InfiniteWarrior
Scavenger
Zombie Reach -- Too far in A21; perfect in 1.0; back to too far in 2.0. Knives are practically useless now.
Zombie Sense -- Unless right on top of a POI already, non-POI distant zombies used to mind their own business for the most part. Now, regular zombies are constantly coming from all over the neighborhood every time you stop somewhere as though feral sense has been extended to them with no option to turn it off, beginning with 1.0. Neighborhood zombies have to be taken out first to accomplish anything.
Also, did every interesting POI have to be turned from a methodical dungeon crawl into script-triggered hordes around every corner like Army Post No. 7 was in 1.0? Was it not enough (or too much) to turn every POI into a dungeon crawl in the first place?
Is anyone else noticing any more arbitrary flip-flops -- something miniscule being changed and then changed back again to the way it was originally then changed yet again, common to every update like the number of required odd jobs to complete tiers -- in V2.0?
Can we make up our minds, please? Or will we constantly have to be fiddling with XML files to make anything about this game reasonable?
I understand the difficulties of trying to balance a game for both single player and multiplayer play. In fact, I'm inclined think that a patently impossible task without two different sets of variables, one to accomodate each and, indeed, am using a mod to accomplish that with single player. Point is: the arbitrary flip-flops are obviously not working to accomplish that goal. Any community suggestions for doing that?
Zombie Sense -- Unless right on top of a POI already, non-POI distant zombies used to mind their own business for the most part. Now, regular zombies are constantly coming from all over the neighborhood every time you stop somewhere as though feral sense has been extended to them with no option to turn it off, beginning with 1.0. Neighborhood zombies have to be taken out first to accomplish anything.
Also, did every interesting POI have to be turned from a methodical dungeon crawl into script-triggered hordes around every corner like Army Post No. 7 was in 1.0? Was it not enough (or too much) to turn every POI into a dungeon crawl in the first place?
Is anyone else noticing any more arbitrary flip-flops -- something miniscule being changed and then changed back again to the way it was originally then changed yet again, common to every update like the number of required odd jobs to complete tiers -- in V2.0?
Can we make up our minds, please? Or will we constantly have to be fiddling with XML files to make anything about this game reasonable?
I understand the difficulties of trying to balance a game for both single player and multiplayer play. In fact, I'm inclined think that a patently impossible task without two different sets of variables, one to accomodate each and, indeed, am using a mod to accomplish that with single player. Point is: the arbitrary flip-flops are obviously not working to accomplish that goal. Any community suggestions for doing that?