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  1. Good. So you have tried it at least. Can not expect it to be a obvious thing to try you know. So like I said. I personally want it like that. (Zombies, but not to much or bunch of groups standing around) To high pollution and it is tedious. But I do not enjoy unrealistic amount of Z's and enjoy having a very natural random population around me. That is just me. I want Z's that are hard to kill and a scenario that make sense. Just me? Do not think so. I still think there are a valid and needed spread like shown in your Variable image. But it dose not need to be groups. Some of it yes but really it is more about having enough population and enough randomness. But not to the point of having to slaughter everything to just move around. There need to be a very VERY fine balance. And variety in how you play to not make it stale and boring. Right now groups have nothing but stale boring combat. And no groups have the effect of a chance of emptiness or overcrowding. Groups are a tool to fix that problem! Hoards can be a off-screen thing or a event like the helicopter or gunshots/house alarms etc etc. I brought up the point of how no grouping is almost more fun then the current group system implement right now. Since if you or someone else did not even think to try it you miss out on what groups do negatively to the game right now. "Sneaking" around hoards playing "peek a boo" to lure out Z's from groups are just not fun. But I still find it fun to do it when the groups are natural and I'm not just abusing group sizes and sight lines that I know are not going to be broken up since they GROUP together and do not randomly roam. You really just abuse the group system at that point if that's the gameplay to strive for. Since all the sudden it is all about groups and getting away from them. In a game like this where they are programed as a "group" we as players play the game as if the enemy are groups. Even now it should be the Z's and not the game system we fight. Having a feeling of what not having stupid groups hanging around doing nothing feels like, well it should be a part of the discussion. Since then we can bring up what kind of changes are needed to the grouping system to make it not so ridged as it is right now. There need to be allot of wanderers compared to groups! Or else we still got groups that only add population to the street corner bullies. It is even more rewarding to sneak around natural roamers that "naturally" group and ungroup. It is fun to have groups but it should be natural or there being a REAL leader that you can spot and know why the Z's are grouping up for. Or else be random and flexible/natural randomness. It can not just be groups. They need to avoid looking like game mechanics and be just Z's. And give sandbox settings to fine tune it ofc! But yes the grouping system needs to be more flexible and just not looks like thief gangs. It really boils down to changing how population works and making groups less obvious and much rarer. It should not be just zombies walking around in "groups". They should just happen to be staying close to each other and that makes it a group. Not that it is just a big enemy force that spawned on the map. If it even makes sense to anyone reading? But as I said I understand and do think that grouping is a necessary tool to heighten tension and fun. It should just be better. Get good more or less. I just gave up on grouping and found it being much more enjoyable to harden the Z's up and live with a little to few Z's sometimes. Better then street corner thugs XD Same thing with fire spread many months ago! Before they improved that system I had it turned off since it made no sense for fire to spread the way it did before. Same with the current Z grouping system, just not reasonable or fun to have turned on. Btw. The work they did to the fire system spread blew my expectations! I had called it a lost cause and given up on fires in PZ since that whould totally never be improved on. (oj, I was wrong) And it is really fun to see and hear that it basically are individuals working on the game systems. Imagen a game company having real individual people and such working and doing grate stuff??? #sarcasm This I at first thought too. But ones I did that hilariously crappy run in Riverwood I relished how stupid that is. They are smarten then that. What I'm saying right now is not to be taken as having to be simulated in the game. But just how Z's would react and why zombie lore even make sense in the first place. (Walking Dead and the like) They do not bump into each other like they did not see each other. They do not try and eat a other Z. They know perfectly well what other Z's sound or act like. They do not run up to a wandering Z thinking they are food for the most part. But if you as a player get close enough they notice or smell? You! That is food! Ones they get close to a other Z they have no reason to stick around. Or else they should be going around in the woods hunting birds as they make sounds. No. They are smarter then standing around other Z's. They are hunters! But they know what they are after. If there was a fresh Z they might stick around being confused why it smells food around this Z's. Or they might group around Z's if they think that's the best chance to find food. (following a migration hoard making allot of sounds from walking and being something huge moving) But a group of Z's just being passive in a group? I do think they are rather going to spot something moving and head that way to search for food. Like a other Z for example away in the distance moving about. That is not what they do in game right now. But it makes more sense that a group that stand around allot are going to lose there people..? (bodies?) But a group moving or having something that draws them to stay. (fresh blood smell) they can form groups standing more or less around waiting to be feed. But else they are not going to enjoy standing around other Z's. If they are tired or not motivated to move they might stay. But really roaming pointlessly after food is more or less there thing. Not haning around outher Z's waiting on food to walk up to them. If we say a Z is stuck in a low food populated area (food sounds or just humans) and a big hoard of migrating Z's passes by it probably are going to join in due to the sound and huge movements going on. (explanation why we can have migration and big hoards move around the map) Groups staying idle makes little sense. Groups going somewhere making sounds and actual movement happening makes sense. Yes they get tired and what not. But they most likely do not follow just a random Z around calling it there leader. They are individuals XD Not some cult! Really to think Z's are happy to stand around like cows is silly. Even if the sounds other Z's makes might be effective, it just makes no sense to be enough to keep them from roaming away from what they know is NOT food. You do not see Z's grouping around TV static or radios. It needs to be a car alarm or something FOOD related for them to stick around or act in any way. Investigating is there first goal since that is how they find FOOD. If food was not found they keep investigating until they are tired and stand around until they are curious agen to repeat the cycle. They need to have no stimulant to stay around other Z's. But if they find any reason to walk away they sure are going to roam. Agen. Groups are just a tool. Hoards are just a tool. A Zombie in the basic sense are just roamers. They are just made up fantasy. They either as individuals naturally form what we call hoards or groups. Or someone/we make them into groups/hoards. WE GOT THE POOOOWWWWERR!
  2. What? No really both of you look to either just not know what already exist in the builds. OR your just asking for more options even now it is almost pointless? I do not remember 41.47 patch very well. And really pointless to go back and check updates to check wherever this was added after patch 41.47. Either way. Current IWBUMS patch. (41.53) I know for sure without looking it up has options ripe for the taking! (just check your rear for ninja Z's sneaking up) It is really not "separate keys" but rather manual intervention to stomp Z's rather then pushing. And pushing is really just the basic no weapon "attack". So really pushing = attacking. But never the less, to get what you want. Step_1: Go into "KEY BINDINGS" in the settings and look for a key labeled "Manual Floor Attack". Step_2: Untick the box "Auto Detect Prone or Standing attacks" (makes sense yes?) Step_3: When you want to STOMP the ground you have to hold the "Manual Floor Attack" button down and then when you "attack" you stomp instead. This means that you are in control of what action is going to be applied. You are never going to stomp without pressing "Manual Floor Attack" down before attacking. But your NEVER going to push instead of stomping either FOR ANY REASON if your holding "Manual Floor Attack" down. So no way to blame the game if your get bitten. This means that you are in control of what action is going to be applied. It might sound more complicated then just having 2 separate buttons. I mean needing to multi key to STOMP Z's sounds cumbersome. But I think it works really well never the less. Feels good. Take it or mod it If you want there is also a option in "DISPLAY" settings that give you a green outline of what Z your currently going to be hitting too. "Aim Outline" = AnyWeapon. But really I personally find the game to handle combat prioritizing more or less perfectly. But I jumped onto the possibility to manually decide if I should stomp or attack. Not played a minute without it ever since I knew about it being a option in game. Suggestion should be to add a dedicated stomp button. But you more or less got it already in the builds. But to make it noob proof (part of the tutorial and something every new player grow used to) is quite a good suggestion in general. Add a dedicated KICK button. Even now the auto selecting and prioritizing really is close to flawless. It is good to make players try and play the game with as much control as possible. Leaving current defaults to controllers and accessibility options. It dose a much better job then Minecraft Auto Jump detection that's for sure. :_c Dormoxx Have a pillow! :Evil laughter
  3. Yes. I have for a few months now turned grouping off. Please do try it for a game and see how it affects the gameplay. It feels allot better having every Z being roamers since groups are utter garbage. The idea that Z's bunch up like this makes no sense! I mean sure if we had some Left4Dead Screamer or SOMETHING that makes sense why they form groups and stick together then ok. Fresh dead Z's being the leaders? Just something to make the scenario believable in the made up Zombie world. But normal PZ is just over run by groups of hooligans! I found the gameplay to be just boring. Made up crap. But that is just my experience. I remember when I started to play around with sandbox settings (and overdoing the Z count) having big groups form neatly on farm fields outside of Riverwood. Having my character starving, depressed, tired and crawling around this big hoards of Z trying to find a house to sleep in. And when crying and feeling hopeless finding a houses surrounded by groups of Z's. Trying to take out groups of Z just to SLEEP. It was so ridicules! XD But to see this groups clearly form was really distracting. And in general terms taking on a group of Z is booring. It turns into a "peek a bo" with Zombies! Just to lure a few away from there group leader. It makes ZERO sense for that to be the core gameplay loop. Turning grouping off and having a balanced amount of Z. (about normal pop) feels really good! You do not play "peek a bo" but instead you fight real Z's! The groups comes from roamers joining in to fight you! Not from a random Z being a leader. O deer leader! If you get caught with a bunch of Z's and have to retreat from Z's, they form natural temporary groups on there own where you got away from them. Overtime they are going to spread out and walk about. But it feels organic and real! Not made up game rules for no good reason. You can much easier fight a area clear of Z. But it feels fair and your still able to be caught out and having to run from a "group" that form natural by the sound you make fighting. (I run Tough Zombies, so it takes time to kill Z's so other ones join in) But yes grouping system is predictable and in general just not fun. They are kind of needed I can understand in some scenarios, but I have just turned it off and are much happier for it. I find it much more exiting and fun to have all Z's roamers. They still act as they should when your caught, hoards forms to get you and leave behind groups that stick around for quite a while in the area you got away from them. But they are not sticking together for no apparent reason without being in combat with a player or going after a house alarm etc. Just wonderful and a better experience for me anyways. Just having enough Z population to not make the world feel empty and bam! Fun. They roam around and you can never really know where they are! They just roam around! Searching for food! Not a cattle group standing around eating the grass on the ground. Sandbox <3 If anything there just needs to be a way to select how many groups should form. So for me I had only had VERY few groups form and kept most Z's roamers. Resent Zombie render optimizations makes any increased resource needs to disable groups be canceled out. The game handles rendering/processing bunch of zombies at ones very well nowadays I must say. Even if a alarm go off and a hole city is going after you the game do not really crap out if you got a descent mid range gaming pc. (AAA new titles mid range)
  4. Interesting search history you got there. Just teasing ya. No one replied to this yet? Yes got the same fear of the sound becoming very generic. But let it come out into the builds and play with for a while. I think it is a needed and very good change coming to PZ. The way players interact with the 2.5D world relies allot on sound direction to overcome the shortcomings of the 2d tiled world. Really I do think I will miss the current zombie sounds and guns. (shotgun <3 ) But there is nothing stopping players from having the sounds modified from what we know so far. Or just sounds being replaced later on in the games builds. But knowing that the same people that did Alien isolation is in charge of PZ sound rework is quite epic. And even if the sounds are questionable the gameplay looks to be greatly improved! That demo of footsteps from top floor and ground floor in a house really was something else! Exactly what is needed to give a feeling of being in a world space and not just surrounded by 2d tiles. Noise Work having any drawback most likely are going to be fixable. Current sound system is just serviceable and have done well for what it is. No need for super realistic sounds as long as they sound good. (current sounds from build 40-41 are awesome btw)
  5. Drinking tainted water by accident is not such a big risk. And if you get sick you are just going to have to deal with it. Really. Wiki do not mention if eating bad stuff stack or not. But I do think I remember watching some bush crafter PZ YouTuber long time ago, saying something like eating to many of a poisonous berry at the same time can be deadly. So eating 8 rotten steaks might be enough to be a death blow. But why even do that to being with? But taking the trait "weak stomach" and "Prome to Illness" I have also heard was a death sentence to just eat one thing wrong. But the wiki do not imply that. So, not sure. Just know that being careful makes sense. And to not sleep with food in your inventory and then munch down on it without checking... Looking at PZWiki. The Moodle "Sick" say: The effects of food poisoning is reversible by being well-feed and by not being Tired. So really unless one actively eat rotten or poisonous stuff like tainted water. At worse your going to be staying at your base for a few days and just keep eating from the chips and canned food stash, but end up staying alive! Have accidentally gotten sick from tainted water. But I have also began eating rotten chicken without dying. And gotten away with my miss clicks of drinking rain puddle water without a problem. So really. Do not worry about it! Edit: At worst you can recover from save scrumming. XD
  6. Turbo50


    Seriously. To much is introduced for every IWBUMS. Sound, MP and outer big fundamentally changing code/development stuff needs to be worked into the builds seamlessly with the outer systems to avoid conflicts and redoing of work. ("To be legacy "systems being targeted is pointless if bunching it all up into one massive build change is much more productive) But to not abus.... I mean have every reworked or changed system be properly tested and really gotten battle tested is foolish to not do! To add so much to a build making stuff possible to hide and lurk in the shadows that no one notice at first. That is how you make your code base a haunted one! Or at least giving bigger gaps of time then "next week" if builds are looking to actually possibly MAYBE needs 2 or even 3 weeks of internal testing. Being honest and not pushing when it clearly is not going to happen that way is wrong. You did not learn this Indiestone? Better to say that IWBUMS MP is 1 year away and then push it to testing in just 3 months. Same with just a small feature or bug fix. Please make the players test the builds more or give reasonable timelines when to expect to try stuff out. "Internal testing" makes the skin crawl since that = greed and closed doors. Playing for Early Access should mean that we care about the project and want the best for the game. Not expect a flawless bug free experience for every release. A unstable branch (with MP somehow really striped out) really would be allot of fun. And extend the testing of the internal work being done at Indiestone studio. Trow Away Bransh? TAB And agen. I WANT A RACCON PLUSH! I WANT A SPIFFO! Mountain dew are to common IRL. But a joyful Spiffo? Well that is worth risking a gunfight for! DayZ
  7. Every IWBUMS update brings at least 1 fix for me as a player that I myself have never even thought of before. Something really random or something I never experienced as being broken or wrong. Not to talk about what fixes affects my own experience of the game. Every point or whatever called update adds something new like weather or vehicles, but they have there own IWBUMS versions that add fixes. And they are not just fixes to the core systems being implemented with that point release. Allot of IWBUMS's adds new stuff outside of the scope of the point release. So even now 41 is about animations and 3d items and general improvements to make the game "modern". (sound overhaul, pretty graphics) There are still stuff added that has nothing to do with that aspect of the game. Ripping clothing now have a chance to gives thread (depend on tailoring skill & size of the item). Increased damage done to fences. Increased fishing line spawn rate. - Added loot-window context-menu commands when using a controller: 1) Turn microwave and stove on/off. 2) Show settings ui for microwave and stove. 3) Turn clothing dryer and clothing washer on/off. 4) Deleting items from trash cans. Bags can now be chosen to be held in left or right hands Fixed typo in survival guide. Added lights to neon signs. This are examples of stuff done between 2018-2021 that have nothing to do with Weather or Animations-Modern-Graphics. The fixes pushed are for the most part always about fixing the core gameplay of PZ. To make it work well enough to be fun. Adding ground work stuff to support later additions or experimental stuff that is a little wonky and needs more work in the future. But yes I think MP is going to be full of bugs and fixes needed at first. Just as how when vehicles where added they where HUGE in size. Makes no sense looking back at old videos on YouTube. But Multiplayer is a really important thing that needs allot of work. And it affects the hole game so can not be neglected. Cars you can turn off if they are buggy. But MP work can ruin single player playability so it must be really be maintained after MP beta is released. No matter how much it slows down development of small stuff like moving some random props around the world map. Or anything that do not direct affect core gameplay features. And even now vehicles do not have animated doors and trunks, development moved on from them even if not fully developed. Weather and stuff happened and now Animations in 41. Just not so long ago blood and rust effects where improved on cars? And trailers where added to the builds! Even now animations is the point of 41 yes? They still developed parts of the game without focusing on just one thing. MP needs technical and under the hood stuff done that takes allot of effort to do right. And I sincerely think they are brave to fight that beast and expect to defeat it. MP is hell to code. But vehicles are just as well hard to get right. But they managed. So do not worry about MP. They fix and improve the game is such a wide range of ways that it takes YEARS for anything major to happen For good or bad.
  8. We We we. Anyone spending 15$ or more spent it on the state the game was in at the time of purchase. Yes people are disappointed that MP is not released yet. But everyone (should) have expected updates to take time. Not be finished by the time modding the game was getting boring. k To lie or just miss spread the notion of there being no constant updates and progression on the project is just wrong. Surprisingly off the side stuff is going on with PZ like vhs tapes and improved foraging systems, sound overhaul etc, none of it really expected to be worked on right now but they are being added to the builds. Even now 99% of the ones spending $15 was expecting multiplayer and not much else from there "backing" or rather buying a indie game from Steam. To imply "no good constant updates" is just wrong. To not hold multi million studios selling broken AAA games to even half that standard, yet a game project doing what they are meant to do to that standard? Cyberpunk76 is still after a year of "updates" still not even a candidate to be played. Still just a unfished joke. Even now it was meant to be the best RPG ever at launch. PZ lacking a MP is not a big set back. Even now the hype was built just to be shut down by Indie stone themselves. That probably was the right thing to do. Looking at what a mess games being pushed out of development to early looks like should be good enough of evidence to that.
  9. Imagen play this game like DayZ. Aaa the memories! It was ruined by the janky Arma engine and the net code. Then cheaters ruined it future. To play it a bit like Left 4 Dead. Meeting random players or having to defend from a hoard of Z other player dragged along to your group. Having specific duties in a group. The memories and possibilities! There was nothing better then vehicle fights! Battles of resources! Having to hide vehicles in the woods before logging off. Loot others bases. PVP and fight over weapon drops or just blood! (you can only gain HP by taking blood from some one alive) The kidnaping and torture! Reputation systems. Aaaa. camping LITTLE PRICKS SNIPERS!!!!! Really you can probably pull off playing Project Sims City with some modding. Going to be a better game to role play then GTA 5 anyways. Just needs some more Sims stuff and we will see it happen. But even then singe player or just playing with a friend like it was Minecraft or left for dead. Nice
  10. Really even now last year has been quite slow. I think if a shill pill is taken and the complementary additions to animations are added (3d loot and curved roads) the final stuff needing to be done is testing MP. Then the game is going to be in a launch off state where updates only improve game mechanics and expand into the big city. Just curved roads and a do over of the map we already got is HUGE. 41.53 got small nice to have map changes to improve the world. There is a new bit of abounded village on the map that Indiestone do not even talk about. With road network having a do over and more map changes done to make traveling the map more appealing. Well... More reasons to explore and travel! More 3d and cooler bases created the more time spent there. And then MP added to make the experience shared or just to get some DayZ feel put into the world?? It is going to be worth the wait! 9 years in development. Hopefully not Commentary node. Favorite class is the ban.
  11. We get updates. Constant is a stretch but really multiplayer is only holding the single player back. Since no stable releases happen since MP is not out. Even now there is content for at least 2 stable releases all ready. If multiplayer is forgotten about and a better communication about what is in the work was represented. Yea we would have about a update every 2 weeks. More or less. But due to multiplayer everything is halted. Just small projects on the side getting added into the builds. And really $15 is nothing. No Man's Lie $60 with the backing of Sony on top of all the pre orders. Fallout 76. $60 for a "brake it early" that did just that. Brake early. No fixes from the "test". Just a early sign to jump ship and be sure Bethesda was totally going to launch the failure we believed it was going to be. Should we go on? Rust, DayZ Standalone? Minecraft?? Robox? TF2? Overwatch? Really only ones that have a right to complain are the ones that supported PZ back in 2013 days. 8 YEARS and first now do it look to work it's way out of early access. That is more or less a decade of hopelessness. More then 3 years of a stalled game development at least between 2014-2019. Map changes and vehicles? That was PZ for almost 5 years.
  12. How? Not sure if I agree but I do not stick with the normal game modes. If going to the gas station to refuel your base is tedious. Then how is it fine that time fly and you get nothing done in 12hours in game? Having a base to far from cites or loot makes you spend more or less a hole day just traveling. Having to have rest stops for what in reality had taken at most 1h to travel IRL is just stupid. You fight the clock more then Zombies. In reality the generators would use up more fuel then they do in game. It would be tedious if they where consuming real amounts. Setting the sandbox to 4h a day. (1h being standard) I can run 2-4 fridge setup for 2-3 days without being there. That is 8H of real life playtime before having to head back. Removing sleep there might be about just 5H. And since there are allot of jerrycans and decent transport vehicles around a trip to the gas station lasts many game session before having to refuel my base. Most of the time I got a dedicated vehicle for gas transport. But being limited to 1h days? Hell yea it would be tedious. Most things in PZ is tedious. But having 6h days makes you feel like a OP prick. Unstoppable! So I settled to play at 0.25 speed. The action at 1.0 speed but the need for sleep at 0.25. Skip most of the night time.
  13. Sandbox mode. Turning off infection I think is quite fair. But there are now more options like only bites being a sure death. So that a scratch is not a % risk of a dead run. And really since we can continue the save with a new character your just having a set back in the skill grind. I personally have cranked up vehicle attraction sound 2.5x or if it was 3x. Made injuries much harsher and sleep/hunger/thirst drain faster. All loot set to "normal" and misc items to "Common" (some items spawn to much like backpacks but the town feels real) Spawn rate about normal but no grouping of Zombies. So all Z are roamers and do not munch up. But the big change is that I play at 4h! So the day lasts 4 times as long! So travel time and everything is not as rushed. Normal settings time flies and you get nothing done! Even with infection turned off your still afraid of being bit and hurt! And you get quite sick and need antibiotics and safety to recover from it. I just say that I'm immune to the Z virus. Makes only sense since how else do you not meet anyone else alive? And being able to be soaked with blood and crap. Edit: Really play as you like is the point. But instead of a time crunch I like to increase the amount of time you got per day. Hate having to set up allot of safe houses just to move within a city. Instead of a hole day lasting just 1 hour in real time. It lasts 4 hours of playtime. Is that maybe what your after? A more sane time system? Sleeping takes a bit longer since time moves slower. And reading books takes allot longer too. But your not constantly having to run back to bed every 30minutes.
  14. Yes. But the burned wrecks are allot fewer compared to before. And for the most parts the cars and burnt ones being replaced by this new wrecks are grate. A grate middle ground that just need a little more work done to them. Now allot fewer brunt wrecks little the roads and look out of place. And allot fewer shot cars that are never going to be repaired to working order. Instead they can just look like a real vehicle accident instead of just 0% condition pointlessness.
  15. This is why we need to support stuff like GoG since DRM is bad and taut you wrong about software and game files! And steam workshop is a pit of hell and to not imagine to be burned by it is laughably to me. Early modding was really hard but today's Steam Workshop is worse then that! It is not modding as much as a failed monetization system by Valve. It is not a modding tool. It is just bad and a to simple system for a very deep and complex changes to a game. It was never made for a moving version target nor anything but skins and loot boxes. I got older versions of MSC on my harddrives and even Minecraft versions with there mods stored neatly to be fired up when ever I want. Yes it involves some file system management and work to set up the system to launch this older versions of the games. (Unless a game got a game launcher manager made by the community) Quite sure on GoG you can download 41.50 still. But the version of My Summer Car I got you can't get anymore since they where BETAS! Even now Steam probably should have DRM'd the game files of MSC and even PZ, they are not ruining my game folder from booting the game! But I got PZ from GoG so I do not have first hand experience how PZ do with Steam. Games without crippling DRM practices and good coding practices you just need to copy the game folder to a safe place and you got that version FOR EVER ready to be pasted into the game folder agen and fired up. Even Fallout 1 on Steam I was able to copy and preserve like this. But DOOM (the first DOOM game) today got DRM for some stupid reason in it that stops us from just preserving the executable! Always online is down right a crime! Do not trust the internet! Yes there are conflicts sometimes if one leaves newer configs files or something still where the older version of the game is going to search for settings and what not. But if the game is coded in a good manner that should not even be a problem. Or at worst you need to learn where the game throws files around you file system. Game folder + Save games usually are enough to preserve inide titles from braking your experience! Bottom line is that unless Steam DRM or some GARBAGE crap is part of the executable file for the game, It usually is really easy to keep game versions safe from deletion that ruin your FUN. Like stopping Steam from NUM NUM NUM your game folder with mods downloaded and are all gone one day! Making the save file useless! When Skyrim was trying to add paid mods to Steam I had a real battle to keep my modded Skyrim from disappearing. But that is what AAA wants! Indiestone did not do this to harm or irritate anyone. It is just a old temporary beta being removed! This is a case of why Steam Workshops SUCKS. In Minecraft and Bethesda days mods where harder to install but from that you learned more about what it takes to maintain and make stuff actually work. Modding City Skyline is a mess since your stuck with STEAM. It is pure hell and I refuse to mod PZ since it is not a sustainable way of doing things. Steam is not your Friend. GoG is sadly not your friend. But really Inidestone have no reason to care about a volatile beta branch. You agree to save deleting events joining the branch. Modding to the extent that people do on this branches are sickening. Mod makers are not at wrong but the players that think the software/game is in a state for that kind of activities with good results is wrong and need to learn a thing or five about what they are doing. Learn how software and games work if your going to play with broken stuff like a BETA. Some of us have learned this stuff from "AAA" broken stuff and they give no dam about you! They would only want you to pay them for having fun with mods if anything! But since "AAA" is so broken nowadays might we be used to janky broken crap? Have found memories of modding Fallout 4 early And I'm not ashamed to say that it was a pre-release version of the launched game I played since the train wreck was obvious. It was less buggy then release if you even can believe that. Updates was just making it worse but my random version was really working well compared to "costumers" experiences. O right BETHESDA Broken nuke codes due to a new year, multiplayer live service for you. Indiestone is like many inide developers really not bad actors. So stop expecting them to step up to something so stupid as a temporary bug fix version BETA being removed. If you enjoy the version of the game back it up! If you can not do this to software or games due to them having DRM built in. Please. Do not buy it! Do not accept it. Stuff you care less about can have DRM but stuff you enjoy and can be hurt by. Do Not Support It. There are very few reasons to accept DRM and anti cheat. Very very few. There intentions at first are just a front today. Now they are a way to control after sales and monetization after the fact.
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