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Laz Man

QA
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Everything posted by Laz Man

  1. For A20, POIs repeating for quests was improved but there are still some cases of repeats. I believe in A19, repeats were even worse (especially when logging off of the game and continuing later). Hopefully this will be improved further. Personally, I have been working around the issue by crossing off POIs I have completed on my map just in case I forget if I have already quested it or not. As far as non questable POIs are concerned, there are many remnants and tile specific POIs (food trucks, food stands, etc.) scattered across the world. These were specifically designed to not be questable so they are unlikely to become questable later on.
  2. Condolences on your build. Reinforcing stilt tower type POIs is very challenging. My best recommendation is to add additional support pillars/blocks from ground level all the way to the floor area where you live in to help prevent such unexpected collapses. Might not be the most immersive looking design but will save you alot of heartache in the future.
  3. There nice but I think they need to be missing a shoe or something...😅
  4. The road paint blocks are just placeholders. They ideally shouldn't be blocks at all. Hopefully, we can still get something better implemented before gold.
  5. I doubt anyone would want Matt's Monkeys....😅
  6. Don't forget about MOAR POIs. Just finished another T3 which will probably be for A21 at this point. 😁
  7. This whole aware vs unaware phase sorta gives me metal gear solid vibes when the enemies had question marks over there heads when they were alerted but not fully aware of the players presence lol... Maybe we need question marks and exclamation marks over the zombies heads lol....
  8. I was able to snap a short clip of it in action...😅
  9. In my opinion monster closet phobia is a result of older Alpha limitations at the time just like how back in the day almost every picture frame had hidden loot behind them. Although I dont believe they will go away completely the team has many more options to vary the experience. Personally, I try to setup multiple spawn locations per volume so each play through is not exactly the same. I also mixup my sleeper placement so some are exposed while others are not so observant players have stealth opportunities.
  10. Keep in mind there are several level designers and we do discuss combat pacing. We also discuss not over using specific setups so if you have specific POIs in mind, I encourage you to report them so we can take a look. For example, I think in A19 someone reported that one of the fire stations had too many attack volumes and it was eventually adjusted once the designer reviewed the feedback.
  11. Agreed. Keep those POI reports coming everyone so level design can at least take a look at specific setups. I will look at the Tier 3 clothing store loot room in a bit to see if I can see any improvements for the designer to consider.
  12. I think monster closets and drop ceilings can be believable as long as they are not overused and the environment supports it. For example, zombies dropping in from a ceiling from a compromised 2nd floor or a zombie falling from a ceiling vent and the player later runs across where the person / zombie possibly crawled in from.
  13. I am hoping we get one too. Maybe in A21 as there are still quite a bit of doors to update/finish.
  14. Do you have a screenshot of where that zombie that spawn besides you is? I don't see anything where this is obvious. Also, not all of the volumes are configured to attack, but do understand why you feel that way given the small size of that POI (T2) and the couple of attack encounters that are setup there.
  15. Have a POI in mind? Monster closets in general are part of level design and won't be going away but perhaps there are specific setups that are too heavy handed with them and/or not working as intended. For example, one of the motel POIs has the player drop in from a ceiling hole where the sleepers don't spawn in until the player hits the floor. This was fixed relatively easily once we knew about it. As Roland mention, stealth was updated in A20 so you will need to have more specifics on what you are experiencing. As a side note, with feral sense off and default difficulty I rarely experience many zombies swarming into POIs from the outside unless I didn't do a good job clearing the surrounding area before going in. (downtown areas and wasteland cities are an exception as their spawn rates are a lot higher).
  16. Yes and no. I think placing lights is important for base building but feel it minimizes the value of handheld and helmet lights. It seems like there is room to improve the current implementation of lights more then just adding another primitive one that would just further trivialize their use.
  17. Not so much immersion breaking as mounting a torch on something is believable but rather gameplay breaking. Being able to mount a torch on anything pretty much allows players to easily circumvent the trade off with holding a torch in your hand as a light source instead of a true weapon. Considering torches and flash lights can be used as weapons suggests at least some type of situational decision making opportunity. For example, do I use this torch/flashlight for increased visibility at the expense at having less damage and being detected more easily? This decision is made less impactful since torches can be mounted / picked up with relatively low cost.
  18. I believe that texture was updated to what it was originally intended for (a larger tan colored brick texture) Hopefully we will eventually get more textures since I believe a few low use ones were removed.
  19. Good point. However, if more light options get added, it would be nice to have some progression with them all. Maybe something like this could be an improvement. Hand Held: Tier 0 - Candle (low illumination) Tier 1 - Torch (medium illumination) Tier 2 - Flashlight (high illumination) And / Or Helmet Mods: Tier 0 - lantern attachment (low illumination) Tier 1 - Flashlight attachment (medium illumination) Tier 2 - NVG attachment (high illumination) Edit: I like the idea of batteries/fuel but left them off since it would probably act similar to food spoilage which had been previously ruled out in past discussions.
  20. Early survival shouldn't be about convenience imo. We need progression up to the helmet light mod imo. I'm sure some folks would even like light sources not lasting forever.
  21. Were you here when we had hoes? That was an extra step that was removed which many players missed alot. Hopefully the replanting of the seed is a nice compromise back the other direction.
  22. We will see, I am sure we make some bandit POIs at some point, maybe some elements of this could make it into one.
  23. You guys should try something like this. I built this in survival mode on our dedicated server back in A18. Saddly we never got to test it against bloodmoon. I might have the base exported as a prefab somewhere, maybe I can convert it for some fun.
  24. They already are with all of those damn lead weights in loot lol....🤣
  25. Ill just make 10 news stand POIs so all of the positive vibes will cancel out all of the negative ones.... 😅
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