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icedCoffee

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  1. Confirmed. This needs to be fixed ASAP...
  2. Some of the mods I use on my server gives a lot of xp under some circumstances, and it looks like the server automatically kicks the players then. I couldn't find any server setting that disables this... Should I just wait for the modder to update the mod?
  3. Is it working as intended though? Here are two screenshots taken with nightlengthmultiplier set to 0.1 and 1.0, which seem to be the min/max value. I teleported to 10000,10000,0 at the same game time, my character's angle might be slightly different.
  4. • 41.65 • Multiplayer • dedicated • No mods • Reproduction steps:change nightlengthmultiplier setting in server ini setting. The night happens 12am-6am no matter what value was entered.
  5. If you log out and then log in, you can watch VHS that you've already watched and it will give you exp.
  6. I want to increase the exp multiplier so that people don't need to grind so much, but this results in VHS granting too much exp.
  7. For multiplayer, it would be nice to have a way to secure a vehicle, just as one can secure his stash with a padlock. Or block interactions for other players on vehicles in the safehouse territory maybe?
  8. I play with zombie cognition option set to "basic navigation" but in the following cases, it doesn't feel so "basic": 1. Zombies will walk around tall fences when they see/hear me on the other side of the fence. Sometimes they would walk 30+ tiles to the end of the fences (so 60+ tiles total to reach me). 2. Zombies will walk through stairs from different floors to reach me if I make noise on my floor. Again, I would be as far as 20+ tiles away from the stairs. This breaks the immersion of the game when the zombies don't even know how to turn door knobs. In addition, traveling along fences become very dangerous, when in real life it should be a safe way to hide yourself from zombies. The staircase problem isn't too apparent in the base game, but on some modded maps with multi-floor buildings, I have to fight unreasonable amount of zombies on the first floor. If the devs see this post, please consider reducing the number of tiles available for pathfinding in both cases.
  9. I don't bump into a zed, but I simply walk through it when it is being staggered after a hit. This makes combat with stabbing weapon extremely weird... A lot of times I end up attacking a zed while I'm clipped with it, which results in a complete miss.
  10. So here's some feedback for the secret special sauce - ordered from buggy to whiny: 1. Sometimes, the zed's hand didn't even touch me and I still fall down. 2. Sometimes, I fall down after killing the zed crawling towards me. 3. I'm guessing that zeds that are in the middle of the climbing animation is now considered standing up? My character will hit them as if they are standing up, and they will stand up instantly. 4. Due to #3, my character will prioritize in attacking a zed climbing through a window or fence rather than the zed that already climbed through it. If I remember correctly, there was a patch that prioritized attacking a zed standing up than attacking a one lying down. Now with the secret sauce patch, the more prominent danger is the one lying down, crawling towards you. 5. It feels like there should be an intermediate sauce, in which the character just stumbles for a second rather than falling down 100% of the time. It could depend on the number of crawlers, player's stats, and whether or not the player is facing the zeds. Realistically, can you make someone fall down while you are lying flat on your stomach? 6. The crawl attack animation looks a bit too fast. It looks like the zed is sped up for a moment, and it's kinda awkward. Overall, it's a really cool feature, but currently using fences, which should be a defensive advantage, is way more dangerous than not doing so, mainly due to the bugs (#1-4). The window is a bit better since I can find a sweet spot where the problem in #4 won't happen, since the zeds come from a single hole.
  11. With 41.30 it's happening without tables near the window, and with much larger "window" of time.
  12. Even if the zed is more than half way through climbing the window (it's torso touching the ground), attacking it will trigger regular swing instead of vertical ground-attack, and the zed will stand up right away and take the hit.
  13. When there's a hole in one of the pair, the gloves become "worn" and the other one does not provide any scratch/bite protection.
  14. I found out that the emergency radio channel is assigned 102.5 MHz, but I can only increase the radio frequency by 0.2 when I add a preset. I can set the frequency to 102.4 and 102.6 MHz but not 102.5 MHz!
  15. So there seems to be a bit of problem when it comes to the visibility of zeds on the north side of a wall. With pre-existing walls, the wall becomes transparent and reveals what's next to it only at certain angle & distance. With player-made walls, the wall seems to be transparent only when player is next to it. My suggestion is to give the isometric cursor the same transparency effect as the player, so I can aim near the wall and see what's next to it. That is, the wall's graphic should react as if the player character is standing next to it when the isometric cursor is nearby!
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