Blood moon in the newest build (on dedi): We have been seeing a lot of zombies ignoring a clear path to us, going into destroy area mode and NOT ever coming out if it even when doing them damage.
POI design and the quest system would like a word with you on 7D2D and "Low Profile".I think if I were in a real zombie apocalypses keeping a low profile would be of great importance.
Blood moon in the newest build (on dedi): We have been seeing a lot of zombies ignoring a clear path to us, going into destroy area mode and NOT ever coming out if it even when doing them damage.
Yes, with this latest build. We were not seeing this behavior on the previous build.The last thing TFP want is ending up making another "Stardew Valley". They want action, survival and a fight for your very life!
SO, you get Zombies that teleport behind you, fall from unreachable ceilings and from many other odd or even inconceivable locations.
Is that over the top? Maybe, but horde nights don't have anything that's like this.
I've thought how TFP could make Horde Nights great again!
1) Make teams of normal zombies that are truly mindless, following one stronger, "structural engineer" big brain zombie!
2) If the Big brain zombie is destroyed, then they just attack the nearest (non zombie?) thing until the red light of Horde Night is gone.
3) This might reduce the CPU burden (only a few path calculations) and make Horde Night not as simple as it is now. You could have larger Hordes most likely.
Is this recent? I haven't seen that a few days ago (now waiting on stable).
b323 is a stable candidate. Depends if it has any major bugs. Just played a few hours on it using my previous game and didn't see any new bugs.Question ... IS Stable still planned for this week??
That was the last post on the game screen that Stable is coming this week ... Or ... Did you mean B323 was coming this week.??
Thank you and Be Well![]()
Remember that you are already creating heat from activity you are doing so these just increase it more. What you are saying about running around collecting stuff already creates that heat without the dew collectors doing so. Not only that but this increases heat even when you're doing nothing with them. Bandits... maybe. But they'll find you simply by seeing a base. Zombies... well, yeah, they aren't real and so you can't really determine how they'd find you - noise, smell, sight, all of the above. But I just can't believe that if your dew collectors were not in the open or were not being touched by the player (i.e. they are filling up and not currently being emptied), then they wouldn't attract the zombies. Maybe one would stumble upon it and attack is just because but no more than they'd do a brick building. I just don't see any way they'd be attracted to a dew collector.I don't really feel it's unrealistic. I think if I were in a real zombie apocalypses keeping a low profile would be of great importance. Building a huge water collection system, farm, or massive complex would draw attention of not only to the Z's but raiders (bandits) just from the activity, noise, and movements of maintaining/collecting the area. I look at it like this, if you have a couple dew collectors getting the water out of it is quick and I'm back inside. Getting the water out of 20 dew collectors increases the time and effort thus I'm more likely to draw the attention of zombies....just my thoughts.
It can also be fun if you like farming screamers which a lot of folks do with forges already. I enjoy having to defend my homestead randomly from both random hoards (wish they were larger) and screamer hordes because they are slightly harder. It adds interest to you daily activities.
I actually think this is probably a good decision to even out item progression. I know it'll take getting used to for everyone and I haven't yet tried it out as I'm on an older save still and even with the update, I have the same mod slots as before even on newly crafted stone items. But after some getting used to it and working to upgrade more quickly, I think it'll be worthwhile. But we'll see.I absolutely do NOT agree that the changes to mod slots for lower tier weapons/gear was needed or should have been implemented. With the nerf to magazines already slowing progression to a crawl (this does not include try-hards who do nothing but rush, rush, rush, so don't even), this means that even if we find decent mods, we only have ONE slot until we've found enough magazines of that particular type to progress to the next tier of weapon/gear. Really? Why did you think this was necessary? Either fewer magazines OR allow us to, at very least, buff our pitiful weapon enough to stay alive to find more magazines. I was okay with the fewer magazines, did just fine since, as I got a few more and could make a little better weapon, I could add some tiny bit of damage with mods! Good grief. This makes no sense to me. As it stands, I doubt I'll ever be able to climb back up to the difficulty level I was able to enjoy before. Sad and annoying...
So, since I'm still on stone tools and spears and wooden clubs, having one mod slot at tier 3, is a good decision.... Not at tier 5 yet since I started a new map/game with this drop, but you honestly think that having ONE mod slot for the entire stone level, tier 1 through 5 is the way to even out item progression? Seriously... so, this means the iron level would have, what, 2 mod slots for tier 1 though 5? Those levels took me days to progress through with the magazine nerf in the last build. I'm saying, either up the magazine count to earlier levels, or something! I'm already getting ferals on day 1 since my trader is on the edge of a city so, yeah, sure.I actually think this is probably a good decision to even out item progression. I know it'll take getting used to for everyone and I haven't yet tried it out as I'm on an older save still and even with the update, I have the same mod slots as before even on newly crafted stone items. But after some getting used to it and working to upgrade more quickly, I think it'll be worthwhile. But we'll see.
"Batteries now scale the crafting resources per tier to prevent exploits "
Can someone explain this one? I don't understand it, I didn't know of any exploits involving it.
I don't know what the mod counts per tier are. But the way things were before, it was pointless to ever make a quality level 1-3 or 4 iron weapon/tool if you have a tier 5 (not even 6) stone version. The same when going from iron to steel. You'd be taking too much of a loss if you went form tier 5 stone to tier 1 iron to ever consider doing it. This change means that a tier 1 iron will be better than a tier 5 stone every time (supposedly... as I said, I haven't seen it yet). This gives a good reason to work on upgrading to the next tier as soon as you can.So, since I'm still on stone tools and spears and wooden clubs, having one mod slot at tier 3, is a good decision.... Not at tier 5 yet since I started a new map/game with this drop, but you honestly think that having ONE mod slot for the entire stone level, tier 1 through 5 is the way to even out item progression? Seriously... so, this means the iron level would have, what, 2 mod slots for tier 1 though 5? Those levels took me days to progress through with the magazine nerf in the last build. I'm saying, either up the magazine count to earlier levels, or something! I'm already getting ferals on day 1 since my trader is on the edge of a city so, yeah, sure.
Yeah, I'm seeing a lot of zombies just run past in A21. They usually turn back around but they'll run past me, go into another room, and then turn around and come find me. It's almost as if they are using the stealth-finder tactic of homing in on wherever you made the noise they first noticed and then they ignore everything until they reach that point.Had a zombie tonight in a POI run right past me (I even thwacked her in the head as she ran past) to go and beat on the corner of a wall and ignored me completely.
...We already interact with zombies. A lot. Coming back from a POI to 5 screamers just because we need water to make glue and have 10 dew collectors going isn't "fun." It's annoying. Especially when they're summoning friends without screaming.
Again, it feels more like a choice you guys made to be jerks, not because you think it's logical or fun.
Joke's on you, I already play agility and know how nerfed stealth builds are now.
b323 is a stable candidate. Depends if it has any major bugs. Just played a few hours on it using my previous game and didn't see any new bugs.
That corner must have been awfully sexy... :frusty:Had a zombie tonight in a POI run right past me (I even thwacked her in the head as she ran past) to go and beat on the corner of a wall and ignored me completely.
I'll have to test this and see how it feels... but personally, I like the concept.So, since I'm still on stone tools and spears and wooden clubs, having one mod slot at tier 3, is a good decision.... Not at tier 5 yet since I started a new map/game with this drop, but you honestly think that having ONE mod slot for the entire stone level, tier 1 through 5 is the way to even out item progression? Seriously... so, this means the iron level would have, what, 2 mod slots for tier 1 though 5? Those levels took me days to progress through with the magazine nerf in the last build. I'm saying, either up the magazine count to earlier levels, or something! I'm already getting ferals on day 1 since my trader is on the edge of a city so, yeah, sure.
I understand that, and as I said I have no problem with changing things that are too easy, but it has to make sense.There is a legitimate reason for the water/jar changes. It is meant to make water more difficult to acquire. Even though it's still fairly easy for anyone who knows the game, it doesn't change that it does make it more difficult. You might consider it a punishment but at least there is a valid reason to want to reduce how easy it is to get water. The change for dew collectors is different. That offers no reason other than that they don't want players building large dew collector farms and that isn't a legitimate reason.
The only thing I don't really agree about in what you said is this. Survival games do not need to be simulation games. They can be but they don't have to be. This game is not a survival simulation game and I'm pretty sure they never claimed it was. That doesn't mean they can't have simulation aspects in the game and make things realistic in the game but it also doesn't mean they have to make everything realistic or a simulation. If it was a survival simulation, you'd never be allowed to carry more than a certain weight around and never pick up and walk around with any vehicle other than a bicycle and it would take months in game to grow crops and so on. That isn't what this is.I just want the realism aspect to mirror what one would do in real life. That's the point with simulators, and survival games are a survival simulator.