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Doomofman

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Posts posted by Doomofman

  1. @faatal You mentioned trader biome restrictions in a previous post and it maybe being tied to story progression in the future. But what exactly is happening in A22?

     

    Are specific traders only going to appear in specific biomes for every map? (Example: Jen always in wasteland)

     

    or is it more random like for each map you generate it decides which traders go in which biomes. I hope that makes some sort of sense (Example: One map Jen might only be in wasteland but another map Jen will only be in the desert etc)

  2. 20 minutes ago, Cr0wst0rm said:

    Im curious how such vulture is going to hold itself in the air with so few feathers.... lol

    I think it was even mentioned at the time that it needed more feathers. Hard to tell from the glimpse we can see in the recent images

  3. 3 minutes ago, Laz Man said:

     

    Although this console footage, this does provide a glimpse of the state of A22 for anyone interested.

     

    The zombie variants continue to look cool. I take it the arrow symbol is some sort of quick swap function for console?

  4. 28 minutes ago, Laz Man said:

    Anyone want to take a guess which pieces of armor is being work in that screenshot?  The body piece is obvious but guesses on the others?

     

    Ranger hat, nerd body, biker gloves, lumberjack legs

     

    Though I'm not particularly confident

  5. 54 minutes ago, Survager said:

    image.png.5b82e41f67e3f6f387e3301002af2206.png

     

    What do you mean when you write "a little Alpha 22"?

     

    I think they were just missing a comma... I believe it should read "A little alpha 22, coming to PC and Consoles this summer. Stay tuned!"

     

    So a little tease of A22 in screenshot form, nothing more to read into it

  6. 19 minutes ago, schwanz9000 said:

    Ah dang it! I curse you "self diagnosed mild dyslexia combined with a lack of spelling and typing skills"!
    Rogue vs Rouge gets me every time!

    Need to add an easter egg now that when you add a red dye to those pieces the name changes to Rouge 😁

  7. 34 minutes ago, POCKET951 said:

    I got my hands on the Alpha 22 experimental build TFP was showing off on consoles at Paxeast.  I found something in my playthrough that hasn't  been announced in the alpha 22 dev diary yet. 😅 not sure if I'm allowed to spill and I also don't want to steal TFP's thunder.

    @Roland 

     

    How did the console build feel overall? I noticed, when watching the streams from the booth, that there appeared to sometimes be LOD issues when switching tools/weapons

  8. 12 hours ago, TWORDY said:

     

    71qmYertwmL._AC_SX679_.thumb.jpg.250ad778541c7c6ed877d42f62deb8cf.jpg

     

    Would be nice if someone looked into iron sights and scopes. 

     

    I can't stand those super tall front posts. It feels like extending the front post was the easier/quicker solution than reorienting the holding animation. Hopefully with the A22 character changes a bit more care is put into it

  9. 8 hours ago, FranticDan said:

    Off the top of my head, these are the changes/fixes I'd like to see in A22:
     

    1:     Zombies getting an animation for when they start/stop crawling. No more ZERO frames to crawl. (currently: one frame they're standing and the next frame they're crawling)
    2:     When a zombie's pain resistance reaches 100% or higher, they should get an attack animation that can't be interrupted. Right now, they hit the player whilst in a pain animation, like holding their face/hip.
    3:     Zombies no longer getting extra reach when crawling.
    4:     Zombies being no longer being able to hit players through walls/doors and other thin blocks.
    5:     Zombies no longer being able to hit a player that is running away from 2.5 metres away (I've been hit while running down stairs and zombie still up top)
    6:     Projectiles (arrows, rockets, cop puke, etc) no longer going through entities/blocks occasionally. (You didn't miss, the game cheated on you! I've had rockets go through the ground during horde night for example)
    7:     Molotovs no longer exploding in your face when there's too many entities spawned in.
    8:     Dehydration/Stamina regen bug fix, introduced in A17, it's WELL OVERDUE to fix this bug!!!!!!
    9:     Improved hitboxes on hitting entities through doors. Very frustrating when my ENTIRE crosshair is in the hole, and my melee weapon (knife/spear) hits the door.
    10:     Remove character's ability to hop, when I press the space bar, I want to JUMP, not hop. Why is hopping a thing? And why does it cost 20 stamina to hop?
    11:    Remove the loud jarring ear piercing night time stinger ambiences. ALL. OF. THEM! (Turning down/off ambience volume is NOT a solution)
    12:    Remove entities from being able to clip partially through blocks.
    13:    Add a NightTimeStart setting. Would be nice to have night time start at a chosen time instead of forced at 10pm.
    14:    Game Day Length to match the real world length: What I mean by that is, currently, if you play "60 minute day cycle", you're actually playing 68 minute day cycle.

     

    All very reasonable fix requests I have to say. Have come across most of these while playing myself

  10. 20 hours ago, faatal said:

    Our gfx programmer is adding new hair shaders, contact shadows and ambient occlusion.

     

    This question comes from someone who doesn't really know the ins and outs of how these various components work but my idiot brain reads those as things that'll make the game look better but run worse.

     

    Or am I wrong and these are actually intended to reduce performance impact while maintaining the current fidelity?

     

    I hope that made some sort of sense

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