Jump to content

wolfbain5

Members
  • Posts

    1,643
  • Joined

  • Last visited

  • Days Won

    6

Posts posted by wolfbain5

  1. reposting here since this is where the devs will be spending more time from now on.

     

    Wasteland Biome needs revamping

     

    now that the burnt forest has been incorporated into wasteland, it no longer makes sense that the entire wasteland ground is composed of "terrDestroyedStone". this block is understandable around prefabs, in towns, and in cities, but for the wilderness, it makes no sense. never really did. The wilderness sections of wasteland should be "terrBurntForestGround" to make more sense. I mean the trees and grass and what little brush there is grew out of soil. Dropping nukes and burning the ground would not have converted soil to stone and then destroyed the stone.

    You incorporated the 2 biomes, Please use them creatively in a way that makes sense and is fun.

  2. Wasteland Biome needs revamping

     

    now that the burnt forest has been incorporated into wasteland, it no longer makes sense that the entire wasteland ground is composed of "terrDestroyedStone". this block is understandable around prefabs, in towns, and in cities, but for the wilderness, it makes no sense. never really did. The wilderness sections of wasteland should be "terrBurntForestGround" to make more sense. I mean the trees and grass and what little brush there is grew out of soil. Dropping nukes and burning the ground would not have converted soil to stone and then destroyed the stone.

    You incorporated the 2 biomes, Please use them creatively in a way that makes sense and is fun.

  3. I am very unhappy with the ability to repair electric fence posts through arrow slits being removed.I typically place arrow slits above the electric fence line in my horde base walls. it was a tight design allowing for fence posts to be placed side by side down a hallway ant to be repaired from above. not being able to repair or use a wiring tool through the arrow slit will mean having to pick them up to repair them all and then place them back down again. more tedium of this nature = less fun.

     

    The rest of the changes seem good. this is my only complaint so far.

  4. joe... the bigger one has red eyes and in the dark you can see them from a distance as if glowing

    and yes, you can compare them to the size of bears in the snow biome. especially when you can see them both during the day at the same time. well being color blind may be helping me out on the whole eye color. see the little wolf has dark eyes

  5. 53 minutes ago, meganoth said:

     

    Dire Wolves in the snow biome on day 1 ? I think that is intended. Snow is second hardest biome.

     

    i agree, it is, and well placed. but they were supposed to be night time only... this was day. so night 1 is when they were expected

  6. @faatal @madmoleis it possible to tie the zero loot respawn and the zed respawn to the biome or district zed respawn times instead of 30 days? I mean if zeds can walk in every 5 days to the biomes and districts, then wouldn't they also be walking into the prefabs we emptied? I mean using most story line game logic this would make the most sense.

  7. 1 hour ago, JCrook1028 said:

    So this makes me curious. Why would you be going back into a POI anyway if loot respawn is off. Why would zombie respawn even natter?

    to finish looting, to go in and salvage the place, to tear it down for mats. to tear it down for space. to rebuild the city for the fun of it. so many reasons so little zombies

  8. 1 minute ago, meganoth said:

     

    There is probably a way via bug reporting if a dev said it should work differently

     

    it is not a bug so reporting it there will fail, Faatal... <i think it was him> stated that if loot respawn is turned of zeds respawn after 30 days.... that is still way too long a lapse

  9. is there a way via xml to separate loot respawn timer from zombie respawn? I turn loot respawn off, but after 40 days, I still haven't seen a single prefab zombie respawn. makes the world feel too empty. I mean I turn of the loot because who is refilling the cabinets and such, but zombies are always wandering around

  10. 9 hours ago, faatal said:

    RWG biomes are random. These are the biome images of the 2 worlds I currently have:

    image.png.42f9fb0087ece100c6f90977ca2c7e43.png

     

     

     

    this is a bit better than the same png just rotated around. I do wish it would put a bit more randomness into the png a few spots as sub-biomes, but this is as I said still better than the old way.

  11. 3 hours ago, Blake_ said:

    @faatal in the last dev stream there were talks about an option for death penalty intensity. I've always found the game to be too lenient on that front, and yet the extreme opposite would be buggy due to bleeding and 100% infection after death having a guaranteed death-loop chance. 

     

    Are there plans for such an option? Something like:

     

    ...

     

    Permadeath : Delete savegame on death (In-game rewards allow for extra lives with the mentioned Extreme penalty maybe?)

    Permadeath+: Delete savegame on death period  (lol, there's actually quite the demand for that).

     

    well, how about just deletes the character profile? this way you can set permadeath for MP games and servers. would work for sp as well and all containers would be locked, and defenses would then target the new player and the land claim would belong to as far as the server is concerned, to another player.

     

    PS. faatal and other employees do not count for guppy's linux "player" base. even tho they play, they are employees of the game.

  12. I noticed with autoturrets, the 4 settings, self, allies, etc... but they dont target passive entities? why is that and can a setting be included for it or sent to xml se we can do it ourselves if we so desire? I mean they shoot bears and wolves and even coyotes, not sure on snakes, but completely ignore rabbits, chickens, and deer. I mean if you want them to target every thing that moves, shouldn't they be able to then target EVERY thing that moves?

  13. 8 hours ago, samljer said:

    Not sure why the forum forced me to leave a blank comment with a quote but. there it is :(

     

     

     

    Question:

     

    Will navezgane be reworked/redone/replaced to be kept up to par with the new features, POIs, objects (like mailboxes), new street layouts,  etc?

    Navezgane has been updated in previous alphas to include new material. I dont see why it wont this time

  14. 1. Have any new spawn groups been added to the prefab editor? like all female or all male? I know this also falls under modding, but since the editor is part of the game package it should also fall into a20 category.

    it feels like some of the spawn group types are lacking. I mean the all female group would be great for the his/her bathroom spawns. the strip club, etc. a group for nurses and lab techs for hospitals and such. and yes although these can be modded, they are also easy additions that would make logical sense in certain prefabs. just as we have a workman group for joe builders and a military group for military poi's.

     

    2. are the drop note quests getting an update to include the new zombie types? as it stands the party girl, lab tech missing from lady killer, as an example.

  15. 33 minutes ago, Matt115 said:

    well my point was it will work like summoning items from terraria or boomer bille from l4d2 like - another players attack you base. you turn on alarm. zombie are respawniing so attacking players must fight with you and them in this same time but you are in your base so you have better position

    i always thought the speaker alarm should attract zombies. I mean they are supposedly alerted to a thrown rock. so why does the speaker not affect them?

×
×
  • Create New...