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About dowz0r

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  1. I agree about the replayability being @%$*#!ed. I used to start new playthroughs without too much hesitance, but now I dread the thought of grinding through the stages. It shows that this new system is pretty bad. Loot should be random and not predictable.
  2. Considering this game is still in alpha and I and I'm sure many others have put hundreds of hours into it already - i'd say it's a pretty incredible game. Really curious what this game will look like when it's done for the most part. I feel like there's still a decent amount that could be done.
  3. Perhaps they should use a system of looting where you only loot materials or old busted items that need to be scrapped in order for you to create a usable version. For example, you open a working stiffs crate and you find inside a low quality iron pickaxe, which when scrapped gives you a small amount of materials for you to eventually craft your own. The quality that you craft should be dependent on your skill as a craftsman. The chance to find a working tool or weapon should be based on the difficulty of the POI you're at, but generally this should be somewhat rare, so maybe only a few POIs would have this. This feels most logical for me when you try and think of a narrative for this game. You're a survivor with no experience in a zombie apocalypse, you need to slowly gain experience in all aspects of surviving, crafting, etc in order to become a more efficient survivor. A lot of it should be dependent on you as the character and not an artificial loot limiting mechanic via gamestages which are technically dependent on your skills as a survivor, but it's still a very artificial approach. To summarize, I haven't thought this fully through, but maybe being able to loot only materials/parts/items that will be scrapped for parts due to them being rusted from laying in a box for too long could be an option. Also as mentioned above maybe different quality crates should exist, so low tier working stiffs, mid, high, exceptional, etc. I don't immediatelly see any negatives to a system like this. I think this game should have a mixture of arcade and realism. I enjoy it being somewhat lighthearted and not full fledged realism like dead matter for example.
  4. I'm currently on day 19 I believe on my first playthrough, while I've already made my distate for the loot system known, I definitely wouldn't say it feels like some horrible grind. I have all of my settings on default, on day 19 I'm level 30 and already have a motorcycle level 5 AK, level 6 double barrell, level 5 auger and other decent stuff. Not sure if I got lucky or if that's pretty average for day 19, but it feels fine for me. I am using a small exploit that I discovered where if you invest into trader related skills and use nerdy glasses to boost your intelligence, then you can actually give yourself access to two different secret stashes from the traders. One stash from wearing the glasses and a different one when you take them off. So yea, maybe that gave me a slight advantage. But overall the progression isn't terrible, although I agree that it's current form isn't the best, especially the "stone age" part of it. They should create an intuitive way to keep you longer in the stone age and not through some immersion breaking game mechanic that forces it on you. I still think it's ridiculous to open a military crate or a working stiffs crate to constantly get multiple stone items. Perhaps good loot should just be rarer and higher game stage could slightly increase your chance of getting them, or be very resource heavy to craft.
  5. I agree with the combat music being over the top, especially during horde night. I feel strongly that ambience and good sound design does much better than just music. I think the sound track should just be ambience, nothing that alerts you that you're being swarmed or things of that nature. The trader music is also a bit annoying. Might be better if it were more faded in the background or had like a radio filter effect on it or even if it was more of a stinger - played for a brief moment and then faded out. Otherwise is just feels obnoxious when it starts playing and stays. Agree with this regarding the loot - it's what I was trying to explain earlier. The looting experience is dulled down to knowing what you're going to get for the most part. Finding a unique POI such as a military base or a specific factory isn't exciting, unless you decide to just save it for later because the game stage system forces you to, not because you know it might be dangerous to go in. Fun Pimps needs to work on a Risk vs. Reward system for loot. I realize that it may be difficult to create a challenging POI when we can just cheese through it potentially by towering our way to the main loot and just busting through some blocks, but that's the hard part of being a developer I think. Maybe add a stability system that prevents you from just stacking unupgraded blocks too high (I actually think this would be a good idea), surround important loot with high HP level blocks, etc. I still prefer the previous loot system to this current one.
  6. I have the same exact issue. I can play for about an hour or 1.5 hours and my pc will lock up.
  7. So I basically solved my issue, and I've actually done this in alpha 18 before and had this in the back of my head. I had to lower my terrain quality to below medium and my FPS spikes back to 65-75. As in the pictures above, there is this gravel hill behind my base, if I look at it, it makes my FPS tank immediately from 75 to 20, although this depends on how close I am to the hill. Once I turn my textures to low, I can look at the hill and have 75 fps. If I even turn it up to medium, it tanks back down to 20, so there's no difference between medium, high, ultra, etc. I'm assuming this is some engine bug with the texture. Maybe other people can replicate my situation to see if it isn't just specific to me. At least, from what I can tell, the low terrain quality isn't really noticeable I think. In fact I'm almost the certain that the terrain quality does not change at all. Doesn't seem like this is the root of my issue, but thanks for the post. I believe I found the issue which is with terrain quality and possibly some bug in the engine or texture.
  8. Fair enough. I still think there is a better way to approach the loot, but hopefully it'll be refined with time, I understand this is still alpha and this game is already super fun and addicting. Cheers
  9. I honestly think the new loot system is terrible. I'm trying to think from the perspective of a realistic and fun approach to how looting would look like in this post-apocalyptic world. It's pretty lame finding a military style ammunition crate that only gives you some @%$*#!ty spears or low level trash because you're only on game stage 5. This is immersion breaking in my opinion. I've noticed looting is almost linear and not random at all, you know what to expect, and it almost makes looting pointless because I'd rather save important crates or chests for looting in a different game stage because I'll just get another 5 spears. Of course you can still get useful materials such as duct tape, oil, etc. But in terms of getting weapons, tools, and items with levels, it's poorly thought out and doesn't have that randomness and excitement to it anymore. I know this would be complicated, but I think there needs to be a more realistic approach, for example looting regular homes should give you loot that you would realistically find in a home, so basic stuff with a small chance for weapons. The challenge to make it through a home POI should be easy since it's a place that maybe doesn't have a high yield. But if you decide to go to a military base, then you should expect a challenge and be rewarded no matter what stage. I know this sort of system would also have its issues due to players cheesing zombies or whatever at low levels and then getting epic gear, but I still think some sort of realistic and intuition based approach should be used, and not this game stage based looting. I do not like this new loot system, and prefer the previous style despite its flaws as well, but at least it still felt random and there was that feeling of excitement and not knowing what you were going to get. There is no excitement or mystery in this new system. Sorry, not a very well thought through explanation, but I genuinely do not think this game stage looting is the proper approach. I feel like there should be that tiny chance of finding maybe a higher quality weapon during the early stages, but it should be impractical to use it in the early stages of the game.
  10. So here's another strange scenario where my fps drops, seems to have nothing to do with shadows really (also turned off shadows). In the screenshot, it is mid day in game. Looking straight ahead, my fps is 45 instead of 65-75ish. If I lower my characters head and look more at the gravel texture on the path, I lose even more FPS - looking only at the gravel it goes down to 35 ish fps. I think it's literally this gravel texture that's messing up my fps. I can run over to the left a bit where there is only the grassy terrain and my fps will be a stable 65 ish even with shadows on the highest setting. I'm curious if this is just me having this issue. I have a GTX 1060 3gb, i7 8700k and 16gb of ram. I'm going to try and throw the game on my m.2 ssd, also maybe doing a reinstall as well. *Reinstalling and moving the game on a faster drive didn't really help unfortunately.
  11. Hmm, I'll play around a bit more. Just had something interesting happen. Just booted up my game and suddenly I don't get such a dramatic FPS drop, infact I don't think I get one at all looking at this same little hill.
  12. Dynamic resolution actually killed my fps for some reason. Sun shafts were already off. Texture filtering didn't do much. I notice specifically when I go into the little cave like tunnels in POIs that my FPS gets cut in half. Image below is an example. These types of places cut my fps in half. The second image is also an area or texture that makes me lose like 20-30 fps. When I look at this hill, I lose FPS, but if I walk into the house and look towards the hill, I maintain my fps. Also if I look at this area from a further distance, my fps doesn't take as much of a hit, but I did lose like 5-10 fps.
  13. I noticed on A19 I get a massive FPS drop when I look towards gravel type ground textures. I can be sitting at 75 fps, then suddenly it'll plummet when I look at certain terrain/ground textures. The gravel type seems to make me drop the most. Anyone else experience something similar?
  14. One of the youtubers just released a vid testing it, seems that having two up at once is really nice, but just one is pretty lackluster. You need to be pretty much maxed out on all the skills and have all the books read for it to be viable. We'll see though, needs to be tested obviously.
  15. Hmm, fair enough, my only reference is ventilation systems and how we ran them on large ships, so probably not entirely applicable 😂. Alright, i'll try messing with my fans then - I appreciate the help.
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