Bubo
New member
Last edited by a moderator:
I've never changed it from whatever the default is. It's quite clear how far away you are, and also quite clear when they aren't even swinging in your direction. If they're a full running jump away, they probably shouldn't be able to hit you. It's just the way it(almost always) works... if you are within range when they decide to start attacking you, they'll hit you when they finish the attack no matter where you are by that time. Might as well just have them all work like the hazmat guys and hit you as soon as they start the animation since they'll hit you anyway.what do you have your FOV set to depending on the setting it can appear as if things are hitting you from further away and that you can even hit them from further but you really aren't. its just because of your FOV setting. it tottaly changes the perspective of your char.
Wow, there. The mod support is already incredible and offers countless of new ideas and features, and anything you dislike can be changed to your liking. Steamworkshop is planned, but finishing the game should come first.I hope you will fix your game and add better mod support or even steamworkshop so modders can actually work on making the game fun and balanced
I had something similar happen to me. My group has a rented server and we played vanilla and valmod with A15 and vanilla with early A16. When A16 was somewhat stable (A16.3) we tried War of the Walkers and suddenly I often got hit even after moving away from a zombie or the zombie hitting somewhere else. This might have gotten better after I reduced graphics quality but I'm not sure. The effect definitely vanished after we changed to Ravenhearst.I've never changed it from whatever the default is. It's quite clear how far away you are, and also quite clear when they aren't even swinging in your direction. If they're a full running jump away, they probably shouldn't be able to hit you. It's just the way it(almost always) works... if you are within range when they decide to start attacking you, they'll hit you when they finish the attack no matter where you are by that time. Might as well just have them all work like the hazmat guys and hit you as soon as they start the animation since they'll hit you anyway.
Has to be some sort of a lag thing with my redneck internet(or the game). Ping never terribly high when I check but strange stuff always happens.
Fix the game. Check.I hope you will fix your game and add better mod support or even steamworkshop so modders can actually work on making the game fun and balanced
so... THE HYPE TRAIN IS ABOUT TO LEAVE, EVERYONE ON BOARD!Fix the game. Check. Add better mod support. Check.
Steam Workshop support. Check.
Fun and balanced gameplay. Check.
All are now on the agenda.
I didn’t mean on the agenda for A17. I meant on the agenda for finishing the game. Sorry.so... THE HYPE TRAIN IS ABOUT TO LEAVE, EVERYONE ON BOARD!
Seriously, A17 looks much more better than A16, and complex too. New phisics, new vehicles, new POI as mini dungeons, new AI (I hope) and MOD friendly. Sounds like a very impacting version.
That looks fun and it's on Netflix. I now have plans this evening!All this Roland teasing us with tidbits of information:-New HUD with wellness(ish) and health!
-New and Improved Al's Marina and Burrito Bar!
-AIRSHIPS!
has got me thirsty for more! A scene from my favorite Anti-Hero movie of all time comes to mind:
http://www.youtube.com/watch?v=6QK2T7I5uUA&t=1m12s
Feel free to turn him into the Duke of Navazgane!
Nobody seems to have commented yet that this is a new feature in its own right. It pretty much has to mean they're working towards 'real' quests, and as such surely we'll see some of them in Alpha 17. Quests likeThere are others in the middle of working on the quest system which also affects sleepers, POIs, and loot among other things. Not ready to show.
Etc. sounds fascinating! Tell me more!Nobody seems to have commented yet that this is a new feature in its own right. It pretty much has to mean they're working towards 'real' quests, and as such surely we'll see some of them in Alpha 17. Quests like
- Clear out all the zombies at this skate park to secure it.
- Find a rare gun mod at the top floor of this skyscraper.
- Destroy all the tents at these three rival campsites.
- Etc.
It doesn't matter... the A17 it's done when it's done... obviously everyone is anxious about it, but the devs and testers needs their time to code and fix tons of things.I didn’t mean on the agenda for A17. I meant on the agenda for finishing the game. Sorry.
Soon or late there will be someone complaining about balanced gameplay and fun... (like the folks complaining about finding wrench on every single alpha releases blaming the "changed" game mechanics)I can confirm "better mod support" and with any luck "Fun and balanced gameplay".
Fixing the game? Well, that's a pretty tall order without a time frame given. =P
I kinda wonder about the NPC AI for A17 as they are still advertising for an AI developer. I don't think I would put much 'hope' into your '(I hope)'. But who knows?so... THE HYPE TRAIN IS ABOUT TO LEAVE, EVERYONE ON BOARD!
Seriously, A17 looks much more better than A16, and complex too. New phisics, new vehicles, new POI as mini dungeons, new AI (I hope)...
Don't know about NPC AI in A17... I think the new AI devs does not have sufficient time to change so much things on AI for now, but maybe they can change a few things on Z's AI for now. Somethings like a running Z does not run like crazy in circles when you hit them from a good distance instead searching for you based on hit direction, or running Z's running to you, hit and circle a few times. If it happens it will be no "new AI", just a good enhancement of the current system.I kinda wonder about the NPC AI for A17 as they are still advertising for an AI developer. I don't think I would put much 'hope' into your '(I hope)'. But who knows?
Pretty much these days. Had my fill o the trolls and bickering.Well, I'm still checking in daily but you're sounding more like a once every 2-3 weeks kinda guy...![]()
Hmm, maybe next time I have a big problem with it I'll try backing down some graphics options. I don't generally have too much trouble running smoothly(except sometimes when loading new chunks in RWG games), but it doesn't exactly get stellar FPS either. I've never particularly noticed bad performance at the same time as 10-foot arms, but it's worth a shot.I had something similar happen to me. My group has a rented server and we played vanilla and valmod with A15 and vanilla with early A16. When A16 was somewhat stable (A16.3) we tried War of the Walkers and suddenly I often got hit even after moving away from a zombie or the zombie hitting somewhere else. This might have gotten better after I reduced graphics quality but I'm not sure. The effect definitely vanished after we changed to Ravenhearst.
Since WotW and Ravenhearst are both very big mods, size of the mod alone is probably not the cause, my internet connection is quite good and didn't change, so probably not the cause either.
I've seen the movie three times since its release.That looks fun and it's on Netflix. I now have plans this evening!