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EnigmaGrey

The Indie Stone
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Everything posted by EnigmaGrey

  1. The game already uses shaders. Without them, it’d just be a blank screen.
  2. Unfortunately, due to the age of the processor, it’s drivers do not support opengl 2.1 on Windows.
  3. Are you playing 32-bit for some reason? If so, all I can recommend is using the 64-bit version. 32-bit hasn’t been supported in many years.
  4. This is mostly how it works, as is. A virtual horde (a group of zombies) wanders the map semi-randomly, partially driven by sound and pressures of the population of each cell. Near the player, it becomes real and individual zombies are spawned where sensible. You can see it work in the population map in debug.
  5. Probably broken animations from a mod.
  6. Yeah, plate glass doesn’t shatter in real life like it does in the movies. You’re likely getting multiple deep cuts, a concussion, and probably landing sprawled out on the ground. Good way to troll people tho’.
  7. Can you not run proton without compatibility/safemode? Zoom and some shaders won’t work in safemode.
  8. i don’t disagree, but it’s just adding more mid/late game events is only giving more to do, more to overcome. And … then what? Someone will inevitably beat it and we’re back to square one, as the op acknowledges. (At that point I start a new game in most games I play. This seems to be the nature of sandbox games — it’s that or an elaborate quit button as the final event to end the tedium in a less direct manner.) There’s no winning against some players playing smart and exploiting the game’s systems (and yes, boring themselves). Don’t get me wrong, more is definitely better and the game needs some sort of ai director and/or additional events, it just seems this line of discussion is ultimately self-terminating: we’re already adding more mid/late game content and steadily moving towards ai/narrative for subsequent builds. I just don’t think it’ll “solve” the “inverse difficulty curve” for all and don’t think it’s even a problem in this style of game. Roaming hordes can naturally happen already, but to have them harry the player, we’d need to do something like the helicopter (silent or otherwise) to force-ably drag zombies to you. I’m not sure that’s what we’re really going for — but giving the player more to do and therefore more reason to venture out and be noticed, can have a similar effect without necessarily needing a hidden dinner bell. I’d personally like to see that, however. Lot of this can also already be solved with sandbox and challenge modes. 6 months later preset, for example. However, when it comes to apocalypse, we’re already coming up against the game’s rep of being very difficult and with a steep learning curve. It’s unlikely we’d aim to make it even harder (more consistently difficult? Sure) via sandbox options alone.
  9. Because, as Jack says, this is largely complaining about gaining competency with the game. Just because you give it a catchy name and call it a problem doesn’t mean it is a problem . We add all the things you want, you’ll still beat it and eventually get bored. Same as every game. Unless we turn this into the open-world version of an infinite dungeon crawl or we have a storyteller far more complex than Rimworld or borrow from Bethesda/Blozzard, you’re still going to hit that wall and find the game easier — because you’re better at it and capable of exploiting the game’s mechanics to your favor. And, as I tried to say earlier: some of this stuff is just going to naturally come as a consequence of build 42, be it balancing (like addressing tv/book xp) or new content (professions, farming, crafting). So there’s no point assuming the negative here, especially when the point of 42 is explicitly to address some of the games’ shortcomings, not just add new content.
  10. Pretty much why I don’t get why we’re having the discussion, at least beyond the idea that the mid-game isn’t really getting any content and won’t become more challenging in 42. You’ve been able to camp since 2013 — and the game was so much easier before virtual hordes existed. The stuff in 42 will just be available whether you get to it; more things to do mean more reasons to get off your duf. Maybe it’s not on the scope of Rimworld tracking networth to trigger events, but 42 wasn’t going to be that anyway — which I should note seems rather antithetical to a “simulation,” if we’re going that route. We’d want things to feel more organic if that’s the case, wouldn’t we? Kind of like what we have intentionally done with the original heat map, by making the forests less frequented by hordes vs. urban areas and highways. If you use that meta knowledge to have a boring experience, then oh well. Not much different from using mods or sandbox or save scumming, is it?
  11. I mean the obvious difference is in this case vs. kiting a large group is you let one-to-three zombies grab you. Complacency and over-confidence is a common source of death.
  12. Or you could just not ... be overly negative and put up strawmen. It's not going to get us to give you a peak behind the curtain -- quite the opposite, here.
  13. We're doing what you want us to do and you're acting like we're not because you said we're not. Whole thread is just arguing with your own assumptions here.
  14. Inverse difficulty curve? Doing better the longer you play is the norm in games. Without cheesing the zombie stats or adding special zombies, there’s not much more to be milked from them and that’s antithetical to our vision for the game. We’re not going to arbitrarily punish people for doing the sensible thing in this type of situation, even if it’s not necessarily the greatest gameplay experience. You can just not go out into the wilderness, if it matters. Animals can be threats and sources of strife by themselves, as well as the desire to explore the crafting system. There’s nothing to address here. This is end game content and fleshing out a barren skill and crafting system. Why would this only benefit MP? I just don’t think there’s necessarily much we can do for people that play the game to death, learn all its intricacies, and exploit them. As you’re a long time player, all I can suggest is trusting that by giving you more to do, there’ll be more to play.
  15. Maybe a better question is asking why you feel we’d make it easy and convenient just to shrug off modern society. Regardless, I can’t say I ever felt killing zombies was mandatory in PZ and I feel people assuming that it actually is is the source of many people’s frustration with the game.
  16. Grab the latest AMD graphics driver. The one from August is bugged.
  17. Just steam updating ids for unrelated games? Nothing to do with us. https://steamdb.info/sub/17906/history/
  18. nVidia released a bad driver two days ago. You need to roll back to an earlier driver.
  19. Kirrus has added a button to the top right of the forum, called PZ Blog.
  20. If you mean on the blog page, click the logo to go back to the main blog page.
  21. I mean, it's not there just to look pretty or bother you. It means that the recipes and other Lua files on the client don't match up with what's on the server. This could be because instead of using the scripts, a mod rolls its recipes at runtime, but we can't really know what's going on beyond that. If you're choosing between mods that trigger it and the security of your server that's a judgement you'll have to make.
  22. Means the player moved far too fast in a short period of time. I assume the mod teleported them, unless they had really high ping.
  23. Imo, it's just the underlying geometry of the custom cars being a bit rough, so the street lights are casting odd looking shadows.
  24. Where did you spawn? The closer to Louisville, the worse the static is.
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