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Laz Man

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Posts posted by Laz Man

  1. On 8/7/2023 at 5:18 AM, Roland said:

    You shoulda drank more Dr. Pepper, Joe. It is the elixir of life and you can always trust it. It's a doctor.

     

    Brilliant!  The next game needs to be called 7 doctors to survive!  😅

    12 hours ago, Callum123456789 said:

    cool to come out to say that thank you for helping refine the game and creating an experience that is at best bug free for users :)

     

    For some reason I read that as "bug free like it's users" 😅

  2. 8 hours ago, Dreyseth said:

    T_Joel.thumb.jpg.a413536a77a20f0c24e28b4d968d70a9.jpg

     

    Trader Joel is struggling to pay the bills; he always comes up a little short.
    Secret Stash may be gone, but Trader Joel will do special deals under the table.
    Trader Joel apears to be ahead, compared to the other traders.
    Trader Joel is very wise; he tries to see things from different perspectives.
    Trader Joel is a prominent advocate for Learn By Praying.

     

     

    He's probably reaching for his shotgun considering you walked up with a knife in your hand...🤔

  3. 7 hours ago, mstdv inc said:

    @Laz Man @faatal

    This is the second time I have encountered this problem.
    There is a hidden setting in the world for the maximum number of objects that are simultaneously placed in the world.
    During a level 6 (5) task, if a screamer appears at the moment when you are approaching a large area of the appearance of entities, it will spawn two or three more screamers, and those, in turn, will spawn two dozen zombies, those entities that were supposed to appear in the task will be destroyed. will not be displayed from the moment they reach the maximum allowed limit.
    I came across this now while going through the Invasion quest at Dr. Karen Hihashi's residence.
    Just when I was in the room with the last loot, 4 screamers and 2 dozen zombies appeared. I killed them and took the last loot, but the task didn't count.
    I went through the whole route again from start to finish, but nothing has changed. And only at the moment when I entered the zone with the activation button to open the last room that I had already activated earlier, the necessary zombies appeared.

    Perhaps it is worth disabling the "area heat" for the duration of all quests of the 5th and 6th levels for the corresponding POI? Or stop spawning screamers for the same period.

     

    There is something in the works that may help in that scenario.  Stay tuned.

  4. I watched part of GNS's video on the county jail and can confirm his POI / map is somehow bugged.  My best guess is he had sleeper volumes from an old map or version of the POI and somehow they persisted into his map. (That POI received several improvement updates during experimental > stable) He was even getting double spawns in some cases which created quite the chaotic experience.

     

    In comparison, Glock9's t6 infestation video on the jail was more accurate to the experience of that POI (despite him taking an alternate path to the final loot room).

  5. 4 hours ago, theFlu said:

    I've done it as an infestation, for the previous trader. I dunno; the place was a lot more full, but I don't think the end room was much worse. It's been a while and I did build myself a ladder, and fought at that jail door I took a few swings of the pick at in the vid (11:39). I wasn't even planning to open it this time, just pointed at the sane way to do the fight there ... "you could just bust this open and be fine" :)

     

    But yeh, they kinda missed an opportunity there, the last fight should've been in a shower room for maximum immersion ... :)

     

    I've seen alot of player strategies so far and they are all fine.  Glock9 recently featured the prison and he used a junk turret and contact grenades to help tip the odds in his favor as he kites zombies around.

     

     

     

     

  6. 2 minutes ago, métaphore said:

    Come on dude, go back to my initial post, then take a big oxygen breath instead of brainfarting all over the place ;)

     

    If you read me well, I was only pointing to Riamus the fact that the early game feels quite different in A21.1 compared to A21.0. And pointed it's due to loot tables and recipes changes, while Riamus said that he was skiping this update because he couldn't see some bug fixed and didn't find any reason for an update.

     

    I'm not asking for any "fix" (or whatever). I'm simply pointing to him that it takes now 300 pieces of clothes for crafting a full set of Q1 padded armor (instead of 30), which, considering the difficulty settings I'm used to, is one of the mandatory thing I'll do every single time I'm restarting the game (permadeath, you know?).

     

    And beside from crafting armor, before night time, I'll have to find the City, its commercial neighbourhood, a Crack a Book store, a safe place for the night, a cooking pot, several chickens for feathers and meat, stones and wood for arrows, murky water for not dying immediately of thirst, etc. (as I can't buy anything from those non-existant traders in my world)... while also avoiding being killed by any loose dog or City feral zombie and, by the way, any regular one as they are all running during day time, hitting hard and taking a lot of hit to go down...

     

    When first day is 7.00 to 22.00 and each game hour is 2.5 minutes of real time, I've got exactly 37.5 minutes to complete that... while having currently to gather 300+ pieces of cloth. So yes, I'll have to adapt and certainly change my routine. Won't you agree?

     

     

    Thanks for sharing the details of your no trader playthrough in regards to the cloth change.  Its a fun challenge to attempt and curious to hear how folks are adapting to it. 

  7. 3 hours ago, theFlu said:

    Thanks!

    For the quality of the POI, in this arcade sense, it's pretty spot on. I have my gripes with the triggers etc, but those are about design decisions.

     

    I kinda felt bad about the wood blocks at the first pulls when I realized the zeds are just coming from the roof this time; I've had a much worse spawn there, it might've been changed or I was just lucky. Decided not to cheese further at that point.

     

    The last room feels like it should've killed me about three times when played like that. But it didn't. Some of that might fall upon 3m parkour confusing the zeds, I wasn't jumping for that effect, but whenever I jump, something goes in Destroy Area -mode. For the rest, the zeds seemed to have somewhat of a hard time figuring out the pathing - ye, some are trapped in cells intentionally, but the ones trapped by the staircase should've been more of an issue.

     

    For the run, well, I should've brought contact grenades, would've worked fine in all the places I used any and would've been nice in couple of places. But it worked out running like a headless chicken :)

     

    Kudos for committing to the final fight and coming out on top.  💪

  8. 4 hours ago, RipClaw said:

    But that seems to be missing in the end room of the Navezgane County Jail or I am missing something. I know that there is an door that can be opened in an office in the upper area, but you have to know that first. Otherwise I don't see anything that gives me a break or an opportunity to reload. It is very easy for the zombies to push you into a corner in this room and because you bleed so easily in A21, you can hardly see anything. And since you enter the room through a hole in the ceiling, there is no way back.

     

    In Navzegane Correction, on the other hand, you can make very good use of the prison doors and fences to give yourself a bit of breathing space and so that groups of zombies form which you can then fight effectively with grenades, pipe bombs or exploding arrows/crossbolts.

     

     

    There are a couple of elevated positions (including the pillar you drop in on) that will save a player a few seconds.  There is also 3 areas you can sorta loop the zombies around if you time it right.  One is in a cell, the other is in a store room, and the last one in the reception room.  There is also a hidden "last stand" secret but not going to spoil that one... 😉

    4 hours ago, Old Crow said:

    That would be cool! If it worked. They follow so closely there, there's no time to try and hide, and getting 15-20 rad zombies and ferals thrown at you doesn't really give you time to think about shooting out lights (they still see you anyway).

     

    The shooting out the lights idea is more of a preemptive idea for players who like to do the hide and sneak Meta.  

    2 hours ago, theFlu said:

    Not really; being in a beam of light does reduce your stealth, but once you've agroed a trigger room it wouldn't do much. I think Laz might be dreaming of a new mechanic based on the current ones, though...

     

    Yes this, it would be nice if there was an easier way for players to "turn off lights" if they want to take full advantage of the hide and seek Meta.  Light and noise is the biggest factor in evading zeds, even those from a triggered volume.

  9. On 7/15/2023 at 6:58 PM, Roland said:

     

    I just mean that the open areas are designed for running around avoiding zombies as you battle them. But, yes, plenty of ammo and plenty of medkits are a must.

     

    That is correct.  In the jail, there are alot of things in the environment to take advantage of to even the odds.  You can even run and hide in dark places in some of the triggered volume setups to regain stealth and continue silent killing if your willing to invest the time and effort.

     

    It would be cool if there was an item / perk / effect to make the zombies have a harder time finding you (e.g. shooting out a light, etc.) 🤔

  10. On 7/14/2023 at 4:04 PM, Silverjohn said:

    I know some of the old grognards have been asking for more of a challenge but I've noticed that a few of the new A 21 POI's seem unreasonably difficult for the mission tier they've been assigned.   (If you reply to the thread please keep in mind new players to the game may not have your level of experience and expertise and we don't want to drive off new players with unreasonable difficulty spikes between one POI and another;). 

     

    If anyone else has found this to be true as well please add to the list with the POI name and the reason why you think it's been incorrectly rated.  For example:

     

    Camp Carwal

    Tier 1

    The last loot room requires you to drop through a one way hatch and automatically triggers two regular zombies and a lumberjack in an enclosed space.  I've had this happen on two different characters and even on Nomad difficulty.  A lumberjack is doable in a Tier 1 if you have room to kite it but penned in by the room clutter and two other zombies it's a quick death.

     

    (Edited for spelling.)

     

    Thanks for the feedback on camp carwhal.  Will share it with the designer. 

  11. 10 minutes ago, Annihilatorza said:

    Thanks for the reply but this happens on the best hosts available, it's not an isolated issue and has been an issue for years now, but as I said game is in Alpha and network does need help.

     

    The network code saw some improvements in A21 so it should be better then A20 at the least.  If possible, please submit a detailed bug report so we can take a closer look at your specific case.

     

    As a side note, the QA team often has a long term dedicated server they use to test out multiple different issues, group play and stability being just a couple.

  12. 40 minutes ago, Scyris said:

     

    A21 brought back the old a16.4 dog wandering hordes. They only appear if a wandering horde is due to spawn on very specific game stages, 2 of these being 20 and I think 34. So if your game stage is around there and you haven't had a wandering horde in a day or 2 be ready. If anything the a21 ver of the doggo horde is worse than a16.4 as in a16.4 it was static, every game on exactly day 5 you'd get the dog horde around 2 pm ish. So you could be ready for it, but in A21 its GS based so partially random. Sometimes you don't ever get one, some games like my last game I had 2 in the first 8 days.

     

    If my memory is correct, the chance at a dog horde was pushed back to a later gamestage as in A20 it could happened way too early.

  13. 30 minutes ago, Slingblade2040 said:

    For the next update can the devs please remove the high block damage from the shotgun shells and slugs? I mean we have breaching rounds not sure if people actually use them but they are there for some reason.

     

    Anyways It makes it a freaken pain using shotguns during horde night or even in PoIs in general because you can end up destroying loot containers. We want to use shotguns to kill zombies not our base and loot containers.

     

    Regular shells shouldn't shred blocks as much as they use to already.  Have you tried them out?

  14. 1 hour ago, Kiern said:

    Yep, but I have run into them just making my way from the tutorial spawn to the trader, in the middle of nowhere, in the forest biome, during the day, on normal difficulty.  One was in a destroyed building in the middle of nowhere.  It wasn't even a POI.  The other was shortly after leaving the tutorial area.  I saw one walking toward me and thought I would get some XP, and walked toward him.  He started sprinting at me and then I saw the yellow eyes, and I panicked.  I have seen a few others, but they were a little later on.  

     

    Do you recall what map you were playing?  If so, what was the size and seed name?  My guess is you spawned in the forest biome but somewhat near the border of the wasteland biome which would explain the feral and destroyed building that you saw.

  15. Anyone build any cool horde bases in A21 stable yet?

     

    Here is my meager uninspired base in my recent A21 stable playtest.  Crafting base on top of gas pumps.  Horde base in truck trailer.  Needs some paint but will call it the "Fizz Cola" Kill box... 😆  Coming up on day 7 on default settings so should be more then enough I hope...

     

     

     

     

    A21.0_2023-07-03_09-00-09.jpg

    A21.0_2023-07-03_09-00-17.jpg

  16. It's definitely been a wild ride.  It's heart warming to see so many gamers enjoy a game despite their many differences in opinions.  

     

    I understand how tough it is to wait for more content instead of updated systems and visual upgrades.  The team has to finish all of the promised kickstarter content first before considering adding other content.  For example, our art team would love to add more zombies and/or variants and has some ideas but their main focus is on finishing up the bandits and player character system.

     

    Also, Imagine the wait our console bretheran has had to endure as well.

  17. Yes, the commercial an downtown districts within cities have harder zombies such as ferals, cops, etc.  Going into more difficult biomes will also increase gamestage difficulty which translates to ferals / radiates sooner then you are accustomed to seeing them when compared to previous Alphas.

  18. 28 minutes ago, meistadieb said:

    I got the same problem with the "no trader found". I already modified the Quests.xml, removed the Quest and gave it back to me again. Didn't solve it, it still shows "no trader found". Can anyone explain how to deal with this? I had this already on three random generated maps (default configuration for generation).

     

    The game tries to find a trader in the forest biome for the starter quest.  If your map has little or no forest biome, that could be the problem?

  19. 3 hours ago, Lasher said:

    Yet again - just another pathetic knee-jerk TFP response to problems of their own making.

    There doesn't seem to be much thought or planning as to any of the effects of the systems that they introduce these days - it's just throw it at the wall - see what

    sticks and if players start to make use of any mechanic find a way to hit it with the most utterly dumb nerf bat you can find.

    The result? More knock on effects that require more idiotic "fixes"

    I loved this game - I still do - but now I only love the A20-modded-to-hell version to fix all the mechanics that my group hate.

     

    I don't really know what's wrong over at TFP - but something certainly is - I don't know if it's laziness, incompetence, bad planning, mis management or just a good old case of "weve already got the money so we just don't care" - maybe a combination of all of them.

    As for thier attitude towards anyone who doesn't like it - well I think we've all seen quite clearly how that goes.

     

    Good luck with your next game TFP - because if this is how you treat your audience I'd be surprised if anyone touches it with a barge pole.

     

    Hey I undeterstand getting upset when you read something you don't like or disagree with but no need with the name calling / toxicity.

     

    People asked questions and Faatal and I explained why respectfully and this is the response you give?

     

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