funny from the street actually an intentional scripted event?

     

    *(I think this is the POI name. The one with 4 trailers for temporary farm workers and the very dense cornfields with only a single living cornstalk.)

     

    Yes

  6. 53 minutes ago, Adam the Waster said:

    Hope this means we get some changes too stuff like poi triggers.... music at the wedding area for example 

     

     

     

    We have talked about something like that.  Hopefully we can have some of that in the next update.  There may or may not be an audio easter egg somewhere out there in the world in 1.0. 😎

  7. 5 hours ago, Chaton Noir said:

    TFPs, do you plan to further improve the sounds? The game changes and gets better every year, but the sounds mostly stay the same. Zombie sounds are outdated and boring, besides there are very few of them, there is no variety. The sounds of weapons and vehicles are very bad.
    I was pleasantly surprised by some of the sounds you showed in the video showing the console version, especially the sound of thunder. Now thunder is 100 times better. I was also pleased with the other new sounds and the fact that you are finally doing this.
    But will this continue? Many sounds need to be updated. The sound spreading system also needs to be updated, because now it essentially does not exist. Now there is only a distance factor that affects the volume of the sound. That's all the game has to offer. Even the blocks don't affect the sound. Do you ever plan to devote more time to these Questions?

     

    I know that there have been mods for sounds for a long time. One of the modders even plans to make different sounds for weapons depending on the distance and being indoors or outdoors. But you could do it at a more advanced level, and please everyone, not just those who have installed mods.

     

    If you missed it during the streams, inventory sounds got a pass for 1.0.  Our new audio guy is doing great so far.  I am sure there is more to come in future updates.

    1 hour ago, Doomofman said:

     

    Pretty sure there was an example of this in the third dev stream. Lathan pushed a button and instead of opening the door, it just unlocked it so he could open it himself like a normal door. Though if I remember correctly, one of the devs posted on here that it was on a POI by POI basis rather than something just rolled out automatically to all doors operated by buttons

     

    Level design has a way to now "unlock" locked doors now so they can be open/closed by the player afterwards.  Not all triggered setups will have this as it will depend on setup where the trigger is used.  In most cases, players will start to see those "quick exit" doors at the end of POIs have this feature enabled.

  8. 3 hours ago, zztong said:

     

    My guess is it is either a cooking pot or air, but if they want to spice it up there could be a chance of a cooking pot bomb. There aren't placable grill or broken cooking pot blocks unless TFP had added them to the game.

     

    Someone proposed a chance at a cooking pot mine chance but that is troll move that would likely frustrate most players.

     

    Edit:  Would be an easy mod to add if someone wanted the extra challenge.

  9. 1 hour ago, faatal said:

    Highest and High are 3, 26, which are the ones we are trying to fix before experimental. Those numbers generally go up at first as it usually takes less time to find bugs, than fix them.

     

    In some cases you fix a bug, but then it comes back to you. Like I fixed the mountain lions rear end jittering when turning, but then they found a case where it does it when sliding around cars, so have to figure that one out. Cue funny remarks...

     

     

    200w (12).gif

  10. On 6/7/2024 at 1:30 PM, SnowDog1942 said:

    Any chance in a post 1.0 update there could be multiple elevations in a city/towm?  

     

    There might be something related to this on camera at one point of the 2nd dev stream for those who have a good eye.  Happy hunting / theory crafting. 😎

  11. 8 hours ago, FramFramson said:

    At this point, if you really can manage 2-3 new block font sets (I know folks have concerns about too many blocks being added), the POIs are going to look bananas good. Right now that stuff is standing out REALLY REALLY hard, but even the slightest amount of variety would go an extremely long way towards fixing that.

     

    Better yet, 2-5* Large Signboard blocks maybe? Just a bigger, more formal version of the writable signpost, with a choice of maybe a dozen fonts and pickable textures for both text and background? Absolutely would be more work but could revolutionize POI appearance across the game and actually lower block counts. Especially if you can decouple characters from being forced to always be 1 block in size.

     

    *Okay, maybe more than 5. Would probably need 1x3-1x9, and maybe a 2x6, 2x9, and 2x12? Would be 10 blocks in total, maybe a couple more sizes for a dozen.

     

    Even just a more modest implementation with only a handful of larger and more formal signposts would still have very broad use cases. And the game already has fancy signpost blocks in the traders. The difference here is so stark!

     

    image.png.1f2b234019fea1a0910c1afd46b4c833.png

     

    image.png.7118115b905cfbe638e9831dc8735928.png

     

    Not expecting anything for 1.0, especially since a large number of POIs would need retrofitting (simple, but tedious). But the effect would be dramatic and very wide-ranging.

     

    We have some plans for "sign" tech.  But not for 1.0.

  12. On 6/3/2024 at 10:39 AM, dcsobral said:

    On a related note, do the remade vehicles support dye? And if they do support it, is it the same level of support as up to alpha 21 (lacklust, in my opinion) or has it been improved upon?

    I haven't looked too closely but they appear to support dyes like their older versions.  For some reason, I never liked the idea of having a bicycles in the game (maybe the idea of seeing a heavy armored player on one just shatters my immersion lol).  However, that opinion has changed with the new look.  All of the vehicles have more character in them and the visible changes to them when you install mods is "chef's kiss."

  13. 7 hours ago, Professor-Pip said:

    Precisely. I got the impression that when you are not actively driving your character, ie whe it's in a rest state, they will generically look around. If there is another player or zombie nearby, they will look in that direction. I think that's what was happening to Manny when he was just standing around while the Pimps were chatting. He would look at the camera and then turn his head, look at the camera then turn his head again. I could be wrong but I think this was what they were referring to as the "look at" system. 

    It will really only matter in multiplayer, to make the characters look less stiff and wooden.

     

    Pretty much this.  It's a subtle head and eye turn I believe.  It used to be more obvious before but I think it would lead to alot of comical moments thus reigned in.

     

    Would be great if we did a bloopers video one day.  So many hilarious moments the public may never see....😁

  14. 1 hour ago, Riamus said:

    One more thing from the dev stream I noticed that I forgot to mention in my summary earlier is that the characters blink far too often.  And the blinking looks like it could be on a timer since the blinks seemed to repeat the same way each time... a couple blinks close together, then a couple blinks with a bit more delay between, then repeat.  Much better if they were on a random timer, not just a static one with some different delays built into it.  But maybe it was random and just happened to look like the same 4 or so blinks repeating themselves.  Either way, the number of blinks is what really looks wrong.  If someone's blinking that much, they should either use eye drops or see an eye doctor because that's way too often.  I do like that they blink, though.

     

    Allergies is a big thing in the apocalypse....😅

  15. 1 hour ago, Teteria said:

    5 am in my TZ and felt asleep several times.

    I understood this as we are getting 3rd person camera? The characters look so good now.

     

    Currently, no.  They used debug commands to go into 3rd person during the stream to show off the new character system and armors.

  16. 1 hour ago, User said:

    I'm not sure how I feel about how completely different some of the female armor sets are. Some of them look like completely different sets. A lot of the male sets look really sick, I don't really play female characters so its not a big deal, but it kind of feels bad to me, IF thats how they all are. Like I said, I didn't catch too much of the dev stream, so I could be wrong. I hope the raider set doesn't change based on gender since it looks sick. I'm sure nobody else cares, but those are just my thoughts.

     

    I very much hope that the assasin set we've seen is not gender specific/too different as well, because the male variant looks cool.

     

    The new characters really make a lot of the game (espescially the hud, trees and ground textures) look dated, since the models are so detailed. But the characters themselves actually look better then I expected! In future, if webcams are causing issues, they could disable them during gameplay. 😅

     

    I think most of the sets look the same on males vs females.

    38 minutes ago, MechanicalLens said:

    I'm quite curious about two things. First, the proposed "more difficult (early game only?)" horde nights. I'm intrigued to see how this will affect horde every night playthroughs. Will the first horde last until dawn? That would definitely shake things up.

     

    Yes, the first couple of bloodmoons should last until the morning now.  I started a playthrough recently and enjoyed it.

    41 minutes ago, MechanicalLens said:

    Secondly, the trader nerf. Unsure if this relates to quest rewards, or their stock, or both. I'm cautiously optimistic about this one, but very skeptical - the same goes for the proposed "70+ hours until you reach endgame" claim. Going back to the former topic, will quest spamming still be a viable strategy or will that be artificially locked away? (i.e. limited quest hand ins a day.) How would they nerf quest rewards, I wonder? Will quality be gated behind loot stage, game stage, or trader stage, so rushing to T5 quests will only net you junk? Will they remove gear from quest reward options, or make them low quality level only? Extend the amount of quests in-between tiers? More than one of the above?

     

    Balancing is still ongoing.  However, I can confirm that trader rewards are not as strong as before.  For example, Duke rewards are less compared to A21.

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