Recent content by DEADFACE

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    PC Alpha 21 Dev Diary

    I'd like to see a deadzone around the dew collector so that they cannot just be crammed into a cluster.
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    PC Alpha 20 Dev Diary

    Because there is a huge difference between Vulkan and GLCore. Not everybody uses Windows.
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    PC A20 i'm disappointed

    This should have been your first sign that you shouldn't post. You have literally nothing useful to say; this isn't a topic. Come back when you want to post something discussable (whether it's negative or not).
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    PC Alpha 20 Dev Diary

    I tried it during experimental, but abandoned it due to the freezing issues. It sounds like performance is going to greatly depend on specific graphics settings. I play on high with things like shadows turned down because shadows specifically murder performance in this game during certain times...
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    PC Alpha 20 Dev Diary

    It does have a Vulkan renderer and it doesn't change much at all I'm afraid.
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    Replace broken workstations at Trader's with ones that take dukes as fuel

    Just as title says, I would like to replace all the broken workstations at the Traders with a copy that takes dukes as fuel (eg coin operated). 1 Duke for 1 second of time seems right.
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    Mod to scrap to multiple resources using the A20 bundle mechanic.

    I've long wished that it were possible to scrap items and receive multiple resource items from it. I know it's an engine limitation that modding isn't going to overcome. However, A20 added "bundle" items (actually I guess they were in A19, but they seemed limited to one item then) that you open...
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    PC Alpha 20 Dev Diary

    I'll admit I haven't tried in A20, but I also have the understanding that the AI didn't change since A19. Anyway, yes, you could construct a parameter consisting of pole blocks configured in such a way as to cause the zombies to simply run in place and almost never be able to attack the block...
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    PC Alpha 20 Dev Diary

    Right; we agree. I'm suggesting that zombies running in place swinging at air instead of hitting blocks blocking them is a bug. It's the AI that is cheesy, not the melee base.
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    PC Alpha 20 Dev Diary

    IMO, people only called melee basses cheesy because the zombie AI doesn't perform well. If the AI were upgraded so that they would actually attack the structure instead of running in place or swinging and missing everything. Ultimately, the solution to cheese bases will have to involve...
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    PC Alpha 20 Dev Diary

    Oh I have no problem telling that you and everybody else is unhappy about this change 😉 I said if you are going to use "logic" as an argument then the most logical course would be to have both reduced hp and materials and now you've responded by shouting about how they cost the same. Why did...
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    PC Alpha 20 Dev Diary

    This is exactly what I was hoping for with the new block system. It's what seemed like the obvious way to do it to me, but instead we have to deal with either force upgrade paths (time consuming) or placing blocks and having to deal with either mistakes or being unable to reconfigure the build...
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    PC "Trap" rooms are getting tiresome

    Ones that just screwed up and need to vacate the room quickly. I'm sure you're now going to be pedantic and say they run, but the point is about breaking floors :) I think it's funny how books are getting cool/useful abilities while actual skill trees remain a poor investment of points.
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    PC "Trap" rooms are getting tiresome

    Hard disagree from me. Delaying the breaking 1. Isn't much of an advantage (not worth a skill point anyway) 2. the breaking still occurs and still causes noise which wakes up zombies 3. being able to walk over trap tiles can yield a stealth player better positioning for sneak kills for more...
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    PC "Trap" rooms are getting tiresome

    it would help if one of the perks of skilling into stealth would be to be able to walk over false floors without them breaking.
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