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Lemniscate

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  1. Like
    Lemniscate got a reaction from Geonjaha in RELEASED Build 32   
    I like the changes made in this build, there's just one thing; Right now, in the RP server I'm playing on, there are countless of GIGANTIC hordes roaming around, and ruining every player-built thing. That's alright, in my opinion, it's what the hordes would do.
    What it feels like to me, right now, is that with the new spawning system, it takes the  "Current/Cap and % growth" every [Respawn Time], as EasyPickins' post shows.



    The problem, it seems to me, is that it refills the hordes in a certain area after this period of time, if they're under this cap.
    Sound (like, guns), and ambient noises drags zombies from one area to the other, effectively increasing the amount of Zombies in one cluster of the map, and decreasing the amount in an other area. Especially if you're in the heart of Muldraugh or West Point and let loose a few shotgun rounds where zombies with strong hearing are, half the town will run there, draining all the areas of zombies, and filling up one or two chunks. Those two chunks won't respawn any new ones, but the emptied-out ones will.

    My point is, in SinglePlayer this could be cope-able with, but as long as there's no way to get the amount of zombies that surpass the amount culled, Multiplayer servers that aren't going on pause will keep accumulating these gigantic hordes that are just impossible to deal with.  


    Again, I understand the change, and am aware it's an IWBUMS build, along with "The point of the game is to survive, not thrive and make a farming/building sim", but this seems a bit unreasonable in my opinion. One player built an base in the middle of nowhere, a forest, and even there, ambient noises and his own building attracted such a massive horde that nobody can go and look at that area anymore without their client freezing up and crashing.


    Regardless, thank you, Devs, for your ongoing work in Zomboid! I'm enjoying the new patch otherwise.
  2. Like
    Lemniscate reacted to EasyPickins in RELEASED Build 32   
    I fixed two things that caused zombie numbers to be too high in this build.  In Build 31, if a chunk was not allowed to spawn zombies (because it was in a building, or all water) those chunks would not contribute to the desired population at all.  But in Build 32 I was counting zombies for those chunks and spawning the zombies elsewhere.
     
    In Build 31 there was a random 1/3 chance that a chunk would have no zombies at all.  I'd left that out in Build 32.
     
    With these two changes the population numbers looks like this now in part of West Point.  Quite a bit lower but still zombies everywhere.  (In my previous screenshot for Build 32, the numbers clockwise were 635, 946, 675, 746).
     

  3. Like
    Lemniscate got a reaction from blogRot in RELEASED Build 32   
    I like the changes made in this build, there's just one thing; Right now, in the RP server I'm playing on, there are countless of GIGANTIC hordes roaming around, and ruining every player-built thing. That's alright, in my opinion, it's what the hordes would do.
    What it feels like to me, right now, is that with the new spawning system, it takes the  "Current/Cap and % growth" every [Respawn Time], as EasyPickins' post shows.



    The problem, it seems to me, is that it refills the hordes in a certain area after this period of time, if they're under this cap.
    Sound (like, guns), and ambient noises drags zombies from one area to the other, effectively increasing the amount of Zombies in one cluster of the map, and decreasing the amount in an other area. Especially if you're in the heart of Muldraugh or West Point and let loose a few shotgun rounds where zombies with strong hearing are, half the town will run there, draining all the areas of zombies, and filling up one or two chunks. Those two chunks won't respawn any new ones, but the emptied-out ones will.

    My point is, in SinglePlayer this could be cope-able with, but as long as there's no way to get the amount of zombies that surpass the amount culled, Multiplayer servers that aren't going on pause will keep accumulating these gigantic hordes that are just impossible to deal with.  


    Again, I understand the change, and am aware it's an IWBUMS build, along with "The point of the game is to survive, not thrive and make a farming/building sim", but this seems a bit unreasonable in my opinion. One player built an base in the middle of nowhere, a forest, and even there, ambient noises and his own building attracted such a massive horde that nobody can go and look at that area anymore without their client freezing up and crashing.


    Regardless, thank you, Devs, for your ongoing work in Zomboid! I'm enjoying the new patch otherwise.
  4. Like
    Lemniscate got a reaction from jonniemarbles in RELEASED Build 32   
    I like the changes made in this build, there's just one thing; Right now, in the RP server I'm playing on, there are countless of GIGANTIC hordes roaming around, and ruining every player-built thing. That's alright, in my opinion, it's what the hordes would do.
    What it feels like to me, right now, is that with the new spawning system, it takes the  "Current/Cap and % growth" every [Respawn Time], as EasyPickins' post shows.



    The problem, it seems to me, is that it refills the hordes in a certain area after this period of time, if they're under this cap.
    Sound (like, guns), and ambient noises drags zombies from one area to the other, effectively increasing the amount of Zombies in one cluster of the map, and decreasing the amount in an other area. Especially if you're in the heart of Muldraugh or West Point and let loose a few shotgun rounds where zombies with strong hearing are, half the town will run there, draining all the areas of zombies, and filling up one or two chunks. Those two chunks won't respawn any new ones, but the emptied-out ones will.

    My point is, in SinglePlayer this could be cope-able with, but as long as there's no way to get the amount of zombies that surpass the amount culled, Multiplayer servers that aren't going on pause will keep accumulating these gigantic hordes that are just impossible to deal with.  


    Again, I understand the change, and am aware it's an IWBUMS build, along with "The point of the game is to survive, not thrive and make a farming/building sim", but this seems a bit unreasonable in my opinion. One player built an base in the middle of nowhere, a forest, and even there, ambient noises and his own building attracted such a massive horde that nobody can go and look at that area anymore without their client freezing up and crashing.


    Regardless, thank you, Devs, for your ongoing work in Zomboid! I'm enjoying the new patch otherwise.
  5. Like
    Lemniscate reacted to blindcoder in RELEASED Build 32   
    Awesome! I'll test this tonight when I'm off work!
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