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Dracula

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About Dracula

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  1. It used to have a shorter lead-in; now that I give it a city-block length pathway it works fine now that I've built a solid block tunnel/structure underground instead of a "cave" but I'll still find zombies digging at my base area on horde night. I like to wait for them to all spawn in then get them to follow me in a conga line and snipe them off trying to get as many with the same shot as possible.
  2. This is a lot like how I play; I loved having a secure, underground base and go up and clear off the remnants after the horde amassed. It also defeats the point of building a base out of steel or concrete when a zombie destroys it with a few whacks. I could see that with wood frames, but there should be no way that a zombie can smash through a vault door. Granted, I also hate the vomiting zombies, screaming zombies, spider zombies, and exploding zombies. They seem completely unrealistic and take the fun out of my survival landscape. I will be modding them out as soon as I can with this version. The zombie homing AI has always bothered me; how can they hear my forge running down at the center of the Earth; it's roughly 100 stories down in some cases, yet they still dig for it and smash away at my hatch.
  3. The same thing happens to me every time I play; it ranges from the trader's door to vast expanses of marble-tiled blocks that spread across large segments of various POIs like a weird flood of green marble tile. The barn at the farm is COMPLETELY flooded with these intangible visible blocks. The worst part is how it makes it impossible to see zombies sneaking up on you.
  4. Terrain digs great; no idea what that's about. I have issues with the placement texture, but I'm probably the only person out there were the ground texture not remapping is my biggest fault with the game and the first thing I checked in A19. I do miss the organic-looking farms of A17 without the farm plots and wish it would return for smoother creation of organic farms as a low-yield alternative to give support at lower levels.
  5. Since it's not a bug; how about an update on placed terrain texture retaining that of the biome, not the placed material? E.G. digging up sand and replacing it with forest ground displays as though it were sand despite it harvesting as forest ground.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. It is not a reason; it's a garbage excuse and I will not waste any more time dealing with someone so dedicated to overlooking faults as to be blind to issues and time. If you want a comparison; how about Cube World; a Voxel game that was created in 8 years by a team of two people and spent 6 years in alpha by comparison. It's also not a fully alterable Voxel game as of A18 when the inability to replace terrain blocks rendered that feature moot. You also miss my point that the problem isn't that it's an Alpha; but that they're using it as a crutch to delay/deny problems while still marketing the game as playable and trying to gain new followers. You can't have it both ways; either it's an alpha OR it's a packaged and playable game; as the versions that were sold for the console were purported to be. I'm sick of them running back to the well of "it's an alpha" and "just mod it" instead of remaining consistent. My comments and impressions have been related to the gameplay and the progression of changes, if you can't understand that then there's no point in you participating in anything that involves providing feedback for what people want to see in future updates or problems with the current version.
  12. I have a perfect solution to this: garden hoe+seeds turns the land into farm land with nothing else required and lower yield, farm plots produce 5 to 6 times the food yield due to their difficulty to craft; maybe even ratchet up the difficulty of them so that they're harder to make than they are now, but you use the A17 farming system for low yield to supplant the gated system of farming that removes the need for food supplies when you have acres of farmland.
  13. That's not an excuse. There are plenty of other small studios that have churned out finished games in under 7 years. "Other people take this long" is not a defensible position and "wait until it's finished" is not valid when they've been teasing a completed version for years with the incentive of buying it for less before the price goes up on the finished version. The length of the development cycle isn't my issue; blaming things on it being an alpha is. That attitude is pretty much telling everyone to go take a flying leap until its done; which goes in stark contrast to the method of advertising via streamers that they seem so fond of and the reliance on players reporting bugs/gameplay issues to them in order to improve it.
  14. That would be more meaningful if the game hadn't been in Alpha for 7 years. There's a point of reasonable expectation in which you expect something to be done. You can't keep playing the "It's an alpha" card when the game is old enough to enter school. This also goes against the "just get a mod" approach to balancing out the aspects that people don't like as, with every update, mods have to be tweaked and reworked. The mods I used back on A15 to add extra places to the map are now useless, the mods from Alpha 16 that made it so if I stayed in one place too long I'd have to slog through a horde to get out don't work, the mod to remove bees is now useless and I have to mod out vultures again, etc.
  15. Ironic that, despite it being a graphic update, the terrain replacement texture is broken.
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