PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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stamina drain is worse this version, day 1 with a stone axe. at 40 max stamina left and I have eaten everything I can find... something very off
Noticed that too, even with the slow metabolism perk they seem to drain faster in this build. Or they increased the drain on certain actions.

 
Don't be an ♥♥♥♥♥♥♥. We increased passive XP, so the net result is pretty much the same. Unless all you do is kill stuff you should level at the same speed as before, and passive / support role players aren't screwed.
troll "bug reports" should be ignored and deleted.

 
Please, how do I see zombie health? I'm adjusting it and try to see it ingame, to see if I did it right. I tried pressing Numpad 0 in dm mode, but it only shows me zombie's name.
If you are the server, the zombie is alive and the AI is enabled (keypad * toggles), then it should show a lot of info.

 
Nevermind, confirmed. They did up the XP for other things, as said by Madmole in the bug thread just now, and as confirmed by me and a friend in our server. By quite a bit, too. I like this :)

 
Wow that stamina drain with a steel pickaxe. My stamina is 120 and I'm only getting 3 hits before running out.
Stop right clicking everything, MM said this, left click is the one to use now.

 
have to say, I spent my last hour just testing stuff in debug mode. A lot of stuff improved, including small things that I didn't see mentioned (vehicle wheels :D )

there's a bug - already reported - with the chainsaw. 77 block damage with a 9x bonus against wood.. Gazz please :p

I just read some opinions on how balance changes didn't go as people expected. I can't talk for others but I guess it's a good time to say I liked most of them. Weapon damage now has very similar values to what I modded before. Only a difference in stone-iron-steel arrows/bolts, as I like a bit higher differences between those. The use of +- base damage instead of perc_add (on ranged weapons) also appeals me, makes bonuses from perks have their effects more in line with what players expect.

On the zombie speed topic, this made it much simpler to reduce the disparity between day and night/ferals. I wanted that for a while.

Honestly, it's my first time playing an experimental version and I like how it's going. I'm impressed by how much you have been working, giving the times for those updates and how many builds get uploaded every day. Thanks guys :)

 
Fine, but the perks, like Miner 69er ONLY affect the power attack. Do they think ANY of this ♥♥♥♥ through before implementing it?
You might want to go actually read what Miner 69 affects in B221...............just sayin'

 
Fine, but the perks, like Miner 69er ONLY affect the power attack. Do they think ANY of this ♥♥♥♥ through before implementing it?
Did you check ANY of this **** through before posting it?

 
Fine, but the perks, like Miner 69er ONLY affect the power attack. Do they think ANY of this ♥♥♥♥ through before implementing it?
I've not tested this, but looking at the XML miner69 only increases block damage, no mention of whether it's for power attack only: <passive_effect name="BlockDamage" operation="perc_add" value=".3,1.5" level="1,5" />

And checking localisation, it simply states block damage is increased for the description.

 
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Summary: After using a power attack, stamina does not even start to regen until after 3+ seconds after the last power attack.Version: b221

Platform: PC

OS/Version: Windows

Game mode: SP (mp host unlisted)

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? Yes

Are you using any mods? Yes

EAC on or off ?

Status: NEW

Bug Description: Previous builds, you could hold down power attack and stamina would regen like normal and you'd hit 0 stamina and then produce another power attack once enough stamina has regenerated. Now, not only does stamina NOT regen AT ALL if you hold power attack, there is now a 3+ second delay after each single power attack until stamina will start regenerating again. Literally billions of your your customers are complaining about you nerfing stamina, and now you nerf it even more? Really?

Reproduce steps: Power attack. Notice that it takes 3+ seconds for your stamina to start regenerating again. This was NOT mentioned on the patch notes, so I'm assuming it's a bug, especially since this is someone that nobody was asking for.

Actual result: Stamina stops regenerating for 3+ seconds after using power attack.

Expected result: Like previous builds, stamina should regen no matter what you are doing in regards to attacking. Now if you hold power attack and don't release, stamina will NEVER regen. Now if you use a single power attack and release, stamina won't even start regenerating for 3+ seconds. This alpha in previous builds was "7 Days to Stamina Regeneration" but is now more like "28 Days to Stamina Regeneration."
You need to stop posting these fake bug reports that are actually angry feedback posts dressed up in the bug report format. I moved this one to the discussion thread where it should have been posted to begin with. The changelog says that stamina regeneration delay has been applied. This should have been more specific but it is in regards to power attacks. In 208 everyone just used the power attack. Now the regular attack has been improved and the power attack has been altered so that it cannot be spammed to the exclusion of all else. This is intended. It is not a bug and it is an improvement for having varied and interesting melee combat.

 
Fine, but the perks, like Miner 69er ONLY affect the power attack. Do they think ANY of this ♥♥♥♥ through before implementing it?
Miner 69er has been changed to affect the regular attack because they did think this ♥♥♥♥ through. Your anger has caused you to post before actually playing and testing the new build. There will be some adaptations again but they are for the the better.

 
What are the speeds in relation to our movement?

For walk, job, sprint, nightmare?

Also if you were gonna do this, you should make a "random" one with everything in one without knowing what you're getting. That would be fun to play.

 
What are the speeds in relation to our movement?
For walk, job, sprint, nightmare?

Also if you were gonna do this, you should make a "random" one with everything in one without knowing what you're getting. That would be fun to play.
From What I can Tell:

Walk - Normal Zombie Walk

Jog - Similar to Human Walk Speed

Run - Normal Zombie Run

Sprint - Similar to Human Run Speed

Nightmare - Faster than Humans

 
What are the speeds in relation to our movement?
For walk, job, sprint, nightmare?

Also if you were gonna do this, you should make a "random" one with everything in one without knowing what you're getting. That would be fun to play.
i second this, people run at all different speeds depending on fitness and such (i personally cant get past walking speed on my stubby feet) so why shouldnt the zombies have a random speed option? equality for all! zombie or human or flying guinea pig!

 
i second this, people run at all different speeds depending on fitness and such (i personally cant get past walking speed on my stubby feet) so why shouldnt the zombies have a random speed option? equality for all! zombie or human or flying guinea pig!
I think it was mentioned by faatal that zombies with slight speed variations between them was planned.

 
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