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Frosty83

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Everything posted by Frosty83

  1. This is the problem, there's no real protection from zombie spawns outside of a claimed safehouse, you can fence in large areas to create rings of security but with any kind of zombie spawn enabled they will continue to spawn inside those safe zones. This is why I have zombie spawns turned off because that way as long as you secure areas with walls and doors, and then kill everything inside you can create safe zones. I highly recommend running the sandbox mode, select whatever preset is closest to how you like to play (we picked apocylpse on my server) but then tweak the zombie spawn settings so they have 0 chance to spawn on a tile. There's still going to be an estimated 50k-70k zombies on the entire map, so plenty to kill, and they will still roam in large packs due to meta events pulling them to new areas, so there's still threats, but the unfairness of what I'd call "bad spawns" is removed.
  2. Also I had a question about the generator. It seems like turning on/off lights in a house doesn't change the power draw listed on the gen, is this a bug, intentional, or simply a planned feature that's not finished yet?
  3. I've been playing with this for a few days now trying to work out what is going on. It seems like it may have been my fault for not shutting down the server properly. I was closing the CMD server window and it seems like some things aren't saved unless you run the quit command to bring down the server. I tested once last night with this and so far the zombies haven't come back and it seems to remember our safe house info. What is strange is that is how I've always shut down the server and prior versions didn't seem to suffer the zombie spawn problem so it kinda came across as a bug that was introduced in one of the patches. My bad, sorry for wasting your time.
  4. In multiplayer I'm only hearing some of my sound effects, there's little or no zombie ambient sounds, doors opening and closing don't have sound effects, but things like zombies when they die and their heads explode still make a noise, as do other ambient sounds like the generators humming away. Tried restarting the client and server and it doesn't help. Spoke to people on the discord and others have had it as well in singleplayer. I've also tried validating all the game files and it doesn't help. No change other than I'd patched both the client and server to the latest versions. *edit* OK I've worked it out, logging in as admin by default enables ghost mode which disables some sound effects it seems. Apologies.
  5. Likely because the server has run out of RAM, you can change the amount assigned in the host menu if you select to edit your server. From what I've read it's good to have at least a few GB of memory assigned as a baseline. 2Gb is what I personally use and that works fine for a small server where there's never more than 3-4 of us at once. But if you want to add more concurrent players you'll start to need more. Estimates vary, but 200-300Mb of additional memory per concurrent player seems to be a commonly accepted value. It will depend on different factors such as how many chunks of the map are loaded at any one time (how much you split up) and how many active zombies you have. You can always assign more than you need at first, then monitor RAM usage of the server to see what it really uses, and then scale back the amount to fit.
  6. Also it's worth noting that houses far from our spawn this did not seem to occur immediately, It might be because they're outside of an active cell/region? However while searching smaller houses just north of this area I actually had zombies spawn inside of houses while I was in them, the streets were clear for 100's of cells, I check a kitchen which is clear, check a bedroom which was clear, walk back into the kitchen and there's a zombie standing there. This is a pretty big problem.
  7. Just to bump this again, the very latest patch has caused the same problem, when we restarted our server it has caused zombies to spawn in all the houses again. This is not an ideal bug to have for a server where we're running with finite zombies because they're appearing in "secure" areas when they wouldn't normally be able to.
  8. And actually there's a 3rd minor bug we keep running into, which is the phantom pancakes. We cooked 2 lots of pancakes in the oven, you can transfer them to your inventory OK, when you eat them they instantly disappear (you don't get fed, or the eating animation/progress bar) and they re-appear in the oven, specifically uncooked. Nothing we've done in game yet has fixed that, including moving them to other containers, eating them uncooked, etc.
  9. As a temporary fix, in multiplayer when you die you can quit the server and change your account name on the right, when you reconnect create a new char and they will be able to get the Exp from the tapes. Just make sure if you're swapping that you manage any safe house or faction re-joins when you get back in, as they are tied to account names.
  10. Not to mention that, I think due to an easter egg, you can find houses that have horded toilet rolls and have literally hundreds stashed everywhere.
  11. 2 quick things I think are bugs. 1) After a server reboot for updates we always lose our safehouse membership, the owner loses ownership and all members are disbanded. The same goes for factions as well, we always need to re-form both and re-invite everyone after we've taken the server down for upgrades. 2) A new bug that seems to be probably unique to 41.68 and we have not seen previously in any other update is that when restarted our server the large houses in Muldraugh which surround our primary base (which have been fully walled off) all had 2-3 zombies inside each. We have our server set to 0 for the time between zombie respawns on a tile and so reliably cleared out almost all of Muldraugh now but definitely 100% all of those inside our perimeter. Just to make this visually clear, so there's no speculation whether or not these wandered in by chance, the attached image is our base layout. Green circle is our safehouse, purple are all high walls or gates which completely enclose the 10 houses. Red crosses are where we found zombies, not in gardens or on streets, all inside kitchens/living rooms. We checked 100% of the perimeter and it was all intact. We're precise about closing gates behind us, but even if we didn't there's just no way if a horde snuck in they'd evenly distribute to all the houses and no where else, without being seen. This definitely happened with the latest patch. Just a few sanity checks to help: The server and clients are all latest versions The server settings have not changed during the last few patches/updates we've done This is the first time near as we can tell this has happened. Server is running on Windows 10 using x64 batch file to start with default server settings/port, is unlisted and password protected Servers settings are default for the Apocalypse preset, except we've made XP multi 2.0, reading speed 0.1, turned multi-hit on, and most importantly put the Respawn Hours to 0.0, it has been like that since day 1 and we're now 3 months in to the game, we're fairly sure if they had been respawning prior to this we'd have noticed by now.
  12. One common Zombie survival problem is that gasoline stored in cars actually goes bad after 3-6 months. It would be a nice part of the long term difficulty curve to model this in game, so that gasoline in cars becomes unusable after say 3 months and from gas stations after maybe 6 months. This would also need some kind of balance by introducing new mechanics to produce a fuel alternative. I think it's possible to get bio-fuel from plants with certain chemical processes, and this works in internal combustion engines. Which would promote players having to carve out large swaths of farm land and grow a lot of plants to produce the ingredients, and then process them. You could make use of some of the more unique buildings in the game such as the brewery in the city, this has lots of vats, pipes, and things which could be adapted to be used in whatever chemical process is needed. As I understand it right now fuel in gas stations is limited anyway and so for extremely long play through this would also address the problem of fuel eventually running out anyway.
  13. A lot of the issues you have are coming from the fact that zombies by default constant respawn based on a weird set of conditions. My server runs with large numbers of zombies but with spawning off because this is way more realistic. Meta events can still gather together condensed amounts of them to provide danger and occasional zombies through random migration can still make it into unexpected places that are otherwise clear for large distances which make for great random jump scares. But there's a sense in which you can make places "safe". In our case we've created a concentric ring of walls in the upper class part of Muldraugh. First you board up the house, then wall off the 3rd wall of the high fences that already exist, then block 3-4 road entrances to the area to get another ring that secures a good 9 large houses in the area. Most of our adventures outside of this have been traveling further to more interesting locations. Our long term plan is probably to try and clear one of the 2 massive shopping malls in the area which seems do-able as there's relatively few entrances for their area, and create a massive base. My advice is set your own goals, use the interactive maps online to scope out interesting areas, of which there are many, especially in the largest city part of the map, and maybe plan to have an array of bases to work out of. I'd suggest people probably stick to zombie spawns off. And where possible play multiplayer with friends, it's way better, you can realistically recover from death with less hassle, especially if you horde training books and vhs tapes. Adventures with friends creates more unique and interesting player driven situations. Friends will die in awkward places meaning you can go and help get their stuff back and so that kind of world generates constant unique and interesting scenarios without needing pre-set goals or missions. Where I do happen to agree is that survival is actually not the hard part of the game, growing food is fairly trivial which makes the survivalist skills more or less redundant, and even on low loot settings, canned food is abundant enough early on that almost 100% of player deaths are going to come from slip ups with zombie combat and not starving or dehydrating to death. This is especially true in multiplayer with multiple people taking care of both growing crops and cycling the rain collectors and water purfying you can have weeks or months of stock. The only real threat I see from the hunger/thirst system I can see is maybe survivng winter months where growth is limited. Even then you can take a car, drive to a new suburb you've never been to an come back with 50 tins of food on low loot settings fairly easily.
  14. Good suggestion. I also think repair skills should be applied to existing houses so you can do things like mend brick walls when they become cracked. There is a mod for this but it would be nice to see all of this be one coherent system.
  15. I agree with the suggestions. And just to add 1 more thing, some detail in these systems in general would be really good. I think something like electricity being shut off should be like a boolean 0/1, so the power generators go offline it's instantly lights out. But the water should be something like the water goes out and then you have decreasing water pressure over a certain number of days which is probably more realistic. That means filling from water sources simply gets slower and slower until eventually its painfully slow and then finally off. This would give water a bit more of a warning/buffer, and a slow trade off over time as whether its worth your time to wait for containers to fill, or source it from elsewhere. Water is also arguably more vital for survival so adds balance if that has a bit more warning. Although I do like that sinks and water sources do have small amounts left in them after shut off which does help.
  16. 2 quick things I think would be fast and easy tweaks to XP/learning in multiplayer servers. 1) The VHS tapes are not consumed when watched (good) but cannot be used to gain XP from if you die and make a new character under the same account. I'd argue this is bad as there's no logical reason for this, and indeed it is inconsistent with the behaviour of Skill books which also are not consumed when read but give the XP benefit on all characters made under the same account. You can bypass this by changing account details for a new character, but it just seems like it'd be a quick and easy fix, add consistency, and convenience for players. 2) Reading is very slow by default which is realistic, but in single player you can speed up time to zip through books meaning game play doesn't stagnate and get boring. In multiplayer there's no time speed up, so books take a painful amount of time to read, even with the faster reading perk. I have personally tweaked this multiplayer server setting to be 10x faster at 0.1 minutes per page, but I think it would make sense for the games internal logic to compensate for this automatically. That way you can have official default settings like 'survivor' or 'Apocalypse' at their default of 1 minute per page but have the server apply an internal multi like say 3x, or 5x or whatever is considered balanced. This is more of a nitpick than anything, I quite like the idea of hosting a server with pre-made settings so everyone knows what to expect, as long as those settings a vaguely sane, and the OCD part of me doesn't like customization. But I was just forced through sheer tearful boredom of reading times to alter this for multiplayer. Besides many other players may not find it easy to tweak these settings or may just want to dive in with defaults but find this particular one very frustrating. Sane defaults make sense to me.
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