They really are. The POI designers did an awesome job. They are not a stroll in the park. For example, testers told me a while back that Dishong Tower has over 300 zombies. They take time and skill to clear.These POI's are awesome!
I can't say for sure, but next time I notice this I will pay more attention to the lighting around me. I did not turn on a light or switch to a torch. I was outside so cannot speak to shadows moving etc.Did your lighting change?
I have enough. Get the harvest perks so you get more bones per kill. There is duct tape and glue in loot now. There are a few rib cages in some POIs that can be harvested for bones. I was thinking of adding them to the roads with the decorator.Madmole, will we get a better way to obtain glue? Because killing animals will not give us enough bones.
There are often thresholds in performance where one person looses 10% due to increased use of resources, but another 50% because they fell below a limit of main or GPU memory that caused thrashing of those resources. The trick is finding settings that get them below the threshold. The joys of PC gaming, where people have many different PC specs.i lost about 30% of my fps since 16.4 but some of my friends lost way more dropping from stable 50-70 to allways bellow 15 wich is even weirder since it it looks like it affect players at random even with the same gpus
Yes as soon as you do enough damage they get knocked down then finish them off while they are getting up.1 on 1 just be aggressive. Hitting them interrupts their attack I think. I saw streamers knocking them down and backing off, then complaining they get up too fast. But actually as long as you have stamina you can stand over them and finish them off pretty easy.
I hear ya, but I'm thinking mid ~ endgame. It might work early game, but then there are a lot of recipes that requires glue, not to mention shotgun shells and exploding bolts. It's almost safe to say glue will be a problem very fast. For example, in A16 day 100+ hordes I always needed 150 exploding bolts and 2 ~ 2.5K shotgun shells (64 zombies).I have enough. Get the harvest perks so you get more bones per kill. There is duct tape and glue in loot now. There are a few rib cages in some POIs that can be harvested for bones. I was thinking of adding them to the roads with the decorator.
Ok tested in SP, used wooden club in both sp and multi, tested on 3 types of zombies, cheerleader, fatman and crawler. Each time i was able to step in and hit them and when they take a swing i would be out of range with just walking backwards, had no issues. With mulitplayer and lag, if i try the same thing visually so same distance and stepping back, i get hit where in SP it would have missed.Can you try single player and see if its any better? THen we know if its lag or your technique. I have no problem avoiding getting hit, but I use a fireaxe because of the awesome range it has. We nerfed back and strafe movement because it was basically Quake 1 and not like a modern game. You can't run sideways or backwards as fast. THis makes combat more of a challenge which was desperately needed.
I like the idea of running into animal carcasses while out and about... Just makes sense. Just a thought but if the story is, zombies eat animals when they catch them, I could see carcuses scattered accross the landscape. Maybe at 1/4 or less the rate of nests to keep them from being too common. I could totally buy into that.I have enough. Get the harvest perks so you get more bones per kill. There is duct tape and glue in loot now. There are a few rib cages in some POIs that can be harvested for bones. I was thinking of adding them to the roads with the decorator.
6m isn't enough. When moving, the spawn ends up beside you. Hell, 15m is probably not enough.Zombies spawn 6m before you enter a sleeper volume. The POI designers have put them in all kinds of hiding places like ceilings, cabinets, behind TVs or crouching in corners where they are hard to see. It is easy to think you cleared a room, but have not.
Stealth didn't seem broken to me. Zombie walked right by me while crouched last night....Fixed in the next patch
Did Robert have a hand in that?They really are. The POI designers did an awesome job. They are not a stroll in the park. For example, testers told me a while back that Dishong Tower has over 300 zombies. They take time and skill to clear.
It's so you don't burn the water. =)[/quoteThat made me LOL..Pop through nose...
Haven't gotten too deep into this but I thought I heard swing speed will be improved. So any block damage should involve a block per second total to be accurate.Ah this explains why the zombies were so overly alert then and the suppressor not working. POIs should be much better once you have this up and running. Had a feeling that wasn't working as intended. Love all the new and updated POIs visually though.
I understand that, but I just feel like making extra damage being down to exclusively mods a bit odd and could use some more balancing. A perfect quality compound bow fully modded (could only find 3 compatible mods for it) is only a bit over twice as powerful as a level 1 wooden bow.
Tools get hit to a much harder degree though, as a perfect steel pickaxe fully modded (only seems to be 2 mods for them) isn't even twice as powerful as a level 1 stone axe. Perfect steel pickaxe = 36 block damage (fully modded), level 1 stone axe = 26 block damage.
The sense of progression just feels near non-existant there considering how much time and effort it would take to get between the 2 beginning and end points I mentioned. I feel like certain chores like mining tunnels or opening safes should become less tedious after a sufficient amount of time and perk points has been put into your progression. But as it stands now it seems like even the best of the best weapons, mods and perks don't really lead to being a whole lot more efficient. Weapon and tool tiers really need to be more distinct instead of just being more durable in my opinion.