Jump to content
Sign in to follow this  
Lightingfast29

Hey everyone that says there's less zombies try this?

Recommended Posts

My guess is that they will not change anything with zombie numbers and keep any performance wins for the future. They will have to adapt min specs to reality shortly before release.

 

I think this is a terrible plan. They will lose old school players (I already lost 2 of my regular 4 group due to this). And a brand new players would take one look at the lack of zombies in this "apocalypse" and just move on to another game. Especially if they've played a game like State of Decay that has hundreds of zombies roaming the world at all times, and builds fantastic tension at all times because of it. Maybe these groups don't matter as TFP already have their money - though Steam refunds are a thing...I fear it takes less than 2 hours for a newb to realise there is little happening in this game most of the time. Few people will give it the goodwill that old hands are prepared to.

Edited by Ghostlight (see edit history)

Share this post


Link to post
Share on other sites
I think this is a terrible plan. They will lose old school players (I already lost 2 of my regular 4 group due to this). And a brand new players would take one look at the lack of zombies in this "apocalypse" and just move on to another game. Especially if they've played a game like State of Decay that has hundreds of zombies roaming the world at all times, and builds fantastic tension at all times because of it. Maybe these groups don't matter as TFP already have their money - though Steam refunds are a thing...I fear it takes less than 2 hours for a newb to realise there is little happening in this game most of the time. Few people will give it the goodwill that old hands are prepared to.

 

At the moment the approval rate on steam seems quite good, I don't see newbies having the same tastes as your group. New players will have to cope with (for them) quite difficult zombies and a game where they know almost nothing. That players with hundreds of hours in a game and almost complete knowledge have symptoms of fatigue is normal. Happens if the game stays unchanged, but even worse when it changes away from the particular players tastes.

 

I'm an "old school player" (for an appropriate definition of old school, "Arcanum" and "Planescape Torment" are still in my top-5), so I don't think the dividing line is there.

 

But the game definitely started as a crafting and sandbox game (because some other parts like the RPG part were not fleshed out from the start) and some or many players drawn to the early versions don't recognize later versions as "their" game anymore. For me (I started with A15) the direction of the game has been almost ideal, even the (half-finished) A17 had (for me and my co-op friends) more positives than negatives.

Edited by meganoth (see edit history)

Share this post


Link to post
Share on other sites
So when a new build drops, and this file gets overwritten, I need to edit it again? I dislike XML editing as a solution for that reason. I prefer they fix it by default.

 

the problem is its better to go with a lower amount by default as it will work better for more players. That is why the game is so easily edited, it doesnt update enough to make editing xml's a hard thing to do.

 

also fro myour other posts you are looking for a super hard, bone breaking game. What you want will never be a default thing as most players dont want that. But by using the available tools they have given us you can change the game more to your liking

Share this post


Link to post
Share on other sites

They could just add in more in game editing options, I mean they already let you change the serverconfig.xml file in the starting menu when you start a new game.....so why not add an advanced menu to that to let you edit other aspects of the gameplay?

 

Keep base settings as is, but make it easier/more convenient for players to change those settings without having to learn from YouTube or other external sites how to make the persistent changes or without having to worry about doing maintenance with every update.

Share this post


Link to post
Share on other sites

I'm going to have to give this a try. We spent a 120min day around our base working and the only zombies we saw was a wandering horde of like 7-8 zombies. We are on day 41 and have a GS of 150. We had multiple stations going smelting things and crafting things, we were building and breaking things, had augers going. We were expecting to see more zombies show up, maybe a Screamer or two, but nothing. Really makes the game feel less like an apocalypse these days.

Share this post


Link to post
Share on other sites

If horde night was done on a player-by player basis, instead of being a global event that happens on the same day for everyone, then maybe each horde would have the potential to be bigger without the lag spike, because the zombies would likely be shared with only one or two out of eight players.

Share this post


Link to post
Share on other sites

I increased the numbers last night in the xml and it definitely has made the game more enjoyable. I turned it up to 10 zombies during the day and night to see how it feels. It seems like a good amount currently. Might turn it up more later. I was looking in to increasing the wandering horde size but was curious about something. In the xml files it shows the hordes up to day 27, what controls the hordes after that day? Does it just use the day 27 option for the rest of the game?

Share this post


Link to post
Share on other sites
I increased the numbers last night in the xml and it definitely has made the game more enjoyable. I turned it up to 10 zombies during the day and night to see how it feels. It seems like a good amount currently. Might turn it up more later. I was looking in to increasing the wandering horde size but was curious about something. In the xml files it shows the hordes up to day 27, what controls the hordes after that day? Does it just use the day 27 option for the rest of the game?

 

Wandering hordes are defined in gamestages.xml (not spawning.xml), I suggest checking Jax's wandering horde increase modlet (under his modlet collection) for examples on how to modify this (or just grab it and tweak the numbers to something you find fun).

Share this post


Link to post
Share on other sites
Wandering hordes are defined in gamestages.xml (not spawning.xml), I suggest checking Jax's wandering horde increase modlet (under his modlet collection) for examples on how to modify this (or just grab it and tweak the numbers to something you find fun).

 

Thanks for the advice. I'll definitely be installing some of these. Quick noob question though. I have a game going and my wife just joins it, will she need to install the modlets as well or just me?

Share this post


Link to post
Share on other sites
Thanks for the advice. I'll definitely be installing some of these. Quick noob question though. I have a game going and my wife just joins it, will she need to install the modlets as well or just me?

 

I would suggest it. It’s a small file and takes two seconds anyways. It would probably work without her doing it though if you are hosting. If you are playing on a dedicated server, it will need to be added to those files though.

Share this post


Link to post
Share on other sites
At the moment the approval rate on steam seems quite good, I don't see newbies having the same tastes as your group. New players will have to cope with (for them) quite difficult zombies and a game where they know almost nothing. That players with hundreds of hours in a game and almost complete knowledge have symptoms of fatigue is normal. Happens if the game stays unchanged, but even worse when it changes away from the particular players tastes.

 

I'm an "old school player" (for an appropriate definition of old school, "Arcanum" and "Planescape Torment" are still in my top-5), so I don't think the dividing line is there.

 

But the game definitely started as a crafting and sandbox game (because some other parts like the RPG part were not fleshed out from the start) and some or many players drawn to the early versions don't recognize later versions as "their" game anymore. For me (I started with A15) the direction of the game has been almost ideal, even the (half-finished) A17 had (for me and my co-op friends) more positives than negatives.

 

This assessment is pretty spot on imo. For reference, I started A6 and game is still my #1 favorite game despite all the changes. 😎👍

 

- - - Updated - - -

 

They could just add in more in game editing options, I mean they already let you change the serverconfig.xml file in the starting menu when you start a new game.....so why not add an advanced menu to that to let you edit other aspects of the gameplay?

 

Keep base settings as is, but make it easier/more convenient for players to change those settings without having to learn from YouTube or other external sites how to make the persistent changes or without having to worry about doing maintenance with every update.

 

More sliders have been mentioned by the devs but I wouldnt expect to see those until closer to full release.

Share this post


Link to post
Share on other sites
I also have 2 modlets

 

1 with increased spawning in wilderness and 1 with increased wandering hordes. you can even go inside them and edit to your liking the values

 

BTW i ran a test today. 100 arlenes. In one spot. Draw your own conclusions

 

...

 

 

Installed those today, absolutely awesome. Barely get a moment to think with zombies snapping at my heels lol.

Share this post


Link to post
Share on other sites

Took the idea and modified "spawning.xml". Tested it a few days. It's working correctly and gave the landscape back some afterlife. Made neutral animals respawn equal to predator respawn, so the wolves have something to eat, those piteous beasts!

 

Would be great to have some slider in the options to adjust this quantity - like it was in the good old days in - i believe - A15.

Best would be to have separate factors for zombies, neutral animals and predators and for quantities and respawn delay.

 

Long life the history of good ideas! May they sleep in peace!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...