I think it is placing them too low, so it needs very flat ground. On my TODO list. Hopefully moving it up will make it easier.Is there a trick to placing bicycles the first time? I can't find any place for it to go green and I'm not sure if there's a trick I'm missing or if I've found a bug to report.
The problem is not with bicycle only. I was placing my motorcycle. It didn't allow me to place on Road, then I move a bit and then it place it exactly where I was intend to put it before. So same block that disable it at first allow it maybe from different angle on those very blocks.I think it is placing them to low, so it needs very flat ground. On my TODO list. Hopefully moving it up will make it easier.
Not exactly.If you do not clear the entire building then as soon as you are more than 30m away for more than 60 seconds they will respawn. You have to clear it ALL for the days long respawn timer to be a thing, otherwise it's almost instant.
AI only spots you by sight and sound. If you were fighting zombies, then you were making sounds.Hi yes I was inside of a house fighting zombies and it broke a door, ran down some stairs and ran up through the basement. Wolves are not that smart. Also how did it spot me? Because a zombie woke up it sent the wolf a text? If I'm outside in the forest it's one thing, but I am in a house with fully formed walls.
So how come I get zombie spawns directly infront/behind me, even tho the house is supposed to cleared? This frankly happens quite often.Not exactly.
Every sleeper volume has a count. Killing zombies from that volume reduces the count. Leaving for 60 seconds does not respawn them, it despawns them. Returning to the volume respawns the current count amount of zombies, not all of them.
Friday, I had a zombie break through a wall from a hidden room, that I could not see in the house, since the room had no doors. You might think a house is cleared, but that does not mean it is. Spawn points are often in drop ceilings or closets.So how come I get zombie spawns directly infront/behind me, even tho the house is supposed to cleared? This frankly happens quite often.
Because real guns fired with suppressors (which is the proper name, not silencers) *still* make noise. Don't believe the Hollywood BS you see/hear in movies and TV, it is vastly different from reality.yup i dont understand why the silenced pistol still make noise and attract Z'S , i will understand the screamer coz she is attracted to the heat any ways LOL
Ping is average of 30 to 60. Also do sleeper spawns consider the player rotation/view angles? I needed something like this in one of my prototypes.Friday, I had a zombie break through a wall from a hidden room, that I could not see in the house, since the room had no doors. You might think a house is cleared, but that does not mean it is. Spawn points are often in drop ceilings or closets.
In SP or MP host, you can walk into a POI, open the console and see messages for each zombie that spawned from a sleeper volume. If it says Restoring, then that was a zombie that was there from a previous visit, that was not killed.
Are you playing SP or MP? If MP and you are not the server, then what ping do you have?
bool util.IsPosVisibleToPlayers(pos)
{
for(auto&& player : gameState.GetActivePlayers())
{
if (player.IsFlagSet(FL_NOTARGET))
continue
if(player.InsideViewCone(pos) and player.TraceHits(pos))
{
return true;
}
}
return false;
}
bool PlayerBase::InsideViewCone(const Vector& pos)
{
Vector faceDir = GetFacingDirection2D();
Vector los = pos - EyePos();
float fov = GetFOV();
float dot = los.Dot(faceDir);
return dot > fov;
}
I don't think you should worry mate. TFP will probably nerf the living daylight out of the game with the next patch, so the game will be much more like a16. Not very challenging, that is.I have to say...even with all the shortcomings of A16 .......I had a lot more fun with it. A17 seems to be more of a grind... just not having as much fun with it. By level 30 you maybe have your bow with iron arrows, 50-100 9mm and an orange pistol that does nothing against the relentless ferals and greenies. I always prided myself on not dying "alot" in game.....well both games i started i have died at least 8 -10 times each one. Thats not the complaint i have...its almost impossible to survive and enter POIs now. I dont want to even go in them because i know i will be tearing ass right out the same door i just entered. Every one has 5 or 6 Zs with half being feral and greeenies.
The use of the 30 minute magazines is useless and a waste of time unless you want to craft something and you havent leveled up. Your hands are so tied with the flow of the game and everything being tied to leveling and perks. You either are spending perks on trying to stay alive or saying screw it and going for something you want like a bike.
Try making concrete...it takes 45 minutes in game per 3000 made. Thats 90 minutes for 6000 concrete mix. Meanwhile, the overpowered Zs are tearing your base apart and you cant fix it fast enough.
Weather is still a joke too.
The food and drink system is annoying waiting for the timers to catch up to whatever you just ate or drank.
You can barely move away from a basic base that you have built, because the higher level Zeds just destroy everything while I am shooting them with my bow. The game is just to hard at the start to survive.....The only balanced area you have is when you are exploring and you meet a small horde that is manageable.....but dont enter a poi that looks interesting, because you are sure to be kicked out by its occupants. There arent even bosses in game yet.
I am waiting to see what the next patch brings but I play with alot of seasoned players who are not enjoying the game since a17. They are waiting for a stable version , because FPS drops are ridiculous especially around bases and are hoping that the modders go to work and change alot of these new systems.
I really think that the testers spent most of their time in GOD mode or flying around bypassing alot of the Zs or just loaded up on the DEV tools in game to give them super powers.
Regards
Ouch
A workaround for murder holes is to use railings(just the railing not catwalk) rotated flat. I havent tried this yet with the current build but it should work. As for the retractable ladder; use hatches placed flat on a wall and stagger them for steps. closed they cant be walked on (possible but very hard) opened they then can serve as retractable steps. Haven't considered a rolldown door workaround....hmm... I thought the 'iron' cost was the same either way? but either way, man I love those things!
I've got three more on my Christmas Wishlist![]()
1) Murder Holes: ideally both a 'Bars' kind and a Flagstone half-height or plate. Something to drop Molotovs through but you couldn't fall through.
2) Retractable Stairs/Ladder: like the flimsy attic stairs or a fire escape ladder. Useful to retreat higher up in your base if there's a breach. Edit: and pull it up behind you
3) Roll-down Security Shutters: rolled up they'd be basically like the Poles, then close or un-roll and fully cover the block/s. Orignally was thinking of them as a last line of defense for spots you might build to melee through, so when it's get outa dodge time you'd slam em down and have a few seconds before z's broke through them.
I know, asking a lotbut 'tis the Season right? & a man can dream
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Please noI don't think you should worry mate. TFP will probably nerf the living daylight out of the game with the next patch, so the game will be much more like a16. Not very challenging, that is.
@Ouch Quit It
I can agree on the point that base-building is pointless now, could just as well remove the whole building stuff aspect alltogether if it stays like this. Takes like one minute for a base to get wrecked. Either keep the z's strong and make concrete viable again or weaken them considerably so you can at least shoot them before they tear down everything.
I don't think you should worry mate. TFP will probably nerf the living daylight out of the game with the next patch, so the game will be much more like a16. Not very challenging, that is.
When I tested Molotovs in b199 you had to basically throw them horizontally. Any attempts aiming 'down' failed. Hopefully Molotovs will get looked at soon-ish. Once they are I'll definately test the Crude Railing for Molotov pass-thru and falling thru.A workaround for murder holes is to use railings(just the railing not catwalk) rotated flat. I havent tried this yet with the current build but it should work. As for the retractable ladder; use hatches placed flat on a wall and stagger them for steps. closed they cant be walked on (possible but very hard) opened they then can serve as retractable steps. Haven't considered a rolldown door workaround....
I hope they don't nerf the game too much either. But I'm fearing they will.Please nolol.