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meganoth

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Posts posted by meganoth

  1. 33 minutes ago, Aero said:

    Damn... I so very very hate how this game uses the stats for tools and weapons...

     

    Got a lvl 4 steel shovel and with mods it does 249 dmg... so yes that's 1 short for the top soil, so I have to use 2 swings at it...

    I want to redo the garden around my base and I don't want to double the work (swings), I put it off until I find a better shovel or can make one.

     

    Finally... on day 53 I find the steel tools schematics... I can make lvl 5 steels tools...

    (btw... got 8 traders that I see regulary... not their inventory or the quest rewards ever gave me this or the better shovel)

     

    I make one... and... great... It has lower stats then the lvl 4 one... even with the added mod slot... now I do 248 dmg... even less...

     

    WTF?

    Sounds like the shovel was balanced by Gazz. 😉

     

  2. 3 hours ago, Slevin424 said:

    Well bigotry aside... I bought this game when it first released on console under the notion it is alpha but it will be getting updates, regular support and they would be finishing the game at some point although it would never be as fully developed as it is on PC, at the very least it should be playable and it's not. Releasing half finished games on Steam and promising to finish it "later" but charging money for it is a huge issue that I'm glad we don't suffer much on console. Only time we see this is when AAA development titles are being sneaky like Anthem where they didn't finish the game but polished to the point that it looks like it's finished. If they release a product under an alpha state then abandon work on it all together then that's liable for refunds. It's an unfinished product and it doesn't work. As far as I can tell there's no possible way avoid the environment reset glitch. Sadly the game is fun and unique so I'd really like to see it finished. And I know they didn't abandon it out of greed, they had a tragic setback with Telltale collapsing but at the end of the day it's another "promise to finish alpha" that people paid money for and it doesn't work, and seems like it won't ever work. People have the right to be upset about that.

     

    But... not be bigots over it like that one dude up there.

    Yes, you have the right to be upset. The question is at whom? My opinion is that everyone has some part of the blame to take.

     

    That includes small blames for TFP and Telltale for making a game that eventually might leave two differently developed versions of the game in the market or would massively prevent the PC version from reaching its full potential. In hindsight this seems obvious but 7 years earlier I probably wouldn't have thought of that. I wouldn't even blame Telltale much for doing this deal as they were on a good way to actually make good on their promise for a patch. Note it was Telltale that promised the patch, not TFP.

     

    We could blame Telltales managers for mismanaging their company into the ground, but the market for games is so random that in hindsight every failed company looks like idiots. Make the test, look at any failed games company and you usually can see mistakes of misjudging their market or development costs that should not have happened (with our knowledge of what really happened).

     

    So, who is left to blame? Buy a vacuum cleaner today and a week later that company could have filed bankrupty and you would not even get replacement parts a month later and the guarantee time you were promised is gone. The cleaner company surely didn't want to fold, so blaming them for going under is like blaming them for having bad luck or having better competitors destroying their market share.

     

    You could also blame TFP for buying the licence back but not upholding the promise made by Telltale. But they didn't buy Telltale with their connections and their deal with IG (I assume that was terminated shortly after bancrupty by IG because they did not get money anymore). They just bought back the licence and rights to the game. Continuing would have needed a costly restart of everything, with a high chance that they can't even find a publisher who would touch that potato that offers practically no revenue.

     

  3. 1 hour ago, zWolfer said:

    Are you playing the same game as i am? Its not about having 1 or 2 weak males, it is about we only have a single special female that isn't even strong: the screamer, one shoot shes dead.. Fat female is a little strong just having more health points, but shes not like the havaians, soldiers, fat police officer, spider, demolisher, feral zombie, biker, frozen lumberjack.. You see what I mean? All of the strongest zombies are male.. Still nurse zombie is more like a stripper too..

    Are you checking your facts? Because in the xml the fat female has meleeHandZombieStrong, i.e. she hits like the Biker and that is additional to the 300 hitpoints that is more than even feral Boe.

     

    I don't mean to say you are wrong, I want to say you should post facts not fiction if you want to convince anyone. Because otherwise your argument can be dismissed just by pointing at your hyperbole.

     

    The list you posted above is faulty as well. Feral zombie is not a zombie type, it is tier 2 of zombies. There is a fat female feral as well. You also list a demo which is the first of zombie tier 4 or boss zombies. EDIT: Actually there is a legendary female lab zombie which seems to be tier 4 as well. EDIT2: Ah, misuderstood you, with feral zombie you probably think of the naked barely-human zombie, it is called a Wight. Ok, might be on the list, but is it really clear whether he is male or female?

     

    Once your list is correct it might actually make a point, not like this.

     

     

     

  4. 19 minutes ago, zWolfer said:

    yes, this is a criticism... Who is the guy who design the zombies? I think its gonna be an old conservative man because all we have are white zombies, strong males, weak and sexualized females.. There is a lot of zombies, just the screamer is "correct" and one asian and the hungry female.. I mean, wtf guys, i know its a game but let do this in a good way. thx bye

    There definitely should be more black zombies and for Arizona a hispanic might be appropriate too.

     

    But wtf, what have you been looking at? There are at least 3 weak males (including the asian, the surfer guy, the bussiness man). There are one or two strong females. Except for the party girl and maybe Trader Jen there are no sexualized females (unless you really have a few strange fetishes 😉).

     

    Do you really think TFP will listen to you if you kill your own argument with hyperbole?

     

     

  5. 4 hours ago, Eko said:

    Sometimes, single mods and modlets actually improve on the balance of the game. So if the devs want feedback on balance, bringing up a mod that improves that balance is valid and should not be dismissed just because some mod author thought of it as well. This entire reply from you doesn't make much sense to me. Don't ask for my feedback unless you can take it on board without bias. Yeah sure, the devs have a roadmap already, but the mere fact that they have this forum for us to provide feedback proves that the devs know they aren't perfect. No body is. To suggest that any feedback is invalid is basically saying they don't want to hear it. If that's the case then why bother having this forum thread here? No, I think it more likely that MM got annoyed once or twice and the rest of you took that as a new rule that mods are taboo. Hopefully, (and i think its likely that) MM isn't so unreasonable that he can't see when a mod provides balance to the vanilla game and that it would be beneficial for him and his team to include it in the base game. It's not about mods vs vanilla - its about how many minds are better than a few. 

    It is easier if you tell them what is wrong with the balance of the base game instead of listing a mod that improves that part. Because otherwise they would need to download the mod and analyze it. Why should they? Just tell them whats wrong in the vanilla game. Then they decide if and what to change. That may be a different change than the mod does because they have different goals for the vanilla game than the mod author and you.

     

    The mods-are-off-topic rule is from Madmole himself.

     

    Quote

    IDK what I'm doing wrong then. If I can be bothered I will post a video comparing shotgun speed run and sneaky silenced handgun run through the same POI. I have never recorded before and it sounds like a big task. I likely wont do it, because the sad fact is, I don't feel heard by the devs on this one. They have made up their minds and even if i prove its not really viable, they still wont take it on board. Again, why even bother having this forum...

     

    You are already telling yourself "If I prove it, they still won't change their minds". Are you clairvoyant or trying to find a way to blame them for your inability to convince them of your opinion. Now I think TFP really are opinionated hardheads, ............ just like almost every other person on earth. It takes effort to make someone change their mind.

     

    You also can't know if you have been heard. If you gave someone in TFPs team food for thought it just might mean that some tester or Madmole will test AGI again and it becomes a discussion topic in some meeting and eventually something is changed and that might as well be in A20.

     

     

  6. 16 hours ago, Promethean Winchester said:

    Why don't the devs use Nitrogen or Compopack in the base game? The general consensus is that they blow the vanilla game out of the water. The vanilla game could measure up if they incorporated certain fan-made POI's and Nitrogen's world generation into the main game. Then every second building wouldn't be "burned buildings 1-10", or "crumbling building 1-10".

     

    Roland explained about devs view of mods in this post recently:

     

    And if we look at Nitrogen and compopack specifically I think there are serious drawbacks and problems with integrating them.

     

    Nitrogen is written in Java. Its integration into 7D2D is nonexistant. If they don't have someone fluent in Java and willing to dabble in that code base they would need to hire the nitrogen modder (if he is available at all) or preferably translate the sources to c# first (since that would mean easier integration and easier maintenance long term). This could have actually been an option they were thinking about but seemed to have decided against it. But who knows, maybe they are in talks with Damocles, he is awfully silent at the moment 😉

     

    Compopack is the work of dozens of modders. To get the rights for the POIs they would need to contact and reach agreements with everyone who designed a POI they want to integrate. 90% of POIs in Compopack are not designed and balanced correctly for vanilla and would need further work to integrate them. So why rob the community of the compopack if you can just leave the POI designers adding 70 POIs per year AND have compopack as another options for players after they have seen everyone of the probably 700 POIs eventually in the game?

     

    5 hours ago, Outlaw_187 said:

    Ok so I finally run into this chick...Im pretty sure it's her. The chick in the black dress right, with a tiny bit of right underboob showing? 

    I've heard she was the new stripper & I've also heard her be called the party girl.

    Either way, if this is her, I saw very little jiggle & no way this could be offensive. 

    Great job on the new Z's. I gotta say the business man is my favorite of this bunch, he looks amazing. 

    I just checked her out (for science) and to me it looks like her dress is jiggling, not her boobs.

  7. 6 hours ago, Tohskrad said:

    It looks like at least 1 person has it maxed and a few other are putting points in it now. Early on the focus was on vehicles more so than base defense, since we thought we could fortify ourselves in and survive.   (My character is more of a resource gatherer/survivor *Mostly Strength/Some Health build* to minimize food/water use, farm fast and built for sledgehammers/shotguns usage.  Early on we were desperately struggling for food, so this made the most sense to get our farm and materials in order.)    We're going to start working on some of the kill bases, although it sounds like one of our older bases (silo) may be usable again as the zombie AI and current mapping causes them to be confused.  We are only just now beginning to use some of the steel recipes (Day 140 or so), materials are always in short supply and take awhile to farm.  

    I assume as STR resource gatherer you have motherlode maxed out and mine in some nights? One never has enough naturally, but a few nights of mining in an iron mine should provide heaps of steel, even if only one in your group is mining.

     

  8. 20 minutes ago, Teacyn said:

    Yeah IMO base design kind of falls apart at super high stages in this game. A huge chunk of it is the fact demolishers can delete half your base instantly, but even without them zombies do so much block damage and there's so many of them that it's pretty much impossible to design "traditional" bases that won't get obliterated. Turning to cheese bases, meat grinders, and kill corridors are basically your only option outside of just reinforcing throwaway POIs and waiting the night out.

    By the time demos come in masses you already should be able to upgrade important points to steel. Steel needs a few demo explosions before it is gone.

     

    The best advice I can give is simple redundancy. If some kill korridor lasts only half a horde night, make two of them and make sure you can switch between them (easiest way, have two seperate baseparts connected with bridges for example. If that kill korridor only last 1/3 of a night, build three.

     

    The second advice: You have to make the paths they have to run to get to you always as long and timeconsuming as possible. Electric fence posts, barbed wire, 1 meter high blocks in their path, paths they are pushed from, all waste their time which they can't use to destroy your blocks.

     

    For example our current base has two narrow access paths to our first floor, both with bridges we can take away (simple wood frames to remove in emergencies or doors laid flat) and doors or open hatches as a last block (don't ask, one of us watches streamers and then uses all that semi-exploity stuff).

     

    On one we have lots of pushy turrets throwing the zombies down into a pit with concrete walls so they get some fall damage. and an exit path with electric fences so they can get back to try the access path again. 

     

    The other access path is simply a path with a block every three meters, so they have to jump on the block and jump down again, jump up, jump down again, instead of run through. Add barbed wire to slow them down, use molotovs when lots of them are together in one spot.

     

    If those two are not enough we can always add another and another path to the base. Each such path is built by two people in one day, but makes the base hold up at least two weeks longer. Just don't forget to always repair the damage before the next horde night.

     

     

  9. 36 minutes ago, Sergant1000 said:

    I see. you can use google translate it work properly but before put translated text into here. put it into  notepad or some type of text editor copy text agan from it. And then put it here. This will remove the modification of your text like white background and caps. Everytime when i read your text i think you scream)))

    Ore push on  "change translate" and copy text from first textbox.

    There is also a button in the forum editor, the 4th from right, looks like an eraser. tooltip says "Remove Format"

  10. I don't have any inside information, this is just some guessing from someone who knows a lot about programming:

     

    I seem to remember someone (IG?) saying the update was 70% or 80% (or some other number in that range) finished. Now take that percentage with a grain of salt because often the last 20% of the work take 80% of the time in programming (and it is not clear whether that purported percentage was about code or time). So, assuming IronGalaxy was working on the update for a year it could take them another 4 months or another year. A different developer unfamiliar with the code would need to add maybe another 2 months.

     

    Usually most debugging is done last so just dumping this update to users would be not useful at all, likely a lot of systems don't even run and secfault immediately. Also the time for debugging is always underestimated. If IG really did an accurate estimation of the needed time they would be one of a rare breed of game developers.

     

    One of the most critized bugs is the Xbox save bug. I don't think TFP could release an update without fixing that bug. But it is not at all clear if that is even possible without rewriting the file handling subsystem. It isn't even clear if that might need more resources like RAM and because RAM is already scarce would need even more changes and possibly might make it impossible. There is also a rule from MS and Sony that savegames must be (backwards or both ways?) compatible, is it even possible to solve the issue and follow that rule? I don't know, I can only say there is a chance this alone prevents any thought about an update.

     

    Ok, I'm a pessimist. But I'm 99% sure just releasing what is there is impossible. And developing a version that TFP could release without getting flak from all sides and more importantly that would go through the quality check at Microsoft and Sony might take from 4 to 18 months (best to worst)

     

     

  11. 8 hours ago, MetalMartyr said:

    I'd argue that after the initial experience of "Have forge/bench schems stopped existing!?", it's not a hard decision when you make a new game, or jump to a new server.

    That bein' said, if we look at all skill trees the same way as we're arguing about Intellect ("pay the price in limitations or sp"), then Intellect is pretty much the only one that has real/unavoidable consequences for ignoring (early on, anyway).

    Refusing all the other trees will make you inefficient in their tasks, but you can more-or-less bypass the punishment with patience, food, and a good head on your shoulders.

    Refuse Intellect, and you might've just barred yourself from the rest of the game (unless you have amazing luck with Trader Stations working, or finding the prints).

     

    Imo I'd find it much more tolerable if the Forge/Bench schematics were Tier-completion reward choices for T1 and T2. That way, it's on the player to choose to attempt to speed-clear their quests for technology (consequence being the higher tier zombies coming in to play), or take it slow and invest those points into Intellect. Or, y'know, roll a quadrillion-to-one odd of finding those prints in the wild/shops.

    Not a hard decision? In my current solo game I put 1 point in for the forge and stopped there. On day 10 I saw a workbench was offered at the trader but it vanished before I could get the necessary money, and I had to wait until day 18(?) before another was offered. The biggest problem was that I couldn't craft the wheels for the bicycle where I already had bought the other parts. Disadvantage yes, but not a catastrophe. If I had not found the workbench by day 21 or 27 who knows I might have bitten the bullet and got me the workbench through INT.

     

    Oh, does that mean I twice had a quadrillion-to-one chance happening to me 😀

     

    You are surely aware of the Forgettin Elixier, right? If the perk points in INT really weigh too much on your conscience that is always a possibility for later. Some people even go deep into INT and better barter just to get the Elixier after having built everything INT offers and then respec.

     

    Since there never is a time where you are barred from investing in INT I don't see how this "barred yourself from the rest of game" is even remotely true.

     

    The only change to the current balance I would make is to make it more likely to find a working forge or get the recipe for forge, so that the one perk point to get the forge isn't such a good deal compared to the alternative.

     

     

  12. 1 hour ago, MetalMartyr said:

    Making a skill tree's value increase is fairly different from nerfing everyone else's value.

    If TFP want people to invest in Intellect, they need to buff it, instead of taking a baseball bat to everyone else's legs (in this case, the acquisition of vital crafting schematics)

     

    Since a18 (I've been on'n'off for a while, so that's when I rejoined again), Intellect has always been a mid-to-late game skill tree. Why?

    - Weapons cannot be accessed without a workbench (and then you need to find the baton/turret parts, as they can't just be built with mats, since they don't have a T1 version (ex: wood club, knuckle wraps, Stone Spear))

    - Damn-near everything aside from the Forge/Workbench cannot be crafted without a Workbench (and in some cases, Chem station).

    - Extra rewards and better bargains aren't much of an issue unless you're buying vehicles, elixirs, or expensive mats like steel. By the time you can buy these, you have a steady (albeit not the quickest) supply you're making on your own.

     

    There's nothing aside from the Forge craft that says, "Hey y'all, invest in me for early game!"

    Backhanding everybody else did nothing to make Intellect better as of now. It's still the same as it was a18, but now a necessary evil./imo

    I didn't say you have to like INT, it is rational decision whether to live with the limitations until you find the workstations or pay the price in perk points.

     

    Nobody from TFP cares which way you decide, all they probably care about is that you have to think about your decision. The harder this decision is for as many players as possible the better they have done their job.

     

     

  13. 2 hours ago, MetalMartyr said:

    My Feedback:

    - Give T1/T2 quest rewards a chance of spawning Forge and Workbench Schematics (maybe Chem station schems).

    I'm not going to explain in-depth my reasoning, as it's largely RNG based on how @%$*#! your luck is finding these by looting/inventories/rewards. That being said, the explanation is that my luck is @%$*#!, and I don't like being forced into blowing points on Intellect.

     

    - Sex Rex still sucks (imo), and shooting the Stamina system in the foot didn't help.

    Just buff/change Sex Rex completely. I won't speak for combat, but it's always seemed more efficient to farm mats with left click spamming, as power attacks took too much stamina and had a long wind-up time for what little boosted damage it had. So how about giving Sex Rex Faster, Stronger, and less draining power attacks over plain stamina efficiency? Grant Power Attacks increased damage at max rank, and decrease wind up time by some amount.

     

    - revert the stack nerfs to Meat, Boiling/Murky Water, etc. It's not a major change, but it's a noticeable inconvenience.

     

    Thanks for listenin', and thanks for the game.

     

    About workstations: They definitely changed that in A19. That is not bad luck on your side, one really has to work to get the workstations. Always keep some money around to be able to buy a workstation from the trader or you need lots of patience until you find the recipes in the wild. IMHO a good change as it makes INT valuable.

     

    1 hour ago, Kazgrel said:

    Can't say I'm a huge fan of removing T2 weapons from perks with b163.  I would've rather seen them moved to rank 5/5 of their respective weapon perks to give additional value for going all the way to master a particular weapon (and as a wee bit of RNG protection).

     

    In my current playthrough I ended up essentially skipping pump shotgun since I had the schematic for the auto shotgun.

     

    It's no game breaking change by any stretch and I'll adapt to it, though.

    I had the same in my MP game just today. Jumped directly from wraps and AK to steel knuckles and tactical rifle, both of them quest rewards. On day 12! But this will definitely change, the trader and the quest rewards are not yet balanced to the loot progression.

     

  14. 1 hour ago, Steve201188 said:

    Really like the loot progression, its a little same same at the start but i think the idea behind it is spot on. Have noticed that a lot of primitive items have a generic stat rating which seems to have changed but not sure if higher levels are the same.

     

    Can't decide whether i like the looks or not, its clearly "prettier" but i think its went a little too bright/saturated. Again its going in the right direction.

     

    There seems to be slightly more FPS drops/lag but my system isn't the best so not sure if that is just me. Also slightly more bugs but nothing game breaking.

     

    I think my main disappointment is that there still isn't enough to do, i find that once i have built my base and zombies aren't that threatening that there isn't really enough to keep me interested. Improving the questing system would go a huge way to improve this.

     

    Overall i love the game, its got the potential to be my favourite game ever.

    Stone age items are not randomized. That is intentional because they are very cheap to craft. Result would be that people would start by crafting multiple axes to get a better-than-average one.

     

  15. 2 hours ago, SylenThunder said:

    If you're using Allocs scripts, why are you using steamcmd?

    Just run "7dtd.sh updateenging --experimental"

    I read the docs on the website today and didn't find any mention of this command. Maybe the OP had the same problem. "updateengine" is mentioned only once in the page describing the initial install (without mentioning "experimental"). But it should be listed at least in https://7dtd.illy.bz/wiki/Instance%20management. 

     

    Does the command line utility have a help option? Is "--experimental" listed there?

     

  16. 9 minutes ago, the4th said:

    what I did was the command below and this results in the error of mismatch of server.

    7daysupdate.png

    deniedwrongversion.png

    Did you restart the server after updating? Did you do "login anonymous" or similar before the app_update?

     

    If your answer is yes and yes then post the logfile of your server.

     

  17. Ok, that was the short version. Now please post the long version of what you typed into steamcmd and what steamcmd replied. Just try a download and copy-and-paste everything here.

     

    I can assure you the command works in principal, because I used this update method on my own server lots of times and never had a problem with it. 99% of problems are typos while entering or copying the neccessary commands.

     

  18. 32 minutes ago, Nexian said:

    Maybe at least in containers only then? To preserve the idea of stealth characters not needing to kill?

    Yes, for stealth that would be preferable. We'll have to see how they implement it, an icon that immediately shows key locations would be a whimpy half-solution, icons that only show up if you are near to the key would be much better. But I'm sure we will hear lots of players complain that they missed the icon and had to backtrack through the whole factory again.

     

    I also would be ok with keys on zombies though if you got an icon or some other indication which one has the key. We are not talking about a pacifist playthrough, just a stealthy one.

     

  19. 5 minutes ago, Nexian said:

    Rather than keys, could this not track the stealth itself?

    I'm not sure how in depth the game can be in this sense, but like can it see how many rooms have been entered? How many of the spawned zombies you have been close enough to for a detection check and avoided, etc. 

     

    If it's good enough, entering these POIs could even give some HUD info on the "Loot Score" for the building, and you see it going up as you progress through either killing or avoiding combat.

     

    I think if any keys were involved, I'd like it to be purely loot found in containers within the POI. Like "Factory Blueprints" in a factory or "Diary" in a home, and reading them in that POI increased the Loot Score on your HUD (maybe the score can exceed 100%).

    It is difficult for the game to know about "rooms", it already is difficult for the game to find out if you are "inside" or "outside".

     

    That loot score sounds very gamey.  Sorry, I would much prefer the keys, they don't seem out of place. And they can be implemented with very little additional code (especially if they store keys in boxes). And low implementation effort counts for much in this phase of the development.

     

     

     

  20. 50 minutes ago, Noctoras said:

    We just completely quit doing safes and stuff, it's simply pointless early on. As game progresses, we will change that. 

    But opening safes if you KNOW that there is only stone stuff? Nah. If better stuff was super rare early on, I would be happy, finding it would be a jackpot and a story to tell. now it's just about finding copy paste material. I like the progression system, but I dislike its implementation. 

    Random fun seems to be thrown out of the window. Random World Gen without a random factor. Random loot which is zero random. Just like ... level 1, 2, 3 ... 

    That's switching from a pure level grind to a zed grind. The randomness, good and bad lucks also makes or made up for part of the games charme. Not advocating a rain of blue and purple gear early on, but at least some randomnes..... blue items spawning with 0.005% probability in stone age, 5% in late game for instance ... level gated, but still funny randomness

    I'm not sure whether safes are worth it in the stone age, definitely not worth to use a stone axe, I open them only when I have lockpicks.

     

    But I can say that in my game the brownish chests in the loot room of many pois still have a lot of stuff I want: For example mods or armor of all kind. In my current SP game I don't have points left in the first week to boost both my weapon perks and build a quality 5 stone age melee and ranged weapon and if I don't go strength or agility my ranged weapon will only get better if I find it in loot (or get them as quest rewards).

     

    We get higher quality stone stuff relatively fast which means you potentially have a use for up to 4 mods for 5 armor pieces, one gun, one melee and up to 3 tools, all together 40 mods.

     

    There are also schematics you want to find, some make sense in a gun safe.

     

    But in general yes, I agree, there should be a very slim chance for better loot.

  21. On 7/5/2020 at 6:34 AM, Whorhay said:

    I'm looking forward to POI's having bonus loot levels. To keep them from being cheesed as hard as in A18 perhaps the bonus loot levels could scale depending on how well cleared the POI is. The game can clearly already track whether or not all of the zombies in a POI have been spawned and killed, see clear quests. So scale the loot bonus based on the clear percentage. Heck, you could even make the scale work such that the loot room containers all have a negative loot level modifier until some arbitrary percentage of the zombies have been killed and then let that loot bonus go up and hit 100% of it's assigned value once 80-90% of the zombies have been killed.

    It isn't a bad idea. One flaw though is that potentially a stealth player could go non-cheesingly through the poi with very few kills and be punished for that. One idea the devs are considering at the moment is one (or more?) keys you find on random zombies or in random locations in the POI, which sounds at least for the stealth player to be a somewhat better solution.

     

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