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About psychatix

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  1. Does anyone know for sure if this works with War3zuk's AIO overhaul?
  2. I disagree. If you're at T2 gamestage and you somehow make it to the end of a T5 POI, you should be rewarded T5 loot every time. Couple that with making the loot pile at the end NOT something you can easily just nerd pole too. Like Waterworks BEFORE they put in the back door STRAIGHT to the damn loot room.
  3. Yea, I don't like that some zombies they coded to NEVER respond until you walk within proximity of them so they can jump scare you. I get it, but it's a bit annoying, it's not exactly realistic with zombies.
  4. That's dumb, the loot should be locked at a certain gamestage for places like Shotgun Factory and Waterworks. Even at level 1, Gamestage 2, if you some how make it to the end of Waterworks, survive, and loot the locked chest, it should have gear MINIMUM at Gamestage 30-40, which then scales once you yourself go past gamestage 30-40. Shotgun Factory should have loot locked at Gamestage 50+ with how @%$*#!ing RIDICULOUS that place is. Looting 6 shotgun slugs, and a level 2 Marksman rifle when I'm gamestage 64 is absolutely ridiculous. I get what you're saying though, I'm never touching the factory again it seems, won't even take the chance of fallling off my nerd pole to my death.
  5. I'm gamestage 64, and the best I've gotten out of these , the loot pile at the very very top of the factory, was a level 2 Marksman Rifle..which I"m pretty sure is a @%$*#! gun at a clip of 5. The other boxes had ammo, but not even alot of ammo...like 5-7 shotgun rounds and 10 rifle rounds. I thought this was like a raid of some kind to be honest, and it feels like that. Zeds come out of the damn walls at you, birds are flying in at you, radiation zombies on the roof, collapsing traps. I also went from the front entrance of the factory to the top, and purposely fought the radiated zombies because I found the Rad mod early on to stop their healing. Overall, I will NOT being do that ever again, I'm just going to nerd pole to the top for the loot, it is NOT worth the hassle of going through the entire damn factory. I looted as much as I could in there, and I got nothing decent. The amount of ferals and birds that were in there was astounding as well. I'm definitely going to just nerd pole RIGHT up the side of the tower , claim my loot, and dip out. Waterworks gives slightly better loot than this, and even then it's HARDLY worth it, but thank god they added in a secret entrance behind Waterworks where the tree is, just a straight shot to the loot. Not sure why. As a side note, I honestly really hope they remove nerd poling. Unpopular opinion, I know, but it's too tempting to just nerd pole to the attic/top , get loot, and leave. Sometimes it'st oo tedious to just walk through the house. They need to put the loot in a heavily armored room somewhere below the ground that you literally can't get into unless you flip on some switches throughout the building. Make the walls around the loot room indestructible, and then put actual good loot in them.
  6. Would have been ncie for the first response from a moderator or someone helpful to be the link with "put the post in the accurate format and then it iwll be looked at". God the people here, just close the post already.
  7. Doesn't answer my question on how I'm going to get a log of the game deleting all items on death instead of putting them in a bag, that is also not being spawned it, but the compass says it's there.
  8. How do i get an actual bug report? How does a log show that? I already said the bug in the beginning post if you actually read it. Everything is deleted upon death near and/or during an active quest location , despite the setting of the server being to drop everything into a bag on the ground upon death, AND despite the compass telling me there is a bag location. It has happened three times, and others have also said this bug has happened to them in another forum post. Everything else was just whining, but the first thing is the literal bug, so you're wrong to move this to Off Topic. If there's a way I can grab a log that somehow shows that the game deleted all the items, including the quest item, upon death instead of dropping it into a bag, I will get one and repost, but I'm pretty sure it's hard for a log to show that.
  9. You can't call it immersion breaking when it removes the items you collect completely. It's also gameplay breaking because 1) You lose the quest item, White River Supplies i believe it's called, which cancels the quest. and 2) I have it set to drop my stuff in a bag so I can pick it up. If I die, and lose a good two hours of looting, because i'm nit picking what i want and don't want, taking stuf fout, replacing things, cutting stacks in half, just to lose it....that's not just immersion breaking, that has nothing to do with immersion. Immersion breaking wouldn't directly impact your gameplay. Immersion breaking is the fact zombies can smash through CONCRETE AND STEEL WALLS in this game, THAT'S immersion breaking because that's INCREDIBLY unrealistic compared to every.single.zombie movie and game in existence. That's like having Vampires die in moonlight, you're taking a very established concept that everyone accepts, and saying "♥♥♥♥ it, it works THIS way now." Now I'm not complaining about that, they NEED to have zombies do that or else the game becomes to easy, and I'm fine with how it is, i'm just using it for comparison, it's not the most immersive thing when it comes to zombies. THAT is an example of immersion breaking. A bug that literally DELETES my inventory on death , despite me having it SPECIFICALLY set to another setting to avoid that, and it ONLY happening around POI quests is a bug. It's especially bad if they're going to have POI quests just spawn 5+ dogs at you to your left, right, and forward. And I'm sure by DEFAULT the dogs are set to that, I am one difficulty below the hardest difficulty. Or below Insane, I'm not sure if Insane is the hardest. So I understand dogs being amped up. But they're DOGS...THEY'RE UNARMORED, HALF ROTTED CREATURES. There's 3 things enemies can have. Speed, Power, Durability. Having all 3 is typically what bosses have. Even the new zombie mechanic gives them all 3, but ONLY for a short burst. There's the big biker zombie that has power and durability. He's slow though, unless you enrage him, then you just gotta run a bit, and it's fine. It's also the problem at Night, which is hwy people max out Sneak early if they're out of their mind lol, or they hide until morning. You can get caught out very easily by several zombies who aren't even durable at night, but fast and moderately powerful, AND cause stun. So why is it ok for a quest to spawn in a big pack of dogs, NOT EVEN IN THE BUILDING, OUTSIDE AROUND THE BUILDING AND INSIDE AS WELL, when dogs have speed, power, and durability. Dogs are dogs, dogs that are half rotten, to me they shouldn't take 3 shots of a rifle to kill, they should take at MOST 2 if you didn't land a headshot on the first shot. Increasing the difficulty should increase the amount of dogs in a pack, and their damage, not their health. They should go down fairly easy on every difficulty in exchange for being fast, unpredictable, induce bleeding, and attack fast...oh and THEY CAN STUN YOU. So far they have everything. Bleed, power, speed, health, numbers, a stun, it's a bit too much for this specific mob. It makes MORE sense for VULTURES to be in packs and attack you as one, but they only have a single one come after you at a time usually. Regardless of all that, I think the quests are a tad bugged because it's not just this dog one that happened, I've had zombies spawn behind me from where I start the quest. Those houses where it starts at the basement? I've had them spawn directly in front of me. I've had a feral spawn inside the basement and immediately run after me the moment I start the quest. A lot of times they just spawn around my character instead of in front or inside the building where they should be spawning, so I DO really believe there has to be something wrong with it. The spawning I mean. Was the dog thing intentional, maybe so by the devs, fine, I'll live with it, I won't like it. I"ll always think that's just incredibly ♥♥♥♥ish to do to a player. Most players in this game are not prepared to be jumped by 5+ dogs from every angle except behind you. These dogs spawned in mid air, not inside the funeral home. I probably would've been ok, if the whole pack spawned AT LEAST INSIDE THE BUILDING. That'd be perfectly fine. I would've heard several dogs, panicked, ran to high ground, or sprinted for my bicycle. When most of them spawn outside of the building in thin air, when every other quest I did spawned zombies IN the houses....that's just unfair quest design, i'd surmise to say a lot of players don't go into a quest with a full loadout prepared to fight a pack of dogs. Even if they did, if they died, they'd lose everything cause of the bug, so until it's fixed we have to go out not using the BEST stuff just in case we go down, so we're DEFINITELY ill prepared for a pack of dogs before DAY 25. You cannot take a pack of dogs headon and live unless you are late game in armor with an automatic weapon, or even a chainsaw or an Auger to just tank them and pray you murder them all. Then I have a problem with ferals, but even I know I'm just being overly picky at that point. There's a lot of ♥♥♥♥♥♥♥ ferals in a quest house now. Like...a lot. And they dodge and juke your aiming. And they stun you, and they kill you in 3 hits. I learned how to play around them though, and I BELIEVE with perception?...you get a red dot on your compass when you're close to a zombie in the house. That's very helpful. I just wish I could do what I did before, and just shatter some windows, or fire off a gun in the house to wake everything up so I can lead them outside. That's how you'd do it in a real zombie apocalypse anyway. Otherwise, Ferals? Good addition to the game, I like them. Just...sometimes I think the quests are too generous with them. 4 in a single house is a bit much sometimes, especially when 2 wake up at once. And to cap this all off, I am a bleed build, beceause last time I played a year ago, the CC Sledgehammer build was too broken and make zombie fighting too easy. One shot, knock them down, final shot to the head to kill them. So I'm aware my bulid is also pretty....♥♥♥♥ for taking on more than a few zombies at a time, but at least it's great against bears lol.
  10. I've lost so many resources to this bug, I refuse to play the game anymore until it's fixed, it's simply too risky. Everytime you die with a quest objective "active" (you're too close to it so it auto activates to say "Clear area", or you manually select the giant bouncing ! mark in front of you), your bag disappears and everything you had is deleted. There is no chance to recover your bag despite th compass saying there's still a bag there, you just go back and it's all gone. I've lost 3 augers, thousands of currency, high quality guns on loot runs and quest runs to this stupid bug. I could set it to keep my inventory on death, but then what the ♥♥♥♥ is the point of dying in the game at that point? I gotta go back to my base? Ohp, I'll just die rela quick for a fast teleport. I liked that I had to go out and collect my stuff, there's still a terror of "are they still around my corpse??" and "Will I lose my gear if i die before getting it??" This bug has happened too many times to me, and I'm just done playing the game for good until it is fixed. It doesn't happen all the time, if I die normally in the world I can loot it back, but specifically with active quests, somewhere at LEAST within a few blocks of the quest zone is where it happens. If you die on a quest as well, you're ♥♥♥♥ed, EVERYTHING is gone. You know the way I died this time? Actually stupid that this is a scripted thing, and if it's RNG, i highly suggest they remove that from the pool of ♥♥♥♥ that can happen. I was on a Tier 2 quest to clear out an area. I rolled up on a Am I Gone funeral home and activated it. Normally when you do that, the buliding blinks once, and that tells you the building was respawned according to the quest difficulty, and you can go in and start it. I activated the quest, A KENNEL'S WORTH OF DOGS SPAWNED IN AND AROUND THE AREA. I had an AK47, and it still wasn't enough to kill them all in time before I was eaten. I died across the street not even IN THE ZONE of the quest, STILL lost my ♥♥♥♥. Maybe it's instancing the player as well in a way and dying pulls you out, but leaves the bag? I don't know. But a quest that spawns more then even TWO dogs, let alone ♥♥♥♥ING GREATER THAN 5 IN THIS INSTANCE, is a quest that doesn't need to exist. Dogs are fast, cause bleeding incredibly easy, do high damage to ANYONE that's not in iron/steel armor, and take too long to kill considering they're DOGS. Two headshots with ANYTHING higher than a Primitive Bow and Stone arrows should kill it, with increasing difficulties just making the dog do more damage, or take more hits, not both. I had more than 5 dogs attack me, I can't run anywhere to fight evenly, so I turn and start mowing them down with my AR, and 2 are left by the time I'm killed. Whoever thought that was good quest design is clearly mistaken. And if that's just a random event that can happen when activating quests, it needs to be removed from the game, and made sure packs of more than 3 dogs, NEVER happen. I'd be willing to surmise, NOBODY in this game likes the dog mob in this game. Why do they 2-4 hit most players, AND have high attack speed? Fix the dog mob like how the Vulture mob is. Vulture's follow you to the ends of the earth, but do low damage, hit you once or twice then fly around for a second and dive back in. Bleed chance is low on them, and they're a nuisance, scary, sneaky, and balanced fairly well that I hat etheir ♥♥♥♥ing existence,b ut appreciate the difficulty they give. Dogs are unbalanced, regardless of difficulty unless you're on THE HIGHEST one. They're fast, bleed inducing, and agile, they don't need this much damage on top of it, and a quest that spawns an entire ♥♥♥♥ing dog park amount of mutts at you shouldn't exist, WHILE this Death bug exists, making you lose an hour worth of progress of you trying to clear out a house with sleeping zombies that don't wake up to noise, only when you're disgustingly close to them. TL;DR. Death bug keeps causing loot to be lost when dying near active quest zones; stupid quest design of spawning 6+ dogs the moment you activate it. Fix this, I'm done playing until it's fixed. I only say it like it matters because I'm sure there are others who feel the same, that the game isn't worth playing until it's fixed.
  11. Hard not ot mess with zombies when....they're sleeping in the buildings I'm trying to loot?...Or when they aggro me outside so I have to run away far so they drop aggro and therefore can loot nearby buildings because the'yll just follow and break in? What do you mean don't mess with them lmao. I literally can't avoid zombies if I want to loot. Like I said, there's some POIs that have a dog literally sitting there perfectly still around a corner to jumpscare you. - - - Updated - - - I was under the impression spear melee was causing bleed, and had high range which is great. I'm not aware how much more damage you get from throwing them, but I wasn't keen on tossing a long range melee weapon and being left with a stone axe or a bone knife.
  12. I might be missing something here, don't the level 1 trader quests still send you a GREAT distance away to find something? Normally I walk until I find a city, and I start raiding the important POIs like bookstores, gun shops, and gas stations. I've been playing since Alpha 7, maybe my method is wrong now, but I still firmly believe zombies have too much health and should SCALE with you. Dogs and Wolves need to be killed much quicker or have their damage heavily reduced. Even without bleed damage, they can 2 or 3 shot you at first.
  13. I found an Iron spear, and an iron sledgehammer, and brass knuckles. It is taking me at least a dozen blows to the head in order to kill them. Now, they can occasionally burst into a sprint after you, which I love by the way, makes Hordes feel threatening, even a single zombie is threatening now, but you can't exactly fight a zombie when it's in a sprint. This makes you turn and run for a bit until it stops, or slows to a jog so you can back peddle while striking. The problem is with how tanky zombies are now, a single zombie fight is taking too much time to actually finish. I have an Iron spear and a sledgehammer, the zombie should be going down much quicker than this, and scale up with my level so that if i don't keep my damage on par with my level by whatever calculations the game makes, THEN the zombies start turning into sandbags and bullet sponges. At the moment I"m level 3 and it's difficult with iron weapons I"ve looted. I get that I need to put points to increase damage and effectiveness, but even so it shouldn't take this long to defeat a single basic zombie (not the big biker one who obviously has more health than the others as it should be) with an iron spear, that SHOULD also be causing bleed damage (on a zombie somehow lul) to it. I fought a zombie bear after walking into a bar called the Bear's den that is just caging 2 massive bears in a cage on the second story. First off, ♥♥♥♥ing beautiful POI. It was funny, threatening, made me think there were bears freely walking around the bar, I'm climbing to the second story to peek into windows. Good job on this one, I love it....BUT... I got a high ground advantage, shot the bear with..4 arrows and 3 hits of my iron spear and it dropped dead. All body shots, no head shots. A BEAR was easier to kill than a basic zombie. A zombie seems to take 5-6 headshots with arrows to kill , possibly more, but that was the last time I shot one with stone arrows at the head as best as I could. So I think basic zombies have too much health right now and should be nerfed slightly since they now have the ability to go feral for a random amount of time, which helps them actually do their job and force players to disengage and run to safety and kite out. I've had a feral cahse me for a second, and I've had a feral chase me for twenty seconds of full sprint with me just running around a rooftop jumping air conditioners until she stopped. This feels good, the health doesn't. Don't get me started on the dogs. I've always hated and loved the zombie dogs in this game. I still do, I'm glad dog day isn't a thing (I think?) anymore. Dogs are still unbalanced in this game from what I"ve seen. I could be wrong, but it felt like to me I can outrun them now, that's good. Yet if I try to fight one, it's eating 6-8 headshots with my iron spear before it drops dead. I've had a zombie dog take upwards of 12 blows (frantically hitting it as it attacked me, so not all were in the head) to drop. I want the dogs in the game beecause it adds a unique flavor ot the world, and makes for some great jump scares and ♥♥♥♥ your pants moments, but with their speed, how they're positioned in the world (check every ♥♥♥♥♥♥♥ fence, don't blindly walk into a backyard) and the ability to come in packs, and fast attacking speed with bleed damage, infection, the chance to stun you, etc... I think the dog's health needs to be lowered quite a bit. I should be able to kill a dog in no more than 3 hits with an Iron spear early game, maybe 4. The vultures suck too, but they feel kinda ok. Took me 5-6 hits with an iron spear to kill one, used to take 3 with a stone axe. I'm aware weapons get weaker the lower quality AND durability they are. considering most of what we find in the world is low quality and durability to start, makes for an already tough time early on to fight these creatures. Just my two cents on the matter. I'm new to Alpha 18, so maybe i'm missing stuff, I do see we can make more stone tools, maybe a constant upkeep on a stone weapon at max durability for as much damage as I can pump out of it will solve my issue. Otherwise, so far this update is pretty amazing.
  14. psychatix

    A16 Valmod Pack

    I found it, i compared vanilla with the mod, and apparently zombies...just have always done 20 dmg per hit to all blocks (probably higher or lower dependin gon hardness, didn't see if there was some kind of Hardness modifier in there). I don't remember that at all. I remember old games where I would have fully reinforced steel walls be able to last an entire night without suffering too much damage from the blood moon, but now i see a single zombie kind of easily break through concrete. Maybe my perceptions off.
  15. psychatix

    A16 Valmod Pack

    I understand, do you happen to know which XML file it is exactly? Not sure if it's the XML in the directory, or MODS or DATA
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