madmole
Fun Pimps Staff
LOL no, 92 MFs. A bunch were removed from MF's but he did fix a lot.As in he fixed 92 bugs? Or are you down to 92 bugs?
Hopefully fixed. Because that would bring it down to only about 10 or so, right?
LOL no, 92 MFs. A bunch were removed from MF's but he did fix a lot.As in he fixed 92 bugs? Or are you down to 92 bugs?
Hopefully fixed. Because that would bring it down to only about 10 or so, right?
:sad:@ Faatal:
Not to add another bug to slow down the hype train and release, but Jawoodle on youtube found another easy ai exploit that needs fixing. Zombies won't walk on arrow slits if they are on the ground! He placed a floor of them, and literally had a working forcefield and could just pick them all off one by one with a sledge, even on a day 40 horde night.
He can do whatever he wants in cheatmode.How dare that bastard play how he wants to... This'll teach him!
(Sorry, but this is the exact line of thinking I abhorre. Nothing personal.)
Ok so what your saying is that you bring 10,000 rounds of ammo on you and burn through 500 rounds. Leaving you with 9,500 rounds you took with you, plus all the loot you can carry, possibly in several trips of just pure looting of a cleared tower, is that right?If i use 700 rounds and come out with 200 that's negative rounds. Main thing I need over all else is ammo. So doing a t5 tower is a 100% waste of time for me
Except for the fun factor. And they are fun.
Its not a race to see who's at what level. Whoever logs more hours and grinds harder will always win that. This is a tangible penalty that doesn't affect your abilities, and will certainly stop people from eating glass I think. Forget about leveling and just enjoy the game, like its Alpha 1. I don't see the problem. Leveling is your reward for staying alive, like Roland's mod experiment. I am playing extra careful now, and that is a REALLY good thing. When you lose caution you either don't care or the punishment is nothing.I hate it.
Firstly, on multiplayer the weakest player is the one most likely to die, and the experience penalty means they'll get further behind the rest each time they do, making it even more likely that they'll die again.
Secondly, on single player you can reach a point where you can no longer increase in level because you can't stay alive long enough; and there's no way back from there.
The idea of using the same score for both character advancement and avoiding bad things (in this case you're effectively paying 25% of a level's worth of xp to "avoid" permanent death and merely have a near death experience instead) is one that's been used at various times over the decades in tabletop roleplaying design, and it's proved to be almost universally unpopular for these reasons and is something that's pretty much never used in modern games.
Sure, there should be a penalty for dying. But it shouldn't be something that makes it harder to avoid dying in the future by slowing and possibly stopping character progression. It should be something that you can recover from in time, not something that permanently sets you back compared to others who haven't died.
thats alright... i found different exploit while testing his and submitting the report shortly after video is uploaded:sad:
Now you've told them. I wanted to protect my crafting base in A18 with this exploit. In contrast to a trench with spikes it would be maintenance free and I wouldn't have to build a drawbridge to access my base.
I don't think he was being serious about taking that much ammo inOk so what your saying is that you bring 10,000 rounds of ammo on you and burn through 500 rounds. Leaving you with 9,500 rounds you took with you, plus all the loot you can carry, possibly in several trips of just pure looting of a cleared tower, is that right?
Why carry so much ammo? 10k of rounds equals a lot of space used. You only used 500 rounds. Why carry that much ammo?
I have cleared both the hospital and that bookstore skyscraper with mostly a bow and arrows. I try hard not to use firearms due to the fact that I will wake up every zombie in the place. Which makes quite a mess and is very confusing to say the least.
Then spend the rest of the day (and the next) just looting that POI. I end up with more crap than I know what to do with at times.
But that's what traders are for.![]()
But anyways I may go through 500 arrows clearing both POI's But then again I get loot, which includes ammo.
Besides I don't understand why your so worried about ammo if you got 10,000 rounds to start with. You got enough to stop an army and from what your saying, you could clear 19 to 20 of these before having to worry about ammo.
Ammo is not the problem.
I personally like a more meaningful penalty in a survival game. I'm sure this one will get tweaked as it gets played, but I'm generally for it. I'd also be for an approach that gave a continuous advantage the longer you stayed alive but lost on death. Whatever makes death meaningful. But I'm one of those who would enjoy a dead is dead mode, as well.Its not a race to see who's at what level. Whoever logs more hours and grinds harder will always win that. This is a tangible penalty that doesn't affect your abilities, and will certainly stop people from eating glass I think. Forget about leveling and just enjoy the game, like its Alpha 1. I don't see the problem. Leveling is your reward for staying alive, like Roland's mod experiment. I am playing extra careful now, and that is a REALLY good thing. When you lose caution you either don't care or the punishment is nothing.
Unholyjoe AGAIN delayed the release by finding bugs. Where's the tar and feathers? Where's the righteous mob of law-abiding citizens in murderous frenzy? :yell:thats alright... i found different exploit while testing his and submitting the report shortly after video is uploaded![]()
So back to the wall surrounded by a trench with spikes and a drawbridge for access. Works and keeps the zombies off my back when I work in my workshop.thats alright... i found different exploit while testing his and submitting the report shortly after video is uploaded![]()
even tho i reported an exploit... its not a game breaker as you can play the game but someone (as it is proven) will use the exploit to gain an advantage... so no need to break out the tar... and i am not ticklish so feathers wont help. so there is still hopeUnholyjoe AGAIN delayed the release by finding bugs. Where's the tar and feathers? Where's the righteous mob of law-abiding citizens in murderous frenzy? :yell:
:fat:
all castles need a moat and drawbridgeSo back again to the wall surrounded by a trench with spikes and a drawbridge for access.
Playing AGAINST you, I'd agree. Playing on the same SERVER as you, it's none of your business.He can do whatever he wants in cheatmode. But if I play a survival game, where there is a focus on survival and everything you do is basicially meant to aid survival... and some guy just offs himself because there are no consequences... that ruins my immersion. It makes me feel like death is not a big issue, basicially negating all reason to play survival.
If you want to play a no deathpenalty no bloodmoon no feralrunners no hunger/thirst, no falldamage game, please be my guest.
But if you play online with me, I expect the game to "force" certain behaviours to enforce gameplay.
I don't care if you cheat in Counter Strike against the bots. But if you play against me, I don't want to play with or against you if you have infinite weapons. If we play an mmo and you cheat yourself to lvl 80 I do not want to play with or against you.
And yes those "cheat" examples can easily be replaced with cheese, exploit or buguse.
The system is fine.Its not a race to see who's at what level. Whoever logs more hours and grinds harder will always win that. This is a tangible penalty that doesn't affect your abilities, and will certainly stop people from eating glass I think. Forget about leveling and just enjoy the game, like its Alpha 1. I don't see the problem. Leveling is your reward for staying alive, like Roland's mod experiment. I am playing extra careful now, and that is a REALLY good thing. When you lose caution you either don't care or the punishment is nothing.
Well i guess he might have played several alphas before, so he knows about "endgame abilities", and he might therefore be concerned that he gets stuck at a lower level which feels being permanently encumbered, especially if you already know how much faster/better u could be with a few more perkpoints to spend.Its not a race to see who's at what level. Whoever logs more hours and grinds harder will always win that. This is a tangible penalty that doesn't affect your abilities, and will certainly stop people from eating glass I think. Forget about leveling and just enjoy the game, like its Alpha 1. I don't see the problem. Leveling is your reward for staying alive, like Roland's mod experiment. I am playing extra careful now, and that is a REALLY good thing. When you lose caution you either don't care or the punishment is nothing.
Some people think of it as a penalty, I think of it as a bonus. It's all a matter of perception and goals.If (as you claim) it's not a penalty in any way then it's clearly an utter failure as a "Death Penalty" mechanic, so I assume you'll be replacing it with a different mechanic that is an actual penalty, yes?
People are just tossing numbers around without context.No sorry, this was posted yesterday: As you can see, Gazz only had 50 yesterday. Today he as 92.