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Laz Man

QA
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Everything posted by Laz Man

  1. No streamer weekend this week. Things are being assessed week to week. Hopefully will know more by Tuesday/Wednesday next week.
  2. Dear Diary, The QA team has spent the last few days trying to nail down a solid reproduction on 2 very nasty bugs. Both bugs cause a red error spam in the console that forces the player to have to terminate their game to recover. One happens when visiting a trader (not everytime) while the other happens anywhere. After many grueling hours, the QA team was able to isolate the issues and the programmers were able to get fixes in that "appear" to have resolved the issues. We got lucky with one as it involved a particular zombie being submerged in water....😅 On the level design front, a couple of us are working on roadside POIs. I just checked in the roadside checkpoint POI I was working on so QA can do their thing and provide feedback. It is a new T4 that supports all quest types.
  3. The quest list has undergone some improvements. I believe you shouldn't get the same POI in your list as often after completing one there previously.
  4. Roland and now Crator Creator have regular communications with the dev team so their estimates are pretty good. With that said, It is most likely not happening this coming Monday. Will see how things go for the following week. Keeping my fingers and toes crossed...
  5. Hey Falcon, not sure the answer but have asked some of the guys if they have any tips. Everyone is quite busy getting A21 experimental ready so might be awhile for an answer.
  6. Doors and shapes are 2 completely different things. Although it would be cool to have shapes that fragment like the new doors, it probably would be less performant then what we have now and too much scope creep at this point. Maybe the next game.
  7. Good evening everyone, Although I don't have a concrete release date for you tonight, I am to happy to share progress is still being made daily. Just today, a particularly nasty RWG bug preventing several POIs from spawning (including tier 5 POIs) was fixed. This bug was just uncovered yesterday and thankfully we were able to reproduce, collaborate and confirm a fix today. Just another potential disaster averted that the public would have never know about...😅
  8. Nothing embarrassing about new bugs cropping up. It's common for new bugs to unexpectedly come up due to another change. There is one particular nasty bug where the quest rally marker will disappear after it is activated (and not progress). Not sure if it's a MF but it's really annoying and would require the player to log off the server. Thankfully, one of our testers may have stumbled on the cause so that one might be fixed in our current build now We are definitely getting closer day by day, just have to cross our fingers no more unexpected MF bugs crop up... There is at least one bright side to the alpha taking longer.... ...you guys get more POIs generally as the level design team can normally continue working on new POIs due to their modular nature. This week, i'm cranking on another one of those new roadside checkpoint POis that was shown in one of the dev streams. If it doesn't make it in during the experimental launch, hopefully one of the point releases afterwards...😎
  9. Project zomboid is a great simulation game. Another big plus is that game manages huge number of zombies. It has actually been in steam EA a similar amount of time as 7d2d. Similar genres, but two drastically different types of games imo.
  10. I like to think building a base from scratch is like building yourself a new house on a lot versus moving into a fixer upper that needs work. Both can become great homes / bases but come with trade offs. It definitely requires more resources to build from scratch but you have more freedom and less constraints (e.g. tearing down existing blocks, etc.) It's great that both options are appealing in different ways and provide different experiences. There is also nothing preventing a player from doing both in the same playthrough. Isn't that grand? 😎
  11. Burrfly, I want to first by saying thank you for asking those hard questions / concerns. Rest assured, the team is very aware of all of those negative reviews you highlighted. We read them and the team has to make tough choices on which we can act on and which we cannot for the greater game reaching gold. Once A21 arrives, I encourage you to try it out and provide all feedback good and bad and the team will do its best to make changes / adjustments where possible.
  12. Funny you mention that. I just finished building a 3 story (including roof) remnant building that has 6 ways for the AI to climb up from the ground floor....😅 Can those spots be fortified / blocked? Sure, but it will take some effort to do so and hopefully create alot of great / memorable experiences on horde night. 😎
  13. I don't think it's meaningless for everyone. If anything, it gives you more options to use your imagination to try new strategies and trap configurations. POIs have been around forever and people still enjoy building their own bases from scratch instead of using an existing POI. Both strategies comes with its own trade offs. In one playthrough, I may decide to build from scratch and create a new setup I haven't tried yet or try to improve on an old tried and true design of the past. In another playthrough I may try retrofitting a new POI I have never used before as a horde base. It's a fun challenge that has brings endless enjoyment as every POI has its own character and quirks to work with. Add in more POIs, shapes and doors, and now you have even more options to play with again....😎
  14. I'm pretty sure we use those trees occasionally in POIs. As far as roads are concerned, that's a neat mod. I've seen some others do similar like the GNAmod. The wasteland should get some improvements before gold. I know we have talked plenty about it just don't know which ideas will make it in at this point.
  15. AFAIK, there is no such feature in A21.
  16. I would argue building is the best it has ever been. I'd take 2000+ shapes to build with versus 11 building materials in a heartbeat... 😎
  17. Alot of those comments sound like people who fell in love with a particular iteration in development that got upset when a particular mechanic / feature changed. I can empathize with the disappointment given how long the game has been in development. One guy was upset with how long it takes to generate a RWG map. Hopefully he comes back in A21, since map generation time has been significantly improved. Thankfully, most people think positively of the game and its development (at least based on steam reviews). With that said, the team is super focused on adding the remaining promised features (e.g. bandits, story, etc.) and polishing and optimizing to gold. Edit: I would like to add that anyone who has been on these forums long enough knows that the forum moderation team here is very fair. The only time I would see a poster get moderated and/or banned is when they couldn't accept when other forum members not agreeing with their opinions and then would start to break forum rules left and right...
  18. I'm sure faatal has some ideas to make the wasteland harder. For example make all zombies there demos....😅
  19. Don't forget really bad ear infections. That's why they don't respond to reason...😁
  20. I wouldn't worry too much about it unless you play with alot of people on your server. Certainly infestation numbers are alot but I know I have seen much higher numbers in user created POIs such as the CompoPack. Keep in the mind there are several reasons we use lower zombie counts. One reason is we have to make sure 8 players can be questing the most populated POIs at the same time as that is the official maximum number of players we support.
  21. Yes, you can certainly kill things alot faster with your vehicle in A21. During the dev stream, I wish they spent alittle more time looking at the map layout while in game and not just the previewer. There are alot of cool things to appreciate when you look closely. Here is a zoomed up image I snipped from the stream vod of one of the country towns on their 6k map. Sorry about the blurriness...😅
  22. Many of the new POIs have been added to Navezgane. The town/city of Perishton is the only section of Navezgane to receive a major update in A21. If you haven't watched the A21 dev stream #3, we showed alittle bit of what changed. We have plans to update more of the Navezgane map as well.
  23. "Alot" 😅 I don't think the change will prevent people from driving all over the place. It will however, get them to drive more carefully in certain conditions. As I mentioned earlier, lots of ways to reign in the damage if it's too much. Give it a try before modding it out so we can hear your specific feedback.
  24. I like the change to vehicle damage. It's a great compromise that adds gameplay and decision making and is potentially scalable. In A20, It sucked so much that you could run over a zombie a million times and not kill them, nor would you ever really have to repair your vehicle. In A21, your vehicle can be used as a weapon again but at a cost a player can plan around (e.g. repair kits, perk, etc.) Also encourages the use of roads which is a great tie in for the new roadside content that was added. 😉 If the damage is too harsh, I'm sure it can be balanced multiple different ways, just needs feedback.
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