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Dracula's Achievements


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  1. I'm having the same problem, too; clean install, no mods. Single player; not that it should matter.
  2. It seems like every time there's an improvement, we lose existing features that work. Cities now look the best they ever have, but you have no ability to change the ground. Why is it not a priority in the new update that is focused on the world, overall? I've also hated farm plots since their inception; it's a grinding halt to realism and ruins the landscape when you have to excavate a field and replace it with blocky grids.
  3. After waiting through the BS that is streamers getting the game first, I was excited to see if the terrain issue is fixed. It is not. At this point, it is safe to assume that it will never be fixed. You dig up grass and place snow, it shows as grass. You dig up grass and place sand it shows as grass. You dig up grass and place asphalt, it shows as asphalt. Why does this only work for select terrains? If I want to place a green lawn in the desert, it shouldn't show as sand and harvest as dirt.
  4. I made a new thread that asks JUST that:
  5. Indeed; especially since simple mods can completely change the whole feel of the game. The loot mod I got from Nexus makes the game playable by, essentially, reverting it to A18 with better graphics. I'd also like to see a "Darkness Falls" update for A19 that would bring back LBD and I still dream of a fix for the texture issues that madmole has outright said that they're ignoring.
  6. This poll really needs an option that's between 1 and 2. I'm playing 19 with a mod that reverts it to 18 looting, but that doesn't mean that I don't want to see things change/progress in future versions. I will state that, in terms of fundamental philosophy/development almost everything madmole says makes me lose faith in the direction of the game. Fix the terrain, you sons of whores! I care more about that than I ever will about bandits.
  7. Or, in my case, I installed a mod that fixed looting and have been able to have fun again; to quote the two most common pieces of advice on the forums: "get gud. mod it."
  8. It is, by no means, impossible. I can let out the clutch and coast. That's how I've been moving the car around from place to place as need be. I can also drive it as-is at highway speeds; provided I can get an unobstructed path to the highway and the vehicle can be slowed via engine braking. There are means to slow it down and it can be controlled; it's every bit as functional as the loot system in A19; it's not my fault others aren't using the road as I intend for them to so that the glaring flaws in my ability to stop aren't a thing.
  9. I voted for the first one; but I'm somewhere in between 1 and 2. I'd like to see it develop into something better, but, until then, it should be reverted to A18 so the game is playable. I have a mod to do just that and it enabled me to play A19 for the first time since I grew bored shortly after its release. Having grand designs does not make it playable in the mean time. What "is coming" doesn't mean playability isn't a problem now; one that could be fixed by temporarily reverting to A18 looting. Let me use a real-world example: I've been building a hot rod. It has the body of a 1950 Rolls Royce and a Cummins 12v engine mated to a 5-speed. Unfortunately, due to the chassis modifications, I have to completely fabricate all new brake lines. As such, it has no brakes. It doesn't matter how much acceleration the 4.10 gearing in the rear gives it or how comfortable the custom Mercedes-sourced seats are, until I finish plumbing the brakes, it's unusable no matter how cool it will be when on the road. That's how I see A19; no matter what the loot system is a precursor to, it does not work as it is.
  10. I like the idea; but, is it feasible with the game engine?
  11. And that's why I'm going to keep commenting and trying to figure out how to share how I play the game in hopes that it may help for others with similar play styles or entice a different audience. The way my wife plays is even more different; she loves building massive underground complexes that she can drive vehicles into and pop up at points of interest and tearing down any building she deems unsightly. In A17, she would recreate as many roads as possible and linked all the isolated road sections on platforms together to create a bizarre elevated highway to drive on. This is exactly what my wife is doing now; she's building a reinforced concrete bunker around everything and leaving the plywood wall as a "weak point" to see if this works.
  12. I've asked and a few other places; it was actually my desire to figure out WHY this happens that caused me to join this forum despite that I've been playing since around alpha 6; whatever the one was where you'd find rockets in gun safes. When I bought the game, it was billed as "Like Minecraft, but with physics" in a review. I've loved watching it develop and intend to keep doing so. I realize that my particular brand of autism doesn't appeal to everyone and that what is a core mechanic to me may go unnoticed to thousands. I've asked about it here before, but got no answers to in that were specific. The last answer I got about it was "It'll be fixed in a future update" back when A18 first came out and I've been unable to find a mod or create one myself that fixes it.
  13. I'll add that I replied in this thread: Because this was my single biggest gripe about A18 and to see it's still broke in 19 was disappointing. Two of my posts got merged when it was moved and declared "not a bug" with everything after : "I have the same problem on the Voluya Territory map; I'm trying to replace gravel with forest floor and, while it harvests as clay, it does not render as the grass/forest texture." Is me @%$*#!ing about it being relocated; to put it into perspective, getting the terrain to change is literally the most important thing to me in the development of the game.
  14. Perhaps that's a different in mods relative to play styles; I found a lot more mods that were suited for what I wanted in previous versions versus A18. A lot of what you like seems to fly in the face of the I like to play; I enjoy it as if it's a Romero movie where taking over something like an entire mall would be possible. Zombies smashing down my walls are ridiculous, but having a mob of 100 waiting for me outside of it after I used the forge to build a few rebar frames is a terrifying experience. I've had to use varying mods that allow a great degree of zombie health customization to get exactly what I want; it's not easy, but it's very satisfying to do so. To elaborate on your first point; I'm well aware that it's a progress for the zombie transition and I think it looks great; the new zombies are so much better that it makes the old ones seem jarring in that they don't look like they're from the same game. That's not a BAD thing, as it illustrates the drastic contrast between the updates and gives me hope about the future versions. What I'm getting at is that I hate that if I comment on a feature or how a change disrupts my play style; like the shift from the craftable blocks in A17 to A18 where the only way to get a variety of blocks was to cheat them in, then the response I get is to "get a mod that lets you craft all blocks or play with cheats on" when my late-game fun is rebuilding an entire settlement and setting it up as a "survivor township," but, I digress. I like seeing the progression but I don't care for the rebuttal to things like "Why can't I craft curved arches anymore?" "Why haven't I been able to build a road since A17?" with "Get a mod for it." as though it were the end-all-be-all for every problem. I also have an immense disdain for farm plots as a mechanic. Don't take my criticisms as a disliking of the game; I wouldn't be playing if I disliked it, I'm trying to articulate that I care more about the world-building aspect of the game than the zombie aspect and I hate to see features of that disappear as the alphas progress and that has me worried about the overall path of the game itself. To me, the zombies are incidental and add to it as a challenge; but, as the number of different types of them have increased the buildable blocks have decreased. I guess I'd say that it's like an ice cream sundae and, when I used to have three scoops of ice cream topped with whipped cream and cherries it's shifted to a scoop and a half of ice cream and significantly more whipped cream and cherries.
  15. People seem to fail to understand my problem with the "It's an Alpha" defense in that it is often employed IN CONJUNCTION with the "Just mod it" solution. The two do not go hand in hand. When the final version is released, then I will mod it to the exact esoteric way that I like to play; until then, it's "play vanilla, note changes, look into mods to improve it, scrub mods for new alpha, repeat." It also seemed that A18 had the fewest mods of any version; I'm assuming that is due to the proximity of it to A19. In what I was saying, I'm going to continue to criticize that there aren't multiple "classes" of zombies that can be selected at the onset because I keep having to mod out vultures, cops, and spider zombies every version. It's also a weird disconnect to see the zombies like the businessman looking so crude next to the redone ones. Until things stabilize, the focus is extremely zombie-oriented grind. Turning EXP up doesn't fix this, either, as the stamina drain means that the only effective system to leveling up is to slaughter hordes until you can spend enough skill points to not be AS hindered with it.
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