faatal
Fun Pimps Staff
Yeah, I saw in high second post something about weapon movement. UFPS might be doing it in a fixed update.Faatal: I think he's talking about UFPS procedural sway.
Yeah, I saw in high second post something about weapon movement. UFPS might be doing it in a fixed update.Faatal: I think he's talking about UFPS procedural sway.
Thanks for the info. I think I will leave it as is for now. As the speed increases, there is more potential for path overruns, circling and such.Did a bit of testing on Insane/Nightmare run.
10 block gap, straight flat tarmac road, I fired a shot and ran the other way:
Faster than player (fastest to slowest),
biker rad - is pure evil, he caught me @89 stamina
biker - caught me @75 stamina
dog - caught @65 stamina
direwolf - caught @50
cheerleader rad - caught @50
business man feral - caught @40
cheeleader - caught @30
stripper feral - caught @30
darlene feral - caught @30, faster than darlene rad?
old timer feral - @10
About same speed as player, I could run down my stamina to zero:
arlene - she's slightly slower
arlene feral - caught up right behind but didn't trigger attack
arlene rad
business man
burnt
darlene
darlene rad - caught up right behind but didn't trigger attack
nurse
nurse feral
snow - he's slightly slower
snow feral
stripper
wight rad
Slower than player:
farmer
football player
utility worker
military rad
old timer
bear, wolf, mtn lion - gave up chase in seconds
I could out run everything even radiated biker on uneven hilly ground, any uphill or downhill slowed them down and I could get away.
Personally I'd like them a tad faster so the faster ones really give me the sh**s, I think zombie speeds really change the game, stepping out becomes strategic instead of a free for all looting/questing session, anyway hope that helps.
The difference isn't much.You can only punch empty handed, what is the difference then with the knuckles in that slot?
Torchlight, Diablo 2Anyway it does not make sense. I agree to a formula like:t1=10-12dmg , t2=13-15dmg etc etcFind me 1 game that a better quality item is worse than the same item in lower quality...name only 1
It is misleading and confusing.
Yep. Changes make bugs. Bugs take time to fix.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.
Sometimes they run his old shows (check your local listings). Great aid to drift off to sleep, or paint. :wink-new:Yes, Bob Ross! (Thanks for the reminders, will look and see if his show is on Youtube). I heard his family didn't sell any of his paintings, because they loved him and that's what he wanted. Just a really good guy.
LOLTfp implemented new software that made the zs look close to the same looks of the player in real life :-D
Thank you.There should be zero fog now, I killed the chance for it.
Yea, we never needed to actually know there was 600 points (the joys of rounding off)That's the downside of going from 1-600 to 1-6.
Zombie horse racing, yay !Confirmed: Bandits ride zombie horses! If you join their faction, you learn how to tame zombie creatures.
I'm so ready for A20.![]()
Design fail. If inventory is full, just chuck all their mods out on the ground, to roll down a mountain and get lost? Plus wow, really? How inconvenient having to reinstall mods. Here's the solution: We don't do a damn thing aside from nerf trader loot and get purples dropping as intended and it will be awesome.Kick all mods out during repairs and then the player decides what mods they want.
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Same.
I'm playing 90 minute days on adventurer and thinking of going 120, but my settings are not exactly normal.How many hour days yall prefer playing on A18 ? I did notice the increase in difficulty from A17. I’m on 60 min, nomad difficulty currently and I love it, I feel like 120 is too easy lol you’ll have a fully functional base made of steel with shotgun turrets and blade traps by day 14 lol 90 min is perfect for the casual player. I’m a day 1 player of 7dtd so I’m a veteran who wants a challenge. What’s y’all thoughts ?
The spikes we have now work. I was thinking bear traps could be cool too. They would require steel and mech parts and be pretty expensive to craft and need reset, but they would wreck most zombie legs and turn them to crawlers.Ok that's good, The way it seemed like with some past statements made me think you were against it entirely. I do think the log trap should be added back in with the changes I suggested because a low damage trap with good health is definitely missing and, seeing as zombies legs don't seem to be made out of paper any more It shouldn't have a problem with blowing every zombies legs off like in A16.
Na bandits roll up in tanks.Confirmed: Bandits ride zombie horses! If you join their faction, you learn how to tame zombie creatures.
I'm so ready for A20.![]()
Run and gun is kind of meant to shoot from the hip.Anyway to remove shift from stopping ADS? I really just would like HOLD to ADS and having shift not effect the ADS. Since when you're running and you have run and gun, parkour and deadeye at max. It's very hard to jump run and and shoot since you can't when you're ADSing...
I think its this way already. I always grab a few ranks and perks from every tree, but one I specialize in and max out.Madmole, the A18 attributes are a definite improvement over A17 and I'm enjoying the game much more than I ever had on A17.
Though I also feel the attributes are missing just a little something extra. I feel the negative feedback received from A17 might of inclined you to over correct the ship. Now instead of feeling like a need to max out all the attributes, I only feel the need to go only after one attribute. I have always loved attribute trees from games were I was conflicted on how to best spend my points with every level. Not because I absolutely needed them, but because they contributed in some way to my play style no matter how minor. Now it is just a little to linear.
I would suggest that each attribute add a none combat related skill that improved quality of life and or survivability in this zombie infested world. This way players would not feel like it was required, but they received something beneficial with each point spent.
Though just want to say, outstanding job with A18. My wife and I have not been able to stop playing since you released it. TFB have really done a great job with this game.
You weren't curious in the slightest to see if your purple item was actually a piece of crap? I thought I had a good ak47 that did 60 damage, later I found out there are much better ones. Didn't you want all purple items? Finding one purple isn't the end IMO, you want the best mods for it, and a better purple, and of course purple armor, tools, etc.Not all player do "min-max" and this are too much limited cases.
Many players, me too, find a purple good item soon(personally day 27, day cycle 20 min, warrior, an hhunting rifle), and stick to this weapon.
No more reason to search anymore, personally i stopped searching too much in messiah store/crate.
For A18 i see a lot of good new things and changes, but a lack of balancing for crafting and nothing to loot for "endgame" and item like parts become useless.
I think an upgrade system for high level weapons/tool will add another layer to the game and more reason to looting/crafting.
Glad to hear you come back to what I was saying a few months ago. They could be really useful against the demo zombies!The spikes we have now work. I was thinking bear traps could be cool too. They would require steel and mech parts and be pretty expensive to craft and need reset, but they would wreck most zombie legs and turn them to crawlers.
Ok faatal, you can already prepare and read up on the physics of tracked vehicles, and pathfinding for oversized objects.Na bandits roll up in tanks.
Hopefully we can make a few special wasteland zombies that are mutated and scary.Have you guys considered adding a few more monstrous-looking types of zombies? They'd be nice to be found as mini-bosses in certain high tier quests, or some really big POIs or as part of the final round of a blood moon. You know, zombies that are less humanoid looking already, that scare the hell out of you just from the sight of them.
Mutated zombie bears, mutated muscleheads, mutated... you get the idea.