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lemmy101

IWBUMS 41.32 released!

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20 hours ago, Nativel said:

Can some one explain to me, changes state of what? Respect how much partial of foods? 1/4 1/2?

 

Bread, Watermelon, Ham and IceCream change states: fresh, sliced, melted etc. Before this fix items would revert to original caloric numbers after state change (eat 1/2 of frozen icecream, wait for it to melt and have the full caloric value of a whole pack again). Now this exploit cannot be used anymore.

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On 3/21/2020 at 5:31 PM, Geras said:

 

From my own experience as a self-defence practitioner, if you don't put your weight behind a strike, punch, whatever, it's going to be more of a slap than a strong strike.

 

Which is why we should have both: Defensive slaps while kiting to keep zombies at a distance & offensive punches that will take them out, but also lock the player in place.

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2 minutes ago, ZombiesLoveBrainiacs said:

 

Which is why we should have both: Defensive slaps while kiting to keep zombies at a distance & offensive punches that will take them out, but also lock the player in place.

A zombie that doesn’t care about being on fire isn’t going to react the same way a person would to being slapped, in my mind.

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Posted (edited)
On 3/12/2020 at 6:19 AM, lemmy101 said:

Nerfed backstabbing:

 

- Before there was a 100% crit chance with knife when backstabbing, now it will occurs only if the zombie is unalert
- The crit chance for other weapons during backstab is lowered if zombies are alert, but greatly increased if unalert

Been playing a bit more of the game this weekend, and I had some more thoughts. I've been trying out the short blade weapon class to see how this patch affected it. The result seems to have matched up with what I previously said. Getting a guaranteed backstab is just about impossible now on default apocalypse settings. I'm not sure what necessitated this change, as I never thought short blade was overperforming as a weapon class since the IWBUMS update that gave them a chance to get stuck in a zombie and also removed the silliness with common kitchen utensils like butter knives.

 

I also disagree with the spirit of nerfing zombie back vulnerability, especially now that it will be more difficult to maneuver behind a zombie anyways thanks to melee attack movement disruption (unless the zombie is alone). The player character gets almost instant death levels of back vulnerability (which I think is fair), whether they know there's a zombie coming from behind them or not. Why shouldn't a player also be rewarded with a guaranteed critical hit on a zombie if they manage to get behind it, whether the zombie is alert or not?

 

In short, I think knives will definitely need a little love after this patch, and I hope back vulnerability on zombies will continue to be adjusted to a sweeter spot.

Edited by Optimism
Changed wording

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On 3/22/2020 at 2:05 PM, EnigmaGrey said:

A zombie that doesn’t care about being on fire isn’t going to react the same way a person would to being slapped, in my mind.

Physics doesn't care that the zombie doesn't feel pain.

 

You slap something that doesn't anticipate being slapped and the force is going to off balance it. The critical concept here is the transfer of kinetic energy.

 

Shin

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1 hour ago, Shinjitsu noDeshi said:

Physics doesn't care that the zombie doesn't feel pain.

 

You slap something that doesn't anticipate being slapped and the force is going to off balance it. The critical concept here is the transfer of kinetic energy.

 

Shin


Would there be enough? My impression from seeing others fall or react to less meaningful hits is that they’re reacting to the pain and instinctually moving away from it, at least in the provided videos. 
 

Even if it is enough to unbalance the zombie, I’d think it’d then be enough force to unbalance you, as well, leading to a pause - the very thing that’s supposed to be avoided by letting you throw hands at the undead  instead of render a meaningful hit. ...  Isn’t being able to shove good enough rather than somehow trying to incorporate this level of nuance?

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Hm, maybe I misunderstood the OP?

 

I took the OP to mean that if you want to be nimble and able to quickly turn/backup, you'd only have a defensive slap available (eg push but without being locked in place per current mechanics.) It wouldn't do any damage, but would block zombie grapples / damage and allow you to scoot out of range.

 

The issue (to me at least) is the mechanics feel ... choppy? clunky? because of the stop, brace, push sequence. It's basically forcing the player into a lose/lose situation. Attack and allow to be attacked, or defend (push )and be rooted, also allowing you to be attacked.

 

So to answer your question - probably don't need another mechanic, if you all are able to come up with a way to balance it a bit more towards the player. (LOL, I'm not sure if I'm even explaining it right, but I hope it clarifies a bit...)

 

Maybe I'm in the minority on this, but I don't think so? The youtubers I watch seem to comment on the issue quite a bit (NoMiS and DrunkOnLife for example)

 

Shin

 

 

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On 3/19/2020 at 1:36 PM, EnigmaGrey said:

While they’re still fleshy corpses, they eat a considerable amount of resources that’d be better left to the walking dead. Get a few thousand corpses in one placed and the game tends to perpetually chug or even crash in that area. 😛

 

As Lemmy says though, this is really just a quick fix. Something less obvious will be done later.

Ravens and vultures!

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On 3/27/2020 at 1:26 PM, Sloth680 said:

When will the multiplayer for this build be released? Soon I hope me and my mates are impatiently waiting for that to be enabled.... 😕

 

https://projectzomboid.com/blog/2020/02/taking-aim/

 

Quote

 

MP WHEN

It seems that questions about when 41 IWBUMS beta multiplayer will appear have been increasing exponentially over the past month or so, and we’ve still not been able to give an accurate estimate. (Characteristically, as some/many might say.)

 

We’re currently laying the foundations for getting the new multiplayer system working, but there is still a fair bit of work ahead of us. You can read the top-line here.

 

It’s not just a case of getting the old MP working with the new anims, but as we’ve discussed in the above link it’ll be an effort to vastly improve the multiplayer experience and server stability across the board. The way the animation system has been built allows aspects of it to be hooked up relatively smoothly to MP systems – but it also comes with many associated challenges.

 

More fundamentally though, but the bar we are setting for ourselves requires some rather clever specialist code that will be undertaken by Zac and Mark at TEA.

Seeing as it was a vital compatibility thing we needed done before 41’s release (to get lower-spec players a build that actually worked)  Zac has primarily been absorbed in getting the kinks worked out of the Zoom branch until recently. It hasn’t been his exclusive role, but Zoom did prove trickier than expected and for numerous reasons could never be put to one side. Meanwhile, Mark’s workload elsewhere with TEA meant that he hasn’t available to work in conjunction with us/Zac until very recently also.

 

Now Mark is available and Zac’s necessary Zoom work is complete, there will be an uptick in progress, which we hope to be able to discuss with you over the coming Thursdoids, before arranging server ‘mega-test’ events to load test a single server once the tech is operational.

 

We’re probably talking a month or two, here, or more if things don’t go smoothly. It’s not something that’s going to be magically dropped into the IWBUMS beta without a lot of shouting, build-up and hooplah.

 

To those eager for it to appear – unfortunately this is just the reality of the situation BUT it will lead to a much improved multiplayer experience FOREVER once we do finally nail it.

 

We don’t want to hack something in that results in the same flakey multiplayer we’ve had for years.

We’ve had, and have, a great MP community when it comes to Project Zomboid – but anyone that’s ever spent time on our servers are aware of our previous online shortcomings. The lag waves, the invisible zombies etc etc. It’s a job we need done properly, done well and by the best people we can find (and have found) to do it.

 

This is especially important because going from the overall reaction to the release of our version 41 beta, there’s a very real chance that there’ll be a big spike of interest in MP as soon as it’s unlocked in the IWBUMS beta.

 

If it’s an over-populated lag festival based on our previous MP architecture, that interest will be short-lived – and not much fun for either our existing players or us on the development side.

 

As such it’s vitally important to the game’s future, and everyone who desires a high multiplayer population in the long term, that we take our time and nail this one – even if it has been, and will continue to be, a painful wait for it to be reintroduced.

 

This really is the route we need to take to make sure Build 41 MP hits hard out of the gate, and is in the best possible place for you when we consider it cooked and ready for consumption.

 

 

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[Suggest]

  1. Hope we can craft some makeshift armors.
    e.g. Use tapes add some books to a jacket to protect from attack one time.
  2. Add some makeshift range weapon like a nail gun, slingshot, bow, etc.
    Because you can very easily found their ammo everywhere, like nails, stones, and branches.

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Please! I beg you, make some kind of wooden tent peg, craftable from a tree branch. Or some replacement for it.

Would make a world of difference for bushcrafting kind of gameplay.

Really grateful for the new content though, having a ton of fun with it.

Edited by Leandro_ar27

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