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Released: Build 28.3


RobertJohnson

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Ok so it's not stack. I mean option to spawn

base zombies+(IncreaseZombieRespawnBy*total spawns happend in this area)

instead of

base zombies+(IncreaseZombieRespawnBy*1)

thus every spawn in the area will be more than previous spawn by IncreaseZombieRespawnBy. I don't know how hard it's to implement tho, just an idea to make game harder over time.

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I am not sure to understand, english is not my main langage sorry xD

 

Is this feature only for mp ? because i tried to leave the area where my safezone is for 3-4 days and when i came back no zombies spawned...

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Without even trying it out, I don't like this about the upcoming build 28:

"Added experimental population management: after an area is abandoned by the player, new zombies will migraite slowly from this point. I’ll need feedback on it."

You want feedback? I'll give ya feedback! :D

If that's only regarding MP but you just forgot to type it, then don't waste your time reading the shananigans below...

"Slowly FROM this point"...meaning that they spawn into that area and migrate from there? The whole conscept of zombie spawning is a no no for me. How exactly does it work at the moment? Do the zed just randomly spawn or do they appear on the edges of the map and go from there? I wouldn't mind if you revealed the whole zed appearing mechanic.

RatherI would prefer if the zed would start to migrate towards an area that is occupied for a longer period. That would make sence since everything you do makes noise etc etc. Although I prefer neutral radomness over everything. Besides when does an area count as abandoned? Many areas are visited more than once even though just running through them but still.

 

Talked about this MANY times in this thread already, I'm not asking for "how to respawn zombie" feedback, but does it work correctly atm (enough zombies, not too much, weird migration location, etc.)

So give feedback once you tested it, no point in saying "it's baaaad" without even tried it

 

You wanted feedback. There's a shitload of ways and things you can be given feedback about even if it's a single thing, so you might want to make it clear beforehand that you want feedback on how it works. And yeah I'll be sure to read all of the threads and whatnot before I say or ask anything from now on.

 

 

Yeah not trying something and then complaining about it is a poor show.

I don't have to eat shit in order to know that it tastes like shit. I was basing that "feedback" on how I FELT about the idea in general, not on anything else. I guess (silly me, wups) I just didn't realise that apparently this thread is reserved for some sort of specialists and mind readers, not for people with opinnions.

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Yeah not trying something and then complaining about it is a poor show.

I don't have to eat shit in order to know that it tastes like shit. I was basing that "feedback" on how I FELT about the idea in general, not on anything else. I guess (silly me, wups) I just didn't realise that apparently this thread is reserved for some sort of specialists and mind readers, not for people with opinnions.

 

It's a game, a thing meant to be played (and in many cases by people who've played it before), not something probable to mistake as a foodstuff. And that's my reserve of levity extinguished.

The overriding rule of the forum is be lovely. Please abide by this generic and ill-defined request to be polite.

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Basing an opinion on one sentence from a thread you didn't read doesn't help anyone. There's feedback, and there's pointless opinions that add nothing of value to the conversation. While you're welcome to whatever opinion you could possibly desire, that doesn't mean your opinion is valid or useful. The idea that all opinions are valid and shouldn't be criticized is a narcissistic and egomaniacal baby of the internet, and I'm not sure why it was ever allowed to be birthed.

 

To clarify, though, we're asking for feedback on how the system works based on how the system works which can only really be seen in game. You don't have to be a mind reader to try something before giving feedback on it.

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Without even trying it out, I don't like this about the upcoming build 28:

"Added experimental population management: after an area is abandoned by the player, new zombies will migraite slowly from this point. I’ll need feedback on it."

You want feedback? I'll give ya feedback! :D

If that's only regarding MP but you just forgot to type it, then don't waste your time reading the shananigans below...

"Slowly FROM this point"...meaning that they spawn into that area and migrate from there? The whole conscept of zombie spawning is a no no for me. How exactly does it work at the moment? Do the zed just randomly spawn or do they appear on the edges of the map and go from there? I wouldn't mind if you revealed the whole zed appearing mechanic.

RatherI would prefer if the zed would start to migrate towards an area that is occupied for a longer period. That would make sence since everything you do makes noise etc etc. Although I prefer neutral radomness over everything. Besides when does an area count as abandoned? Many areas are visited more than once even though just running through them but still.

 

I think what you basically say is that the last thing you want are zombies spawning right next to you while you looking into the other direction? If that's all you want to say I totally agree with you coz this stupid spawn mechanic sucks hard in other games and PZ should make it better :)

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I think what you basically say is that the last thing you want are zombies spawning right next to you while you looking into the other direction? If that's all you want to say I totally agree with you coz this stupid spawn mechanic sucks hard in other games and PZ should make it better :)

 

And . . . that's why it doesn't exist, per the rest of the thread.

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I think what you basically say is that the last thing you want are zombies spawning right next to you while you looking into the other direction? If that's all you want to say I totally agree with you coz this stupid spawn mechanic sucks hard in other games and PZ should make it better :)

 

 

And if you tried it, you'll see that there's NO zombies who spawn in front of you, they always migrate from area far from you, at the edge of the streaming, simulate that zombies moved from far away from that, or just new survivor death, or zombies you forgot, etc..

 

As I said MANY MANY MANY times, not the best system, but so far the best we can do, not spawning them each X hours even if they are in front of you, better than my experience in WarZ for example...

 

But yeah, when I said I need feedback on it, it's more "is it unfair, too many zombies respawn, impossible to survive.." or "not enough.." etc.

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I think what you basically say is that the last thing you want are zombies spawning right next to you while you looking into the other direction? If that's all you want to say I totally agree with you coz this stupid spawn mechanic sucks hard in other games and PZ should make it better :)

 

 

And if you tried it, you'll see that there's NO zombies who spawn in front of you, they always migrate from area far from you, at the edge of the streaming, simulate that zombies moved from far away from that, or just new survivor death, or zombies you forgot, etc..

 

As I said MANY MANY MANY times, not the best system, but so far the best we can do, not spawning them each X hours even if they are in front of you, better than my experience in WarZ for example...

 

But yeah, when I said I need feedback on it, it's more "is it unfair, too many zombies respawn, impossible to survive.." or "not enough.." etc.

 

 

Most of the old players will say: Not enough, cause we are waiting for the old type of zombies numbers and when people think about 7 zombies spawning in an area, they will think that is not enough.

 

New players that are just getting the ropes of the game will say its unfair and stuff like that.

 

I need to try this build out in some MP server to see if the servers are zombie empty like always.

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After having played the game now for a few ingame weeks, I can say that the zombies repopulate to my satisfaction. They indeed walk into the cell I am in and I have not once witnessed one appearing from nowhere.

 

I would say they can be a little more plentiful. :)

 

All round it is looking good RJ.

 

EDIT: Am I imagining things because it really does seem like they walked into my cell? Without me attracting them. And if I am not, say, if I put the number of zombies to add to a cell to something ridiculous like 100 or 200, will those then also walk into cells I am occupying?

Edited by Viceroy
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I think what you basically say is that the last thing you want are zombies spawning right next to you while you looking into the other direction? If that's all you want to say I totally agree with you coz this stupid spawn mechanic sucks hard in other games and PZ should make it better :)

 

 

And if you tried it, you'll see that there's NO zombies who spawn in front of you, they always migrate from area far from you, at the edge of the streaming, simulate that zombies moved from far away from that, or just new survivor death, or zombies you forgot, etc..

 

As I said MANY MANY MANY times, not the best system, but so far the best we can do, not spawning them each X hours even if they are in front of you, better than my experience in WarZ for example...

 

But yeah, when I said I need feedback on it, it's more "is it unfair, too many zombies respawn, impossible to survive.." or "not enough.." etc.

 

 

Most of the old players will say: Not enough, cause we are waiting for the old type of zombies numbers and when people think about 7 zombies spawning in an area, they will think that is not enough.

 

New players that are just getting the ropes of the game will say its unfair and stuff like that.

 

I need to try this build out in some MP server to see if the servers are zombie empty like always.

 

 

That's why I added a server options to increase zombies respawn, 'cause I don't really know how much people need, it'll depend on the server... But base respawn it quite low, suitable for 3-4 players servers I think, public big one may need to add 10+ zombies to the initial spawn :P

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Did someone change the range of zombie voice pitch emodulation? I noticed a lot of zinkle voices were a bunch lower than I'd heard before, and a few were a little higher, too. I appreciate it and thank whoever did that.

 

Gotta agree, the new positional audio makes the game a lot more suspenseful, you don't *always* hear windows breaking or zombie moans now, got a nasty chest bite from unexpected zombies. I am so happy. New build seems to have tweaked the difficulty in the right direction.

 

I have only one problem with audio and that is the sound of footsteps when running, I can attract zombies from across the street but I can only barely hear the sound of my own footsteps when jogginh. Same for other players, I have stood next to a zombie as invisible admin and it reacts on the player's sound but I myself can not hear it. I think it needs to be upped a little to be a bit more realistic and give off a better sense of how 'noisy' it actually is.

 

Apart from that one issue I can't think of any other problems with the sounds already in the game. Sure there are a lot of sound still missing, like sawing or dropping planks or fire to name a few. That however is a different thing alltogether, since I am certain the sound maestro will fill in the gaps there in due time. :)

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For returning zombies it seems ok depending on zombie amount based on the server options.

 

However in multiplayer no one even tries to clean up corpses by putting them into piles and burning them.

So the increase of zombie corpses can get extremely bad in some cases.

 

Also it seems to cause some lag in the long run as the corpses grow and the blood splatters grow.

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But if you want it like real life like the devs seem to want then checking ammo in a pistol magazine should be in.

I could be asking to much but seems like a normal thing to me if your using a firearm to able to check what your ammo count is lol.

Thanks.

Checking ammo is actually less realistic, not more. Magazines are solid metal… you can't see through them unless you're superman. The rifles have internal magazines that you don't usually pull out, and shotguns store their shells in the tube under the barrel. So, if you want to check ammo count it typically means fully unloading the weapon and then reloading it. I'd be okay with that being added, but just know it'll take twice or more time as reloading.

 

 

Modern pistol magazines almost universally have holes in the side or a slot that lets you know how many rounds are remaining. 

 

For solid magazines the magazine becomes lopsided in terms of weight the fewer rounds in it. You can generally guess about how many are remaining. If you are familiar with them, then you can just hold it and guess. Red Orchestra had a "feels about" system where the user would guess roughly how much of the magazine is remaining. 

 

EDIT:

 

HoursForZombiesRespawn=0

IncreaseZombieRespawnBy=0

 

Does that disable the respawn entirely, or does it have some default value that it reverts to? 

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If you can provide a screenshot or video of it next time, it'll help me a lot ;)

It happened again, same window, I wasn't recording but shadowplay was on so I managed to captured the moment anyway, the video stops immediately after the zombie climbs through the window.

I'll upload a video on youtube and send you the link with a private message. If you prefer I can post the video in the bug reports thread, please let me know.

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Modern pistol magazines almost universally have holes in the side or a slot that lets you know how many rounds are remaining. 

 

For solid magazines the magazine becomes lopsided in terms of weight the fewer rounds in it. You can generally guess about how many are remaining. If you are familiar with them, then you can just hold it and guess. Red Orchestra had a "feels about" system where the user would guess roughly how much of the magazine is remaining. 

 

I wouldn't really call it universal by any means. I work at a store that sells firearms (and, of course, magazines) and a fair many don't. I wouldn't mind a "feels about" system that gets more accurate with the reloading skill... but I'm not really sure what it's adding as far as gameplay value. This isn't mean to handle or feel like a first person shooter, and having exact mag counts at all times is something I definitely disagree with. Being able to pull it out and check it... maybe? But at that point, why not just reload?

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Modern pistol magazines almost universally have holes in the side or a slot that lets you know how many rounds are remaining. 

 

For solid magazines the magazine becomes lopsided in terms of weight the fewer rounds in it. You can generally guess about how many are remaining. If you are familiar with them, then you can just hold it and guess. Red Orchestra had a "feels about" system where the user would guess roughly how much of the magazine is remaining. 

 

I wouldn't really call it universal by any means. I work at a store that sells firearms (and, of course, magazines) and a fair many don't. I wouldn't mind a "feels about" system that gets more accurate with the reloading skill... but I'm not really sure what it's adding as far as gameplay value. This isn't mean to handle or feel like a first person shooter, and having exact mag counts at all times is something I definitely disagree with. Being able to pull it out and check it... maybe? But at that point, why not just reload?

 

 

Kinda like Jurassic Park trasspaser maybe?

 

Like the pair of floating boobs takes out a magazine and they spout: Its full, its feels like its half, almost empty, focken empty, ect.

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Modern pistol magazines almost universally have holes in the side or a slot that lets you know how many rounds are remaining. 

 

For solid magazines the magazine becomes lopsided in terms of weight the fewer rounds in it. You can generally guess about how many are remaining. If you are familiar with them, then you can just hold it and guess. Red Orchestra had a "feels about" system where the user would guess roughly how much of the magazine is remaining. 

 

I wouldn't really call it universal by any means. I work at a store that sells firearms (and, of course, magazines) and a fair many don't. I wouldn't mind a "feels about" system that gets more accurate with the reloading skill... but I'm not really sure what it's adding as far as gameplay value. This isn't mean to handle or feel like a first person shooter, and having exact mag counts at all times is something I definitely disagree with. Being able to pull it out and check it... maybe? But at that point, why not just reload?

 

 

Kinda like Jurassic Park trasspaser maybe?

 

Like the pair of floating boobs takes out a magazine and they spout: Its full, its feels like its half, almost empty, focken empty, ect.

 

Please don't. I can just hear that annoying voice in my head again.

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Ah I see, there does seem to be some repopulation in SP as well though. Or perhaps I just did not notice the zombies the first time or attracted them somehow. Thanks for the reply. :)

There totally is! Build 28 only introduced it to MP because it is in SP since 27 :)
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