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hiemfire

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Everything posted by hiemfire

  1. The pic combo does look to read "to all, And to all talent/perk/skill trees". I'm not sure how to do the number puzzle though so I can't check if "Flury of Blows" is accurate. Edit: If so, then it looks to me like they're rolling all of the "must have" melee combat perks into the individual weapon perks themselves instead of requiring cross tree point investment to get them.
  2. How many game days does it take for you to do a clear of a tier 5? For me the "smaller" ones would take 1-2 if outside of the wasteland, a hard 2 if inside the wasteland because I'm not a fan of player triggered horde nights. (Wasteland nighttime instant respawn + screamer horde chains can get nuts). The towers were a 2 day minimum outside of the wasteland and a 4-6 game days if the tower was in a wasteland. To be fair, I tended to take my time finishing POIs and making sure I didn't miss anything so others might finish them faster.
  3. 🤔 A cool down period that prevents a POI from being selected for quests might though. Maybe 7 game days? Depending on the distribution of the different POI levels it'd probably still run afoul those that like to blitz grind quests though.
  4. Probably need to update the changes to water mechanics portion of the first post to reflect that: 1. The player takes damage from drinking murky water. 2. The water in water sources is murky water.
  5. Stab through walls without immediately destroying the block? Not to mention stab through multiple grouped up zombies. Iirc they were planning on having the door's "hitbox" adjust and try to match the door's altered shape.
  6. With default settings every zombie is a runner at night, which is when stealth is at it's strongest. Night = not having to be as concerned about being near windows that are lighting up the blocks around them, despite the game's player vision mechanic making sitting in lit areas a necessity so you can actually @%$#ing see unlike when standing on a "dark" spot (completely and painfully different from reality where looking towards or away from the direction of a source of illumination dictates one's ability to see in or into dark areas). The magazines that boost night damage and xp gain, iirc they exist in vanilla though it has been awhile since I played, also nudges a stealth player to do their work during the game's night.
  7. /Buuurp. Sorry. Was a heck of a trek, but with everything going to hell a good sugar gorging sounded like a wonderful send off at the time. If I knew someone else would have wanted some I would have saved some to share.
  8. I see walls of "Rekt" taking @%$# to the players with the occasional cat fishing of snow dog by "Jen" in that alternate reality.
  9. New PSU (650W Gold) and a buddy kicked me their "old" (newer than my old one, much newer) GPU and I'm back up and going. Just want to say thanks for the help guys.
  10. I don't think the progression to each schematic unlock is sequential, ie finishing the previous schematic's tiers before you can unlock the next. Looks more like it is overlapping with the first portion of the progress fraction indicating how many points gained so far and the second indicating how many need to be accrued in total to unlock the displayed tier of the schematic.
  11. ^From Roland's recent update of the first page.^ While I can see this working nicely for solo play, unless the loot table references the perk allocation of others grouped up with the person looting as well as their own perk allocation, this is going to make co-op play a bit more stressful by adding in "Why the @%$# did you loot that? I needed to check it for (x) mag so I can craft (z) for us." infighting... Put another way: Needs to reference team members' perk allocations or r.i.p. designated looter and hello "mandatory" Lucky Looter perk point allocations for everyone.
  12. 😆 More like me reading through a couple of threads while lurking, took a break from butting heads over a game I can't load up and test due to hardware issues, and coming across what might have been a mechanic tweak. You guys have bantered around about stealth a few times since I decided to take a break back in Feb/Mar. No apology needed. 😁 I probably just misread.
  13. If they're only active/alert and not targeted on the player than the stones and snowballs should be working the same way they do with the non-sleepers encountered outside of the POIs. I would not have an issue with them removing the instant break plates from the game completely. I doubt they will since a boatload of their ambush traps rely on them to hide the ambushers.
  14. If it causes the volumes to function other than intended I could see it getting kicked up in priority. Though I can also see the volumes possibly being designed to abuse sounds triggered by player action originating only from the player and a change to that getting massive pushback from the POI designers too so...
  15. That might be another contributing factor to the issue with attack volumes then. Hypothetical: 1. Sleepers get triggered by player's entry into the volume and switch to "Active" state (Pre A20 type 3 state iirc) but do not move due to failed detect check. 2. Player uses silent weapon or a tool to reduce light level via breaking a light. 3. Break noise emits from player causing now active state sleepers in range to "wake-up" and home in on player's location. "2" can also be breaking a cabinet/closet door across the room.
  16. When did they change the noise source to be the impact/breaking item location and not the player other than with tossed stones and snowballs?
  17. None. I prefer to be able to know what is going on around me to the point that I absolutely despise any music in games that have the player rely on audio ques. If a game does not have the option to turn off the game music it is either removed the moment I find out or it doesn't get installed in the first place.
  18. Not an issue with the zombie AI. Grenades are treated like all of the other weapons so the sound source, regardless of the actual effect, is treated by the game as being the player. Throw stones or snowballs if you want to distract zombies, they're throwable for that reason.
  19. If I'm seeing what I think I'm seeing, the motion sensor simultaneously bypasses the pressure plate, powering the dart trap, and powers it. Which both tells me the pressure plate is doing nothing in that circuit and causes me to wonder when in the heck did we become able to have 2 inputs going to a Dart trap, or any electrical components for that matter? 2 output yes, not inputs though.
  20. Whether or not the bug was fixed, this tells me it likely wouldn't have applied anyways so something else must have been causing the issue.
  21. Were some of the open frame blocks above the ladders missing when the zombies began attacking the ladders instead of climbing them? Not sure if it was fixed, but zombies were having trouble seeing ladders as a path if there were no blocks interrupting a straight line drawn from the top of the ladder to skybox. Open trapdoors above the ladders didn't count as blocks either for the pathing calculation which might have been useful as a routing switch.
  22. Hey, I remember this song! 😆🤣😁
  23. Then I take it you consider zombies climbing up on top of sunk spikes trying to get to the same height level as the player as rapidly as possible an exploit as well? "Kill corridors" are not exploits. Ffs every damn POI in the game is built with multiple "kill corridors" in them. They're called doorways and hallways.
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