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39 minutes ago, MechanicalLens said:

Blade traps don't trigger demolishers anymore is the point.

yes, but if other automated systems (junk turrets, smg turrets, dart traps) still do, it limits automated base design to dart traps. But since I didnt get this far in this alpha yet, I haven't tested it yet.  

Edited by Noctoras (see edit history)
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6 hours ago, EmpV said:

Found this accidentally during my last horde night. The new wall we built worked a little too well. It’s super easy to do on day 1 and seems exploitable. 
 

https://youtu.be/69Vhq5e9qqM

Nah, Steve Irwin there took a swing at it and did some damage. Spawn in 20-30 higher lvl zoms and try it again.

They will bump themselves around enough to get to the corners I bet.

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53 minutes ago, MechanicalLens said:

Alright, my mistake, I misinterpreted the "if" part of his message as him misunderstanding. Carry on.

Yeah, didn't mean that in a condescending way... 🙂

38 minutes ago, Noctoras said:

yes, but if other automated systems (junk turrets, smg turrets, dart traps) still do, it limits automated base design to dart traps. But since I didnt get this far in this alpha yet, I haven't tested it yet.  

You could place your turrets farther away from your main base so that they can shoot/trigger dems and have them explode way before they reach your walls maybe.

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@madmole Hello! Ok lets go.

I have complained very much about this game, I know, I am annoying sometimes. But after these 2 last update, A-19 178b and 180b, I feel obliged to come here and give my greetings to you and all your staff. CONGRATULATIONS! The work you did and the modifications you made to all weapons are AMAZING. Finally is worth use double barrel shot gun and magnun, the new firing animations is perfect. Please, tell to your staff it was trully a great work!

And thank you very much for changed the food prices at player and rented vending machines, I have reported this "issue" and wow, you really worked on that. I am very happy I have helped in some way, even in a minor one.

But if you permit me, I have a little suggestion about shotguns, the ranged is very, very short, I saw many friends complaining about that, specially during bloodmoon cause sometimes they cant shot in the zombies running around our cage. I have talked with my friend (he has a lot of knowleged about firearms) and he told me the range of this weapon in this game is trully very short, I even have studied about these weapons in the internet and have to agree with him. I suggest you change the ranged and increase it to 10 or 15 meters.

Thats all, and again, congratulations and keep the good work.

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17 hours ago, STyK_ said:

That's why I've always presented it as an option in the settings. Same content, more uses, and different ways to play.

Whether it is an option or not, it occupies developer resources.

 

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2 hours ago, Demandred1957 said:

Nah, Steve Irwin there took a swing at it and did some damage. Spawn in 20-30 higher lvl zoms and try it again.

They will bump themselves around enough to get to the corners I bet.

 

You couldn't have made a better argument to show that this is really an exploit. If a 4 block wood structure needs 20-30 higher lvl zoms to remove it, it is past OP, it is !!OP!!

 

1 hour ago, Biscoitoso said:

@madmole Hello! Ok lets go.

I have complained very much about this game, I know, I am annoying sometimes. But after these 2 last update, A-19 178b and 180b, I feel obliged to come here and give my greetings to you and all your staff. CONGRATULATIONS! The work you did and the modifications you made to all weapons are AMAZING. Finally is worth use double barrel shot gun and magnun, the new firing animations is perfect. Please, tell to your staff it was trully a great work!

And thank you very much for changed the food prices at player and rented vending machines, I have reported this "issue" and wow, you really worked on that. I am very happy I have helped in some way, even in a minor one.

But if you permit me, I have a little suggestion about shotguns, the ranged is very, very short, I saw many friends complaining about that, specially during bloodmoon cause sometimes they cant shot in the zombies running around our cage. I have talked with my friend (he has a lot of knowleged about firearms) and he told me the range of this weapon in this game is trully very short, I even have studied about these weapons in the internet and have to agree with him. I suggest you change the ranged and increase it to 10 or 15 meters.

Thats all, and again, congratulations and keep the good work.

 

Shotguns deliver by far the highest damage per bullet, the balance is that it is only at close range. Forget realism, this is about balance and balance trumps realism. IMHO shotgun is still too good.

 

 

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2 Questions for the devs:

 

Pretty much everybody knows by now that traders and their secret stashes aren't in line with the new progression concept.

Will that be rectified until stable A19?

 

Also regarding "better barter":

Solar cells are still exclusively obtainable through "better barter".

Seems out of line with how every other piece of equipment or item works - obtainable by more than one means.

Why can't they be part of the general loot table? (At high game stages of course) Or even craftable?

Would be a perfect item to find in the new electronics stores!

 

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Hi @faatal I've been testing a bit. First of all, good job on the kynematic body issue. I couldn't find it anymore, resulting in smoother combat and hunting . 

 

FEEDBACK A19 B180 full wipe (AppData, profiles, steamapps, everything) , new map:

 

The two previously reported issues (loading and unloading of elements and simultaneous spawns & sleeper spawns) are still the main problems for performance. 

 

VRAM seems to be better and better the more you guys look at it. LODs of decoration seem to work better overall. Graphics performance is OK for the moment until more content is added. Memory still fills up too much over time and doesn't restore as well as it should, but it definitely increases slower than before.

 

Freezes? still a lot because of said problems. Less than a19 b169+ ? Yes, definitely. I can play for up to half a minute running through a town without freezes. 

 

The problem with these freezes is that I cannot catch a screenshot in which you see the drop, because if my PC is freezed I can't take the screenshot in the exact moment and steam detects it just when the fps restore, so you would always see, both in console (on INF messages loading/unloading) and in game 60 frames after it happens.

 

 

Here's a new one. You might already know it, but I've never reported it with screenshot:

 

"WRN Spawn class xxxxxxxxx can't walk on block sleeperidle with wal Type 4."

Spoiler

20200814134015_1.thumb.jpg.e62b662e610c6e5ac75e8f9a7615c6cf.jpg

This freeze happened while several sleeper volumes were also loading. so it is difficult to say if the main cause is the sleeper issue or the bug that resulted in that warning.

 

I can confirm that this warning was sometimes there when the "spawn freeze" was happening. At least 1 in 5 times, according to my testing data. 

 

 

Next issue is a known one. DECO stuff is generating warnings like crazy and freezes the game like there's no tomorrow. Instead of unloading properly, it generates hickups to a point that freezes the game on lower systems. This madness seems like Unity colliding with genious programming.  I don't know if the chunk saving and the INF lines after the warnings (INF [DECO] WRITTEN 0) are somewhat helpful to the problem.  The RSS memory feed surpassing the 4 gb line and generating bumps is also a reason for concern.

 

Spoiler

20200814132516_1.thumb.jpg.1c0bfdd810cd919b8077d8ec3d07372e.jpg20200814132432_1.thumb.jpg.d8e70a0d0b77f9a0c39980fdd19d8c7b.jpg20200814132552_1.thumb.jpg.5a05360a702e5a830b3530967022059c.jpg20200814133605_1.thumb.jpg.7bc10f09af0ff36ce99cf654d7d747e5.jpg20200814134055_1.thumb.jpg.6215329e6569d6d81012794eab0e88cb.jpg

 

Notice that the game ramps up the memory usage too fast 

 

I had to change the resolution to 720p to continue testing, but only 5 minutes into the game with one 720p to 1080p resolution adjustement and the RSS feed on the console went from 3500Mb to 4200+Mb with no resets (from higher res to lower and the memory keeps ramping up too fast, THAT is a problem). While RSS might be no reliable indicator of memory usage, if it goes up too fast that means that stuff happens and garbage hurts .

 

Good news is, it NEVER started in 3500+ Mb. EVER. So things are improving. Before it was 3890 Mb minimum at the very start.

 

I hope that within this post you find something that is remotely helpful.

 

Cheers! 

 

Edited by Blake_ (see edit history)
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28 minutes ago, PoloPoPo said:

Dart traps don't trigger demolisher bombs?

No, they won't trigger the explosion. In A18 they were the only electrical traps that could be used against the demolishers without triggering the explosion. In A19, you can also use the blade traps. But you have to keep repairing them during the horde or they get destroyed.

Edited by RipClaw (see edit history)
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1 hour ago, Kam R. said:

2 Questions for the devs:

 

Pretty much everybody knows by now that traders and their secret stashes aren't in line with the new progression concept.

Will that be rectified until stable A19?

 

Also regarding "better barter":

Solar cells are still exclusively obtainable through "better barter".

Seems out of line with how every other piece of equipment or item works - obtainable by more than one means.

Why can't they be part of the general loot table? (At high game stages of course) Or even craftable?

Would be a perfect item to find in the new electronics stores!

 

A20

I believe you have a slim chance to salvage them and the solar bank.

Edited by STyK_ (see edit history)
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1 hour ago, meganoth said:

Shotguns deliver by far the highest damage per bullet, the balance is that it is only at close range. Forget realism, this is about balance and balance trumps realism. IMHO shotgun is still too good.

You forgot the massive amount of block damage they do and the auto destroy wood blocks after reading the full set. 15m range??? Great way to collapse a poi on your head.

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9 hours ago, NukemDed said:

i think i have found a bit of an exploit. 

if you have a quest marker on a poi that you have previously cleared, activate the quest marker to reload/refresh ready tfor the quest. and quit and come back in.

the poi is still refreshed and the quest marker is back.

clear poi, reactivate quest marker, clear poi again. 3 clears for 1 poi.

nice when its crack a book 🙂

 


***************************************
thanks for heads up, i reprod it in sp, i am currently testing this in mp as well

:)
QA Tester-unholyjoe
***************************************

I dunno....exploit might be too harsh a word. You have to do the work of clearing that POI every time and it’s exactly as if there were five crack-a-books right next to each other. I mean if you don’t want to do that then don’t that.....

 

/s

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4 minutes ago, RipClaw said:

No, they won't trigger the explosion. In A18 they were the only electrical traps that could be used against the demolishers without triggering the explosion. 

Didn't know that. Awesome. Will definitely reinforce my horde base with tons of dart traps now 😄

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1 minute ago, PoloPoPo said:

Didn't know that. Awesome. Will definitely reinforce my horde base with tons of dart traps now 😄

dart traps, blade traps, electric fence, and mollies. I'm not sure if landmines give exp yet, I know its part of the plan but I haven't made one to see if its working, if so add them to the list too.

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2 hours ago, meganoth said:

Shotguns deliver by far the highest damage per bullet, the balance is that it is only at close range. Forget realism, this is about balance and balance trumps realism. IMHO shotgun is still too good.

 

 

I'm going to guess that Bandits (with guns) are going to change that meta.  Depending on how good the AI is, long ranged weapons could be what is required to take out a late game, elite bandit squad. 

 

Edit: This could make the, currently, mostly worthless Sniper Build a necessary team member in an attack on a bandit base.

Edited by Aldranon (see edit history)
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2 hours ago, meganoth said:

Shotguns deliver by far the highest damage per bullet, the balance is that it is only at close range. Forget realism, this is about balance and balance trumps realism. IMHO shotgun is still too good.

Breaching rounds pack a punch too, I'm surprised at their range, its almost a slug.

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20 hours ago, STyK_ said:

its the fact they can put those 10 hours in and just stop, they just defeated your hordes with minimal effort and don't have to do anymore. I don't stop the way I play, there are always improvements that can be done. That way is shortening the game and you guys have been putting alot of effort into lengthening it. You could build a 10x10 and chill but thats not going to last forever, these designs I criticize do.

As long as there is some upkeep/maintenance/costs I don't mind bases that make you very safe. Something you can build once and never have anything to worry about again with zero fuel/trap repair/base repair would be something we would want to investigate I think.

I know Faatal hates cheesy things. I showed him that ladder video and its already fixed, zombies are ninjas on ladders now and can attack and strafe on ladders.

I know you have said I shut you down all the time, but even if I did I appreciate you bringing some things to light. You are on the extreme end of a hardcore player, I'm probably 65% hardcore with my settings. Our goal is to have enough options to make most people pretty happy, and after gold nearly everyone can be happy with mods.

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4 minutes ago, STyK_ said:

Breaching rounds pack a punch too, I'm surprised at their range, its almost a slug.

Once I used that to break out of a POI, few greens were after me, me bleeding out for a meeting with The Creator.

Got 3 sewed shotguns in my belt (got few books & perks of course, I think I was day ~40, 120 min day), because I was out for looting (in first A19 exp), these are even better if we use them wise. And have luck. 

Ya, I used a stone axe to break the wood frames left, but it went insanely good. 

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8 minutes ago, madmole said:

As long as there is some upkeep/maintenance/costs I don't mind bases that make you very safe. Something you can build once and never have anything to worry about again with zero fuel/trap repair/base repair would be something we would want to investigate I think.

I know Faatal hates cheesy things. I showed him that ladder video and its already fixed, zombies are ninjas on ladders now and can attack and strafe on ladders.

I know you have said I shut you down all the time, but even if I did I appreciate you bringing some things to light. You are on the extreme end of a hardcore player, I'm probably 65% hardcore with my settings. Our goal is to have enough options to make most people pretty happy, and after gold nearly everyone can be happy with mods.

Issue with mods is the EAC, I mentioned sphereii's mod would do what I'm asking, anti-nerd poll, with a little tweak to the xml but its no good to me if I have to turn off EAC. Self-control still seems to be the only answer.

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53 minutes ago, Roland said:

I dunno....exploit might be too harsh a word. You have to do the work of clearing that POI every time and it’s exactly as if there were five crack-a-books right next to each other. I mean if you don’t want to do that then don’t that.....

 

/s

i gave you a turd for your collection and affection... but i agree, people could use more self control and exploiting the game is a game itself and will never stop. as for what his topic is about, i myself feel that once the rally is activated by a player.. there should be no more ways to use it on that poi again by him (or whomever activated it it) one use per player.

 

Spoiler

(unless he/she gets quest again by trader or different trader).

 

Edited by unholyjoe (see edit history)
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1 hour ago, unholyjoe said:

 i myself feel that once the rally is activated by a player.. there should be no more ways to use it on that poi again by him (or whomever activated it it) one use per player.

That's an interesting concept. We have loot respawn setting. Why not Mission POI respawn setting?
Right at this moment, it might not be the best option due to a low number of actual missions/mission types... but I imagine at some point, there will be enough that resetting a POI every single time is no longer needed.
 
EDIT: I still think bandits could be used somehow.

  1. Someone does the quest, the quest then becomes unavailable for missions, but the POI becomes available for bandit takeover.
  2. Bandits take over and "repair" the POI, but now instead of zombies, there are bandit spawns.
  3. Some time goes by and the POI becomes available as a mission again. It is either a bandit base raid mission, or if enough time went by, the POI goes back to its original form, emulating that their base was lost to zombies. (some zombie versions of the bandits would be cool too, as if they turned)
  4. Now go back to number 1.
Edited by AtomicUs5000 (see edit history)
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