Quick question (didn't see it in search), I know i've hit 20 stumps and received no honey. Has it been turned down or??? Not using any mods. Up to day 10. I know with skills and books it becomes more abundant, but I still should have found one by now I would have thought? Thanks!
I haven't been playing lately, but I've sometimes chopped down over 30 stumps without any honey in the past. Other times, I've gotten honey from 5 in a row. They may have changed it, but I didn't see anything in the patch notes about that. Once apiaries are added, I'd expect them to reduce the chances, but until then, I wouldn't think they'd reduce it.
odds dont work that way. you are just having a bad run. for example if there is a 1 in ten chance then every time you try you have 1 chance in 10 of success. it does not mean that in 10 tries you are gauranteed to succeed once.
I can imagine pressing a button, opening a rolling door and finding a big fight between bandits and Zs in the room.
The question is... will them all continue at each other's throats while I cherry pick them or will they both suddenly decide to cooperate with each others to come at me.
I hope that their behavior will be somewhat similar to the behavior of NPCs in Fallout 4. If they engage in combat with someone, they will continue to do so, and if not, they will choose the nearest target.
I hope that their behavior will be somewhat similar to the behavior of NPCs in Fallout 4. If they engage in combat with someone, they will continue to do so, and if not, they will choose the nearest target.
I'm kinda hoping for something like that and or like farcry
I also really hope they make the bandits some masked generic goons with voice lines yes but with little to no personality. Imo i think alot of people complaining about the lack of zombies because you see like the same zombie moe with a different color shirt which helps but the zombies are kinda like characters in their own way
In terms of aspects like farcry I hope we get the various on bandits/Solders like I know we got 6 models of bandits and at least 3 types (ranged, melee and leader)
But imagine if there was like heavy gunners, flamers, grenadiers etc
J'espère un peu quelque chose comme ça ou comme Farcry
J'espère vraiment qu'ils feront des bandits des voyous masqués, génériques, avec des répliques, certes, mais sans personnalité. Je pense que beaucoup se plaignent du manque de zombies, car on voit le même zombie avec un t-shirt de couleur différente, ce qui aide, mais les zombies sont un peu comme des personnages à leur manière.
En termes d'aspects comme Farcry, j'espère que nous aurons les différents bandits/soldats comme je sais que nous avons 6 modèles de bandits et au moins 3 types (à distance, au corps à corps et chef)
Mais imaginez s'il y avait des artilleurs lourds, des lance-flammes, des grenadiers, etc.
C'est simple, ils doivent retravailler l'IA, la réaction à la réception d'une balle, développer le démembrement, ils ont également besoin d'une fonction pour grimper à un mur en utilisant une technique différente, pour le sauteur, ils doivent avoir une technique pour grimper à une échelle, ils ont également besoin de nouveaux types d'attaque, les flics, l'aigle (nouveau type d'attaque comme l'attaque en piqué et le crochet), le loup (saut comme un zombie sauteur),
And yes, new sorte of zombie, new sorte of animals(crocodile), new sorte of animals zombie
C'est simple, ils doivent retravailler l'IA, la réaction à la réception d'une balle, développer le démembrement, ils ont également besoin d'une fonction pour grimper à un mur en utilisant une technique différente, pour le sauteur, ils doivent avoir une technique pour grimper à une échelle, ils ont également besoin de nouveaux types d'attaque, les flics, l'aigle (nouveau type d'attaque comme l'attaque en piqué et le crochet), le loup (saut comme un zombie sauteur),
And yes, new sorte of zombie, new sorte of animals(crocodile), new sorte of animals zombie
The zombie cops need to have a better spit attack, the normal zombie need to climb each other like wwz the movie, slowly or fastly, dépend on their move speed, tfp have to do this improvment
I tried out smell and I have to say that the new iteration is pretty special. Just after killing a boar, I stood off about 50 meters from a couple of zombies who were standing around. As the radius of smell increased, I watched the zeds to see if their behavior would change. I could tell when the smell reached them because they immediately started running towards me. I took off and as I went more zombies smelled me and came running to investigate. I hurriedly dumped my meat in a nearby car and kept running and as my smell decreased the zombies one by one lost interest and forgot about me.
I have said in the past that feral sense is basically the same as smell. I have decided I was wrong about that. Looks to be a whole new apocalypse!
I think MM said once it's in containers it no longer produces a smell, but it would be nice if you put it in non-player-made containers it would still attract them. Or even make it so you need a fridge to safely store it. Wishful thinking, I know. Haha.
Je crois que MM a dit qu'une fois dans des conteneurs, ça ne dégage plus d'odeur, mais ce serait bien de le mettre dans des conteneurs non fabriqués par les joueurs, ça les attirerait toujours. Ou même de faire en sorte qu'il faille un réfrigérateur pour le conserver en toute sécurité. C'est un vœu pieux, je sais. Haha.
J'ai testé l'odorat et je dois dire que la nouvelle version est vraiment spéciale. Je me suis tenu à environ 50 mètres de deux zombies qui attendaient après avoir tué un sanglier. À mesure que le rayon d'odorat augmentait, j'observais les zombies pour voir si leur comportement allait changer. J'ai su quand l'odeur les atteignait, car ils se sont immédiatement mis à courir vers moi. J'ai décollé et, au fur et à mesure, d'autres zombies m'ont senti et ont accouru pour enquêter. J'ai rapidement jeté ma viande dans une voiture à proximité et j'ai continué à courir. À mesure que mon odorat diminuait, les zombies, un à un, se sont désintéressés de moi et m'ont oublié.
J'ai déjà dit que le sens sauvage était fondamentalement identique à l'odorat. J'ai décidé que j'avais tort. On dirait bien que c'est une toute nouvelle apocalypse !
Ok yes maybe this new functionality is well done and this is a good, very good thing, but the other, the others i said, the others is old and not well done, this need to be "repair" if i Can Say that, because in french there are other word for that, its like "actualisation" mean "update", this other things need to be update tbh
I think MM said once it's in containers it no longer produces a smell, but it would be nice if you put it in non-player-made containers it would still attract them. Or even make it so you need a fridge to safely store it. Wishful thinking, I know. Haha.
I tried out smell and I have to say that the new iteration is pretty special. I stood off about 50 meters from a couple of zombies who were standing around after just killing a boar. As the radius of smell increased I watched the zeds to see if their behavior would change. I could tell when the smell reached them because they immediately started running towards me. I took off and as I went more zombies smelled me and came running to investigate. I hurriedly dumped my meat in a nearby car and kept running and as my smell decreased the zombies one by one lost interest and forgot about me.
I have said in the past that feral sense is basically the same as smell. I have decided I was wrong about that. Looks to be a whole new apocalypse!
I was going to ask faatal or someone about this but I'm really looking forward to this. Hunting at 0 brightness and feral sense is already pretty hard and this will make things crazy.
Im more looking forward to temperature. Cuz I feel it's something that's really missing. AND I hope to god they will add temperature variations in the pine forest
Ok yes maybe this new functionality is well done and this is a good, very good thing, but the other, the others i said, the others is old and not well done, this need to be "repair" if i Can Say that, because in french there are other word for that, its like "actualisation" mean "update", this other things need to be update tbh
I tried out smell and I have to say that the new iteration is pretty special. Just after killing a boar, I stood off about 50 meters from a couple of zombies who were standing around. As the radius of smell increased, I watched the zeds to see if their behavior would change. I could tell when the smell reached them because they immediately started running towards me. I took off and as I went more zombies smelled me and came running to investigate. I hurriedly dumped my meat in a nearby car and kept running and as my smell decreased the zombies one by one lost interest and forgot about me.
I have said in the past that feral sense is basically the same as smell. I have decided I was wrong about that. Looks to be a whole new apocalypse!
Also you said it increase. Does it increase the smell radius the longer you hold it. God help you if you hurt in the wasteland or snow. The snow cuz you going to kill 1 deer and then you just hear like 50 rocks being thrown at you
Heh. I can see people building their horde base in the middle of a city and whenever they are at their base to unload or craft or cook or even just sit AFK, turn on the horde base defenses and put a stack of raw meat in their inventory and let the easy XP come rolling in. You wouldn't even need a true AFK base for that since I'm sure you won't have enough zombies at once coming at you that even having just a few blade traps or turrets would stop them even if a horde night would require you to be active.
That is why I asked Faatal, if I could apply it to my player character.
When you get in a fight and bleed, until you are back to 100 percent,
I would like to create a temporary frenzy. Even if you apply a first aid kit
I want to make it time that my safety is compromised. Which means that
I would also have it apply to sleepers. Fight one get hit, lunch time.
Normally now I will run around with half health and overloaded and not
worry too much about it. If I can attach it to personal injury or the
bleeding debuff. Things would definitely change for me.
If I can then it would just like the original, just without the minimap and
the wave. It was both great and sucked at the same time, seeing all the
little triangles popping up around you, turning from green to yellow to red.
Having to drop your quarry and boogie to a safer spot. Good Times.
Ok with the reintroduction of smell hear me out...you are exploring in the middle of the city with your friends or family...and you decide to throw a ■■■■ right at the one that has ■■■■ed you off the most...zombies start to smell them and all run to kill that person! sorry had to bring up ■■■■ Gate again! lol
Good...I miss smell not being in the game anymore and the same with temperature and wetness levels. Now for them to finally get fully implemented into the game and survival will be awesome.
Ok with the reintroduction of smell hear me out...you are exploring in the middle of the city with your friends or family...and you decide to throw a ■■■■ right at the one that has ■■■■ed you off the most...zombies start to smell them and all run to kill that person! sorry had to bring up ■■■■ Gate again! lol
Good...I miss smell not being in the game anymore and the same with temperature and wetness levels. Now for them to finally get fully implemented into the game and survival will be awesome.
C'est simple, ils doivent retravailler l'IA, la réaction à la réception d'une balle, développer le démembrement, ils ont également besoin d'une fonction pour grimper à un mur en utilisant une technique différente, pour le sauteur, ils doivent avoir une technique pour grimper à une échelle, ils ont également besoin de nouveaux types d'attaque, les flics, l'aigle (nouveau type d'attaque comme l'attaque en piqué et le crochet), le loup (saut comme un zombie sauteur),
And yes, new sorte of zombie, new sorte of animals(crocodile), new sorte of animals zombie
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The zombie cops need to have a better spit attack, the normal zombie need to climb each other like wwz the movie, slowly or fastly, dépend on their move speed, tfp have to do this improvment
@for developers :
Consider the idea of displaying the block name in a permanent place on the screen in the prefab editor, but not only through the dm-menu that is enabled by F3 "focused block".
Two types. Both defined in xml. Raw meat has "Smell" emitted when you carry 5 or more with increased range the more you carry. Eating raw meat or other food like a sham sandwich has "SmellUse" that emits out to a distance over time and then shrinks back down. Picking up Raw meat does have a 20s grace period before the smell starts.
Also, AI in range does not instantly detect smell, but has a random chance every few seconds to catch a whiff.