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  • 2790 The Ultimate Question!

    1. 1. Which is better: pancakes or waffles?


      • PANCAKES
      • WAFFLES

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    • This is the single worst take possible. Are you seriously suggesting that all of Muldraugh having 30 zeds, the entirety of Riverside having 23 zombies, that this is culling being turned in a way that isn’t to a particular players liking? This not in any way the intended behavior. On high population, the entire population of towns is culled within 2 hours after the world is generated. The LV military check point was culled down to 3, yes 3 entire zombies. By the time you spawn zombies in to fill in a town, they’ve already almost all culled behind you. The work around, manually respawning every chunk in the world, takes almost as long as the bug takes to catch up to you. —— They’ve tried to address the zombie blooming duplication bug without fixing it. They’ve cranked up culling and taken off its culling cap. When it sees a minor issue, it slices huge swaths of the population. It is a literally out of control and wiping out a servers zombie population. 
    • Yeah, but that on a server gets tedious because you cant accelerate time, i really hope they add a way to make it faster, not making it easier, just faster, nothing to get more xp or a exploit to make it better, no, just faster.
    • To quote AmazingSully in a different bug where a hotfix was urgently requested...   Hotfixes slow down the development process, and so they are reserved for critical issues that have no workaround. Animals can still be inseminated through debug, and since there is a workaround for the issue, the decision was made not to push a hotfix Likewise, zombies can be spawned in via debug so there exists a workaround (certainly not ideal, but it DOES have a workaround). Zombie culling seems to be a necessary function of the game to improve game performance that isn't working the way you would want it to work... rather than it being a clear bug.  I also once again remind that build 42 is UNSTABLE.  Instead of insisting devs work on what each of us see as the most important thing, instead we should be happy we are given the opportunity to be on the bleeding edge. Because this may be intended behavior, and because it has a workaround, and because this is an UNSTABLE build... I highly, highly, highly doubt there will be a hotfix.
    • Can confirm this is also happening on our fresh-wipe 42.19.0 server.      Respectfully, for the MP team, this desperately needs a hotfix and cannot wait until patch.   This is going to absolutely destroy multiplayer until it's hotfixed. Nobody wants to play 'Project Zomboid' without the 'Zomboids'. 
    • Hey MB, Thanks for the reply and for the warm welcome. Fortunately for both of us, I was able to confirm that the Teleport menu is working correctly via Debug after following the steps you listed above. I really appreciate your assistance with this topic. Wishing you a great rest of your week and an even better weekend. Cheers - Nox
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