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meganoth

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Posts posted by meganoth

  1. 8 hours ago, Roland said:


    *was…

     

    😜

     

     Jokes are usually killed with explanations, but this quip is in need of one

     

    10 hours ago, theFlu said:

    Complexity in building? You shovel some mats, maybe show them to a magical Mixer, and then stack blocks on one another..? There's no complexity there. And why would there be, it's just a mandatory part of a base-building game?

     

    (It's about 90% joke, don't get yer panties in a twist... :) )

     

    Which still leaves 10% to explain 😁. Nah not really, I'm 90% joking as well 😆

     

     

     

    9 hours ago, Maharin said:

     

    True, but nutrition isn't.  Requiring someone to eat a variety of foods (meats, veggies, fruits, etc.) and vitamins on a regular basis would make things harder for sure.  But whether that would be fun or not is a personal thing.

     

    Instead of one one-dimensional bars this would create 3 one-dimensional bars side by side, not 3 dimensions. 😉

  2. 4 hours ago, beHypE said:

    I'm not saying 7 days should port over Valheim's system, obviously. I also understand food is just a side system because the genre requires it, and not by any means where the game tries to shine. Then again it wouldn't be a shame if it was a bit more complex than a bar you have to fill so the game leaves you alone, so to speak. 

     

    There is a reason the complexity in 7d2d is in building and not eating. Hunger is a very onedimensional trait

     

     

     

     

  3. 20 hours ago, Blasphemous said:

    I know it's balance and all but my pet peeve is shambling, brainless zombies being able to burrow through reinforced concrete and steel plate with their bare @%$#ing hands in seconds or minutes. That thing should be almost indestructible. I'm all in for making it either super expensive or super time-consuming or both but when I finally get to the point when I can improve my base with that stuff, I expect it to easily last an entire horde night, even on the highest difficulty/highest block damage setting.

    As it is right now, end-game base building materials are just so inadequate and flimsy.

     

    So steel almost indestructible in insane difficulty? How can that mode be called insane then? 😁

     

    If you have problems designing a base that can hold up through a horde night I would suggest to copy designs from streamers, some of them have refined their bases to withstand anything. And as JCrook1028 said, use the option.

     

  4. 6 hours ago, ShellHead said:

    They probably pick it because FORT has the least directly offensive perks of any stat, tied with INT, so it would make sense to compare them in general. The issue there is that ARs and knuckles are currently overtuned and need a nerf.

    AGI and PER are both at least as combat focused as STR, AGI doesn’t even have a gathering perk, so comparing INT to them would be more unfair to INT.

     

    I consider FORT and STR the combat heavy attributes because they clearly have the weapons advantage over all other attributes. For example: Except for the two highest difficulties a normal player could get away with using the tier1 gun of FORT even in endgame and because of the big magazine the m60 is the ultimate oh @%$# weapon (IMHO), even better than the shotgun.

     

    Agi in comparison needs a lot more perk points to be effective as their damage potential starts from a lower level. I don't see that necessarily as an advantage that you need a lot more levels to get in range of FORT or STR. The strength of AGI is a completely separate "game mode" where you can relatively safely do quests in the night provided you invested your points in it. In typical fantasy RPG parlance you would call that attribute the rogue assassin class.

     

    PER has a strong tier3 weapon, but all lower tiers are hampered by small magazines, especially the tier 1 weapon. There is almost no application for the long range the guns are capable of and melee is one of the most difficult weapons to handle effectively. PER can shine on horde night, but the rest of the week I consider its utility perks more important that the combat perks. The RPG equivalent would be the thief half of the rogue class.

     

     

    6 hours ago, ShellHead said:

    I think it’s a good shift for INT players to need more preparation to clear out POIs than other stats. But from what i’ve seen, most trader quests require you to go through POIs so this winds up being a bit paradoxical: you need ammo to clear POIs, but you need to complete quests for the ammo, but you need to clear POIs to complete quests. 

    It also just seems a little much that 3 weapons and 10 skill points are less effective than 1 weapon and 5 skill points, even taking the advantages of the turrets and the reduced combat efficiency of the INT tree into account.

    At a certain point you have to ask “are the perked turrets and the unperked shotgun meaningfully more effective than just the unperked shotgun?”

     

    Well, just ask that question now. At the current time I would say definitely yes for me. Even with a shotgun I miss sometimes or forget to reload or the weapon even breaks at the wrong time (yes, I'm sloppy there).  Also while running around with double barrel or even pump shotgun you need to reload a lot more often than you would like. The turrets are the only companion in single player to watch my back. And set up behind you they even literally watch your back. The effectiveness of the baton in fights with multiple enemies is very low, no question about that, but the turret(s) really shine in fights against multiple opponents. 

     

     

    6 hours ago, ShellHead said:

    The trader update in A20 should bring things back in line. That, combined with the smoother gear progression, should help make sure crafting is made firmly relevant to all levels of play which is why i’m very excited for it.

    turret ammo from the traders will also make early-game INT more viable for players who might not know to maximize use of them.

     

    Yes and yes. In theory the game was designed with a balance so that the more effective ammo is harder to get and needs more effort to get enough of it. But effectively ammo of all sizes was too plentiful and easy to get in pretty much every alpha I played. But there is hope for much more balanced setup in A20. If the first people are complaining they don't find enough ammo we might have reached a good balance.

     

     

    5 hours ago, DaVegaNL said:

    What's up guys? This game still being developed? Been a while since I last checked.

     

    I saw a sneak peak video was posted in November last year. Please tell me the game isn't abandoned.

    It isn't abandoned, but was sold to the new Telltale for further develpment. A big patch is being developed right now. 😁

  5. 3 hours ago, theFlu said:

    Lol, talk about coincidences.. you're literally talking to a guy who hasn't eaten fiber for two and a half years.. carnivore ftw :)

     

    Yes, sure, exactly... the remedies produce a solution to a challenge, the injuries Are the challenge... except they're not really challenging and the remedies are basically the same, "loot a couple med boxes". Improvements could be made..

     

    How would I make some of these more interesting? Well, I'll draft something on the spot.. (poor quality warning)

     

    Laceration... doesn't drop your max health, but makes you bleed sporadically on it's own. Quite often even, so you might even need to pull down curtains from your environment to control the bleed. This would "color" your environment a little different, you want to know where the cloth is. Make the suture kit calm it down to what it is now; getting hit will cause bleeds with the high chance of tearing you stitches and putting you back to square one. Duration couple hours without sutures, half an hour with.

     

    Bleeds.. let them bleed. Slow loss of life, but at least a couple minutes long without bandages. Gives a nice sense of urgency since you know you'll have to deal with it; note that cloth is essentially everywhere, you'll just need to grab it. This means you'll really want to stitch that laceration.

     

    Scrapes... they lower your max health, one of these might be useful .. but I would make this the one that you can instantly heal.. it's not a bleeder, and if you cover the scratches with cloth and antibacterials, you're pretty much golden. Unless you want to go for a "swapping bandages" mechanic, but that seems a little overkill.

     

    Concussion.. I'm not even sure what it actually does, I could check, but .. ehh. Make it blur your vision sporadically, dependent on your stamina state.. the lower the stamina, the blacker it goes and the longer it lasts. (You know you're not supposed to strain yourself with head trauma) Making it cause trouble navigating and fighting. The effect goes away temporarily with pain killers, but the debuff doesn't. Getting hit has an increased chance of stunning you whether or not medicated.

      - side note, make driving into a tree on a motorized two-wheeler actually hurt ... :)

     

    Fatigue .. why is this a combat injury? Tighten the screws a lot on the food supply, make being hungry cause increasing fatigue over time.. needing some Real Good foods to slowly recover. Vitamins help, maybe a lot, maybe just temporarily. Yes, you may be starving all the time, but you don't have to make it completely debilitating; being well fed would then be a buff for the early game until the inevitable overabundance kicks in.

     

    Sprains .. they're all right as is, could use a little love, but we can't choose to use "the other hand" for the blade for obvious reasons.

     

    Broken bones, might copy the idea from earlier.. make it fall-only, require a cast and a friendly NPC to set, and require a crutch to move decently for couple game days. Maybe maybe maybe you can inflict one on the second-to-last hit to land (as in, on any hit that would kill you if doubled in effect).

     

    That's not a huge improvement on anything, but might demand your attention and affect your game play in reasonable ways...

     

    Basically everything here amounts to: heal the injury or you get some annoying hindrance (like the vision blur, I can guarantee you very few people will describe it as fun. I've seen such an effect in a mod).

    The hindrances you have chosen may be more realistic, the effects more detailed, and there is no question they would increase variety. But I don't really see an increase in fun (granted that that is in the eye of the beholder). Where do you see a more interesting mechanic, something to entertain and challenge your brain, a non-trivial decision to make?

     

    Maybe Fanatical_Meat chimes in, he (as the one who brought this up) might be able to say whether any of this would be more fun for him at least.

     

  6. 1 hour ago, theFlu said:

    That quite a pessimistic take, and to be honest, I think it defeats itself neatly. There's a whole genre of survival games that revolve around those mechanics, and a group of people seem to enjoy the games. If the mechanics were completely uninteresting, then they would've been cut from the genre; so I'd argue they must have some kind of internal intrigue.

     

    No, they are the necessary ingredients, sort of like the dietary fiber equivalent for a game

     

    They fill the game with things to do, they provide objectives, context and dangers, they fill the time, but they are not in any way a fun endeavour alone.

     

    Quote

     

    And whether we see them as "just a mandatory part of a weird genre" or "interesting game play", since we have them - and I assume "must have them" - then it stands to reason to make them .. significant? As interesting as possible for the very least.

     

    Quote

     

    As for your example of hunger, TFP have created 4 mostly separate (but somewhat interdependent) solutions for food; buying, farming, hunting, looting. Cooking combines them all, sure, but each of the components is largely self-sufficient if you adjust your game play around it. They're doing their best to make it interesting, and I'd say the current system is pretty good. It mostly suffers from becoming practically obsolete with high tier recipes and a visit to Bob's Boars with no spoilage.

     

    But searching for the remedies is a different part of the game. That part, like looting, hunting, buying, is mostly interesting and it works for food the same way it works for remedies. I don't see that the OP has been lamenting that he finds it boring to look for antibiotics in medicine cabinets or a hospital. He talks about the penalty being boring or unfun.

     

     

     

     

  7. One detail about combat, the probability you get injuries from getting hit is pretty low but rises fast if you are hit multiple times in a short time frame. So there is a mechanism that punishes you for careless behaviour.

     

    Now my opinion is that injuries and remedies can not be made very interesting at all. Just like hunger or temperature, those are mechanisms in every survival game to provide a sink for the items you find and craft. You do stuff, your hunger increases, you eat stuff and the hunger goes away. That is about all that can be done with hunger basically. Not fun or interestingly involving in any way, its just what you do and have to do in a survival game.

     

  8. 1 hour ago, theFlu said:

    How can getting hit be fun? Talking about HP loss. It isn't Fun, but it's what makes the game. Without it, well, you might kill a few zeds because they're annoying, but.. you get the point.

     

    For injuries/debuffs, they need a function, and a gameplay.. if someone complains that a debuff system isn't "fun", they might not have the entire Game Theory under their belt, but they feel like something is wrong about the system.

     

    For me, the injury system is a little too random to be Fun. It has all kinds of right elements, but the overall feeling is .. "Well, that happened. Randomly. Now I'm <slightly slow> for half a day and there's nothing I can do about it." It doesn't really change much, there's not much you can do about it before or after, and the things you Can do are passive and a little un-intuitive (keeping full health, passive armor improvements).

     

    Not that I can offer a solution to the issues, it would require making decisions about the game that haven't been made, like "what is it trying to be" ... :)

     

    Passive? If I'm not overlooking anything, all except one injury are incurred by zombie hits and the exception is the broken leg which is incurred by jumping down from great height. Both look like you can actively prevent them from happening.

     

    Also except for one injury there are specific (though boring) remedies that either remove the condition or dramatically shorten the time until the injury goes away. If you don't know, just call up the inventory, then klick on the injury on the left side and you can read exactly how that injury can be treated.

     

     

  9. 16 hours ago, Fanatical_Meat said:


    Im sure I have. What I am saying is the speed debuff lasts too long and it is typically inconsequential to game play. I’d rather have it do something like lower your speed 80% for a shorter period of time. That would be more fun or you can’t jump for a few minutes or even you can’t move for x seconds and a horde is spawned near your location (Protect your friends!)

    As it is now the injury is barely perceptible and it just junks up the screen.

     

    On 6/7/2021 at 10:35 PM, Fanatical_Meat said:

    Sounds like broken bone or being infected. They don’t significantly debuff and they last a long, long, long time.

    Easier to just deal with it until it becomes a problem then do a suicide run to remove them.

    They just aren’t fun in their current form.

     

    How does that fit together? They are inconsequentual but you would kill yourself to get rid of them?

     

  10. 13 hours ago, Khalagar said:

     

    The issue is more that even after speccing into it, you are still weak compared to the alternatives.  I tested it with a Shotgun messiah. Clearing it using melee + Junk Turrets used over 10,000 iron worth of junk turret ammo. Clearing it using an autoshotgun used like 100 shotgun shells, and I got more than that  back from clearing it, and the shotgun clear was like 3 times faster because I didn't have the turret set up time etc

     

    It's the same issue as the "an unperked club is better than a fully perked and kitted out stun baton" thing. Half of it is just that shotgun and club are OP, but even comparing to an M60 and knuckles or something, the int tree just falls behind resource investment to return on investment wise.

     

    Why do you always pick Fortitude as second comparison and act as if that wasn't a combat heavy OP class just like strength? Compare INT to agility or perception and you would actually compare attributes with a smaller focus on combat. Actually INT is the attribute with the highest utility focus and therefore the lowest combat focus. So it is to be expected that using only INT weapons creates the lowest damage output.

     

    13 hours ago, Khalagar said:

     

    The junk turret requires 10+ minutes of mining iron  and an entire perk line + an entire magazine line + double the resources to run two junk turrets + all of the mining perks which means it needs strength investement too etc, just to actually be usable. A shotgun or m60 build just needs the attribute + gun skill and half the mods of a dual junk turret build

     

    Make a different test:

    Just take a shotgun with you and the ammo you got out of a previous quest or bought at the trader to the POI and use all the shotgun ammo you have and find in the factory to shoot at zombies groups and only use the baton for single zombies.  Keep 9mm and 7.62 ammo you find for horde night.

     

    I'm sure you will get out with much much less turret ammo expended and will be through much faster. You also found the best use for the shotgun ammo.

     

    13 hours ago, Khalagar said:

     

    Crafting skills have been useless for a few alpha now where it's only good for rushing items the first week and then useless after because you need parts to craft stuff, can't even craft the tier 6 version, you get books that teach you the recipes for free, and you can just buy the workbenches instead of wasting skill points on it. Not even getting into the "Build all your workbenches and then take a respec potion to put the points somewhere else" levels of try hard min maxing. There's no real reason to craft anything since like A17 or which ever added quest rewards. You are way better off just taking the better quest reward perk and spamming quests to get quality 6 gear way faster and easier than a crafting build can, especially since quests give dukes and exp etc too on top of the rewards

     

    I don't think int is trash, but it's just in an awkward spot like agility where you can 100% easily play the game without ever touching the entire perk line or weapons from it and you'd . . . probably be an optimal meta build honestly. Better Barter and the better rewards perk are top tier perks, but the rest of Int not so much, just like Parkour being an amazing perk but it's not worth wasting points on the Agility tree for because the weapons are terrible and the other perks aren't worth it

     

     

    Definitely the trader is OP for experienced players. Finding the right stuff is easy for experienced players. BUT vanilla is for the inexperienced player who will NOT get workstations and all the recipes ready by day 7-10. If you want a balanced game as an experienced player you have to turn down loot frequency to compensate for all the knowledge how to get at stuff.

     

    You pointed me to one omission in the game though: The trader never offers turret ammo as quest reward and (I may be wrong here) doesn't sell it, and you don't find it anywhere. I think that should be changed as it isn't logical that the INT player should need to be toiling in the mines more often than a miner himself.

     

     

     

  11. 1 hour ago, ShellHead said:

    Yeah, though i think in most situations not knowing exactly what zed got killed by who wouldn’t mess up anyone too badly.

     

    What I meant is when two zombies are down and you see an XP pop-up. You won't know which one of the two is the dead one because of the shared popup.

     

    1 hour ago, ShellHead said:

     

    My understanding of the problem was that it wasn’t the knockdown itself that was at issue but rather zeds getting flung back into the horde via the repulser mod for the baton, which made them easy to lose track of when things got hectic. Knockdown from pretty much every other source is much easier to keep track of, the only exception might be the AR book bonus but that still essentially boils down to “keep shooting in that direction” so i doubt that would trip anyone up.

     

    As long as you have a closed front the zombies are always pushed away so I don't see a problem there. If it is a chaotic mingling you have enough enemies to hit and get hit by anyway so I prefer a zombie being down for a moment so I can hit the others. In such a mingling I have to constantly watch my back anyway as zombies could come from all sides. 

     

    1 hour ago, ShellHead said:

    as an aside, i really like the idea of zeds getting knocked down when critically injured to trick players into thinking they’re dead, i hope that is actually a mechanic.

     

    It is. Just asked a co-player and he is sure as well.

     

  12. 1 hour ago, Burrfly said:

    Wait, are there? I can't remember them after a16 was the last time? Maybe I'm completely wrong, then my bad

     

    Because of performance problems they were reduced in frequency and size, but they are still there. This is supposed to get better again with further optimizations and maybe a better event system

     

  13. 46 minutes ago, Fanatical_Meat said:

    BTW Covid is getting well under control in the US, which is where (it seems) the Pimps are located.

     

    But the crew is international. I think Fataal is in GB and Gazz in DE for example. A lot of the development was done from home even before Covid it seems.

     

    46 minutes ago, Fanatical_Meat said:

     

    but yeah A20 seems to be taking a long, long time. Guessing that many of the Pimps are working on the new unannounced game, which is fine and probably better. I stand by what I have said “the majority of us paid around $20 for the game, as it is now it is a perfectly fine $20 game”

     

    AFAIK Madmole and some artists are working on new games, simply because they are not much needed anymore for 7D2D. I don't think they have anything to do with the length of A20's development, that depends almost exclusively on the coders.

     

    My best guess is RWG. That is a ton of work since it seems they want to add a lot of features on top of the current RWG and I get the impression they also want to be done with that part in A20 (except for bug fixing naturally).

     

     

  14. 7 hours ago, ShellHead said:

    INT’s progression perks are genuinely fantastic but its associated weapons are too reliant on the perks to be consistently useful. You’re best served by trying to get a high quality weapon from another perk line via the traders, which is something no other stat has to do.

    The issue isn’t that INT doesn’t have access to good weapons, since anyone can use any weapon they obviously do, the issue is that if the INT player wants to focus on their associated weapons over other perk’s weapons, they will be putting themselves at a disadvantage in comparison.

     

    To paraphrase: "IF" the INT players wants to play this attribute like he plays most other attributes they will be putting themselves at a disadvantage. So my conclusion is players should not do that. They have to play into the strengths of their class aka attribute not into their weakness. This is the way in almost every game I know of.

     

     

    Quote

    The power allocation for the turrets and the stun baton should be shifted back towards the base weapons and away from the perks so that INT players can use them more effectively earlier and so that non-INT players have a reason to pay attention to them.

     

    I don't think it helps the INT player to diminish the power of his own perks. First you should find out if there is a problem for the INT player when he is playing optimally. Then find out if that problem is at the start or end of the game. If at the start then upgrading the base power might be applicable, otherwise strengthening the higher levels of the perk should be done.

     

    Now does the int-player have problems at start? I don't think so:

     

    1) As dscobral explained the INT player gets the fastest progression and is saving lots of time because of better mobility.

    2) As perk points are rare at start other attributes are still only lowly perked into their weapon. So the difference to the unperked non-INT weapon the INT player would normally use in addition to turret is rather low (10-30%).

    3) The pusher turret is the single most effective item in the game for horde nights and while still very useful unperked the INT player definitely  gets more out of it.

     

    Quote

    INT is clearly designed to be centered on progression at the cost of combat capabilities and self-sufficiency, which is a really interesting playstyle but i think the weapons are still undertuned even with the reduced focus on fighting taken into account.

    Additionally remember that with the further refinement of the gamestage mechanics, the traders are going to be less powerful and as a result INT will have substantially reduced ability to get powerful gear quickly. So while INT maybe overpowered now, that may completely change with A20 and as such should be rebalanced with the understanding that it is benefiting from a temporary situation.

     

    The trader respec will hurt the INT player, but also give him a further advantage: While everyone will be running around with worse weapons at the start of the game, a lvl1 AK for example will still mow down a wandering horde of zombies in a few seconds. The limiting factor is ammunition and buying and questing for ammo is again a strength of the INT player.

     

  15. 20 hours ago, ShellHead said:

    An uncut version is pretty unlikely, given that in order to make that TFP would have to: 1, change all zombie textures to not show blood or gore (which might require changing the model entirely); 2, find a way to make the dismemberment mechanic visible while not displaying gore.

    that’s a really tall order for a game that was always intended for an M rating.

     

    And the blood isn't the only problem. Seeing getting eaten by zombies might also induce nightmares.

     

    Eventually a modder might get the idea to make a fun mod that replaces every zombie with bunnies or wild sandwiches, like in other modable games, but that will take time.

     

     

     

  16. 9 hours ago, Darklegend222 said:

    If standing outside an invisible barrier is the only way, doesn't that also seem like it shouldn't be a thing? Might as well remove it entirely and just let every zombie wake up the moment one dies.

     

    The activation barriers sure feel artifical sometimes, but we are dealing here with compromises. The system TFP uses for its POIs needs few CPU cycles and that is surely why TFP uses it. I hope they will eventually use optimization wins for more zombies instead of more natural senses of zombies, but your mileage may vary.

     

    9 hours ago, Darklegend222 said:

     

    And i use the term everyone as it has been heavily debated as someone else posted. If using the term everyone is too sensitive, then I'll say the "people" who have debated it had reason to.

     

    If your standing outside the barrier.. then nothing can hear you.

     

    Look at the general support of zombies not hearing metal clanking next to them because it was outside the "area". It's a problem mate. Seriously, it doesn't take a lot to see a problem here with the system that can be fixed or revamped to be improved.

     

    Yes, anything that lowers immersion is a potential problem. 7D2D will be released with lots of problems still in the game because compromises have to be made. The only question is which problems TFP will fix and which it will keep because they just don't have the CPU budget to fix them.

     

    9 hours ago, Darklegend222 said:

     

    Edit: i also made a new game. What's the point of investing perks into the skill if zombies can wake up if you enter the barrier (still on the school topic). If you can 100% stealth through a POI (which should be difficult but not quite literally impossible), then it's because you've reached lvl 10 agility and invested your perks into that.

     

    I don't get how this is an improvement to just making EVERY zombie follow hear/sight rules. And if that isn't enough, allow a zombie to have a % chance to wake up a zombie next to it, if you hit it and it doesn't die on that hit.

     

    The new stealth system is in no way shape or form a good one. It should be the way it was in A15. Play any game, SCUM, the last of us, or skyrim. Do enemies instantly wake up after passing an invisible barrier? Or do they follow a set of functions for seeing the character.. it doesn't take a lot to see how this system is poor and needs to be worked on further, hell. They could even add more trash to areas, and create sensors that set off alarms.

     

    Someone checked the xmls and found that the automatic activation happens in much less than 10% of rooms, I think it was even below 5% but I'm not sure. There was just one building which overdid it with almost every room having automatic activation and I made a bug report about it.

     

    That is why I think the issue gets overblown, because if it happens in every 20th room then it means stealth works in all the other 19 of 20 rooms as expected and the 20th room is an interesting variety stealthers have to be prepared for.

     

    And it is possible to restealth and there are other ways to prepare yourself for such situations. It makes stealth a lot more interesting for me because everyone can play stealth, but there is a way to improve your stealth play further and master it.

     

    9 hours ago, Darklegend222 said:

     

    I don't get why we're throwing logic away just to make stealth less and less viable, especially since all those stealth perks are USELESS on horde night. Since you know, your already instantly detected on bloodmoon.. I don't even use stealth and i see a lot of issues wrong with it.

     

    So you don't use stealth but have a strong opinion about it? Well, I do use stealth and like stealth play. Maybe that is the difference 😉. I also like the occasional surprise and other players may not like surprises.

     

    As long as stealth isn't 100% effective I'm good, so a change like the one hiemfire talked about would be fine. But I'm ok with it as it is as well.

     

     

     

  17. 8 hours ago, ShellHead said:

    I knew that the xp popup told the player, i was more referring to the allies but if you all haven’t had problems with it then it’s probably not a serious issue.

     

    I always group with my co-players so I get the XP popup too. Not that I want it. Now with lots of zombies attributing it to which zombie died actually might be difficult.

     

    8 hours ago, ShellHead said:

    I’m all for making the game as atmospheric as possible, i just wanted to make sure that it wasn’t going to cause problems that might keep some really cool ideas (e.g. the stun baton) out of play, especially the spheres of play it would be the most interesting and fun in. But it seems like that’s not the issue i thought it was.

     

    If we ignore the popup then I don't see why that problem would be limited to stun baton. Other weapons have knockdown too. And there still is the effect that zombies can go down when at low health but not dead (or am I imagining things?). Death through stun baton is sometimes even more obvious because dead zombies stop flashing immediately.

     

     

  18. 2 hours ago, ShellHead said:

    ...

    They should make it a bit clearer whether a zed is dead or ragdolled, maybe just make zeds have an electric particle effect?

    ....

     

    This is like saying enemies in a WW2 shooter should always shout "TIMBER" and wave a flag before shooting at you, to prevent any surprises 😉

     

  19. 34 minutes ago, Jost Amman said:

    Sure, keep ignoring the problem unless you have a 100% accurate statistics about that... sounds like what politicians do.

    Are you one? 😉

     

    I know for sure I died at least once because of it. And that is not neccesarily wrong. The same can happen with mines in the wasteland or around military camps, floor traps and surprises like on the first seventh day in any new 7days gamers life.

     

    I am a candidate for the Zombie Rehabilitation Party and I will defend their right to get a fair chance in fights and eat people. Zombies are supressed everywhere. Look around, do you see any zombie being CEO of a top500 company? Have you seen the wages they get? How difficult it is for them to rent a house or just a social security number? There is a lot of discrimination here. Vote ZRP, we care.

     

  20. Thanks. The logfile shows the controllers being added but there is no error when it drops out.

     

    One possible cause: There was a bug on AMD 400 to 500 series motherboards with USB connectivity often dropping out. THis bug was found and corrected by AMD in March and should have resulted in BIOS updates for your motherboard being available somewhere in April or May.

    In other words: Update your BIOS and make sure the new BIOS has AGESA version 1.2.0.2 or newer.

     

    **IF** that does not help it might be a Unity issue and I would suggest making an official bug report (see the link in the green banner above)

     

  21. 3 hours ago, Jost Amman said:

    I hope the designers will also rethink and make more natural (I don't know how) the auto-trigger rooms.

    They're spoiling part of the fun for stealth players.

     

    Not again! This was already discussed to death. Now I'm gonna say "Not all stealth players" and we get stuck in a time loop 😉

     

  22. 43 minutes ago, Nagano said:

    I have the same issue now, tried to force an update but nothing showed up. Then i reinstalled everything but still won't load 19.5. Tried it over SteamCMD and Steam. Any ideas?

    We were not there when you did all that. Which operating system, where is you install dir, what exactly did you do, what exactly did happen?

     

  23. 12 hours ago, ShellHead said:

    Looking at the chart, it looks like AGI and PER need a buff independent of STR and FOR needing nerfs.

    i’m a little hesitant to say INT is in a good place because the AOE effect is from a consumable and not inherent to either the weapon or a mod. 

     

    I agree that comsumables should not count. In a current game of mine I just can't find nerd tats. Maybe a bug, maybe bad luck, but I constantly make a round of the traders and they almost never have them. So they are nice but you can't depend on them, and definitely not if you want to use tats consistently and often.

     

    12 hours ago, ShellHead said:

    i get the argument that INT can just use other stat’s weapons without needing the perk and i agree with it. That being said, that’s true of every stat, not just INT. STR can use rifles to cover their shotgun’s lack of range, PER can use pistols for more flexibility, etc.

     

    Wrong. While you use the rifle your shotgun is NOT firing. Turrets can be used while shooting any weapon. EVEN shooting in a different direction, try that with your rifle+shotgun combo

     

    12 hours ago, ShellHead said:

    So that argument doesn’t work so well by itself for saying INT is in a good place out of hand, you would have to make the argument that a fully perked set of turrets + an non-perked weapon is equivalent (taking into account the non raw dps benefits of the turrets and the reduced combat focus of the INT tree) to a fully perked ranged weapon of another perk, which i’m not really convinced of at the moment.

     

     

     

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