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Everything posted by Roland
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Crossplay isn't supported yet. It is supposed to be coming in the next big update which is scheduled for sometime before the end of the year if they can deliver on time. Xbox consoles also cannot join servers yet. The only option for console right now is person to person hosting and both people have to be on the same platform. Once crossplay is enabled, xbox players will be able to join the dedicated online servers that PC gamers currently use.
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I've never once found it. I even went to the supposed spot where it should have been on the Navesgane map and couldn't find it but that was years ago and I don't even remember now where that was. Bummer too since you can hit mines with Taza's Axe and collect them.
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Rick has Opinions on certain playstyles.
Roland replied to FramFramson's topic in General Discussion
We had blobs of gore that built up WWZ style back in the day but they were the terrain block style and didn't look good when on top of spikes or next to or above non-terrain blocks. The devs decided not to continue with them. I enjoyed using them as target practice as they would pop with a squishy sound when you hit them with an arrow. Personally, I would love a mod that brought back zombie corpses downgrading into gore blocks once again. The mismatching visuals never bothered me and I enjoyed the challenge of those gore blocks building up and changing the terrain. -
The game has lost its thrill, it's all about crafting your gear now
Roland replied to davdes's topic in General Discussion
What's interesting is that in the past the forums filled with post after post and thread after redundant thread for months and months with complaints whenever looting overshadowed crafting and rendered it largely unnecessary. But since A21 when the rebalance finally made crafting viable again this is the first thread I can remember seeing complaining about crafting overshadowing looting. Nobody who likes it one way is going to be happy when the balance shifts the other way but compared to when it was the other way there is close to nobody complaining these days. That's not so say there isn't a need for continued balancing and fine tuning but feedback seems to be a bit more positive with the current balance between crafting and looting than it has been for the last few years with the thrill you mention. Maybe Nergaoul has moved away... -
V1.0 Why did the armor icons get worse than in alpha 21?
Roland replied to BlackcurrantYT's topic in General Discussion
My chatty guess is that those two were the first two done as tests and were not finalized in A21. Once the rest were done the original two were revisited and changes were made to make them more consistent with the rest. The miner outfit wasn't even a finished outfit as an A21 icon but just a pile of components. If all the rest of the outfits had the put-together outfit as their icons but the miner outfit was still just a pile of components, that wouldn't be very unified. (for example) -
Dangling Participles (Or Disjointed "Challenges")
Roland replied to InfiniteWarrior's topic in General Discussion
Go into the quest screen and remove the compass icon from the challenges and none of them will ever follow you around on the screen again. I often go for several in-game days at a time without checking the challenges screen because I turned the tracking off and none of it follows me on screen anywhere. If you have a location icon grayed out any time, you can go into the quest screen and find the quest you want tracked and put the compass icon on it and it will go from gray to orange immediately. -
I've never taken this option. Even if I don't have a steroid I simply keep playing with the sprain. If it is a sprained leg I will walk mostly but still run and jump even though it adds time. If it is a sprained arm I will do mainly normal melee attacks but still do power attacks at times even though it adds time. But mostly I take a few steroids until the medication time equals or exceeds the sprain healing time. Any alternative you can think of that would feel satisfactory to you would be labeled as "unfun" by someone else. Bad game design would have been if they had not provided any kind of remedy. But they do AND it's common. The fun may not be in playing while suffering from a debuff but it is in treating that debuff with the right medication and then playing unhindered. Its the same type of fun that restoring your fullness by eating a meal provides, and restoring your damaged base by repairing blocks with the right kinds of materials provides, and restoring yourself when impaired by dysentery, infection, or fatigue. I don't disagree that getting any debuff isn't particularly fun in and of itself. However, when infected it makes getting honey from a stump a much more fun event than when not infected and when sprained if you have a steroid on hand it is also rewarding to apply that med and then keep going completely unaffected.
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So like I said, the changes seem to work well at default settings. If it is only by turning up difficulty to the point that it becomes unmanageable then perhaps after such changes advanced players like yourself need to do a reset and reassessment on your difficulty settings. Why should TFP need to undo what they did if it works well at the normal settings of the game just so you can keep playing at the same alt settings you’ve chosen? What if there are players who don’t find what you think is impossible to be impossible for them and they are enjoying the challenge? Tuning it down to suit the limits of your skill would wreck the new level of challenge for them. Much easier is if you scale back to Warrior or turn off feral sense until you get used to the changes and work your way back up. Then again, this is a good argument for making an option slider for screamer sensitivity so players can tune the difficulty they want.
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I guess I still don’t know what you mean by anti-player. Do you mean unfair? Even with all those abilities that you mention, players still have the advantage. The reasoning behind letting zombies do extra damage if they pile up is to give us a greater reason to kill them and keep them from piling up. It’s a threat for us to manage. It adds to the danger of large numbers of zombies. The reasoning behind area destruction was to create varied behavior and avoid simplistic situations where every zombie acts in predictable and repetitive ways. It also represents a threat that must be overcome. As a player you need to take out those zombies or they may destroy support structures or create new access points. Players wanted more varied behavior. That was the number one feedback topic from A17 when the AI was simplistic and all zombies did exactly the same thing. The horde night vehicle change is actually one of the few examples where TFP acted to stop a specific player strategy. There’s no denying that. The problem is that since that time certain influential people have incorrectly attributed many other changes for the same reason and think it is common when it is actually pretty rare that TFP does it.
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I have. We have a family server but I've gone on alone and done a T5 infested solo quest and had the screamers show up with friends. Maybe it's because I play through the progression more slowly but I don't even get to T5/T6 infested quests until I'm pretty much maxed out in perks and gear and I just slice through all the zombies without very much trouble at all. The added screamer zombies don't suddenly make it impossible for me to succeed. I do play on Nomad most of the time and occasionally Warrior but never at higher difficulties than that. I believe our family server is default difficulty. I don't know if difficulty settings is a component here in why people have different experiences but if they are, then in my opinion it is better if we, as players, reduce our difficulty settings if a game change starts making things seem impossible rather than expecting the developers to change the new conditions of the game just so we can continue to function at the same difficulty level we used to be able to play at.
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I agree that the slowdown that can result from a screamer summoned horde joining in with all the POI zombies...especially in a T5 or T6 infestation quest is bad and that is something that needs to be improved or if it can't there has to be a threshold that the game detects and it just kills and despawns all the screamer zombies immediately. I disagree that the idea of a horde of zombies sweeping into your quest area and causing panic and mayhem is a bad idea. If they can get the slowdown managed, then it is an awesome event. We just played a T6 infestation and had screamers see us and call in zombies. We were in the sub-basement levels of that Higashi Exec's home or something and dozens of additional non-quest related zombies were falling into the underground labs through windows at the ground level they'd pounded through. We didn't get unplayable slowdown and were able to survive and kill the screamers and finish the quest and it was a lot of fun. I haven't felt slowed down in my progression by screamers. If anything they increase my progression by bringing additional xp to me. As for artificial difficulty, it only ever feels artificial when I can see the zombies spawning in. But when I am inside my base or inside a POI and can't witness the actual spawning it doesn't feel artificial at all. Just because we know how the mechanics work, that shouldn't be held against the game. It's the player's own fault if they refuse to accept what the underlying mechanics are trying to simulate even when they can't see those mechanics taking place. How are ANY of these things "anti-player"? I don't begrudge you your distaste for this list of game features and I won't try to convince you that any or all of them are good. People like what they like. But please explain how they are anti-player. I'm a player and none of these items you listed feel like a personal attack against me. Many of them I appreciate for the challenges they enable. And underground bases haven't been obsolete for a long time now. A17 was the only time they could have been labeled obsolete but even then there were plenty of people still making them work. But since then? Underground bases are perfectly viable.
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One of the most asked-for features to be brought back is meat smell. The problem is that for about 7-8 years now we've gotten used to carrying meat and food around freely without consequences of any kind. If TFP were to bring that feature back, how many complaints would there be about "artificial difficulty" being a bad way to design a game? How many threads demanding "meat smell" to be given a toggle on the menu? We remember meat smell with nostalgic fondness and wish it was back but there would be a lot of "but my playstyle!" posts in reaction to it. This is much the same. If they added meat smell back in you would have to account for it and take care when carrying meat because of the new consequences. Since they've added a more sensitive screamer trigger we have to take it into account and take care when being active in one chunk for too long because of the new consequences. There's also nothing wrong with running away. Running away rather than battling out guns blazing is a tactic more in the survival horror genre whereas battling every screamer wave that comes is definitely more in the looter shooter and arcade genre. Haven't we seen tons of feedback asking for a step away from looter shooter elements? If the screamers come early and your base is unprepared then lead them away and avoid the fight.
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I don't think people are lying but I also don't think they are being particularly careful in avoiding zombie attention. THAT is what heat simulates--the attention you draw to yourself by the actions you are doing. Perhaps in the past people could do whatever they wanted without repercussions but now those days are over. Is it not a good thing to introduce consequences for indiscreet living in a zombie world? Shouldn't we have to take SOME thought about what we do if we don't want to attract zombies to us? I get that people got used to being able to bang around and light up several campfires and forges and line their bases with torches but now there are consequences for doing that. You want to keep that playstyle of going large and loud? You can but screamers are going to come and make you fight for it. The fact that there are lots of people posting that they've never seen a screamer on Day one and lots of people saying they do shows that we are dealing with different early-game player behaviors more than anything else. People who are keeping their activity footprint to a minimum are staying under the radar and not getting screamers but people who are stampeding through the early game are getting noticed by screamers. Unless there is a bug. In that case it should be reported. But I don't think it's a bug and I don't think anyone's lying. I think some people want to keep playing like they used to be able to play without any of the consequences as they had it before. I think a lot of players have tended to play all along as if their activities could get noticed and so were naturally conservative and so the screamer change hasn't been much of a change for them at all.
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Weather, environment, and radiation effects have been turned off for now. Once they get turned back on, the new armor will serve for looks, attack damage protection, and environmental protection. It will have all the functionality of the old clothing and armor for survival gameplay purposes and also deliver on the looks.
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I just haven't put on the mind reader outfit. It's only $1.99...
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Deleted since you saw and answered and the post was annoyingly long. Thanks!
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Do I need to revert to 1.0 to try this? It doesn't seem to want to execute for me with the current stable version. It shows the cursor for an instant and flashes a black screen but then crashes.
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Or possibly unibrow...
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"fist in the air" was simply a visual of you protesting. Maybe it's your name that inspired that image to me. You are welcome to your beliefs about the current and future state of the industry. I sympathize that they negatively affect your enjoyment of this hobby. I enjoy video games just as much if not more than when I was a kid. I recently got a Meta Quest and VR is just magical and at times brings me wonder like I haven't experienced since I was a child. When you said we can't sit and relax and play video games any more I felt like you were the one projecting your own feelings onto gamers as a whole and I wanted to emphatically state that your views don't apply to me and they don't affect my enjoyment of the hobby.
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The need is in confirmation from a QA tech who may answer Old Crow's bug report with a definitive "that's intended" or who may ask more questions to try and pinpoint the issue which would then tell them that it is not intended. All we can get from you is that it "seems" to be intended. But official bug reports with evidence can net official answers. I'd just straight up tell you right now if I knew but I don't and so far the community evidence seems to be all over the place in terms of what different people experience and what different people prefer.
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Don't say we, man. That's you standing with your fist in the air contemplating the greedy machinations of whobodywhatsit. Me and mine are definitely relaxing on our soft chairs and sofas drinking our Dr Pepper and enjoying our video games. Today my brother, my mother, and I did a Tier 6 infested quest and had a blast. We didn't think once about how long this game was in Early Access, what the version number is or should have been, what the meaning of 1.0 was-- none of that. We were 100% into the game and enjoying the camaraderie this game has always been able to evoke. I talk about that other stuff from time to time here on the forum but none of it is in my consciousness while I'm playing. I'm 100% fine with live service games, loot boxes, in-app purchases, 1.0 as a milestone instead of the finish line, ongoing development and bug-fixing, seasons, and pay-to-win games. I do my research and play the ones that I like and avoid the ones I don't. I play as long as I am having fun and then move on when I'm not having fun any longer. But there is always something to just sit back, relax, and enjoy. I think you are way too stressed about this kind of stuff. Let it go and you'll enjoy the hobby again.
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There IS going to be a pay-to-download outfit DLC. The update will also include many free features that have all been designated as part of the base game so no further purchase is necessary but there will be a component that will be some new outfits for sale for those who want them. Hope that clears things up. I just want the rest of the biome and weather survival elements to be put back in and hopefully enhanced beyond what they were so the outfits matter again beyond the simple bonuses they provide. I also have a nephew on Xbox who is patiently waiting to play with the rest of us who are on PC so we are looking forward to being able to play with him. If the Pimps can deliver it all before Christmas it will be a huge win for our vacation time. Hope this next update will be "...the one where they hit their target"...