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Lord Shakaka

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  1. Has anyone recently encountered a cop spitting through a brick block, several zombies and hitting you directly with the acid spit? Since when was this changed? I had another instance in the same POI (4 Ever Video) where the cop spit destroyed a line of blocks in one of the police station offices just to get to me. (I was like about four or five blocks in total with one spit and it didn't stop it.) If this was not the intention, then cop acid spit needs to be looked at. Otherwise, its an overpowered attack that would make me look for a mod to remove anything that spits. This occured with the latest stable build A21.1 b16.
  2. Is anyone else having the issue of the EAC either launching late or stating you have invalid files when you did not even modify the game? Seems like it is happening to me every other time I launch the game. So, the first launch gets the invalid files message. I quit out and launch a second time and it works fine. I have tried validating files, reinstalling, redoing Easy Anti Cheat and stopping its service and relaunching game after. The problem has been consistent and others I play with have been encountering this launch issue to the point it makes you not want to play the game.
  3. In Alpha 19, I noticed this happen. 4x4 disappears then later reappears next to me. What happens is the 4x4 fell through the world (underground) when it disappears. It reappears when it makes the loop of falling from the sky, sort of, reappearing next to the player. It may or may not reappear if the game detects the error (vehicle disappearance) and attempts to make the correction. Worst case scenario in a solo game and can't find your vehicle, you could always go into creative mode and spawn in a vehicle and many of the items that went missing.
  4. If you plan on building traps and having a home / base full of electrical stuff later on, then why not put points into INT for a workbench. However, in alpha 20, it is not required anymore since most of the stuff will be available through traders early enough as long as you do many quests for them (for dukes or big rewards). I got my latest chemistry station from a trader reward, and I have yet to see a looted beaker in this alpha. INT points are still not a terrible thing if you are placing points for better barter since it gives you access to better trader stock items. It really depends on your gameplay.
  5. I think a major problem are the zombies that either get triggered or appear within 5 meters of a player. On a solo local game, it may work ok enough that a player could have a chance to react. But in multiplayer games via server or Peer to Peer, sometimes the zombies appear after you as a player already got hit. Reaction times in this case are null and void because the server has not relayed the information to the client in a timely manner. This has happened to me on multiple occasions even in previous alphas regardless of how low my ping. Any zombie triggers that are not a full-blown ambush, should not spawn or drop that close to the player. This will lessen the feeling of players being ambushed when a trigger only (not an actual ambush in code) happens. To combat the shooting/breaking a closet door and not alert a zombie deal, there should be penetrating shot for bows/crossbows. I am not saying they can shoot through walls. But should be able to shoot through a 'sheet' block. Doing so if you miss the zombie, it will wake and come after you. If you hit, then the player is awarded with a stealth kill. Can be a later tier deal so as to reward players that skill into or have better equipment (as a stronger bow or crossbow other than first tier). I think a major problem are the zombies that either get triggered or appear within 5 meters of a player. On a solo local game, it may work ok enough that a player could have a chance to react. But in multiplayer games via server or Peer to Peer, sometimes the zombies appear after you as a player already got hit. Reaction times in this case are null and void because the server has not relayed the information to the client in a timely manner. This has happened to me on multiple occasions even in previous alphas regardless of how low my ping. Any zombie triggers that are not a full-blown ambush, should not spawn or drop that close to the player. This will lessen the feeling of players being ambushed when a trigger only (not an actual ambush in code) happens. To combat the shooting/breaking a closet door and not alert a zombie deal, there should be penetrating shot for bows/crossbows. I am not saying they can shoot through walls. But should be able to shoot through a 'sheet' block. Doing so if you miss the zombie, it will wake and come after you. If you hit, then the player is awarded with a stealth kill. Can be a later tier deal so as to reward players that skill into or have better equipment (as a stronger bow or crossbow other than first tier).
  6. Yea I read the warning about the roof top. LOL. I may try it a few times solo for kicks. Just not with a group that isn't experienced.
  7. Yea I understand that. Unfortunately at map start it spawned us in the city so it was just the luck of the draw. I can see that Eden mall would be a tier 5 dungeon. 20 dogs on the ground floor seems excessive when they all can be triggers by one zombie. Oh well, I would have to try different maps since that coop spawn point basically means you have to try to sneak out of town just to start. That is if you can find a path that doesn't have a ton of zombies on the outside of a POI.
  8. Just tried a small NitroGen map with Compo Pack 47. The city is deadly. So many zombies on day one it was insane. I was with two other people playing coop and they were giving up. Is there a way to scale the zombie numbers? I know many would love to fight or run away from hordes. But when you spawn in the middle of the city, you are just out of luck. One building had 20 zombie dogs run at you at ground level. Bit much to try to kill. Think it was the POI that had Welcome to Eden sign in front.
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