the reason i ask its a bug is that all the zombies just have a heart attack and i don't see one until the next day.Zombies come after you, not your base. It is not a bug. Dying gives you blood moon targeting immunity until a zombie sees (but not for 30 secs after respawn) you or you damage an animal or zombie.
It`s a camel.
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Just my opinion: Regarding the 'Rage' mechanic.That is also a good way to solve it. I do hope that when it is changed we get some form of XML control over it, setting certain zombies to rage more often than others or turning it off for some.
Yeah i agree. maybe zombies that have bleed can be slowed down due to blood lost? idkI know I just posted about this, but this thing is so ridiculous I had to come back to it.
When you put points into Javelin Master, you get an increased range on power attacks, keeping you safer.
When you put points into Pummel Pete, you get a chance to knock down zombies on power attacks, keeping you safer.
When you put points into Skull Crusher, you get a chance to knock down zombies on normal attacks, keeping you safer.
When you put points into Deep Cuts, you get a chance to inflict bleeding damage, which will make zombies rage and super rage, increasing the danger to you.
This is not balanced.
They look ok to me. That is readable and legibleA lot of friends of mine from the 7 Days to Die community raised concerns about the new font introduced with A18.3 Experimental release including myself.
I get that you had to either change the font to a different one or update the old one to support more languages and characters, but the new font makes the game look less attractive, at least in my opinion and from the people I know and have played the game for thousands of hours.
Here's a comparison how it looked before and how it looks now:
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I can live with the letter changes, but the new look of the numbers don't feel right to me, they really don't (too bubbly and roundish), they way they look on the hud makes the game feel a lot more early accessy and unprofessional than before unless it was intentional to make it look more basic or cartoony.
If you don't plan to make the font look better in vanilla game, then I would love to get an answer to a question: are we allowed to mod back in the old font in mods using the pre-A18.3 font from A18.2 and include the old font file or modify the new font to have English letters and numbers to look like in the old font and have it included the mods custom asset bundle?
yeah it looks smother to me, i can read stuff now!!They look ok to me. That is readable and legible
It wasn't needed, but it was actually easier to implement and runs faster. The whole effect/trigger/buffs systems is not fast and is not something I care to use unless I have a good reason. Plenty of overhead there and I like to make code run as fast as it can. You controlling it was not a goal for me.Just my opinion: Regarding the 'Rage' mechanic.Hard coding it, as part of the AI Task/Targeting wasn't needed in any way.
The current "Effect/Triggering" system is more than capable of doing what its already doing, in spades, with more avenues, more control, and so on. I just don't understand why the "AI" system needs to be handling that, like it does.
Yeah, you made that perfectly clear. Merry Christmas either way guy.It wasn't needed, but it was actually easier to implement and runs faster. The whole effect/trigger/buffs systems is not fast and is not something I care to use unless I have a good reason. Plenty of overhead there and I like to make code run as fast as it can. You controlling it was not a goal for me.
Any chance of xml dictated rage altering? The more things we can ♥♥♥♥ with and break means more use cases and problem definitions for the badass QA team. Keep up the awesome work, rockstar.It wasn't needed, but it was actually easier to implement and runs faster. The whole effect/trigger/buffs systems is not fast and is not something I care to use unless I have a good reason. Plenty of overhead there and I like to make code run as fast as it can. You controlling it was not a goal for me.
Unnecessary programming. Personally, I think the new font is more readable.Could try doing it like other games do: have the old font for English and have the other one for all the other languages.
A lot of things are manufactured with unnecessary stuff and it's done purely to differentiate one product from another. Vehicles, houses, websites, food, you name it, everything has that. Yes, the new font might be more readable for some, but it's so basic, it feels like a generic font while the old one felt unique to the game with the boxy long rectangular shapes.Unnecessary programming. Personally, I think the new font is more readable.
That mechanic is already in the game, but it is almost imperceptible.Yeah i agree. maybe zombies that have bleed can be slowed down due to blood lost? idk
Probably. It will be some scaling system based on damage, but not a zombies max health.Any chance of xml dictated rage altering? The more things we can ♥♥♥♥ with and break means more use cases and problem definitions for the badass QA team. Keep up the awesome work, rockstar.![]()
This idea sounds great to me! It would give a nice spin to the blunt weapon power attacks 'stun, then finish off with power attack' philosophy. I'd really enjoy using the knives like that. Imagine stacking lots of bleeds on a crowd of zombies and then finishing them all off with one power attack.Another thought.. What if heavy knife attacks did not cause bleed. Rather, heavy knife attacks do damage based on how many bleeds already on a target. Light knife and bow attacks would build bleeds, then you go in with the heavy knife attack for the head splat.