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Posts posted by Yark

  1. Well I, for one, am very grateful that the last two years were spent creating this impressive specimen with a totally hilarious teddy bear head attachment. Not only that, but because of all the hard work on localizations, I can play the game with my Taiwanese friends who don't speak English.


    The auger sound effect, indestructible shopping carts and out-of-sync co-op player animations are completely unimportant compared to localization and drones. I am grateful to have the opportunity to play this game!

    • Dislike 1
  2. 3 hours ago, Roland said:

    Naw...it's better to expose the mistaken assumptions and misunderstandings that lead to their "different opinions".

    Something tells me you don't feel the same way about more controversial topics, such as crime statistics. 

  3. On 4/19/2021 at 4:19 PM, Roland said:

    If there are in your estimation inexcusable omissions in the game such that you leap to the conclusion that the devs are lazy and that assumption leads to you feeling upset in any degree and ruins your appreciation for the game then refrain from logging in until you get the notification that it is out of early access.


    It is laziness though. If you've ever worked with a person who felt that the job he or she was doing was "good enough" despite not being done well, then you know about what we're dealing with here. The fact that the quest location names haven't been corrected doesn't ruin the game, but it does communicate very clearly that the development team really does not care. New animations are obviously significantly more complicated, so the art team could be excused for not having addressed missing attack animations... If not for the fact that they just spent time creating an HD model that nobody asked for.


    Not going to quote your whole post, but I never made any insinuations about them being greedy or malicious with their earnings. Curious that you would bring it up. And as for social media, Facebook is for boomers and Reddit is for young men with debilitatingly low testosterone levels. So having said that, my occasional criticisms will be posted here exclusively. 


    Hopefully after my next year-long break from the game, we'll see a little more effort and new content aside from localization and zombie model edits. 


    On 4/20/2021 at 11:19 PM, 7daysexpert said:

    would you rather have a good quality update that takes a year or a meh update that takes 6 months unless you understand programming and coding  you really dont know what your talking about it is alot harder than you realize


    If I had a nickel for every time I've read something like this, I could buy a copy of this game for a dozen of my friends so they could all criticize it here with me. 


    I purchased this game a couple years back and haven't seen significant changes. Maybe just a couple more years though!!

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  4. 1 hour ago, Roland said:

    Pot and kettle dude. pot and kettle. I answered you at the same exact level that you began. Don't dish out medicine you can't swallow yourself. ;)


    I don't think you know what this means. Don't misquote me or hyperbolize what I've said to bolster your position. 


    As to what you said about playing something else in the mean time, I just told you that I hadn't played in months. More accurately I haven't participated in a playthrough of any significant duration since I joined this community over a year ago. It's absurd that development time is spent on something like an HD zombie model, when minor bugs and aesthetic flaws persist for so long. No matter how much you may love the game, I am justified in my criticism of these decisions. 

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  5. 10 minutes ago, Roland said:

    Hard to say since the only time line you gave was "months ago". 


    You're conflating two different things. I said this is the first time I had played "in months," but that the reason I created this forum account was to report two bugs. Looks like I joined March of 2020, so those threads would have been posted at that time.


    Also, I said that not fixing a simple aesthetic flaw like quest location names was inexcusable, but I never said it was a travesty. If you find yourself needing to use hyperbole to get your point across, you may need to slow down and think about what you're really trying to say.

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  6. There's no pressure for them to work hard on quality update, because this community is full of apologists. I suspect some may even be on the payroll, if you pay close attention to the reactions to many posts. 


    I had not played in months, and the first thing I noticed upon logging in is that there is still no attack animation for the spear - a little jarring when you're playing with a friend. It's not that this is a game-breaking issue, but it's just inexcusable that this is somehow a lower priority than updating the Hawaiian zombie model. Additionally, the quests you receive from traders are still labeled with locations such as house_old_03, or store_02. 


    Really, how lazy is this team?


    Oh and before I forget, the reason I made an account was to report two bugs I had found. One was that the Physician perk did not actually allow you to heal allies as it claimed, and the other was something to do with the stun baton perk. Not only have those threads been deleted or hidden, but the Physician perk no longer even claims to allow players to heal allies. What, was that too complicated for this development team? 

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  7. 1 hour ago, Roland said:

    Now see?  I can appreciate your joke. 


    What I’m a little confused about is how you could berate me for my sarcasm against a particular play style but then approve the post of @Yark that blatantly calls people morons, insults the community, and skates the edge of racism against the indigenous people of Australia.  But they did it to defend you so that “thanks” emoji is warranted....I guess. 

    You're playing a game where you turn the living dead into a mess of flesh and bone and blood. Don't be so thin-skinned over the inability of all human populations to perform on the same intellectual level. 

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  8. Seems like this community is full of people who aren't quite sharp enough to understand this criticism in general. As Jenshae said, auto-aggro is just a cheap trick. In contrast to what most of you morons seem to think, it doesn't actually make the game more challenging. 


    I guess you'd like it if medical bandages sometimes, instead of healing you, reduced your health by half its current amount. Wouldn't that be interesting and challenging? 


    Most of you won't understand this comparison any more than you understand the topic anyway, so it's pretty pointless. Like trying to teach long division to Aboriginals. 

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  9. 2 hours ago, Roland said:

    lol...there’s your problem right there. Anyone who has spent enough time with this game to learn its established structure knows that zombies never exist until you are proximate to their spawn location.  Whether you find it artificial or insulting  or not is immaterial. It is a limitation of the voxel environment and an unfortunate downside that must be lived with for the possibility to be able to play the game in the first place.

    it may not be defensible, but it is inevitable and a permanent attribute of this game. It’s one of those things you just have to accept and forgive if you plan to spend time playing. If it is such a deal breaker that you actually feel insulted by it then move on now because the devs didn’t put this in as an intentional feature because they thought zombies spawning around you would be cool— it exists as an unavoidable by-product of their chosen world building structure that has many other unique benefits compared to other games that use static non-interactive worlds. 

    Now auto-aggro rooms ARE an intentional feature that the level designers want to exist and in that case I contend that the beauty of the design is in the eye of the beholder. 

    This is simply not true, as enemies can and do exist nearly everywhere else in the game - when they spawn - at a range where you can shoot them from a distance. In the example I provided, the enemies do not spawn even when you're just a few blocks above their heads; you need to physically be in the room.


    It's possible that their spawn box has an unusually small Y axis height compared to other spawn boxes, but it is certainly the case in other areas (e.g. Shamway and Shotgun Messiah) that enemies will spawn when you are above or below them. The same is not true for this example in the apartment building, and seems to have blatantly been designed as a "gotcha" trap where the player is actually forced to fall through the floor if he wants to clear the POI.


    It's not a challenge. It's just lazy and insulting game design. 

    2 hours ago, Ramethzer0 said:

    I looked up the definition of artificial, and this is not it.  This is an opinion, and should be treated as such.

    You aren't speaking for everyone.  If you don't like something, fine.  Why not just say that?

    I can tell that you are an immensely intelligent man. 

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  10. 6 hours ago, Roland said:

    Plus, "artificial" is just something people say when they don't like it. When something "feels artificial" that is like saying something "looks pretty or ugly", or "plays boring or fun". Who can predict the imagination of the player or the player's capacity to successfully overlay suspension of disbelief on the abstract mechanics that the game utilizes?


    Games are abstractions of reality. For every person who says that an auto-aggro room feels like an artifical loss of control there is someone else for whom the abstraction works. People used the term "artificial" to describe the landmines in the wasteland when they were implemented. Made perfect sense to me but to others they couldn't fathom a scenario that made sense to them as to why there could possibly be live mines in the wasteland. To them, the only imagination they could muster was that the developers were trying to force players to stay on the roads and they found that lazy and artificial and idiotic. 

    Artificial is something that violates the established structure of the game. Another example of this would be the room in the 6-story apartment building, where you're meant to fall through the floor and subsequently be ambushed by the half dozen zombies in the room below.


    Except, there are no zombies in that room until you fall into it. You cannot simply break the floor and attack them from above, because the enemies do not even exist until you've landed on the floor next to them.


    This is artificial, it's insulting, it's not challenging, and it should not be defended. 

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  11. 13 hours ago, Ramethzer0 said:

    I would like to take a moment and make sure certain folks in the back of the room re-read this part again, and with special emphasis on what's underlined.  And yes, I play stealth too.

    Artificial loss of control is neither interesting nor challenging. As half a dozen people in this thread have already attested to, you aren't really at risk of dying if you're even moderately prepared and experienced.


    A better example of events outside the player's control would be the wandering hordes. I personally cannot predict when one will approach, and when it happens, I have to stop what I'm doing and deal with it. This is a reasonably interesting mechanic that doesn't violate any of the existing game "rules" so to speak. 

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  12. 13 hours ago, meganoth said:

    Lets name a few reasons then (I don't have any idea what the devs have as a reason, these are just things I would find on the positive side of such a feature):


    1) Helps in creating boss rooms where you don't want the "boss" to suffer a first headshot with 300% or more damage increase

    2) Mixes up zombie behaviour as those zombies will not slowly wake up but have a running start (small difficulty increase nr. 1)

    3) Could enhance huge rooms if you tag a smaller volume as auto-aggro so some of the zombies are awake immediately, but others still sleeping.

    4) Actually generates a guaranteed situation where a zombie pack attacks you INSIDE a POI (difficulty increase nr. 2, variation increase)

    5) Special challenge for stealth players. I'm not sure if TFP thought about this when adding the feature, but since there are ways for stealth players to handle it they likely count this as a plus even though it isn't balanced across attributes.


    Don't get me wrong, those are not BIG SHINY reasons, but on the other hand the implementation likely was done in a few trivial lines of code. Minor feature for cheap.



    Your example listed as #1 can be debunked pretty easily. You're familiar with Grace I assume, and with the zombie bear living beneath the construction site POI? Both of these boss mobs can be assassinated from stealth. 


    I'm fine with trap rooms where the floor falls out, and even with that underground room where you're jumped as soon as you walk into it. But what makes no sense is the type of aforementioned mansion room, where stealth is just randomly disabled and there are two normal zombies. I would hope this is a developer oversight. 

    14 hours ago, Kalen said:

    LOL, no need to get personal, dude.... just having a discussion here.


    Who said you should pretend?   How do you know that they're not super sensitive.... evidence would conclude that they are. 

    Oh, so you're trolling. I won't be responding to any of your posts going forward. 

  13. 2 hours ago, Kalen said:

    I didn't say unrealistic either.... I also said nonsensical.  It's nonsensical that I can carry tons of concrete, but if I fill all my inventory slots with 1 plant fiber I'm encumbered... but again, sometimes gameplay trumps what might make sense.


    Well there you go.... when you encounter an auto-agro room.... assume that its filled with hyper sensitive zombies and it no longer is nonsensical to you.    Maybe thats what they're intended to be.... or maybe it's intended to simulate something else happening that alerts the zombies.   

    It's not nonsensical that you can carry tons of concrete, because it makes sense within the design of the game. Having your stats nullified in some rooms, for no real reason, does not.


    I'm not going to pretend that a special type of zombie exists, and you're missing my point entirely. If you want to bring ammo TYPE into the discussion, then it would make sense to compare that to zombie TYPE.


    If you take your time and read slowly, you will understand. 

    1 hour ago, meganoth said:

    Designers make mistakes like everyone else. Finding a specific room that doesn't make sense as an auto-aggro room won't exactly shock me.


    I assume you made sure it really is auto-aggro? It seems many cases are now attributed to auto-aggro even if it is just a random stealth check not succeeding. Also number of zombies in a room is random, did you go into the editor and count spawn locations?


    Yes. The orange mansion POI has a cracked and open wall at one corner where you are meant to enter. There are two zombies in that room which will auto-aggro, but the rest of the POI can be done in stealth. 

  14. 1 minute ago, Kalen said:

    It's a game, not a real-life simulator.   It's more nonsensical that you can carry 46.8 (made up number) tons of concrete.  I can see why people feel the way they do if they look at auto-agro rooms only in terms of their mechanics.   Personally, I look at auto-agro rooms as an abstraction for "something" outside of my control waking up a bunch of zombies.... see earlier in this thread for plenty of examples of what that "something" might have been.


    And since you called me disingenuous earlier.... I'll return the favor.... you can't possibly believe that auto-agro rooms are a developer oversight.   Yup, they some how accidentally created a system whereby certain areas of POIs, in a trap-like manner, spring a bunch of alert zombies on you.


    I think you're misunderstanding.... I brought up AP ammo as an in-game explanation for why someone's armor might no longer work in a certain room.   Just like earlier, someone mentioned a stack of books falling over as an in-game explanation for why a bunch of zombies just woke up and attacked you.

    If I meant to say unrealistic, then I would have said unrealistic. The word I used was nonsensical, meaning it doesn't make sense within the established game mechanics. 


    If you want to talk about AP ammo, then a valid comparison might be hyper-sensitive zombies which will almost certainly detect you regardless of your build. In the same way that AP ammo negates armor, so too would a sensitive breed of zombie negate your stealth. This would be fine with me, as it would make sense. Instead we have normal zombies in some rooms that are alerted when you cross a boundary, regardless of your stealth.


    The underground room which I'm sure everyone is familiar with, is an obvious trap room and I can see that it was designed as such. I actually don't have as much of a problem with this room as, say the entry room for the orange mansion POI. That first room has only two zombies, and for some reason is the only auto-aggro room in the entire POI.


    Why? Beats me. 

  15. 6 minutes ago, meganoth said:

    Tell that to Solomon who seems to think it is an auto-die situation. There are a lot of things in this game that don't work anymore if you have seen everything and done everything. Sad fact, without mods any game will eventually get stale. Sad fact 2, as long as someone has weapon perks up and unlimited ammo, no existing poi in vanilla has the slightest chance to kill a player. Vanilla is not designed to humor players with more than 500 hours playtime and can't be.

    It's inappropriate for a moderator to attempt to pit me against another member of the community for the sake of argument. But as far as I can tell, Solomon has been talking about auto-failure systems, which might be what is confusing to you. An auto-failure system is one where, because of game design, an element of your character is disabled and you have no recourse. Examples of this would be rooms where stealth is disabled, or rooms where your armor value is set to zero. The latter of these doesn't exist of course, but is something I'm using to draw a comparison.


    In a previous post, you said that an auto-failure system for your stealth level would just be a "special challenge." I'm telling you that it isn't challenging, and is simply nonsensical. In fact, just now you have said that no POI in vanilla has a chance to kill a prepared player.

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  16. 2 hours ago, Aldranon said:

    You must be new to the game, so a little history for you and other who are new.


    I might have the order wrong but here are the zombie POI behaviors TFP have tried:

    1) In POI's zombies run, but if you get them outside they stop running and you can kill them all easily.

    2) In POI's zombie sleep, but if you hit the wall/door they all wake up and you can kill them all outside, easily.

    3) Now we have each room as separate where sound no longer travels between most rooms.


    #3 Is not as easy as #1 or #2, but its not as realistic as well.  Moral if the story?  Dev who makes a game, find out that game balance wins over realism.

    This has absolutely nothing to do with what I posted. 


    And by the way, for everyone contending that auto-aggro makes the game more interesting or challenging, it doesn't. I have a significant amount of play time with a stealth build and I already know every room where it doesn't work. That doesn't make the game harder for me; just makes me shake my head at developer incompetence while I clear the room anyway. 

  17. Just now, Aldranon said:

    It certainly better than having the players head explode in some rooms!

    But seriously, you are trying to make a passive "All or nothing" attribute (hidden-not hidden), the same as a active "Always on" attribute (there-still there). 


    I'm sure you can see the flaw in your example now.

    It basically comes down to your perks working 99% of the time, but not 100% of the time. I suspect what happened with some of the rooms is that it was just a developer mistake later justified by, "Enjoy the challenge."

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