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JensTheViking

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Everything posted by JensTheViking

  1. Hi all. Just a quick question about the worlds when playinf multiplayer. I have notices very different behavior of zombies when on a private server with a frend. There are a LOT of zombie groups of 8-10 all around the map and only a very few single or pairs of zeds. The options for the server were supposedly set to default so is there a difference between a solo game and a multiplayer server regarding zombie spawning and gathering?
  2. Yeah it's very fast indeed but is that a bug or a feature? I find it a bit riddicculous that you can't dig the ground with a spade...
  3. I tried searching for a topic regarding the lag issue but couldn't find one so I'll ask here... Are a lot of players experiencing high pings during MP? Is it something that can easily be fixed by joining a server close to your own location or is it something that is noted and under development? Just yesterday I tried multiplayer and it shot my ping up after few minutes all the way to 800ms and some player told me that it happens "all the time" and the solution is to re-log an it should fix the problem for a while. Do you think this is because the too long distance between the players - servers or is it an issue appearing regardless of it? Btws where exactly does it state the location of the server host? I can and will look it up when I get home but just asking if it's in a sneaky spot or something...
  4. Dogs have a fine rule of life: "If you can't eat it or screw it, you can still always piss on it"
  5. What exactly are the default options in survival mode? Or are they the same as in when you open the sandbox window for the first time?
  6. Talked about this MANY times in this thread already, I'm not asking for "how to respawn zombie" feedback, but does it work correctly atm (enough zombies, not too much, weird migration location, etc.) So give feedback once you tested it, no point in saying "it's baaaad" without even tried it You wanted feedback. There's a shitload of ways and things you can be given feedback about even if it's a single thing, so you might want to make it clear beforehand that you want feedback on how it works. And yeah I'll be sure to read all of the threads and whatnot before I say or ask anything from now on. I don't have to eat shit in order to know that it tastes like shit. I was basing that "feedback" on how I FELT about the idea in general, not on anything else. I guess (silly me, wups) I just didn't realise that apparently this thread is reserved for some sort of specialists and mind readers, not for people with opinnions.
  7. Without even trying it out, I don't like this about the upcoming build 28: "Added experimental population management: after an area is abandoned by the player, new zombies will migraite slowly from this point. I’ll need feedback on it." You want feedback? I'll give ya feedback! If that's only regarding MP but you just forgot to type it, then don't waste your time reading the shananigans below... "Slowly FROM this point"...meaning that they spawn into that area and migrate from there? The whole conscept of zombie spawning is a no no for me. How exactly does it work at the moment? Do the zed just randomly spawn or do they appear on the edges of the map and go from there? I wouldn't mind if you revealed the whole zed appearing mechanic. RatherI would prefer if the zed would start to migrate towards an area that is occupied for a longer period. That would make sence since everything you do makes noise etc etc. Although I prefer neutral radomness over everything. Besides when does an area count as abandoned? Many areas are visited more than once even though just running through them but still.
  8. Well a glock also has holes in the mag for bullet counting. I'd do away with the complexity of it though and bring it to a generic 'check-ammo-button' where the guy would check the mag and say something like "Looks like a few left" or "Looks like half" or "Seems kinda full". And the accuracy of the statement is based off of reloading skill. My thoughts exactly.
  9. Well some clips have small holes on the side to indicate an approximate amount of ammo in them. For example in the clip of RK62 assault rifle there's two holes in the clip of 30 rounds: one at the marker of 20 and the other one at 10 rounds...or something like that. That way you only have to tilt the gun in order to see from the back of the clip how much ammo you have left. Of course the amount is at least 10 or at least 20 or so.
  10. This is a good idea but without the "recently inhabited cells". That way it's totally random as it should be and you get the threat of random kicking your ass. For me, random is more of a threat than any zombie ever will be. If the zed would be on the move all the time albeit slowly....now THAT would make it challenging...challenngngn...harder.
  11. Sometimes the grabbing happens incognito which means that when you get close enough they are slowing you down regardless if they have their hands pointed at you...IMO. They've caught me by surprise plenty of times and I'm a very careful player...I'm still not sure if the zed spawn randomly or randomly near hordes in build 27 or do they just appear on the edge of the map and go from there... This is true. I find it odd that the zed are just standing there..rarely moving maybe 2 or 3 feet. I would like to see them shambling 200 or 300 feet every now and then. The game lacks the distractions needed for the zed to roam because of something (yes there are gunshots etc) but those are very machine like as is the implemented horde travel factor (which is a good thing that it's there). Just yesterday I ran into a big school building and the alarm went off. As I left I saw a horde gathering up and backing against the door that set off the alarm and thought "Well...no business going there ever again..". The next morning I went back to see how big of a horde had gathered...there was one zed left leaning at thin air. Now I know that maybe there was some other sound (gunshot? ) that could have drawn them away but shouldn't they have at least broken down the door (wasn't that implemented in build 27)? Their memory is way too short but I guess you can fix that in sandbox mode? Or does that just make them come excatly after you no matter how you turn and twist? Because what I'm going after is that they remember the general direction longer...not that they know where you are.
  12. NOTD? Some people seem to take this shit way too seriously...was I supposed to know that there's a certain pattern to follow in the discussion? "If I'm talking abouth something you can't talk about something"
  13. Yes, wasn't a fan of the parking lot scene where they ran after the truck. Though, if you listen to commentary, it wasn't exactly the director's intention. Heh...and I thought that was a nice scene. Of course zed running like Usain Bolt (heh) is a bit excentric but I somehow liked it. The main thing for me in this field is consistency. That's why I cant stand it when first they just shamble and then suddenly they pick up stuff or turn a door knob etc etc. All zed in a movie, comic or series should behave the same through out the whole thing. Although there are "lurkers" and "shamblers?" in the comic but they behaviour pattern is very consistent and it makes sense.
  14. Well friend, they know how to eat. And NO, im not talking about TWD because i hate it ''You just don't do that if you have any respect for the genre'' What? have you ever seen a Night of The Living dead movie? lol Yeah I guess I didn't think the word genre all the way through there. But still, what capacity of understanding do the zed in 2003 version of the Dawn of the dead have? Isn't that also written by Romero...or was just the first one...? Either way I've grown accustomed to the brainless twats hanging around...it's still something "new". If you look at Resident Evil and the similar "Pow, kapow samsh *everything exploding* bambambam" mindless action filled blaablaa, I find it hard to get into it. I'd rather watch Rambo or something if I want crappy action. But of course opinions and humans don't mix too well as always. No I haven't actually because the original Dawn of the Dead was so crappy, it's the later version that got me hooked on the zombiegenre + TWD, both the 1 season of the tv series and the first two compendiums of the comics. War Z is excellent as a book but I've understood (so not seen yet) that the movie is way too hyperactive...zed running and smashing into things, piling on top of eachother making huge and tall walls and whatnot...so I don't care to even see it.
  15. No. Just NO. If you want zed running around using whatever tools/weapons/etc then choose another game that has that implemented already. I despise the tv series Walking Dead for it's sentimental bullcrap that they used for that little 4y old zedkid who picked up the doll at the gas station AND also the zombie who held a huge rock in both of its hands smashing through the window in the downstairs store in Atlanta in episode 2 of season 1. You just don't do that if you have any respect for the genre. Resident evil was just fine until the second movie... They are mindless, braindead cannibals. Why...oh WHY would they ever need or KNOW how to use anything? Mindless shamblers that pose a threat when in great numbers...that's the real game.
  16. JensTheViking

    Build 27 MP

    Hi. I'm experiencing the same problems as in build 26: "The gameplay is very glitchy and the zed dissapear every now and then. The map won't load fast enough so you end up running against a black wall until it does." -exluding the black walls (i didn't play for very long) Also the logging in process takes quite a while. So does anyone have any idea what to do? And no, it's not about the power of my computer that would be the issue. What are the specs of the server? - [EVENTS][PVE]Central Europe, IP 46.127.2.128 What OS is the server running on? - Windows 7, fully updated What is your connection speed? speedtest.net - it varies but from 22 Mb/s to 50Mb/s Did you try to fix your problem and how? - no, don't know where to begin What's the issue, exactly and what did you try to fix it? - The gameplay is very glitchy / laggy and the zed dissapear every now and then. Also the logging in process takes quite a while. Is the server being run on a VPS or home computer? - I dunno...
  17. As you gain experience when whacking away with a bat for example...then you have enough XP AND that one upgrade point in order to get better with blunt weapons...you know the basic XP system in this game...how it normally works. No just add panicking into the mix and voila!
  18. Hi. I just thought that since you allready get a lot of XP for a lot of different abilities, why not for panicking as well? That way you could reduce the amount of panick attacks because, well, you would start getting used to zombies shuffling about. Has this issue been discussed about earlier?
  19. Yes they are and that's the reason I mentioned URW...you know..just for the reason that MAYBE it would havefer people some ideas or such regarding how it should/could be made. Of course every game has it's own ways to do it and that's perfectly fine by me. Maybe I somehow thought that since it has been stated that you will always succeed in for example fishing they might like idea of failing. I mean it would be depressing and boring as hell to fish for three hours and not get squat. That could be one way to get depressed...doing hours/days worth of work and completely failing the whole thing would probably devastate you especially on the werge of extinction. For example...in PZ you manage to build a wall every single time you choose to try. What if every now and then (at least in the beginning) you would fail in the sence that the wall would be so shady that couldn't hold up to a breeze never mind a group of zombies? I know, believe me, that every idiot (even engineers ) with a hammer and nails plus the planks can fix them together but the same general idea might work for example when swinging away with your bat...every now and then your grip could loosen and/or you would drop the bat on the ground. Now THAT would make it seriously dangerous to go against those 3-5 zed groups that normally would make you go "Pffft!". I know this probably isn't something even reasonable enough to even consider in PZ- type of game (too micromanagement like?) but it could bring even more challenge to the game because you would need to be a lot more carefull about a lot more actions and you would always need to think 'what if'. Maybe a silly example but the desperation is real when in URW you try to fish (with a blunt weapon, spear, net, fishing rod) again and again and again with no dice. You start to get hungry...your character has no idea what so ever how to hunt (and randomly bumping into wildlife, well...) or use trapping (that takes a lot if time even when you know how to do it), so you have to keep trying. Add zed all around you while having to do that would seriously degrade your moral. I've seen somewhat talking about the ways to die; insanity, deppression etc. but haven't really seen them yet. Perhaps they are yet to come? I haven't been playing too many dozens of hours yet so my bad if I didn't know it yet. At the moment it seems that one of the few actual ways to die is that you run out of food or drink or you're just dumb/careless enough to offer a piece of your shoulder to the zed in need. And please don't get me wrong I really like this game and all of it's functions as they are. Keep up the good work! P.S I was going to make this a short answer but..well...oops.
  20. Hello. I've been thinking this for a while...I've bought a RPG survival game long long ago and every now and then I get the urge to play it and I end up playing it for hours on end...it's called UnReal World and it's a rogue like survival game based (according to me...) on the iron age. It has tons of elements regarding anything from foraging to wood carving, carpentry, cooking, FISHING, TRAPPING etc: http://unrealworld.fi/urw_whatis.html <-- see here for a short description and the trailer. The graphics are very simple and might seem a bit silly at first glance but the in-game world is amazing. I just thought that you developers might...just might be interested in getting to know the game or perhaps mainly it's developer to get some insight for your own base calculations or so. Not that you're not doing an awesome job as it is but you know...just as a thought that you might be interested in. Because in this game you not only can but you MUST do everything yourself. The best thing is that you can choose the way to do it. Whether you want to build a lousy stone axe or just whack someone for a nice broad axe...etc etc. It's turn based and there is no multiplayer (and probably never will be) but I thought people here in general just might be interested. Remember folks that this is JUST A THOUGHT...I'm not seriously thinking that this would be a start of an amazing relationship between the two development teams. And yes...I brought it up because its Finnish..
  21. This could be a great idea, but to balance it, perhaps the player would have to take care of the weapon; for example, cleaning the blood from the weapon to keep it from rusting and eventually breaking, maybe? Hmmm..not a bad idea either. Maybe they could implement some sort of maintenance procedure for all weapons, clothing...allthough there is the ability to repair things already so that might just not work..
  22. Hmmm.. Gonna try and suggest something here (didn't read the whole forum).... 1. How about aluminum/other metal baseball bats? They wouldn't degrade so rapidly and would have course deal a bit more damage. 2. Power cables...basically if you find a roll of good'ol ten hubbed power cable and some pipe cutters for example you could truly inflicf damage to a zed. Energy wise the dealt damage could be even higher than that of a normal wooden baseball bat because the bat bounces off the head...a cable does not. It wraps around the head basically moving all the movement energy to the target ...just saying. 3. The ability to craft spears: kitchen knife + pole + duct tape/rope = spear. More range etc... 4. BILLHOOKS! 5. Reinforcing bars from construction sites or basements etc. that you could sharpen a bit (if needed) with a....wait for it....grinder! Aaaaand you could implement some kind of improvised handle/holder for it in order to more efficiently use it for thrusting through a skull. How is the actual degradation meter defined? I mean if you have an axe with a wooden stock it will degrade over time....but for example sledge hammers are WAY more durable (okay, depending on the manufacturer)...have you ever heard about Fiskars? I'm basically just saying that if some weapon is solid metal...I can't see it degrading too much if at all. But is the basic concept of wearing implemented because otherwise the game would be too easy? Or am I just splitting hairs? And thanks for an awesome game by the way! Edit. typos and removed an answered question
  23. Just wanted to ASK if it's possible for the zeds to spawn randomly? I've been reading the forums etc and to my understanding they move from other areas to the border of the map and start wandering/migrating where ever. Just yesterday I went in to a house that I had looted earlier and started bashing down the doors with my axe. I of course know that it makes a lot of noise but no zed came for me from outside...it was only untill I was upstairs (after checking for zed) bashing the first door that I suddenly heard moaning and BAM! There it was, coming after me with streched arms...didn't get me though. So I then double checked to see that the upstairs is surely clear. No signs of zed. So I start bashing another door..and BAM! Another prick came for me from the general direction of the stairs (the first one just "popped up out of nowhere"). Didn't get me either. But it made me wonder that could the noise make them spaw into the building (sort of a bug) randomly? The downstairs doors were open and they could have gotten up with the stairs but it just seems off. I'm VERY carefull when i'm doing...well whatever really. Anyone else noticed anything similar?
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