stallionsden
Tester
Tfp implemented new software that made the zs look close to the same looks of the player in real life :-DIs it me or do all zombies have grey-ish hair in patch b152??

Tfp implemented new software that made the zs look close to the same looks of the player in real life :-DIs it me or do all zombies have grey-ish hair in patch b152??
Hmm.. i guess they copied my looks onto the big momma zombie!Tfp implemented new software that made the zs look close to the same looks of the player in real life :-Dand thanks to google/Facebook tfp have everyone's image haha lol
I like the finishing move on the second one.Some observations on melee and glancing blows:
That's what happens when a zombie game has been in early access for over 5 years.Is it me or do all zombies have grey-ish hair in patch b152??
Good videos. I definitely think there is some inconsistent weirdness going on. My melee is 90% reliable, but it does feel like there is 10% of the time I'm missing due to unexplained stuff outside of my own dumb misses even after getting used to it. Prolly higher if the zombie gets "too close". Reworking the melee system was almost guaranteed to come with it's quirks that need to be fixed. I'm sure it'll get tightened up as A18 continues to receive additional polish though.Some observations on melee and glancing blows:
Loud explosions and gun fire could enrage zombies similar to how they act now when fired at. Melee for quiet looting situations and guns for hoard night.I like the finishing move on the second one.Kinda like "Why bother with melee".
Intresting finds though.
oh speak for your self brotha, I was smart enough to recognize the dangers of facebook and social media before it became a thing. Thus the reason why I've never even been to the website facebook or have an account with any social media. although I've been told by family that they have my info...not sure how the f they got it but i guess they do...but not a picTfp implemented new software that made the zs look close to the same looks of the player in real life :-Dand thanks to google/Facebook tfp have everyone's image haha lol
Random Stats?Sure is possible to balance the probability to find an "high level item" but after you find it, the item is here to stay forever, no reason to continue to loot parts or crafting except repair kit.
Your video does not show the spikes flipped over so they are flat with the ground. Like I said, it was kind of OP because you could flip them so they are flush with the ground and the zombies would barely damage them.The log spikes lasted longer, but did less damage. However, they are still available through the creative menu, with developer blocks on. And, i don't see their OPness, so, it have to they was removed because of their look.
I did both normal way and upside down. Even stood on the upside down near the end of that video, and took 1 damage pr hit. The ground however was not completly level.Your video does not show the spikes flipped over so they are flat with the ground. Like I said, it was kind of OP because you could flip them so they are flush with the ground and the zombies would barely damage them.
No comment to avoid "Zombie horses confirmed".@MM,Sometimes even a dead horse comes to life? Isn’t it))) You wanted to say that?
I don't know, some people play like 6 month games. I don't expect average consumers to get all purples, its only needed if you have some kind of min maxer attitude, I get by with a mix of gear. I think my 100 hour fortitude guy didn't have that great of armor. I had a really nice m60 and ak, and some decent armor I was happy. Adding legendaries will help keep people going.Those books are indeed some good points I didn't think about, but it should be noted they are also complete RNG in and of themselves. I'll make do either way. It just feels like a large cliff progression falls off towards end game. Everything is relatively steady up until that point and then getting that last slot takes as long as the entire rest of the progression or more as your leveling slows to a crawl too.
None of it is actually a huge deal, but it definitely does make that progression aspect much weaker since T6, as to where I am right now, is still really rare and with random stats you will prolly need like 5-10 finds for each piece of gear to max out. While, in a vacuum, this allows for long term progression what I think you'll discover is that 99% of people just will never reach that point as the progression slows down so much I think the "hook" will lose it's bite.
I also draw an experiential line between mods slots and stats. Mods slots feel like a core part of gear progression wheras stats feels more like the min maxing carrot. But that's just how it read to me. It should be noted that this is basically how all loot progression games work too regardless of MMORPG or Diablo style game or etc. You get your slots/sockets/skills/attatchment/enchantment/etc max limit relatively early in the process and then the rest of the loot game is chasing after better stats, unique weapon abilities, and etc.
For example I'd much rather chase after a special shotgun mod that adds fire chance to shotgun blasts or a shotgun with better stats than I would chasing after another mod slot. One feels like chasing after baseline functionality, the other feels like chasing after better loot or cool ♥♥♥♥.
Mod slots could be another aspect of the RNG however to deliver on both and there is precedent on this in ARPGs. A Q1 could have 0-1 mod slot, Q2 could have 0-2, A Q3 could have 1-3, Q4 could have 2-4, Q5 could have 3-4, and Q6 would always have 4. Because stats would still vary too finding a Q5 with both 4 mod slots and good stats would be relatively difficult. But you could choose to have slightly lower stats to take advantage of the mod slots or slightly lower mod slots to take advantage of the stats. Depending on the exact stats and mod availability each could be useful in turn.
That isn't even possible, biome png is the same every time, just flipped around afiak. They probably have mod residue.@devs
Major issue some players are having (not me). trying to get the players effected to write up reports. been troubleshooting this for like 2 hours now. Is this issue known before i keep delving deeper in to this?
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What I'm saying is that you can't just go see every single recipe you have unlocked so far in the crafting menu at once. You have to look for them in all the different categories and groups and force the menu to show the recipes by either typing key words such as "mod" or going into crafting stations. This is a bit tedious, imo.Yes, it does.All unlocked recipes in a group are shown first.