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Auklin

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  1. First Aid should give you a marginally better chance against zombification, I think that would be a healthy change for the game (also common sense for new players, who assume doctors would be valuable). Assume the following is best case scenario, i.e. sterile bandage + disinfectant, instead of just ripped sheets (which should apply a penalty). Level Scratch(%) Laceration(%) Bite(%) 0 7 25 100 1 6.65 23.75 99.5 2 6.3 22.5 99 3 5.95 21.25 98.5 4 5.6 20 98 5 5.25 18.75 97.5 6 4.9 17.5 97 7 4.55 16.25 96.5 8 4.2 15 96 9 3.85 13.75 95.5 10 3.5 12.5 95 This would require the implementation of a narrow window between injury and the start of the infection. Given the devs have said they want to add amputation at some point, this window is already going to need to be implemented. I'd suggest 3 real life minutes (3 in game hours) before the dice is rolled. This, mixed with other popular suggestions: 1) a normal (non-Knox) infection rework (disinfectant, changing bandages etc. is pointless in the current build), 2) common injuries like blisters, rashes etc, 3) work-related injuries like hitting your hand with a hammer, 4) methods of practice (NPC/multiplayer related, mostly), I think would be the fix to First Aid Indie Stone is looking for. Honestly just implementing the risk reduction would be enough for people to start grinding it out, at least as much as we already do for tailoring.
  2. lua > server > Vehicles > VehicleCommands.lua I need to figure out where this object code is located. Bit of a pain, my environment isn't optimized so that's part of the problem. Doesn't appear to be Vehicles.Lua. Doesn't appear in scripts Any help is appreciated. Thanks. EDIT: currently reading through documentation, never worked on a game like this before so I'm sure the answer is something stupid.
  3. Summary: When zombies have random speed, none sprinting zombies trip randomly and can attack instantly. Environment: Build 41 Stable (Current Build) Mods: None Steps to reproduce: When creating a multiplayer game, set server settings> Zombie Lore -> Zombie Speed -> Random Load into the game Find a bunch of zombies that are not sprinters, and walk around normally. Notice that they sometimes trip. OPTIONAL: turn on manual ground attack and aim outline = always Attempt to ground attack a tripped zombie. Notice a very small window of success Notice occasionally the zombie animation skips and the zombie immediately bites while still in the 'getting up' animation. Expected Result: Walking/ shambling zombies shouldn't trip. Also ground attacking a tripped zombie when highlighted green shouldn't fail and result in a guaranteed bite. Actual Result: Walking / shambling zombies trip. Ground attacking a tripped zombie (when considered attackable by the aim outline) results in a miss and guaranteed bite. How to Fix: Avoid attacking tripped zombies unless you can attack it immediately. Examples: None, may update with a video later.
  4. Summary: Player Zombies teleport to you shortly after turning Environment: Build 41 Stable (Current Build) Mods: None Steps to reproduce: Load into a multiplayer session Have another player get bitten Kill that player Stand near their body Observe as the zombie disappears, then reappears immediately lunging at you. Expected Result: Player zombies should have the 'get up' animation Actual Result: the zombie disappears, then reappears immediately lunging at you. How to Fix: Do not stand near player zombies shortly after turning. Speculation: I have seen the 'get up' animation for player zombies when far enough away. I think there is something clashing with the player zombie immediately aggro'ing after turning, causing a bug with which animation to play and thereby playing nothing at all. Example: (not mine, but I've seen it happen on my server)
  5. Video demonstrating the bug down below. If you create OR destroy a 'wall' above an existing barrier, the barrier logic appears to assume that the wall must have been altered. Allowing hordes to path-find through. It appears once you reload the chunk, it will close off the wall again, but if you altered the wall before this, it assumes there is a hole. How I discovered this bug: I build that bridge across and sheet roped down. I shot, climbed back up, shot some more, ran out of ammo. drove to the gun store, got more ammo, came back, and the horde phased through that brick wall.
  6. Should also mention, I think baseball bats and the wood axe are in a similar situation, hopefully the bug fix encompasses those as well.
  7. Can confirm, no sledge spawns, me and my friends raided all tools stores, warehouses and storage facilities in Muldraugh and West Point. we finally found our sledgehammer at a 'manhole' POI 50+ hours in.
  8. Summary: the 'Transfer All" button will disappear permanently if the inventory window is shrunk too small Environment: Build 41 Stable (Current Build) Mods: None Steps to reproduce: 1) Log in to a Solo Survivor game (existing or new) 2) Make sure player inventory window is visible 3) Note the 'Transfer All' text on the top right of the window 4) Resize the window (selector on the bottom right of the window) all the way to the left. 5) Notice the 'Transfer All' text has dissapeared 6) Resize the window back to where it was. 7) Notice the 'Transfer All' text is still not there. Expected Result: 'Transfer All' should reappear when window returns to a size that the text can again be shown. Actual Result: Option disappears. Preventing it's function until reconnecting to the world/server. How to Fix: Reload the world/ DC RC. A full game restart is not necessary. Occurs in multiplayer as well. Images:
  9. Was watching my buddy play B41. He was blasted by the crazy amounts of duct tape you need to attach things to spears (also that it isn't renewable). He also noticed while foraging for sticks that you got chipped stones, and assumed you could combine them to make a crafted spear. I broke his excitement and said "you can't, and you'd probably need duct tape to attach it anyways" and he said "just use some fibrous plants, if cavemen could do it I don't see why this guy can't". Fair point, and so here's the related suggestion lol. Honestly twine should be able to attach things to spears already. It would also make 'fishing line' a renewable resource.
  10. I figured the bug was probably reported before, I searched for it but didn't cover all the possible keywords. Sounds good.
  11. Large warehouse northern Muldraugh. Despite being indoors with floor tiles directly above and intact walls all around, standing outside of the railings is considered to be outdoors. It's a common base building location, we realized we couldn't sleep in this area in the winter because it was too cold. The solution is to remove all the metal railings and replace them with wooden walls.
  12. Endgame can kinda only be accomplished in a handful of ways, e.g.: An actual ending (turn the game off, you beat it, roll credits). An extreme variety of existing optional gameplay mechanics that let you build and solve your own problems (maybe NPC factions would cover this) A brand new set of gameplay mechanics (some people have suggested mutations, this would fall under this, but this will still get repetitive over time and is developmentally costly. Terraria achieves it's endgame this way, effectively trying to make you sick of playing it because there is just so much content) A wide variety of collectables that in order to get all of them would take hundreds of hours to complete, and once collected give you little perks/buffs/bragging rights/ skins (this is how multiplayer games achieve longevity) Number 4 I think is the best option for the devs and this type of game. Collectables like the Spiffo Suit. Rare weapon attachments (like suppressors, maybe divided by weapon type). Possibly pieces of experimental military tech found in outposts (like night vision or thermal optics, or a shotgun/ shotgun suppressor). Rare albino animals that give special pelts and trophy heads. A very rich person's RV lol. You get the idea, things that most people through an average playthrough are unlikely to ever encounter. Number 2 could include things like plant genetics and animal taming (Rust recently added this and it's added a lot of depth for some players). It also includes things like extremely complex and rewarding crafting recipes, in addition to new content like new metal building structures and such.
  13. I've read some of your responses on other threads, I see why you are tired of talking about it. Do you want a reply? Or is the topic exhausted at this point.
  14. 4:57 I think is the best example, it only requires two zombies for this to happen. I was just trying to demonstrate the problem with those clips, I learned after leveling my spear to 5 and getting lacerated when fighting two random zombies that I should switch weapon types if I want to stay alive. Up to that point, I was able to work with it, but there's always that risk that weapons without critical strike animations simply don't have.
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