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Alpha 18 feedback and balancing thread

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Posted (edited)

 

... maximum damage of around 3 million. Does that sound weak to you? :wink-new:

 

I have no idea what are you trying to say...I was speaking about the timer, not dmg. And yah, it dose a lot of dmg.

What i m trying to say, is that it takes to long explode after we hit the timer... If i see him in the distance, i hit the detonator, and it still has enough time to get close to the base/traps... flower pots :D

Edited by Nimeni (see edit history)

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Posted (edited)

we must have a danger factor. :) joel and other devs have hinted that there "should" not be a 100% safety factor that is permanent. thus the timed detonation. :)

 

 

 

<property name="ExplodeDelay" value="2"/>

 

 

Edited by unholyjoe (see edit history)

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Posted (edited)

 

I have no idea what are you trying to say...I was speaking about the timer, not dmg. And yah, it dose a lot of dmg.

What i m trying to say, is that it takes to long explode after we hit the timer... If i see him in the distance, i hit the detonator, and it still has enough time to get close to the base/traps... flower pots :D

 

I was hinting at it being not a weak spot because most often it is the spot you want to avoid hitting (which is the anti-thesis of a weak spot).

 

I'm assuming here that among the strategies to handle demos the prefered method is killing them without detonation and only if that isn't possible you either

2) detonate them and hope to be able to distribute the damage from multiple demos enough so your horde base stays intact

or

3) lead them away to detonate them.

 

PS: The delay is also a chance to still kill the demo with concentrated fire before the charge explodes. I.e. in case you hit the spot accidentally while trying to kill him "safely"

Edited by meganoth (see edit history)
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So... guys/girls, I tested melee combat for 2 hours with every weapon.

 

I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.

 

BUT. The origin of the complaints is well founded because the swings are Dead accurate and too small. Let me explain why that is a problem.

 

The point of hit is just that: a point. That means that a HUGE sledgehammer will only really hit hard in a tiny tiny point in space where your crosshair is.

 

Glancing blows are affected by the exact same problem : they are a tiny tiny line that dissects space and hits the exact point of dissection where it encounters an entity.

 

 

Actual result : Melee combat can get frustrating because players often miss while Zds are in the middle of an animation due to the area of hit being too small .

 

Expected result/solution : Either make the crosshair wide for some weapons ( not recommended) or maintain the crosshair but make the main actual area of hit the aproximate size of the weapon PLUS maintaining the current glancing blow (they should also be as wide as the weapon head in width though)

 

That way the melee combat will be perfect. Right now It' s in the right path, but the problem is that if the player doesn' t follow the crosshair with his eyes and just tries to "feel" the melee weapon he WILL miss.

 

 

The weapon hit area should follow the "feeling" and we shall get a rewarding result in form of 'hitting dat azz with dat hammar".

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Posted (edited)

one word - "LAG" mostly on dedi servers/p2p games as we on our own single play game will not see that unless computer issues are present or running 3rd party software. :)

 

i am even playing now just punching zombies (just starting so dont expect to get far) but i am not seeing hit box issues until i attack crawlers and those idiots are harder to hit with fist. :)

Edited by unholyjoe (see edit history)

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Posted (edited)
one word - "LAG" mostly on dedi servers/p2p games as we on our own single play game will not see that unless computer issues are present or running 3rd party software. :)

 

i am even playing now just punching zombies (just starting so dont expect to get far) but i am not seeing hit box issues until i attack crawlers and those idiots are harder to hit with fist. :)

 

Yes, lag and the reach of that crawling bastard are also issues. That' s not what I was talking about. I'm not mixing up issues here.

 

I was talking about the whole feeling issue of melee combat in general. In fact sometimes the player misses so many times in singleplayer while trying to "feel" the combat and in reality Zds just moved a bit. It can get frustrating if you don' t know the counterintuitive tip of "following the tiny crosshair all the time". An intuitive way to play is " following the weapon swing and the point of impact taking into account the size of the weapon's head for the area of impact damage while also maintaining the current glancing blows but with increased width for bigger-headed weapons". Easier said that done.

Edited by Blake_ (see edit history)

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I was hinting at it being not a weak spot because most often it is the spot you want to avoid hitting (which is the anti-thesis of a weak spot).

 

I'm assuming here that among the strategies to handle demos the prefered method is killing them without detonation and only if that isn't possible you either

2) detonate them and hope to be able to distribute the damage from multiple demos enough so your horde base stays intact

or

3) lead them away to detonate them.

 

PS: The delay is also a chance to still kill the demo with concentrated fire before the charge explodes. I.e. in case you hit the spot accidentally while trying to kill him "safely"

 

I don t remember where and when, MM said that detonator was a week spot and if we want to "predetonate" ( i hope is the right word) him before it reach the base we have to shot the green spot on his chest...I was expecting insta boom!

Yes, the delay gives you enough time to kill him before explodes, but... is not that "realistic", once activated, how can a ""dead/dead...zombie"" turn it off?!

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So... guys/girls, I tested melee combat for 2 hours with every weapon.

 

I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.

 

BUT. The origin of the complaints is well founded because the swings are Dead accurate and too small. Let me explain why that is a problem.

 

The point of hit is just that: a point. That means that a HUGE sledgehammer will only really hit hard in a tiny tiny point in space where your crosshair is.

 

Glancing blows are affected by the exact same problem : they are a tiny tiny line that dissects space and hits the exact point of dissection where it encounters an entity.

 

 

Actual result : Melee combat can get frustrating because players often miss while Zds are in the middle of an animation due to the area of hit being too small .

 

Expected result/solution : Either make the crosshair wide for some weapons ( not recommended) or maintain the crosshair but make the main actual area of hit the aproximate size of the weapon PLUS maintaining the current glancing blow (they should also be as wide as the weapon head in width though)

 

That way the melee combat will be perfect. Right now It' s in the right path, but the problem is that if the player doesn' t follow the crosshair with his eyes and just tries to "feel" the melee weapon he WILL miss.

 

 

The weapon hit area should follow the "feeling" and we shall get a rewarding result in form of 'hitting dat azz with dat hammar".

Let’s keep A18 testing and feedback in this thread and stick to A19 questions in the A19 thread.

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Why dose it takes so long for the demolisher to go "boom" after we hit the detonator? If i remember right, that is supposed to be a week spot, but we are trying to avoid hitting that spot... we already have cops doing the same thing.

This post and all the responses are A18 feedback. It doesn’t belong in the A19 thread so it has been moved here.

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I don t remember where and when, MM said that detonator was a week spot and if we want to "predetonate" ( i hope is the right word) him before it reach the base we have to shot the green spot on his chest...I was expecting insta boom!

Yes, the delay gives you enough time to kill him before explodes, but... is not that "realistic", once activated, how can a ""dead/dead...zombie"" turn it off?!

 

This is supernatural stuff, the demolisher himself is the bomb. :cocksure:

 

You need to hit him very far from the base, lead him away from the base or stop his run after triggering him if you want to "predetonate".

Basically they built the demo as an end game enemy, put him into the game and told the players: See if you can find good strategies against him (implying that they wanted strategies to emerge instead of them dictating one or two strategies). In my opinion MM's suggestion was probably just that, a suggestion. You might do that, or try something else if it doesn't work.

 

 

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Can someone please clarify whether the inability to add a 'weighted head mod' and 'serrated blade mod' at the same time (on a hunting knife) is a known feature or a bug ?

 

(They can be added independent of each other, so its not a mod/weapon incompatibility issue)

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Can someone please clarify whether the inability to add a 'weighted head mod' and 'serrated blade mod' at the same time (on a hunting knife) is a known feature or a bug ?

 

(They can be added independent of each other, so its not a mod/weapon incompatibility issue)

 

A lot of other mods behave similar, for example Ergonomic Grip and Fortifying Grip. I'm quite sure this is a feature, not a bug.

 

In XML you see both mods you named have "modifier_tags="damage"". And Tempered Blade has the same tag, by the way. And I'm pretty sure you can't add Tempered Blade at the same time as well.

 

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That weak spot does ~4000 damage on every block in a 5 meter radius. That amounts to a theoretical maximum damage of around 3 million. Does that sound weak to you? :wink-new:

Speaking of game trivia:

Carrying a full stack of wet concrete blocks in every slot amounts to twice the RL mass (displacement) of the Titanic.

 

Why dose it takes so long for the demolisher to go "boom" after we hit the detonator?

So you have a chance to prevent that from going off.

 

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So... guys/girls, I tested melee combat for 2 hours with every weapon.

 

I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.

 

BUT...

You know the showswings console command? (and I won't check if that's in A18 ;))

 

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You know the showswings console command? (and I won't check if that's in A18 ;))

 

yep its in a18.4b4 :)

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You know the showswings console command? (and I won't check if that's in A18 ;))

 

Lol I can't believe I tested all the way for two hours without the command (first time I hear of it). It was crazy fun with the limb explosion and ragdolling though. Thx for the tip!

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I just made a save wall design use the 2 Block ramps as a steep slope. 4 Blocks high. The Zombies run to it, stop, try to jump and slide down again. Repeat forever. They just don´t hit the slope. Even stacking does not help them.

 

yeah the bombers can blow it up... if you shoot them... if not...

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Is there a specific reason that crafted items number on char statistics screen does not seem to count (scrapping in particular) from the moment you land in a new game ?

 

I often play a 'zero crafting' challenge, where I do not permit myself to craft a single object throughout the entire game. I enjoy it because it forces me to think in new ways and to use items throughout many aspects, in ways that I would never bother to in a normal game.

 

I have had a few games 'break' in this fashion when checking the 'items crafted' number on player stats screen. I have tried to sleuth out exactly which items are causing this number to go up, and it seems as though its mainly just coming from scrapping certain items (which is pretty easy to avoid, provided I either know the items, or just don't scrap anything at all)

 

When experimenting in fresh games with finding different objects that affect this stat, I stumbled across something strange. It seems that from a new char, the items do not start counting until something specific triggers it, and items which are scrapped that previously did NOT raise the number will then start adding to this number. I am not entirely sure what it is that triggers it (perhaps a certain XP reached)

 

Its by no means a game breaking bug, but just a seemingly strange 'reliance' that I noticed and I was curious as to why it may be there. (perhaps something to do with the starter quest?)

 

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The cigar is too cheap for what it does. You can buy one for 100 Dukes before any price modifications (economic value of 50). By improving trader prices, the cigar pays for itself in no time. Such a valuable bonus should be expensive. For comparison, the eyewear (shades, goggles, glasses) each costs ten times as much (1000 Dukes, economic value of 500).

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Has anyone else had issues with the Tier 5 Asylum clear quest not completing?

 

Over the last three days we have tried to complete the quest about half a dozen times and a few god mode attempts to find the last remaining monsters we get nada.

We have tried everything from completely redoing the POI and searching every nook to flying through walls and floors looking for anything that might have got stuck in a wall, ie Vultures.

 

Has anyone else had this problem?

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I was taking some shots at a deer with a hunting rifle, and the deer seemed curiously unconcerned with the bullets whizzing over its head, even though I was shooting at pretty close range.  So I looked into it more, and I was disappointed to learn that timid animals are effectively deaf.

7E93D19A611A4957308D7B2CB7180F24BBBBBB0C

Or, more technically, only sight can trigger the RunawayFromEntity AITask.  It would be nice if animals could hear the player. 😕 (And nicer still if their hearing range were modifiable in xml, the way it is for zombies with the AITarget SetNearestEntityAsTarget).

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Posted (edited)

Hi guys,

I think it would be nice if you could not see als the stuff you can't build in advance - only if you are able you should see it in your building or workbench or forge or what ever to put a little surprise or challenge into the game. Some kind of fog of war 😉

A few more quests (different one) from the traders and the pages you can find - seek and explore a special POI's as an example…

secret blueprints and Easter eggs

special boss zombies in POI's  and special loots like the apache axe/chest - and this chest should never be empty 😉 

Make a few things cheaper to build for first part of the game

 

Edited by gwydion62 (see edit history)

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7 minutes ago, gwydion62 said:

I think it would be nice if you could not see als the stuff you can't build in advance - only if you are able you should see it in your building or workbench or forge or what ever to put a little surprise or challenge into the game. Some kind of fog of war

that way you can't plan properly your progression

and for a new player would be too confusing

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On 4/21/2020 at 8:19 AM, Blake_ said:

So... guys/girls, I tested melee combat for 2 hours with every weapon.

I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.

And you tested with every zombie? Because I tested the hit boxes using guns -- melee, ranged makes no difference on hit boxes --, and I could clearly shoot through the head of some zombies without hitting them. 

On 4/27/2020 at 5:04 PM, Gobarg said:

Has anyone else had issues with the Tier 5 Asylum clear quest not completing?

 

Over the last three days we have tried to complete the quest about half a dozen times and a few god mode attempts to find the last remaining monsters we get nada.

We have tried everything from completely redoing the POI and searching every nook to flying through walls and floors looking for anything that might have got stuck in a wall, ie Vultures.

 

Has anyone else had this problem?

What Asylum?

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6 hours ago, dcsobral said:

And you tested with every zombie? Because I tested the hit boxes using guns -- melee, ranged makes no difference on hit boxes --, and I could clearly shoot through the head of some zombies without hitting them. 

What Asylum?

The Asylum POI that is eventually used as a tier 5 quest

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