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mstdv inc

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Posts posted by mstdv inc

  1. 1 hour ago, Xeen said:

    Wait the game is limited on how many cores it can use? What a bummer man, I guess my 12 core CPU isn't going to help me in this game, that is depressing.

    It turns out at this stage, provided the CPU is the same, the game will prefer an increased frequency per core than a larger number of threads.
    6/6 4GHz will be better than 6/12 3GHz if I understand everything correctly.All this is not taking into account the bandwidth of RAM and video card.These two can also limit the performance of the game.

  2. There are 4 topics that I would like to discuss:
    1. Some time ago (in A19) I noticed a discrepancy between the game time and the real one.For example, with a standard day of 60 minutes on a 45 game day, I got 48.8 hours of real time on this save.The discrepancy is almost 4 hours.I also noticed that this discrepancy appears mainly during the horde, when the game timer slows down in direct proportion to the fps drop.I can't confirm 100%, I haven't done detailed tests, but there is a feeling that at 30 fps the game timer is 2 times slower.Can there be any comments from the developers on this? @fataal There's nothing wrong with that, but I wonder why this is happening.(my pc 6/12 3.2Ghz,16gb ddr4 3200,rx550 4gb,SSD)
    2. Continuation of the previous topic.I'm honestly already tired of looking at complaints about FPS during the horde.People shout that they have a top computer and the game should give out so much fps.But not really.She shouldn't.And I understand why.But they don't want to listen to any explanations.Most likely, this will be an extremely unpopular offer, but maybe it's worth doing some kind of verification of the characteristics of the PC and the number of players who play together, in order to limit automatically limit the possible number of zombies in the horde?Not to give a choice of 24 or more zombies for a potato pc?Or forced dynamic resolution in skyscrapers and the horde?I don't know.I already feel bad from these eternal complaints about fps.
    3. Again, the question is most likely to faatal. Is the DX 12 still in the plans?I remember the rules.No questions "when" :)
    4. Full load of more than 6 cpu threads?Is it possible to further parallelize the game processes to use more threads?
    Thanks

  3. 9 hours ago, RipClaw said:

    Depending on the difficulty setting and POI, it is not a problem to complete T4/T5 quests with melee weapons only. You need some space to move around and you need to know the timing of your weapon. Then it actually works.
     

    As for the horde, you have to have the right horde. If you create a bottleneck then you have to deal with only 2-3 zombies at the same time. Or you can use electric traps to kill most of the zombies and only deal with the rest that are left. You can play an entire game without firearms. You just have to know how.
     

    I didn't write that it was impossible.I wrote that for developers, melee weapons are not as full-fledged as firearms, so we don't have all those perks that the person above wrote about.Correct me if I'm wrong.

  4. 7 hours ago, Xeen said:

    While reading the last couple pages I started thinking about what changes I would like to see to the game as far as skills go.

    I would like to see a couple new melee skills like dodge and parry.
    I never feel safe meleeing because the zombies just beat the hell out of you, it would be nice if you could dodge and parry the attacks a little bit.

    This is also an opportunity to add a new skill to the melee tree for us to spend skill points on and add a few magazines that are defense oriented.

    Each branch has perks for melee and ranged weapons.If there are no changes planned in the future, then the game implies that you use melee weapons only at the initial stages of the game and sooner or later you will come to firearms.It is already difficult to imagine how you will complete tier 4/5 quests and fight off 10-15 radiation zombies, how you will fight off the horde and how in the future you will confront bandits with melee weapons.

    5 hours ago, Jost Amman said:

    I just can't understand why some people ask for so many changes that would make the game unrecognizable: they basically want a different game!

    And this other game is very likely to be able to provide modders after the release of the game.

  5. 1 hour ago, JCrook1028 said:

    Unless I'm mistaken the game would shut down when Steam did anyway so............ you wouldn't be playing at all?

    If for some reason there is no Internet, steam goes offline and allows you to run all games that do not require a permanent Internet connection.You will be able to play, but there will be no scoring of game time, achievements, etc.I was faced with such a situation last week and steam let me into the game.But Epic Games services said they didn't want to work without the Internet:(

  6. 12 hours ago, Jost Amman said:

    Picture frames are a waste of memory/asset space, IMO, if done that way.

    They should do like DF where you can put a picture URL in a frame, and it'll display the picture from the internet.

     

    And what if there is temporarily no Internet and steam will be offline?

  7. 8 minutes ago, Roland said:

     

    Murky water is an uncommon find compared to A20 but I wouldn't call it rare. Early game you will be drinking everything you find but once you get dew collectors going your supply of murky water will start stacking up and you'll be able to use it for paint. I would say it delays painting out of the early game rather than taking it out of the whole game.

    I think if you add whiskey to the game, the character will not be so upset by the lack of clean water at the beginning of survival 🙃

  8. 1 hour ago, Jost Amman said:

    The point I was refuting was not about "play style". @Uncle Al was saying that there are currently no skills/perks that become totally redundant late game.

    I was arguing that Pack Mule becomes totally redundant IF (and only IF) you choose to use all triple pocket mods in your gear. There's no implication about what's better, more efficient or smarter. It's just a simple statement about the effect of using full pocket mods vs. using the perk, which IMO proves that PM can become totally redundant (again) late game.

     

    It turns out I had difficulties with translation.I understood you.

  9. 9 hours ago, Jost Amman said:

    1. The Pack Mule perk, which becomes useless as soon as you fill in all mod slots with triple pockets.

    A controversial statement.There are people who do not know about the existence of bags, and there are people who know about them, but never use them.I belong to the second group.It has always been easier for me to pump the mule at the beginning of the game and forget about the penalty for overloading.Even when playing with 25% experience, I did the same.Triple pockets are not available from the very beginning of the game and while I was trying to collect them all, I would have pumped the power for 5 and a mule many times already.Here the conversation is more about who prefers what style of play.Even if in some kind of survival I ignore the branch of power, I prefer to use steroids and use bags only if they are accidentally I find it.Bags are not convenient for me.

  10. 2 hours ago, Roland said:


    My response to you was 100% sarcasm free. I already apologized and said I would only be serious with you from now on. How much more are you going to try and wring from this?

     

    I’m never going to be sarcastic or even playfully friendly with your posts again. You will get perfect customer service rep Roland from now on. We’ll call him Proland….

     

    Well…starting now because that last line was a bit borderline.
     

    Let’s move on already

     

    I think Pro is a paid subscription..Will you give him a 30-day trial? Trialand before Proland?

  11. 39 minutes ago, meganoth said:

     

    When I played as the farmer in our group in an A19 game last year I put the farm plots in a corner just ~10 meters away from the base. We used that base as a horde base for the first 5 hordes at least and I lost at most 2 plots if any at all.

     

    We often put a farm near our crafting base and compared to the effort some others seem to make into securing their farm our losses are definitely negligible.

     

    And if we dug holes and dropped the plots into those holes there would be even less chance of a loss, you would need to shoot policemen while they are standing on your plots to make that happen.

     

     

    I used to place everything inside the base, farm plots on separate balconies or on the roof.I am building two or three-storey bases (1st floor for meeting the horde, the second is a garage (sometimes together with a residential area), the third floor is a residential area) and I am not used to going outside the base during crafting or collecting resources from the farm.In my case, the dew collector will be placed either on balconies next to farm plots or on the roof.

  12. Perhaps it makes sense to add a modification for dew collector, which will allow you to collect more water in order to balance the number of new workstations in relation to existing ones.Usually in my game I don't use more than 2 forges, 2 workbenches and 1 chemical station.A large farm of 10 or more dew collector would look strange.Modification (or several levels of it?) would reduce the number of new working combinations to 2-3 in a late game for one player.

    Since most often I build my bases from scratch, I will have to spend a lot more construction resources and time to build the necessary base area, taking into account the large number of dew collector.This is unlikely to be convenient.

  13. 1 hour ago, Guppycur said:

    You brought up faatal (a developer) and Roland (a person with access to the design so is going to play with an unconscious bias), not me.

     

    Besides, I'm only arguing that removing bottles is weird and does nothing for water survival. Roland said pots are required to purify water, which means you will still find murky water, so unless there's something they still haven't told us, we will still be swimming in water. Pun intended.

     

    ...also, did you note that faatal said he was just thirsty for 3 days? Big whoop. Not exactly game changing. Early game is supposed to be hard.

     

    If water ends up being challenging, like, for real, players will adapt and just focus on looting sinks (or whatever has it in a21) to get the pot. They'll still have it on day 1.

     

    Find a town, break through the wall of the kitchen, loot sink, repeat. Since there isn't a zombie threat outside, and since sleepers although cool aren't exactly hard to avoid, you'll get your pot.

     

    Sure, I could make it harder on myself by "role playing" and following the lights in the stupid dungeon design (what was once a great feature is now overused), but then again I could poke my eye out with a stick too. But why would I.

     

    Besides. If water suddenly becomes hard to acquire, the casuals will complain and they will make it easy again.

     

    But that's all moot. The removal of the returning jar is weird.

    Very funny logic of "experienced" players."We'll get it on the first day."Yes, because that's how you play and you promote that style of play.Get all the best on the first day.What's the point of that?Develop faster in one game to start another?The process of the game itself is no longer interesting to you?Do you come to enjoy the game or are you engaged in its speedrans?It's right that developers don't always listen to you.You have played this game for so many hours that you are only interested in the constant increase in difficulty.You judge the game by yourself, and the developers take into account the interests of the majority, without constant which TFP support would not exist.And there wouldn't be such big updates every year.Gather all the people who think they know how to do it better than the developers and finally do it.You were given the opportunity to make modifications.You have interesting modifications.So keep changing the game the way you like, but don't touch the vanilla.Any of your global suggestions for changing the game will scare away a large number of players.And there is another good phrase "your expectations are your problems".This game is still in alpha access and we still agree by default with any change to it release, otherwise close and delete, wait for the release.

  14. 38 minutes ago, meganoth said:

     

    In a SP game of mine I was desperately searching for a water source for the first 10 days. Then I found a small canal access with water 7 meters from my base.

     

    (incredulous voice) SEVEN !!!! METERS !!!!

     

     

     

    7 meters to drink 😄

  15. 2 hours ago, Blake_ said:

    Wow, man. That is a tough question for this alpha. My "personal favourite "order, for any alpha right now is:

    1.Bandits and npcs

    2.More quests. A hugenormous amount of them actually. All dynamic like the current ones.

    3. New armour system, madmole's LBL and legendary weapons' and armours' effects.

    4.Main Storyline with factions.

     

    And last but not least:

    5. Caves, water vehicle/s, helicopter, water remake, water threats, water animations for the player, new POIs, dismemberment, character creator, Zd colour variety, workshop integration.

     

     

     

     

    I would also add underground tier 4-5 POIs to this list.
    We need more underground bases like Red Mesa and even something more.Unlike the classic tier 4-5 buildings in the underground you can't just take and run away, if you know what I mean :)
    And it will be impossible to get to the loot quickly.I would like to see huge (like an underground factory) complexes in the game.There is enough distance to the badrock, within 100 by 100 blocks you can come up with a lot of interesting things! 😈

    How about quests to restore light underground?After activating the generator, a screamer comes.dreams of dreams ..

  16. 1 hour ago, vergilsparda said:

    any chance on navezgane getting an update for a20 or a21 (or has it already?)? i know a lot of people have asked so i probably missed the answer but it doesnt hurt to ask lol

    Navezgane was updated in A 20, several new POIs were added throughout the map and a new town in the Wastelands
    In A21, a larger processing is planned, as the developers wrote

     

     

  17. The climate in our apocalypse is too good
    Debuffs from the weather do not bring the slightest discomfort
    At one time, for the sake of more immersion, I carried warm clothes with me and changed before entering the winter biome, but then I always ran everywhere in a raincoat.
    In addition to an increased zombie population and better loot, there should be a more dangerous climate in more complex biomes
    I remember it was about radiation in the wastelands, maybe there will be armor that protects against it.But the desert and winter need a worsening climate.Or at least that there was an opportunity to set yourself a tougher climate in the settings.

  18. 37 minutes ago, ZeMayoMan said:

    I went out of my way to come make an account just to be able to comment how much I hate the new "learn by looting" changes.

     

    Seriously, I started playing this game in Alpha 20 (later than most) and if this change comes to the game, I will stop playing. It sucks the fun out. My entire friend group that I play with feels the same way.

     

    I'm really excited about some of the other changes that are supposedly coming to the game soon, but this single change has me upset enough to quit playing the game altogether. I really don't understand why we keep reworking systems in the game that have been reworked 2 or 3 times before already? But then maybe that's why the game is still in alpha after 8 years...

     

    He started playing with A20, but at the same time, he knows that the game has been in alpha for 8 years and that the mechanics have been reworked several times. Was he just watching all this time? Or were friends sharing news of a game that he does not play?
    This post is very similar to writing an angry review from an experienced player who created a "newbie" account.
    @Roland can check a user for a multi-account?)

  19. 4 hours ago, Mad_Dane said:

    Either you go questing and looting or you play the rest of the game with a T1 stone axe and bow.
    Building in a voxel engine is what makes this game special, there is much much better survival games out there!
    Forcing everyone to go loot completely defeats the purpose of making an open world game!
    And in case that went over your head, I like building big VERY big and it's simply not feasible to do solo, before you have motor tools, harvesting skills and all workstations, with the slowed down progress (From when you killed learning by doing), I already needed to spend upwards of 300 hours in a single seed to make a large build and now you want to slow it down again, by forcing me to go loot 2000 magazines before I can even get started building big!

    Edit: Crafting has been useless since you removed the ability to craft T6, it's basically only used to plug the holes from when RNGeesus hates on you, this new system won't fix that.

     

    Honestly, I see your style of play like this:
    you buy a car, but for some reason you don't drive it, but instead use it as a storage place for things you don't need.
    The game implies that you will use all its mechanics, which means that at least sometimes you will complete quests or rob buildings.
    If you prefer to dig and build, maybe creative mode is better for you?
    With your playstyle, you won't need most of the perks anyway, as they are all about exploring, gathering, attacking, or defending.
    I also love to build and 80% of the cobblestones and cement I bring during robberies, I noticed that I can’t even get past the cobblestones or cement in any building, and when I see someone on a video or stream pass by, I want to shout "hey "You're missing out on building resources, come back immediately!" 😅
    It seems that the point is not in the game and its direction, but in your style of play. The game gives you a choice of how you want to play it.
    You can play without merchants, you can play without crafting, you can play without a horde, but exploring the world is the basis for survival. In a zombie apocalypse, you can’t sit at a remote job and order food at home)

  20. 13 hours ago, KhaineGB said:


    Want my opinion then? ;)

    He's unfortunately right. The forum is mostly full of people who blindly support TFP. This is their primary method of communcation, so that's what they see. Any criticism that is actually well constructed is often shouted down by most folks on the forum, so it can be ignored (it's not ALWAYS ignored, I want to make that clear, but it often is, because TFP will just do whatever they want and folks here just stand around and clap).

    Other social media, like twitter, discord, facebook, reddit, twitch, youtube... there's often a lot of criticism. I know they obviously cannot monitor all of these, but if you actually tell people to go to the forums and make their grievances in a polite and constructive manner, you know what the typical response is?

    "There's no point. They won't listen and the forum is full of TFP <insert descriptive noun for supporters here which may or may not be polite>".

    And I also know they can't listen to everyone. If they did, the game would never be done. The problem is, changes like this are perceived as uncessary. TFP have a habit of doing MAJOR changes (and this is) when only a slight tweak is needed. Which means folks get annoyed, and it drags out the development process.

    Personally, I'm still on the side of "This is a completely unecessary change" but with a side of "I'm going to see how it plays."

     


    Story needs to be done before gold as I believe it's a KS promise. I need to double check that.

    I've been following development news reviews for quite some time. Most of the criticism on social media has come from people who don't (and shouldn't) understand how the game is developed, its mechanics, and the overall direction of the game.
    If you read this "criticism", then some want to make a space fantasy out of the game, others want hardcore horror, others want a PVP server for 100 people and anime girl skins.
    When they complain about optimization, you ask them WHAT EXACTLY OPTIMIZATION should TFP do? Most of them either don’t answer or just say there SHOULD be more fps in the game, simply because the next game from the AAA studio has more fps. They don’t care that there are no neighboring games completely destructible world, they don't care that TFP is not AAA studio, they don't care about anything at all, they just demand for their few dollars that the game be made the way they want.
    When you tell them about early access, the answer is that they are again owed something.
    On the other hand, most of the people who are active in the game development branches understand the basic concept of the game and its mechanics, so these people behave much more restrained when they offer or criticize something.
    Therefore, in my opinion, the opinion of hundreds of people from the forum is much more valuable than the opinion of thousands of people from social networks.

  21. 6 minutes ago, madmole said:

    Учитесь на мародерстве, а не на ЛБД.

    Will the new crafting system remain one of the paths forward and will better quality items still be found (loot stage) or bought (trader stage)?

  22. 3 minutes ago, Matt115 said:

    They want to make bandits in 2 parts - usually there is 2 - 3 alpha per year --> so probably A21 will be in november in this year and A22 in may in 2023 so.... november sounds good because.... hallowen

    It seems to me that I know the dates of all future alphas:
    A21 - Done When It's Done
    Beta - Done When It's Done
    Gold - 202... Done When It's Done! :)
     

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