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Laz Man

QA
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Everything posted by Laz Man

  1. Would be great if the traders at least wandered around their POIs. If I ever get the chance, I would love to make a trader POI of any of the existing traders. That way it might be more believable when you bump into another Jen but in a different POI....😄
  2. The definition of NPCs is very subjective. For me NPCs are non playable characters that add life and character to the game worlds they exist in. Could they do more? Sure, but that doesn't take away from what they are imo. Rekt and Jen are probably this games best NPCs. Rekt triggers hatred in most players while Jen "triggers" people's inner Snowdog....😁
  3. I believe dymesh is set to "land claim only" by default due to its performance impact. What that means is you will only see updated distant imposters within your land claim area unless you change this setting. Also, dymesh has nothing to do with the zombies.
  4. Not sure what numbers he used but you could try just increase the min/max tile count for the downtown tiles while reducing all of the others.
  5. That the one where you exit through a cellar door? Let me know what your perk allocation, any game settings and any other pertinent info. so we can hopefully reproduce. Thanks.
  6. F11 screenshot of the POI please. Maybe there is a bug.
  7. Has anyone in here actually tried stealth (perked) with attack volumes (feral sense off)? Light and shadows is very important now. The zombie will wake up but they may not see you if you manage your light, shadows and noise accordingly.
  8. No clue about nav meshes but probably to late in development to switch to a completely different system. Those who experienced earlier alphas can attest how broken spawning was before sleepr volumes. A player could run into the middle of the old hub city at coordinates 0,0 and attract so many POI spawns then drag them out into the street kiting them for blocks until the spawn limit was reached causing POIs all over the map to have no or delayed spawns. After being around since Alpha 6, my personal feel is that a balance of non questable POIs and dungeon POIs is the gameplay sweet spot. It allows some POIs (non questables) to be free-form multiplayer levels with many ways in/out and others (questable) to have a strong character / story.
  9. Sleeper volumes get alot of hate but without them, performance would be horrible and there would be no pacing whats so ever in dungeon POIs. Back in the day, there was only one big volume and all of the zeds would spawn in. Not only does this strain the max alive zombie count but also made clearing POIs pretty one dimensional. One reason ood movies and TV shows are entertaining is because they have good pacing and build up to a climax. A well designed quest POI will lead the player the right direction without having to relay on the red dots on the compass. Additionally, there is the orange dot for volumes that were missed by the player.
  10. Unless those 2 to 3 towns took up all of the real estate of the map?
  11. There should be min/max tile variables listed in the rwgmixer files for 6k/8k/10k world sizes that you can mess around with. Be warned though, modifying these values can seriously impact performance.
  12. Bacon and eggs seem to easy to make for a recipe? Just rename it to gluten free bacon and egg pie and update its icon. Immersion resolved....😁 ...or Pristine Bacon & Eggs (poached & un charred lol)
  13. I think they spawn at night even on day 1, since A19 or maybe earlier. You also get nastier biome spawns in the commercial and downtown districts.
  14. #DiggingGate again? I thought we were past that already. Personally, I'd rather faatal spend his time on bandit AI, getting water to work and maybe rafts working instead. Maybe the devs will be more open to more options after all of the core features are finished.
  15. In regards to new players, quests should be labeled and colored accordingly to their difficulty. E.g. T2 clear quest in downtown = Hard in Orange Color. I think there might be a difficulty rating somewhere in the quest journal but it might be easily overlooked and/or not listed correctly?
  16. We would like to but it depends on priority and time. We have no shortage of POIs to create / update. 😆
  17. Depends on what the AI does. If they can attack those blocks, there is still the trade off of losing an entire wall vs a 1 voxel space of block. So although you can cover a larger area, you are also somewhat more vulnerable.
  18. Hi Alsvior, Go ahead and click the red banner above and open a bug report. Zip up your prefab files and attach it to your report so it can be investigated further. Also, if you are running any mods, make sure to disable/remove them all to make sure none of them are contributing to the issue before submitting your report.
  19. I think the library looking POI was a crack a book that was removed at least a couple alphas ago. Dont know why it was removed. I do remember there being an SI issue with it. Generally speaking, the level design team doesn't just remove POIs without re-imagining / re-designing them. There are some exceptions though (e.g. several POIs that are basically the same with just a different texture/color). As a side note. I am currently updating an the older POI that was pulled a while go now....😅
  20. It probably has something to do with the powered player blocks. Try removing all of the player made smg, shotgun, dart traps, generators nd blade traps from the exported POI. Start a new game to test to see if that makes any difference.
  21. Yep, I am not surprised about the reactions so far to the changes to the crack a book HQ. If my memory is correct, the old one was so OP you could loot one and get bags full of books and schematics and be set.
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