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hiemfire

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Posts posted by hiemfire

  1. 35 minutes ago, NekoPawtato said:

    Flurry of blows added to all trees/perk branches?

    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. 3 minutes ago, Riamus said:

    This is actually an interesting idea and worth looking into, even as just a mod.  Though, again with tier 5 quests, you'd be limited to only a few tier 5 quests per week because that is usually all you have on the entire map.

    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. 33 minutes ago, Riamus said:

    Only 1 quest for a POI isn't going to work. There aren't enough POI with quests, especially at tier 5 for only doing one per POI.  You might get by at the lower tiers by running around the map, though that's a lot of running, but at least at tier 5, it won't work unless you want to do very little questing.

    🤔 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. 1 hour ago, Roland said:

    The water from water sources is murky. It isn't fresh drinkable water without consequence. You take damage from drinking straight from a water source and you have a small chance to get dysentery. So really it is just for emergencies until you can get your dew collector farm up and running. You will also find some murky water already in bottled form as you loot which you can take home and boil up for clean water also in a jar.

     

    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. 3 minutes ago, faatal said:

    I ported the penetration code from ranged to melee, so in certain cases the spear can...

    Stab through walls without immediately destroying the block? Not to mention stab through multiple grouped up zombies.

    1 minute ago, Riamus said:

    I was wondering how this works.  How is it that you determine if you are attacking through a door versus attacking the door?  Just if there is a zombie behind it?  Or do only tools break down doors now?  Curious to how it will work.

    Iirc they were planning on having the door's "hitbox" adjust and try to match the door's altered shape.

  6. 11 hours ago, theFlu said:

    That's enough for a runner to reach you;

    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. 17 hours ago, ElCabong said:

    You can't have a proper zombie apocalypse without Hostess Twinkies. I should call developers dumb and make a multi-page for rant about this in all caps.

     

    /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. 4 hours ago, falloutcloud said:

    You know what I think would be fun for the forums is each trader had an avatar controlled by the moderators and they would respond to questions with their own personality quirks.

     

    I see walls of "Rekt" taking @%$# to the players with the occasional cat fishing of snow dog by "Jen" in that alternate reality.

  9. 30 minutes ago, Red Eagle LXIX said:

    Also, Robotics adds up to 144 out of 100. 

    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.

  10. On 3/16/2022 at 11:02 AM, Roland said:

    Perks now govern the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world

    ^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.

  11. On 2/17/2022 at 6:02 AM, ryoendymon said:

    Imagine you are on a roof, crouched, you see a mini horde walking east to west, and you are south of them, you light a pipe bomb and throw it over them to have it land and blow to the north.  They are alerted by the sound.....but they don't go toward the sound, instead they zero in on exactly where you, the player are, despite not revealing yourself.   In short, we don't have a distraction mechanic, and the game kinda needs one.

     

    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.

  12. 28 minutes ago, Boidster said:

    Huh, I had a reply here, but it got >poofed<? Odd.

     

     

    I don't think dart traps can be set to "zombie only". If they get power, they shoot. That said, I configured a similar setup and I saw the same behavior. If I step on the plate, I get shot, even though the motion sensor has no targets (set to zombie only).

     

    Also, if the motion sensor does have a target, but nobody is standing on the plate, the dart trap still fires. Like the pressure plate is acting as a relay. Something ain't right.

     

    image.png.b58f18959a092b55b4c93dab45b6f0e4.png

    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.

  13. 46 minutes ago, meganoth said:

    A third possibility is actually bugs. In the horde base I showed above the stairs seem to "fail" after some time even though they are not destroyed. So half a night the zombies run up that ladder with zeal and a mission. Then suddenly all they do is hit the lowest rungs, even if I come down the ladder halfways. As if they suddenly can't see the stairs as stairs anymore or there is an invisible obstacle.

    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.

  14. 29 minutes ago, Matt115 said:

    Well this is exploit - i will wrote this as simple  as possible - trades bases are rectagles, military bases are rectagles , in mgs base is rectagle etc. "Forcing" zombie AI to go from one heavy defenced side is exploit.  in older alphas zombie were more... "typical" zombies you know caming from diffrent sides  and jumping zombies were for me not problem because.... world war z had this same solution. But killing corridor is this same exploit like in mount and blade you could 100 soldiers if  you have tons of arrows in box . in bordelands you can fast  exp if you have a lot of ammo and you are fighting againt high level maruder or zombies in dlc.  So kill corridor is a type of exploit

    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.

  15. 2 hours ago, PoppaSmirk said:

    So true,  I have every Drone MOD schematic purchased.   Just waiting for a drone,  or the drone schematic itself so I could build My own.  Pardon Me for that error in the previous post.  its a bit of an emotional issue.  Anyone have a tissue?   *chuckles*

    Easy enough to do. Can't say I haven't done so myself on several occasions (probably the main reason for most of my post edits is re-proofreading after posting and catching something that is missing or was misphrased). 🙂

  16. 6 hours ago, Boidster said:

    Edit to add: I extracted the sound files and learned

     

    a) there are 3 different 'sense' sounds, 6 different 'alert' sounds, and 10 different 'attack' sounds for the standard template zombie male (there are variations and special sounds for some types of zombies i.e. crawler, screamer, demolisher)

    b) 'sense' sounds are obviously different; 'alert' and 'attack' sounds are quite similar. I can't see any but the most focused player knowing, in the midst of a group of zombies plopping out of ceilings & closets, which sounds signify a real targeting/attack vs. which are just alerted zombies coming to investigate.

    Bolded might be what I was noticing during my night hunts. Though the "attack" sounds might be the ones they make when they are taking a swing at you (they ain't quiet when they are punching you in the mouth) and the "alert" sounds could be both when they have you targeted and when they are investigating.

  17. 1 hour ago, PoppaSmirk said:

    I have 29 robotic parts currently stored in My "tech stuff'  box in My base.  I hoard those things like....  umm...like....  a squirrel hoards his nuts   *eyebrow and grin*  I also have stored a level 1 robo turret, and two sledge turrets.   I keep "quentin turretino" My level 4 Robo turret with Me at all times,  so I always have that source of cover fire if I need to make a run to the bathroom during a MP game session.  *grin*

    And you have the schematic per:

     

    1 hour ago, PoppaSmirk said:

    I have EVERY SINGLE drone schematic purchased;

     

    Why not craft one?

  18. 7 minutes ago, PoppaSmirk said:

    sighs....   Must be nice having a drone.   its still a unicorn in My game,  just a Myth    *red-faced*  YOU"RE ALL LIEING,  THERE IS NO DRONE !!!  *breaks down into muffled sobs*    LOL   Seriously though,    been trying all sorts of things,  forays into Wasteland for a Day or Two of "Loot and Sneak"  through some POI's.  chomping eye kandy before opening any sizeable stash,  and always wearing loot goggles.   My loot stage has been boosted at times to  260-ish range,  and still no drone yet.  I have EVERY SINGLE drone schematic purchased;  but feels mostly like coins thrown into a fountain, cause ....THERE IS NO DRONE!!!!!!!

     

    *chuckles*  One day....one day !!!

    Have you been taking robotic parts and the robotic turrets as you've been finding them? It strikes me as a bit of a wistful juju thing, but some of the Streamers I've been watching have been mentioning that passing over related items seems to make the rng for what they want worse where as when they actually do take the related item what they're looking for starts popping up after not too long.

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