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Seg

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  1. Like
    Seg reacted to Pandorea in [B41.65] Duping! The Biggest Game Breaking Bug Present in Multiplayer   
    We know. And we're working on fixing it.
  2. Like
    Seg reacted to tinculin in [B41.65] Duping! The Biggest Game Breaking Bug Present in Multiplayer   
    I agree that this should be considered a critical fix, it is completely game breaking.
  3. Like
    Seg got a reaction from tinculin in [B41.65] Duping! The Biggest Game Breaking Bug Present in Multiplayer   
    41.65 • Multiplayer • Dedicated • No • Reproduction steps: Note this issue has been observed on a server with 60-80 players on everyday.
     
     
    Duping has been an issue within PZ for the longest time, its just a fact that its going to happen occasionally, but with the release of b41, the game has been totally broken. I would even argue that b42 needs its development paused to address these issues, as it makes multiplayer essentially unplayable with the developers intent without constant admin intervention. Even with admin intervention, items dupe accidentally on a large enough scale I notice it when heading into high traffic areas. It's clear that these cases of duplication are occurring without player intent. 
     
    So how to dupe? There are many ways that have been exposed on the internet, such as two players being able to grab items out of containers at the same time (including bags), and both end up with the item that was in the container. The method I'm going to talk about is so devious,  horrible, and ridiculously simple, that it has broken the balance of the entire server I play on.  To start, you take a bag any bag, from a garbage bag to a Military backpack, fill it with whatever items you want two copies of, then place it on the floor. All you have to do is break LOS with the bag, then take whatever items out you want and store them. Break LOS again, and when you come back the items will be back in the bag like you never took them. These new items don't have their own IDs, as they are copies or like we've been calling them, phantom items. If you merge these phantom items together in a container, they'll combine and turn back into the main item. You can't use this to store a lot of equipment, but it has a lot of usefulness in kitting out large factions. As long as you have one full military gear kit, you can dish it out to your entire faction. Essentially you can generate combat military geared kits at your will for anyone who needs it. This breaks the balance of PvP entirely, for reasons that don't really need to be explained.
     
    Now even worse! Any time a player dies while out looting and leaves a bag, if that bag is looted by the player but the bag is left on the ground, all the items respawn! ALL OF THEM. I have gained tons of resources just by going out and checking containers left on the ground in West Point, Riverside, or Maldraugh.
     
    I've seen this across servers. Everyone is doing it, its impossible to not fall to the temptation of infinite items. I have no idea how deep this issue goes, but as far as I can tell it applies to all bags placed on the ground, some containers (notably ovens INFINITE PANCAKES! although that may be another bug. Im not sure.)
     
    Devs pls fix game broke.
  4. Like
    Seg got a reaction from Mischkov in [B41.65] Duping! The Biggest Game Breaking Bug Present in Multiplayer   
    41.65 • Multiplayer • Dedicated • No • Reproduction steps: Note this issue has been observed on a server with 60-80 players on everyday.
     
     
    Duping has been an issue within PZ for the longest time, its just a fact that its going to happen occasionally, but with the release of b41, the game has been totally broken. I would even argue that b42 needs its development paused to address these issues, as it makes multiplayer essentially unplayable with the developers intent without constant admin intervention. Even with admin intervention, items dupe accidentally on a large enough scale I notice it when heading into high traffic areas. It's clear that these cases of duplication are occurring without player intent. 
     
    So how to dupe? There are many ways that have been exposed on the internet, such as two players being able to grab items out of containers at the same time (including bags), and both end up with the item that was in the container. The method I'm going to talk about is so devious,  horrible, and ridiculously simple, that it has broken the balance of the entire server I play on.  To start, you take a bag any bag, from a garbage bag to a Military backpack, fill it with whatever items you want two copies of, then place it on the floor. All you have to do is break LOS with the bag, then take whatever items out you want and store them. Break LOS again, and when you come back the items will be back in the bag like you never took them. These new items don't have their own IDs, as they are copies or like we've been calling them, phantom items. If you merge these phantom items together in a container, they'll combine and turn back into the main item. You can't use this to store a lot of equipment, but it has a lot of usefulness in kitting out large factions. As long as you have one full military gear kit, you can dish it out to your entire faction. Essentially you can generate combat military geared kits at your will for anyone who needs it. This breaks the balance of PvP entirely, for reasons that don't really need to be explained.
     
    Now even worse! Any time a player dies while out looting and leaves a bag, if that bag is looted by the player but the bag is left on the ground, all the items respawn! ALL OF THEM. I have gained tons of resources just by going out and checking containers left on the ground in West Point, Riverside, or Maldraugh.
     
    I've seen this across servers. Everyone is doing it, its impossible to not fall to the temptation of infinite items. I have no idea how deep this issue goes, but as far as I can tell it applies to all bags placed on the ground, some containers (notably ovens INFINITE PANCAKES! although that may be another bug. Im not sure.)
     
    Devs pls fix game broke.
  5. Like
    Seg got a reaction from Joshnpk in The game have some problems what i can se.   
    First off you need to learn to spell. Second, this game is one of the most moddable, versatile, and customizable games I have ever played. If you don't think so you don't understand the settings that are offered.
  6. Like
    Seg reacted to Jangles in A button to toggle walls on and off   
    Occasionally the walls don't disappear when I'm in a doorway attempting to fight a zombie and it can be difficult to tell if the zombie is close or if there is more than one. Toggling the walls off would help a lot for when the game doesn't necessarily detect properly when to do it on it's own. Naturally this wouldn't effect character line of sight in any way, so things the character can't see would just appear per usual. Not looking for a an accidental buff to vision, just to mitigate certain awkward combat situations
  7. Like
    Seg reacted to CaptKaspar in There should be a limit to zombies going around walls when chasing. After all, they act based on their senses, not logical thinking...   
    Yeah the pathfinding of zombies is often immersion breaking for me.
     
    You jump over that tall wall that you mentioned and the zombies immediately maneuver to walk around the wall in the shortest distance possible. They don’t approach the wall or blunder about trying to find a way around it. They immediately know exactly where to go. 
     
    Even if the zombies were able to get around the wall, they should have to reacquire where you are before heading to you. By then you’re probably long gone and zombies should shamble about when they turned directions around the wall.
     
    I have found that reducing zombie “memory” from the default to short helps with this issue some. 
  8. Like
    Seg reacted to tinculin in Option to allow MP servers to have expontential resting pace when sleeping. (Explaining inside).   
    I certainly think there needs to be an option to have resting on MP servers that is tolerable time (real life) but does mean your character becomes tired / needs sleep etc.
  9. Like
    Seg reacted to PoshRocketeer in "Bloodlust" trait.   
    Future trait(s) suggestion to coincide with multiplayer/AI releases.
     
    Bloodlust trait: Killing humans and animals greatly reduces stress, anxiety, and unhappiness, killing zombies slightly increases stress, anxiety, and unhappiness.

    Antisocial trait: Gain stress and anxiety when around other humans, lose stress and anxiety when around animals.
  10. Like
    Seg got a reaction from MARTeen72 in IWBUMS 41.52 released   
    We need to be able to disassemble curtains asap.
  11. Like
    Seg got a reaction from Caturday in IWBUMS 41.52 released   
    We need to be able to disassemble curtains asap.
  12. Like
    Seg reacted to vek in IWBUMS 41.52 released   
    Dear developers, after 30 hours of playing at 41.51, I have a few questions:
    1. A homemade spear can be made from a tree branch and a board. The board has a weight of 3 kg, the spear has 1.7 kg, and the branch has 1 kg. How can you get 1.7 kg from 1 kg?
    2. At the winter start in the sandbox, almost all the zombies are still the same as they were from the very beginning, in summer clothes (T-shirts, shirts, shorts). You can once dress them according to the weather.
    3. You need to return the weapon durability icon to the interface. In reality, I am able to assess the condition of a thing that I have in my hands, for example, a wooden bat or a lead pipe, just by looking at it. Although what can happen to a lead pipe?!
    4. Curtains? What for?
  13. Like
    Seg got a reaction from PoshRocketeer in Google maps on a smartphone   
    I think just a standard handheld gps would make more sense than google maps. They definitely had those in the 90s. Maybe computer integration where you have to download maps off of floppy disks? 
  14. Like
    Seg got a reaction from Scheid in Zombies get stuck in wheels   
    one of the most heavily used strategies against zombies in project zomboid is the use of a vehicle to slowly crush huge amounts of zombies at a time. I believe this strategy is rather cheesy and it would benefit player experience to nerf this strat.
     
    what I propose be changed is that whenever you run over any zombie, the game rolls to decide if one of your wheels gets clogged. 
     
    when a wheel is clogged, the vehicle will have a speed debuff applied to it, which reduces speed significantly. If you continue to use a vehicle that is stuck up, the game will roll to see every minute if your wheels get unstuck. While your wheels are stuck up, your wheels will take damage if you try to drive through it. If all four wheels clog up, your vehicle can stop moving.
     
     
    The chance for wheels to get stuck up increases when you travel at lower speeds, therefore combatting the zombie crush method.
     
     
     
    a clog can be removed by the method above, or by stopping the vehicle and interacting with the mechanics menu, where you can remove the clog at any skill level, with mechanics and strength speeding up the process.
     
    I believe this will make vehicles less useful for mowing down hoards and encourage more planning and mindfulness as people drive. 
     
    if you don’t believe this is an issue, nearly every serious server I’ve played in has banned this strategy in the server rules, and I think it makes sense from a common sense perspective, as project zomboid is a hardcore game.
     
     
  15. Like
    Seg got a reaction from TrailerParkThor in Google maps on a smartphone   
    I think just a standard handheld gps would make more sense than google maps. They definitely had those in the 90s. Maybe computer integration where you have to download maps off of floppy disks? 
  16. Like
    Seg got a reaction from trombonaught in Zombies get stuck in wheels   
    one of the most heavily used strategies against zombies in project zomboid is the use of a vehicle to slowly crush huge amounts of zombies at a time. I believe this strategy is rather cheesy and it would benefit player experience to nerf this strat.
     
    what I propose be changed is that whenever you run over any zombie, the game rolls to decide if one of your wheels gets clogged. 
     
    when a wheel is clogged, the vehicle will have a speed debuff applied to it, which reduces speed significantly. If you continue to use a vehicle that is stuck up, the game will roll to see every minute if your wheels get unstuck. While your wheels are stuck up, your wheels will take damage if you try to drive through it. If all four wheels clog up, your vehicle can stop moving.
     
     
    The chance for wheels to get stuck up increases when you travel at lower speeds, therefore combatting the zombie crush method.
     
     
     
    a clog can be removed by the method above, or by stopping the vehicle and interacting with the mechanics menu, where you can remove the clog at any skill level, with mechanics and strength speeding up the process.
     
    I believe this will make vehicles less useful for mowing down hoards and encourage more planning and mindfulness as people drive. 
     
    if you don’t believe this is an issue, nearly every serious server I’ve played in has banned this strategy in the server rules, and I think it makes sense from a common sense perspective, as project zomboid is a hardcore game.
     
     
  17. Like
    Seg got a reaction from Faalagorn in Zombies get stuck in wheels   
    one of the most heavily used strategies against zombies in project zomboid is the use of a vehicle to slowly crush huge amounts of zombies at a time. I believe this strategy is rather cheesy and it would benefit player experience to nerf this strat.
     
    what I propose be changed is that whenever you run over any zombie, the game rolls to decide if one of your wheels gets clogged. 
     
    when a wheel is clogged, the vehicle will have a speed debuff applied to it, which reduces speed significantly. If you continue to use a vehicle that is stuck up, the game will roll to see every minute if your wheels get unstuck. While your wheels are stuck up, your wheels will take damage if you try to drive through it. If all four wheels clog up, your vehicle can stop moving.
     
     
    The chance for wheels to get stuck up increases when you travel at lower speeds, therefore combatting the zombie crush method.
     
     
     
    a clog can be removed by the method above, or by stopping the vehicle and interacting with the mechanics menu, where you can remove the clog at any skill level, with mechanics and strength speeding up the process.
     
    I believe this will make vehicles less useful for mowing down hoards and encourage more planning and mindfulness as people drive. 
     
    if you don’t believe this is an issue, nearly every serious server I’ve played in has banned this strategy in the server rules, and I think it makes sense from a common sense perspective, as project zomboid is a hardcore game.
     
     
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