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meganoth

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Everything posted by meganoth

  1. There was talk about boss zombies. At the moment there is the demo and a new plague zombie. Not sure they will continue though as they need to add bandits
  2. TFP already announced that the weapons are complete once pipe weapons are in. New weapons would not bring any variation to the game, just the same gun in different skins.
  3. No, I don't have any inside info. And the new zombies they were talking about until now seem to be all out now (just today they showed the new cop model).
  4. Distribute the players so the demo is able to run between your positions. Always only shot the demo in the back. If he starts to bleep, shoot him with all you got. If you got demos you also should be able to produce steel. And steel is able to withstand one demo exploding. Two blocks of steel withstand two demos exploding.
  5. What do you mean by that? I couldn't find anything special about Unreals client server model in the net. Also nothing in this official doc about the client-server model: https://docs.unrealengine.com/en-US/InteractiveExperiences/Networking/Server/index.html The twitter text specifically says it is showing off RWG.
  6. Lately, whenever I see someone reporting network problems, the logfile always shows that LiteNetLib could not connect and steamnetworking was used instead. I'm wondering if this could be pointing to some general problem.
  7. Moved this topic. Please use "Discussion and Requests" for questions, "Mods" is used for listing existing mods
  8. The quest location names show that this is unfinished software in development (in contrast to a service game for example). Unfinished features, unbalanced parts and bugs, that is EA (Early Access). Because with EA you can peek into development. But you don't decide the priorities If you could play games from AAA companies before release you would see exactly the same or worse unfinished heap of software. Oh wait, just look at cyberpunk 2077 for a recent game that shows how a game might look in a state of development. Sure, that doesn't count as an excuse when a game was released, but THIS game is not released yet. Whether you like that or not, whether you blame the rules of EA generally or TFP specifically for this, I don't see it likely that the devs will change their development model for you. I also don't think there will be any change in development speed as the only way to do so would be to hire lots of people, half of them for speeding up development and the other half to make up for the delay of getting all of them up to speed on the code. In software development this is done only in emergency situations. I'm pretty sure you will still not be pleased by the progress when you come back in a year. Maybe you can even just copy your current complaint post and repost it verbatim. 😉
  9. I moved this to the appropriate forum section. Above in red is a link to a blog post by TFP explaining the situation. The game was never crossplay, console and PC versions were developed by different companies, think of it as different products with the same name.
  10. You can turn on eac in the game launcher. When you start the game from steam it automatically asks you whether it should launch the game directly or the launcher.
  11. The best choices are the ones you have to stick to. One idea someone presented was a cooldown, another would be that all bonuses would be needed at the same time. For example they could all be useful while scavenging (poi clearing, what you find in loot, running speed, armor) But the example with the farmer outfit is quite the other way round. Lets say it is a bonus to harvest result just like the LotL perk has. Since you get more you need to harvest less often. And switching the outfit is clearly less time waste than one more produce per plant would save you. If harvesting were a fun activity I would laugh as well and chant with you "Look at the idiots who destroy their fun with meaningless chores". Instead this is replacing chore with faster chore. I know what I will do.
  12. I made 5 posts simply because I couldn't process that wall of text in one session. Sadly my postings became a wall of text as well 😉
  13. You listed some game companies who (to the public) only work on one title at a time. Are you really sure CD Project wasn't doing some cyberproject while finishing the witcher? Did the whole development team of CD Project work exclusively on the witcher card game? I give you two companies who do it very much like TFP and pipeline their development: InXile and Obsidian. Pipelining means that the game designers already work on a new project when their tasks on the older project are practically finished. In the next phase graphics artists for example change over when everything has been drawn that will be used in the older project. Meanwhile programmers and some other people like level designers still finish up the older project and mainly fix bugs or polish balance.
  14. I would suspect good intentions clashed with reality. If you are a developer yourself you probably already know the only safe way to get faster updates while developing lots of big and small features: Use a revision control system and put every new feature in its own branch. Now in theory that is all you need. In practice things are not so easy. Features sometimes depend on other lower-level features. And some devs just can't adapt and always forget to make new branches for new features. And invariably the biggest features are also the ones everyone wants to be in the new alpha. Everything just guessing by the way, I don't have any more knowledge about internal stuff than you.
  15. This is intentional to have players not get into a death-loop if their horde base is overrun early in the night. If you are killed in horde night, horde night zombies will not spawn again except if you make noise and some normal zombie notices you. What are you talking about? Inventory is fully usable from the start, you are just getting very slow if you overburden yourself and use the "overweight" slots.
  16. If you are still getting stone tools on the 5th horde night it means you are very slow in leveling up. Typical players find iron tools around the second horde night I would guess. I'm not at all saying you are doing anything wrong, it is just that the game adapts to your speed of progress and if you take your time, so does the game. I suspect that you have not done many quests. Doing so will speed up your progress. The game is hard for new players. And practically you are one since you have stopped playing for a long time and lots of mechanisms have changed meanwhile. Irreversibly gone. Just saying this, the devs made it clear that the game like it is now will be in large parts the game that will be released. You are free to tell them you don't like it but things like this will not change anymore. The devs are happy with it and they seemed to have reasons to ditch the old system.
  17. Yes, the first days in this game are very much about getting food. Especially new players will have a hard time and suspect this is poorly balanced. But as soon as you learn where all the places are to get food it becomes much more manageable and 2 in-game weeks later your food problem is solved. Here are a few tips if you want to be spoilered: 1) At the start of the game: Do lots of buried treasure quests (gives you cans of food and food recipes). Buy cans of food from the machine in the trader compound. Raid kitchens. Do not always run, especially not in heavy armor, do not immediately start mining extensively, get materials from buildings instead. Do not run when you are using the "overweight" slots (instead scrap early scrap often and use chests in the street to collect stuff you can't carry). 2) Start early to build farm plots, get a farm going so you can make better food as soon as possible. One point into the farming perk in Fortitude is always a good idea as it doubles the output of your farm.
  18. You can also find the recipe for grilled meat by scavening or buy it from the trader. The perk is there if you don't trust your luck. Granted one point into the cooking perk isn't a bad way to start a game, but you get 4 free perk points after your tutorial quests. (I myself usually don't put a point there as I find a lot of food recipes in early game) The cooking grill is rather trivial to get if you scavenge a few kitchens for food. Scavenging kitchens at the start of the game is advisable anyway because food is a scarce resource at start. Also one point into the perk that allows you to build a forge is also a good investment that allows you to build the grill yourself. Or try to find a working forge in a trader or in a building, or get lucky and find the forge recipe in a broken forge. There are lots of ways to get that stuff, you just have to find out what's best for you.
  19. Moved this thread to the correct forum part, it was posted in the console section. Generally devs have said they don't have time to read such huge posts, if at all they might skim it. You probably should read the first post in the dev diary first as at least one of your wishes is already announced as being implemented. No need to ask for already announced features. The cosmetic slot for bicycles is there in preparation for full vehicle mods and with that feature fully implemented the color will change with the dye. Check out the first post in the dev diary, everything expected to be in A20 or A21 is listed there: Where did you see that? Maybe put some points into YOUR perception perk 😁. (Sorry, cheap joke). Actually the perk that improves your weapon damage and the perk for crafting better versions of it are the same.
  20. I suggested removing or adding mods because it unloads the weapon. With ranged weapons you usually see the damage of weapon + ammo, both have damage values. If you unload a weapon you see only the weapon damage. It doesn't matter that the damage also changes slightly since we are looking for big changes
  21. Yes, there is a problem with treasure hunter and I assume players will very seldom perk into it. So why is it still this way? (What follows is a bit second-hand info and mostly speculation) 1) Because the lead designer didn't play Perception yet, perception as a whole isn't yet balanced. And no, they don't have much problems with leaving unfinished parts lying around. 2) Because perception is balanced as a whole, i.e. even at release Treasure Hunter may be a dud because other parts of perception are just too good (I consider this not really likely though) 3) Because the game is partly a sandbox, so some perks might just be kept in the game to fill some playstyle/role people might want to play. 4) Because Treasure Hunter might have been the best idea they had at the time to fill the perk list, a fitting perk for perception, a prototype. It might mean it will eventually be enhanced or maybe it will be replaced. 5) Because even if it is a rather worthless perk it doesn't really hinder people playing the game (everyone is free to ignore it), while for example performance problems hinder players with minimum specc PC massively. There are simply other priorities.
  22. requires them? I'm not aware of the community having a significant influence on the priorities of the developers. EA (at least in this case) is "watch and experience the game while it is developed" not "you design the game, the devs do it".
  23. I have occasionally seen weapons with far out damage values too. It definitely is a hard to replicate bug. It may have to do with ammo calculation as I don't remember ever having seen this on melee weapons AND I think I remember the damage goes back to normal if you add mods (because it unloads the bow) or change the ammo. @starscream If you can, make a backup of the savegame, then change the ammo (while writing down which ammo is loaded) and add or remove mods. See if it makes the bow normal again. If on the other hand you can change ammo and add a mod and it still shows high damage values it would prove that the bows base damage has the wrong value not the ammo.
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