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Everything posted by bobross

  1. I do not - I presume that was the server saying "I just had someone disconnect, but there was nobody connected that matched that". Apologies for the delay in getting back to this. I was able to resolve this by nuking and completely reinstalling the dedicated server. Still don't know what the problem was, but it works now.
  2. Currently getting this same issue. I've nuked and reinstalled the server, nuked and reinstalled my game client, cleared out %APPDATA%/7 Days to Die, and I'm about out of ideas. This is without EAC enabled. Here's excerpts from the client and server logs - it won't let me attach text files apparently. From the looks I'd say it's a client issue - Server's just not getting information. Client: 2021-02-19T16:43:37 12.620 INF Started thread ServerBrowserListUpdater 2021-02-19T16:43:40 14.745 INF Connect by IP 2021-02-19T16:43:40 14.749 INF Connecting to server 2021-02-19T16:43:40 14.749 INF NetPackageManager Init 2021-02-19T16:43:40 14.764 INF NET: LiteNetLib trying to connect to: 2021-02-19T16:43:40 14.776 INF NET: LiteNetLib: Connected to server 2021-02-19T16:43:40 14.779 INF Exited thread ServerBrowserListUpdater 2021-02-19T16:43:40 14.781 INF Started thread NCS_Reader_0 2021-02-19T16:43:40 14.781 INF Started thread NCS_Writer_0 2021-02-19T16:43:40 14.801 INF Started thread NCS_Reader_1 2021-02-19T16:43:40 14.801 INF Started thread NCS_Writer_1 2021-02-19T16:43:40 14.805 ERR NCSimple_Deserializer (ch=0): 2021-02-19T16:43:40 14.805 EXC Unknown NetPackage ID: 255 UnknownNetPackageException: Unknown NetPackage ID: 255 at NetPackageManager.getPackageInfoByType (System.Int32 _packageTypeId) [0x00019] in <e9521218400243e9ac8c145545b586cf>:0 at NetPackageManager.ParsePackage (PooledBinaryReader _reader, ClientInfo _sender) [0x00006] in <e9521218400243e9ac8c145545b586cf>:0 at NetConnectionSimple.taskDeserialize (ThreadManager+ThreadInfo _threadInfo) [0x001e5] in <e9521218400243e9ac8c145545b586cf>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) NetConnectionSimple:taskDeserialize(ThreadInfo) ThreadManager:myThreadInvoke(Object) System.Threading.ThreadHelper:ThreadStart_Context(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) System.Threading.ThreadHelper:ThreadStart(Object) (Filename: <e9521218400243e9ac8c145545b586cf> Line: 0) 2021-02-19T16:43:40 14.811 INF Exited thread NCS_Reader_0 2021-02-19T16:43:40 14.811 INF Exited thread NCS_Writer_0 2021-02-19T16:43:59 34.611 INF Exited thread NCS_Reader_1 2021-02-19T16:43:59 34.611 INF Exited thread NCS_Writer_1 2021-02-19T16:43:59 34.631 INF SaveAndCleanupWorld 2021-02-19T16:44:00 34.632 INF [Steamworks.NET] Stopping server 2021-02-19T16:44:00 34.632 INF [Steamworks.NET] Exiting Lobby Server: 2021-02-19T22:43:40 2782.186 INF NET: LiteNetLib: Connect from: 2021-02-19T22:43:40 2782.188 INF Started thread NCS_Reader_5_0 2021-02-19T22:43:40 2782.189 INF Started thread NCS_Writer_5_0 2021-02-19T22:43:40 2782.191 INF Started thread NCS_Reader_5_1 2021-02-19T22:43:40 2782.191 INF Started thread NCS_Writer_5_1 2021-02-19T22:43:40 2782.191 INF [NET] PlayerConnected EntityID=-1, PlayerID='', OwnerID='', PlayerName='' 2021-02-19T22:43:40 2782.193 INF NPCID.Write 2021-02-19T22:43:40 2782.683 INF Time: 41.66m FPS: 20.00 Heap: 1212.4MB Max: 1240.3MB Chunks: 0 CGO: 0 Ply: 0 Zom: 0 Ent: 0 (0) Items: 0 CO: 0 RSS: 2884.2MB 2021-02-19T22:44:00 2802.037 INF NET: LiteNetLib: Client disconnect from: (RemoteConnectionClose) 2021-02-19T22:44:00 2802.037 INF [NET] PlayerDisconnected EntityID=-1, PlayerID='', OwnerID='', PlayerName='' 2021-02-19T22:44:00 2802.037 INF Disconnected player not found in client list... 2021-02-19T22:44:00 2802.038 INF Player disconnected: EntityID=-1, PlayerID='', OwnerID='', PlayerName='' 2021-02-19T22:44:00 2802.038 INF Exited thread NCS_Reader_5_0 2021-02-19T22:44:00 2802.038 INF Exited thread NCS_Reader_5_1 2021-02-19T22:44:00 2802.038 INF Exited thread NCS_Writer_5_0 2021-02-19T22:44:00 2802.039 INF Exited thread NCS_Writer_5_1 2021-02-19T22:44:10 2812.699 INF Time: 42.16m FPS: 20.00 Heap: 1208.0MB Max: 1240.3MB Chunks: 0 CGO: 0 Ply: 0 Zom: 0 Ent: 0 (0) Items: 0 CO: 0 RSS: 2884.1MB
  3. Out of curiosity, is it intended for Dire Wolves to NOT attack Zombies for some reason? On our latest playthrough, we got unreasonably unlucky on Night 1 with three Dire Wolves, two regular wolves, and a fat Hawaiian guy spawning immediately around our claimed POI. Due to a series of unfortunate events, we ended up with one wolf, one Dire Wolf, and the Hawaiian inside our house (after, I think, the third death for both of us). The wolf attacked the Hawaiian and got beat up and killed, but the Hawaiian and the Dire Wolf both just hung out on the second floor near our rooms and ignored each other completely.
  4. I thought we were in the land of gameplay trumping realism? We aren't standing on the crops, we're standing between them. Or whatever you need to decide on for reality purposes to float your boat. Fact remains, players are going to walk on top of their farm plots in order to harvest, and regardless of that behavior for harvesting has changed since A18. Admittedly, it used to be the bushes that were annoying about it (blueberries, coffee especially) and rarely an issue with potatoes, pumpkins, or corn (unless you aimed above the base of the stalk); now the only one you can do without a problem is corn - by aiming high. (And thanks for fixing that by the way, was annoying.)
  5. Nope, happened to me an hour ago in my SP save, which is pregen01. Behavior is definitely different from A18 at a minimum. PoloPoPo's video above is exactly what I'm seeing too.
  6. I think they're saying (in a very bad way) that something changed in A19 as far as plant colliders are concerned. I can be standing on an aloe plant, looking at a blueberry bush, the text on the screen SAYS blueberry plant, I punch and I get the aloe plant or the seed. Picking cotton or chrysanthemum in the wild is irritating as well, and a significant percentage of the time, I hit the ground or nearby grass instead of the plant I want to get. If I had to guess, I'd say that it's something to do with the glancing blow change for fists/knuckles. I haven't tried it with a knife recently but I can give that a whirl next time I have a harvest. Regardless of that though, hops and coffee have ALWAYS been a pain in the @%$*#! when it comes to accidentally picking up the seeds instead of harvesting the next plant in line - partly because the collider seems much larger, but even when you've got the text for the next plant, if you're not standing on top of that plant, you'll have issues.
  7. It picks up where the last one left off, so if you were down to only 25% left it starts at 25%. It still resets below a certain time. I haven't done rigorous testing on it because I sort of assumed it was intentional, but anything below, I want to say 3.5 seconds left, resets to 3.5 seconds if the pick breaks. If it were possible (and I have no idea if it is possible), it'd be nice if instead of when a pick breaks having to restart the process, if it just added 3 seconds to the pick timer and consumes the pick.
  8. Just my 2 cents on that but yes - it WAS fixed. The fix was allowing interruption of the reload animation/process to switch to another weapon. If that wasn't an option - the equivalent of dropping the empty rifle to go for your pistol - then auto-reload would indeed be punishing. Since it is, I submit that your fix preventing auto-reload is in fact a nerf. One that really bends over crossbows completely, and hunting rifles nearly as much.
  9. Um. To be totally honest, I've never had that issue at all, because if I get surprised by something coming up behind me and attacking when I'm shooting, I'm automatically going to sprint away, not just walk. And sprint removes you from ADS when you do it. If anything, the only thing that ever trips me up in ADS as a toggle is that you can't jump - when you try to, nothing happens. But not having to go back into ADS manually when you're stealth clearing a room is really nice honestly. As for auto-reload being crap, sure... unless it's a single-shot weapon. in which case, as I think I said previously, the FIRST thing you're going to do is knock another arrow/quarrel or drop another round in your rifle. Not doing so is a great way to end up dead. I'd at least like it to be a toggle as well - auto-reload for single-shot weapons, that is.
  10. Well, that's exactly what I'm complaining about with Crossbow, so if you really do want that switch to crossbow. You'll even get an option for a scope. That said, even if the shot is perfect, you're going to have to re-aim because there's a change for recoil for some strange reason. Never really understood that - if anything, my bow is lower after I release (IRL I mean) because you're not gripping the stave unless you want to screw up your aim - but it rises fairly significantly. Never much bothered me though from a gameplay perspective.
  11. Not Gazz, but if you right-click, ADS toggles on. If you right-click-and-hold, it goes into ADS until you release the right mouse button. Otherwise pretty much the same. EDIT: And I see Roland beat me to the punch. Reading fail on my part. I don't recall ever seeing a journal entry, I just sort of stumbled across it early on because I've always stealthed POIs.
  12. If there's a new crossbow, it's not in Latest Experimental. Just checked recipes and I'm seeing the same old Compound Crossbow we had in A18, and the Iron Crossbow as the only two weapons. I admit I have not tried the Compound Crossbow in A19 - haven't gotten a schematic for it yet - but unless ADS works fundamentally differently for Tier 3 weapons, it's still going to have the exact same problems without any real benefits over a Compound Bow. I mean, projectile speed makes it marginally easier to aim at range, but that's pretty minor. Respectfully Gazz, I'm choosing to have this issue because I'm playing the same exact way I played in A18 with it. I have no interest in click-and-hold for ADS while trying to carefully line up a shot. In A18, Right-click ADS would auto-reload out of ADS and you'd see your full field of vision during the reload, which was more than adequate for a quick general overview of the area. Additionally, whether there's a scope on there or not is fundamentally irrelevant to the discussion. Scope is one of the reasons I wanted to use crossbow, but (at least in A18) the extra damage was the real kicker for it. Now, that damage doesn't matter for stealth at ALL, the reload speed is still terrible (as it should be with a crossbow), and I have extra actions to take in order to use the item as opposed to using the bow, because it doesn't automatically reload. Again, without getting hyperbolic, the changes you've made for Crossbow make it fundamentally worse than Bow across the board, to the point where the only reason to go with a crossbow is if you're willing to gimp yourself in order to roleplay someone with a crossbow.
  13. Wanted to drop a bit of feedback - may have missed this but 574 pages and MM hasn't commented on it, so figured I'd toss it out there. Bow and (especially!) Crossbow have taken fairly significant quality-of-life hits this patch. With bow, it's more spammy-clicky now because after every arrow you need to ADS again, doubling the clicks per action on ADS and making it hard to use accurately when you're running around. I've completely dropped crossbow because of how awkward it is, despite it being my stealth weapon of choice in A18. Unlike bows, crossbows don't reload automatically, and it doesn't drop you out of ADS/Scope after the shot. That means you've TRIPLED the clicks per action for stealth users, while the sneak damage buff for bows removes the one advantage crossbow had - pretty much guaranteed one-shot head shots while sneaking - and doesn't touch its disadvantages; namely being ridiculously slow for more than one shot. I can see two things that would at least bring it back into some sort of alignment with bow: Allow Crossbow to automatically reload in the same manner bows do. End result, after shot you drop from ADS and weapon reloads without intervention unless interrupted. Allow Crossbow to automatically return to ADS if a reload is initiated FROM ADS. I would, completely honestly, prefer this less as it's the opposite of how bows handle. Without some sort of change, Crossbow is really not worth getting. I don't say it's useless, because if I found a compound crossbow I'd sure use it over a wooden bow, but it is FAR more awkward to manage and provides no gameplay benefit at all.
  14. I know a couple of people have mentioned the marble texture thing, just wanted to point out that I've been getting that on random occasion since A17 I believe (definitely in A18), and I am getting it on RWG-generated maps currently, so it is definitely NOT an issue with NitroGen. I would love to know what the hell is causing it though. Had it in one POI where it was both covering a doorway and as blocks along an edge of a roofline inside an attic.
  15. Agility is and has been my go-to, with mining on the side. I'm really enjoying ACTUALLY being able to sneak-kill a sleeper with a primitive bow and a headshot. In A18 that wasn't possible really - you needed a crossbow or wooden or better bow to do it. This was the one thing I was concerned about with the slower progression, that AGI playstyle would be broken at the beginning, but once I heard about the buffed damage for sneaks, I stopped worrying about it.
  16. Can we avoid broad stroke false statements? Please clarify. He was responding to me pointing out the problems in Multiplayer A18 Horde Nights where we were getting, as an example, 17 demolishers on Day 21 horde with five level 19-24 characters. Which you've already stated you've fixed - the post he was responding to was me not being convinced because I haven't seen it yet, and I don't know if there might be a bug in there is all.
  17. Exactly my point. And since I haven't done one yet in A19 (we're doing it today some time) we have no indication that they're not STILL broken. They say you're always fighting the last war, and we don't have anything else to go by, so here we are. I certainly hope we're in better shape, but until I've had a few MP hordes under my belt, I'm not trusting that we are - not through any fault of the Pimps either; bugs exist.
  18. Honestly, stage 2 tutorials would both be incredibly good and incredibly easy to overdo. I think the game would benefit dramatically overall though.
  19. I am NOT suggesting they rebalance the game around 5-10 hour players, and I don't know what I need to do to get that point across to people. I am providing feedback from a newish player who is frustrated with their game. I have gone out of my way to state I think that this will be net beneficial late game and am suggesting that MAYBE something pointing out that YOU NEED TO EAT HIGH END FOODS TO MINE EFFECTIVELY MIGHT BE A GOOD IDEA. I've been gaming for 40 damned years now. I've done it the hard way, and there is a way to make it challenging without breaking new players as they walk in the door. I am not asking them to rebalance everything on the basis of Day 6 of a playthrough of a new Alpha. I am saying that, if they are balancing one system around the function of a completely DIFFERENT system, I think they need to do a better job of making that very clear to players. I am not coming here asking for a fix, I'm providing the Pimps feedback. I've noticed in the past (like, when we were getting 17+ demolishers on a Day 21 horde night) that getting the idea that a problem exists through to Madmole's - ESPECIALLY when it's a problem in Multiplayer - requires additional effort because he doesn't play MP. This is obviously not to that level, but it'd be nice if some consideration of how much a minor alteration in food availability might impact a particular playstyle. It's balanced fine in SP, but when you've gotta feed 5 people out of the same rough area, balancing around food becomes problematic.
  20. Have you done MP A19 Horde Night yet? We haven't. We've had Feral Wights and Cops on Day 7, Radiateds on Day 14, and Demolishers in quantity on Day 21 in A18. Sure they've nerfed the MP horde nights. I don't buy it until we've experienced it, repeatedly.
  21. Sure there are, and I know most of them. Again, I am not the one with the problem (though I can understand why you might think so). YOU spent 500 hours testing. You didn't get 50 1-10 hour players testing the first 5-10 hours of A19 for you yet. I'm telling you, I've got a 10-20 hour player here that is frustrated because your mechanics aren't clear. If she were totally brand new it might be different, but even then it'd be frustrating. And yes, we're mining on 50% food, because we don't have a choice. Your own team members are telling you food is rough in MP. What are we supposed to do, completely ignore that there's a horde night coming? Or do we mine for gunpowder to try and survive it?
  22. I love ya Madmole, but sometimes I wonder. Do you really think I'd be in here saying early game A19 is too rough for newbies if the reasoning was they can't use the Blue Iron Pickaxe I found for them? Our newb is our second miner. She had points in Miner 69er before I did and made the (orange) pickaxes we're currently using. She is angry and frustrated by the fact that she cannot use the tool she spent her first perk point to enable her to make worth a damn. She is frustrated that there is nothing saying "iron tool mining won't work unless you're overeating and drinking coffee" anywhere in the game. She accepts that I'm correct about it, but here we are very early Day 6 with nowhere near enough food for us to keep uniformly above the 50% hunger mark, and she can either "mine endlessly with a stone axe" and take 3+ times as long to break down a block, or she can take a 5 second pause after every block. You want this game to bring in new players, then you need to make sure they can figure out how to play the game without coming to the forums. Right now, for mining, you are failing at that objective. EDIT: 3 times as long was a pick from a hat, but it's close. 13 seconds vs. 29 seconds for iron pickaxe vs. stone axe. Except for the running out of stamina part, anyhow, that pushes it to 2 times as long.
  23. Observations on the stamina thing. A friend of ours said today, and I quote, "then why the hell did we update? This is terrible!" She's a relatively new player (started in 18.4) and likes to do mining. We currently don't have the food to waste on "hearty meals" for mining (for that matter, we don't have the food in the first place, never mind food to waste), we can't find coffee to save our lives, and she's ready to quit because she can't actually mine out a block while running out of stamina. I managed to get a hobo stew as loot and ate it, then did some mining (with red tea, all we had) and it felt like iron pickaxe mining at low levels in A18 - with 2 in Miner 69er, Motherlode, and Sex Rex. All that said, I can see when we're a few game weeks in where this will feel better and work better all around, but right now anyone who comes into the game as a new, primarily builder/miner type player, is going to find: Mining is painfully slow and frustrating, even once you get enough forged iron together for your iron pick; Food and coffee (which isn't THAT easy to come by) are functionally required to mine anything in a decent amount of time; There is, so far as I can tell, literally nothing in the game pointing the players to that fact. Or, to put it another way, you've successfully made stamina drain a concern that can be managed for veteran players, and in the process screwed over newbies.
  24. My RWG multiplayer last night we had a trader outside of town that was a km away from spawn, and three of my 5 quests were 1.5+km away. The others were 6-700m out, in a wasteland town. So in some cases, not so much on the close stuff.
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