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RipClaw

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Everything posted by RipClaw

  1. Let me get this straight. You abused the system with spam crafting to make fast progress and now you complain that the progress was so fast? The problem was not LBD but players that felt the need to progress faster. I started with Alpha 15 and never resorted to spam crafting to progress quickly. I was still fighting the horde with bow and arrow on day 35. Nowadays, players complain if they don't have some kind of firearm on day one. With Alpha 16.4 the spam crafting problem was solved anyway and we had a hybrid system instead of a pure LDB system. With Alpha 17 came the skill tree and some players started farming screamers and spamming quests instead of crafting stone axes to progress faster. And in Alpha 21 the same players run from mailbox to mailbox and pump out as many T1 quest as they can to get the magazine bundles.
  2. Actually, it is not Gamestage but depends on the Traderstage. This is a separate value that is based on your level, the quest level at this trader and the Daring Adventurer level. WaywardEko made a video that explains it more in detail: https://www.youtube.com/watch?v=xLvOtD7Uv14 There is a pinned comment below the video that corrected for an error in the calculations.
  3. Yes, on high gamestages can screamer call more screamer. Even feral and radioactive versions of a screamer.
  4. The difference to a horde is that you have no limit how many zombies spawn. Then the game becomes a slide show.
  5. That's how it should be, but I've also had screamers spawn zombies when they shouldn't have seen me. But apparently the line of sight thing is sometimes a bit buggy. Also, she doesn't always scream but still spawns zombies.
  6. No, they do not have to explain anything to us, but it helps the players to understand why this decision was made. It is usually the responsibility of the community manager to communicate changes to the players and give feedback to the developers.
  7. I don't expect anything to be completely rolled back but some more communication would be really nice. For example, when a change is announced, the story behind it could help to understand the decision. Why is the change being made, what is the goal and what alternatives have been considered. I also remember the debates and was surprised that the number of zombies was reduced so much. The way I saw it, it was the small POIs that the players complained about. In a big POI like the waterworks, for example, it's logical to assume that there are a lot of zombies in there, but when 9 zombies come out of a 3x3 room, it seems a bit strange. I hope that will be the case.
  8. The frustrating aspect is that we are not part of the debate. All debates in this forum take place after the fun pimps have made their decision. And we have no knowledge of what arguments were made in that debate. And the thing with the feedback is not so simple. Player A has bad luck and progresses only very slowly, player B, on the other hand, reports that everything moves much too fast. Whose feedback carries more weight?
  9. I would use the brush as an example of how it might work. You can set different modes and toggle options, such as paint all sides.
  10. Sometimes, however, the air seems to get in their way. Anyway, you might get the impression when zombies just stop and try to hit the air during the horde. Oddly enough, a block underneath them takes damage when they do that. You can see this behavior in this video at 28:20: https://www.youtube.com/watch?v=NIDnCjmD-uE Moe punches the air instead of attacking the player. At 29:10 a business man also starts swinging.
  11. Well, maybe I should have written that one moderator and one developer made this argument. More precisely SylenThunder and madmole. I empty my dew collectors at least once a day. And because there are a lot of them, I often have screamers since the update. It's not that I can't handle them, but these screamers are annoying. It will probably do some renovation work in my base to get rid of them. A single forge is no problem. I think the minimum before screamers spawn are 4 forges or workstations running.
  12. Well, twice the heat generated by a torch is much more than what one torch generates. If I interpret the XML files correctly, the heat of a torch also dissipates more quickly. 3 of the dew collectors generate the same heat as a forge and the heat dissipates at the same rate. If you have, for example, 6 dew collectors in your base, that is the equivalent to 2 forges that run continuously until they are full.
  13. As far as I know, when the heat reaches 100% there is always a chance that a screamer will spawn but it doesn't always happen.
  14. The difference is that the heat has always increased only for a short time and not permanently. But if you empty the dew collectors regularly, they run permanently. In this respect, they are like a torch or a candle on the wall, but they increase the heat much more. The developers and the moderators constantly emphasize that the dew collectors no longer generate heat when they are full, which does not really help.
  15. Nice. Reminds me a bit of the G-Cans near the town of Kasukabe in Japan.
  16. If I put them in a box then I don't need to set them up at all. The dew collectors are too slow not to run them constantly. Each dew collector produces 3 jars of water in about 60 minutes of real time. And during this time, 3 dew collectors generate the same heat as a forge that runs continuously. The heat thing has only been an topic for about the last 12 hours since it was added with the patch b232. There have been other complaints about the water mechanics before in other posts.
  17. It is possible that a screamer spawned while the chunk was still loaded. The chunk is not immediately removed from the memory when you leave it. But as long as you are far enough away, the chunk does not exist. You can see this, for example, when you still see zombies lying on the street that you killed days or weeks ago. The chunk was basically frozen in time and the despawn timer of the corpse was not running.
  18. Depends on the player and his playing style. Since the heat is only relevant when you are close enough for the chunk to be loaded, players who are mostly on the go won't notice much. And it's too late for it to be just an internal mechanic and that the player has to find out how it works. There are videos out there that show you how to set up a screamer farm and how the heat mechanic works in detail. And as I wrote in a different post, screamer hordes can get pretty quickly out of hand. Calling it a visit from a few zombies is an understatement.
  19. For a single player maybe but a single player needs 2 or 3 dew collectors just for cooking and drinking and maybe a bit in glue to production. So 12 dew collectors might be enough for a group of just 4-6 players and the game is designed for up to 8 players. The problem is that it is too frequent. You also want to have a bit of peace and quiet. In addition, such a screamer horde can get out of control extremely quickly at higher gamestages. Then a screamer spawns a screamer, which in turn spawns screamers. I've had so many zombies in a screamer horde that I've had frame drops that were far worse than on horde nights and I play with 32 zombies. Also, screamers are extremely annoying. They don't just run towards the heat source in a straight line. They sneak around and make their whining noises. That used to be the case, but not any more. The bedrock has been raised so that you can no longer build deep enough for it. The only possibility would be to build under a mountain.
  20. But only then. Otherwise I have no control over the heat production. With all other workbenches I can control when heat is generated. I don't want the screamers to spawn when I turn on the chemistry station? Then I switch off a forge and the heat remains at a low level. I do not have this kind of on/off switch with the dew collectors. When they have been emptied, they run uninterrupted for the next 60 minutes.
  21. There is a difference between the dew collector and the other workstations. I can switch the other workstations on and off. Heat is only generated when I am actively doing something. The dew collectors, on the other hand, passively collect water until they are full. The only way to stop a dew collector would be to place a block over the dew collector so that they no longer work or you would have to pick them up.
  22. As I understand it, it is pretty deadly for players. We are slowed down and get a lot of damage. The zombies are not affected in the same way. You can not craft it at all. You have to build your base around existing traps in POIs and if they are destroyed you can not replace them.
  23. As far as I know, the damage of the fire traps (5 HP per tick) was only half that of that of Molotov cocktails and the zombies only burned for a short time after they went through the fire trap. Not a single zombie was killed by flames. The zombies were not even slowed down.
  24. The problem seems to be that all the screamers are in my game. I can't mine iron for 5 minutes without some stupid screamer spawning and I have to take care of the screamer horde first. This morning I did a quest and had to use my M60 for the end room. As I was leaving the quest POI I was approached by a screamer. In A20 this annoyed me so much that I made a mod to reduce the heat output of iron and I probably will do so for A21 as well.
  25. The question is how often the screamers spawn. Once an hour, I can live with that, but at the moment it looks like they are spawning every couple of minutes. 3 dew collectors are currently equivalent to a forge in terms of heat generation. I have 12 dew collectors and currently have 2 forges and a chemistry station running. That may seem like a lot to some, but I've had bases with up to 10 forges and 4 chemistry stations running.
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