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Roland

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Everything posted by Roland

  1. It surprises me to still read people who think that the point of the change had anything to do with how much water you end up with. It's like they think TFP were trying to stop players from eventually being able to stockpile all the water they need and want and were trying to make players struggle for water the entire playthrough despite all the communication to the contrary. And no matter how many times it gets repeated that the change was for how we start with dealing with water and the journey of getting to the point where we are flush with water, this old false idea that TFP wants to stop players from ever having an abundance of water keeps coming back. The water change was to affect the beginning of the game and not the middle or end. Instead of gaining a stack of water jars on day one and never having to put any thought or choice in the actions you take to acquire water or use it since it just naturally ended up in your inventory in stacks from the get-go and with infinitely refillable jars making it so players never really had to ever choose between drinking it and crafting with it--instead of that-- now we often need to choose how to use water in the early days, and sometimes we may have to drink murky water so we can make glue with our clean water, and building a dew collector becomes one of the tasks that joins the mix of other early game tasks we need to juggle and plan for. As to whether it is all annoying and a worse gameplay loop, all I can say is different strokes for different folks. I like it and enjoy crafting dew collectors and gaining satisfaction from harvesting the water from them. I like that there is enough water to be found to survive but often I must choose whether I use water for drinking or for crafting during the first week. It was a choice absent from the game until A21 and I think such choices are good gameplay. Does water eventually get solved and become something I never have to worry about or think about? Yes, and that is by design. It isn't something they were trying to change and failed at. But at least water is something never to be worried over only in the mid to late game whereas before it never had to be worried over in the early game either. I've gone back to play A20 as well as some mods that return empty jars and I hate it. It feels like playing with creative mode enabled. But that's me. I just want to point out that what you find annoying, I find fun and there are probably others just like both of us.
  2. This is something that should be fixed and I bet they’ll want to although where it falls in priorities is something we can’t know.
  3. Just to add on since I can't edit my original, you can always create assets that are reminiscent of famous or iconic figures from movies without crossing the line of copyright infringement. TFP has a motel and house on a hill that is reminiscent of the Psycho movie setting. There are a few other locations that are just like what is seen in movies but aren't claiming to be those things. The fat tourist zombie was directly inspired by the fat bloated zombie stuck in the well on Herschel's farm in The Walking Dead. This is how video games can pay homage to other former games or movies without getting in trouble for "stealing their IP". You are engaged in a personal hobby by modding the game and nobody is going to come after you if you "pay homage" to a famous zombie from a movie unless you claim that it is that actual character and you want people to pay you for it. If you cross over into doing business using their IP then you have to get permission/license to do so.
  4. In the case of creating a zombie in the likeness of a famous zombie from a movie, I would say that as long as you don't try to sell the asset but just make it available for free use then you probably won't run afoul of any movie studio. The issues arise the moment you start trying to profit off of the IP of someone else. Since mods are free there really is no action. If TFP wanted to use that famous zombie in their game then they would have to obtain a license and pay royalties because they would be using that IP to help sell their game.
  5. I said "at least 20" but it's more like 20-ish and maybe even less. You'd have to experiment.
  6. Larger bases with a footprint of at least 20 blocks per side (assuming a square base) do result in AI behavior more akin to the past. You will get zombies attacking your base walls at various points as the pathway all the way around to the other side of the base to get to that weakest spot ends up being longer than the pathing accounts for. It is only smaller 7x7 bases (for example) where all zombies can detect that weakest spot from everywhere around your base and so they all go there. Take over the ground floor of a large existing building and try to defend it from inside during your next horde night and you will see the zombies trying to break through from multiple points.
  7. Okay, I missed that it appears to have been at night which explains the possibility of ferals but wandering hordes usually start out as 2-3 zombies for the first few and slowly grow in size as the days and your gamestage increase-- at least in the forest biome. A 10-zombie horde on the very first night would be a large horde in my opinion and abnormally large for vanilla day one--even at night. He mentioned adding two of Khaine's mods but he only named one. I just am wondering if larger wandering hordes might be the other one he added. He mentions avoiding fights due to headshots only and not spamming quests and his starting base sounded pretty humble-- a tree-house on a single pre-existing stilt....so I don't think he was racking up the xp enough to generate a 10-zombie wandering horde by the first night unless that is the second mod he downloaded from Khaine.
  8. You are playing Adventurer and getting feral zombies and large wandering hordes on day one...? I guess you didn't mention the second mod you downloaded. I take it that it must be feral zombies and larger wandering hordes starting from day one because that is certainly not what you get from vanilla. Or....are you playing in the wasteland instead of the forest?
  9. You could all try joining a dedicated server to compare the experience. If your performance markedly improves then you’ll know it is due to hosting. I suspect it is because your RAM specs are low for hosting but a quick trial of joining a dedicated server should clinch it for you.
  10. I have done so but only when charging straight at an enemy in front of me and then I pressed the right mouse button and released. I did not hold it down while turning left or right as I've done on a bike.
  11. Once you are traveling with a vehicle you can hold down the right mouse button and turn to look behind you while still driving forward. I’ve never thought to try doing that while running…
  12. ...and now zombies will follow.
  13. Early game could be regular snakes with regular venom and you could just go to Dr Jen to have her suck it out. Late game could be irradiated snakes with a nastier variant that would take chemistry station crafting to solve. New problem: Nobody wants to leave the early game...
  14. How dare you, you insensitive piece of sausage! (probably won't be handled until after the first of the year since all the staff are going on vacation anyway this week until after the new year.)
  15. At least with their next game we can take the plunge knowing we are strapping in for a new decade of fun...lol
  16. It might be just in my head but I also feel like stone arrows miss as described by the OP more often than iron arrows do and that the "glitch" happens even less often with the better bows/ crossbows which lends some credence that there is an intended "hit roll" probability at play even if your aim is visually spot on. I do agree that having a visual result where the arrow appears to pass through the zombie is a poor feedback loop for the player IF things are behaving normally and it isn't a glitch. Also, I notice (and it can't just be in my head) that the "bug" doesn't seem to happen ever for me when I am shooting a stationary sleeper. Those arrows always hit perfectly for me. Could that again be the game giving me a 100% "to hit" vs a non-moving target? Could that be proof that the actual issue is as zztong stated? @Jugginator any idea? Is there a ticket for this commonly mentioned player feedback? Or can we keep messing with Meilo?
  17. Now we witness the true toll that 10 years in alpha exacts. It’s not just the game experiencing bugs anymore.
  18. If a door is ajar but nobody enters the building to see it or choose to leave it open or close it or destroy it then was it really ever ajar? Now think of all the poi’s you never entered during a save and from a metaphysical standpoint, you as a player removed more jars than TFP ever did by never witnessing those open doors.
  19. Easy to calculate. Go back and look at how long they estimated an update would take to finish and then see how long it took in realtime. That will give you the ratio of Pimptime to Realtime Pimptime AKA Its Done When Its Done
  20. Thinks about this: Every open door in the game is a jar.
  21. There is one and it is huge buuuuuuuuuuut......It is scheduled to arrive after 10 years in Pimp Time not 10 years in realtime. So, soon!
  22. @Crater Creator snuck in and unshackled them from their desks in some sort of Christmas spirit thing.
  23. same here. Pocket mods are the only ones I can think of that will make me interrupt my current task to make and use. Everything else can wait until I get to it.
  24. Congrats to the dev team for making a game that can stay alive and popular for ten years even unfinished. Amazing!! Enjoy your upcoming vacation! Can’t wait to see what the 2024 updates will bring.
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