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Thread: Alpha 18 feedback and balancing thread

  1. #1996
    Colony Founder Scyris's Avatar
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    Quote Originally Posted by wolfbain5 View Post
    lmao. uhm... need better structural support? SI is a pita? or was that a horde wrecking crew?
    I hate the SI system, if something is going to collapse ONLY the most recently placed block should fall, not the entire part, or worse what usually happens, is the entire structure mostly falls apart due to ONE block being over the tolerance in 1 section of the base. Made a 3 floor tower-style base, was building the roof, I put 1 wood frame to many, not only did the entire roof come down, but it somehow took down the other 2 floors below it, even though they were completly stable until then. If only the most recent block would fall it would notify the player they need a support there, and not nullify everything else they built when it all comes down due to the 1 block over tolerance.

    Because of this in a16 I mostly build my base underground, however in a17 and a18 zombies now dig, so this is not as good as a option especially with how zombies can hear perfectly thru blocks, which is another issue entirely, if the walls are more than 3-4 blocks thick, it should block most noise other than really loud things like a auger or gunshot. In a17/a18 I mostly rely on certain poi's for bases, as they are pretty sturdy. However, with a18, we now have demolishers, which throws another wrench into making bases, as you have to abuse the AI even more now to deal with demolishers, otherwise they will just totally destroy your base, their explosion block damage imo is set WAY to high, its currently 5000 in a 5 block radius, it should be dropped down to 1000, this still makes them a threat with how easly they are to set off, but at least it won't demolish your entire base if 1 or 2 blow. There is very little you can do to defend against them other than somehow killing it before it gets close, which is not always an option due to how they sometimes come from random sides. Nevermind the fact even traps and other zombies can trigger the vest to explode. Besides, when you think about it the demolisher makes no sense, who the hell strapped that vest on a zombie and let it loose in the first place. The radiated zombies make sense as in the games lore nukes were dropped to try to stem the infection, but the demolisher in the games lore makes no sense and feels completly out of place.

  2. #1997
    Colony Founder Scyris's Avatar
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    I think the problem with the perk system is they are looking at it mostly from a Multiplayer perspective, in MP with other players you can specilize more, however in single player you have to do everything yourself, and there just is not enough points to go around. I force myself to go str and fort mainly till lv 60+, because those 2 stats offer the best weapons (Sledgehammer for melee, and mguns/shotguns for guns) and other must have perks. I never get anything in Intel, perception or agi. Perk wise, I get nerd glasses and get 1 in grase monkey for a early bike adv engineering 1 for the forge and the 20% craft speed increase, lockpicking 1 since that allows me to craft them, agi.. I usually take nothing in agi as there is nothing decent for 1 perk point. I also hate how they added perks that make crafting forge items cheaper, but to compensate they upped the crafting cost of virtually everything in a18, and to get it back down to a17 level you need to perk into it.

    As to people complaining about the wrench, I usually never take any points in salvage ops, and by day 7 I have more parts than I know what to do with, there is lots of wrenchables in poi's. If you quest a lot you also get a refreshed poi you can wrench/loot everything again. I actually get most of my mechanical parts, electric parts, plastic, springs and iron pipes from inside poi's than I do from cars. In fact I only wrench cars if I need gas, a engine or a car battery.

  3. #1998
    Colony Founder Scyris's Avatar
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    Quote Originally Posted by Gazz View Post
    Blades were good before. Now they are very good.

    You don't even have to believe me. https://www.twitch.tv/jonahbirch is doing a play-through using melee only on nightmare/insane/permadeath, is using blades and is doing so without constantly cheesing the pathing.
    Granted, as a player he's somewhat above average but... you might learn a thing or two.
    Would be nice if the bleed effect didn't pretty much perma rage zombies, thats blades 1 major downside, you bleed a zombie, which you will, its pretty much in perma rage. IMO dot's should not trigger the rage effect, only the actual hit from the player.

  4. #1999
    Colony Founder JCrook1028's Avatar
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    Quote Originally Posted by madmole View Post
    But there is a console command to type in to set the FOV, yes? We need to discuss adding it back. Sorry but no games I play have FOV Sliders. Ark, Rust, Fallout, Skyrim, Outer Worlds, Red Dead 2 do not have FOV sliders AFAIK. It makes the game ugly, and is kind of a cheat because you see a lot more screen than everyone else, and it does impact performance on some systems. A lot of games are 60, we are 65.

    I'd like to see batch commands you can add to your steam launch command, like --fov 90 would set it to 90 every time you launch. Then its not a PITA. Would 70 or 80 be enough to remove the motion sickness? To me games look horrible at 90 with extreme fish eye of objects on the side of the screen and characters look tiny when you want to see the details of the NPC you are talking to and zombies need to be in your face attacking you and not look like they are back 10', all side effects of a high FOV.
    Just a quick feedback on FOV settings. I use 75.

  5. #2000
    Colony Founder Scyris's Avatar
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    Quote Originally Posted by JaxTeller718 View Post
    What I find interesting is how we are told over and over that the perks and skills are designed so we arent pigeon holed into one play style but that that is EXACTLY what it does. Good luck being pure blunt, or pure blade. It isnt happening.

    At SOME point you need some points in ranged. Sure Jonah can show us it can be done but he is the exception to the rule not the normal. Try to be a Michonne in 7 Days. It isnt happening, ever.

    So just how diverse are the gameplay and the perks if eventually guns is the only way to go after a certain gamestage.

    And end game blade and blunt weapon could go to alleviating this problem a bit. A Katana? Or some sort of Saw Bat/Spiked Aluminum Bat?
    Only melee weapons that are viable later on are probably sledgehammer and then clubs, the rest, not so much, they lack the range, or damage, or crowd control ability, or a combo of all 3, or even all 3 in the case of knives. Perked sledge, you'll almost always be knocking zombies down on the first or second swing no matter what zombie it is. This is the only thing that makes sledge viable later, a downed zombie is no longer much of a threat. A power attack with sledgehammer will generally knockdown anything even with body shots. So if you got a runner, aim a power attack at its torso for knockdown then go up to headshot it for the kill. With clubs, their main way of knocking down is via power attacks, any power attack has a high chance to knockdown when perked into it, and with sex t-rex club power attacks are extremly low stamina.

    Mind you as you stated past a certain gamestage its just easier to go ranged, as it has the dps to kill things much faster, plus the saftey you don't need to get close.

    As for the perk thing I agree, your pigeon holed into certan stats if you don't wanna totally suck at things, like without miner 69'er/motherload, it takes forever to mine anything and you get crap resources back, so everyone is going to need at least 3-5 str. In fort, living off the land at least 1 point is needed (more is a waste imo), healing factor is great later on as it saves quite a bit in medical supplies. Pain tolerance stacks nicely with armor and being immune to stuns is wonderful. Since were mostly pigeon holed into str and fort, I just run with str and fort weapons, Sledgehammer and shotgun from str, and machine guns from fort. I don't even touch the rest of the weapon perks are they are rather.. garbage compared to the str melee for melee, and the shotgun/mguns, especially mguns are the best guns lategame. Shotgun was made great in a18.2, more damage, more effective range, but very sharp damage falloff at block 6 and up, with 10 blocks resulting in 0 damage done. Its a close range handcannon that always stuns so if the first hit doesn't kill them, the 2nd will and they are slowed to a crawl with that first hit.
    Last edited by Scyris; 1 Week Ago at 02:40 AM.

  6. #2001
    Colony Founder n2n1's Avatar
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    Quote Originally Posted by madmole View Post
    But there is a console command to type in to set the FOV, yes? We need to discuss adding it back. Sorry but no games I play have FOV Sliders. Ark, Rust, Fallout, Skyrim, Outer Worlds, Red Dead 2 do not have FOV sliders AFAIK. It makes the game ugly, and is kind of a cheat because you see a lot more screen than everyone else, and it does impact performance on some systems. A lot of games are 60, we are 65.

    I'd like to see batch commands you can add to your steam launch command, like --fov 90 would set it to 90 every time you launch. Then its not a PITA. Would 70 or 80 be enough to remove the motion sickness? To me games look horrible at 90 with extreme fish eye of objects on the side of the screen and characters look tiny when you want to see the details of the NPC you are talking to and zombies need to be in your face attacking you and not look like they are back 10', all side effects of a high FOV.
    I use 85.
    (fisheye is when more than 85, in my opinion)

  7. #2002
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    Quote Originally Posted by madmole View Post
    Maybe, it might add an uneeded complexity. What is a better design, static recipe amounts or ones that inflate? I like inflation because it keeps the market sane.
    I think you should only need more "specific items": machine guns parts, tool parts etc. If you scrap a T1 tool or a T5 you always get 4 tools parts, so inflation just for specific items could improve QoL and still not close to spam crafting for selling purposes.

  8. #2003
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    Quote Originally Posted by madmole View Post
    I need to work on that. I think too much forum time gets to me one rotten egg at a time lol.
    This forum is like reading an Obituary in Las Vegas.

  9. #2004
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by madmole View Post
    I thought dirt was a block you can place, but I could be wrong. I think level design uses them for little farm plots and stuff at POIs.
    I will triple check it to be sure, but the last time I tried, whatever the biome had set seemed to override it.

    It's almost as if POI's have a different set of rules somehow. Not sure if the sockets over ride that?

  10. #2005
    Leader Laz Man's Avatar
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    Quote Originally Posted by madmole View Post
    Thanks no but I'll be spending some days at his new place this weekend and part of next week. We've got 5-10 years planned already so the next bright idea might include retirement.
    That's awesome. Drive that boat more! 😂👍


  11. #2006
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    Quote Originally Posted by madmole View Post
    So don't use them. I'm not a conjuration guy in Skyrim, I like to do my fighting myself and not minions. Just because you don't like it doesn't mean it is broken or bad, it's just not your thing. Not all combat is going to be equal, it matches and offsets their other strengths. A blade guy might not be as nasty as a sledge guy, but he will be able to one shot quietly with sneak damage, where the bulky sledge steel armor guy can't get close and his death blow will wake up the whole POI if he does. In skyrim you can get 30x sneak damage as an assassin with knives wearing DB armor. But if you fail, they do a pathetic amount of damage to an alert opponent so you might have to run and let them go back to sleep before you try again. Its fun though, the risk reward is very high.
    That makes sense . If they are weak and/or you don't like them don't use them. I will personally wait for serious buffs on many weapons in the coming versions.

    Something offtopic though and actually infuriating which I only now realised while trying insane difficulty: ALL basic blocks that are customizable are missing something. The wood and iron frames are missing top wedges ,poles and 50/100 pillar variants while the cobblestone blocks seem to contain ALL of the above.

    I am forced to play with cobblestone frames because wood and even iron frames are useless for basic defense building. Can you make all those blocks , INCLUDING the rebar frames, share the SAME block variants? It can't be that hard adding those models right?
    Last edited by Hollowprime; 1 Week Ago at 01:24 PM.

  12. #2007
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    Quote Originally Posted by faatal View Post
    That is simply Unity saying the default terrain shaders are missing. We don't use the default terrain shaders, so it does nothing bad that I can see. Unity changed that in a newer version, so it auto includes those shaders and the message won't happen, so when we update Unity, no more message.
    So the lags are caused by the lack of ram? (I have the game installed on an ssd, cpu intel 8300, 8 gb of ram and a gtx 1050ti that runs at ~50 fps)

  13. #2008
    Colony Founder Gareee's Avatar
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    Quote Originally Posted by madmole View Post
    Thanks no but I'll be spending some days at his new place this weekend and part of next week. We've got 5-10 years planned already so the next bright idea might include retirement.
    Forget retirement. I swear after retiring I've never worked harder in my life!

  14. #2009
    Colony Founder Gareee's Avatar
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    Quote Originally Posted by madmole View Post
    I would say that driving in the wasteland will be a high risk thing. It will be radiated and very very dangerous, so we should make it pretty hard to use a vehicle in it. Roads might be accessible, but off road, no. It never has been due to land mines and the sheer amount of debris and is that way by design. Proceed with care, high risk and high reward is the plan. The fact is you don't NEED to go there unless you want a challenge.
    That makes sense once development catches up with your long term vision of it. Right now its ugly @$$ and there isn't much of a reason to visit it other than to bait dogs or vultures for their resources.

    As far as a18 is concerned, wasteland is pretty much a waste of world space.

  15. #2010
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    Quote Originally Posted by madmole View Post
    Should be working, can you try it on every gun? Maybe new ones were forgotten? Which gun doesn't have a distant gun shot sound?
    I'm not sure what gun he was, I want to say pistol, using when I heard the normal shots. but i had him listen for my weapon and it was still normal sound effects, that was with the ak47. P.S. We did this on my dedicated server running A18.1 stable.

    I'll test every gun tonight when my friend gets home from work and jumps on the game. I'll write up a bug report for the testers soon as I am done. I thought maybe the distant sound effect was removed on purpose. I'm so glad to hear it wasn't.
    Last edited by ZombieSurvivor; 1 Week Ago at 01:41 PM.

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