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meganoth

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Everything posted by meganoth

  1. Strange. I just checked my ubuntu install, perfectly native. And even if your game was downloaded as a proton game, it should have run with proton just as well as with the native version. If it didn't even use proton then your steam seems to be very confused about the platform it is running on
  2. Steam has a setting in Manage->Properties->Compatibility where you can force it to use proton (by enabling "Force the use of a specific Steam Play compatibility tool"). In your case steam probably turns this on by default, I remember it happend to me with some game as well.
  3. The reason nerdpoling is in the game and was never removed is because of its usefulness in building. Another option the developers were actually contemplating was disabling nerdpoling outside of building stuff, but they seemed not to happy about their options how to do that. You as developer would know that especially in a sandboxy multiplayer game you always get corner cases where such implementations horribly fail to work. About zombies being able to climb, if they could use ladders like players that would probably be too hard on beginners, and even veterans would need to jump through hoops to secure their crafting base and have easy access to it. When you continue to play you will discover quite a few more exploity or cheesy ways that diminish the danger but are in the game because it is a mixed bag of genres and sandbox being one of that bag. Did you know you can simply run or drive away from all zombies at default settings? Outside POIs the danger is an illusion, but players do enough mistakes that that illusion kills them 😄
  4. Ok. As I said, I often use existing almost random POIs that I try to remodel as trap dungeon and at least I can't avoid a certain failure chance. My last effort for example got me killed twice: One time a buddy added some blocks that helped the zombies break through at an unexpected place, and the other occurrence was my own fault. And that was without increasing block damage of zombies. Exactly that is what I was talking about: Simply don't use those blocks where zombies will try and fall. I never use those and they are one big reason that makes the bases my friend builds so easy and boring. If zombies fall in my base it is only because of a push turret and that is strong enough but not too strong since it will get damaged and eventually fail.
  5. I assume you know what confirmation bias is? Polls on this website are far from a meaningful measurement, but they are better than your subjective impression and all they have ever shown is that there probably are lots of people who like either system and a third party (probably the biggest) who doesn't mind either way.
  6. But a different point is that this is also a tower defense game and people who want to play this also as a tower defense game* instead of simply as a shooter want "bases that function how someone wants", to use your very apt words. That means that traps should be effective and that one can lead zombies into the traps one tries to build. If you are so good that you can survive any horde night in a wooden base then you use too many tricks or exploits you found out or found on the internet. Seems you would get more fun out of the game if you just didn't use some of them. Apart from block damage there really is no difficulty setting for the builder part and I imagine it would be difficult making one. The reality is that the building part has to be still easy enough so beginners can succeed and that means that resourceful veterans or people who look up bases on the internet won't get their cake. (*In my book a game where you just stand atop or inside a big cube of concrete and shoot everything down is not a tower defense game. That's a shooter with a defense mission.)
  7. There is or was a mod to have a working tv or monitor in-game, never used it so I can't judge if it is possible to use it that way. But one thing is certain, you would need a mod to do this, this late in development I am quite sure it won't be added as a feature by TFP. Also a bit of warning, an underground bunker isn't easy to manage, you need lots of automatic traps, otherwise zombies will eventually dig through your walls and surprise you 😉 For the zombies you don't need trapdoors. Just use spike traps openly and (very important) plant them flush with the ground. I.e. just dig one-block deep rows of holes and put the spike traps into those holes so that the top of a spike trap is the same height as the ground floor. Zombies will treat spike blocks identical to dirt blocks so a spike trap on top of the ground would be an obstacle while dug-in spike traps just look like flat ground. And once a spike trap is broken there is only a hole left that will be considered an obstacle as well so the zombies will then run over the spike trap next to it. No idea if bandits will be intelligent enough to see the spike traps though.
  8. Welcome to typical game development in the later stages, which is quite boring to a player, and probably even to the developers. I don't think there exists anyone who likes the polishing phase. But it is a necessary part of game development and one that players did never ever experience 20 years ago. Then some game companies started with releasing MMOs in beta and after that kickstarter and especially steam alphas became a thing. Now some of you see a game developed in the alpha state and sometimes confuse it with a service game. That is the danger of an alpha developed game. People participating in the alpha will get to play unfinished game versions, but often have outlived the game or became bored or are dissatisfied with changes, before the game is even released.
  9. Not much can help once you tried out all base designs and know everything about the zombie behaviour and their limits. A game can't help getting very familiar once you play it for hundreds of hours. Partly that is a problem of TFP making the game accessible to beginners and (at least until now) not balancing the higher difficulties. Since zombie behaviour is moddable as well in limits, someone will probably make a mod for that or you will find it in one of the overhauls. A problem for example is that you have practically endless ammo (because the game is sandboxy but also because of the balancing). And TFP balances it so you are supposed to be OP at the end of progression (which is easily rushable with the help of the trader). And nothing can help someone if he checks out the best base designs on the internet and rebuilds them because those specifically exploit everything the game has to offer. That is one reason why I never watch youtubers and hate that a friend does and often employs that knowledge making the end bases of our group snoozefests as well. That doesn't happen in my single player games where I try to make every design unique by using a POI as raw frame for a base. I sometimes get overrun because some construct fails, with that in mind I often build with backup positions and I do need them. But I have fun and I couldn't even set the zombies on high block damage or I would be overrun much too often.
  10. I had a very different experience with the base building part. I started having fun building bases in A17. Before that, in A15 and A16 there was no use building anything but a boring big massive block. After that I could build narrow corridor bases, elevated path way bases, bases with variable path ways through bridges or doors, pit trap bases, and lots of combinations of those. None of this was really possible with A16s AI.
  11. That is something only the developers know. Maybe MS or Sony have rules that forbid download of server side mod files or modding generally. Do you know any other games that allow server side mods but can't be modded directly on one of the consoles? If yes, I would assume the chance is much higher.
  12. And I was wrong. I could not do a "small" jump.
  13. Sigh, another day, another test run
  14. The currently existing console version is very old, made by a company that folded and will never change. TFP is currently in the process of porting the current PC game to the newer consoles and that will have cross-platform play and identical features to the PC version
  15. I remember that I could make lesser jumps with parkour perked up by hitting space only for a very short time.
  16. At what day would you have a full solar bank if you didn't care about highest quality?
  17. It could be that solar cells were only added to the trader (a looong time ago) to have a sink for the stacks of dukes everyone has in end game. If yes, it is obviously working for some of you. So just get more dukes instead of suggesting they get removed
  18. Please use the Discussions and Requests section for talking about mods. The Mods section itself is for announcing mods. In your case I would recommend posting in the thread of the mod author itself as it is a question specific to that mod
  19. One in ten isn't really bad, at least for a tester to ascertain there is a bug. If you want to make sure TFP sees and fixes this you should make a bug report with your and my descriptions how to trigger it.
  20. I started a game right now, found a fence and tried to jump over it from a steep angle while being directly at the fence. I could jump over it no problem most of the time, but maybe every 10th attempt I did get the "interrupted jump". It happened most often at fence posts but then I tried to invoke the bug between posts and once it happened there too. I also had the impression it was often the first jump after a pause or the jump with almost full stamina, but I am not sure if I didn't see exceptions to this rule as well. So, to me it looks like a bug.
  21. You said it is 50cm in your video, I just accepted your estimation. It just feels too close to the fence for me and my muscle memory. To me your failed jump in the first video seems to be happening from a closer distance than all the jumps of your second video now. That is why I think everything is as expected. It is possible that I am wrong and am not seeing correctly what happens as a video is different from actually being in the game. But look again at your first video, it looks like you are as good as touching the fence if you assume you are not a stick figure but a person with typical width. And in the second video you never try to jump the fence in a similar steep angle as in the first video. Not sure the fence posts have any influence in your jump. There is a good chance a fence has a very simple rectangular collision box.
  22. There is some information missing about armor. Currently there are 4 steps of armor quality, fiber -> cloth -> leather -> military, with increasing armor values to match our progression. They can't just give us one step instead, we would be immediately at max armor once we have every slot filled. So either there are multiple steps of the armor sets, or the sets are just the "legendary" final step of the current armor progression or A15 type quality comes back or ... ? Anyway it means we should have a lot more individual armor items than the ~5 sets of 5 armor pieces.
  23. It looks to me like you are too close to the fence (if I compare it to my memorized idea of when to jump in 7d2d). Jumping while running surely follows a physically correct "ballistic trajectory". If you can run relatively fast compared to the upwards speed of the jump the curve will need more like a meter or more to reach the highest point of that curve. Even worse in the wilderness where a little unevenness of the ground could mean you are slightly lower than base height of the fence. You are trying to increase the jump distance to the fence by approaching in a steep angle. This helps, but in the game you and the obstacle may have slightly bigger collision boxes than the visible frame so you could hit the fence earlier than expected as well. Also the collision boxes may be simply rectangular boxes that don't follow your frame closely everywhere. This could contribute further to the effect that jumping at a steep angle is not as effective as it should be. A failed jump just stops your jump, which seems unnatural because in reality you would topple over the fence and falling on your face which isn't implemented in the game. What I would have expected. If you are timing your jump correctly and start jumping early enough you will reach a sufficient height when you reach the fence. And it seems you are jumping from a sufficient distance in this video, from farther away than in the first video. Also it shows that the fence is high enough that you are only marginally clearing it (as you seem to often hit the top of the fence) which means the window of distance where the jump works is quite narrow.
  24. So ridiculous that it will happen in real life if you try it. Run up to a fence and start jumping too late and I promise you will have a hard landing on your face.
  25. Jumping up to a ladder has the same mechanism as jumping over a fence, if you are too close you will hit the wall before reaching a sufficient height and fail. If running out of stamina makes you do the hop instead of a forward jump then that may be just a design decision of TFP, i.e. you need 20 stamina for a forward jump and if you have less than 20 stamina, you can't jump forward. That the interrupted jump has a different animation while running forwards wouldn't really matter. I am not saying this is the case though, just that we need to find a case where the cause is clear. I remember deaths through not reaching a ladder as well, but in most cases the jump was ill-timed. And in other cases I may have assumed it was because of running out of stamina, but without knowing exactly how much stamina I had then. I am a player with tunnel vision, I often find out about having low health (or no stamina) through unexpectedly dying.
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