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Hollowprime

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  1. I know this issue exists since A17 so it's a very old "feature". However, does this also explain the 20% extra damage zombie bikers do on vertically placed 50-pillar blocks?
  2. I'm playing on survival difficulty. Not modded. Biker zombie. Try with cobblestone poles/normal block and 50 pillar.
  3. I was playing survival difficulty and I was possitively sure I'd die the first day of bloodmoon because I wouldn't be able to deal enough damage to zombies. To my surprise and despite dealing too little damage I quickly realised that I had no problem being protected in my base. Zombies dealt very little damage (about 20 per hit) despite making cobblestone blocks. The only thing I did different was using full blocks to protect my base. I went into a single player creative mode I made some terrifying discoveries about the damage done from zombies to blocks: -"Fat" or "full" blocks like normal blocks/100 pillars/arcs got 20 damage from biker zombie -50 pillars got 24 damage (20% more) -Centered poles got 54 (270% more!) For me at least this is unacceptable. I've been using all those nice combination of blocks like poles and sometimes pillars and I play with 270% less block hp than the rest of the players who make simple block bases? Can you at the very minimum change the hp of the blocks and make zombies deal flat damage? Or add an indicator showing blocks getting more damage from zombies (but why would you add this complexity?) Zombies also deal less damage when diggint blocks.
  4. Multiple battery banks and iirc battery banks connected to solar panels is not functioning properly. Iirc some systems do not get power at all.
  5. Problem1: High end tools and weapons were abundant in A18. Problem2: There should be at least a minimum of items available in each house. Solution: Make zombies level be respective to the loot around them, not the other way around. Have house loot containers have a minimum set of certain items but still bound them to zombie level difficulty. Balancing game loot can be really hard on the developers, but it needs to be both realistic and fun to play with. Currently the loot table is balanced but it lacks realism.
  6. I'm more in favor of traps having a corpse state where they can no longer be damaged, have haybale physics but can be fully repaired into their original state. I got the idea from having ground breaking traps being not repairable which is very annoying.
  7. The new looting system is balanced, however it requires many levels to start functioning properly. I get it the devs want a less gamebreaking game, however the game requires even more levels to be enjoyable than before. That is all.
  8. I actually never really managed to use wedges in my base. I find them very boring because I'm a melee type character, so I need plate blocks instead of wedge blocks. This changed might have ruined the gameplay for some people but I'm pretty sure it wasn't that horrible. I mean, you still can place plates with water and slow down zombies on corridors right? Or did they change that as well ?
  9. how do you make turrets target their back ? The zombies are coming for you facing your direction. You place the turrets facing your direction. I don't remember being able to rotate turrets so that you can drop them midair from the back of the zombies. Also blade traps set them off. Edit: What about turrets? Do you hide them underneath facing you upwards so they can shoot zombies on their backs?
  10. The worst thing is they have a detonator on top of them as if someone put it on them and set them free. This concept looks like it was made out of a fantasy rpg game like borderlands instead of a survival game like fallout. I'd much rather have a fully armored mutated soldier that occasionally shoots with his rifle, or is holding a huge club of rebar frame with concrete on it. Hell I'd be even ok if they were on fire , had a melting effect on iron bases and would summon hordes periodically. Literally anything that what the demolishers currently represent.
  11. It's the 24 hour cycle from the options. I've tested it again and it seems that this parameter does affect heat map increase rate . Having twice and thrice the day duration will require twice and thrice the amount of heat required to summon hordes. In contrast having half or one third of the day duration will also mean having twice and three times more screamer and hordes appearing in your base. Which means on 180 hours per day cycle servers I'll need three times more burning barrels to summon hordes... Maybe I'm wrong but shouldn't this be a bug? The trees and the farms crop cycles do not scale with 24 hour cycle so why should the heatmap?
  12. I'd like to add a very simple yet very hard way of increasing the difficulty of the game. Decrease day time to minimum (10 minute days). By the time you cut your second tree and because your campfire and forge are running, you'll get at least one wondering horde heading to your location. I think, but I'm not sure, it's because the heatmap scales with day time. Is this correct? Would that mean a 180 minute day server will require 3 times more heat to send screamer/horde?
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