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Morbid_Angel

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  1. Are you referring to The Walking Dead - Survival Instinct? Haven't tried that one myself but it is being buried in reviews left and right, which is why I passed on it. On the other hand, Telltale's Walking Dead adventure series is awesome - but generally speaking, neither of those two have a whole lot in common with PZ except the general setting.
  2. Have you ever tried a lightswitch? I never saw the option to use one in the game tbh o.O
  3. One thing I meant to say for a while now is when you close all curtains in your house it's almost impossible to see anything - is there perhaps an option to eventually (while power is still on) turn on the lights in a house? If that is maybe too much for the short term to put into the game, I'd like to request a way to make my guy stay in bed until I tell him to get up. For example, a menu that lets me select the amount of time the guy sleeps. Why I request this? When my sheets are all closed and my dude gets out of bed at 4:20 am or so, I simply can't do anything in the house anyways because I can't see shizniz. And if I fast forward, odds are my character gets bored etc so - please? ^^
  4. Tried the game again after taking a break - blackscreen on loading savegames seems to have indeed gone (using the interim build on Steam), that's a major plus ofc. But there is some noticeable lag, fps are around 10-15 - didn't get that in earlier versions. Some windows need work btw - when you open them then right click -> climb through, your character gets teleported INTO the house and then climbs through the window back to the outside o.O ... pretty weird. Overall a decent experience on Steam with this build so far except the rather glaring fps issues I got - and the windows problem ^^.
  5. Play the Steam Version. There should be fixed playing the steam version, updated everything, black screen after savegame load still persists. Same as ghostfall - the game is more or less unplayable on Steam. At first I thought the hotfix took care of it but it turned out to be a one hit wonder and I'm now back to getting my savegames messed up.
  6. Yep, looks somewhat superficial so far - but its way early so while I'm not holding my breath, if it's not too overpriced why not? There is no need for another game just like PZ because that one, obviously, already exists. I'm far more excited however when it comes to State of Decay which will be out on Steam early access tomorrow (Sept. 20th).
  7. Yeah well, for all I care you guys can all poke fun at what I posted earlier. At the end of the day I'd love it if I'm wrong and will be the first to admit it and also laugh about it - but until then no one will convince me otherwise. As it is, time will tell and show if I'll eat my words or not. I mean, the Steam version got an update, it sorta kinda fixed the blackscreen on savegame loading but so far, 2.17 is more borked than ANY of the previous versions combined. Seriously - it's what, three years of development now? Still incredibly bugged alpha? Kidding? I'm not trying to insult anybody but this is slowly but constantly kinda like as if 3D Realms had released early access versions of Duke Nukem Forever back in the days. Like I said, I will merrily eat my own words if this clusterf*** gets sorted within the next 3 months and we get NPCs within a reasonable timeframe from now, but until then I'll stand by what I said (I can be a little headstrong indeed) and will play State of Decay once it's out on Steam (whilst hoping for a less frustrating experience with that game).
  8. This post'll contain a bunch of guesswork and what not, but basically, IndieStone said NPCs will return with version 3.0. Currently we're on 2.9.9.17 or in short, 2.17. If they do NOT start skipping version numbers eventually, we're 83 updates away from version 3.0. If we do get weekly updates continuosly, that means 83 weeks, so more like one and a half years til 3.0 and NPCs. I'm under no illusion when it comes to this - the numbering is pretty much a perfect way to make people stick around while being able to say: 3.0 will bring NPCs finally! I'm saying this with all due respect and I also really like the game, but if we go through every single number between now, 17, and 99/100/3.0 at the current rate of update output, I'll be extremely disappointed - not with the game itself but with the cheapness of this version number thing. If what I wrote will turn out to be actual fact like I said in my first paragraph, you can throw three months until NPCs are back in right out the window. Just do the maths...
  9. Yep, certainly works now and old saves aren't borked anymore either. Good job @ fixing this quickly. Download of this version was about 100 MB bigger than the first Steam version btw o.O ... what else does this add?
  10. Automatic updates are active, actually. No idea if I got any update btw, Steam doesn't show anything on update history. And well, my main issue has been black screen and that blood thing upon reloading saves, along with some lag spikes, but eh, since my saves so far are all bogus now anyway, might as well re-install and see what it does.
  11. So wait, there has been a patch\fix for the issue with loading savegames? I've been waiting for one for a while now but it was never mentioned and Steam didn't do anything either. So I have to manually update by re-installing the game then? Kinda curious because Steam normally does these updates automatically...
  12. Yeah, being able to rejoin a game like you say in the world you started the mp session in originally is kind of a must, otherwise it'd become kind of tedious. Also, with NPCs very likely fleshed out by the time mp is done, they should also totally be in mp - actually, have it be the exact same game in mp, just with added playable characters. Considering persistent worlds, if, say for example, 32 players are maximum on any given server, even rivalries/open war between player factions should be possible. The options are quite endless tbh...
  13. Well, I don't know about turn based tbh - it'd pretty much make this a completely different game. I see a coop scenario where I play with a friend, he has done a few things with his character that tire him earlier than my guy, he goes to sleep and I get to protect him. Meantime, my guy gets sleepy so takes a nap when coop buddy is back up. This can work with a mechanic that allows you to wake your friend from sleep at any time, prolly with a few penalties for being aroused too soon and not being properly rested etc. No matter how far away mp is, I'm really pumped about the idea of it. One question however is how death will be handled. I mean, coop is about playing together for hours on end right? What if one of the coop partners dies? Allow the guy whose character croaked to rejoin the party with a new character? Does the game end right there and then? Many options, but if a wrong one is chosen it has the potential to really spoil the experience.
  14. One of the first zeds I killed obligingly had an axe in his inventory. Has loot been increased on zombies? Never found an axe on any zombie in the current Desura built - or I just got really lucky.
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