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meganoth

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Everything posted by meganoth

  1. Force what? I don't know what you are exactly refering to. You can directly lower block and entity damage of zombies, with the difficulty setting and additionally with "AI Block Damage" for blocks. To say nothing of mods that can lower damage to almost nothing. And if digging zombie damage does something different that must be a bug or an unfinished feature, as I already said. Generally, the developers want a specific game play for vanilla, this is the game they want to play with exactly those limits, that is what they want to show new players. Exactly like a book author wants his book to be read just like he envisioned it. Similarily every modder has his own vision and wants a mode he thinks is fun for himself. This includes forcing a suitable balance and preventing circumventions to important stuff in the game. For example in a mod like Ravenhearst you have to craft sticks and rocks before you can make an arrow. If you don't want that, play something else or mod Ravenhearst But also the developers want a way out for people who don't like vanilla the way it is. For those cases there are a few options but there can't be an option for every whim of a million players. So there exists modability as the big way to adapt the game to every wish. So TFP says, play vanilla if you want to play how we envision the game. If not, mod it however you like, all fine by us. If anything isn*t moddable that is not on purpose, but just a bug or not enough developer time to make everything moddable. Otherwise why provide modability in the first place if they really wanted to force players into some specific gameplay?
  2. A different explanation could be that to induce people to get the new version they "accidentally" bloat windows10 through patches. At the end of Win7 there was a lot of talk about Win7 with patch level 2 being a lot slower on PCs than the original Win7. Was that only rumor or fact, not sure? If a fact then the question is whether it was because of security patches costing performance or whether it was deliberate. It would be a form of planned obscolescence and usually that is VERY hard to prove.
  3. The other consistency was that an alpha was always followed by another alpha. How can TFP ever break that vicious cycle ?
  4. Thank you. We all felt a bit complacent without a good conspiracy theory cooking our minds 😁 Now to throw a small monkey wrench into your theory: I suspect the text "will help build..." was written when this feature was announced for A20 and nobody would have bothered to change it when it was postponed just to prevent some reading between the lines.
  5. This has nothing to do with being safe. Zombies can destroy blocks and you still are safe. Just select a building and try to make it collapse. You will find out that a big part of it is still standing even if you have destroyed all except one supporting block. So who cares if they destroy a few block, you are still perfectly safe The reason for that is that zombies are very CPU-intensive for this game (creation, pathfinding, everything). TFP's choice was to field a smaller number of zombies at any time. To keep the balance they would have to be more dangerous.
  6. I think the reason is simple: They made the zombies able to dig with a quick&dirty patch that was then not fully developed to be moddable. Moddability does not come automatically, it has to be developed like everything else and needs time and lots of testing.
  7. TFP says all who can still contribute. In games development there are several jobs that are important in different stages of development. Designers have nothing left to do at the final stages and so they typically switch to new projects while the old project is still in beta. This is done by practically all game development companies out there who can afford to have specialists for the task. This is called pipelining by the way. Minecraft is a published game that is developed as a service game by now, I would say that is a different case, i.e. they will put just enough developers on the game to make enough updates to entertain and keep the regular players and make an adequate profit. Is Mojang still active there? I had thought he left the company after he sold it to Microsoft
  8. Likely Faatal has nothing to do with it. Why not first wait for A20 and see if it was forgotten or not ? If it was, make a bug report.
  9. I see one mod that confesses to be from A18 in the logfile. And lots of other mods that don't sound like they are harmless and lightweight. I see at least two NullreferenceException and errors when loading some of the mods. I think you did the right thing disabling them. My advice would be to only use mods that are cleared for your version of the game.
  10. Your landlord is Microsoft. They sell you pipes from a manufacturer that is called TFP now.
  11. Moved this to general support section where it belongs. Please read the sticky post in general support, it explains how to easily post the logfile, and do that.
  12. Day Z and Grounded are NOT voxel games, they have limitations in other areas. Most games are limited by the GPU, the graphic card. 7d2d is limited by CPU and data transfer speed, and until Fataal did many many small optimizations in the last two years the rpoblem areas that could at any time incur a performance spike were distributed all over the code base. Did you read Rolands posts at all? Pricing seems to be decided by the console shops, TFP has nothing to do with it. This may be different than with for example ebay, amazon or steam because those shops have different deals with their traders (they licence shop infrastructure instead of offering the wares themselves). Console shops probably work like the rest of the traditional market where you sell the product to the shop owner and the shop owner then decides where to place it in his shop and what price to set up. According to Roland TFP was never contacted by any of the console companies, which would indicate those companies don't work like steam/amazon/ebay Ah, I thought you were talking about xbox one and its small upgrade, xbox one X. So why did you bring up xbox 360? And yes, xbox one aka the old console series is old by now. Its CPU is so old you can not really play the current PC game on a PC with a similar CPU, even with everything turned down. I myself bought a new PC specifically for this game because I could not play the game anymore with a much better CPU (similar age but double the base clock) than the xbox one has.
  13. Yeah, yeah loads of cash. If you sell a licence you only get a small part of the money, especially when the licencee has to do a lot of work for porting and was doing all the publishing and also draws up the contract. So I would say they got at least 10 times the money from a PC player than from a console player when telltale was still alive and the game was sold to about 80-90% of its market share And as I explained above much of the further sales will already be included in the price they had to auction for. I don't know if TFP are in the negatives or positives with console money, but I'm pretty sure it can't be very much. And there is no way to do anything to the old console version that doesn't cost them much more money that they never will recoup and that won't make console players happy anyway. A small patch won't work because console players will want ALL features of the PC version, And a full port of the current PC version on the old consoles will not work because the hardware is just not able to deal with the amount of data this voxel game is shoveling around. I see players here on the PC side complain about performance problems with 4 year old PCs. If they do a patch for xbox one, what will the 360 players say? Or the playstation players. Is the xbox one good enough? Nobody knows, not even TFP: They would need to do a lot of work just to find out.
  14. Please post the similar games, I'm quite sure they are not. But that isn't here nor there, TFP did have almost nothing to do with that version and would have to invest large resources for minimal gain to do anything about it. I have read a lot of posts here, many console players expect a new version on console to have the same features as the PC version and anything less will not work. TFP chose the only practicable way, wait for their PC game to be finished and let someone else do the porting to consoles that are really able to run a very demanding voxel game, and that will likely be only the new consoles. They didn't hire a proofreader, they licenced the book to a different writer who rewrote the story in large parts. TFP was NOT the boss of Telltale. Sales likely are a trickle by now, all the big sales usually are directly when a game is published first. Is it different with your books? If you published a book, half your income will probably be made the first few months, then it is a loong long spell of single sales. As Roland said in one of the cited articles, they didn't get the rights to make mounts of cash, expected sales are usually already priced into the minimum bid the auction wants. They bought the rights back for control, to be able to relicence it to a new publisher that will make a version for the new consoles. Since you think the old game is such a cash cow: Why didn't a different company just bid over TFP to get the loads of cash TFP is getting now? This is usually why auctions are done: The pressure of multiple bidders makes sure that almost the price is paid for something that it really is worth and not much less.
  15. Rules like no save game breaking, yes, I'm not sure those rules are still held up in console space, both console companies weakened a lot of the rules they operate under. But TFP is a small shop with no console knowledge and no contact to the console companies. Making a small patch for the console game would entail: 1) Buying console development equipment, i.e. a few console developer kits. Also a few consoles the testers can use. 2) Getting aquainted with that dev kit 3) Getting aquainted with console generally, with its limitations and different hardware and software setup. 4) Getting aquainted with very old code they already forgot about. Programmers will tell you they usually don't know how some code works they wrote a few weeks before and need to reread it carefully to understand it again. Also, everything written specifically for the console version will be totally unknown territory for them. 5) Doing a lot of research and programming and testing to find out exactly how the problem can be fixed with the limited hardware base of the old consoles. If it even can be fixed at all. On older PCs even the PC version can trash savegames, showing it may be a result of hardware limitations. That isn't quite that easy to fix and could take months and months of small improvements all over the code base. 6) Doing further test that they didn't introduce bugs into other parts of the program through the fixes 7) Doing the legal and organisational legwork to deal with Microsoft and Sony to publish that patch, something they have never done before. Generally this "small patch" would involve a substantial part of TFP's manpower for at least a few months, just the startup before they even could write the first line of code would already take a few weeks. And if they only fix that one bug the whole console community would complain that they didn't make a full patch and fix all the other deficiencies. And they would ask where are all the features of the PC version? Why not bring it up to the PC version? They won't please most players when they just do a small patch that fixes this one bug
  16. These two posts may explain some parts. Could they ask Sony and Microsoft to take off the game? That partly depends on the contract drawn between Telltale and Sony/Microsoft, but as copyright owner there surely would be a way. Though it might entail even more expenses, for example the contract could have penalty clauses if one of the party tries to end it without reason. But anyway, should they? It won't help you as you already bought it and have played it for hours. Even with the resets, was it worth it to you? It won't help new players if they really want to play this game and only have a console. If you were trying to take down a game on steam I might want to play just because you think it isn't polished enough I can tell you I would not be on your side. I like to be informed of problems, I don't want to be lied to, sure, but I don't want you to take away MY decision to buy a game or not. There are and there will be players who overlook the difference between PC and console version, the shop texts are really where I see the problem. But TFP says to use the official channels and if you look at it dispassionately that is how commerce is set up: Your contact as customer is always the trader who sold you something, you have a contract with him and nobody else. A non-programmer(?) with no access to the code of a program telling me with confidence it would be no problem to fix a save game bug when it is known that large amounts of data have to be swapped in a game that has performance problems on a platform. And refering to a tollay different game that isn't even a voxel game. Yeah well, I don't tell authors how best to write their stuff, for obvious reasons. I really hope you are author of books on programming at least and prove me partially wrong
  17. A picture says more than a 1000 words: First two pictures are from our horde base (late game, 3 players co-op) in one of the cemetries. The first pictures shows a neat trick if you look closely. If you put plates on the wall below the ladder you have it easier to jump up, without them the jump can fail if you are standing flat against the wall. Which can be dicy if at that moment zombies are directly behind you. Last picture is from our crafting base. Theoretically if you put a ladder on a wall zombies could stack upon each other and one might then enter the base but this happened not even once because the zombies will distribute. In the crafting base entry not even that is possible as there is no wall, but you might need a few jumps before you get up. But with a little training you will miss maybe 1 jump in 20. I always make sure that the the ground left and right of the ladder is equally flat than the space directly before it so zombies can't go sideways to access the ladder. And it is advantageous that the floor block below the ladder is not an earth block as those can be a slightly lower than say cobblestone blocks and make jumping more difficult. If you don't use big buildings like hotels or factories and place a bedroll then it is not possible that zombies spawn in there. I don't know the range of the bedroll at the moment but I think it is ample enough to secure a typical residential area POI if you place it somewhere in the middle of the building. If you need more space you can use a landclaim block to add another "exclusion field" PS: Just noticed it already is day 120 in that game. It was a game where I played with two first-timers and we really played on for a long time even after we had everything. One could argue this was a game to chill 😉
  18. The console version is quite a few years behind the PC version. It was made by a different company that went bankrupt shortly before they could publish a patch with some advancements and lots of bug fixes. So, if you are thinking of buying the console version, don't expect a well polished version, don't expect that version to ever change and don't expect to see the same things you might see in videos of the PC version.
  19. I tested it myself now. Yes, you can not fly totally level. But I flew 1 km and in that time increased my altitude by just 30 meters. This is nearly unnoticable when you don't watch for it and you typically never fly farther than about 3kms in one go. Tried out the braking with space and don't see much application for it even though you might use it to take off a few meters earlier because you start with higher speed. Hard to notice, people who have already played games with planes in it will first accelerate then try to get the nose up.
  20. Nothing is easier than using a poi for crafting base (and for horde base for the first 3 weeks as well). Use the second floor, cut off any stairs and put a wood ladder somewhere three blocks above the ground. You can jump up, the zombies can not. Better make two access ways, for backup. There are other ways of secure entry, this is just the cheapest one. Well, underground bases aren't easy anymore. Because you need to dig a lot for effective underground bases those are reserved for mid- and end-game. And you need detailed knowledge about how zombies work. Just because underground was the way to chill for some alphas doesn't mean that was how TFP wanted it. I think the main problem here isn't the spikes but that underground bases do not work like they did in very old alphas. If you want a place to chill you need to use pois. Least work for maximum protection
  21. At what difficulty are you playing this game? Are you using any mods to increase zombie spawn? I am a bit astonished about the radically different impressions we get. Do you build multiple forges and put up lots of torches or lights into your base in the early game already? I usually play nomad aka 2 aka the setting where everything does excactly the damage as stated. And there I can place a row of wood spikes around a base and at many screamers will die in that row before even a single one of those spikes is gone. Naturally that only works when screamers don't detect you and neither look for the weak way in or already spawn new zombies. At night that means I better be stealthed inside the base, at day I am gone anyway and because of the way the game works no zombie will ever spawn while I'm away. In early game I start with one forge and one or two torches in my base. But I always use a poi for base and don't care much about its condition. In my last SP game I took over a normal house and they broke the door and made another hole into a side wall of the house both of which I never fixed, but those were the only blocks missing from the outside wall for the whole playing time of ~60 in-game days.
  22. Sorry, should have quoted. it was a nearly identical exchange with theFlu about this topic
  23. I tried to find a statement from a dev about this, but the only thread I found was one in march where you presented numbers just like now and I was surprised that headshot percentages were applied after.
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