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meganoth

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Posts posted by meganoth

  1. 3 hours ago, Cranberry Monster said:

    After a glance at that site, I can kind of vouch for the quality, but not in a good way. Let's put it this way--in the interface, their translation of "Japanese" is "Japanese person" as opposed to "Japanese language." Context is hard, and I'm sure it probably works better for Romance languages, but the old adage of "Write what you know" goes double for translating. Best possible outcome: unintentional hilarity. Worst possible outcome: WWIII?

     

    You forget that this best outcome is actually the best outcome possible. If you give the word "japanese" to a translation service and do not supply a context by hand then even a human translator could not do better.

     

    Asian companies have done this automatic translations of their product manuals for ages and it worked (i.e. they got to sell that stuff in the west, it was cheap for them and it did not start WWIII).

     

  2. 10 minutes ago, bachgaman said:

    We play in party

     

    No, we just destroy them with shotguns, AK-47s and blow them up with grenades in a narrow passage

     

     

     

    Do developers have gametesters at all?😁

    They have a number of testers, for bugs and it seems they also give feedback about gameplay.

     

    Furthermore madmole himself as game designer usually plays the game around the time of the release of a new alpha (before that the internal version is rather unplayable). Since A17, when the whole perk system changed to the 5 attributes, he played all attributes except perception AFAIK.

     

    As someone else mentioned, they mainly balance difficulty 2 (Nomad?), up from minimum speccs and 1 to 8 players.

     

    PS: Except for gamestage calculation there is no difference between single player or multiplayer, local game or game on dedicated server. If there is, it should be a bug.

     

  3. 37 minutes ago, bachgaman said:

     

    Thanks for answer

     

    I just don't understand why the difficulty only affects survivability of the zombies, which does not really matter when using traps and explosives during BM defense

    Btw i do not really like such excessive flexibility of settings, it kills the atmosphere and challenge, you can make it easier or more difficult on the go, this is bad

    gamestage once had a multiplier which increased with difficulty. But now this multiplier is always 1.2 independant of difficulty.

    Obviously they didn't like something about that approach and deactivated it.

     

    EDIT: Damn, Wiesel Weppen was faster 😉

     

  4. There should be a ConfigDumps directory inside your savegame. There you will find the xml files AFTER xpath expressions are applied. This is probably the easiest way to try out xpath expressions and find out if your expectations of how the changes are applied line up with reality

     

    I assume you already know the xpath tutorial?

     

  5. 6 minutes ago, BFT2020 said:

    Hmmm, I must be confusing this with another game then.  Now I am curious what game has this mechanic I am thinking of.  Ahh, the joy of getting older. 😆

     

    I remember that WE thought at the time of alpha15 that it worked that way (and that information may have even come from a comment in some xml stating that). I'm just not sure if the game was actually working that way and it changed or whether that was a common misconception that was circling around.

     

  6. Interesting problem. I think you should check the server log itself. It tells you which path it loads from and which version it is. Sadly it doesn't say which port it really connects to, that is something you would have to find out using the operating system tools. Also make sure the dates in the log are correct and you are not looking at outdated logs.

     

    For example (hypothetising from total ignorance about your actual situation) maybe you haven't rebooted your machine lately or the RAT automatically starts a server from a location you don't know about. In this case an older server could block the port and therefore still be on 19.3

     

    Another problem could be that the force_install_dir command didn't work correctly for any number of reasons. So: Deliberately delete a file in your servers installation directory and do a verify. It should redownload that file and you should be able to witness this in the file system and steam should tell you it needed to download the file again (though steam often downloads one file (the manifest) even if you didn't change anything so you can't rely on just the number of files downloaded. But steam hopefully tells you exactly which files it downloaded and you can see the effect in the file system anyway).

     

  7. 16 hours ago, bachgaman said:

     

    I know that deaths affect the gamestage, but I didn't know that counts from the last death. On this day I died. Ty

     

    I don't think it does. It may have been this way around alpha 15, but deaths just substract from total days. See the comment near the start of gamestages.xml:
     

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            Every 24 hours GAME time 1 (day) is added.
            On every death "daysAliveChangeWhenKilled" is subtracted from the total.

     

     

     

     

  8. 4 hours ago, pipedream said:

    All the Top Servers in the World are Modded Servers. The only thing that keeps this game fun and interesting are Mods. Mod the Map, Mod the Zombies, Mod the items, weapons, food etc. Mod the Armor, Use a third party program for waypoints, teleports, and other features then you will have fun and a challenge. This is why in my opinion most of the "BIG" updates are more than half of what is already out there in the modded World they just implement it. Sure I will get chewed out for this comment but it is whatever..Lol

    Just ask a modder what he thinks of your opinion

     

  9. 7 hours ago, drperry said:

     

    Nope, doesn't make an appreciable difference. Maybe gets me another 5 FPS, but still.

     

    There's still an issue, and it's NOT with my system, it's a compatibility issue with the 3000 series GPUs. Otherwise I'd be able to get higher FPS on the same settings than my R9 got.

     

    That "otherwise" doesn't make any sense. SAME CPU, different GPU => SAME FPS is the clearest case of a bottleneck you could get.

     

    To prove that you still have an issue you need to show that someone else with a similar CPU has much better FPS than you at the same settings(!).

     

     

     

     

  10. 13 hours ago, Matt115 said:

    1. Yeah i can agee with that but this more mechanic that setting for example : in cod when you choose knife you run faster that with rpg but you still have this same wage . i know there is much stupid things like germans have ppsh etc but they try to be realistic : zombies have proper winter helmets , you can find sdk 222 on die eisendrachen, you can find tigers tank in nza 1 2 or trilogy ( 4 go into much alternative way ) or logical stuff in bunker right? 

    2. If i good remember L4D2  valve team just "take" charger idea from forum ( it was looking exactly this same) , tf 2 have cominity updates , biding of issac get items from antibirth etc So if they "open" section : put what you want and maybe we will use something it will be legal if they put it in terms and there will be proof this was created by for example "wolo3124gaming" and is not assect bought somewhere or stolen. Ofc Law in USA is diffrent that in UE but probably it it possible.

    3 in night there is not enought time to changing ( and you put brightness as you see counturs) ammo types right? ofc there are some diffrents like radioactive ( and you don't know the model only the green colour) ,  cop ( he is fat and it hard to mistake it antithing exept fat mama zombie) ,  spider ( but you see him because he is jumping like hunter from l4d) , bird is bird . Soldier , biker survivor etc like almost this same posture almost are this same. some in night i just keep to shot them down . In l4d2 for example we have common and uncommon, unocommon  zombies  looks enought diffrent that normal zombies but some of them have variants like : hazmats have 3 diffrent of colour of their suit and diffrent faces , workers have diffrent colour vest ( dirty yellow and green) etc .  Did you saw new fat cop model ? you can make variants : w/with cap, blue or white thirt , with or without tie and they will be looking diffrent but you can still easy recognise them . i don;t have idea for another versions of feral. But we can now take soldier : winter, desert or woodland camo , with beret helmet or wounded  with one shoes or barefoot and it you will know this is a soldier but it will looks diffrent. For new types of special zombies riot zombie can have black armour or blue in prison. Bandit can have scrap or iron armor there will looks diffrent but you know  it its a bandit zombie type. i have some idea for "uncommon" zombies and some of them can be rly logical and diffrent enought.

     

    Sorry for gramma mistakes i have some types disturbends , even in my languages i'm making a lot of mistake which is a little bit anoying but i can't do anything with this so sorry 😅 

     

     

    You might not have enough time to change ammo but you could have a gun for armorless targets and a gun for armored targets in your toolbelt.

    Also another important part is who to target first and who last (hard hitting zombies first). Or even which zombies are ok to melee and which ones you want to gun down.

     

    But hey, we don't have to agree, our priorities are just different. And while I voted yes, it is a very mild yes, I shoot anything that is declared as a zombie no matter how it looks 😁

  11. 8 hours ago, tenchikun said:

    And what would be the cause for this?

    Seconds into loading into the game it just crashed! https://pastebin.com/aJK6gGtP

    A security software like Kaspersky has two parts, one part is running like any normal program on your PC, a second part is injected deep into the bowels of your operating system. If you prevent the normal program from running you have just disabled the user interface, the serious heavy lifting should still be working as (un)intended.

     

    Without an official uninstall utility from Kaspersky you won't get rid of the software (and more paranoid people might even believe not even that will get rid of it 😁 )

     

    Not saying that is the cause, but like SylenThunder said, anti-virus software HAS to be resilient against removing it.

  12. 55 minutes ago, Matt115 said:

    7dtd have realistic setting right?  like dying light , cod zombies or l4d2 so a makes groups of zombies like : civilan , soldier , doc, bandit , bikers etc with diffrent head , outfits could make keep them "fresh". Nom i have filling like playing in serious sam. Killing floor have this same model because they are clones created in lab - this logical that they look these same.  I know it will be hard and time-consuming : people like to complain about this but i would to help. 1 model per month could help right? . i thinking about what zombies we need: some student in high school( diffrent jackets t shirt maybe some starved ), zombie nerds, hobos, more zombie soldiers models maybe with special forces ( black camo , gasmask and berets), factory workers , more farmers and bikers zombie , "primal" ( like  mixed fiber clothes with high school girl starved so nowe she is zombie) etc

     

    Realism is quite low on the priorities of the devs. The counter-argument most often brought up is that you can have whole cars and concrete that weighs about as much as the titanic in your inventory. And then there are zombies. Realism is already an unreachable goal with such examples in the game.

     

    If you want a job at TFP you should look at their job offerings. I don't think they will just take work from some guy on the internet without some contract, for legal reasons.

     

     

    Quote

    that's why  "groups" are good idea - soldier zombie can looks rly diffrent but you know he is a soldier so he have more health . Biker can have a diffrents tattoo w/with helmes, with diffrent tops or jacket but you know he is biker. Bandits can have random colour armor diffrent wounds etc and you will know he is bandit type etc.  so they can look's diffent and you will still know how dangerous it is. Barefoot starved farm girl with one eye and some wound will surly be easier that steel armor heavybuild bandit zombie with tatoo everwhere or dark camo special force member

     

    Yes, some variation would be ok, but the battle field of a zombie horde night is a chaotic ocean of zombies and variation definitely does make it harder.

     

  13. I found this error message:

     

     
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    2021-04-14T12:55:07 1785.190 INF Disconnect

    Coroutine couldn't be started because the the game object 'XUi' is inactive!

     

     

    where you seem to have been thrown out of the game.

     

    Then there were two server restarts

     

    Then the crash. Was the first event just an unexpected exit and the two server restarts were expected? Why so many restarts in only 10 minutes?

     

    The error seems to have happened in unity, so it could be a driver problem. It could also be network-related.

     

    I would propose a few experiments:

     

    Play on that server but turn down texture size to half. This is just to make sure that 6G is enough for full texture display. Does it crash?

     

    Next: Play a local game and check memory and GPU mem usage from time to time. Does it happen there? Do you see memory increasing constantly? I know, you have @%$#loads of RAM, but just to be on  the safe side

     

    If it does happen in a local single player game, post that logfile. Being on a server can muddy the waters if it hasn't anything to do with server/client stuff.

     

    If it does not happen, ask the server owner if he uses any mods. Ask what he sees in his log when you crash.

     

  14. 2 hours ago, bachgaman said:

    If upgrading club perk gave an area attack, knockback (not stunning) of enemy, attack speed or some stamina/sustain bonuses, but no, for 13+5 skill points you will receive double damage

     

     

    You usually spec into one (or at max two) attributes deeply. Attributes are like classes, just that you are not restricted to one. Double-classing for example is quite possible. Taking the first perk point for some perks in attributes you never want to spec deeply into is also possible and actually there are perks where that makes sense

     

    Now if you spec into a specific class or attribute for any reason,it makes sense to use the gun of that class and the melee weapon of that class (because it is the cheapest way to get good with a gun or melee weapon). You don't pay 13+5 for the gun perk and 13+5 for the melee perk and 13+5 for some utility perk there, you pay 13 for the class (or is it 15?) and then 5 for melee.

     

    Or not if you only want to shoot. But then it still is only 5 if you change your mind. You are right that it isn't worth going for clubs when you spec into agility, but the system this RPG uses does not balance single perks as much as it balances attributes! And it nudges you to select an attribute and get the perks of that tree mainly.

     

     

     

  15. 2 hours ago, bachgaman said:

     

    Yes, they are useless, you will use club for a maximum of the first week and only against a small number of opponents, if by the end of the first week you do not have at least a blunderbuss and a pistol with a sufficiently large number of bullets, then you were doing something wrong

     

    Now tell me where you will spend your skill points in the first week? Are you going to improve clubs knowing that you will receive a double-barreled shotgun in a few hours? Perhaps you will spend 1 point, then you will take more useful skills. And when you take on vital skills you will already have such an arsenal that you will not pick up either a club, a spear or a brass knuckle. This is what we are talking about.

     

    Spear (and perception in general) has not received the same scrutiny as other attribute trees. I find spear lacking as well, but use all other melee weapons against single enemies even up to end game. Consequently I also put points into the melee perks.

    I usually don't play insane though and play what I like, not what is most efficient. Developers by the way have said they will balance the game in difficulty 1 (don't know the name, one above adventurer).

     

    My best advice of the evening: Set loot abundancy to 50% (or even 25%, but be warned this isn't linear, 25% feels more like a 10% setting) and never select ammo if you get offered it as a quest reward (this is one of the things still not balanced in A19). You might appreciate melee a little better.

     

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    Mind you, I wrote not only about melee weapons, but you chose this as the most unfortunate example after all, besides melee weapons and bows, there are a bunch of dull weak perks and you know this if you play this game

     

    It was the perks you specifically named, so I used them. When talking about useless perks here on the forum often people mention perks that others vehemently defend as essential to their playstyle. Which is good as the game would not have much replay value if you just wanted the same perks all the time. Though minmax players might have a problem with the game, granted. Strength and Fortitude are the best attribute trees, why have the others? Well, this is an RPG as well, not a competitive PvP game, it seems the devs want to provide different roles and balancing this to the hilt is not their foremost priority.

     

    Lets look at some other perks that are often called useless:

    It is obvious that the treasurehunter perk is not worth its perk points, but as I said perception wasn't really balanced yet.

     

    It is obvious that Charismtic Nature is useless in single player. It is a situational perk, you will only use it if you are in a group and that is ok. Lots of the perks are situational. If you have no use for them it might just be your playstyle

     

    Not going too much into armor perks, but heavy armor perk is valuable if you want to stay mobile and it isn't guaranteed that you ever get that convenient book that removes the penalty in combat.

     

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    I played DF too and GnaMod. There are very good ideas, but the implementation is so-so. Personally, I don't understand why you mention modifications at all. Very comfortable position. Do you want a feature? Download the modification. Cool and very convenient. This is how you can answer any wish.

     

    Its just the place where you might find what you are looking for. Remember, I don't speak for TFP. I know a lot from having actually read every post in the dev thread since A16, but that makes my word not official. I just can say from experience that many of your wishes most likely won't happen, because of lots of different reasons, compromises and very often because of limited developer time. They simply have to prioritize.

     

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    I partially agree, but first of all, the game has quite flexible settings on very many points. This could be one of them. Second, I offered an elegant solution to the problem. Mode with 1 life, but with a save function. Thus, the player will try to survive, but will not be very upset after dying. And he will not be able to abuse death. All goals achieved

     

    As I said they have tried a lot of penalties and I think they called the current penalty "good enough for release". Which doesn't mean that is the last word. If they like your idea, maybe they change it again. That I say that it isn't likely is just some background information for you, it is not to somewhow devalue your idea.

     

    Me personally, I don't care what the death penalty is because I don't exploit death. Though I would not be against making it more severe and even argued for it the last time it was changed. It's just that some parts of the game have been discussed to death already (pun intended) in this forum and it isn't worth talking much about them anymore.

     

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    I agree, this is hard work. If it's not possible to make high-quality AI, so you can make them dumb but strong. You can make zombies with 10,000 health, but that's not very cool, right? Therefore, items such as 1, 2, 3, 5, 6, 13, 14 appear. 

     

    Look at other games, many of them fail with AI, even AAA games with hundreds of devs. Civilization 6 for example. I think Fataal, one of the AI devs, has said there will be an AI setting in the config, maybe that will help you.

    This is also one area where some improvements might happen yet, but it largely depends on the current code and what is possible with not too much time investment

     

    I like that the zombie AI is dependable by the way, it makes building complicated trap designs possible. Building for me is interesting because I like to solve the puzzle-like problem of getting the zombies lined up for the traps and my weapons.

     

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    Although it seems to me I did not offer anything complicated. Maybe I'm wrong, but I think it's not difficult to make sure that all the zombies don't pound into one door.

     

    Well, they actually do not. Fixed. You were absolutely right, didn't take long. 😁

     

    Seriously, I'm not saying it won't happen, but as I said it depends how long it would take to do. And it always takes longer than we from the outside expect. Trust me, every alpha there is a bunch of players coming here and saying "That's it? One year for just these few features? I could have done that in a week".

     

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    Easy to fix. Loot drops only from the first summoned horde. Is it difficult to implement programmatically? I don't think

    Now people can abuse witches for farming experience in same way. Why didn't experience for killing zombies be removed?

     

    Because a majority of devs wanted to keep it. Because a majority of players expect/want xp for kills. Because the more xp sources you have the better the game is balanced for different activities and killing is a major activity in this game.

     

     My opinion always was that removing xp from kills would be better .and if not that at least removing the xp display whenever you get xp would be good. But I am not a dev.

     

     

  16. 18 hours ago, drperry said:

     

    Unless it was pickup up the slack of the weaker GPUs, I used to run 75 - 80*C on the CPU playing 7 days, now I tick over at 40 - 45*C... There's definitely a difference in CPU usage compared to before.

     

    There's also no reason for the GPU to be limited to 30% usage now, unless there's a programming conflict somewhere, otherwise ANY game I play would suffer from the same issue.

     

    There's also no difference in 1080p and 1440p for FPS on my system.

     

    Ryzen 9 3900X

    Gigabyte Aorus Master X570

    32GB G.Skill Ripjaws 3200mhz memory

    EVGA RTX 3090 FTW3 Ultra

    Corsair AX1200

    Most games are bottlenecked by the GPU in typical PCs, very few (like 7D2D) are bottlenecked by the CPU. Also I suspect another bottleneck somewhere on the memory bus or in caches as 7D2D seems to shift a lot more information (the voxel data) between CPU, GPU, RAM and SSD/harddisk.

     

    Bottlenecked CPU means: Every cycle the GPU is finished with its task to display a frame looong before the CPU gives it a new frame to display for the next cycle. Which is why it doesn't matter anymore how fast the GPU is, as it would just have to wait longer.

     

     

  17. 5 hours ago, Roland said:

     

    I was just poking some fun at the title of the thread. OP admits that the harder areas are more fun. That should make it worthwhile playing in those areas regardless of the loot. In fact, if the loot was worse but the game play way more fun then people would want to play there anyway, right?

     

    I am aware that the loot tables will be changed and I'm not against it. I'd love more fun AND better loot. I'm no communist...

    McCarthy would say that knowing the c-word already makes you suspicious and denying it is almost a confession 😁

     

     

  18. 2 hours ago, uncle.heavy said:

    For what it is worth, we had that issue occuring for several alphas, too.

    But vehicles replicating started in A19 only, as far as I can tell ;)

    It was always some player that had a notibly bad connection on that particular evening, resulting in disconnects at times.

    Vehicles disappearing has not always been happening on disconnect, though: it did on occasion, and sometimes it did not, sometimes it happened out of the blue.

    Also, steamnetworking enabled or disabled made no difference.

    Never had there been any server or client log entries to the likes off "High packet loss, disconnecting client" which makes a bug report close to pointless.

    I will test with yet another server with hopefully better carrier peering shortly to gain more insight.

     

    I know there are no easy leads, but like Sherlock Holmes said:

    Holmes: “To the curious incident of the dog in the night-time.”

    Gregory: “The dog did nothing in the night-time.”

    Holmes: “That was the curious incident.”

     

     

  19. 1 hour ago, bachgaman said:

     

    Hi

    thank you for constructive response

     

    Likewise, I'm sure the devs value your feedback. (Although they tend to just skim longer opinion pieces, it is better to concentrate on few most important points). (Note, I do not speak for them though, I'm just a normal player with moderator rights)

     

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    a) I didn't say that skills and perks need overhaul, the skills system is good in general, there are just dead branches and because of this, numerous items are dead, just need to strengthen weak and weaken the strong so that all branches of development are playable. I used wrong word. Not "rework" - better "rebalance" 

     

    Sure, but your opinion was that melee weapons are useless, which would amount to an overhaul if they were of the same opinion. By the way, you are pretty alone with that opinion in this forum at least, lots of people use melee extensively to save on ammo. That you have too much ammo at the moment so you don't need to save any is because a) the game isn't fully balanced and b) you are an experienced player playing vanilla.

     

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    The feature with bandits sounds cool, I hope we see it soon

     

    b) I didn't know that the game positions itself as a platform for modders. Why is it so bad with them then? I tried mods, to be honest, even the most popular of them seemed to me to be raw crafts in which there are many ideas, but few developed ideas. Curved balance, poor quality graphics, no localization and so on. Although there are a lot of good things. Also, I don't like the mod installation system in this game.

     

    Mods are in an early-alpha state as well 😉. They have to adapt to a changing vanilla every time a new alpha comes out which takes time. Generally mods will trail vanilla in polishedness for quite some time because modders are more interested in features than polish and because they don't have the sources and need to work with the interfaces exposed. So they are quite limited in some things. Don't expect them to code a new AI any time soon for example 😉. Since alphas don't change as much of the low-level stuff the quality of mods has improved though. I don't like all the changes that Darkness Falls does but in terms of polish it made a big leap in the last year. Can't speak about other mods yet, this is the first one my group tried in A19.

     

    The installation system will improve but only near release of the game, TFP plans to use steam workshop

     

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    I like the vanilla version more even as it is now, I really like this game and what I wrote above is just problems in existing content. Notice in my post there are very few wishes about new content, I noted fairly fair shortcomings of the existing one. I could dream up anything, but this is not my business, I just gave feedback on existing entities and mechanics

     

    3) but in this state, the game pushes player to intentional death. in turn, this devalues all survival

     

    Players using intentional death happened with all versions of death penalty TFP tried. At the same time it can't be too punishing so it doesn't lead to death loops happening that would happen to new players. So the death penalty is a compromise like a lot of stuff in the game

     

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    4) If so, then it does not help them to penetrate into the fortifications. I noticed that some of them hit blocks chaotically, but that's not what I wrote about. As far as I understand, when they are in this state, they do not try to get to player in a different way, different from the path chosen by other zombies. They just hit the ground. 

    Isn't that so?

     

    They try to hit blocks in their way. IF the player is lower than them they will hit the ground as well. AI is very difficult in a voxel world. I too hope they add a value function to blocks nearer to the player but it is not sure if the 2 programmers involved in AI ever get the time for it as they have the difficult task to make bandits act well. Which is a task that will probably occupy them for a long time.

     

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    9) Yes, of course, I know about yellow backpacks, but they fall out quite rarely and, as I understand it, they fall out from members of horde, and not random vagrants. It's a trifle, forget it

     

    In previous alphas people would farm zombies for loot, i.e. intentionally let zombies spawn (through screamers) to get easy loot. The devs said "We don't want a loot delivery service" and removed that. I'm pretty sure it won't come back. Except in mods, some of them increase loot bag frequency.

     

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    12) Yes, I thought that the problem is in lags. They have to do something about it, because in the late game you have to travel very far and spend 1/2 of time pressing shift + W is not the most fun activity, driving in the game is generally simple, somehow clumsy and primitive I don't even I know. I understand that this is not GTA, but still.

     

    Not likely to get changed in my opinion. I expect that would be just too many low-level changes necessary to improve this. Modders don't have to respect min spec PCs, they increase vehicle speed quite often. Sorry, but it very much looks like you have to swallow the turd of installing mods 😉

     

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    14) Yes, you are right, demolishers perform such a function and I am very glad that they are in game, because this is the only thing that can cause me a problem in the BM.

    I won't argue, and again, I'm not talking about new content, but about revising the old one.

     

     

  20. 6 hours ago, bachgaman said:

    Hi @madmole

    First of all many thanks to you and your team for this game, 7DTD is really awesome! Me and my friends got a lot of pleasant emotions and memories associated with this game, thank you

     

    I read the list of changes in alpha 20 and was pleasantly surprised how much these changes corresponded to my expectations, I literally voiced many of these points during the game, but I would like you to know what features could improve the game in my opinion (sorry for maybe not perfect english)

     

    this is just my subjective opinion, of course I do not demand, but I convey my opinion and I understand that my vision of the game most likely does not coincide with yours

     

    1. Hardcore mode - yes, I mean that game mode with one life as a checkmark in the settings before creating the world. Someone will say that I can decide for myself whether to continue playing after the first death or not, but you must agree that it is very difficult to abandon the progress achieved wanting to play perfectly, but at the same time there are players who, for this very reason, do not try to survive. Many people generally abuse the ability to die (replenishment of food and water, zeroing of negative statuses, and so on) and honest players do not use this just in order not to lose interest in the game. I am not asking to make such a mode mandatory, but possible without mods

     

    I have seen videos on YouTube where people are proud to withstand very dangerous waves directly using their death as a survival tool, this is absurd

     

    In addition, an intermediate option is possible, along with this, you can add the ability to preserve peace and progress. Suppose players play a hardcore mode with 1 life, they can save before the bloody moon or a dangerous mission and in case of failure, death, roll back the world to the time of saving and try again. This will save you from annoyance after accidental death, but it will leave joy from a flawless victory

     

    2. Increase penalties for hunger and thirst up to the death of a character - I don't really understand why you can't die of exhaustion in a survival game, again, to be honest, you don't really care about food in this game , maybe it's even beneficial not to waste time looking for and creating food (again, you can die to replenish satiety) Even if you can't die from it, the penalties for hunger and thirst should be significantly more substantial than a slight decrease in stamina.

     

    3. Death Penalties - based on the first two points, it is quite obvious that players do not consider death losses, especially if they do it on purpose (items can be put in a chest) Did you think that the 10% experience penalty from the current level is prohibitively small? Perhaps an eternal (or very long) decrease in maximum health/stamina or an increase, instead of decrease in difficulty, to make it harder and harder to play if the player dies too often, and not vice versa

     

    4. Zombie intelligence - literally in the first days of the game, it so happened that without any guides I calculated the optimal (in my opinion imbalanced) defense system in bloody moons. The thing is that during bloody moon zombies, obviously, calculate the shortest path to the player and follow only it (maybe they still trigger on the doors because instead of breaking a concrete block with a strength of 2500 they hit a reinforced door with a strength of more than 7000).

     

    Therefore, as soon as the player digs a moat around the base and makes an exit from it leading to the door behind which the player is hiding, the player becomes almost invulnerable with a proper supply of ammunition to destroy them behind the door through the holes (I played at all difficulty levels and only demolishers can oppose something to this, and then by mistake of the player who shot the bomb)

     

    I think all experienced players follow this tactic and it's very boring. Dont you think it is necessary to lay some randomization in the choice of path for zombies? For example, with some small probability, some zombie would choose not most optimal path. For example, they would not run out of the moat, but start digging under the shelter or attack not the door, but the walls. This change would not affect the physics of the game, I'm not talking about they have to act smart, but sometimes they have to act unpredictably

     

    It is about this point that zombies act too predictably. This makes it easy and boring to defend.

     

    5. Nerf of electric fence and explosives. This is incredibly helpful in defending the base during the blood moon. The electric fence slows down the zombies very strongly and it will not break even if 500 or 1000 zombies pass through this thread per night (because parts of the electric fence can stand very far from the combat zone) I understand that it may not be possible to make some kind of victim counter on the fence, but maybe you just need to weaken its effect?

     

    But what does explosives do? It's not even about too strong a grenade launcher, but pipe bombs are incredibly powerful, even at the highest level of difficulty hordes of zombies are ground to powder from some small pipes with gunpowder. It's imbalanced

     

    6. Nerf repairing blocks and doors in battle. Another reason it is very easy to defend is repairing doors during a siege. Is it okay that with a nail gun you can repair thousands of durability on a door in a matter of seconds? With the proper supply of steel, you don't even have to kill them, you can just stand and repair the door (I haven't tested it, but it looks like this)

    You can simply add the condition that if the block is attacked, then it takes more time to repair it or repair is not available at all

     

    7. Rework some perks, especially on weapons and armors - you yourself should know that there are completely useless perks in the game, it's sad to see them realizing that they could be better and then the player would have a choice. I'm talking about completely dead branches of weapons (in fact, all melee weapons are almost dead and make no sense, all these spears, bows, crossbows, electric batons and brass knuckles are just too weak and unnecessary weapons partly due to weak perks) The creation of armor is simply useless because it is not difficult to find or buy. Now, if the perk for creating armor would give bonuses when wearing it, it would be a completely different story.

     

    In general, many perks look boring. Most often, when improving them, you do not receive any special bonus, you just receive, conditionally, 20/40/60/80/100% damage and that's it. There is no motivation to upgrade many of them, even for the sake of fun. It seems to me that the developer's task is to make any kind of weapon playable, but now in the game, in fact, there is only a grenade launcher, an automatic shotgun and, possibly, a machine gun (for which you will get tired of creating bullets). The rest of the weapon is a deliberate loss.

     

    8. First aid bandages - what do you think player should be doing during the first days of survival? I don't think he should be looking for the desert on foot to collect the aloever. Otherwise, he will not have the simplest way to heal himself. Either he must abuse death or seek out the desert with a stone axe and a grassy tunic. It might be worth adding a new type of grass for the green biome from which you could make at least some medicine, say, a mini-bandage that replenishes 5 or 10 health points. In addition, you write that the desert will become a more harder biome. In this case, why do you need bandages in the game if you can only craft them when you get a truck and a supply of first-aid kits? (I'm exaggerating)

     

    9. Loot from regular zombies - It would be nice to be able to find a few dollars after killing a wandering zombie. Why not? True, it is difficult to think of what they can find useful besides money

     

    10. Useless dropped loot from an airplane - is a fact. Most likely there are a couple of cans of food and a few cartridges. Almost always not worth the time. It seems that it does not depend on the gamestage. Then why is it in the game?

     

    11. Challenge Quests - you spent time developing note assignments, but I don't understand what they are for? For completing them, you get about the same experience as for killing one zombie, 350 dukes are not worth this time absolutely. Perhaps it is worth at least making the reward dependent on the gamestage, this would be enough for the motivation to chase rabbits with a nail gun.

     

    Perhaps it is worth using the mechanics of the quest chain and then the reward will depend not on the stage of the game, but on the number of completed challenges, thus some players can diversify the routine cleaning of factories and hospitals

     

    12. Vehicle - why is the truck so slow? why is a motorcycle as slow as a truck? why is there only two places in the truck? (I saw about modifications, that's great, thanks)

    By the way, in addition to the modifications you specified, I would add a modification for the damage when knocking down zombies (so that you can destroy them as in carmageddon but it may affect the balance in the bloody moon)

     

    13. Infection - you need to do something with it, I actually did not notice its influence for 300 hours in the game. Yes, after zombie hits, I got an infection many times, but I have never experienced problems with curing it, so I never knew what would happen if it rises above a few percent

     

    14. Zombie "tank" - Since there are "special" zombies in the game, why is there not one among them who would break down walls and smash doors? After all, this is obvious. Let it be large and slow so that it can be destroyed from afar, but this would greatly diversify the defense process during the bloody moon and, by the way, would make sniper rifles necessary. I understand that at this stage of development the game, this most likely will not happen. Just a question

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    This is all the main things that I could remember at the moment, please note that I have not written anything that requires work on game physics or models and textures (almost), basically just change some numbers.

    Anyway thank you very much for your attention and the time spent if you had the strength to read everything. Many thanks to you and your entire team for the game. And please add ability to build a railway in the game, I'm tired of driving transport on the way to the merchant (just kidding)

     

    Generally you should know that a) the game is already half in a beta state, there is still the important feature "bandits" missing, but in general this is the game that will be published, so for example there won't be another big overhaul of skills and perks. And b) that vanilla is considered the game for new players, the intro. Players that have played the base game enough to get bored are expexted to use difficulty settings and especially mods. If you want more difficulty, just test a few overhaul mods, most of them ramped up difficulty.

     

    Some comments to your points:

     

    3) Lots of death penalties were already tried in previous alphas, I see no indication they want to change the death penalty again (but hey, who knows, changes like these can happen out of the blue, just not likely)

     

    4) Some zombies not following the path is already in the game, a few always go into destroy mode.

     

    9) Occasionally you can find stuff on zombies (a yellow backpack). But stuff on every zombie was already tested in a previous alpha and removed because it was endless looting work after a horde night

     

    12) vehicle speed is limited by minimum PC speccs, as well as concurrent zombies spawned for example. A low end PC has to load world data fast enough so the bike isn't stopped on section borders

     

    14) AFAIK there will be more special zombies, but the tank is already in, it is the demolisher.

     

  21. Strangely our "problem magnet" player had that problem for previous alphas even. It might mean his and your problem are not from the same cause, or the bug has multiple or complicated conditions to activate.

     

    I would say you should make a bug report, but I can't give you much hope this bug will be found soon, it seems difficult to replicate. But someone has to start the bug hunt. The more people report the bug the easier it is to find a link between them

     

     

     

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