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AH64_Jimbo

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Everything posted by AH64_Jimbo

  1. Well, not the only unrealistic thing; In 7DTD, if you pitch up too far, you do this weird loop. In reality you would stall and likely crash. We'd be watching a very different video if the guy tried that in real life! πŸ€ͺ World Transit Flights?
  2. Teamed up with Fluffy Panda to add my Airport prefabs to his Mega Metropolis map. Check out Fluffy Panda's 10K map HERE!!!
  3. That, unfortunately, is made of steel; Which is indeed just about the toughest substance in the game. It looks like the POI you are at is called trailer_04. Your best bet is to remove all of the supporting blocks on the back wall adjacent to the cylinder. Those are made of iron blocks and is 10x easier to break. You'll need to break 5 blocks in a row, because even the round end caps of the cylinder count as a full block for the purpose of support. You'll also have to break the window sill above the cylinder, as that will prevent it from falling, too.
  4. Small update; Arranged the files, so that Navezgane Regional Airport can now be used as a mod. No update to the map or POIs at this time.
  5. This is a throwback to an older Alpha (Alpha 14? 15?) and is how the game used to work; You could drink directly from water sources like rivers and lakes at risk (like contracting giardia). The jars would simply disappear and an empty jar would never spawn in your inventory; It would be consumed entirely. This changed in subsequent Alphas that we know now. The big difference is that with Alpha 21 they added the dew collector to passively gain jars of clean water, and it seems like clean water is going to be more rare. In short, in Alpha 21; You can drink directly from water sources Jars of murky water will be an item Jars of clean water will be an item Empty jars will be removed entirely Agreed wholeheartedly, zztong. This isn't the first time TFP have made changes that have initially upset the community, but have ended up being a good thing overall. Remember that zombies used to de-spawn into gore blocks? When TFP removed those, people complained, "How are we supposed to get bones now for glue?!?" but TFP compensated by adding additional gore blocks to the world environment plus you can always harvest bones from animals. The supply of bones wasn't drastically reduced. The change helped out tremendously with both immersion and performance. The same could be true for the drinking water system in Alpha 21. The point is, don't knock it until you try it. This is a good point; Removing empty jars not only frees up inventory space, but it also removes a step when obtaining clean water or crafting other items (like Molotov cocktails). The silver lining to having empty jars removed is that you will NOT have to manage empty jars!
  6. -- CHANGE LOG -- 4/18/2023 For the Navezgane Regional Airport pre-gen map as well as the Airport pre-fabs in general; <Added> - Two new POIs added to the tarmac -- airport_aircraft_03, a Tier 1 POI with parked single-engine light planes -- airport_aircraft_02, a Tier 2 POI with parked business jets <Changed> - Added upgraded barricade doors to locked restaurant and VIP section doors to indicate that they are usually not suppose to be broken into - Locked doors between baggage claim and baggage handling area to indicate that players are generally intended to go around Note: As an open world voxel game, players have the freedom to take any path they choose! <Fixed> - Fixed an issue where the torch in the terminal atrium restaurant goes out after hitting keyrack for doors Note: New and existing POIs can be updated on existing maps using the game's 'chunk reset' command You will need to have admin privilege's for this to work As always, whenever starting a new game on a new Alpha version of 7 Days to Die, it is far better to just start a new game Here are the steps needed to add/update the POIs 1. Start the game and current world that you wish to update 2. Press F1 to bring up console command screen 3. Type dm (for debug menu) 4. Move or teleport to POI locations (listed below) 5. While within the bounds of the location, type cr (for chunk reset) NOTE: This will reset the POI back to its default setting. Any added blocks, (including storage containers) will be removed. Zombies may or may not respawn. 6. Repeat this process for any other POIs you wish to add or update List of POIs and their general position on Navezgane Regional Airport map: airport aircraft 03 @ -1390, 38, -835 airport aircraft 02 @ -1490, 38, -835 airport_regional_terminal_01 @ -1266, 38, -1002
  7. That's a good pop-culture reference to the Covid. Still, this kinda is already added! What do you think all that paper is that you find when you search toilets!?
  8. The arched windows on your castle are a nice touch. I like how you took the time to paint everything, too. Great job!
  9. Same; I usually stick with padded armor until I can get decent military armor. Padded armor doesn't have the best protection, but it provides the best mobility in the game. IMO, you're spending more time moving around than getting hit by zombies, so it makes more sense to have an armor that doesn't slow you down.
  10. Riamus had mentioned that as well. It should be straight forward to add the airport to a Teragon map, since my prefabs are designed to be modular. Trying to get the airport to work with Random Gen has been challenging, to say the least. So I could shift gears and focus on adding the airport to a Teragon map.
  11. Maps segments as loot, eh? That is an intriguing idea. I believe it is fairly simple as Riamus pointed out; All you need to do is have a random grid point on the main map chosen and then reveal that section as if you were the player standing there, as Dark_Shadow pointed out. So for example, on the map you've explored a POI at 300 N, 150 W and found a supposed map loot item in a book shelf. You then "read" the map and suddenly a 50 m radius section is revealed on the main map at 400 S, 200 E. Am I understanding that right? This would be a lot more useful in SP, but along those lines I've always wished that you could share map data with your allies in MP. Best you can do now is share map markers.
  12. Thank you very much! I would very much like to see this airport or one like it in the base game of 7 Days To Die. Admittedly I've worked on and off with this airport for over a year; Since shortly after Alpha 20 dropped. I wish to continue on and make more and varied POIs, maybe add another pre-gen map or two and ultimately get the airport to work with Random World Generation. That last bit has been a challenge, though, and I've been working with other creators here like Riamus and zztong to solve the RWG issue. Still, TFP developer support would make this easier. Thanks again for checking out my airport, and if you know anyone that you think might enjoy this tell them that they can Download it and try it out for themselves. I'm always interested to hear feedback; What do you like the most about the airport? What do you feel could use some improvement? Any additional questions or comments? I'm always looking to refine my prefabs. Happy Hunting!
  13. I have 5000 hours in this game since A1 so don't mess with me dude with your little 1000 hour I have nearly 6400 hours in the game, and yes I have been playing since the beginning, too. I play with bows, and I don't have a problem with them either, along with many others here. Granted, the early primitive bow is poorly accurate and not very powerful, but you get better skills and gear as you progress the game. If you really do have 5000 hours in the game and are still having issues shooting the bow vs. a player with 1000 hours in the game then maybe it's an operator error. Perhaps try sticking with the pipe weapons in the early game until you can obtain a higher tier and/or higher quality bow with better accuracy.
  14. To help visualize what I mean, consider rwg_tile_airport_runway_17 in the level/prefab editor: Here you can see can see all of the possible parts (taxiway ends and fence parts) that can potentially spawn. However it is the Part Spawn Chance that determines whether or not the part actually spawns . . . Random Chance. For now I've set that chance at 0%. In the world editor you can see the parts that I have manually placed for rwg_tile_airport_runway_17 to make sense. Same with rwg_tile_airport_runway_35, which in this case requires a different set of parts to be placed. If left to chance there is a high probability that the fence parts would spawn in the wrong places, fences could bisect taxiways, and taxiway ends would likely not spawn in the correct place or be missing entirely. That's why I need to figure out how to get the parts to spawn Conditionally. If that can be solved, I believe that random gen would be within reach for airports. Hopefully this makes things more clear. Any insight into how to make this work is much appreciated.
  15. Yes, fence parts and taxiway connectors would be built as part of the RWG tiles. However, the game would need to know exactly what parts to place and where to place them. Parts, to my knowledge and understanding are currently subject to be placed RANDOMLY to some degree. I need the exact parts to be placed CONDITIONALY. In other words; IF <There are no airport tiles on this side> THEN <Spawn fence section> ELSE IF <There is a taxiway segment that needs to be connected> THEN <Spawn a taxiway connector part> ELSE <If there is no connecting taxiway, and an airport tile on that side then spawn nothing> Sorry for the confusion, but it's a problem that's been at the back of my mind that I've been trying to work out.
  16. zztong, I took your city grid code and expanded it to what I believe my airport on my map, Navezgane Regional Airport, would look like as a 10x12 Grid. Here is my airport depicted as a grid: And here is the XML code: <rwgmixer> <!-- RWG City District Grid Original Code Author: zztong, 22 August 2022 Modified: AH64_Jimbo, 14 March 2023 used original 2x2 Grid code to expand to a 10x12 Grid for the airport found on map Navezgane Regional Airport --> <!-- Defines an Airport as a City District of type "Grid" --> <district name="airport" type="grid"> <property name="district_spawn_weight" value="0.2"/> <property name="district_required_township" value="city"/> <property name="district_preview_color" value="0.5,0.5,0.1"/> <property name="poi_required_tags_all" value="airport"/> <property name="grid" value="airport"/> </district> <!-- Defines an Airport Grid as 10x12 Tiles --> <grid name="airport"> <!-- First Row, Row 0 --> <row id="0"> <column id="6"> <property name="tile" value="rwg_tile_airport_runway_17" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_airport_taxiway_corner" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_rural_corner" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="1,2" /> </column> <column id="9"> <property name="tile" value="rwg_tile_rural_straight" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="1,3" /> </column> <column id="10"> <property name="tile" value="rwg_tile_rural_t_02" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="1,2,3" /> </column> <column id="11"> <property name="tile" value="rwg_tile_gateway_cap" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="3" /> </column> </row> <!-- Second Row, Row 1 --> <row id="1"> <column id="6"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_airport_tarmac_corner" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_hangars_cap_01" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_airport_tarmac_corner" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> </column> <column id="10"> <property name="tile" value="rwg_tile_commercial_straight" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> </column> </row> <!-- Thrid Row, Row 2 --> <row id="2"> <column id="6"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_tarmac_edge" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_airport_tarmac_01R" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_hangars_cap_01" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="1" /> </column> <column id="10"> <property name="tile" value="rwg_tile_commercial_t" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="0,2,3" /> </column> </row> <!-- Fourth Row, Row 3 --> <row id="3"> <column id="6"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_tarmac_edge" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_airport_regional_concourse" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_airport_regional_terminal" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="1" /> </column> <column id="10"> <property name="tile" value="rwg_tile_rwg_commercial_corner" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="0,3" /> </column> </row> <!-- Fifth Row, Row 4 --> <row id="4"> <column id="6"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_tarmac_edge" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_airport_tarmac_01L" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_tarmac_edge" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="" /> </column> </row> <!-- Sixth Row, Row 5 --> <row id="5"> <column id="6"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_airport_tarmac_corner" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_tarmac_edge" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_airport_tarmac_corner" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="" /> </column> </row> <!-- Seventh Row, Row 6 --> <row id="6"> <column id="6"> <property name="tile" value="rwg_tile_airport_runway_35" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_airport_taxiway_t" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_airport_filler" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_airport_taxiway_straight" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="" /> </column> </row> <!-- Eighth Row, Row 7 --> <row id="7"> <column id="6"> <property name="tile" value="rwg_tile_airport_filler" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_airport_taxiway_straight" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_airport_filler" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_airport_taxiway_straight" /> <property name="RotationToFaceNorth" value="3" /> <property name="exits" value="" /> </column> </row> <!-- Ninth Row, Row 8 --> <row id="8"> <column id="0"> <property name="tile" value="rwg_tile_airport_taxiway_corner" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> </column> <column id="1"> <property name="tile" value="rwg_tile_airport_taxiway_straight" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> </column> <column id="2"> <property name="tile" value="rwg_tile_airport_taxiway_straight" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> </column> <column id="3"> <property name="tile" value="rwg_tile_airport_taxiway_t" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> <column id="4"> <property name="tile" value="rwg_tile_airport_taxiway_straight" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="5"> <property name="tile" value="rwg_tile_airport_taxiway_t" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="6"> <property name="tile" value="rwg_tile_airport_taxiway_straight" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_airport_taxiway_4-way" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_airport_taxiway_straight" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_airport_taxiway_t" /> <property name="RotationToFaceNorth" value="0" /> <property name="exits" value="" /> </column> <column id="10"> <property name="tile" value="rwg_tile_airport_taxiway_corner" /> <property name="RotationToFaceNorth" value="1" /> <property name="exits" value="" /> </column> </row> <!-- Tenth Row, Row 9 --> <row id="9"> <column id="0"> <property name="tile" value="rwg_tile_airport_runway_08" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="1"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="2"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="3"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> <column id="4"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="5"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="6"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="7"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="8"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="9"> <property name="tile" value="rwg_tile_runway_segment" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> <column id="10"> <property name="tile" value="rwg_tile_airport_runway_26" /> <property name="RotationToFaceNorth" value="2" /> <property name="exits" value="" /> </column> </row> </grid> <!-- TAGS: Row, Column - Specify the Grid Cells. TILE: Specifies the Tile's filename root. ROTATION: Just like a POI's Rotation to Face North value. EXITS: Tells RWG the tile sides to connect to City Tiles. May need one or more additional attributes to work with RWG TAXIWAYCONNECTOR: Signals that a Taxiway Connector Part needs to be placed between a runway/tarmac and taxiway. AIRPORTTILES: Specifies which sides of an Airport tile can be adjacent to other Airport tiles. PERIMETER: Specifies which sides have no adjacent Airport tiles. Important for defining airport fence placement. Note that these last two attributes may be able to be rolled into one. --> </rwgmixer> One glaring issue is that this would, in theory, lay out the RWG tiles, but NOT any critical parts such as the taxiway-runway connectors, taxiway-to runway connectors, taxiway lines on the tarmac as well as the entire perimeter fence. These could be laid out using part spawners on the RWG tiles, however they would have to be dependent on certain conditions and should not left up to random chance. This is one step closer to adding airports to random gen. Thoughts?
  17. Small Update: Made some minor texture fixes as well as migrated the map and POI pack to Nexus Mods, though the OneDrive link still works as a mirror. Fixes Retexture cabinets in part_hangar_aircraft_01 **FIXED** Retexture horizontal stabilizer for part_hangar_aircraft_02 **FIXED** Retexture stair vehicle for airport_aircraft_01 **FIXED** Airport Terminal: -- Retexture underneath house loot under bus depot stairs **FIXED** -- Retexture underneath house loot on left-hand side of atrium **FIXED** -- Retexture underneath house loot under right-hand outside staircase **FIXED** -- Retexture underneath house loot HVAC on right side, ground level **FIXED** -- Retexture underneath breakaway tiles in Security Room **FIXED** -- Retexture cabinets in break areas terminal upper office **FIXED** -- Near Baggage F changed to a block to allow textures to orient in the correct manner **FIXED** Retexture Airport_Concourse_b gate interior at Gate 4 **FIXED** Retexture Chad's underneath breakaway tile on floor Airport_Concourse_a **FIXED**
  18. @warmer Riamus is exactly right. The airport spans many, many chunks. I can't remember how many chunks exactly, but I can tell you that the terminal and concourse itself sit on two 150 x 150 RWG tiles. That's 300 x 150 blocks (or meters). The terminal, concourse and gated aircraft are comprised of another 9 different, inter-connected POIs. That's not even counting the tarmac, hangars, taxiways and runways! Fortunately, distant terrain and POIs are handled by "imposters" that show up from a distance until the POI loads up. Gives the illusion of one continuous, giant building from afar, and you can hardly tell any difference from inside the terminal and concourse.
  19. You are welcome. I'm glad that I could share it with the community. Please feel free to leave feedback; What do you like? What do you feel could use some improvement? Do you have any other questions or comments? In the future I hope to expand by adding more and varied POIs and also try to integrate airports into Random World Generation (RWG).
  20. No doubt! That's why I made my own Airport BUT It would be great to have this integrated into the base game . . . Sooooo . . . Coughs * Airport * Coughs
  21. Yes, I believe this is how it works. You'll have to wait until the next game day, however, in order for the trader to offer the next tier of quests.
  22. Can you please provide more details? When you play, do you encounter any errors? In other words does the console command prompt pop up with anything in red text?) When did you generate and start playing the original map? Which version of Alpha was it generated? (i.e Alpha 19, Alpha 20, Alpha 20.6, etc.) What is the Seed (map names) of each map? When you say "put a lot of work into" Do you mean player progression? Or is this a map that you were editing? What changes/glitches are there specifically? What exactly do you mean you can't get the trader to open? The "Open" sign doesn't come on, and the door remains locked? Or is it that you can't interact with the trader?
  23. Have you tried to Verify Integrity of the game files through Steam?
  24. @khzmusik Where do you find Localization.txt?
  25. I've got to throw in my two cents, because I completely agree with Roland; Stealth is not a 100% guarantee. I often make an Agility build, yet I know that I cannot stay hidden forever. Not 100%, no. But that is you putting a limit on what is or is not included in stealth gameplay. I've played plenty of stealth games where you often have to hide until the heat dies down and enemies go back to regular patrol mode. If your standard for "working stealth" is that you will be able to kill 100% of sleepers without them ever waking up, falling out of a ceiling or out of a wall then you are 100% correct that TFP isn't going to fix something that isn't actually broken and you are just ranting for the sake of oratory or poetry, I suppose... But only sometimes. You can't seriously define the agility branch as a whole leading to confrontation unless you're just waxing poetic again. It has the best chance and you have the skills to evade and still kill without confrontation if you're willing to take the time to do so. If you aren't willing to take the time then maybe you are more interested in min/maxing then you are in stealth. I mean....what is the penalty for finishing a POI more slowly? What does it really matter? If a room wakes up and you don't want to retreat and wait and then return and stealth kill because you just want to be done with this POI and move on to the next thing, then that doesn't really sound like you enjoy the playstyle. It's all part skill, part luck, part character build and even part level design. Sometimes you just can't sneak. Factory_03 (Pop-N-Pills factory) is a good example; It is almost impossible to stealth through the entire level as per design. That being said, I can lay ambushes for zombies. If you know the choke points of a POI, you can set up defenses, turrets, mines or whatever have you. Many times you can still get a sneak shot in, before the rest of the room attacks you. However you will be guns blazing and/or retreating and hiding until the heat dies down. Also, I have used an aggroed zombie against them; A zombie around the corner might hear me breaking a wall or what have you, and shamble over to investigate. However, before they arrive I melt away into a dark corner and pounce when they find nothing there. This doesn't always work, as sometimes the zombie just happens to wander directly into me or I am not hidden enough. However, when it works it is highly satisfying and especially useful at night. So you could complain about stealth being broken, or you could learn to use the existing game mechanics to your advantage. If you really want some aspect changed in the game, may I suggest that you use constructive criticism and bring an alternative idea to the table. It's like Roland said . . .
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