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Scyris

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Everything posted by Scyris

  1. Oh yeah I could see that being a bad one, because even if you shoot the fake door, the noise from hitting a metal object is going to wake everything up anyway. So your kinda screwed no matter what in that poi, plus as you said narrow hallway, so no real way to snipe anything. I also voted No on your poll, I've never liked the auto-wakeup/ambush mechanic, unless its like in the loot room, nevermind the stupid placement of sleepers and how it completly makes stealth pointless.
  2. Don't even get me started on the fake walls with zombies behind them that are very rampant in A20, One Poi in A20 Exp almost every single sleeper was behind one of these.
  3. Its back but thankfully not AS bad, before the vehicle would disappear into the void, at least now its usually nearby a few blocks underground. It happens in single player too so its not just a multiplayer issue. I only play single player and I have it happen 1-3 times each game (I play hardcore so I die I delete save). It might have something to do with the zombies falling thru the floor issue I been seeing, Half the time I kill a zombie with melee, he dies half buried in the ground up to its waist for some reason, Block is still there, it just glitches thru it. I've also had crawling zombies, including the new spider zombie literally glitch inside of concrete blocks, I could not hit them, but they were able to hit me.
  4. I been playing a20 exp as many have, and I've notice almost every poi now is full of ambushes etc, some of them like office_04 literally has a ambush and zombies dropping down from the cieling EVERY SINGLE ROOM. The main issues I have with stealth is the Auto-aggro zombies, and the stupid placement of sleepers with how they are always behind an object or in some closet, some might say its smart placement for anti-stealth and it is, but it kinda breaks immersion seeing all these zombies perfectly positioned to not be snipeable at all without waking them up first. Stealthing thru a poi is already the slowest way to clear a poi by far. But because of that slow speed we gain saftey in exchange. However A20 has pretty much removed the saftey part, when every single sleeper volume just about wakes up second you walk into the room. I mean the loot room having a ambush or right before the loot room? I am perfectly fine with that, but this almost every sleeper volume just waking up the second you walk in is getting tedious, along with the placement of sleepers being a big F*** you to stealth gameplay as by the time you can align a shot your waking them up anyway from walking. The zombies in the closets and such really have to stop, it was cool back when it was first put in, as it was a rare thing, but now literally HALF the sleepers are inside the damn walls or cielings. Tfp may think this is a great gameplay concept, but to most players these issues just annoy the hell out of them and are generally disliked especially people that like their immersion. Zombies aren't going to always be perfectly behind objects or in closets/fake floors in cielings. I've pretty much stopped putting any points into the stealth skills are they are pointless in A20, they went downhill a ton in A19, now this is pretty much the final nail in the coffin to the point they might as well remove the perk entirely for how useless it is. Well yeah if you place a block on the "trigger block" then walk on top of that, it usually is not gonna trigger as its expecting a player to stand on it, not a block. Same way for some of these triggered poi's if u bust the wall out to the side in and go in they sometimes don't trigger either. Like I get what they were trying to do, they are trying to create a experience, but this gets dull fast when its repeated multiple times per poi and in virtually every poi. I used to only get Agi for the stealth perks in Vanilla, now I don't even bother as the stealth perks are pretty much useless in the place you'd wanna use them the most: Inside a poi. I guess the sneak attack damage one is still mildly useful outdoors at least.
  5. yeah if your going over the supported number your doing so at your own risk of it being bad in various ways. the game is designed for 1-8 players, no more. If your going over 8, thats on you when the game is not setup for it. I mean you can, but if your going above the reccomended max of 8, thats kinda on you and you can't really complain about issues when your not staying in reccomended limits.
  6. Few things I feel need changing from experimental: Stealth perks at this point might as well be removed with almost every single room in a poi basically being a ambush with zombies in closets, cielings coming out/dropping down, they aggro no matter how quiet you are, completly negating anything spent in stealth, its stupid, as stealth already takes the longest to clear poi's, its bad enough how every damn zombie is always hiding behind a object so you can never get a clear shot, its just stupid that the poi's are like this now, if you plan to stay like this you might as well just remove the stealth perks so people stop wasting points in perks that don't even do anything useful anymore due to the poi design. Inventory needs to be bigger, at least 2 more rows on the bottom, hell I'd even take 1 for now, there is too much clutter around, and even tossing more than half the stuff I find, I often fill up before I am even half done with a poi. Having to micromanage inventory every single time I go into a poi is just not fun at all. Putting a chest outside does not solve the problem either, as your still going to have to make multiple trips back and fourth. Ways to remove clutter? get rid of: fishing weights, trophies, brass door knobs, radiators, etc and just have it give the raw material instead, alternativly make brass/lead items scrap much faster. Scrapping a brass candle stick takes 1 min 15. scrapping a suit of steel chest armor? 30 seconds, it makes no sense. Lastly the stat system needs to go in the garbage can, seriously its garbage. It was supposedly made to remove level gates, except it just made the problem worse, as there is now 5 gates instead of just one. Lower it to 3 stats, 1 has all weapons, 1 has all defensive stuff, last has survival stuff like cooking etc. Annoys me and others so much that were forced to spend points into stats we have nothing else we want in just so the weapon is viable. Honestly i'd prefer learn by doing for the weapon skills, and everything else having a min char level gate. say 1, 20, 40, 60, 80 for weapons for tier 1,2,3,4 and 5 of the perk, which also ups what u can craft, basically its the perks we have now just no longer stat locked, and locked instead to actually using that weapon type. I've said this ever since it first came in, but I will keep saying it till I see a change. Its a horrid system and really hurts single player games severely.
  7. Well look at it this way, if a majority are using the 60 slot backpack mod, it shows that there is a problem with the base inventory size or else they wouldn't feel the need to use it. 60 feels about right with how much clutter there is. I don't know about you guys but I am finding some materials that were common in a19 to be quite hard to find in a20. Paper being one of them, used to find tons of it, now it feels quite rare. Lead I usually toss, as its easly mined, Iron I keep, as its always useful and your going to get it every poi you go to. Brass I try to bring back the items for smelting if I can, to get the full value out of it, plus they tend to tie up the crafting queue for long periods of time due to how long it takes to scrap, why DOES brass take so damn long to scrap anyway? all in all we need a bigger inventory, at least 2 more rows at the bottom would be enough. that would give... 63 slots. I also wish schematics would scrap into something useful, like why not have it scrap into a generic schematic, and uses say 5+some other mats generates a box that gives a random schematic when opened. Would be better than each just turning into 1-2 paper.
  8. I agree, the ambush rooms should ONLY maybe be in the loot room or near it. Office_04 poi is just ugh, EVERY single room is a ambush where second you walk in every single zombie wakes up, every room just about has random zombies fallign down from the cieling, the loot room has a zombie sleeper that literally spawns right beside you as you walk in out of thin air and immedatly ambushes you with the 2-3 others in the small room. You WILL get hit by the one right by the door as it literally spawns soon as you walk in out of thin air and is pretty much hugging your char. Like I said in a thread I made, they might as well just remove stealth perks entirely if they are going to keep this stuff up, as there is noi way to avoid causing the ambush. Its bad enough every damn zombie is smart enough to hide behind an object so you cannot shoot it from the door way. I mean stealth clearing is already and always was slower than just going in guns blazing, I felt that was more than enough of a downside in a game where you need to prepare for the horde nights. Like I am fine with ambushes inside the loot rooms, I'd expect it, but it shouldn't be in every other damn random room in the poi too.
  9. This is the second time now this has happened, I had a vehicle parked outside the poi I was going to quest in, when I finished the quest and go to go back to my vehicle it is no longer there, it is now buried sometimes multiple blocks underground in a random spot nearby, this time, it ended up.. here in the basement of this house, look at picture. I don't even know how it FIT in that spot. Edit: Forgot to mention This is happening in single player, so its not just a multiplayer issue.
  10. Well, the main time I am stealthing IS inside poi's there is little reason to be doing it outside when you can outrun most things, not all but most. Its just getting to the point its getting stupid with some of these zombie spawns how perfectly they are placed, and the ones that drop down from the cieling are especially stupid, what the hell was anyone doing up there anyway? They drop down from fake floor blocks that break when the zombie is aggroed. I mean a zombie behind a door I can see, but all these ones in closets, falling from the cieling, always behind objects so you can't get a shot at them is just killing the game for me and others, because of how immersion breaking and silly it is, not to mention the above sleeper volumes where they just charge you second you walk in the room no matter what you do, we need to have some sort of counterplay to that mechanic.
  11. Well i've noticed the blocks tend to.. snap to a grid more than they do in A19. So I actually found it easier to play things and have been making less mistakes than usual, as you can clearly see where its gonna go, as well as if the structural intergrity will hold up, if something is red/pinkish when you go to place it, its going to collapse if you place that block, least I assume thats what it means when it goes pinkish red like that. Yes and no, some of the categories are well done, some are not. like Finding the bars was a bit of a journey. You can upgrade bars all the way to steel now, follows the same upgrade path of any block.
  12. I also like the fact its also a flying storage chest that follows you everywhere, I been told it can even keep up with the motorcycle/4x4
  13. I am asking this because pretty much every room just about in most poi's has zombies that just gps to you the second you enter, if they don't they are always behind furnature or in those stupid closets. Stealth should be a viable build but the devs seem adamant at doing anything that can to make it a waste of the players time to even try. Do you think they should just remove the stealth perks and just be done with it already? I'm starting to think so, as the perks are useless when zombies gps to you second you walk into a room. I mean clearing a poi via stealth is already MUCH slower than going in guns blazing, so I don't feel the need to penalize it more by making these triggered zombie volumes aggro on room entry. I liked this game because I could be a sneaky zombie destroyer, but lately, its getting less and less viable due to sleeper position changes and the above mentioned triggered rooms. Doing this poi office 4, and so far every single room had a sleeper volume with sleepers hidden behind things so you cannot get a clear shot, and second you walk into the room no matter how high your stealth perks they just lockon and know your there. I don't know but it seems the devs keep doing things to ruin stealth builds, I don't mind zombies picking up on noise easier (as they very well do in A20), but the whole triggered auto-aggro zombie volumes almost every room needs to stop. As well as hiding every sleeper behind a closet door, or behind objects just so that you can't get a clear shot also needs to stop as its just annoying. Not to mention the zombies always hidden behind objects just looks silly when you know anything about zombie lore. They are supposed to be stupid, not smart enough to hide. This officer_04 poi is a prime example, EVERY single room has zombies falling down from the cieling or sitting behind objects so you cannot shoot them, they also aggro second you walk into the room even if stealth meter is basically at 0. Its just getting stupid lately.
  14. You seem to miss the point entirely, I am not complaining about the encumbrance penalty, I am talking about the physical number of inventory slots being to low. I never get the pack mule perk its not needed, can get almost full slots just via mods. Once you get a vehicle inventory encumbrance on your char basically becomes a non-issue for travel. Since your char can be 20 slots encumbered it doesn't slow down a vehicle any. Undead legacy has a weight based inv system and it works really well. you can hit about 250-260 weight via mods with no perks, with perks you can hit 500-600. In terms of actual slots, your gonna hit the weight limit before you'd fill up every inv slot I'd think.
  15. Yeah I feel 60 slots would be just perfect as I said, would let you carry essentals and have enough space to actually get thru a poi without having to deposit loot multiple times.
  16. Topic, I can't even half loot a t1 poi due to just how much stuff there is. we seriously need to get a bigger inventory, or a ton of clutter needs to be removed from the game. yes I am aware I can mod it, but I am trying to play vanilla for a bit. So far i've pretty much hated vanilla mostly due to the poor skill system and the extremly small inventory. I carry 1 thing fo food 1 thing of water, a bit of ammo, and 2-3 other items, and I literally have no space for loot after 2 minutes in a t1 small poi. Its very frustrating to say the least, and really turning me away from the game. I am trying to stay vanilla but its getting harder and harder too with the rampant inventory issues and such. I feel the inventory should be at least 60 spaces in size minimum, this would be enough space to carry essentals and also a decent amount of space to hold loot. I don't know about you but going in and out of a poi 4 times for a t1-2 poi is kinda silly to box the loot outside of it. I dobut it'll get looked at in a20.x but maybe for a21, especially as the gear system is being dumbed down and gutted for what sounds to me like just more inventory bloat and junk you need to carry around. IMO when your spending more time managing inventory than it takes to clear the poi there is an issue with inventory size, this is also btw with me throwing away A TON of stuff because I just lack the room for it.
  17. Yeah, I find the triggered zombies to be way to rampant, almost every poi has random spawns of 2+ zombies that no matter how quiet you are will auto lock onto you the second you step in the room, its kinda stupid and really kills the point to the stealth perks.
  18. Geforce 1070, 16 gb ram, Ryzen 7-3700x, performance in A20 is the best its ever been for me, I even was able to increase some of my settings and not have the frame rate drop. Steady 60 fps now. Maybe you have to much junk running on your pc? and its slowing it down? Its a possability.
  19. Helm light hands down, even if I was infected, there are many diff ways to get rid of infection, honey, herbals, antibiotics. However getting that helm light is a game changer, since it now allows you to easly do things at night and generally makes life easier, its also as someone else has mentioned a permament upgrade where a infection cure is just a temp one. I also play hardcore dead is dead rulesets, as if you allow respawning it kinda defeats the purpose of any difficulty setting if you can just infintely respawn.
  20. Alright this will be a bit long. So far A20 has been pretty good, the Art team did some amazing work with the new models and textures. Game runs better than it ever has for me. Skill system still sucks though as its too gated. Lowering it down to 3 stats with all weapons in 1, all defensive stuff in another and then a 3rd survival tree would be better. Love the new RWG both in how fast it is and the fact it creates towns that look like actual towns in RWG. Game still has a issue due to the stat system of basicaly forcing everyone to get high STR or else you'll mine slow as hell for very little resources, my Idea of splitting it into 3 stats would work better as you can access all weapons under 1 tree. Survival tree is stuff like cooking, armor skills, sneaking etc. Love the new trader system its nice not being locked to the highest tier you can do, and the tier up rewards are nice, apparently the bicycle for hitting t2 quests unlocked is static and is always offered, so Doing 10 t1 quests can get you a early bicycle. I also like how you can upgrade bars to steel now. it follows the usual path of wood->stone->concrete->steel, if your looking for it, its in the shape menu under catwalks. Overall I am pretty pleased with a20, other than the skill system not being made better/less gated anyway. Moving on lets discuss the pipe weapons. This is what I think of them. Pipe Pistol: Its damage per shot is fine, its fire rate is fine, but that reload needs to be made faster as it completly kills the weapon. Pipe Rifle: This is basically the hunting rifle we used to have. good per shot damage semi-slow reload. Pipe Shotgun: Ok this thing is just terrible, the damage per shot is really low, far to low for how long of a reload it has. It needs to hit much harder to warrant that reload speed. Pipe Machine gun: This thing is amazing, Good per shot damage, good Mag size, decent accuarcy and a pretty fast reload on it too, not to mention the reload animation I feel looks really nice. Overall best pipe gun right here. Only downside is its ammo is rarer than the rest. Pipe Baton: this thing is in a weird spot, a t6 pipe baton is weaker than a t3 baseball bat, so if your a str build by the time you find one you could make a baseball bat thats overall better. Issues I have noticed: The vehicle disappear issue is back again, I had a bike parked outside by the road when I started a quest, when I was done the quest it was somehow buried 4-5 blocks underground inside the poi I was questing in and I had to dig my bicycle back up. Some of the animations are also glitchly especially the new zombie crouch, i've had one in a single player game hit me from across the room when they are crouched like that. Unsure if this is a bug or not, but enemies seem to have slightly randomized health pools now. I am going to guess its intended though, does keep you on your toes a bit more as you never know if that hit WILL be a 1 shot or not till you actually take it. I play on warrior diffculty, aparently on insane the health pool randomization is much worse. Some things also have weird hit boxes, like upgrading wood spikes to iron spikes for an example. Before you had to aim at the center, now its more near the bottom. Blocks were also supposed to now downgrade however some doors still do this and require you to swap back and fourth between tools to bust them down. Personal issues: I wish you could set what the default base block is for the selectors. For example for the wood frame shapes, I'd prefer if it default to the wood frame you can see thru instead of the solid block. You can switch to it manually but each time you run out or something you have to redo it as it doesn't save the last shape used or lets you set a default selection. Another issue is still the lack of any real endgame, we need a tier higher than steel, steel has been the top tier for a very VERY long time, its time we get something above that which we have to work for, Maybe some sort of made up alloy you can only find in loot so you need to save any piece of it you find to make things with later.. Pimptanium sounds kinda good... sorry couldn't resist. Loot chests being locked in t3 and up poi's is also extremly annoying, it often takes me longer to open that thing than it does to clear the poi for a clear quest, needs to be some way or some trigger you can do that unlocks it, as you do the quest/explore the poi, if this does exist already please let me know how. All in all other than the issues i've found and my personal issues, I have to say this is easly the best alpha yet, really all the game needs is a skill system tweak (lower stats from 5 to 3, with groupings for combat, defensive and survival for example) and then something for actual endgame that takes time to obtain due to rarity.
  21. I feel the fact weapons are locked to stats was a stupid move period. Instead of 1 gate to use all weapons (Char level) at max power, now we have 5 stat gates, the whole point I thought to the stat system was to "remove level gates" but instead it made the problem much worse, and now there are 5 gates instead of just one to all perks. Miner 69'er and motherlode also need to be combined into 1 perk instead of being 2 diff things. I'd be a bit less annoyed by it if each stat gave a unique buff, but currently they all do the exact same thing. The stat system is why I pretty much don't care for vanilla anymore due to how poorly its implemented. Wanna see a good way to do it? Look at Undead Legacy mod, half the weapon power bonuses is in the perk, the other half is in a action skill. Also putting points into Stats in UL along with the headshot damage, ALSO increases exp action skills gain in that tree per use. Best way though is Darkness Falls where stats are removed entirely. Weapon perks are based on action skill levels only. Every other perk is char level based, aka simmlar to how a16.4 was. Craft quality is just level locked. 1, 10, 20, 40 then 80. Much better than vanilla system where, if you have no stats for the weapon your always well, rather bad with it and there is nothing you can do about it. The stat system might be better in multiplayer, but I don't play MP, so I am forced to do everything myself, and I feel overly shoehorned into certain stats to be effective, Mostly Str and Agi. Both have many general use perks that are useful. I mean its too late now to change anything for A20, but maybe for A21 something could be done to make the perk system less garbage.
  22. This, I'd go for the one with 2 lower damage but higher mag size, as it'd have overall higher dps. That 2 damage would matter more late game for headshots with high perks. Early/mid game? Mag size is better generally. Least from my experience it feels this way. AT high levels with high perks that 2 damage could result in less bullets used, then again you got to consider, what if yer cornered? if so, those 2 extra rounds could be the diff between life or death. As a reload when cornered can be deadly.
  23. This is true, I am sure they will expand on the drone. Honestly? can the drone keep up with a vehicle? cuz if not that kinda defeats the purpose of using it as a mobile storage container. As for why people are critics about that Roland its because the game hasn't really... gone anywhere since a 9 or 10. Yes, we got some new items, graphical updates or poi's ,but hasn't gone much farther. I mean steel has been the final tier for 5+ years, we need something above it several mods do this including new ores to mine etc. My problem is TFP keeps redoing how the game is played and its been going downhill since after a16.4, progression was the best in a16.4, it just needed to be tweaked. Also the stat system does not stop level gating, its even worse now, as perks are gated behind stats, So you have even more gates blocking them. so they went backwards. Wanna use say pistols but had no plans to spec in agi? grats your always crap with them unless you pass the Agi stat gate to get the perk(s). I'd rather it just be a level gate, at least then once you meet the level your free to choose what you want. TFP basically turned 1 gate into 5, since we now have 5 stats that gate perks, instead of just a level requirement. Check out Darkness Falls, its a good combo of level gating and action skill gating. Like blunt perk, you can get levels of it at 1, 10, 20, 40 then 60 blunt skill, and each 20 skill on the 1's like 21, it adds more to it. Bascially the weapon skills aren't level locked, while stuff like crafting tier IS level locked. Undead legacy is more vanilla it has the stat system, but, the power of each perk is split 50% from the one from stats and 50% from an action skill for using the item group, so even if you don't get the stat/perks you can at least be 50% more effective with them from just leveling the action skill, you need both however to gain the full effect. This way is best and closest to what TFP has, as at least you can still be somewhat good with a item group without having to invest in the stat. Mind you for full power you need the stat+perk+action skill, but its better than vanilla where its either the perk+stat or nothing.
  24. Honestly from what I seen on it, I'd basically use it as mobile storage and thats about it.
  25. I dunno, how does stealth work when you have one out? or does it work at all? As for its heal ability, if you have to tell it to heal you that kinda makes the function pointless as the time its going to take you to tell it to heal you, you could have used it yourself and been back shooting much faster.
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