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Venom

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  1. We need to have answers from every tester on each of the following questions: What controller are you using? Microsoft Xbox One Elite Controller with a Wireless Adapter Dongle (and wired if I want) Does the controller work? Yes, I use it almost daily to play other games such as Brawlhalla and Dark Souls Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved? It does work. I do like it, much more intuitive than the previous one was. It matches my controller, so that's enough for me. I think currently it already was improved in the ways it was lacking before, it gets the job done, that's what matters. How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? I'm finding it to be smooth overall. My only issue/slowdown is that, because it's a joystick system, sometimes the selection of specific boxes and transferring items can be rough to do quickly, but that's just how it goes when you don't have a mouse to drag things. How would you like your gamepad play further improved? Personally it seems to work as intended, I can't think of anything I personally am missing, but then again I don't really play with gamepad often in this game. Do you play in split-screen? If so, how is this beta playing? Tried it with a buddy, I can confirm that this works MUCH better than the previous iteration in terms of glitchy problems and smoothness of control. In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style? I think that it should technically immobilize you anyway, because you are rummaging in a bag... that being said, I would prefer it to make you stop to use inventory menus, that way you have to listen or watch for zombies coming after you while you are distracted, or else you die (semi-realistic) as one sneaks up on you and gets you. What other gamepad bugs or weirdness have you noticed in this build? If you stop moving too rapidly with the stick, sometimes the current viewing direction will just change by itself to some default (I think). It would be nice if you could just let go of the stick and not have it do this... It is possible that it's some kind of input from when the gamepad joystick is released and has to zero itself, but with the build quality of my controller being smooth and high grade, I don't think this is the case. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? I don't believe that I have a high enough resolution to even notice it. I just play everything in 1080p on 60hz. My other specs are already so high that any "slowness" has never been an issue for me, my PC shreds everything you throw at it to pieces. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? Find some way to make inventory better... I like the idea of immobilizing you so that you have to put all your effort into the inventory to make it faster, but then there still might be a better way to organize it and make it streamlined for easy transferring and rapid movement of items. Being able to remap things also helps. Some people enjoy making custom schemes based on what buttons they press the most.
  2. The "Opening Hours" mall challenge is all around too laggy at the moment (and I'm running a godly PC that can play every game on ultra currently that I continue to upgrade), just as everyone seems to be mentioning. I find it pretty fun in general though. The amount of loot is decently distributed, and you can sort of survive once you figure out a good place to go. I do have a few issues though. Going onto the very top floor roof (floor 3 i believe) I fell straight through the map when I was only in the middle of the roof ( nowhere near the skylights or the edge) and got stuck INSIDE the wall with no way to move, forcing me to quit. Another issue is the fact that the zombie's auto pathing is too invasive when coupled with the 1 tick we get on the clock to run and prepare. You have no way to hide and create a barricade or base in time when they automatically tunnel into the back storage rooms on every floor so fast, and also the fact that they seem to respawn in the very middle of the bottom floor at the same time, so I have no way to outrun or hide from them initially. its basically just a "lock yourself in a room and move through back rooms until you get surrounded and destroyed" method of playstyle right now, which I enjoy, but we need more time to at least have a spot to fall back to haha. I feel like this challenge is an amazing idea, and it only needs a little tweaking to fix. I feel like adjusting the starting time and also improving the preformance by finding whatever is causing the terrible framerate, as well as maybe removing the pesky middle of the mall spawnpoints and limiting the zombies to the doors themselves would fix all the issues. The zombie AI isn't bad, its just the shortage of time we have to prepare for a hunter-killer army of the dead sniffing you out and filling every corridor until you get trapped. All in all this update was awesome, fine tuning will come with good feedback so if you need clarification feel free to comment I can fool around some more and possibly help a bit. Thanks guys!
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