Makes a lot of sense. Nav for the story/lore, rwg for beyond nave.not doable in a voxel game as far as I know. plus this is supposed to be a segment of the world story wise, not the entire planet, so wrapping wouldn't make sense.
That made me jump on my couch with joy.You so are the Tom Cruise to Guppy's Renée Zellweger.
a disturbance in the force i feel!... but they will catch on and then swear the zombies are cheating.. <cant wait for the stories to begin>It's quite accurate now. If the crosshair is on the head you hit the head. If it is not on the head you miss or hit the body.
That's not what it means. Sorry for the confusion.
Before A17 if a zombie was walking it would always stop the walking animation before starting the hitting animation. Before A17 if a zombie was standing up it would never start a hitting animation until it completed it's animation of standing up.
In A17 a zombie can do the hit animation while it is walking and while it is standing up. So if you are used to running past groups of zombies knowing you've always been safe or if you are used to standing over a zombie as it stands up from being asleep or knocked down getting several hits in with no risk...it ain't that way any more.
Pass through a group of zombies and you can get clocked. Rush over to a sleeper and start wailing on it and it might just reach out stun you while it is standing up. That means an adjustment and adaptation to tactics people have been used to.
I think he typed it quite neat and polite to be honest. Even if not true, you could counter argue what he said with facts. Which can't be said about rants because those players just talk nonsense.@Doc: You must see the error in what you typed seeing as we are in the Alpha phase of the game where the main point is to add in all the features. What other purpose could there be right now for optimization than to be able to have the “currency” needed to fit in the next feature desired?
If you’re wanting optimizations to yield you a final state best running game instead of a good enough for testing indev project then perhaps you should wait until the phase that best fits what you’re looking for.
I get that some of you are feeling alpha fatigue. If so, play something that feels finished and polished and.....released. Constructive feedback is always welcome but the complaints that essentially are: “I’m treating this as a finished product so why don’t the developers?” Is not constructive.
Stop using optimizations to make room for the next feature during the Alpha phase? Did you miss your coffee this morning Doc?
I can adjust to zombies sucker-punching me when they couldn't before. I'll be happy if the hitboxes have been improved too. Many, many, many times I've fired a crossbow bolt at close range and seen it pass directly through a zombie's face without doing any damage. It's pretty frustrating to have to kite zombies around so I can line up my shots on a north-south or east-west axis, which seems to help.a disturbance in the force i feel!... but they will catch on and then swear the zombies are cheating.. <cant wait for the stories to begin>
No doubt. Doc always posts eloquently. Ranting was decidedly NOT the problem with his post. He was simply wrong that the devs should not use performance gains to put in more features and I corrected him. I went back and read what I wrote twice to see if I could find anything disrespectful in my reply but came up empty. I like Doc and he is usually spot on in most everything he posts which is what had me surprised in this case.I think he typed it quite neat and polite to be honest. Even if not true, you could counter argue what he said with facts. Which can't be said about rants because those players just talk nonsense.
lawl you are getting world war Z and fight club mixed up again.You DO NOT talk about Zombie Fight Club.
Couldn't agree more, I wish there was a way to start near each other, to form the party in the lobby or something and spawn together as a group.I agree with you. The unlimited or huge world thing is awesome for what it is, but damn lol. You start a new world and spawn half-way across the map from a friend and you spend the next two and a half hours running to each other to start playing the game.
thank you... you are so right.Thank you for the clarification, Roland. Many people scream "Alpha" and think it means one thing, when really it means something completely different than what one might think "Alpha" means based on past experiences.
This totally would be a plus in one sense, but in another it would be a drawback. Our group usually uses it as an opportunity to do scouting as we move to group up. Maybe the third person has a better base location that you wouldn't have known about otherwise. Maybe you uncover some useful traders on your path to meet up. Even if it takes you a day-and-a-half to get together, you've probably discovered something good.Couldn't agree more, I wish there was a way to start near each other, to form the party in the lobby or something and spawn together as a group.
Takes hours to group up at the moment, usually 2/3 are near and the third person is literally other side of the map haha.
If you are hosting the server yourself, have the admin teleport everyone to a single player. That's what my group usually does.Couldn't agree more, I wish there was a way to start near each other, to form the party in the lobby or something and spawn together as a group.
Takes hours to group up at the moment, usually 2/3 are near and the third person is literally other side of the map haha.
That heavily implies that the new Rwg, which is square not round, 8Kx8K not 20K diameter, baked during generation not chunk loading (just illustrating the known changes), is still configurable via xml to change the size.But servers can either generate a bigger map or change loot respawn time. Sure enough if you play once a day for 4 hours on a server, actually the server time has kept going on many days without you, like 20... so loot could have respawned